Appendix B

Appendix B: Frequently Asked Questions

Q: Do I get an extra action now that my Physical is 15?
A: Yes and no. You’ll first need a perk that unlocks a particular skill for that action. So if you have Longstrider, you gain a “bonus” physical action each round with which you can use the movement skill. Or if you take Spell Weaver, you can use that bonus physical action for any physical casting action required by a spell.

Q: What makes my character a hero, if all characters use the same generation rules?
A: Two things: hero points and levels. Non-heroes are generally amateurs, professionals, and experts (levels 1-3), and only heroes and villains get hero points.

Q: Can my character be rich? At first level?
A: Yes, if your character concept explains it. Your character’s possessions should still be balanced against those of the other characters, in one way or another.

Q: What’s my max physical damage? Is that my damage pool?
A: Your max physical damage equals your physical attribute score. You can increase max physical damage (but not your physical attribute score) with the tough perk. Your physical damage pool is just where you collect the physical damage you’ve taken, but when it exceeds your max damage, you’ll be mostly dead (or whatever the GM has in mind for you).

Q: Can I upgrade my damage/protection die to a d20?
A: Permission to use the d20 for anything other than contests is up to the GM. Generally, once you reach d12 as a progress die, each further increase in die type just gives you a +1 to the d12.

Q: Can I get more skill points? My character’s skills aren’t well represented.
A: The GM is free to award extra character elements, especially if they are in line with his campaign theme. You might also try the Skill Point perk.

Q: Can I concentrate to regain metaphysical health while in combat?
A: Totally. Just be sure to spend an action for concentrating each round. The difficulty is up to the GM. An easy fight in which you don’t get hurt might have a +4 difficulty, or a near-lethal fight might have difficulty contests of +12 or more. If you fail one contest, you’ll only heal 1 MP point during that hour.

Q: Why is shell armor so cheap?
A: The prices listed are relative to each other and to the genre. So in a futuristic setting, you could buy 40 suits of shell armor (unimproved) for one suit of dwarven plate. However, you’d be unlikely to find shell armor in a medieval setting.

Q: If my heavy armor protects d12 and the anti-fire spell protects d12 (fire), which is better? A: The d12 heavy armor protects you from all physical damage, even damage with a subtype like fire or lightning, but it also reduces your physical score. The anti-fire spell protects against no damage other than fire-subtype, physical damage, but it doesn’t reduce your physical score.

Q: Why does a whip do mental damage? Doesn’t a whip cause tissue damage?
A: There’s no game rule for tissue damage, but a whip’s purpose is to cause pain which can cause more mental trauma than physical trauma. Since a whip is a physical weapon, it’s fair to let a PC defend against one with his choice of defend (parry) or defend (concentration).

Q: My spell doesn’t seem to have any mechanical benefits. What’s the point?
A: Besides the in-game effects, your GM is welcome to grant you the benefit of the doubt in tied contests, or even when you fail a contest by one (if he’s feeling gracious). Roleplaying the spell well could also earn you a hero point.

Q: Is my contest success better if I roll 20? What if I roll 1?
A: There are only three outcomes to contests. If your contest is higher than your opponent’s contest, you get a Pro – favorable result. If you Tie, you reroll or the GM decides. If your contest is lower, you roll a Con – an unfavorable result (which is not necessarily a failure).

Q: Can I use degrees of success to adjust my outcomes?
A: Sure. This would make a great house rule!

Q: My initiative is higher than my opponent’s. Can he still parry my attack?
A: Yes. All actions (the initiating action and all reactions) occur at about the same time. When the GM feels that split-seconds would make a difference, he can rule that one action supersedes another.

Q: Can I be attacked anytime I take an action in combat?
A: Yes. Combat is dangerous.

Q: Can I attack my opponents anytime I want?
A: If you have unspent actions in a round, you can attack at any time during your turn, or in response to another character’s action.

Q: How do I disarm my opponent?
A: Find a rule for it in a rules module, make up a house rule, or make a fight contest against a difficulty determined by your GM.

Q: I’m responsible for keeping the king’s son out of trouble, but he keeps running away! How do I pin him?
A: Use a fight (unarmed) contest. If you roll a Pro, he’ll probably take a difficulty penalty to most of his physical actions (like fleeing), depending on your physical attribute and rule zero. As long as you keep using an action to wrestle, he could face penalties.

Q: Can my teammates assist me to give me better results?
A: If a teammate uses an action to help you, it could create a better situation for your character. Beneficial situations are indeed simulated with difficulty bonuses.

Q: I’d like to defend, but if I parry, I don’t get to do anything else! How do I avoid taking damage, and still attack?
A: You could move to defensive posture if the situation permits. Wear armor. And if you have friends, they could try parrying for you, but that might involve a difficulty penalty.

Q: I want to be a bow-fighter, but my opponents just walk up and kill me! What do I do?
A: If you have a comrade in offensive posture, he can try to hold off an attacker so that you can take defensive posture. If you ride a horse (or something more modern) you can spend an action to mount-up, and enjoy defensive posture while mounted.

Q: What if my spellcaster takes damage while casting a spell?
A: As long as he’s alive (no damage pools exceed max damage) on the last casting action, he casts his spell normally. You and your GM can decide that damage has a greater effect on spellcasting if you choose.

Q: How do I, as GM, run lots of NPCs quickly in combat?
A: Give them standard tactics. Maybe each one uses a Fight, Defend, and Movement action each round. Also, assign them all the same initiative contest, so they all act at about the same time.

Q: My character died! What do I do?
A: Create, with your GM, an in-game reason for him to reenter play, cast the life spell on him, resume play with your favorite cohort, or roll up a new character. But first, make sure your character isn’t just “mostly dead.”

Q: If I attack my foe and he responds by moving to defensive posture, do I deal full damage or half damage?
A: Rule zero. But use initiative as a guideline, and remember that your actions take priority over all others when you’re initiating (during your turn).

Q: Can my mount attack while I’m charging enemies with it?
A: That depends on what your mount is. If it’s a horse, then it’s a character, and gets at least 3 actions per round. If it’s a flying carpet, it might not have actions, but it could provide the option of mounted posture, and possibly increase your speed or movement bonus. The mount’s function is to augment your actions, so instead of acting as another character in combat, it might be better used as a source of options for your character.

Q: Why do the monsters in the bestiary have abilities that aren’t in the rules?
A: The rules are just half of the game. Your imagination is the other half. Cool abilities occur where these two meet.

Appendix B

Modos RPG Mich43L