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Player's Handbook

This chapter explains everything a player needs to know, from major building character, it would be the first thing you should do, to the explanation of the rules, tricks to improve the interpretation or simple lists of the equipment or bestiary .

Here begins your adventure in RyF.

Characters

Create a character

The first step in creating a character is thinking about one concept. The rules are made to give what you need, so we can not specify what kind of characters will be available in the games. First, the game director or Game Master (the creator of the world where you play) has to present the possibilities that exist, that will let you see what kind of character suits better.

Once you have clear the setting where the game will be developed, for example, a world where elves and dwarves are engaged in a struggle or an old Ukrainian espionage where spies have place, you have to think about the concept of your character. The concept is the general idea, the first mental sketch, the kind of character you would like to play. Sometimes it is a sentence, others felt like someone to create a character from a movie or a book you've enjoyed recently. No matter where you come feedstock. You have to have something in mind before following the procedure for completing the sheet, because if you change your mind in the middle of the process, it's annoying. In concept, it is easier to involve the fact that you can not have many skills as high as you want. To define the character, choose their strengths, because you can not be good at everything. In short, get a general idea of what kind of character you create before you take the pen or pencil.

A character is more than just the numbers on your sheet. The points are just how the game defines the capabilities of a character, their strengths and weaknesses, using the rules. You are the ones to give the breath of life to those numbers through the interpretation of that character, using the character sheet as a guide. Without your participation, the character does not exist.

Example

Throughout this chapter we will create a character for example, after a little practice to theory.

We use a character as the archetypal example of what can be done. Imagine a private investigator of today in a world where magic exists and where the demons are real (and hunted).

First, find the name: Michael Rodriguez.

We now come to give a little background: He lived in a slum of latin family unstructured, always traveling with his father and mother looking for work and a home with alcohol problems. He tried as he could get out of this world, with the police, but the drug dealers in the neighborhood made him the life impossible, because they know all her family and friends. He had to move to another city, Boston, with another profession, Private Investigator.

He is someone with a particular ease to see things that others do not see, with a proper physical, and some studies that show where he was raised.

If you realize, we have not talked about numbers. In fact, before you know what numbers should be. And once you know … fill numbers.

The numerical concepts

The capabilities of a character is described through a series of features scored with a number on a scale of one to ten.

  • The attributes define the innate abilities of a character. The attributes kept stable and do not change with the experience nor the time. Ranging from 2 to 10.
  • Skills learned that define the character and capabilities, and change with time and experience. Ranging from 0 to 10.

Attributes

An attribute is an innate capacity, how strong, tough, clever, intelligent or perceptive is that character.

Each player has a total of 40 attribute points to allocate to create the character. This gives us an average of 8 points per attribute. If allocated less than half that, you will have an attribute below normal, while if you put higher, you will be above average, remember that 10 s the maximum. It is important to note that the attributes are fixed and do not improve with experience and with time, unlike with skills, which they do.

The average of an attribute for a normal person (not a character) is between 5 and 6. The Personality of Players (PCs) are better than average because they are extraordinary people (if you do not like this, you can distribute less points to attributes). Take the above into account when designing non-player characters (NPCs).

Ryf has five basic attributes: Strength, Resistance, Dexterity, Intelligence and Perception.

  • (F) Strength
  • (R) Resistance
  • (D) Dexterity
  • (I) Intelligence
  • (P) Perception

Example

We continue with our friend Michael. We have said that he is clever, and so with good perception, it is able and ready, the streets where they grew did so well, so will a good dexterity and intelligence. Finally we allocate the points and we have the innate abilities of our character:

  • (F) Strength: 7
  • (R) Resistance: 7
  • (D) Dexterity: 8
  • (I) Intelligence: 8
  • (P) Perception: 10

10 +8 +8 +7 +7 = a total of 40 points.

Attributes explained

  • Strength: Ability to move something or someone who has weight or resistance, as well as to lift a stone, to throw a bar, etc.. The direct application of the use of muscles.
  • Resistance: Ability to withstand injuries, fatigue, drugs or other causes debilitating.
  • Dexterity: Easy to move and ease the body and members. Used for manual tasks, or exercises that require physical agility.
  • Intelligence : Ability to understand, comprehend or solve problems, whether mental (riddles) and mechanical or physical, (try that fails before a repair or solve a puzzle, respectively).
  • Perception : The threshold of the physical senses and your ability to focus. It also refers to the ability to translate what they captured in the performance of various artistic disciplines, including dance and body expression.

