Post by Akuma_Reiten on Jan 23, 2014 10:34:59 GMT
Character Generation
Any characters can come from just about any background, but for the pre-game they will need a reason why they were invited to the Academy. The time at the manor can be considered an initiation for new and young members of the House. You might have been sponsored by someone or suggested due to a good performance or show of talent.
Combat
The gameplay of the pre-game is intended to focus more on teamwork and your own individual ability to solve problems (Like solving murders, performing murders etc), thus the combat system is simple but dangerous.
Turn Order
The turn order is decided case by case depending on how the combat started, but it mostly boils down to whichever side shot first gets to move first. Each side is designated as either Attackers or Defenders just to indicate which side goes first in a given turn. Note everyone on each side takes actions at the same time, rather than one at a time.
Each turn flows as the following:
Movement- Each attacker can move up to his max speed, or perform special movements (Climbing, jumping, etc).
Aim- Each attacker places an aim token to declare their target.
Fire- Resolve combat dice and mark any injuries caused, or perform a special action on your target.
Then the Defenders repeat the above actions ending the turn.
Movement
Each character has a base speed of 30ft unless otherwise stated. Any obstacles that would normally obstruct movement can be bypassed using a special movement roll (Check Special Actions). If two characters try to finish their movement in the same space they can use a team action, which lowers there to be hit chance by 2. You can move through teammate spaces but not enemy spaces.
If you have become the target of a melee weapon, even if it misses you count as engaged and cannot move during the movement phase.
To hit chance
When attempting to hit a target you roll a d20 plus any modifier your equipped weapon gives you. You must have line of sight in order to be able to aim at your target. Everything has a base hit chance of 10. Hiding behind cover can increase the difficulty to hit.
Half cover grants +4 (Thin martials or anything that doesn’t cover your whole body)
Full cover grants +8 (Thick martials)
A target retains their cover bonus if any part of it interrupts your line of sight.
If the target is engaged with you with a melee weapon you have to pass a major special action check to fire on them.
Damage Chance
After a hit has been confirmed you roll for a damage chance against your weapon type. Damage comes in two forms, Minor Injuries or Major injuries. A major Injury will disable the target, potentially killing them. If a target takes two minor injuries it becomes major and they are disabled.
Roll a d100 and then check the below against what injury the equipment causes on that body part:
1-25 legs
26-65 chest
66-85 arms
86-100 head
Any roll of a double number (11, 22 etc) ups the injury by one category. Minor becomes Major and Major becomes a lethal injury.
If you and a teammate aim at the same target you cannot switch targets, but can forgo firing.
Special Actions
Any action not covered by the rules goes under special actions and are rolled with a d20. Special Movements include things like jumping and climbing. Other Special actions could include things like grabbing an enemy or pushing them off the edge of a roof. The difficulty of a Special Action depends on the situation and effort required.
Miner Actions have a difficulty of 5 (Things like hopping over a fence or throwing a small object)
Major Actions have a difficulty of 10 (Pushing an enemy down or climbing over a wall)
Impossible Actions have a difficulty of 18 (Snatching an enemy’s weapon or jumping 20ft)
In cases where it makes sense anyone helping you grants +2 to your roll.
Social Checks and Problem Solving
Unlike other table top games the Silver Eagle does not resolve skill checks with rolls. In the course of the Silver Eagle chances at diplomacy/negotiation will be possible but the outcome will rely on the player’s ability to convey trust and agreement. Likewise things like hacking may actually involve logic problems the player will have to resolve themselves rather than leaving it to the character.
Any characters can come from just about any background, but for the pre-game they will need a reason why they were invited to the Academy. The time at the manor can be considered an initiation for new and young members of the House. You might have been sponsored by someone or suggested due to a good performance or show of talent.
Combat
The gameplay of the pre-game is intended to focus more on teamwork and your own individual ability to solve problems (Like solving murders, performing murders etc), thus the combat system is simple but dangerous.
Turn Order
The turn order is decided case by case depending on how the combat started, but it mostly boils down to whichever side shot first gets to move first. Each side is designated as either Attackers or Defenders just to indicate which side goes first in a given turn. Note everyone on each side takes actions at the same time, rather than one at a time.
Each turn flows as the following:
Movement- Each attacker can move up to his max speed, or perform special movements (Climbing, jumping, etc).
Aim- Each attacker places an aim token to declare their target.
Fire- Resolve combat dice and mark any injuries caused, or perform a special action on your target.
Then the Defenders repeat the above actions ending the turn.
Movement
Each character has a base speed of 30ft unless otherwise stated. Any obstacles that would normally obstruct movement can be bypassed using a special movement roll (Check Special Actions). If two characters try to finish their movement in the same space they can use a team action, which lowers there to be hit chance by 2. You can move through teammate spaces but not enemy spaces.
If you have become the target of a melee weapon, even if it misses you count as engaged and cannot move during the movement phase.
To hit chance
When attempting to hit a target you roll a d20 plus any modifier your equipped weapon gives you. You must have line of sight in order to be able to aim at your target. Everything has a base hit chance of 10. Hiding behind cover can increase the difficulty to hit.
Half cover grants +4 (Thin martials or anything that doesn’t cover your whole body)
Full cover grants +8 (Thick martials)
A target retains their cover bonus if any part of it interrupts your line of sight.
If the target is engaged with you with a melee weapon you have to pass a major special action check to fire on them.
Damage Chance
After a hit has been confirmed you roll for a damage chance against your weapon type. Damage comes in two forms, Minor Injuries or Major injuries. A major Injury will disable the target, potentially killing them. If a target takes two minor injuries it becomes major and they are disabled.
Roll a d100 and then check the below against what injury the equipment causes on that body part:
1-25 legs
26-65 chest
66-85 arms
86-100 head
Any roll of a double number (11, 22 etc) ups the injury by one category. Minor becomes Major and Major becomes a lethal injury.
If you and a teammate aim at the same target you cannot switch targets, but can forgo firing.
Special Actions
Any action not covered by the rules goes under special actions and are rolled with a d20. Special Movements include things like jumping and climbing. Other Special actions could include things like grabbing an enemy or pushing them off the edge of a roof. The difficulty of a Special Action depends on the situation and effort required.
Miner Actions have a difficulty of 5 (Things like hopping over a fence or throwing a small object)
Major Actions have a difficulty of 10 (Pushing an enemy down or climbing over a wall)
Impossible Actions have a difficulty of 18 (Snatching an enemy’s weapon or jumping 20ft)
In cases where it makes sense anyone helping you grants +2 to your roll.
Social Checks and Problem Solving
Unlike other table top games the Silver Eagle does not resolve skill checks with rolls. In the course of the Silver Eagle chances at diplomacy/negotiation will be possible but the outcome will rely on the player’s ability to convey trust and agreement. Likewise things like hacking may actually involve logic problems the player will have to resolve themselves rather than leaving it to the character.