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    Owl Hoot Trail Unsanctioned Arcana PAGE1

    UNSANCTIONEDARCANA

    THE WEST JUST GOT MORE WICKED!

    COMPLETELY UNSANCTIONED,ILLEGAL,RENEGADE

    RULES FOR OWL HOOT TRAIL.

    BY Powell Crider

    All Material Designated as Open Game License.Original and OGL material Used.

    OGL Material:OGL Old West, Mongoose Publishing, 2004.Racial Powers 13th Age, Pelgrane Press, 2013

    All artwork by Powell CriderStock Photo Credits for drawings:Corvidcrow (Steampunk girl pg 1)Cowboy with rifle (Dreamstime Stock 21030407)

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    CharacterRacialPowers

    Each race has a power they can use Once per battle(Except Shee who get lucky with Fey Grace-Theyre special). Characters gain access to theirracial power after a taken a breather. A fewraces have persistent abilities, like small forhalflins.

    Humans

    Bonus Feat: First level human PCs start with twofeats instead of one.

    Quick To Fight(Racial Power)For the first round of each battle, roll initiativetwice and choose the result you want.

    Hill Folk

    That the best you can do?(Racial Power)

    Once per battle after youve been hit by an enemyattack, you can heal up 1D6 hit points. You cantuse this ability if you get knocked out by theattack. The character has to be conscious to sneerat their attacker, wipe the blood off and makesome smart ass comment.

    ORC

    Lethal(Racial Power)

    Once per battle, reroll a melee attack and use theroll you prefer as the result.

    Feat (pre-requisite 5th level): If the Lethal attackreroll is a natural 16+, you can use lethal againlater in the same battle.

    Shee

    Fey Grace(Racial Power)

    At the start of each of your turns, roll a die to seeif you get an extra action. If your roll is equal toor less than your DRAW, you get an extra actionthat turn. each action you gain grants a +1 toyour draw on the following Fey Grace check.

    At the start of the battle roll a D6. Each time yousuccessfully gain an extra action, the size of thedie roll increases by one step D8, D10, D12.D20.If you get an extra action after rolling the D20,you cant get any more actions.

    Halflin

    Evasive(Racial Power)

    Small: Halflins get a +1 to their DEFENSE scorefor being so small.

    Once per battle, force an enemy that hits you withan attack to reroll the attack with a -2 penalty.

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    FeatsCharacters begin with one feat at 1st level. TheyGain an additional Feat on ODD levels (3, 5, 7, 9).Feats cannot be chosen more than once unless notedin the Benefits description.Alertness: You are eagle eyed and sharp as atack.Benefit: Character get +2 on all Listen and Spot

    checksAmicable: You are just easy to get along with.

    Benefit: Character get a +1 to their Amity skillchecks.

    Artful Dodger:You have a knack for gettingout of the way when things get really rough.Benefit: The character gets a +1 to DEFENSEwhen they are Trailin.

    Brawler: You got brawling in your blood, and

    your enemys blood on your hands.Benefit: You get a +1 bonus when fightingunarmed, or with improvised weapons. You also geta +1 when rolling on the Brawling Injury Chart.This FEAT does stack with the Ruffians classability.

    Combat reflexes: You respond quicker than

    most when the bullets start flying!Benefit: Character gets a +1 bonus to Initiative.

    Cut Sign:Cutting sign is tracker talk for the artof following a trail. Trackers are at home in thewild.

    Benefit: The character gets a +1 bonus on allWilderness skill checks.

    The character is adept at following a trail. Tofind tracks, the character must make a Wilderness

    +Wits roll. They must make another check anytime the tracks become harder to follow.

    The DC depends on the surface and local conditions.

    Surface Track DC

    Very soft 5

    Soft 10

    Firm 15

    Hard 20

    Very Soft: Any surface that holds deepclear impressions (Fresh snow, thickdust, mud)

    Soft: Any surface soft enough to makean impression, but firmer than wet mudof snow, leaving frequent but shallowprints.

    Firm: Most normal, outdoor or

    exceptionally soft or dirty indoorenvironments. Quarry might leave sometraces of passage, but only occasional orpartial prints are found.

    Hard: Any surface that does not holdfootprints, such as bare rock, concrete,metal decking or indoor floors. Thequarry might leave traces like scuffmarks.

    Characters who can cut sign are able to retake afailed skill test after one hour.

