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Skill checks.
Skill checks are done using six-sided dice (d6).
Notation as 1d6 equals one six-sided dice, 2d6 equals two six-sided dice, etc.
Number of dice rolled for a skill check is equal to Attribute Score + Skill Score.
There's target number that character must achieve at least on one dice for check to succeed.
Skill specialization - if applies - reduces target number by 1.
For example: Nanne is rolling Perception (oooo) + Supernatural Awareness (ooo) against target number of 5 to notice supernatural disturbance around her. Player rolls 7 dice & achieves: 3, 2, 5, 6, 4, 2, 1. Two successes, so the check was a success as well.
When there's difficulty of 7 or more, to score a success - character must roll 6 then reroll that 6 and add result to the amount. If total (rerolling each of 6's) as many times as 6 appears is equal or greater than the target number, there's success on this dice.
For example: Nanne is rolling Intelligence (oooo) + Alchemy (o) against target number of 9 to make a potion. Skill specialization applies, reducing the target to 8. Player rolls 5 dice & achieves: 6, 6, 1, 3, 5. Rerolling both 6 she achieves 1 & 4. So the final roll is 7, 10, 1, 3, 5 - one success.
One success on dice is 'barely succeeded' result of the check, more successes on the dice mean better result of the skill check.
Number of Dice Succeeded | Result of the check |
0 | Failure |
1 | Succeeded - barely |
2 | Succeeded - mediocre result. |
3 | Succeeded - good result. |
4 | Succeeded - very good result. |
5+ | Succeeded - exceptional success. |
Testing an Untrained (0 dots) skills, either in combat or otherwise, carries the +2 to target number roll penalty.
Wounds & Fatigue.
Characters have 8 fatigue levels, as well as 8 health levels. Once wounds or fatigue reach certain level, character suffers from penalties to dice roll checks.
How much of fatigue points or wound points character can suffer at each level, depends on Endurance - it's 3 x Endurance score.
Once 9th fatigue level is reached, character falls Unconscious.
Once 9th health level is reached, character is Dead.
Health | Fatigue | Dice Roll Pentalty | Endurance Threshold |
Unwounded | Fresh | 0 | Endurance x3 |
Slightly Wounded | Slightly Tired | +1 | Endurance x6 |
Lightly Wounded | Lightly Tired | +2 | Endurance x9 |
Moderately Wounded | Moderately Tired | +3 | Endurance x12 |
Wounded | Tired | +4 | Endurance x15 |
Seriously Wounded | Seriously Tired | +5 | Endurance x18 |
Critically Wounded | Very Tired | +6 | Endurance x21 |
Almost Dead | Almost Unconscious | +7 | Endurance x24 |
Dead | Unconscious | - | Endurance x24 + 1 |
Healing & Recovery.
Both health & fatigue are recovered with time, good conditions & time help as well.
Resting in good conditions (inn bed, good food) cuts fatigue recovery by three times, at each level.
Makeshift conditions (rest by the fire in woods, for example) uses the unmodified value for recovery time.
After time of recovery, fatigue points recovered equal to Endurance x3 - that is, allowing fatigue to be recovered by one tier.
Characters can rest as many times as they wish during the day or night to recover.
Fatigue Level | Recovery Time |
Fresh | 15 minutes |
Slightly Tired | 30 minutes |
Lightly Tired | 60 minutes |
Moderately Tired | 90 minutes |
Tired | 120 minutes |
Seriously Tired | 3 hours |
Very Tired | 6 hours |
Almost Unconscious | 24 hours |
Unconscious | 72 hours |
A proper medical care & good resting conditions allows for health recovery at all. After time of recovery, health points recovered equal to Endurance x3 - that is, allowing wounds to be recovered by one tier.
Only three periods of medical care to recover are allowed per day (24 hours). More such periods can & should be roleplayed when neccessary, but these do not let character recover health in game mechanics terms.
Magical recovery is also possible, but it is described in 'Magic' section, in a spell rite description. There are potions & magic items for recovery, described in 'Alchemy & Blacksmithing' section.
Wound Level | Recovery Time |
Unwounded | 5 minutes |
Slightly Wounded | 15 minutes |
Lightly Wounded | 30 minutes |
Moderately Wounded | 6 hours |
Wounded | 2 days |
Seriously Wounded | 1 week |
Critically Wounded | 1 month |
Almost Dead | 6 months |
Dead | Only very powerful magic allows hero a chance to return from the state of 'dead' back to the state 'living' in a former body. |
Weapons & Combat.
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Initiative roll decides who strikes first, who last, etc. Initiative is rolled using as many d6 dice as character or NPC has agility, results summed together ... then adding the weapon modifier.
Whether a character or NPC is hit is decided by a to-hit roll. It's agility + weapon skill roll against target number of 4, modified by weapon 'To Hit' bonus.
There's also a defense roll, either dodge, weapon parry or a shield block.
Defense Roll is a skill roll with an appropriate modifier.
Dodge can be used any number of times during a round (together it's one move that attempts to avoid all of the attacks), also either a shield parry or weapon parry can be used once a round, but not both of shield & weapon parries.
Skill | Dice Roll Modifier | Notes |
Dodge | - | Can be used more than once in a combat round |
Dagger | -1 | - |
Parrying Dagger | -1 | Additional dice roll bonus added to other weapon bonus |
War Hammer, Flail or Mace. | -1 | - |
Heavy War Axe ... or Halberd | -1 | Requires both hands |
One Handed Sword | -1 | - |
Small Shield | -1 | Additional dice roll bonus added to other weapon bonus |
Large Shield | -2 | Additional dice roll bonus added to other weapon bonus |
Cloak | -1 | Additional dice roll bonus added to other weapon bonus |
(to add: spear, staff, crossbow, 1h axe, 2h hammer/flail/mace, 2h sword).
If there are more 'to-hit' successes than 'defense roll' successes, attack met it's target & damage is rolled. Damage depends on the weapon & amount of 'to-hit' successes in excess of 'defense roll' successes. Armour also helps to mitigate damage.
Damage roll equals to a value listed in weapon stats' proper column + dice equal to excess of success over defense roll. Armour defense check is subtracted from damage roll, it's 'Armor's Protection Value' dice summed together & with an Endurance value.
Weapon | Initiative | To Hit | Damage | Ability |
Unarmed | +0 | 0 | Str + 1d6 | Armours are twice as effective |
Dagger | +4 | -1 | Str + 2d6 | Easy to conceal, can be thrown |
War Hammer, Flail or Mace | +5 | -1 | Str + 2d6 | Armours are half as effective |
Heavy War Axe ... or Halberd | +8 when closing +2 in closer quarters | -1 | Str + 6d6 | Requires both hands |
One Handed Sword | +6 | -2 | Str + 4d6 | - |
Longbow | +12 at range +0 in melee | depends on range | Str + 4d6 | Can shoot at distance, can use special arrows |
(to add: spear, staff, crossbow, 1h axe, 2h hammer/flail/mace, 2h sword).
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Fighting Multiple Opponents.
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Mounted Combat.
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Archery & Thrown Weapons.
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(... unfinished a post, to be continued).
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