Game Info
[sblock=Rolling] When your character wants to do something, the GM may call for an
ability test. This is a dice roll to determine success or failure, and it's the most common roll in the game. To make an ability test, you simply roll three six-sided dice and add the results together and then add the appropriate ability score. (PG pg. 6)
Test Result = 3d6 + Ability
If you are making an ability test, you must ensure that two of the dice are one color and the third is a different color. That third die is called the
Dragon Die, and it's important. The result of the
Dragon Die can determine your level of success and allows you to perform stunts. (PG pg.7)
Note from HM: As we are not sitting around the table we will be using Invisible Castle for are rolling. Since no different colored dice, all you need do is when on IC list your rolls like this:
2d6;1d6 = 2,1
Wow that roll sucked big time (3 ones??) LOL but anyway, then when you post your results add your ability modifier to the total. Any questions ask them in the OOC please. [/sblock]
[sblock=Types of Test]
Basic Test: The most common sort of test. In a basic test, you are rolling against a fixed
target number (
TN) determined by the GM.
1. You tell the GM what you are trying to do.
2. The GM determines the ability to be used and the applicable
focus (if any). He then assigns a target number (
TN) to the task based on it's difficulty and prevailing circumstances.
3. You make an ability test and figure out your test result.
4. If your test result is
equal to or greater than the
TN, you have successfully passed the test and completed the action. (PG pg. 56)
Basic Test = 3d6 + Ability + Focus (if applicable)
Opposed Test: When your character is competing with another charater directly, you must make an opposed test to see what happens. In this type of test, both characters get to roll and the results are compared. Another way to think about it is that your TN is determined by your opponent's test result.
1. You tell the GM what you are trying to do.
2. The GM determines the ability to be used and the applicable
focus (if any) to be used by you and your opponent. He may assiagn bonuses or penalties to the ability rolls to either you that take circumstances into account.
3. You and your opponent both make ability tests to figure out the test results.
4. Compare the test results. If you beat your opponent's test result, you win. If there is a tie, whoever rolled highest on the
Dragon Die wins. If it's still a tie, whoever has the higher ability wins. (PG pg. 56)
Advanced Test: Most test are determined by one roll of the dice. There are times, however, when a task is complicated and resolving it with one roll wouldn't feel right. Known as advance tests, these types of tasks generally take a lot of time and/or plsnning, such as running a long race or doing research. Advanced tests are basic or opposed tests that use what's known as a success threshold to track completion over time. The task is complete when the total of the Dragon Dice from all successful tests is equal to or greater than the success threshold.
[sblock=Example]
The mage Lorrahn is trying to puzzle out an obscure magical theory. The GM decides this will be a seris of Cunning[Arcane Lore] tests with a TN of 13 and a success threshold of 15. Each test represents one hour of time. So if Lorrahn's player were to make the following rolls...
2d6,1d6 = 3,4,5 = 12 unsuccessful
2d6,1d6 = 5,6,2 = 13 successful = 2 (towards threshold)
2d6,1d6 = 4,5,5 = 14 successful = 5 (towards threshold)
2d6,1d6 = 6,3,4 = 13 successful = 4 (towards threshold)
2d6,1d6 = 2,3,3 = 8 unsuccessful
2d6,1d6 = 4,6,6 = 16 successful = 6 (towards threshold)
Then it took Lorrahn six hours (six rolls) of research to beat the threshold of 15 and puzzle out the magical theory.[/sblock]
Tests and Time: The GM determines how much time each test takes. (PG pg. 57)
Degrees of Success: Most of the time, you need to know only if you succeeded in your ability test. Sometimes however, it's important to know how well you succeeded. This is one of the uses of the
Dragon Die. The higher the number, the more impressive your success. A 1 means you barely pulled it off, while a 6 means you did it flawlessly. Note that if you faiedl the test, the result of the
Dragon Die is irrelevant. (PG pg. 57)[/sblock]
[sblock=Narrative Time] The periods of play during which it is not important to track time precisely. Most roleplaying encounters and expolration encounters take place during narrative time. [/sblock]
[sblock=Action Time]
While narrative time is loose, Action Time is more tightly defined. Once it begins the GM tracks time in 15-second increments called rounds (4 rounds to a minute).
When Action Time begins, the following procedure is used.
1. The GM says,
"Roll for iniative." Action Time is now in effect.
2. Each player makes an initative roll. This is a Dexterity[Initative] ability test. 3d6 + Dex + Focus (if appicable).
3. The GM compares the test results of all characters and arranges them from highest to lowest into an initative list.
4. The character at the top of the initative list takes his turn, then the next character, and so on till each character has taken a turn.