The Occupation

In Ryf there are no predefined professions. It is a narrative that allows complete freedom to the players as the narrator. It is advisable, however, that each player defines the occupation of their character sheet. There are as many jobs as you allow your imagination within the period and atmosphere in which juguéis. You may also use terms that are not necessarily paid professions.

  • Examples: Lawyer, warrior, wizard, mercenary, pilot, pirate, musketeer, adventurous, noble, erudite …

The choice of the skills should be fairly consistent with the occupation.

Skills List

The skills are the skills learned, practiced or studied your character. Unlike attributes, can improve with time and experience.

During the character creation, you have 40 points to distribute among all skills, with a maximum of 5 each. Items that are not shared are lost, can not be used later.

* Example: If we fly 4 cost us 4 points.

We have set an example of 3 tables, one for each of the 3 times more common in RPGs. But nothing prevents the list to do your measure of atmosphere you want.

Medieval Actual ^ ^ ^ ^ ^ ^ CIFI

(P) Spot (P) Spot (P) Spot
(D) Ranged Weapons (D) Ranged Weapons (D) Ranged Weapons
(F) Melee Weapons (F) Melee Weapons (F) Melee Weapons
(D) Running (D) Running (D) Artillery
(I) Fauna (P) Dance (I) Astrophysics
(P) Find (P) Find (D) Athletics
(D) Riding (P) Trade (P) Dancing
(P) Callejeo (D) Driving (P) Search
(I) Trade (P) Diagnosis (P) Commerce
(D) Scale (P) Label (I) Cryptography
(P) Label (I) Languages (P) Label
(P) Disguise (I) IT (I) Languages
(I) Acts (P) Read Lips (I) IT
(P) Music (I) Acts (I) Motor Engineering
(I) Browse (I) Machinery (P) Read Lips
(D) Swim (I) Medicine (I) Laws
(I) Occultism (P) Music (I) Machinery
(F) Fighting (F) Fighting (I) Medicine
(D) prestidigitation (D) Pilot (P) Music
(P) Crawl (P) Crawl (P) space travel
(R) Religious (D) Stealth (F) Fighting
(D) Steal pockets (I) Survival (D) Pilot
(P) Rumors (I) planetology
(I) Healing / Herbs (P) Crawl
(D) Stealth (P) Rumors
(I) Survival / Hunting (D) Stealth
(I) Tradition / History (I) Survival
(D) Traps / Locks

Example

Ya know how things are given to Michael in general, but we need to know that knowledge, technical skills and specific knowledge. As we have said that this character is to choose a contemporary setting of the list for the skills that we think that a private investigator, who was born in a poor neighborhood and had gone through the police know and spread the 40 points.

  • Warning / Note 5
  • Distance Weapon 4
  • Melee Weapons 3
  • Athletics 3
  • Search 4
  • Driver 3
  • IT 2
  • Read Lips 3
  • Law 3
  • Fight 3
  • Track 3
  • Stealth 4

We said it was clever, going by the police have knowledge of combat, “as well as knowledge of laws and those of the research, then you'll some more mundane skills such as driving and some computers.

Skills Descriptions

  • (P) Warn / Notar.

Used for the senses. See someone in hiding, to hear a guy stepping on a twig, to hear a conversation after a door, to see something strange somewhere, and so on.

To discover someone is pulled against its secrecy.

  • (D) ranged weapons.

It is used to handling weapons of all kinds, first, do not assume that their offensive power is dependent on physical force and can injure the user outside the proximity of the melee. A gun or a crossbow weapons whose use would be controlled with this skill. Their difficulty is based on distance from the target of this size, and coverage you have.

  • (F) melee weapons.

Lets have prior knowledge of melee weapons and experience with them, increasing the chance of damaging the opponent. Everyone can learn to use a baton or a knife, but a blow to stop them, for instance, is a skill more than the occasional user, and this is measured with this skill.

  • (I) Artillery.

Permitted to use heavy and light guns, like those of wicks, boats, launchers, antiaircraft, and any other type of weapon that falls within this category.

  • (I) Astrophysics.

Knowledge of theoretical physics of space, used to know the astrological phenomena and spacecraft design or weapons that operate in that environment.

  • (D) Athletics.

Allow a torn fast, jump in the race without losing speed or download a certain height without hurting useful for flight. It runs with or encountered a difficulty setting, for example, for things like jump.

  • (P) Dancing.

Used to see how well a character dance. Ideal for parties or for success in nightclubs.