    The GM might apply other penalties or bonuses tothe check depending on the conditions, or otherfactors. A good rule of thumb is +2 for beneficialfactors, -2 for hindering factors. Below are just afew factors to consider.

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    Beneficial Factors Hindering Factors

    Group of targets every 24 hours passedsince tracks weremade

    Mounted Rain

    Big target Snow

    Dead Eye: You are an excellent shot, able to putrounds on target when the chips are down.Benefit: When firing into a crowd, target onlygets a +1 to defense. In addition the chance ofhitting a bystander or ally is 30%instead of 50%.

    Educated:You have attended an institute ofhigher learning.Benefit: Character has a +1 to all learnin checks.(pick an area the character specializes in to gain a+2 in certain situations with the Judgesapproval.)

    Fan:You can fire a single action sidearm multipletimes in a turn by fanning the hammer.

    Benefit: When using a single action pistol, you canmake multiple attacks per turn by making a Snap+Level check (DC 15). if the check is failed, youonly get off one shot. For each point over 15 scoredon the check, you can fire one additional shot, eachwith a -2 penalty. You must have a free hand tofan the hammer.

    Greased Lightnin:You are quick and able tooutrun most folks, in and out of combat.Benefit: Character can move one zone in combat

    without Trailin. In addition, the character gets a+2 to any test involving fast movement.

    Hard Soul: Your body is hardened by toil andhard work.Benefit: Character gets a +1 on all Toughness Skillchecks.

    Iron WIll: Your will is stronger than most folks.

    Benefit: Character gets a +1 bonus to their MentalDefense.

    Lucky:Some people are just born lucky.

    Benefit: The characters luck points increase by2D6. Can be chosen more than once.

    Preferred Weapon:Some weapons just seem tofit the hand better than others.Benefit: Pick a specific type of weapon from the

    equipment list. When armed with that weapon, thecharacter receives a +1 to hit.

    Quick Reload:You have nimble fingers and canreload your weapons quickly.Benefit: Character reloads so fast, it does not pushthem back to trailin, or cost them an entire actionif trailinto reload.

    Rich:Your character is loaded.

    Benefit: Character starts with (or comes intosomehow)money. The character starts with $300dollars instead of $100. In addition, the characterhas a source of income that provides them with$100 dollars per month.

    Slippery: You are hard to hit.

    Benefit: Character gains a +1 to Defense.

    Weapons Training:You are adept at using

    weapons not normally used by your class, eitherfrom past experience or natural talent.Benefit: Pick a weapon type normally denied toyour class. You can now use that weapon withoutpenalty.

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    Wily:Some call you slick as a snake, among otherthings.Benefit: Character gains a +1 to all Wile skillchecks.

    LuckLady luck is a fickle mistress. Some might scoff atthe idea of luck, chalking everything up to divineprovidence, karma, or even fate. But that dontstop most folks from hoping and praying that ladyluck will smile on them, and not their enemies nowand again.

    BeginnersLuck

    A character begins with 6+1d4 luck points. TheLucky Feat can increase the initial total further.This is the maximum luck a character can have atone time. The maximum can only increase if thecharacter takes the lucky feat, or increases inlevel. Any excess points go into the groups luckpool (see below), if the Judge allows it.

    Using luck

    A character can spend luck any time, but only onceper round to: Activate a special power Gain a bonus to a die roll Reroll a die roll Reduce a wound type Halve damage from an attack make an attack miss Establish or change an item or event

    Counter anothers use of luck

    Activate a special power

    Some abilities are just plain fickle, and only workwhen lady luck is smiling on you. The cost forsuch an activation is listed in the powerdescription.

    Gain a bonus to a die roll

    A player can spend a luck point to gain a +2 luckbonus on a skill check, ability check, attack roll orsaving throw. Only one luck point may be spent

    per roll, and can be spent after the die is cast.Lucky, huh?Player must describe how luck played into theirsuccess to the Judges satisfaction for the luck tobe spent.

    Reroll a die roll

    A player can spend a luck point to reroll a skillcheck, ability check, attack roll, saving throw orany other roll. This can only be done once per

    round and the player has to accept the second dieroll no matter what. Think of it as testing yourown luck and hope lady luck smiles on you.

    Reduce a wound type

    Wounds are nasty. When a character takes awound they can spend two luck points to reduce awound by one point on the wound scale. (an 11becomes a 9 for example). The character still takesthe hit point damage, just reduces the injury result,

    and whenever luck is spent, bleeding is negated.

