Gamemaster's
Section
Using
Skills
To do
anything you need to pick out the appropriate skill then roll the
number or less. If you do not have any points in a skill the default
skill is 25%. A hard skill can have -10 to -20 subtracted from
the Skill, while an easy task would have +10 to +20. Note: you could
in extreme situations have a greater situations have a greater than
20 modifier. A Gamemaster can choose to let you know if you can do it
instead of a roll. In some cases your character might be completely
unable to do something and the Gamemaster will just say no.
Time and
Movement
You move as
many feet a round as your Action skill. During your round you can
move and/or attack. You may move and attack in the same round in most
cases. A smart character lets his opponent attack first and reacts to
the situation accordingly.
What is a
round?
A round is a
few seconds up to 6 seconds.
A turn is 10
rounds that is give or take a minute long, 60 minutes is 1 hour etc.
Vision
and Perception
You can see
others at a distance of Perception x 5 in feet (average 125 feet).
For each multiple of your perception you have a -10 to the
Perception roll. You can hear at a range of Perception x 2 in feet
(average 50 feet). For each multiple of your perception over 2 you
get -10 to Perception roll. You can increase and decrease these
multipliers as you see fit depending on the situation.
Intuition
can sometimes give warning before an attack if one chooses to use it.
Unless noted
humans cannot see well at all in the dark. They get a -10 to
perception on a moonlit night and -20 on a dark night.
Artificial
light sources give a small radius of light. Candles give off at the
most 15 feet of illumination. Torches and lanterns give off about 30
feet of illumination.
Structures
Wood - Wood
stops 4 points of damage. Hit points will vary. Most 5x 5 sections
of wall depending on thickness will have around 25-200 hit points. A
door depending on it's thickness will have 5-100 hit points.
Stone- Stone
stops 20 points of damage. Most 5x5 sections of stone wall depending
on thickness will have 100-1000 hit points.
Metal- Metal
stops 30 points of damage. Most 5x5 sections of metal walls depending
on thickness will have 100-1000 hit points.
To destroy
structures you must take out it's supports so that it will fall down.
The amount of the damage is up to the GM.
Hazards
Falls-1-10
per 5 ft. If you land in water take away the first 30 ft of damage
and convert all other damage to temporary. If you fall through a
rotten wooden structure or some other structure that could break your
fall roll 1/2 your fall damage dice round up in your favor to roll
for a damage reduction. Example: Tom falls 70 feet onto a rotten
roof. You would roll 4 dice to see if the rotten roof broke his fall.
If the lesser dice are greater than the fall dice you only take the
difference.
Fire-
1-10 per round. If you have any flammable objects there is a 50%
chance that the object will catch on fire. If any flammable liquid is
added there is an 80% chance of fire.
Drowning-
You can stay under water equal to your Stamina x 3 in seconds. After
that A stamina roll every 10 seconds with a failure giving you a
cumulative -10 to your Stamina roll and 1-10 temporary damage. When
your Stamina roll is negative you take 1-10 temporary damage a round
until dead.
Cold-
You take 1-10 temporary damage every 10 minutes you are unprotected
in the freezing cold if you fail a Stamina roll. You can protect
yourself by wearing winter clothing and take no damage. If you are
some protection you might only take 1/2 damage if you fail a Stamina
roll. If you find shelter with a fire or the correct gear you can
lose 1-10 temporary hit points an hour.
Heat-
If you are wearing thick clothing and or armor in the intense heat
not doing much you take 1-10 temporary damage an hour on a failed
Stamina roll. If you are doing hard work and/or fighting you will
take 1-10 every 10 minutes on a failed Stamina roll.
Starvation
– You can go without food for you Stamina/10 in days. Each
additional Stamina/10 you go down loose 1 Hit Point and you lose 1/10
your Stamina, Action, Might, and any other Skill/Attribute that the
Gamemaster feels.
Traps and
Poisons
TRAPS
Acid 1-10 a
round for 1-10 rounds.
Arrows from
Wall 1-10+3
Spear Trap
2d10
Explosive
Trap 4-40 Damage.