  • (P) Find.

Lets get something more closely with opportunities to find secret passages and hidden doors. His difference with caution / note here is that the senses are focused. This is not to realize thatsomethinghappen, but something that is not at first sight.

  • (D) Riding.

Management of the horse to trot, gallop, and do exercises such as jumping or know him keep calm in adverse situations such as noise of explosions.

  • (P) Callejeo.

Knowledge of the underground cities, and where is the black market and drug dealers, thugs and people of similar kind. Also for someone to sneak in a prosecution by exploiting the special characteristics of the alleys.

  • (P) Trade.

Knowledge of the various trade routes and / or the value of a trade. A good trader knows can find bargains and get special prices for bulk purchase, or directly to haggle.

  • (D) drive.

Used to see how well you can take a car or motorbike. Things to be spectacular or persecution. You can order a low point in the skill that could lead to a vehicle.

  • (I) cryptography.

Ability to decode secret messages, or to create a system that prevents your reading when you communicate with another.

  • (P) Diagnosis.

It is used to recognize symptoms and perceiving what a person is sick. It is based on observation of the patient and the tests to be performed.

  • (P) Disguise.

Capacity that is used to make us go through another person, basically used to recognize the character is not going unnoticed or be in a different culture. With appropriate material, can be done through a specific person.

  • (D) Scale.

Used to climb vertical walls, or steep, or with use of specialized equipment, which will make it more easy, or without it.

  • (P) tag.

Used to behave correctly in every circumstance. Know the protocols cuts, namely the food habits of a country, namely to properly use a bow or someone with the appropriate title.

  • (I) exobiology

Science that studies the non-human life forms. While the sensors can planetólogo to make estimates and geological minerals, exobiólogo can speculate if the conditions are optimal for life. According to the criterion of the director of the game can also notions of human cultures that have known relationships with humanity.

  • (I) Animals.

Knowledge of animals, how to treat them, their customs, and domarlos or domesticated.

  • (I) Languages.

Knowledge of other languages other than home, it can be used in several ways, 1 point equals 1 language, or ability to learn a new one, changing the time to do this depending on the setting and the difficulty of it.

  • (I) IT.

Knowledge for the use of computerized systems, including entry into other systems or programs used to own program.

  • (I) Engineering.

Knowledge of construction of all types of buildings, artifacts and technologies, depending on the setting, it is better to specify engineering.

  • (I) Acts.

Knowledge of the laws of a particular country or region.

  • (I) Medicine.

Knowledge of the human body and disease that afflicts him, treating them and how to heal them.

  • (P) Music.

Knowledge of musical instruments and how well you play, including singing.

  • (D) Swim.

Used to know how to swim, depending on the setting. For example, in medieval would be required, while in this skill would be in modern athletics, it is more common. With 1 point swim, would only have to pull hard to make things like winning a race, or swimming across the strait.

  • (P) space.

Knowledge of maps and know specific routes for travel. It can also be used as knowledge of strange phenomena as quasars, pulsars and black holes.

  • (I) Occultism.

Knowledge of the occult, whether real or mythical, and all that it encompasses.

  • (F) Brawl.

Skills useful in fighting with bare hands.

  • (I) planetology.

Scientific knowledge to interpret the sensor readings focused on analytical planets. Used to assess the geological age of a planet, care for concentrate and minerals geoformación if detected would be profitable to extract, and similar applications.

  • (P) Crawl.

Can follow footprints or tracks, or see signs on the road characteristics. A main result in the spin, the more information obtained.

  • (P) Rumors.

Used to know if there is a rumor in the village, as someone has been stealing from houses or a danger in the forest. A couple from circulation, the more reliable and more rumors are.

  • (I) Healing / Herbs.

Allows healing to another person. The difficulty in curing normal is 15, that is instrumental and a place to intervene. The difficulty is 20 if the circumstances are adverse. Heals 1d6, and can only be used once per day per patient.

  • (D) Stealth.

Lets go quietly or hide, is in a hole, or among the shadows among the crowd, so that you see. See warn / notice.

  • (I) Survival.

Art of surviving in the wild so basic. Includes a broad range of skills, from guidance to make fire or to hunt.

Equipment and finalization

Finally, the character will have some basic equipment. This usually goes by the game director and especially as you start playing that character.

Usually the director will play a series of typical objects, clothing, personal belongings, some equipment related to the occupation of the character, and so on.

It is also possible that your character begins his adventures after a specific event, you may be left KO and you put in a box on a merchant ship, then maybe you do not go much further than your clothes.