    A player can also spend the points after the woundhas been dealt and the fight is over (conservingtheir luck during the fight in case its needed).The player must describe how luck reduced theinjury caused by the attack to the Judgessatisfaction.

    Halve damage from an attack

    A character can spend 2 luck points to halvedamage from a single attack. The player mustprovide some reason why luck saved theircharacter from a worsened fate.

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    Make an attack miss.

    This is pushing luck to the extreme, completelypulling ones bacon out of the fire. Five luck pointscan make an attack miss altogether. The luckpoints must be spent immdeiately AFTER thedamage is rolled. The Player needs to describe somereally lucky break that saved them from being hit.(Note: IF the reason is REALLY creative, the Judgemay give a 1 point discount on this one, a 2 pointdiscount if it saves them from the attack butprovides some other creative event that makes theencounter more fun).

    Establish or Change an Item or Event

    The most dramatic, and often the handiest, way touse luck points is for Dramatic Editing. TheJudge can overrule a players take on a situation,but it should always be a Yes but,situation, notan outright no. If the Judge does this it would bemighty fine of him to give a discount on the luckspend for the characters trouble.

    Some uses of luck include:

    One Point: Minor Items: Character happens to havesome common thing needed for a situation (a pocketknife, a piece of string, matches, a nail...). Itmight be on the character or in the environmentnear them. Minor Background: A common item orperson is established that is lucky for the character(A barrel of water in the corner, a random personwandering the streets that were thought deserted,

    a wagon full of hay) Minor Event: A common event occurs (Thewagon passes right under the characters window,A person stops to talk to the men following you,someone slips in the mud)

    Two points

    Lesser item: The character finds a slightlyrarer, useful item- a weapon, ammunition, the toolthey need- in a place where its conceivable theycould be. Lesser background: A slightly less common

    item or person is established- the town sheriff isnearby, an NPC from a previous game happens to bein town, there is a stagecoach or train due anyminute. Lesser Event: A change in the weather, auseful coincidence such as a lamp blowing over oradoor being left unlocked. A horse spooks at theright time and breaks for it.

    Three Points

    A one point change happens immediately

    without the need to establish anything. Instead ofsomething theyd seen earlier, like the wagon fullof hay mentioned above, a wagon full of hay thatno one had seen just happens to roll under thewindow.

    Major Item: The character finds EXACTLYwhat they are looking for, or finds a useful item ina very unlikely place. Examples might be acharacter lost in the desert coming upon a corpsewith rifle and a full canteen of water, or

    happening to find the key to a door. Major Background: Establish that a majorcharacter is in town, establish there is an unlikelybuilding or facility nearby (fort, railroad outpost),make someone an old friend, or related to you, etc. Major Event: A bomb fuse begins tosputter, giving a bit of extra time to get away ordefuse it. A dam breaks, the cavalrys bugle isheard on the wind, Major changes in weather, likean awful snow storm, dust storm or torrential rain.Conversely, the weather might improve a bit too.

    Note: If a change the player wants to make isacceptable to the Judge, but deemed more expensive,the Judge may increase the cost by a point or twobut still allow the luck to be spent. They alsomight Yes, butand make the character wishthat lady lucks gaze had stayed on them a littlebit longer.

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    Counter Anothers Use of Luck

    a player can spend luck to counter the Judges oranother players use of luck. To counter luck, you

    spend a the same number of points they did, PLUSONE.

    NPCs And Luck

    Major, names NPCs have luck scores. Mjor NPCshave 1D6 +their level in luck, depending on howimportant they are to the plot.

    Luck Checks

    If the Judge wants randomly determine whetherfortune smiles on a character, he can call for a luckcheck. A luck check works just like any other sortof check- the player rolls a D20 and adds theircurrent luck, trying to beat the established DC.

    The DC for the luck check varies depending on thewhim of the Judge. Any Easy luck check, evenwithout luck has a 50/50 chance of success. DC 15luck checks are passed by the genuinely lucky,while anything above DC can be considered verylucky indeed.

    Gaining and Tracking Luck

    A character that has spent luck does not regain allit automatically. After a good rest, the characterwill automatically regain 1D4 luck. A charactermust act if they want to regain luck.

    Weve found the best, and easiest way to trackluck during play is using poker chips.

    Luck Rewards

    The simplest method is for the Judge to hand chipsout during play. One or two luck for a really goodbit of dialogue, a cool scene, good role-playing orother events that impress the Judge and the party.