Pit 1-10 per
5 feet
Spikes 1-10
at 1-10 damage each.
Falling
rocks 1-10 per 5ft. x 5ft.
Falling
Ceiling Block/Room Collapses/Avalanches 1-100 damage.
Poison
Needle Stamina Roll or take 1-100 damage.
Slide to
deeper level.
Explosive
2-20 damage(or More up to 1-100).
Cage Drops
on You!
POISONS
All poisons
cause 1-100 damage. Some just take a little more time. The longer the
duration the better chance you can find a cure. On poisons that have
a duration roll damage and then divide the damage to see how much you
get on each segment of the duration.
Instant 1000
1-5 rounds
500
1-10 rounds
250
2-20+5
rounds 125
1-100 rounds
50
1-10 hours
25
2-20+5 hours
10
1-100 hours
5
Example:
There is a poison with a duration of 1-100 rounds and 40 rounds is
rolled for the duration and 80 is rolled for the damage. The player
would take 2 points damage a round until dead.
Experience
For each
skill you use place a mark by the skill. Depending on how well you
use the skill will depend on how many skill points you receive. For
example a player with an Accuracy of 27 would receive 1-4 points per
game session depending on how well he did.
01-20 Low
1-5
21-35
Average 1-4
36-50
Skilled 1-3
51-75 Expert
1-2
76-00 Master
1
Combat
Combat
Procedure
1.
Initiative.
2. Combat
3. Location
4. Damage
minus Armor
Initiative
Who goes
first in combat? In real life its always the fastest person hands
down. Unless you get them in ambush! Action is the Skill you use to
see who goes first. The person with the highest action goes first
then the next lower Action and so on. You may if you are quicker wait
for your opponent to attack. Then you may decide to parry or if your
opponent has missed you may attack him freely. If an opponent has 20
more points of imitative then you cannot defend unless he has already
attacked.
If your
Initiative is higher you may opt to let your opponent attack first.
You then may see if his attack was a success, if so you may opt to
parry or dodge. If not you may attack at any time during the round,
as you are the fastest. If you do not have your weapon drawn you must
roll ½ your Action or Melee Skill whichever is lower in order to
quick draw the weapon. A defense such as a Parry, Block, or Dodge can
be done at any time during a round.
If there is
a distance between opponents it takes away 10 points of imitative to
move into combat 10 feet. In some cases this will still allow the
opponent to attack first but it will give you a chance to parry.
Example:
Theodos has an Action score of 46 and is attacking a demon with an
Action of 85. If the demon is 40 feet away and he closes in it makes
his initiative go down to 45 respectively. This allows Theodos to get
one good slash in as he stands his ground.
Combat
Are you the
best brawler? Swordsman? The best shot? Are there any modifiers? A
smart combatant ries NOT to get hit and to defend until an opening
comes up.
You have two
(many) choices attack or defense (or whatever you come up with).
Multiple actions subtract from the chance of success (see below).
An attack is
done by rolling your Melee, Brawling, or Accuracy or less. Reverse
the number to see the location hit.
A defense
that is done for Melee is a Parry. Some weapons can give bonuses or
penalties.
A defense
that is done in Brawling is Block.
A defense
that is done with Action is a Dodge.
Parries can
be modified against weapon size.
You simply
roll your Skill or less on % roll to hit.
If you
choose to attack more than one opponent or preform more than one
action it takes away 10 points for the second attack, 20 points for
the third, 40 points for the fourth, 80 points for the fifth and so
on doubling each extra attack. This resets next round.
Location
|
01-05
Skull x3
|
06-10
Face x2
|
|
11-15
Neck x3
|
16-20
Vitals x2
|
|
21-30
Torso
|
31-40
Abdomen
|
|
41-50
Right Arm
|
51-55
Right Hand
|
|
56-65
Left Arm
|
66-70
Left Hand
|
|
71-80
Right Leg
|
81-85
Right Foot
|
|
86-95
Left Leg
|
96-00
Left Foot
|
Where did my
blow hit? Can I aim for a specific location (-20)? The luck of draw
is how most unskilled fight. Damage below is modified by location.