Another common thing is to give an initial amount of money and allow the player to buy the equipment list a few things.

Note that this is a task both as director of player. Was to achieve a good balance between an image that has been made of his character and the limits that the game is directly intended for him. The key is to talk, negotiate, agree.

On the other hand, is a good time to discuss with the principal aspects of playing your character as hobbies, details of their personalities that make it special, you may comment any time or special person in the past, and so on.

Such information not only gives color to the character if it helps the director of game situations to be able to submit “to measure” and consistent with the character. Maybe that girl with the one you had in your teenage romance resurfaces with bruises and a story that will help you, who knows.

Example

Since almost everything is, Michael has attributes, abilities and a strong but general.

It would be weird outfit with a 9mm Parabellum, an old Cadillac, and a leather raincoat. We may also give $ 200 in cash and a bank account with a few savings, about $ 2000. Now, we can define where you live, if you have a beautiful home with his mortgage or motel is in a bad death.

Let's extend the concept we had of him. We are talking about someone who comes from a poor neighborhood, may be growing that the class has finished being bad people, people from the street, we might even speak of a particular case of Michael tube stop to an old childhood friend , how this complicated things for him and said that could give information to their bosses for joderle alive because obviously you do not feel very well go to jail because of him.

They have now spent a few years and this old friend has left prison, Michael knows, but not sure that will last, and think that is restless, almost paranoid that perhaps “come at me.”

Our character is not going all day behind killings, unfaithful husbands and other situations typical of their profession, have interests, and specifically Michael you love trains. Whenever you have a free moment it is not uncommon to find over a bridge, watching the passing convoys, smiling to see that was right with the model locomotive. Moreover, his skill with the hands is evident when we see the thumbnails of electric trains that collect, paint and mounted on dioramas.

Experience

The experience is how the characters learn from what they have been doing. Is the evolution and growth, being a good swordsman in the first part to be a swordsman of legend when it takes several plays. Is how a farmer who leaves his farm to see world and a teacher taught him to handle the sword, must be improved through the stories we are seeing growing use it knows best, to be the great master.

Give Experience

The experience points (PXs) share at the end of each game, and provides the master with “note” on how well they have played the game.

The experience points are used to improve skills. The number of points needed to raise a skill one point is the new skill level to be achieved.

  • Example: to be able to ride on top 7 to 8 is required to spend 8 experience points.

How to play

Ryf is designed to help you feel inside your character, ie as the adventure that is telling about the table is a second reality that you can touch, see and hear. Therefore, your main goal during the game must be playing your character.

When your character speaks, you are speaking for him. Where does your character, you are who decides what action to undertake. In the same way, when someone speaks or takes action that affects you, you decide how to react.

To help you reach this dive interpretation, namely that you feel inside the character, in Ryf never runs when you are playing your character. Social skills your character is your own. If you want to intimidate someone, or just fall in love with someone interprétalo. Any social interaction between people is resolved by using the logic of the players and the motivations of the characters. It is brain work “across”, or a master player, decide what your character would do, and that interpretation depends on the result. That is, each player decides how to react your character (or characters, in the case of the master) to the other.

An example of interpretation between a player and a character controlled by the master could be as follows:

Player: “Hey, you got the package?”
Gorilla: “What package?”
Player: “Mister Malone sent me a package”
Gorilla: “I do not know that I speak”
Player: “I gave 300 turkeys to collect a package here and now, you have it or not?”
Gorilla: “I repeat that I do not know anything about a package
Player: “Well, I myself and receivable, but if Mister Malone learns that the package did not arrive tonight, is going to hurt and have to say it was your fault for not having at hand. I do not think you eat brown”
(As a player that is)
Gorilla: “mmmhh OK, wait a minute I'm going to ask inside”
(Player count to 10 and then gets into the drawing was saved to ask)

When interpreting your character, remember that the important thing is to sign with him, should not be perfect, have their strengths and weaknesses. While your interpretation is more consistent, you enter in your character and help other players to increase the illusion of a second reality that is to achieve with the game. In addition, you earn more experience points. If your character is afraid of snakes, enjoy playing that.

For other situations, ie when your character wants to make a mental or physical action, using the dice. When a character attempts a risky, dangerous or hazardous, you must make a roll of the dice to decide whether the action is successful or not.

Rolls

To run the basic thrown three ten-sided dice (d10) we are left with the value of the medium, ie neither the lowest nor the highest of the three (the value at which a statistician would call the median). Average value given to call him from now “as objective.” To name the rolls of the die we will aim as follows: 1o3d10 (1 goal 3d10).

