91652-Summary of System

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  • 8/10/2019 91652-Summary of System

    1/1

    System Notes

    Critical Success Any roll of 1/5 or less (roundedup) of the amount required for success is a criticalsuccess. For skill use, this usually yields anextraordinary result.o Critical weapon strikesallow the attacker to

    roll double the damage, doubling all modifiers(i.e., a dagger doing 1d4+2 damage does

    2d4+4). Strength bonuses are not doubled.Armor still protects from this attack.o Special Successes result when a 01 is rolled,

    and ignores armor and does double damage, asabove. The strength modifier is not doubled.

    Fumble A roll of 99 or 00 where a skill level is lessthan 100% results in a fumble. If the skill is 101% orhigher, a fumble only occurs on a roll of 00. If aregular skill, the result is the worst possible, and ifin combat, the Fumble Chart is consulted.

    Skill Notes

    Brawl This skills level is halved if fighting anarmored foe. A critical might stun or knock out anunarmored opponent, and a fumble might result inthe attacker taking 1d3 HP in damage.

    Dodge The Dodge skill is compared on the Dodgechart to determine its effectiveness againstattacks.o Every successive Dodge after the first lowers

    the percentiles by 30%.o A character can use Dodge to get to their feet

    if prone. Physick This is basic first aid. It takes one round

    to apply, and can be used once per ailment or

    injury.o A failed roll takes an hour of waiting before it

    can be attempted again. Another charactermay attempt the roll immediately, however.

    o Each success heals 1d3 HP per injury. A failurerestores no HP. A critical success heals 2d3 HPimmediately, and a fumble causes another 1d3and no further attempts can be made on thatparticular injury (the fumble is not counted asan additional injury). Obviously, a woundcannot be healed more HP than it caused.

    Ride Anyone wishing to partake in mountedcombat cannot use any weapon skills above the

    level of their Ride skill. Throw This skill is used for all thrown attacks.Extensive guidelines on range and damage forimprovised attacks are provided on p47-8.

    Wrestle This skill is used for unarmed hand-to-hand combat. Wrestling is parried with Wrestle orBrawl. Moves include immobilizing a foe, knockingdown a foe, knocking out a target, disarming atarget, injuring a foe, or strangling a foe. Extensiveguidelines on wrestling are provided on p48.

    Wounds, Life, and Death

    Injuries should be tracked individually as Physickroles are made against each injury.

    A character can be mobile and active until theyhave only two HP remaining, at which time theycollapse from loss of blood, pain, or shock.

    Minor Wounds These are any wounds lower thanthe adventurers Major Wound level. If in a single

    day an adventurer takes a number of HP in damageequal to their Major Wound level, they must makea POW x 4 roll or fall unconscious for an hour fromloss of blood, pain, or shock.

    Major Wounds These are wounds of equal orgreater than half of the adventurers total HP(rounded up).o If a character takes this many HP in a single

    injury, they must first roll on the Major Woundtable.

    o Then they must make a Luck roll to avoid thecharacteristic point loss. Injuries tocharacteristics result in a recalculation ofrelevant totals such as HP, attribute rolls, etc.

    o A character who has taken a major wound canonly act or fight for as many rounds as theyhave remaining HP. After this, they fallunconscious for one hour, as above.

    Fatal Wounds If an adventurer takes enoughdamage to reduce them into negative HP, they arenot immediately dead. If in the round of injury orthe one following (which can be either a combatround or a longer, non-combat round), they can berestored to 1 HP or more, they will not die, but arestill unconscious and in need of further medicalattention and/or recovery time.

    Natural Healing Characters heal 1d3 HP per weeknaturally.

    Combat Round Summary

    Declaration- The first part of a combat round isdeclaring actions. This is done in order of initiative,from lowest to highest. Initiative is based on DEX.

    Action- The second part of the combat round isperforming actions, which are performed in orderof DEX. Characters wishing to delay actions untillater in the round may do so. If a tie exists withDEX ranks, use the weapon lengths, and if still tied,then skill rankings (higher goes first).

    Reaction- A character may Parry or Dodge out ofsequence in the round they are attacked.

    Delaying- Characters performing more than oneaction in a round have their subsequent actionsoccuring at 5 DEX ranks below their initial action,cumulative. If they go below their DEX in ranks,they cannot act further.

    Bookkeeping Any bookkeeping such as HP loss,wound effects, etc. is done at this point.