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Severance maneuverRollGenerator

The Maneuver Roll Generator is a tool designed for calculating various character maneuvers in a game, with specific instructions for inputting character data and rolling for outcomes. The document outlines how to enter character information, modify rolls based on skills and penalties, and generate results for static, casting, and movement maneuvers. It includes detailed instructions on the use of color-coded cells and the importance of not altering locked cells to avoid errors.

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0% found this document useful (0 votes)
11 views10 pages

Severance maneuverRollGenerator

The Maneuver Roll Generator is a tool designed for calculating various character maneuvers in a game, with specific instructions for inputting character data and rolling for outcomes. The document outlines how to enter character information, modify rolls based on skills and penalties, and generate results for static, casting, and movement maneuvers. It includes detailed instructions on the use of color-coded cells and the importance of not altering locked cells to avoid errors.

Uploaded by

Exadore00
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as XLS, PDF, TXT or read online on Scribd
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Maneuver Roll Generator

written by Randy Severance ([email protected])


Dated 01/16/2003
General Instructions

The cells are color coded in the following way:


Grey cells are titles and indentification
Yellow cells are calculated fields
Red cells are random numbers
Blue Cells are the formatted output. Use this area to cut and paste into a text editor.
White cells are user input.

White cells are the only cells which are intended for the user to change. Modifying any other cell may result
in an error in the processing.

The cells which are not intended for user entry have been "locked" with a protection. If you wish to make
changes to these cells, you can "unprotect" the worksheet easily because the password is null.

Loading Character Data

A. Select the "Status" worksheet from the tab below

B. Enter the date for the Profile, Movement and Starting Points for each character (PC, NPC or Creature)

C. Enter the Current Points for each character and the Health penalties will be calculated automatically.

D. Make sure you enter penalties as negative number. Enter critical STUN as the number of round of stun.
Enter critical BLEED as the number of hits per round bleeding rate. Enter the critical +/- as a penalty or
bonus due to critical injuries.

Static Maneuver Rolls

A. Select the "Rolls" worksheet from the tab below and scroll up to the top of the sheet (the Static
Maneuver Rolls start in row 1)

B. Enter the name of the character performing the Static Maneuver in cell A3.

C. Go down through the B, C and D columns and change any white cells to reflect the modification (do not
change the yellow cells).

SPECIAL MODIFICATION INSTRUCTIONS


*** Skill
Enter the Skill (Row 8) in two parts. The cell B8 is the skill category and the cell C8 is the skill.
Once the Skill is entered, the Special Category and Special Skill modifications (Cell Rows 15 to 21) will
change from yellow to white if there are special modifications to consider.
*** Aide
Enter the names of any character aiding in the maneuver is the form of "cooperative aide".
Uncoordinated and Coordinated Efforts are not supports by this utility.
When entering the modification for Aide, enter the number of RANKS (not the actual skill value) of each
assisting chararacter.
*** Other
Enter any additional modifications in the Other rows (Rows 28 and 29)

D. In the E column, enter a percentage of the modification to use. If left blank, 100% of the modification
will be moved to the F column for final calculation.

E. Roll the die by pressing the F9 key. The random number generator (in the red cells) will function and the
results can be cut and pasted from the blue cells in the G column.

Casting Maneuver Rolls

A. Select the "Rolls" worksheet from the tab below and scroll down to row 33 (the Casting Maneuver Rolls
start in row 33)

B. Enter the name of the character performing the Static Maneuver in cell B35.

C. Enter the spell List, Spell Name and Level in cells B35, C35 nd E35.

D. Go down through the B, C and D columns and change any white cells to reflect the modification (do not
change the yellow cells).

SPECIAL MODIFICATION INSTRUCTIONS


*** Other
Enter any additional modifications in the Other rows (Rows 28 and 29)

E. In the E column, enter a percentage of the modification to use. If left blank, 100% of the modification will
be moved to the F column for final calculation.

F. Roll the die by pressing the F9 key. The random number generator (in the red cells) will function and the
results can be cut and pasted from the blue cells in the G column.

Movement Maneuver Rolls

A. Select the "Rolls" worksheet from the tab below and scroll down to row 54 (the Movement Maneuver
Rolls start in row 54)

B. Enter the name of the character performing the Movement Maneuver in cell B56, the type of movement
in cell C56, and the difficulty in cell D56.

C. Enter the percentage of the round that the character will be devoting to movement in cell F56.

D. Go down through the B, C and D columns and change any white cells to reflect the modification (do not
change the yellow cells).
SPECIAL MODIFICATION INSTRUCTIONS
*** Other Skills
Enter any additional Skill that the character possesses which might aide in this movement maneuver into
(Row 62).
For example, A climbing movement would have a primary skill of Gymnastic: Climbing, but might be
further aided by Self Control: Adrenal Balance
*** Other
Enter any additional modifications in the Other rows (Rows 28 and 29)

E. In the E column, enter a percentage of the modification to use. If left blank, 100% of the modification will
be moved to the F column for final calculation.