In the run Ryf 1o3d10 used to give more prominence to the values of the random character of the die. With a circulation of a single die is just as easy to do things very well, badly or regular, while in reality most of the time like we do, and only in exceptional cases we do so great or terrible. With Chuck 1o3d10 this is achieved because most of the time draw 5 or 6 on the die. Keep this in mind when faced with situations of the game.

Example: If you get a strip 1o3d10 and 4, 8 and 3, your objective should be given in 4 normal case, if for some reason 8 (Token, specialization, etc..) Is the largest, and 3 if the child (as having no points in a skill or be seriously injured).

Skill rolls

To make a skill roll, and launching 1o3d10 result adds to the sum of the relevant skills and attributes.

To succeed in the roll, the final result must match or exceed a hardship imposed by the master, according to the following table:

Difficult Run ^ ^ ^

Easy 10
Media 15
Difficult 20
Unusual 25
Impossible 30
  • Example: A character is looking for a secret door. The Master gives him a difficult 20 (difficult) to find it. The player must throw Perception + Search + 1o3d10 and get 20 or more to find.
  • / / But I do not know anything about quantum mechanics! / / In those abilities where the character has no skill points, since the goal of the runs will be the lowest of the 3.
  • / / The worst failure is always possible spin / / A natural 1 (January 1 result given the objective) is always at fault runs ability.

Attribute Rolls

The run attribute is attribute + 1o3d10 are launching with the following difficulties:

Difficult Run ^ ^ ^

Easy 9
Media 12
Difficult 15
Hard 18
  • Example: A character wants to use his strength to break a few wives of good quality if you have broken the 8 Force taking 7 or more (15 difficult, hard) in the given target.

The run attribute is used when, by common sense, is not a skill involved. Resist poison in, push a door open for bronze aground … situations like this.

Faced rolls

The runs are encountered when two or more people compete. In the opposing player runs he gets the highest result is successful. If there were a tie, is at the discretion of the master or the players, whether they accept the outcome of the tie or make a new spin to resolve it.

  • Example: The winner of a poker game between two characters who would get a run by adding more intelligence Gambling + + as target.

Attributes and skills

The skills need to throw together to attribute to it. Decide which attribute is the task involved is the Director of Gaming and your common sense.

For example, a player wants to repair a machine. He does this with no hands and how strong it is or how it can be tough, so the appropriate attribute is Dexterity. In another situation, the characters find a mechanism for an old civilization unknown. If you want to repair it after knowing what state is or discover what it is a mental process, so the appropriate attribute is Intelligence.

The Game Director may decide that an agreement depends on circulation in a different attribute indicated in the lists of skills, which is only a recommendation to take into account the attribute that is most closely related to those skills to the runs. For example, if you want to create a skilled archer, skill is the attribute most often used to put the arrow on your goal.

  • Example: To move in silence + stealth skill is appropriate. But it would be better to hide + stealth intelligence.

Exploding dice

In skill and opposing runs, when the most sacks in the given target, it explodes. Ie, adds the result and then pull 1o3d10. If you get up again because the objective becomes to exploit.

* Example: get a 10 (3, 10, 10), pulled back and took a 4 (3, 4, 7). The end result would be 14.

Critics and fumbles

There is always a remote possibility that the expert will step laces of the shoes fell to the ground or throw a punch to his objective with the bad luck that hits a radiator and injure the hand. Also possible and have an incredible luck turns around to your favor. They are strange situations to see, but as in real life can happen. Director's job is to count what happens in these situations based on the situation. Always remember that a spin, although it depends on the life of a character, they are only numbers, the story depends on you.

Critics

A critic is a success, achieving what you wanted to do with maximum efficiency and style. It may also be that you have a job as a teacher in the field or a huge fortune of any kind when it was something. If the critic is also achieved in combat the damage inflicted is multiplied by 2.

Is achieved if the final result equals or exceeds 30.

  • Example 1: A player rolls Perception + Warn / note (Sum 15) to 20 difficulty, and take a 10 (3,10,10). To pull back and take a 7 (5,7,8) by taking out a total of 32. This is critical not only see what they wanted, but realized something more important.

Fumbles

To the best swordsman can partírsele the sword, or the best shooter missed a shot and hurt a friend. The possibility is very small, but so that everyone can have a stroke of luck it is possible. When a mouse library and a martial arts expert from the face thing is very clear to the expert, but luck is not cast until you see the results with the dice.