    Quirks

    As part of character generation, a player canchoose a quirk for their character. Indulging aquirk during play allows the player to regain luck.

    Some quirks include: Chewing Tobacco (or smokin) Playin the harmonica or singin all thedamn time Drinkin Prayin or proselytizing at inopportunetimes Superstitions, like a lucky rabbits foot andsuch Long ranting speeches about the evils ofthe Federated Union, or other such politics

    Unable to keep opinion to his self even if itmeans getting into trouble Compulsive gambling Always putting yerself downIf the characters quirk comes up in a gamesession, one previously spent luck point is regained.A quirk can be cashed in on twice per game. Forquirks that get tiresome quickly, like long rantingspeeches, the Judge should only allow them once pergame but give two luck points just the same.

    The Judge might award a bonus point if the use ofthe quirk really adds to the roleplaying experience.

    Quirks are meant to be flaws a character has thatthey have to deal with, and that might causeunfavorable reactions, health problems, or otherinteresting story issues for the group to deal with.The list given above are just a few examples.Work with the GM to come up with more.

    Its also important to note that not having a quirk

    doesnt mean your character doesnt indulge in anyof the above named activities, it just means its nottied to their luck score.

    Gaining a level

    When a character gains a level they get a +1bonus to their maximum luck amount, and gain anumber of luck points equal to their level.

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    ReputationSometimes all one has is their reputation.Reputation is a measure of how well known acharacter is in the west. Most small towns havenewspapers, and trail riding cowpokes andstagecoaches bring news and rumours across thecountry. Bad news travels like a prairie fire, andstories are told and retold over the camp fire, ingeneral stores and saloons, magnified andembellishes more an more with each telling.

    In other words, reputation is about as reliable as aTom Wallfoots Patent tonic (cures baldness,

    syphilis, and keeps away owl bears).

    Mechanically, a characters repuation is a bonusthat starts off equal to their highest stat bonus(its what theyre known for).

    When a character gains a level, they make areputation check (D20 +Reputation)against a DCof 5+their current level. If this check succeeds,their reputation increases by +1.

    Whenever a character rolls a natural 20 whenperforming a very public act (a gunfight on mainstreet, a performance in a bar, a high stakes pokergame at the saloon), he can make a check (usingwhatever characreristic the Judge deems importantto the event)at a DC of 10+current reputation,with a 20 as an automatic success. Success meansthe characters reputation goes up by +1.

    A character can try to increase their reputation bytelling tall tales about their exploits, and engagingin unabashed self promotion. Other characters canalso tell stories about their pards, and othermembers of their posse to much the same effect.This check requires a WITS +WILE check at a DC15. A successful check increases the characters

    reputation by +1 after the story gets around.This check can only be made once per audience-the character can retell the stories once per town,or if some new folks come by. But boring the samefolks over and over again with the same tale might

    gain the character a new reputation they mightnot be so pleased with. It also might just get themshivved one late night for being a blowhard.

    Whenever the character is plugged, or suffers amortal wound and survives, the scar gives a +1reputation bonus to them that see it. Nasty facialscars might just give the same bonus if the Judgeallows.

    A character may gain reputation as a reward for

    performing impressive or noteworthy deeds.Commonly, characters will received a +1 increaseat the end of each adventure if they make a Witscheck using the characters current reputation asthe DC. It gets harder to increase your rep thehigher it gets.

    A characters class also creates ways to increasetheir reputation. To gain this increase, thecharacter must make a test using the appropriatecharacteristic (listed in each description)using

    their current reputation as the DC. Modifiers forthe tests are listed below.

    Gunslingers gain +2 reputation for everygunfighter duel they win. (Draw)Marshals gain +2 reputation for every outlawthey bring to justice (Dead or Alive)(Wits)Ruffians gain +2 reputation bonus for everybrawlin duel they win (Grit)Scoundrels gain +2 reputation for every job theypull (Wits)Scouts gain +2 reputation for showing theirmetal in the wild (Grit)Gadgeteers gain +2 repuation if their inventionproves invaluable in a situation (Wits)

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    Mentalists gain +2 reputation if their powers ortricks are well respected (Wits)Preachers gain +2 reputation for upholdin theword of God and behavin appropriately (Grit)

    Shaman gain +2 reputation for showin how thespirits favor them. (Wits)

    Modifiers listed below should be applied to thecheck:

    +1 opponent has higher reputation than thecharacter+2 opponent has double the reputation of thecharacter+1-+3 Exceptional role playing during theencounter.

