Some Optional Rules

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wizardofthenorth
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Some Optional Rules

Unread post by wizardofthenorth »

For fun but not profit.
I am sure variations of these have been seen before...but enjoy.

Advanced Missile System Targeting

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At the G.M.'s discretion, missile launching systems may be equipped with a targeting system. One melee attack action is required to target up to two enemies (up to a total of four targets). The attacker may choose the number of missiles to fire at each target. One further melee action is required to launch the missiles.


The attacker may make a single roll to strike for the entire volley against all targets. If greater granularity is desired then roll to strike for each target. Either way each defender is allowed a dodge for the missile(s) attacking them.


The attacker must have a robot or piloting combat skill to use the targeting ability. One extra enemy may be targeted per melee action at level six (up to a total of six targets).  No bonuses to strike are applied beyond any held by the weapons targeting computer system itself, and does not include optical devices bonus. While no attack bonus is applied, not having certain optics or radar may prevent the system from being able to target at all, depending on environmental conditions.



Advanced Weapon System Targeting

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This weapon system capability allows the pilot to use the targeting system of their vehicle to automatically attack one combatant. The pilot must spend 1 melee action activating the targeting and firing sequence. With the next round the automated firing sequence begins.


Once targeting is complete the vehicle or weapons system will automatically fire twice per round (not turn). The interval is once at the end of the 2nd turn and at the end of the last turn, including the round the firing sequence was initiated. This automatic attack does not utilize any further attack actions of the pilot, but the weapon selected may no longer be used separately by the pilot.


The roll to strike is D20 plus any weapon systems targeting bonuses, but no piloting or other optics bonuses apply. Penalties to strike from movement may also apply.

While no attack bonus is applied, not having certain optics or radar may prevent the system from being able to target at all, depending on environmental conditions.


The weapon used must be mounted on some type of powered rotating gimbal to allow the computer to rotate the weapon and keep it on target. The target must be kept in line of sight of the weapon to fire.





Explosive Reactive Armour

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Explosive Reactive Armour (E.R.A.) are external add-ons that can be attached to the exterior of a vehicle or robot to provide extra protection against damaging weapon attacks.


When a robot, power armour or vehicle is equipped with Explosive Reactive Armour (E.R.A), upon being damaged by a physical mega damage attack the defender may make a 'Roll with Impact' reaction (adding in the E.R.A. bonus) vs the attackers strike roll. A success means the E.R.A. sensors detected the imminent impact to the armor body, detonating the E.R.A. This small explosion consumes much of the potential damage.


The E.R.A. system must be specified as being active by the pilot, When activated, this is an automatic defense, which will always take effect (the Player Character cannot decide to invoke it or not per incoming attack). It is effective against projectiles and energy weapons or other physical attacks including melee attacks. It is not effective against area effects such as fire, energy fields, missile burst damage, etc. that do not have a point of impact. While effective in defeating an attack, it will not have an effect on any nearby M.D.C. opponents, although S.D.C. combatants at the G.M.'s discretion may be injured or destroyed in the blast.


If the E.R.A takes effect in combat, the modules on the affected area are now gone. Reduce the level of effective E.R.A on the vehicle by one.


Ex...Carlos's Glitter Boy has Level 2 E.R.A. and is successfully hit by a S.A.M.A.S rail gun in combat (16 strike roll). Carlos has the E.R.A. system activated, so he chooses not to dodge but let the E.R.A. take the hit (although if he had dodged and failed, the E.R.A. would still get to defend). He rolls a 12 plus the E.R.A bonus of +5 totalling 17 thus beating the opponent's strike roll. The E.R.A. explodes against the incoming rounds, reducing the damage taken by 75% (Level 2 E.R.A. damage reduction amount). This does not use any melee actions because it is an automatic effect. The effective level of the E.R.A. is reduced by one however, so it is now considered Level 1 E.R.A. If the E.R.A. should take another hit, then the E.R.A. would be reduced to Level 0 and no longer be a functioning system giving no protection to Carlo's Glitter Boy.


ERALevel  Roll Bonus    DamageReduction        Cost*

Level 1 E.R.A.    +5    50%    5% of Vehicle Price

Level 2 E.R.A.    +5    75%    10% of Vehicle Price

Level 3 E.R.A.    +5    100%    15% of Vehicle Price

* Purchase price is 75,000 credits + the vehicle % listed above.