F. Roll the die by pressing the F9 key. The random number generator (in the red cells) will function and the
results can be cut and pasted from the blue cells in the G column.
Character Status
Profile Movement Starting Points Current Points
Character Move Weight
Level Realm Base Hits Exhaustion Power Hits Exhaustion
Penalty Penalty
Syzygy 5 Essence 52 0 0 60 58 54 60 58
GreyFox 4 Channeling 79 0 0 80 61 8 80 61
Borak 3 Essence 61 0 0 81 61 21 81 61
Devron 4 Mentalism 73 0 0 83 64 7 83 64
LoneWolf 3 Channeling 71 0 0 71 52 26 71 52
Steel 4 Channeling 34 0 0 88 103 45 88 103
Jarden 5 Mentalism 68 0 0 127 70 12 127 70
ShenJu 3 Channeling 52 0 0 73 170 20 73 170
Bargalina 6 Essence 52 -6 -6 65 52 57 65 52
Current Points Health Critical
Penalty Penalty

Bleed
Move/ Conc/

Stun

+/-
Power
Fight Cast
54 0 0
8 0 0
21 0 0
7 0 0
26 0 0
45 0 0
12 0 0
20 0 0
57 0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
Static Maneuver Roll (SMR)
Character
Jarden << Static Maneuver Ro
Jarden's Outdoor Anim
Outdoor Animal Animal
Description Value % Mod Mod Difficulty Easy
Phase Normal Phase 0 0 Prior Roll Partial Su
Skill Outdoor Animal Animal Handling 15 15 In a Melee Environmen
Health Health Penalty 0 0 Dark Advantageous Hea
Crit Critical Penalty 0 0 Species Canine
Difficulty Difficulty Easy 20 20 Background Raised
Prior Roll Prior Roll Partial Success 10 10 GreyFox RANKS Aided
Situation In a Melee Environment -20 -20 LoneWolf RANKS Aided
Lighting Dark Advantageous Heavy Shadows 10 10 Aide Penalty
Skill Special Known 0 0 Roll (+ 43 )
Skill Special Same 0 0 Total
Skill Special Known 0 0 Your gentle touch and
Skill Special Yes 0 0 and obedience to the
Cat Special Species Canine 10 10 in your maneuver. Suc
Cat Special Background Raised 20 20 NextMod(+20)
Cat Special 0 0
Aided by GreyFox RANKS Aided 8 8
Aided by LoneWolf RANKS Aided 6 6
Aided by 0
Aided by 0
Aided by 0
Aid Penalty Aide Penalty -4 -4
Other 1 0
Other 2 0
Rolls/Total 43 0 0 0 118
Results Success

Casting Maneuver Roll (CMR)


Name Realm Level
Character
Syzygy Essence 5 << Casting Maneuver R
List Spell Level Syzygy's Essence Magi
Spell
Magician Fire Law 2 Same Realm Base List
Description Value % Mod Mod Magician: Fire Law
Phase Normal Phase 0 0 No Voice
List Type Same Realm Base List 10 10 2 Rounds Prep
Spell Magician: Fire Law 26 26 Roll (+ 78 )
Health Health Penalty 0 0 Total
Health Critical Penalty 0 0 Your spell is cast no
Voice No Voice -5 -5
Hands One Hand 0 0
Helm No Helmet 0 0
Rnds Prep 2 Rounds Prep 5 5
Prior Roll 0
Other 1 0
Other 2 0
Roll / Total 78 0 0 0 114
Results Success

Movement Maneuver Roll (MMR)


Name Movement Difficulty % Rnd
ShenJu Climb Very Hard 30 << Movement Maneuver
ShenJu's Climb(Very H
Recommended Difficulty: None Athletic Gym: Climbin
Description Value % Mod Mod Self Control Adrenal
Phase Normal Phase 0 0 In a Melee Environmen
Move Skill Athletic Gym: Climbing 32 32 Roll (+ 1 - 97 - 6
Other Skill Self Control Adrenal Balance 15 15 Total
Weight Penalt Weight Penalty 0 0 Climb(52ft) * Rnd(30%
Move Penalty Movement Penalty 0 0 Fall, break wrist. Ou
Health Health Penalty 0 0
Fatigue Fatigue Penalty 0 0
Stunned Not Stunned 0 0
Bleeding Not Bleeding 0 0
Crit Penalties No Injury 0 0
Situation In a Melee Environment -20 -20
Lighting Light Advantageous Medium Shadows 0 0
Prior Roll 0
Other 1 0
Other 2 0
Rolls/Total 1 -97 -6 0 -75
Climb(52ft) * Rnd(30%) * Achieved(000%)=0ft
Results
Fall, break wrist. Out for 6 rnds, +20 hits.
Roll (SMR)

Static Maneuver Roll (SMR) >>


rden's Outdoor Animal
tdoor Animal Animal Handling + 15
fficulty Easy + 20
ior Roll Partial Success + 10
a Melee Environment - 20
rk Advantageous Heavy Shadows + 10
ecies Canine + 10
ckground Raised + 20
eyFox RANKS Aided + 8
neWolf RANKS Aided + 6
de Penalty - 4
ll (+ 43 ) + 43
tal === +118 ===> Success
ur gentle touch and sure hand brings comfort
d obedience to the beast. You are successful
your maneuver. Success(100%), Time(100%),
xtMod(+20)

Roll (CMR)

Casting Maneuver Roll (CMR) >>


zygy's Essence Magician: Fire Law (2)
me Realm Base List + 10
gician: Fire Law + 26
Voice - 5
Rounds Prep + 5
ll (+ 78 ) + 78
tal === +114 ===> Success
ur spell is cast normally.
r Roll (MMR)

Movement Maneuver Roll (MMR) >>


enJu's Climb(Very Hard)
hletic Gym: Climbing + 32
lf Control Adrenal Balance + 15
a Melee Environment - 20
ll (+ 1 - 97 - 6) -102
tal === - 75 ===> 000% Achieved
imb(52ft) * Rnd(30%) * Achieved(000%)=0ft
ll, break wrist. Out for 6 rnds, +20 hits.

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