Friday, May 17, 2013

Some more rules...

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.