Is obtained by taking a triple 1.

Combat

The combat has some very important values that are taken out of attributes and skills. Namely:

  • Points of Life 4 x Resistance
  • Home + Skill + Perception 1o3d10
  • Attack Force Weapons + CC / + 1o3d10 Pelea
  • Defense: Weapon Skill + CC / + 5 Pelea
  • Distance: Weapon Skill + Dist + 1o3d10

With each pull all combat initiative and attack in order from highest to lowest according to the spin. 1 single attack per turn.

To hit an opponent must match or exceed their defense with our spin attack. If this happens, pull the damage for the weapon used (eg if a sword 1D10). When using Pelea damage is 1d6-2. Negative means that the damage the enemy does not receive any damage, not cure.

In the circulation of damage when you get the highest result possible, given the exploits. This is done to lethality of weapons, so that even a small knife or a gun can be deadly. Any weapon can kill you, but some are more likely than others. One punch can end up with a knight in armor if lucky hit in the neck getting stuck in between the leaf joints of the pieces of armor.

  • Example: We took a 3 and a 6 (2d6) with mandoble. 6 to pull it back and out the other 6. I pulled back and out January 1. This would make a total damage of 3 +6 +6 +1 = 16.
  • Disabled When a player has 10 life points or less, is that she is very hurt, and given its low target level 1.
  • Example: A player is injured and we are 7 points of life. 3,5,6 In a spin, the result would be a 3, being the lowest.
  • Unconsciousness and death When you reach 0 life points of a character is unconscious. To kill is to get to -20 PV.

Weapons

The weapons also have multiple values, depending on whether they are for melee or hurt away.

Melee weapons have 2 values. Damage and Accuracy.

The damage in combat pull minus points if it is contrary to the life impact, and precision is added or subtracted to the spin attack.

  • Example : If Fred has weapons melee Force 5 and 6, and is using a hatchet (precision -1), the run would be 10 + 1o3d10.

The ranged weapons work differently, taking damage, accuracy and scope, since the objective can not evade, nor has the capability to defend against being hit. The difficulty of hit depends on how far it is and sometimes also that of the above. Someone less than 10 meters behind a Prussian trench is more difficult to get a noble Mongolian horseback twice away. Think about raising the degree of difficulty a distance if given the circumstances.

To hit someone simplified 3 distances, giving three different difficulties.

  • Short 15
  • Half 20
  • Long 25
  • Example: In medieval archery ranges are as follows: 35/70/150m. This means that to hit someone that is 35 meters or less difficulty would be 15 to 35 to 70 meters, 20 difficulty, and to between 70 and 150 m, 25 difficulty. At more than 150m, the weapon would become lethal.
  • Example: If Fred had ranged weapons Dexterity 8 and 4, and use a medieval arch (+0 accuracy) at a mean distance (trouble 20), would need to draw 20 or more in 12 + 103d10 to hit the target .

Armors and Shields

The armor has 2 values, absorbing the damage and nuisance. The nuisance applies to all shares (the shares to non-physical use is optional). Quite simply, this means you have to be very uncomfortable to swim with a medieval armor. You can suffer more damage and protected, but you are also less agile to fight or flee.

The absorption is subtracted circulation of damage to the enemy, and the nuisance must be thrown away all our skill including defense, initiative, skills, runs attribute, and so on.

The shields work differently, what it does is add directly to the defense (melee / distance) and the nuisance applies to any skill, unless the defense.

  • Example: Duriel gentleman wearing a plate armor (3 absorption, obstruction 2) and a medium shield (defense +2 / +4 coverage, clogging 1). If their normal values are 13 Attack, 17 Defense, with this team would become Attack 13-2 (nuisance armor) -1 (nuisance shield) = 10, Defense 17-2 (nuisance armor) +2 (shield bonus) = 17 . Additionally, any attack that distance would make him a +4 difficulty (for example, if a short distance of her assailant, the difficulty would be to give it 19 and not 15), and 3 points of damage absorbed in each attack to hit. So if you attack with a sword, damage 1D10 but not 1D10-3. It is important to note that there are certain weapons such as maces, which are so aggressive with the armor that makes them not the absorption effect.

