If something is needed to be tested, roll d6. Roll 4-6 succeeds, 1-3
If the creature has rerolls or bonuses to roll, roll additional d6s
equal tonumber of rerolls and bonuses, selecting highest.
Likewise, if the test has minuses, reduce number of dice. If the total
number would fall below 1, add 1 die for each level but select the
Example: The character tests his strength. He is also strong, so he
rolls 2d6. If either is 4 or more, the test is successful.
The character makes an agility test with -2. He is agile, and thus
dice would become 0 (1+1-2). He rolls 2d6, selecting the lower, so
both must be 4-6.
Perception tests are made when something not easily noticeable
happens, or to test reactions of the characters. It is tested as any
normal test, but the creature gains +1 for each perceptive attribute,
and -1 if wearing a helmet. Apply any modifiers from the situation.
Certain effects call for save to resist the effect. A save is
made as any normal test, with character gaining bonuses from
save-attribute and any appropriate resistances (see below).
The test itself may have modifiers, which are used as descibed
Example: A level 16 dwarf is hit with paralyzing poison, with
save -1. He must save against the poison to prevent paralyzation. The
player rolls 4d6 (1 +3 for level +1 for resistance -1 for poison
strength), needing one dice to come up as 4-6.
A character with destiny rerolls may reroll a failed save, but this
can be done only once and it permanently uses one of his rerolls.
Example: a HD 2 townsman is hit with death spell, forcing save
vs. death at -1. He must roll 2d6, selecting the lowest, and thus
needs both dice to end up as 4-6 to survive
Each vulnerability against one media in the attack negates one
resistance. If there is no resistances to negate, each vulnerability
left reduces dice by 1. If there is more resistances than
vulnerabilities, add 1 die for each. In addition, the creature always
has at least one d6 to roll, it never falls below 1 - so the effect is
always resisted at least 50% of the time. This even applies to effects
not resisted normally! (unless they cause damage).
Example: A dawrf which is cursed to be vulnerable to magic is hit
by a magical poison attack. The dwarf gains no modifiers from
resistances or vulnerabilities, because they negate each other.
If the same dwarf is hit by poison-5 attack, he saves with 1 die,
because he always have at least 1 d6 because of resistance. If hit by
pure magical attack, his save dice are reduced by one.
Health levels reflect general health of the creature. They are lost
for various attacks, and when they reach 0 or negative, the creature
is knocked unconsicious and is bleeding to death. The creature must
make a save to survive, with -1 for each level beyond 0. If the test
is successful, the creature survives the blow but is bleeding to
death. It must roll d6 each turn and if it rolls 1, it bleeds one
point more damage, and must roll to survive. If the creature is
damaged again, it must again roll to survive.
Example: A level 21 character is hit to -2 health levels. He must
succeed in save to survive, with +4 from level (see characters) and -2
from health levels, rolling 3d6. In addition, he is bleeding to death
and cannot do anything else than to roll d6 during each of his turn's,
bleeding one point more if rolls 1 and must test to survive again.
Bleeding is stopped by either bringing the creature back to positive
halth levels via curative magic or successful use of healing skill,
see characters. If hit again, the bleed starts again.
The creature heals from the damage at the rate of one restoration each
day if can rest and gains proper nutrition. The healing skill can be
used to double the speed, see characters.
As detailed in the magic section, spells are powered with magic
points. They are lost for magical effects, but they return quite
quickly. The magic-user gains one restoration each hour (see below).
Certain effects restore creature health and magic point levels. Such
effects, unless noted otherwise, restore points equal to maximum
health levels or magic points, divided by 5, rounded up.
Thus if the character maximum health levels is 11, one health
restoration is 3 points. Restoration cannot bring total over normal
In combat, each creature acts in order; doing his actions and passing
the turn. After all other creatures have acted, it is again the turn
of the same creature. The creature may delay his action to move into
different position in the order, if need to. A round or turn (from one
action to next) is approximately 4-6 seconds, and one minute is about
During own action, the creature may:
Before any action, the creature may draw a new weapon or item (by
dropping the old one, unless has free hands) or move move
meters (only once per turn)
- Cast one spell or use one magic item
- Attack and/or swap items
- Run (approximately move x3 meters)
The creature may attack with all his attack. A creature with multiple
attacks with a same weapon may change any attack to load or item
Example: An level 22 character has 3 attacks. During his turn,
he can throw his throwing axe, draw his sword and then attack
twice with it.
All attack rolls are made with d6. The attacker must roll equal to
target armor value, modified with own to-hit modifier. Any roll equal
to or higher than target armor is a hit. If more than 6 is needed,
reroll 6 and on a d6 roll 4+, the attack hits regardless of target
Example: The fighter has to-hit bonus +2 and target has armor
7. Her must roll 5 to score a hit.
A roll 1 is always a miss! If the target is willing or
immobilised, this can be rerolled once.
