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Type Ring: Trait: Skill: Unskilled: Honor: Co-op: Cumulative: What to roll (Ring)K(Ring) (Trait)K(Trait) (Trait + Skill)K(Trait) (1)K(1), no raises or explodes (Honor)K(Honor); -10 honor points on fail Leader Skill Roll + sum of helper Skill Ranks Or Skill Roll + Leader Skill Rank Large TN and each Skill Roll reduces it, may have a minimum TN for failure
Combat:
1. 2. 3. Declare Posture: a. Attack, Defense, Full Attack, Full Defense, Center Roll Initiative (Ref + Insight)K(Ref) Turns (highest first) a. Delay or take a Turn: i. 1 Complex Action+ Free Actions ii. 2 Simple Actions + Free Actions Resolve Reactions Declare Posture (lowest Initiative first); repeat 3-5 No bonuses +2K1 on Attack Rolls, Armor TN -10, +5 move +Defense Rank + Air Ring to TN +Defense / Reflexes Roll divided by 2 + TN
Combat:
6. Declare Posture: a. Attack, Defense, Full Attack, Full Defense, Center 7. Roll Initiative (Ref + Insight)K(Ref) 8. Turns (highest first) a. Delay or take a Turn: i. 1 Complex Action+ Free Actions ii. 2 Simple Actions + Free Actions 9. Resolve Reactions 10. Declare Posture (lowest Initiative first); repeat 3-5
4. 5.
Stances
Attack Full Attack Defense Full Defense
Stances
Attack Full Attack Defense Full Defense No bonuses +2K1 on Attack Rolls, Armor TN -10, +5 move +Defense Rank + Air Ring to TN +Defense / Reflexes Roll divided by 2 + TN
Combat Rolls
Actions Initiative: Attack: Cast a spell Unarmed: Grapple: Move: Notes and Rolls (Ref + Insight)K(Ref) Weapon Skill, Spell Cast, Skill Roll, other (Ring + Rank)K(Ring) Vs ( Mastery x5+5) (Str)K(2) (Jiujutsu / Agility) VS (TN Armor); Contested (Jiujutsu / Strength) to control Free: 5x Water; Simp: 10x Water; Comp: 20x Water
Combat Rolls
Actions Initiative: Attack: Cast a spell Unarmed: Grapple: Move: Notes and Rolls (Ref + Insight)K(Ref) Weapon Skill, Spell Cast, Skill Roll, other (Ring + Rank)K(Ring) Vs (Mastery x5+5) (Str)K(2) (Jiujutsu / Agility) VS (TN Armor); Contested (Jiujutsu / Strength) to control Free: 5x Water; Simp: 10x Water; Comp: 20x Water
Attack:
Attack Roll (Agl + Skill) K (Agl) Vs. TN to be hit (Ref + Skill) K (Ref) Vs TN to be hit and minus 1K0 for every 50 beyond range Melee Thrown and ranged
Attack:
Attack Roll (Agl + Skill) K (Agl) Vs. TN to be hit (Ref + Skill) K (Ref) Vs TN to be hit and minus 1K0 for every 50 beyond range Melee Thrown and ranged
Damage:
Damage Melee: Yumi: Roll (Str) + (Weapon DR) (Wpn Str) + (Weapon DR) Notes and Rolls Spellcraft (Importune) TN 15 +5xMastery level Spellcraft (Research) TN 10 +10x Mastery level Willpower Roll TN 10 or 5 + Wounds Willpower Roll TN 15 or 20 + Wounds Insight Rank/ Ring VS 15 + 5x Mastery level, Wounds per Mastery level, free raise on excess
Damage:
Damage Melee: Yumi: Roll (Str) + (Weapon DR) (Wpn Str) + (Weapon DR) Notes and Rolls Spellcraft (Importune) TN 15 +5xMastery level Spellcraft (Research) TN 10 +10x Mastery level Willpower Roll TN 10 or 5 + Wounds Willpower Roll TN 15 or 20 + Wounds Insight Rank/ Ring VS 15 + 5x Mastery level, Wounds per Mastery level, free raise on excess
Spells:
Task Importune Research Interrupted Concentration Maho
Spells:
Task Importune Research Interrupted Concentration Maho
Raises:
Raises increase (TN+5) for 1 effect; free raises decrease (TN-5) or give 1 effect. Effect Called Shot: Extra Attack: Feint: Disarm: Knockdown: Guard: Increase Dmg: Spell: Raise Limb(1), Appendage(2), Head(3); smaller (4) (5) Perform on First Attack Roll, 1x per round (2) (Excess of TN)/2 + Dmg (3) Contested Strength ; deals +2k1 Dmg (1-4) 1 raise per leg, Contested Strength roll (0) TN +10 of mark, TN -5 (1+) +1K0 per raise (1+) -1 Comp Action per raise
Raises:
Raises increase (TN+5) for 1 effect; free raises decrease (TN-5) or give 1 effect. Effect Called Shot: Extra Attack: Feint: Disarm: Knockdown: Guard: Increase Dmg: Spell: Raise Limb(1), Appendage(2), Head(3); smaller (4) (5) Perform on First Attack Roll, 1x per round (2) (Excess of TN)/2 + Dmg (3) Contested Strength ; deals +2k1 Dmg (1-4) 1 raise per leg, Contested Strength roll (0) TN +10 of mark, TN -5 (1+) +1K0 per raise (1+) -1 Comp Action per raise
Void Points:
Enhancement per point +1K1 to Skill, Trait, Ring, Spell Casting Roll, cant use on Dmg Temporarily increase a rank from 0 to 1, avoid unskilled rolls -10 to Wounds received from a single source of Damage +10 Armor TN, at beginning of a round Swap places with another in the Initiative order +10 Initiative for the skirmish, at the end of Reactions stage Activate special abilities where noted in the ability
Void Points:
Enhancement per point +1K1 to Skill, Trait, Ring, Spell Casting Roll, cant use on Dmg Temporarily increase a rank from 0 to 1, avoid unskilled rolls -10 to Wounds received from a single source of Damage +10 Armor TN, at beginning of a round Swap places with another in the Initiative order +10 Initiative for the skirmish, at the end of Reactions stage Activate special abilities where noted in the ability
Dazed
Dazed
Entangled Fasting
Entangled Fasting
Dice Conversion:
10K10 is max dice pool. For every roll above 10, 2 dice rolled converts to 1 kept dice. For every 1 kept dice over 10, 1 is converted to a +2 to the total of the roll. For example, 14K12 becomes 10K10+12.
Dice Conversion:
10K10 is max dice pool. For every roll above 10, 2 dice rolled converts to 1 kept dice. For every 1 kept dice over 10, 1 is converted to a +2 to the total of the roll. For example, 14K12 becomes 10K10+12.