5. Once each character has taken a turn, the round ends and a new one begins. Repeat step 4 each round, and note initative does not need to be rolled each round. The order remains set for the duration of the encounter.
6. When the encounter is finished, the GM declares that Action Time is over. Narrative time now resumes.
TAKING ACTIONS:
When it is your turn in a round, you tell the GM what you want to do. On your turn you can:
a)take a major action and a minor action or...
b)take two minor actions
You may take these in any order and can take fewer actions if you wish. You can talk while taking your actions, but remember a round is only 15 seconds long.
A list of the most common major and minor actions follows. You are not limited to these actions. If you want to do something else, just tell the GM and he will adjudicate it. Some actions take a negligible amount of time. They are known as free actions and don't count towards your usual limitation on actions.
MAJOR ACTIONS:
CHARGE: You may move up to have your speed (rounded down) in yards andthen make a melee attack against an adjacent enemy. You gain a +1 bonus on your attack roll.
DEFEND: You concentrate on defending yourself this round. Until the begining of your next turn, you gain a +2 bonus to your Defense.
HEAL: You provide some quick first aid to an injured ally. You must be adjacent to your ally and you must have bandages ready. This is a TN 11 Cunning[Healing] test. If you are successful, your ally gets back an amount of health equal to the Dragon Die + your Cunning. A character cannot benefit from another heal action until he takes additional damage.
MELEE ATTACK: You attack one adjacent enemy in hand-to-hand combat. An enemy within 2 yards of you is considered adjacent.
RANGED ATTACK: You fire or throw a missile weapon at one visible enemy within range.
RUN: You can move up to double your speed in yards. You cannot take this action if you are prone (you'd need to use a move action to stand up first).
MINOR ACTIONS:
ACTIVATE: This action allows you to start using certain powers or items, such as fighting styles and potions.
AIM: You take the measure of yuor opponent and plan your next strike. If your next action is a melee attack or ranged attack, you gain a +1 bonus on your attack roll.
MOVE: You can move up to your Speed in yards. You can also go prone, stand up, or mount a horse or vehicle, but if you do so you can only move at half your Speed (rounded down).
PREPARE: You pick one major action that you prepare to execute and then end your turn. Any time until your next turn, you can interrupt another character and take the prepared action immediately. If you don't use it by your next turn, the action is lost. You cannot take the prepared axtion if you've already taken a major action on your turn.
READY: You can unsheathe a weapon, pull out a potion, or otherwise ready an item that is stowed. As part of this action, you can put away something already in hand.
Special Note:
There are two additional actions of importance: CAST and RELOAD. Cast is used with a mage's spells and reload is used with missile weapons. Depending in the spell, weapon, and related talents, cast and reload can be major actions, minor actions, or free actions. [/sblock]
[sblock=Combat]
MAKING ATTACKS:
There are two basic types of attacks melee and ranged (magical attacks are handled under their own rules). Both are handled in the same way.
1. You start by picking a target. To make a melee attack you must be adjacent to your opponent. To make a missile attack, you must be able to see your target and be within range.
2. You make an attack roll. This is an ability test based on the weapon group of the weapon you are using. This is modified by a focus if applicable and any other relevant bonuses (such as aiming, charging, magic items, talents, etc.)
3. Your attack roll is a basic ability test. Your target number is your opponent's Defense.
4. If your test result is equal to or greater than your opponent's Defense, your attack has hit.
INFLICTING DAMAGE:
Once you have hit an opponent, you then inflict damage. Your damage roll determines if you struck a telling blow or one that was a glancing and ineffectual. Armor is important here, as it protects the wearer from a certain amount of damage. he procedure for calculating damage follows.
1. Roll your weapon's damage and add your ability and any other relevant modifiers (such as talent and magic). Note: Most weapons use Strength and the Bows group uses Perception as modifiers to damage.
2. Subtract the armor rating (AR) of your opponent's armor (unless it's penetrating damage, in which case skip this step).
3. The results of steps 1 and 2 is your damage total. You inflict this amount of Health damage on your opponent. Note: That if your opponent is well armored you may hit but inflict no damage at all.
KILLING CHARACTERS:
As characters lose Health, they get closer to death. When a PC's Health reaches 0, he is dying. He will die after a number of rounds equal to
2 + Constitution unless he recieves healing. A dying character can talk but cannot take any other actions. The character dies at the start of his turn on the final round, so his allies have until then to save him.