Distance Combat

3 Recall that the basic difficulties go away, and they are:

  • Short 15
  • Half 20
  • Long 25

Coverage

There are several types of coverage, from body to earth, going to be behind a small object behind a large, or by using the cover of a wall or column. 'll Switch to the first difficulty, then the difficulties in the 3 distances (short / medium / long) as the weapon used:

  • Body Earthing | +2 | 17/22/27
  • Object small (barrel, stone …) | +3 | 18/23/28
  • Large object (car, wagon, low stone wall …) | +4 | 19/24/29
  • Wall or column (or a tree) | +5 | 20/25/30
  • Total coverage (without doing anything) | +10 | 25/30/35

Movement

A moving target is harder to hit a static, we will basically consider two problems, one run, and another in a fast car (or horse).

  • Running | +2 | 17/22/27
  • In Car Fast | +4 | 19/24/29

Flanking

Each additional person who shot a goal from different positions, earning a cumulative +1 to shoot. So, if you shoot 4 to it, have the following:

  • The first: no changes
  • The second: +1
  • The third: +2
  • Fourth: +3

Note: This rule takes into account only if the target tries to shoot or do anything that would expose.

Covert Fire

The fire coverage is a special maneuver, basically is an area on fire, and the goal is to avoid being right. The player who wants to pass through an area with fire coverage must make a difficult run of 15 (simple fire, pistol, revolver) or 20 (automatic fire, rifle, rifle …).

Modern Weapons

Weapon Ammo ^ ^ ^ ^ Damage Accuracy Balas ^ ^ ^ Distance ^ Price

Machete - 1d6 0 - 3m / 6m / 9m $ 30
Katana - 1D10 +1 - n / a $ 600
Sable - 2d6 0 - n / a $ 120
Arco Precision Arrows 1d6 +1 +1 - 30m / 50m / 100m $ 200
Light Crossbow Virot 1d6 +2 0 - 25m / 45m / 90m $ 150
Revolver 357 2d6 +1 0 6 35m / 60m / 120m $ 800
Pistols 9x19mm Parabellum 1D10 +1 15 m 10/20/40 $ 500
Rifle 9x19mm Parabellum 3D6 -1 30 50m / 100m / 150m $ 1500
Assault Rifles 5.56x45mm 3d10 -2 / 0 30 100/225/450 m $ 2500
Machine guns 5.56x45mm 3d10 -1 200 1000 $ 3000
Sniper Rifle 99 x 12.7 mm 3d10 0 5 400/600/1200 m $ 5500
* Shotgun 12 Gauge 2.75 Inch Buckshot 4D6 -2 7 m 10/20/40 $ 400
  • Low damage for a given distance, a half-3D6, 2D6 Long.

Medieval Weapons

Weapon Damage ^ ^ ^ ^ Price Range Accuracy ^ ^

Arco short (2M) 1d6 0 10/20/40m 1 mo
Arc length (2M) 1d6 +2 0 30/75/150m 30 mo
Ballesta (2M) 1d6 +1 +1 15/30/75m 50 mo
Staff 1d6 0 n / a 10MP
Cimitarra 1D10-1 +1 n / a 13mo
Knife 1d6-1 -1 5/10/15m mp 3
Dagger 1d6 0 3/6/9m 1MO
Short Sword 1d6 +1 +1 n / a 6 mo
Long Sword 1D10 0 n / a 10 mo
Ax fighter (2M) 2d6 +1 -1 n / a 12 mo
Ax War 1D10 +1 -1 n / a 10 mo
Honda 1d6 -1 20/40/80m 1MP
Light Spear 1d6 0 5/15/30m 8 mo
Lanza heavy (a horse) 1D10 / 2d10 + 0 n / a 50 mo
Mandoble (2M) 2d6 0 n / a 50 mo
Mangual * 1d6 +2 -1 n / a 6 mo
Maza * 1D10 -1 n / a 9 mo
Sable 1d6 +2 (1M) / 1D10 +1 (2M) 0 n / a 15mo
Vara 1d6 +1 0 n / a 5 mp
  • The armor does not absorb damage of such weapons
+ Damage is done when a charge on horseback
2M weapons require two hands to be used

Future Weapons

Weapon Damage ^ ^ ^ ^ Price Range Accuracy ^ ^

Arco Precision 1d6 +1 +1 30m / 50m / 100m 3 cr
Light Crossbow 1d6 +2 0 25m / 45m / 90m 5 cr
Revolver 2D6 +1 0 30m / 50m / 100m 25 cr
Rifle 3D6 -1 50m / 100m / 150m 200 cr
Laser Gun 2d10 +1 50m / 100m / 150m 2000 cr
Knife 1d6 0 3m / 6m / 9m 1 cr
Katana 1D10 +1 n / a 15 cr
Sable 2d6 0 n / a 20 cr

