Da Rules.   Posted by The Storykeeper.Group: 0
The Storykeeper
 GM, 9 posts
Fri 13 Mar 2015
at 04:26
Da Rules
These are the rules used in the system.
 player, 3 posts
Fri 13 Mar 2015
at 04:29
Re: Da Rules
The following is a brief summary of the rules.

Every character has 8 attributes and 4 specialties. They are as follows:
Might – A characters physical strength, how much they can carry or push, as well as characters damage. Some items might also have a Might requirement.
Nimbleness – A measure of how quick or agile a character is. Affects how quickly you move and how hard you are to hit in combat as well as your capacity to deal damage with ranged weapons.
Charisma – A characters social skills, not necessarily their physical appearance but the way they are able to navigate social waters and influence others.
Knowledge – A measure of a characters problem solving ability and understanding of the world. Does not equate to their education, it could be street-smarts, academia, linguistics, etc.
Stamina – A characters constitution, physical and mental endurance. How much damage a character can take before dying, or how long they can walk through a desert waste before falling unconscious.
Perception – A characters openness to their surroundings. It is their ability to detect clues or traps, as well as their ability to read and understand body language and know if someone is lying.
Resistance – A characters capacity to resist physical damage or the hardships caused to their body including disease and poisons.
Anti-Magic – Like resistance, it is an individual’s capacity to shrug off magical attacks or damage.

Combat – A characters combative abilities both offensively and defensively. It is a measure of his capability to fight with melee or ranged weapons as well as his ability to fight with his fists. Combat is also a characters ability to parry or dodge damage, and maneuver in dangerous situations.
Magic – A characters innate magical ability. Their capacity to successfully manipulate the magics of the universe, both divine and arcane, to their whim. Used in relation to the active use of spells as opposed to the ability to resist magic which is done with Anti-Magic.
Subterfuge – A characters ability to pick pockets, or manipulate the inner workings of locks, or move without being heard. Subterfuge covers most subtleties that thieves or assassins might use and allows people to reach places they were never meant to enter.

Each class grants access to a particular specialty, with the exception of Luck.
Combat – Warmonger and Swashbuckler
Magic – Mage and Templar
Subterfuge – Monk and Assassin

When creating a character you can allocate 5 Attribute points as you see fit, and can subtract down to -2 points in any attribute to in turn add additional points to attributes you want to improve (Attribute points may also be spent on Specialties)

You must also allocate 3 Proficiencies and 1 Deficiency. When rolling an attribute you are proficient in you roll 2 ten sided dice (or 2d10) and keep the highest result, before adding any modifiers. When rolling attributes you are deficient in you do the opposite, keeping the lowest result.

After rolling your ten sided dice, regardless of whether or not you are proficient or deficient in the attribute at hand you either add (+#) or subtract (-#) a value from that roll depending on the relevant attributes value.

Example: A character rolls Perception, they are Proficient in it and have a +3 in it, they would roll 2d10k1+3, the character rolls a 2 and a 6, he keeps the 6 and adds 3 for a total of 9.

Combat works in the very same way. A character will roll their Combat as previously mentioned and compare the result to their opponents TN (or Target Number) a TN is an abstraction of a characters capacity to avoid damage in a fight and is calculated as follows:

TN = 2 + Combat + ˝ Nimbleness (Rounded Down) + Armour. A character wearing armour (unless the armour specifically says so) does not benefit from Nimbleness.

Assuming on your combat roll you equal to or exceed your targets TN you deal damage, damage with a melee weapons or throwing weapons is a Might roll and with ranged weapons (unless otherwise indicated) it is a Nimbleness roll.

Magic, similar to combat, is used to determine a characters success in casting a magical ability. Damage or other effects will be described in the spells description. Magic is also used to determine how many spells a character can use in between rests. At the conclusion of a rest a character gains “Magic Points” equal to 3 + Magic modifier until their next rest.

Once damage is rolled, the target of the damage must roll their Resistance if the damage is physical or Anti-Magic if it is magical against a TN equal to ˝ the damage received rounded up. On a success a character takes a cumulative -1 penalty to their resistance until the end of the fight or until they can catch their breath, on a failure the character receives the difference between his rolls result and the damage and subtracts it from their Stamina value. Anti-Magic works the exact same way receiving a cumulative -1 penalty whenever a character receives magic damage.

If a characters Stamina drops to 0 or below they must make a Stamina roll vs TN 7 to remain conscious. If a character loses stamina but still has a positive value then nothing further happens.

Example: A character attacks another character with a sword and Combat +2, he rolls 1d10+2 and gets a result of 8 (6+2) his target has a TN of 6 (2+3 (Combat)+1 (Nimbleness of 2/2)) the attack hits and the attacker rolls Might which he has Proficiency +3 in and he rolls a total value of 11 (8+3). The target of the attack makes a Resistance check which he has Proficiency +1 in , and he rolls a 3 (2 + 1) versus a TN of 6 (11/2 Rounded Up). With that failure he receives a -1 to subsequent Resistance checks and takes -3 (6-3) to his Stamina of 1 which brings him down to -2 which is equal to or below 0 so he must now make a Stamina check vs TN 7 and he rolls a 4 (6-2), because of this failure the target of the attack falls unconscious.

Also, when required the GM will ask you to add Luck you roll your Luck attribute and divide it by 2 (Rounded Down) and add that value to a subsequent roll.

This message was last edited by the GM at 08:14, Sat 26 Mar 2016.