* ERA charge replacement is 3% of vehicle price per E.R.A level.









Spell Storing Skill 

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A character with the ability to learn and cast spells may learn the ability to keep a spell prepared in the back of their mind, ready to cast at any time without the normal time associated. The character must spend up to 10 minutes in concentration to slowly gather the magical energies into their being. After this the character can feel the spell in the back of their mind, ready to release but for the concentration required to hold it in check. The character may still cast other spells as normal, but because of the concentration required to maintain the spell, only a spell of up to one level higher than the currently stored spell may be cast adhoc. Also, when the spell is released, it consumes 1.5x the normal PPE cost of the spell. If there is not sufficient PPE at the time of spell release then the spell fails.


Because the character is storing some magical energy in them, they are more susceptible to being identified (ex by psi-stalkers, dog-boys). If the character should become unconscious or fail a horror factor check, the spell will automatically be released (in a random direction if applicable). 


Note: This rule applies to characters where magic is a 'learned' or taught ability. It does not apply to creatures that have magic or spell like special abilities inherent to their make-up. Because of the power of this ability, it is suggested the magic using character be required to spend several skill points to obtain this ability (~ 4 skill points).



Simplified Blast Damage Avoidance

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Missile dodge works as per standard rules, however, to determine if blast damage was still incurred, determine the difference of the dodge roll over the opponents attack roll.  If the difference is five or greater the blast damage is avoided. Otherwise normal blast damage is still incurred. This rule is simply a small tweak to save a die a roll during combat
Last edited by wizardofthenorth on Fri Aug 02, 2019 1:01 pm, edited 1 time in total.
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Zamion138
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Re: Some Optional Rule

Unread post by Zamion138 »

"The attacker must have a robot or piloting combat skill to use the targeting ability."
Wouldn't having weapons systems and/or sensory equipment be a better skill for this than piloting?
wizardofthenorth
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Re: Some Optional Rule

Unread post by wizardofthenorth »

That does sound reasonable, ty.
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glitterboy2098
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Re: Some Optional Rule

Unread post by glitterboy2098 »

i toyed with multi-targeting for missiles once for robotech, but could never find a version i was Ok with. i basically would have allowed someone who had the weapons systems skill to program multiple targets.. +1 attack for each 2 targets beyond the first. so 2-3 targets would be 2 attacks, 4-5 would be 3 attacks, etc. basically representing the time required to set up the locks. then treat each as a seperate attack (roll to strike seperately for each basically)

however then i found the 'phases' method of combat (dividing the melee up into 5-6 'phases' or 'cycles', and allowing chars with more attacks than phases to double up in each) which for most mecha pilots allowed you to get off multiple standard attacks each phase.
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wizardofthenorth
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Re: Some Optional Rule

Unread post by wizardofthenorth »

Skill Checking Method 1
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A successful use of a skill is determined by rolling D100 + any applicable skill bonuses less any G.M. difficulty modifiers. A total of 100% or greater indicates the use of the skill was successful.

If there is a contested skill check (for example Detect Concealment vs Camouflage), then both parties roll D100 + the appropriate skill bonuses. The highest roll succeeds at the contested task check. A roll over 100% does not matter for a contested skill check, only the party which rolls highest.

Ex: In his Glitter Boy Carlos is searching for a rogue Psi-Stalker who has been victimising a local village. He believes the villain is located in a nearby wooded area. Carlos has a detect concealment skill total of 55%. The Psi-Stalker has a camouflage skill value of 35%. Carlos rolls 23 on D100 for a total of 78% to detect concealment. The Psi-Stalker rolls an 82 on D100 for a total 117% for the camouflage total. The Psi-Stalker has clearly won the contested skill check and is not spotted by Carlos. Hiding high in the boughs of a tree the Psi-Stalker silently leaps onto the back of the Carlos’s Glitter Boy as he trod by unawares …

Note: This alternative rule does not break the current Palladium Systems mathematics. It simply provides an alternative method of rolling for skill checks that may be more straightforward depending on the players RPG background. It also makes contested skill checking more direct (highest roll wins).




Skill Checking Method 2
---------------------------------------

A successful use of a skill is determined by rolling D100 + any applicable skill bonuses against a G.M. specified target number. A total roll over the difficulty target indicates the use of the skill was successful.

