Let's begin here...
UPDATED: 5 January 2013
This should be a short one, actually, since I've had to re-write this for the 3rd Generation character records, which explanation can be found by clicking here. However, there is more in this post to see, as well, so read on, please?
First, though, it's important to note that you need to keep up with your character sheet as much as possible; with so much information already going on for me in this game, I'm not able to keep up with everything. If I've missed something on your sheet, I need to know. If you want something put on your sheet, I need to know. The rest is easy.
SKILLS AND TALENTS - On almost all of the careers you are required to make a choice between two skills or talents. If you select a skill or talent option which has an ~OR~ listed with it, you will lose the choice of the opposite once you move on to a new career; until then, you are allowed to choose the purchase of the additional talent.
WEAPON QUALITIES - Some weapons have certain special qualities to them, and all of the qualities are nice. I'll try to give some short descriptions here:
- Armor Piercing - Ignore 1 point of armor
- Balanced - When used in your second hand, ignore the normal -20% penalty to use
- Defensive - +10% bonus to Parry
- Experimental - On an attack roll of 96 - 98 the weapon jams until a successful Trade(Gunsmith) Test is made to unjam it. On an attack roll of 99-00, the weapon explodes, inflicting 8 damage on the wielder
- Fast - Enemies suffer a -10% penalty when trying to parry and dodge
- Impact - Roll 2d10 instead of 1d10 and take the best of the two dice for damage
- Precise - If a Critical is scored on a target, add another Critical
- Pummelling - +10% Strength bonus when using Strike to Stun
- Shrapnel - Basically a shotgun blast
- Slow - Enemies gain +10% to Dodge or Parry the slow weapon
- Snare - Entangles an enemy
- Special - See weapon description for additional special rules.
- Tiring - Impact quality only applies on the first round(may be adjusted)
- Unreliable - Like Experimental above, but the rolls are 96 - 99 and 00
SHIELDS MAY be used by characters who own them, at their player's choice. When you would like to have your character use their shield, you must state you are arming it at any point during the combat, unless you've readied it prior to the combat. It is a half-action (4 Action Points) to pull it out, just like any other weapon or item. The shield grants 1 point of armor protection to all parts of the body against all attacks made by a single attacker; the attacker must be chosen to be blocked before the GM makes his attack roll(s) and narrative for the combat round. Usually, this attacker will be one that has already attacked the character in the previous round. If there are two or more attackers, you would need to choose between them for which attacker's blows you would stop.
ARMOR & WOUNDS - When a successful attack roll is made, the roll is reversed to give the location of the hit. Damage is rolled and any armor on that location is, normally, subtracted from the damage done, as well as the Toughness Bonus of the character. The remainder of the damage goes to the Current Wounds score of the character. A location with three or more wounds is considered to be lightly wounded, suffering no penalties. A location sitting between 0 and 3 wounds is considered to be heavily wounded, a limb being, at least, penalized, if not useless, a head hit making someone unconscious unless an appropriate Will Power roll is made. A location at -1 or more wounds is considered to be critically wounded, limbs become useless, head hits make the character, at least, unconscious, and nasty effects may ensue.
Healing a heavily wound location, and anything into the critical, is healed at a rate of 1 point per week, although 1 point comes from each location majorly wounded. Medical attention given each day for a week may allow the healing of up to 1d10 points at the end of a week. Heavily wounded and critically wounded locations must heal to 3 wounds before the location is considered, then, to be lightly wounded. For multi-location wounds, all heavily wounded locations are handled simultaneously. (house) Heavily wounded characters must remain in place for the full week to recover their points; players who move their characters before ALL heavily, and critically wounded areas become lightly wounded, will not recover from heavily to lightly wounded.
Healing a lightly wounded location proceeds naturally at a rate of 1 wound recovered per day, though with medical attention this may be increased to 1d10 per day. (house) Though characters are able to continue healing lightly wounded locations as they continue adventuring, being well enough to travel, if they take a FULL DAY off to rest I will allow a number of wounds to come off lightly wounded areas equal to the character's Toughness Bonus (TB), in addition to healing one per day per location. Remove one point from each location, and then additionally remove a total equal to your Toughness Bonus from locations you see fit (ie - You have a Toughness Bonus of four, and three locations healing from being lightly wounded AFTER you remove one point of damage from each of those locations. You now may remove a total of four more points from those three locations, NOT from EACH location).
Yes, this is somewhat unrealistic, but then this IS an RPG and, as such, is not realistic to begin with.
Notes on critical hits, permanent damage, and the like, will be kept on the notes page, as I am able to place them there.
WEALTH - Money is measured in GC (Gold Crowns), SS (Silver Schilling), and BP (Brass Pennies, or Pfennigs), although it may also be measured in foreign monies as outlined in The Olde World Armoury. Some slang terms in the Empire for Gold Crowns are Karls, Gelt, Mark, Guilder, Jink, or Shiner. For Schillings you can use Bob, Shimmy, Silver, or Muck. For Pence/pennies/pfennigs, you can use Shrapnel, Clank, or Brass.
ACTION POINTS/ SUMMARY - (NOTE: I am leaving this here for the sake of letting you know how things WERE.) Typically, an individual gets a number of Full attacks/actions equal to their Attacks(A) characteristic score, or twice that many Half attacks/actions per turn(rougly 7 to 15 seconds of game time). The Action Summary lists basic and advanced actions you may take for your character in any given round. Obviously, if you take a Full action/attack option, you lose the option of using two Half-Actions, while if you take a Half action, you still have another Half action to perform.
There are also Incidental and Free actions. Incidental actions take place as a result of the environment, or another character's actions on your character, and these are done on case-by-case, especially dramatic, basis. Free actions are short speeches, short movements, drop-and-draw for weapons and gear, etc., and are also interpretive by the GM on a case-by-case basis, as to whether or not they cost actions. If you have any questions about actions, make sure you ask.