When you attack you are responsible for telling WHERE your hit
landed.
01-05 Skull
– A hit to the Skull does triple damage! If you are hit in the
Skull for 1/2 your total Hit Points roll versus Stamina to Stay
conscious or be stunned for
1d10 rounds. A hit that does Stamina Damage crushes the Skull
and kills the victim instantly unless a Stamina roll is made.
06-10 Face –
A hit to the face does double damage! You also take damage to your
perception as well. A hit that does Stamina Damage crushes the Face
in and kills the victim instantly unless a Stamina roll is made.
11-15 Neck –
x3 Roll Stamina or be Stunned
for 1d10 rounds. If more that half of Stamina is done in one attack
then one must roll Stamina or be decapitiated.
16-20 Vitals
– A hit to the Vitals does double damage. The vitals are the upper
chest areas where the major organs are. If you are hit for your total
Hit Points you must roll your Stamina or be cut in two pieces.
21-30 Torso
– This is part of your chest and above you abdomen where lesser
important organs are. If you are hit for your total Hit Points you
must roll your Stamina or be disemboweled or cut in two pieces.
31-40
Abdomen - A hit to the Abdomen does normal damage. If hit for your
total hit points you must roll your Stamina or be disemboweled or cut
in half.
41-50 Right
Arm - If you are hit in the right arm for your total hit point damage
roll versus Stamina or you lose your arm. Odd is upper arm, even is
lower arm.
51-55 Right
Hand – If hit in your hand for half of your Stamina in damage, you
must roll to not to have the hand and or fingers chopped off.
56-65 Left
Arm - If you are hit in the left arm for your total hit point damage
roll versus Stamina or you lose your arm. Odd is upper arm, even is
lower arm.
66-70 Left
Hand - If hit in your hand for half of your Stamina in damage, you
must roll to not to have the hand and or fingers chopped off.
71-80 Right
Leg - If you are hit in the right leg for your total hit point damage
roll versus Stamina or you lose your leg. Odd is upper leg, even is
lower leg.
81-85 Right
Foot - If hit in your foot for half of your Stamina in damage, you
must roll to not to have the foot and or toes chopped off.
86-95 Left
Leg - If you are hit in the left leg for your total hit point damage
roll versus Stamina or you lose your leg. Odd is upper leg, even is
lower leg.
96-00 Left
Foot - If hit in your foot for half of your Stamina in damage, you
must roll to not to have the foot and or toes chopped off.
There
is minor damage and fatal damage. Minor you recover in minutes and
fatal
you recover in days. If you do half of total hit points of damage in
one
attack
roll Stamina or body part is chopped off!
Damage
Okay so I
hit the enemy. What did it do to him? What is a scratch? What’s
light Damage? What’s severe? Am I dead yet? Yep I’m dead! Most
people when hit with a weapon will fall to the ground and begin going
into shock and dying. It does not have to be a body part with organs
and entrails to kill. A hit to your arm can kill through shock and
blood loss. A real experienced fighter avoids getting hit by spliting
his actions per round to parry or dodge. When the time is right the
fighter can hit for massive damage after his opponent has missed and
has no more actions to defend himself.
-Scratch
1/10 Hit Points or Above -0 (Example Amanda the young scantly clad
peasant girl has a Stamina of 25 which is 25 hit point. 3 damage is a
scratch.
-Above 1/2
Hit Points but above 1/10 Stamina -10 Lightly Injured. (4-13 hit
points) -10 to ALL actions
-Below 1/2
Hit Points -20 Severely Injured (14-25 damage) -20 to ALL actions.
-At 0 hit
points or below you are dying unless you were instantly killed
instantly in a combat action. You will live as many rounds as you
Stamina minus your damage below 0 taken. (Example above if Amanda is
hit for 28 damage in a round she is at - 3 damage. She has 22 rounds
to live.) -30 to ALL actions.
-You must
roll a Stamina roll at that time or be stunned for 1-10 (minus 1/10
of your Stamina and Will divided by two.) rounds (going in and out of
consciousness basically) before you can attempt another Stamina
roll. All actions are at -30 (not your Stamina roll) at this time.