Target Check Ranges
Easy : <60%
Average: 60%-80%
Hard: 80%-100%
Difficult: 100%-120%
Extremely Difficult: 120%+

In the case of a contested skill check (for example Detect Concealment vs Camouflage), then both parties roll D100 + the appropriate skill bonuses + any situational modifiers. The highest roll succeeds at the contested task check.

Ex: In his Glitter Boy Carlos is searching for a rogue Psi-Stalker who has been victimising a local village. He believes the villain is located in a nearby wooded area. Carlos has a detect concealment skill total of 55%. The Psi-Stalker has a camouflage skill value of 35%. Carlos rolls 23 on D100 for a total of 78% to detect concealment. The Psi-Stalker rolls an 82 on D100 for a total 117% for the camouflage total. The Psi-Stalker has clearly won the contested skill check and is not spotted by Carlos. Hiding high in the boughs of a tree the Psi-Stalker silently leaps onto the back of the Carlos’s Glitter Boy as he trod by unawares …

Note: This alternative rule does not break the current Palladium Systems mathematics. It simply provides an alternative method of rolling for skill checks that may be more straightforward depending on the players RPG background. It also makes contested skill checking more direct (highest roll wins).

edit: some clarifications.
wizardofthenorth
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Re: Some Optional Rule

Unread post by wizardofthenorth »

Turns Variant – 5[sup]th[/sup]E xcellent Method


With this method a round is now 8 seconds to reflect the shortened action economy.

Number of Actions
Characters have a number of actions per turn as determined below based on the number of ‘melee attack actions’ the character has obtained through normal character creation and leveling methods. 3 Non-Combat actions equate to 1 melee attack for the below conversion purposes.

Characters with exra attacks reserved for specific actions, may add them to the below calculation, but at least one of the revised actions must be spent on that type of action. For example, a character with 1-2 psychic attacks per round, add these attacks as melee attacks, but must use one of the actions as a psychic attack. A character with 3-4 psychic actions must use 2 revised action as psychic actions.

Base Melee Attacks per Round / Revised No. of Actions
1 melee attack / 1 Action
2-3 melee attacks / 1 Action, 1 Defensive Action
4-5 melee attacks / 2 Actions, 1 Defensive Action
6-7 melee attacks / 3 Actions, 1 Defensive Action
8-10 melee attacks / 3 Actions, 2 Defensive Actions
11+ melee attacks / 4 Actions, 2 Defensive Actions

Except for defensive actions or reserved actions, all actions must be spent within the turn. Certain activities such as spell casting, psionic and other multi-turn/round activities may provide an exception.

Action
The character may perform any standard combat attacks and maneuvers, or other actions such as reloading a weapon, using a device or disarming a trap, or otherwise interacting with the environment around them.

Aiming and Called Shots can be used by a character with only one action left per turn. The first turn’s action is used for aiming. Then they may fire on the following turn as long as the aiming has not been interrupted. Walking is allowed.

Defensive Action
Characters may have a reactionary defensive action that can be used for defensive counter moves such as dodging, parrying, roll with punch or other defensive maneuvers. This defensive action is available to use until the beginning of the characters next turn.

Reserve Action
The characters may reserve one action to perform later in the turn. You may reserve a defensive counter move, or another action/attack that is based on a triggering event.

If a defensive action is specified, the character has until the beginning of their next turn to use the action, or it is lost. You do not have to declare which defensive maneuver you will use, just that you are preparing defensively.

If an attack or other activity is specified, the character must clearly specify the condition under which the attack/activity will happen. For example,”I will attack something” is too broad. “I will attack the next enemy to come through the door”, or “I will attack the next enemy to move within attacking distance of an ally”, or “I will light the signal fire if I hear a shout from the commander” are allowable. You have until the beginning of your next turn to use the reserved action, if the trigger does not occur the reserved action is lost.

Extra Actions
Some classes and races may get special 'extra' actions, usually an attack from a bite or tail. The player may take one extra action per turn(or otherwise to the limit of the ability). This action does not use a normal action.

Simple Actions
The characters may perform one or more simple activities at no cost at the GM’s discretion. Such actions include opening a door, shouting a short command, picking up or dropping an item.

Movement
A character may ‘walk’ up to 1/3 of their base SPD rating in a turn without incurring an action spend.

A character may ‘run’ at their full speed (SPD rating) without spending an action, however the character is now considered to be running and will incurr any running modifiers to rolls.

