Only War XP cots .pdf


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Table 3–14: Characteristic Advances

III: Character Creation

Matching Aptitudes
Two
One
Zero

Simple
100 xp
250 xp
500 xp

Intermediate
250 xp
500 xp
750 xp

CHARACTERISTIC
ADVANCES

Expert
750 xp
1,000 xp
2,500 xp

EXAMPLE

A Characteristic Advance is an increase to a character’s abilities.
When players buy a Characteristic Advance, they add +5
to the existing Characteristic score on their character sheet.
Characteristic Advances are divided into four progression levels:
• Simple: A small fulfilment of the character’s potential.
• Intermediate: A significant improvement of the
character’s capabilities.
• Trained: Active, focused effort upon improving the
character’s prowess.
• Expert: The limit of a character’s natural abilities.
As the players set about increasing their characters’
Characteristics, they must progress through each of the
progression levels in turn, starting out with Simple and
ending with Expert. Prices for Characteristic Advances can
be found in Table 3–14: Characteristic Advances.
As shown in Table 3–14: Characteristic Advances,
if the Player Character has one matching Aptitude, then
the first +5 to his Characteristic costs 250 xp; the next
+5 Advancement (the Intermediate progression level) costs
500 xp, a further +5 improvement (the Trained progression
level) costs 750 xp, and the final improvement (the Expert
progression level) costs 1,000 xp.
The costs for Characteristic Advances are cumulative. For
instance, a player could not simply pay 500 xp for a +10 increase
for a Characteristic he has one Aptitude matched with. Instead,
the player is required to buy the Simple Advance for 250 xp first,
and then pay the 500 xp for the Intermediate Advance.

Table 3–15: Characteristic Aptitudes
Characteristic/Aptitude 1
Weapon Skill
Ballistic Skill
Strength
Toughness
Agility
Intelligence
Perception
Willpower
Fellowship

Trained
500 xp
750 xp
1,000 xp

Aptitude 2
Offence
Finesse
Offence
Defence
Finesse
Knowledge
Fieldcraft
Psyker
Social

Now that Katya has chosen her character’s Speciality, a TechPriest Enginseer, and given her the name Levitica, it is time to flesh
this new character out. Because Levitica is an Enginseer, and many
of her Skills require a high Intelligence Characteristic to make
the most of, Katya decides to purchase a Simple Characteristic
Advance to start, for a +5 increase to her Intelligence. As she has
both the relevant Aptitudes, this has a price of 100 xp. Later, after
Levitica has spent some time in her unit, tending to the capricious
machine spirits of her Squad’s weapons and vehicles, Katya decides
to purchase the Intermediate Intelligence Characteristic Advance.
Since she already purchased the Simple Advance at character
creation, she has access to the Intermediate Advance.

SKILL ADVANCES
Player Characters learn new Skills or improve existing Skills
by selecting Skill Advances. The xp cost of Skill Advances
depends on how many Aptitudes the character has in
common with that Skill. Skill Advances are divided into four
progression levels, which are as follows:
• Known: The character can use the Skill without the –20
penalty for untrained Skills.
• Trained: The character receives +10 on all Skill Tests
when using this Skill.
• Experienced: The character receives a +20 bonus on all
Skill Tests when using this Skill. This bonus replaces the
bonus for being Trained.
• Veteran: The character receives a +30 bonus to all Skill
Tests when using this Skill. This bonus replaces the
bonus for being Experienced.
When improving a Skill, the character must progress
through each of the progression levels in turn, starting with
Known and ending with Veteran. So, for example, players
cannot choose to pay for the Trained Skill Advance for their
character without first purchasing the Known Skill Advance.
Note that characters might have received the Known or
Trained Skill Advance already through their Regiment or
Speciality. Table 3–16: Skill Advances indicates the price
of Skill Advances, based on both the progression level and
number of matching Aptitudes.

