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#7 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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1. Phobias and the effects of the Terror advantage aren't combined. Roll a self-control roll for the Phobia and a Will roll (capped at 13) for the Terror. If you fail either, add the margin to 3d and go crazy. This is one of those cases where more dice-rolling adds to the fun. Well, I think so. :)
2. Just as in GURPS, if you don't resist the Terror spell, you have a difficult Fright Check to attempt. This Fright Check isn't meant to be affected by the resistance roll vs. magic, and the Terror spell and Terror advantage don't work quite the same way. 3. The dart looks like a plumbata. Think of an arrow with a lead weight behind the head so that it comes down point-first on the enemy. Yes, a "war lawn dart." It was a real thing. 4. Tactics only helps real-time combat rolls when the person using it takes a whole turn for a Do Nothing maneuver while the person benefiting from it takes their usual maneuver. In effect, it's the result of having two brains working on the problem of not losing a fight. If you can somehow rig things so that you have two brains, go ahead and use Tactics to help yourself.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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