    The class reputation increase can only occur onceper level, and usually is for the capstone event ofthe level, but not necessarily. It is up to the Judgeto determine when (or if)this check is made.

    Good and Bad reputation

    A characters reputation can be good, bad or

    neutral. This perception is based largely on whothe character is interacting with. Opinions.Everyones got one.

    A good reputation implies that a character is seenas being on the side of law and order, is fair,generous and upstanding. A bad reputation carriesthe connotation of being murderous, dangerous andgood for nothin. An orc warlord might have a goodreputation when dealing with orcs, and a reallybad one when it comes to dealing with theauthorities (or respectable folk in general).

    A reputation can change from good to bad prettyeasily. A character with a good reputation who isdisgraced doesnt lose reputation point, themagnitude of his rep doesnt change, it justswitches instantly to bad in everyones eyes.

    Effects of reputation

    The primary use of reputation is to see if acharacter is recognized. Roll a reputation checkagainst the following DCs, with the following

    modifiers:

    Situation Reputation DC

    Character being recognized...

    Is local 10

    Lives within a few days ride 15

    Has passed this way before 25

    Is a complete stranger 30The observer...

    Has Learnin of 2 or more +2

    Has Wits of 2 or more +2

    The Character...

    Is deliberately trying to hidetheir identity

    -5

    Introduces himself by deed(Im the Shee who killed...)

    +2

    Other Factors...

    Wanted posters +2 to +5depending onquality

    Current newspaper articles +2 to +5

    Current gossip and rumorabout the character

    +2 to +5

    If the character is recognized, he can use hisreputation to his advantage, by gaining bonuses tospecific skill checks, or attribute tests. The size ofthe bonus depends on the charcters reputation level.

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    Reputation Bonus

    Reputation Bonus

    5 or less +0

    6-10 +2

    11-15 +3

    16-20 +4

    21+ +5

    The bonus can be applied to the following skill

    checks, depending on whether the characters repis neutral (Yeah, people of heard of em), Good(People have heard mostly good things about em)orbad (People have heard mostly bad things aboutem).

    Characters can apply their reputation to AMITYand WILE checks. How they apply them is up tothe Judge to decide with the players input.

    Most importantly, a characters reputation affectshow much it costs to hire them for a job. Acharacter can make a reputation check (DC15)- ifthe check is successful the employer offers 50%more money, assuming the employer can afford it.They might also offer other fringe benefits orperks to try to woo the character a bit.

    A bad reputation will increase the amount ofmoney being offered as a reward for a character.Increase the award by 20%for every point ofreputation above 10, therefore a character with areputation of 20 would be worth 3 times more thananother criminal who commits the same crime.

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    BrawlinBrawlin is unarmed (or armed with

    improvisational weapons)fighting. Brawls aregenerally non-lethal affairs, so the normal injuryrules are a bit harsh for one. Brawls are a greatway for characters to get in a scrap without achance of dying. Brawls can only be initiated withfolks who recognize the difference betweenbrawling and fighting for their life. Its up to theJudge to decide whether you can get in a brawl, orif the normal fighting rules are being used.

    A character who has the sand can shrug off the

    effects of a brawling attack (referred to asstrikes). Brawling attacks are resolved as a meleeattack.The Damage done by an attack in a brawl is equalto characters Level+Grit. However, if acharacter is struck by a blow, the target must makea Grit check against a DC of damage Dealt +themargin of success. IF the Grit check is successful,then no damage is dealt by the attack, the victim istough enough to just ignore the effects of the blow.

    If, on the other hand, the check is failed, then thecharacter receives a brawling injury.

    Roll Effect

    2-3 No Effect. It hurts though.

    4 Stunned, lose next action

    5 Knocked down

    6 Knocked down and stunned

    7 Wind knocked out of ya -4 to next GRITcheck against attack.

    8 Knocked down and winded (see above)

    9 Stunned and winded

    10 knocked down, stunned, and winded

    11 knocked out (for 1D6 rounds)

    12 We said brawling was generally nonlethal. Generally. Roll on actual injurytable.

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    Ruffians are a special case. They can choose to doregular fighting damage, or brawling damagewhen they hit a target. In addition, their DIRTYFIGHTING ability damage can be used in brawlinginstead of the normal LEVEL +GRIT damage inbrawling. Brawling is, after all, their raisond'tre. Ruffians also add +1 to damage done onthe Brawling Injury table.

