Roleplaying Rules |
Testing SkillsWhen characters are called upon to test their skills the referee will determine the difficulty of the task being attempted, in terms of dice.Duration of attempts are based on the number of dice difficulty, as shown below. Referees are free to alter these durations to match the situation, these are presented here as a guide.
The player then roles 2 dice and adds thier skill. The referee rolls the number of dice for the difficulty level. If the players score is higher then the task has been accomplished, otherwise the attempt has failed. Should the scores be equal, this means that the attampt has been so close that another minutes fiddling might just achieve it. In game turns this means that the player may roll again if another minute of game time is available. However should this attempt fail, the problem will be aggravated and increased by a dice level for any future attempt. By way of an example of this aggravation. A Thief attempts to pick a lock. The lock is classified as average ( 2 dice ). The referee rolls 7, the player rolls 7. The player opts to attempt the lock again. The referee rolls 9 and the player rolls 4. This means the lock has become damaged by the bungled attempt, and future attempts will be treated as Slightly difficult ( 3 dice ). CombatMelee between individuals is handled very similarly to testing skills. Humans roll two dice each when in combat. Adding thier weapon skill if using a weapon relevant to the skill. The higest scorer wins the round of melee. The loser will suffer an amount of damage. The amount of damage caused is determined using the following table.
After winning a round of melee the winner rolls the indicated amount of damage dice and totals the result. The loser now has to reduce the amount of damage inflicted. Reference the defence table below and roll the applicable number of dice.
The total defence score is subtracted from the attackers score. If the result is still positive then damage has been inflicted. The player whos character has been hurt choses one of thier three statistics and subtracts the damage from this. If this brings the statistic to below zero then the character becomes unconscious. Once a statistic drops below zero no further damage attacks may be applied to it. If all three statistics drop to zero or below then the character is killed. Recovering from InjuryCharacters may recover from thier injuries at a rate of 1 point per day of complete rest.However if a statistic drops to -3 (minus three) or less then the characters maximum value for that statistic drops by one, and however many days of rest are applied this may never be recovered. MovementWhenever relative movement speed comes in to play, such as a monster chasing a character, then the following rules should be applied.Characters move at ( 40' + Agility ) per turn. Individual mosters / creatures will have movement speed specified. |
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