Any action below 0% you cannot do.
Temporary
damage is from fist fights and such. Temporary damage goes up instead
of down and it it is higher than you current hit points you fall
unconscious.
Damage
Levels
Roll D10 +
Might divided by 10 + Damage modifier for damage with Most
Weapons. See weapons for more details.
Hand to hand
damage is 1-10 Damage + Might divided by 10 but is considered
temporary.
Fore
every +5 you do an additional 1d10 damage instead of counting the +5.
For
instance you would not do 1d10 +7 you would do 2d10+2 damage.
Not
1d10+6 but 2d10+1.
Not
1d10+5 but 2d10.
If
you roll a 10 for damage then you automatically roll another 10 sided
dice adding the totals. If you keep rolling 10s then you keep adding
until you do not roll another 10.
Every
match you reroll and add to the total.
Specialist
get to add their skill divided by 10 added to the damage.
You can have
the OPTIONAL quick kill rule that anytime a 10 is rolled in damage an
NPC is automatically killed
Armor
Hey did my
armor stop that damage? Armor can be bought at an armorer shop. Most
of the time you have to have Armor built. Armor has a number listed
will take damage first before the damage is applied to the Character.
Weight is per section of the body.
Shields are
another aspect of armor. Shields also add an extra attack like an
offhand weapon. It is only a parry as modified by the shield
size(which the modifier is listed behind the shield’s name) but
you could opt to shield bash at 1-10(-4) damage. A high damage roll
on a wooden shield shatters it. On a metal shield it dents it but it
can be repaired.
Melee
Modifiers
Higher
Ground +10 - You are on horseback or on a table or just higher than
the opponent.
Scratch - no
effect
Lightly
Injured. -10
Severely
Injured -20
Dying -30
Mighty Blow
-10 per + 1 damage
Defensive
Fighting +10 to Melee parry per -10 to Melee attack and -1 to Damage
taken.
Offhand
Weapon/Shield-You get an additional ½ your Melee skill for the
offhand weapon. For instance a Melee Skill of 40 would give an
offhand Melee Skill of 20.The shield can optionality be used as a
bashing weapon at -2 to damage.
Ranged
Modifiers
Point Blank
+20, Close +10, Moderate distance +0, Far -10, Extreme -20,
Impossible -40
Cover acts
as Armor on the Area being covered.
Different
various covers.
Long Weapons
on 1st Attack – Some weapons are long and you have a
bonus to Initiative on your first attack. It will be listed in the
Weapons Shop.
Healing
How long am
I hurt? When does this heal?
You heal at
1/10 your Stamina per day after a person . A successful Healer roll
gives you back 1-10 hit points and a critical success gives you 2-20
hit points back. You never get back more than you had to start off
with. That is unless you can find a magical or alchemy means of
healing from a wound.
Temporary
damage is healed 1/10 your Stamina per hour of rest.
Surprise!
Surprise!
There will
always be an enemy faster than you. How do you attack the faster
enemy with out getting hacked, killed, or shot? You can use a Stealth
roll. As long as you do not fail it you can get one free round of
attacks. If you do fail it but not a fumble the enemy then must make
a Perception or Intuition roll. If the enemy fails the perception
roll you still get surprise. If you roll during an ambush twice your
Stealth you have fumbled and can do nothing for a round.
Morale
When combat
is not going well one must do a Will check for non-playing
characters. If it fails the NPC will attempt to flee combat for 1-10
rounds after the threat is passed.
QUICK NON
PLAYING CHARACTERS
With this
document you now have the POWER to make up NPCs on the fly. Fell
free to just ignore these rules and make them up on the fly. Try to
base your non playing characters on real world people you and your
players know, like or hate. A non playing character based on an
actual enemy gives a lot of strong motivation to defeat that enemy.
Everyone else need not know the non playing character is based on any
actual character.
Kid
Your a young
early teen to pre-teen kid (10-15) who has no reason to be
adventuring. You only start out with 25 points to spend.