Firearms and laser are not advisable in Warehouses, by threatening to pierce the hull

Medieval Armor

Armor Absorption damage ^ ^ ^ ^ Price ^ nuisance

Leather 1 0 7 th
Shield 2 1 75 mo
Boards 3 2 750 m

Medieval Shields

Shield Defense CC / Defense Dist nuisance
Small +1 / +2 0 2 mo
Medium +2 / +4 1 8 mo
Large +3 / +6 2 20 mo

Future Armor

Armor Absorption damage ^ ^ ^ ^ Price ^ nuisance

Ultralight Kevlar 1 0 7 cr
Medium Kevlar 2 0 75 cr
Titanium exoskeleton 3 1 750 cr

Healing

Natural Healing

The natural cure is to rest properly. If you sleep around 6-8 hours in a moderately comfortable, we can recover 1 PV per night. If the place has absolutely all amenities, is well protected, clean and unpolluted, the cure amount to 2 PV per night.

Take a breath

After a battle, the characters rest and recover from stress and fatigue of it, 1d6 pv curándose (no explosion). Such recovery is not applicable to the damage received in this battle, and can not heal damage earlier. This allows out of unconsciousness, and injuries to play dumb.

It's like when fighting, several punches if you can knock down a row. But separately, they do much damage. The same applies to espadazos or any other type of stroke.

This rule applies only when a short pass after the battle, not immediately finish. We must leave a reasonable time of about 5 to 15 minutes relaxed.

Medieval Equipment

Several Weapons

  • Arrow 1 mp
  • Bolt 1 mp
  • Sharpening stone 1 mo
  • Pod simple 1 mp
  • Poison weapon (+2 to damage, 1 load) 1 mo

Clothing

  • 1 m high boots
  • Layer 4 mo
  • Mittens 1 mo
  • farmer 2mo
  • Adventurer 5mo
  • Noble 50 mo
    • If the price doubles, it will be of great quality

Animals

  • Donkey or mule 10 mo
  • Horse farm 50 mo
  • Horse riding 150 m
  • War Horse 300 mo
  • War Elephant 600 mo
  • trained falcon 1000 mo
  • Pidgeon 1 mo
  • Dog of War 50 mo

Miscellaneous

  • Torch 1 mc
  • Candle or Lamp 1 mp
  • Lunch for 1 day 1 mp
  • Electronic (10 meters) 2 mo
  • Picks (+1 to open locks) 3 mp
  • Manta Travel 1 mo
  • Hammer Herrero 1 mp
  • Leather Backpack 3 mo
  • Paper roll (50 uses) 1 mp
  • Pipa (50 uses) 1 mo
  • Sleeping bag 5 mp
  • Snuff rolling (50 uses) 1 mp
  • Snuff pipe (50 uses) 1 mp
  • Tent (1 person) 3 mp
  • Tent (4 persons) 1 mo
  • Store large (8 or more) 5 mo
  • Candle 1 mc
  • Sales and needle and thread, in case 6 mp
  • Tinder and flint 1 mo

Tools

  • Flute 1 mp
  • Gaita 3 mp
  • Guitar 5 mp
  • Lute 4 mp
  • Lira 2 mo

Vehicles

  • Cart 5 mo
  • Carriage 50 mo
  • Boat with oars 5 mo
  • Small boat (4 persons) 50 mo
  • Half-boat (20 people) 1000 mo
  • Large Boat (100) 7500 mo

Money Home

The currency is:

  • 1 gold coin (mo) = 10 silver coins (mp)
  • 1 silver coin (mp) = 10 copper coins (mc)
  • 1 gold coin (mo) = 100 copper coins (mc)

The initial allocation of money, if the atmosphere does not offer something different (like carrying nobles) would 1D10 * 10 gold coins.

In terms of occupation can change the initial money runs your taste for fixed values. The following is an example of what you could use that amount to one month:

  • Farmer - 1 mo
  • Soldier - 10 mo
  • Craftsman - 20 mo
  • Burgues - 100 m
  • Church - 50 mo
  • Nobleness - 200 m

If you want, you can also shoot at random character class:

  • Farmer - 1-2
  • Soldier - 3-4
  • Craftsman - 5-6
  • Burgues - 7-8
  • Church - 9
  • Nobleness - 10
 
ryf_basic/player_s_guide.txt · Última modificación: 2011/09/30 18:04 (editor externo)
 
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