Note: Health never goes below 0 (there is no negative Health)
Pulling Killing Blow:
Sometimes characters want to incapacitate their opponents instead of killing them. When a blow is struck that would otherwise slay a character, the attacker can choose to pull the killing blow at the last second. This leaves the character unconscious with 1 Health. The character regains consciousness in 2d6 minutes unless circumstances dictate otherwise.
Delivering a Coup de Grace:
A dying or unconscious character can be killed by a coup de grace. Any adjacent enemy can perform a coup de grace as a major action, and this automatically kills the target. A ranged attack can be used to deliver a coup de grace if the attacker makes a successful attack roll vs. Defense 10.
Health and Healing:
When your character is wounded, there are several ways to heal.
1. Another character can aid you with a heal action. You can not benefit from another heal action until you take more damage.
2. You can take a breather after a combat encounter. This is a 5-miute rest that let's you catch your breath, tend to minor cuts and abrasions, drink some water and so on. After a breather, you get back
5 + Constitution + Level in Health. You may only take one breather after an encounter. If you were at 0 Health when the encounter ended, you cannot take a breather at all.
3. You can get some sleep. If you can get at least 6 hours of restful sleep, you gain
10 + Constitution + Level in Health.
4. You can receive magical healing. This is the most commonly the mage spell Heal. [/sblock]
[sblock=Stunts]
The stunt system is simple. If you make a successful attack roll and get doubles on any of the dice, you can perform one or more stunts in addition to dealing your normal damage. You receive a number of stunt points (SP) equal to your Dragon Die and must use them right away to perform stunts. Initally, all charaters choose from the same list of stunts, but as charaters gain levels they get access to new stunts and may use standard ones at fewer stunt points.
You may only perform a given stunt once in a round. The only exception to this rule is the Skirmish stunt, which can be used multiple times as long as you have enough stunt points.
Once you have decided on what stunts you want to use, you can narrate how your character pulls them off. You may perform the stunts in any order you choose.
Code:
[B][U][COLOR=deepskyblue]STANDARD STUNTS:[/COLOR][/U][/B]
[U]SP Cost Stunt[/U]
1+ [B][COLOR=orange]SKIRMISH:[/COLOR][/B]
You may move yourself or the target of your attack
2 yards in any direction for each 1 SP you spend.
1 [B][COLOR=orange]RAPID RELOAD:[/COLOR][/B]
You immediately reload a missile weapon.
2 [COLOR=orange][B]KNOCK PRONE:[/B][/COLOR]
You knock your enemy prone. Any character making
a melee attack against a prone foe gains +1 bonus on
the attack roll.
2 [B][COLOR=orange]DEFENSIVE STANCE:[/COLOR][/B]
Your attack sets you up for defense. You
gain a +2 Defense until the beginning of
your next turn.
2 [B][COLOR=orange]DISARM:[/COLOR][/B]
You attempt to disarm the target with your melee
attack. You and your opponent must make an
opposed attack roll. These attack rolls do not
generate stunt points. If you win the test, you knock
your enemy's weapon 1d6 + Strength yards away in a
direction you nominate.
2 [B][COLOR=orange]MIGHTY BLOW:[/COLOR][/B]
You inlict an extra 1d6 damage on your attack.
2 [B][COLOR=orange]PIERCE ARMOR:[/COLOR][/B]
You find a chink in your enemy's armor. His
armor rating is halved (rounded down) vs. this
attack.
3 [B][COLOR=orange]LIGHTNING ATTACK:[/COLOR][/B]
You can make a second attack against
the same enemy or a different one within
range and sight. You must have a loaded
missile weapon to make a ranged attack.
If you roll doubles on this attack roll, you
do not get any more stunt points.
4 [B][COLOR=orange]DUAL STRIKE:[/COLOR][/B]
Your attack is so strong it affects two targets.
First, pick a secondary target. He must be
adjacent to you if you are using a melee weapon
or within 6 yards of yuor primary target if you are
using a missile weapon. Apply the test result of
your original attack roll to the secondary target
(in other words, you only make one attack roll and
apply it to both opponents). If you hit the
secondary target, inflict your normal damage on him.
4 [B][COLOR=orange]SEIZE THE INITIATIVE:[/COLOR][/B]
Your attack changes the tempo of the
battle. You move to the top of the
initative order. This means you may get
to take another turn before some of the
combatants get to act again. You remain
at the top of the order until someone else
seizes the initative.
[/sblock]