Academic,
Accuracy, Action, Brawling, Entertain, Equestrian, Healer, Intuition
30 (+5), Looks 30 (+5), Lore, Melee 20 (-5), Might 20 (-5),
Occupation, Perception, Rural, Social, Stamina 20 (-5), Status 10
(-15), Stealth, Streets, Thievery, Wealth 10 (-15), Wilderness, Will
15 (-10) (-45 Total)
Kid 25pts.
To spend 10/5/5/5 One skill at 45 and three skills at 30 plus or
minus modifiers.
Youth
Your in your
late teens to middle 20’s (15-25) your just now beginning to figure
out the world. You start out with 50 points to spend. Your abilities
are all 25%.
Youth 50pts.
to spend. 20/10/10/5/5 One Skill at 45, two skills at 35, two skills
at 30.
Adult
Your in your
late middle 20’s to middle 40’s. (25-45) You have some skills and
abilities but some of your physical body is going down hill. You have
75 points to spend.
Academic,
Accuracy, Action 20 (-5), Brawling 20 (-5), Entertain, Equestrian,
Healer, Intuition 30 (+5), Looks 20 (-5), Lore, Melee, Might,
Occupation, Perception 20 (-5), Rural, Social, Stamina, Status,
Stealth 20 (-5), Streets, Thievery, Wealth, Wilderness, Will (-20
Total)
Adult 75pts.
to spend 25/20/10/10/5/5 One skill at 50, one at 45, two at 35, and
two at 30 plus or minus modifiers.
Mature
You are in
your late middle 40’s to your early middle 60’s. (45-65) You have
100 points to spend.
Academic,
Accuracy 20 (-5), Action 15 (-10), Brawling 20 (-5), Entertain,
Equestrian, Healer, Intuition 30 (+5), Looks 15 (-10), Lore, Melee
20 (-5), Might 20 (-5), Occupation, Perception 15 (-10), Rural,
Social, Stamina, Status, Stealth, Streets, Thievery, Wealth,
Wilderness, Will (-45 Total)
Mature
100pts.tTo spend 25/25/20/10/10/5/5 Two skills at 50, one at 45, two
at 35, and two at 30 plus or minus modifiers.
Old
You are in
your late 60’s to middle 90’s. (65-95) You have 150 points to
spend.
Academic,
Accuracy 15 (-10), Action 15 (-10), Brawling 15 (-10), Entertain,
Equestrian, Healer, Intuition 35 (+10), Looks 15 (-10), Lore, Melee
15 (-10), Might 15 (-10), Occupation, Perception 15 (-10), Rural,
Social, Stamina 15 (-10), Status, Stealth 20 (-5), Streets, Thievery,
Wealth, Wilderness, Will (-75 Total)
Old 150 pts.
to spend 50/25/25/20/10/10/5/5 One skills at 75, two skills at 50,
one at 45, two at 35, and two at 30 plus or minus modifiers.
Ancient
You are in
you late 90’s or older. (95-up)You have 200 points to spend. 10%
chance of being very ancient adds another 50 skill points and another
10-30 years to your age. Keep rolling until you fail.
Academic,
Accuracy 10 (-15), Action 10 (-15), Brawling 10 (-15), Entertain,
Equestrian, Healer, Intuition 40 (+15), Looks 10 (-15), Lore, Melee
10 (-15), Might 10 (-15), Occupation, Perception 10 (-15), Rural,
Social, Stamina 10 (-15), Status, Stealth 10 (-15), Streets,
Thievery, Wealth, Wilderness, Will (-120 Total)
Old 200 pts.
to spend 50/50/25/25/20/10/10/5/5 Two skills at 75, two skills at 50,
one at 45, two at 35, and two at 30 plus or minus modifiers.
More
Experienced/Powerful PCs/NPCs will have +25 points for a somewhat
experienced, +50 for a veteran of many adventures. A master will have
+75 points.
Starting
characters get an additional +50 points to spend. More
Experienced/Powerful PCs/NPCs will have +100 points for a somewhat
experienced, +200 for a veteran of many adventures. A master will
have +400 points. An average character is based on 500 points
divided 20 times with an average of 25.