Now that you have your character sheet all done, I'm sure you're wondering
how to put it to use. Before we get into the nitty gritty of the system, let me
remind of a few basic RP principles.
A) If you don't need to roll something, don't. If you and someone else
are willing to assume that something does or does not work, don't bother rolling
for it. When everyone agrees and has decided, there's no need for such things to
slow down the story. Especially minor magics fall into this category and are
known as Cantrips.
Cantrip - Cantrips can be cast without check or bother because they're
extremely minor in impact. Using fire to light your pipe, for example, is a
B) If you don't see a rule or ability that you need for your
character, come to me (Nuku) or Ice. and we might be able to work something out.
Reasonable requests are very rarely turned away.
That aside, let's see how some things work.
Your basic roll is Stat+Skill+Subskill. To do a roll
like this, try typing +check Perception+Crafts+Crafts/Sewing.
Your total in all these things is added up, then divided by 5, this is how
many dice the program will roll with 20 sides. For every dice that comes up 11
or greater, you gain a success. If you roll a 20, 2 successes are gained
instead. If you roll a 1, you lose a success. The total successes are shown. You
can use the chart below to see how well you did.
- Your shirt barely fits, it feels like it has a draft, and has offensive
- Well, it fits, but it still feels bad, and your choice of colors leaves
much to be desired.
- Not quite so drafty, it's workable, a bit dull in the colors, and it won't
last very long.
- Workable, average. Nothing really special about it.
- Hey, you put my initials on it, thanks!
- It's made to last, and looks pretty good too
- It feels nice to wear, durable too, good job
- Wow, it looks great, feels great, how can I repay you?
- Fantastic! I couldn't ask for much better than this, like a dream.
- Are you sure you made this? It's perfect in every way.
Hit Points - Hit Points are a measure of how much damage and abuse you
can receive before your condition worsens. You receive more of these for having
high stamina, and the raise-hp special skill.
Critically Injured - Upon reaching 0 Hit Points, a person is said to
have become Critically Injured. In this state they can do little else but gasp
out a few words of agony, if they're even still conscious. If left alone, they
will die in a round, +1 for every 5 points of Stamina and Willpower. To assist
someone in this state, either a medicine roll equal to or greater than the
number of hit points they are in the negative must be rolled, or a Raise spell
successfully cast. In the case of medicine, they will be restored to 1 HP, and
still in a world of pain, but stable.
Initiative Phase - To determine who goes first in any round. Everyone
involved should do a +check of Dexterity+Alertness+Alertness/Reactions. If
someone ties with someone else, the one with the higher total of stats goes
first. If THAT ties too, then they go at the same time. Before you start,
everyone announce what they're doing in reverse order. That is, the person who
goes last announces what they want to do first. If someone is casting a spell,
the initiative modifier, if any, is applied directly to their initiative succs
for the purposes of going first or last, but not for declaring (Besides, we
don't know you're casting until you declare, right?)
Main Phase - Now everyone takes their action, from best roll on to
worst. If someone is interrupted in the middle of an action before their turn,
they can try to do something else instead, but have 1 less success to it each
time they have to change their mind in the same round.
Haste Phase - If anyone has extra actions, repeat the main phase over
again, first declare from worst to best, then act from best to worst. Do this
only for those with the extra actions, repeat until everyone has used all their
extra actions. It is recommended, for speed, that you keep the initiative roll
you did at the start of the round. But if desired, you can reroll for each haste
Allowable Actions -
Attacking - Attacking with fists, a sword, a bow, anything held or
tossed. Type +weapon, if you have one, type +weapon/attack (number)=(any
bonuses you may have from your professions/the current situation), for
example, +weapon/attack 1=0, to swing your first weapon with no bonus. If you
are attacking with your fists, use +attack/setup.
Once you have done this, type +attack, it will inform you
of how many succs you had to hit, and the proposed total damage. The person
you are attacking is entitled (if they haven't used up their one defense a
round) to do a defense +check (example, dexterity+defense+defense/parry). The
successes on this defense take away from both the to-hit succs AND the
damage inflicted. If the To-Hit is reduced to 0 or lower, the attack was
deflected/dodged/whatnot, and does no damage at all.
Assuming a hit, if the victim has no armor or special
skills that would grant AC of some kind, they take the damage left (+spend
HP=amount). If they do have an AC rating, from natural or artificial mean,
they can roll it now, and take the successes away from the damage. At least 1
damage will be inflicted.
The new +weapon code uses multiple subskills. If you are
using a long sword, for example, your score in Melee, Melee/Swords, and
Melee/Long Swords are all important to swinging well.
Talking - It's perfectly acceptable to speak in combat. Messages of
a sentence or lower don't count as an action and can be done at the same time
as another action is being performed. More than that and it does, taking up
your entire action to get out the words.
Picking things up - Picking things up can apply a negative modifier
to initiative, Use this chart to determine the extent of the penalty in
successes. Picking things up count as an action.
- In a belt pouch or scabbard at the ready. On the back ready to grab over
- The pouch or scabbard is closed at the moment. The item is right at your
- The item is a foot or two away, or is in your backpack which is
- The item is up to Dexterity / 2 feet away or it's in your backpack,
which is closed, but it's on the top
- It's in your backpack, which is closed, and it's buried. The item is up
to dexterity feet away
Any more than this, and it will take the entire round, forfeiting all other
actions and finishing at the end of the round, just before the start of the
Movement - A character can move up to Dexterity / 5 feet in a round
without taking an action to do it. If the character wishes to run, they can
cover Dexterity / 2 feet, but it counts as an action. A character with the
special skill Fly, who is flying can cover Fly / 4 or Fly feet.
Magic - Announce that you're casting. Apply the initiative modifier
to the amount of successes you got in initiative for going first or last. This
has no effect on declaration order at all. Being Knocked out will cease a
magic spell, as will being muted in any way.
Offensive spells can not be defended against via Defense
basic skill. If the victim has AC towards whatever element the spell is (or
physical if it has none), they may roll the AC and take the succs away from
the incoming damage, down to a minimum of 1 damage for a hit.
Combat Modifiers - Things you can do to a magic
or normal attack out of the ordinary
Subduing - You don't always want to kill the thing you're attacking.
If you're aiming to subdue, reduce the damage done in half, but the character
cannot be killed from it. If reduced to 0 HP in this way, the character will
remain at 0 HP without the chance of dying from Critically Wounded
RULE OF COMMON SENSE
If you are unsure of a roll in a situation and can't
find a rule about it, make one up! If you think another roll would be better
suited for the circumstances and those present agree, go for it. Many
abilities are a little vague because there are so many ways they could be
originated or employed, so, it's up to you to go with what feels right and
what will help enhance the story you're helping to make.