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System Notes

Critical Success Any roll of 1/5 or less (rounded


up) of the amount required for success is a critical
success. For skill use, this usually yields an
extraordinary result.
o Critical weapon strikes allow the attacker to
roll double the damage, doubling all modifiers
(i.e., a dagger doing 1d4+2 damage does
2d4+4). Strength bonuses are not doubled.
Armor still protects from this attack.
o Special Successes result when a 01 is rolled,
and ignores armor and does double damage, as
above. The strength modifier is not doubled.
Fumble A roll of 99 or 00 where a skill level is less
than 100% results in a fumble. If the skill is 101% or
higher, a fumble only occurs on a roll of 00. If a
regular skill, the result is the worst possible, and if
in combat, the Fumble Chart is consulted.

Skill Notes
Brawl This skills level is halved if fighting an
armored foe. A critical might stun or knock out an
unarmored opponent, and a fumble might result in
the attacker taking 1d3 HP in damage.
Dodge The Dodge skill is compared on the Dodge
chart to determine its effectiveness against
attacks.
o Every successive Dodge after the first lowers
the percentiles by 30%.
o A character can use Dodge to get to their feet
if prone.
Physick This is basic first aid. It takes one round
to apply, and can be used once per ailment or
injury.
o A failed roll takes an hour of waiting before it
can be attempted again. Another character
may attempt the roll immediately, however.
o Each success heals 1d3 HP per injury. A failure
restores no HP. A critical success heals 2d3 HP
immediately, and a fumble causes another 1d3
and no further attempts can be made on that
particular injury (the fumble is not counted as
an additional injury). Obviously, a wound
cannot be healed more HP than it caused.
Ride Anyone wishing to partake in mounted
combat cannot use any weapon skills above the
level of their Ride skill.
Throw This skill is used for all thrown attacks.
Extensive guidelines on range and damage for
improvised attacks are provided on p47-8.
Wrestle This skill is used for unarmed hand-tohand combat. Wrestling is parried with Wrestle or
Brawl. Moves include immobilizing a foe, knocking
down a foe, knocking out a target, disarming a
target, injuring a foe, or strangling a foe. Extensive
guidelines on wrestling are provided on p48.

Wounds, Life, and Death


Injuries should be tracked individually as Physick
roles are made against each injury.
A character can be mobile and active until they
have only two HP remaining, at which time they
collapse from loss of blood, pain, or shock.
Minor Wounds These are any wounds lower than
the adventurers Major Wound level. If in a single
day an adventurer takes a number of HP in damage
equal to their Major Wound level, they must make
a POW x 4 roll or fall unconscious for an hour from
loss of blood, pain, or shock.
Major Wounds These are wounds of equal or
greater than half of the adventurers total HP
(rounded up).
o If a character takes this many HP in a single
injury, they must first roll on the Major Wound
table.
o Then they must make a Luck roll to avoid the
characteristic point loss. Injuries to
characteristics result in a recalculation of
relevant totals such as HP, attribute rolls, etc.
o A character who has taken a major wound can
only act or fight for as many rounds as they
have remaining HP. After this, they fall
unconscious for one hour, as above.
Fatal Wounds If an adventurer takes enough
damage to reduce them into negative HP, they are
not immediately dead. If in the round of injury or
the one following (which can be either a combat
round or a longer, non-combat round), they can be
restored to 1 HP or more, they will not die, but are
still unconscious and in need of further medical
attention and/or recovery time.
Natural Healing Characters heal 1d3 HP per week
naturally.

Combat Round Summary


Declaration - The first part of a combat round is
declaring actions. This is done in order of initiative,
from lowest to highest. Initiative is based on DEX.
Action - The second part of the combat round is
performing actions, which are performed in order
of DEX. Characters wishing to delay actions until
later in the round may do so. If a tie exists with
DEX ranks, use the weapon lengths, and if still tied,
then skill rankings (higher goes first).
Reaction - A character may Parry or Dodge out of
sequence in the round they are attacked.
Delaying - Characters performing more than one
action in a round have their subsequent actions
occuring at 5 DEX ranks below their initial action,
cumulative. If they go below their DEX in ranks,
they cannot act further.
Bookkeeping Any bookkeeping such as HP loss,
wound effects, etc. is done at this point.

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