    Keep in mind though, that if a Ruffian escalatesthe brawl to deadly ends, then others might followsuit and the brawl might spin out of control.

    gadgeteers and

    mad scienceAs written, the rules for Gadgeteers in the OHTmain rulebook ports the OGL Magic User spells overas gadgets in a very clever and unique way. But,they really dont seem like gadgets much.

    A fella by the name of Ralph Mazza, prolly a madscientist of sorts himself, came up with a set of

    rules to make gadgets more..well, gadgety. ThankRalph next time you see him.

    Gadget Special Rules

    Initial Gadgets:Players start with gadgets

    already built, based on their starting powers. (OHTpg. 25)

    New Gadgets:Each new level requires $10/

    Rank +1 week/rank to design a new gadgetfrom scratch or 1 day/rank to build from existingplans. (Existing plans is for rebuilding a gadget,or making a duplicate gadget)

    Gadgets:Each spell is a gadget, an actual

    physical device (usually made of brass, with lots ofgears, bobbles, and gubbinz all over it)thatgenerates or creates a power effect (Like in the

    monster rules).

    hit points:Gadgets, being physicaldevices, have hit points and can be damaged. Small gadgets, capable of fitting in a

    pocket: 5 HP +2 per rank above 1

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    Medium gadgets, capable of being carried buthard to conceal: 10 HP+5 per rank above 1

    Large gadgets may be liftable, but not carried forany significant distance without requiring (orbeing for that matter)a vehicle: 15 HP +7 perrank above 1.

    Repairing gadgets :$1 & 1 hour per HP to

    repair. (The money represents the cost of materials.Money alone wont make much.)

    Defense: 10 =2x rank Small gadgets, can only be targetted if the

    person carrying them is hit with a critical hit.Damage to the gadget is inflicted instead of

    damage to the character (Saves the character,but damages the gadget.)

    Medium gadgets carried by a person can only behit if the attack would defeat both the gadgetsdefense and the targets defense (hard to do, Itell ya). If you manage to beat both defenses, orroll a natural 20 on your roll, you can target thegadget instead of the target.

    Large gadgets can be targeted normally. Thosebehind or in a large gadget may force an

    attacker to target the gadget instead.

    Skill tests: Use 1 power slot to give a gadgetthe ability to make skill tests or provide skillbonuses.The skill covers 1 ability/skill combo when

    designed.Autonomous Skills: Allow the gadget to make its

    own D20 test on its own initiative. SkillRank=2x the rank of the power slot used.

    Skill Bonus: Gives the user of the gadget a bonus

    to their own skill test. Skill Test=Rank of thepower slot used.

    Amalgamated Gadgets: Multiple powers can becombined into a single device. Each power has itsown HP, and Defense and can be targetedseperately.

    Enhancements/Glitches:

    Fragile (Glitch): The power uses 1 rank lowerpower slot than normal (minimum 1)but has 1/2as many hit points and burns out as if 1 rank

    higher than normal.Armored (Enhancement): Use 1 power slot togive another gadget or device an armor valueequal to the rank of the slot used. Reduce anydamage to the gadget by the value of the armor.

    Amped (Enhancement): Use 1 power slot toincrease the power of a gadget or device capableof inflicting damage. Increase both damage andinjury rulls by an amount equal to the rank ofthe slot used.

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    Malfunctions:Malfunctions are injuries for machines.

    When an item is damaged, roll 2D6.

    +1 per previous, un-repaired malfunction.roll Malfunction

    2 No Effect. Whew!

    3 Dropped. Applied to carrieddevices only. Otherwise noeffect. Recover dropped itemat end of battle.

    4 Dropped. Applied to carried

    devices only. Otherwise noeffect. Recover dropped itemat end of battle.

    5 Glitch. Lose next action.

    6 Glitch. Lose next action.

    7 Burn out per normal rules.Recover at end of battle.

    8 Burn out per normal rules.

    Recover at end of battle.

    9 Short/Jam. Fail. Nonfunctional. Recover when allHP are repaired.

    10 Short/Jam. Fail. Nonfunctional. Recover when allHP are repaired.

    11 Destroyed. Must be rebuilt.

    12 Boom! Explodes or shatters.Range 0-1: Damage rank x D6

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