A character may ‘sprint’ extra distance of 1/2 speed by expending one action. This may be done multiple times.

Sprinting and running must be declared at the begining of the turn to ensure movement modifiers are applied.

The movement may be distributed before, after or even between any actions.

Next Melee Attack Actions
The standard rules specify certain attack and defensive maneuvers use “next melee attack”. This buying of actions from the next turn is not supported. Use the defensive action or reserve an action for defensive maneuvers.
Last edited by wizardofthenorth on Sun Aug 11, 2019 8:20 am, edited 5 times in total.
dreicunan
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Re: Some Optional Rule

Unread post by dreicunan »

wizardofthenorth wrote:Skill Checking Method 1
--------------------------------------

A successful use of a skill is determined by rolling D100 + any applicable skill bonuses less any G.M. difficulty modifiers. A total of 100% or greater indicates the use of the skill was successful.

If there is a contested skill check (for example Detect Concealment vs Camouflage), then both parties roll D100 + the appropriate skill bonuses. The highest roll succeeds at the contested task check. A roll over 100% does not matter for a contested skill check, only the party which rolls highest.

Ex: In his Glitter Boy Carlos is searching for a rogue Psi-Stalker who has been victimising a local village. He believes the villain is located in a nearby wooded area. Carlos has a detect concealment skill total of 55%. The Psi-Stalker has a camouflage skill value of 35%. Carlos rolls 23 on D100 for a total of 78% to detect concealment. The Psi-Stalker rolls an 82 on D100 for a total 117% for the camouflage total. The Psi-Stalker has clearly won the contested skill check and is not spotted by Carlos. Hiding high in the boughs of a tree the Psi-Stalker silently leaps onto the back of the Carlos’s Glitter Boy as he trod by unawares …

Note: This alternative rule does not break the current Palladium Systems mathematics. It simply provides an alternative method of rolling for skill checks that may be more straightforward depending on the players RPG background. It also makes contested skill checking more direct (highest roll wins).




Skill Checking Method 2
---------------------------------------

A successful use of a skill is determined by rolling D100 + any applicable skill bonuses against a G.M. specified target number. A total roll over the difficulty target indicates the use of the skill was successful.

Target Check Ranges
Easy : <60%
Average: 60%-80%
Hard: 80%-100%
Difficult: 100%-120%
Extremely Difficult: 120%+

In the case of a contested skill check (for example Detect Concealment vs Camouflage), then both parties roll D100 + the appropriate skill bonuses + any situational modifiers. The highest roll succeeds at the contested task check.

Ex: In his Glitter Boy Carlos is searching for a rogue Psi-Stalker who has been victimising a local village. He believes the villain is located in a nearby wooded area. Carlos has a detect concealment skill total of 55%. The Psi-Stalker has a camouflage skill value of 35%. Carlos rolls 23 on D100 for a total of 78% to detect concealment. The Psi-Stalker rolls an 82 on D100 for a total 117% for the camouflage total. The Psi-Stalker has clearly won the contested skill check and is not spotted by Carlos. Hiding high in the boughs of a tree the Psi-Stalker silently leaps onto the back of the Carlos’s Glitter Boy as he trod by unawares …

Note: This alternative rule does not break the current Palladium Systems mathematics. It simply provides an alternative method of rolling for skill checks that may be more straightforward depending on the players RPG background. It also makes contested skill checking more direct (highest roll wins).

edit: some clarifications.

The 2nd version is one that I've always thought should be implemented in a new, truly megaversal revision of the basic rules for all settings, and one GM I played with used a system like that in the past, just using 25, 50, 75, 100, 125, 150, 175, 200, etc., as target numbers. We also didn't cap skills, they could go above 100.

He also redid all skills so that skills connected to a key stat that also added to them. So your climbing skill, for,example, might be a base of 20 + PPx2 (so someone with PP 10 would have a base of 40). ME, rather than intelligence, also gave global bonuses to skills (much less than INT does, I think it was 1% for every 3 above 15) to reflect that someone with mental discipline is going to focus better and thus get more out of training.
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wizardofthenorth
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Re: Some Optional Rules

Unread post by wizardofthenorth »

I will be posting something on skills soon. I was considering adding something as the above, it would be nice to actually get some more use out of the character's stats.

I was thinking of something simple like just add stat as a %.
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