Penalties Lists
In the course of play, various environmental and situational modifiers may come into play. The purpose of these lists is to ensure GM consistency in declaring such modifeirs. Players do not generally need to deal with this list directly, it's here really for GMs to deal with.
Environmental Modifiers
Perception Modifiers
These apply to both attempts to perceive and attempts to use ranged attacks against targets in these conditions. In some cases these may compound/combine.
Light & Shadow
Normal Night -2
Overcast Night -4
Fog -2 (Compounds)
Heavy Smoke -4 (Compounds)
Lighted Object in Darkness +5
High Contrast (Dark Object on Light Background) +1
Low Contrast (Dark Object on Dark Background) -1
Movement Modifiers
Ground Movement
Darkness (Nearly Complete or Complete) -6
Heavy Smoke, Fog -4
Night (unless has Nightvision) -2
Slippery Surface -2 (and regular Dexterity challenges!)
Sticky Surface -2
Uphill -2
Downhill +1
Numerous Obstacles To Avoid -2
In Snow or Deep Mud -4
(These Do Not drop a Character Below a Movement 1)
Climbing/Veritical Movement
Stairs or Ladder -2
Climbing Rope -4
Climbing with handholds or tools -6
Slippery Surface additional -2
Climbing without good handholds or tools -8
(Does not drop below Movement 1)
Flight Movement
Opposing Headwind -1 per 10 MPH of Wind being opposed
Rain, Fog or Sleet -4
Carrying Extra Weight (half own mass or more) -2
(If reduced to zero movement cannot fly!)
Water Movement
Icy Cold Water -4
Opposing Current -4
Riptide/Extreme Current -8
Moving With Current +2
Muddy or With Lots of Debris -2 (compounds)
Pulling a heavy load -2 (compounds)
(If drops below Movement 1 can only float, and if negative is being carried by current).
Physiology Modifiers
When dealing with species other than that of the character for the skills of Disguise, Medicine, Physician, Seduction, and Wrestling these modifiers apply. Modifiers are in skill ranks (multiply by 5 for percentage change).
Similar Physiology (Humans vs. Wyrdlings) -2
Different Physiology (Humans vs Chandanaka, Bellarians or animals) -4
Alien Physiology** (Humans vs Drazili) -6
(Note Disguising oneself as or Seducing a non-humanoid is generally not possible).
Range Modifiers
Range Modifiers apply to the accurate use of ranged weapons. Spells are handled differently, since they are based on the range maximum of the character's Mystic Sense.
Unbalanced weapons (not designed for throwing) take a -1 (-5%) for every 3 meters of distance to target.
Thrown weapons and pistols take a -1 (-5%) for every 5 meters of distance to target.
Launched and Fired Weapons (Bows, Rifles, etc.) generally take a -1 for every 10 meters of distance to target.
This accuracy is not just in regards to striking a specific location, but in regards to the penetration ability of the weapon over distance. Normally thrown, launched and fired weapons have less penetration over distance, and this is represented by a loss of accuracy, since this means that when they hit it reduces their overall damage.
Time Modifiers
Taking extra time to perform a skill (except purely combat or physical actions, which have their own rules based on initiative) can improve the chance of success. The time is not necessarily spent on the skill, but in the preparation for it's use.
If a skill normally takes an action, taking a minute instead will increase success by 2 Ranks (+10%), but no further improvement can be made beyond this.
If a skill normally takes more than an action, then doubling whatever time involved to perform it will increase the success by 10%. This doubling can be done up to 5 times, for 10 ranks, (+50%).
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