GMMICHAEL_TUTORIAL9

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  • Trek picks up a club. "This will hurt more than my meat-hook fists. It's a d6 weapon, like yours. But picking up a weapon costs me my turn. Ye will want to take notes anytime something in the quest changes from its first presentation. So be sure to note that I 'ave a club, like this:"

    Trek - Club d6

    "Since we have both taken a turn, ye go again. Go ahead, try an' hit me. Attacking is a P contest."

    You roll a P contest. Your d20 shows 13, you have 2 attack points, and you add your P bonus of 2, for 17 total.
    You roll a P contest for Trek: 10 plus his level bonus of 2, for 12.

    "That's a Pro! How much damage did it do to me? Oh, ye can roll yer club's d6 when ye roll yer d20, so ye know how much damage it is after checking for Pro or Con. Roll yer d6 - better late than never."

    You roll a d6 and get 6.

    "Hey! That hurts! Mark down 6 damage for me in yer notes. I can take a maximum of 10 Physical damage before I 'die.' That's what 'MaxP 10' means. Now, I might think about fleein' with ye doin' so much damage. If I were the fleein' type, my character sheet would show a Flee number, like this:"

    MaxP 10, Flee 5 (6)

    "That means that I try an' run away if I have more than 5 damage. But I'm about to counterattack, which is what hostile NPCs usually do. My contest is 12: my level bonus plus 10. Ye roll a Physical contest to defend, and roll for my club as well: the d6. Go ahead."

    You roll a P contest. Your d20 shows 2, and you add your P bonus of 2, for 4 total.
    You roll Trek's weapon damage, d6. It's 1.
    You roll a P contest for Trek: 10 plus his level bonus of 2, for 12.

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