Table 3–16: Skill Advances
Matching Aptitudes
Two
One
Zero

102

Known
100 xp
200 xp
300 xp

Trained
200 xp
400 xp
600 xp

Experienced
300 xp
600 xp
900 xp

Veteran
400 xp
800 xp
1,200 xp

Skill
Acrobatics
Athletics
Awareness
Charm
Command
Commerce
Common Lore†
Deceive
Dodge
Forbidden Lore†
Inquiry
Interrogation
Intimidate
Linguistics†
Logic
Medicae
Navigate†
Operate†
Parry
Psyniscience
Scholastic Lore†
Scrutiny
Security
Sleight of Hand
Stealth
Survival
Tech-Use
Trade†
†Specialist Skill

Aptitude 1
Agility
Strength
Perception
Fellowship
Fellowship
Intelligence
Intelligence
Fellowship
Agility
Intelligence
Fellowship
Willpower
Strength
Intelligence
Intelligence
Intelligence
Intelligence
Agility
Weapon Skill
Perception
Intelligence
Perception
Intelligence
Agility
Agility
Perception
Intelligence
Intelligence

Aptitude 2
General
General
Fieldcraft
Social
Leadership
Knowledge
Knowledge
Social
Defence
Knowledge
Social
Social
Social
General
Knowledge
Fieldcraft
Fieldcraft
Fieldcraft
Defence
Psyker
Knowledge
General
Tech
Knowledge
Fieldcraft
Fieldcraft
Tech
General

Page
116
117
118
118
119
119
120
120
121
121
122
122
123
124
125
125
127
128
129
129
130
131
131
131
132
132
133
134

EXAMPLE
After purchasing her Intelligence Advance, Katya decides that Levitica
should also be a little better than the average Player Character at
Tech-Use. Levitica already has Tech-Use as a Known Skill, thanks
to her Speciality, and has the Intelligence and Tech Aptitudes as well.
This allows Katya to purchase Tech-Use at the Trained level, and to
do so at a reduced xp cost thanks to her Aptitudes. If, for example,
Katya wished to purchase Parry instead, to give Levitica an added
edge, she would have to purchase the Skill at Known, and at full xp
price, since she does not have the right Aptitudes.

Talents are enhancements that permit a character to use his
natural abilities in new fashions. These may provide a situational
bonus to the use of a Skill or Characteristic, or provide specific
and unusual ways for a character to take advantage of his
equipment. Please refer to Chapter V: Talents and Traits
for detailed descriptions of all Talents available in ONLY WAR.
Psychic Powers are also purchased using Talent Advances.
Please refer to Chapter VII: Psychic Powers for more
information on Psykers and their powers. Please note that the
xp cost for Psychic Powers is variable, and each power’s price
is outlined in its description.
As with Characteristics and Skills, Talents each have two
Aptitudes associated with them, and are discounted based on
how many a character shares. Talents are also divided into
three tiers. These tiers are simply a way of representing that
some Talents are more powerful, and therefore cost more
Experience Points, than others.
Talents also often have prerequisites that must be met
before they can be purchased, no matter what tier they
belong to. For this reason, players in ONLY WAR may find
themselves needing to purchase lower tier Talents before
they can purchase the Talent that they want. See Table
3–18: Talent Advances for information on the experience
cost of Talents.

SPECIALIST TALENTS

Some Talents are designated Specialist Talents. These Talents
may be selected more than once, with a different speciality
each time. Please refer to page 139 for more information on
Specialist Talents.

TAKING TALENTS MULTIPLE TIMES

Some Talents may be taken multiple times, which will be
noted in the Talent’s description. There are only a few of
these Talents, the most prominent being Sound Constitution,
which increases a Player Character’s Wounds each time it is
taken. When taking these Talents multiple times, the player
simply pays the experience cost each time.
It should be noted, however, that most Talents that can be
taken multiple times have a hard limit—a maximum number
of times they can be taken.

Refer to Chapter IV: Skills for more information on
selecting Skills and Skill Descriptions.

Table 3–18: Talent Advances
Matching Aptitudes
Two
One
Zero

Tier One
200 xp
300 xp
600 xp

Tier Two
300 xp
450 xp
900 xp

Tier Three
400 xp
600 xp
1,200 xp

103

III: Character Creation

TALENT ADVANCES

Table 3-17: Skill Aptitudes


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