6-rule: If the first roll is 6, reroll the die, even if you do
not need 6+4 to hit. If the second roll is again a six, the attack
does +1 damage and reroll again, each 6 doing one point of more
damage. This only applies to physical attacks, but include touches
(even heals!), except from ethereal creatures.
In addition, a roll 6 does always at least one point of damage if
original attack has physical damage base 3 or more.
The basic physical attack from a creature does 1 point of damage,
assuming the creature is using some kind of weapons. If the creature
has strong attribute(s), the damage is increased with +1 for
each strong attribute, if using suitable weapon. For smaller weapons,
add +1 to damage only for each 2 levels.
Example: PC is strong. If he uses standard weapon, he does 1 point
of damage. With a large axe or some other heavy impressive weapon he
does 2 points of damage.
Other attacks have damage as defined in their description.
A giant is very strong, having strong x3. With a large club, he does 4
points of damage. With a short standard weapon, only 2 points.
Standard armor value for a creature is from 3 to higher, depending on
race. In addition, light or heavy armor can enhance this, as will
combat training and agile-attributes. Please note that heavy armor
reduces agile-attribute by one. If the creature is held or otherwise
immobile, no bonuses from combat training or agile-attribute apply.
Example: A human (armor 3) warrior has combat level 22,
agile-attribute and a heavy armor. His armor is 8 (3+2 for armor +3
for combat levels, agile is negated by heavy armor) in normal cases, 5
while held. If he had only light armor, he would still have armor 8
in normal cases, but only 4 when held (agile do not apply).
Any successful hit damages the target creature, reducing attack power
from target hit levels. See healt levels for more information.
If the target creature has resistance against the attack type,
all damage is halved. If the final damage has one half damage, roll
d6. On a roll 4+, it is 1 point of damage, otherwise no damage is
caused by the half point.
Example: A demon is hit with 5 points of fire damage. It is
resistant to fire, and thus it loses only 2 levels of health, and a
third one on a d6 roll 4+.
If the attack has several attack types, the creature needs only one to
be resistant, but several resistances confer no additional bonus.
Note that each vulnerability negates one resistance. Vulnerabilities
have no effect on immunities.
Some attacks ignore armor, at least for partial effect, like grab or
swallow. Against such an attack, target has armor value 3 if held, and
appropriately raised standard armor. In some cases, the GM may judge
different armor for target.
Example: A hero has armor 8 (5). Against 'ignore armor' attack, he
has armor 6 (3).
Some creatures try to grab their victim. To grab a target, it only has
to hit him, armor does not help here. So if the attacker needs 7 to
score a hit and target has heavy armor, only 5 is needed for a
grab, see 'ignore armor', above.
If the grab is successful, the creature is pinned and must test
strength to escape, with +1 for each strong attribute and -1 for each
strong attribute held by the grabber. This test can be done once per
turn, and if successful, the creature can act that turn. Grabbed
creature has held armor. On a d6 roll 4+ he can still fight and cast
spells, otherwise his hands are pinned, too.
A held victim is usually crushed each turn until dead.
Large creatures may swallow victims This swallow ignores armor, see
above.Swallowed creature is usually digested with acids, and can
only act if roll d6 4+ at the start of the own action. All
spellcasting while swallowed is hard.
The creature has gaze attack that it may direct against any single
creature during its action. On a d6 roll 4+ the target sees its eyes,
unless avoids the gaze (has said that before). In addition, at the
start of the match any creature accidentally gazes the creature if
successful in a perception test.
When the creature wants to cast a spell, it determines the spell cast,
any MPs (magic points) used and targets. Then a d6 is rolled.
If the roll is 2 or more, all went fine.
If the roll is 1, see hard casting.
If the caster is swallowed, cannot pronounce and wave his hands
undisrupted, or is wearing gauntlets, directly go to hard casting,
do not roll the first
test. Similarly, if the spell has more MPs than the castewr magic
level/2, go directly to hard casting.
If the caster has his both hand tied and/or cannot pronounce magic
words, he cannot cast spells. Spell with more MPs than caster
magic level/2 +5 cannot be cast!
The caster must make a test, with +1 for each mental attribute and -1
if the caster has light armor, -2 if heavy. Add +1 if the MPs in the
spell is less than or equal to caster magic level, divided by 5
(round down). If the test is successful, the spell succeeds.
Otherwise, it fails. In any case, the caster loses one health level
from mana burn on a d6 roll 4+.
All spells must be fueled with magic points. If the caster has no
magic points left, he cannot cast the spell (exception: higher level
wizards may try to cast spells withou MPs, see below). In addition,
no more than caster magic level magic points can be pumped into one
spell. If the MPs are more than caster magic level, divided by 2,
the casting becomes hard.
Casting without MPs: A creature with 10 or more magic levels
may try to cast a spell without any MPs. This can only be done with a
spell requiring at most 1 MP for each 10 magic levels of the caster.
Go directly to hard casting.
There is no countermagic per se, but the caster may burn magic
points to enhance his save against any magical effect. Add +1 reroll
for each magic point burned, up to magic level/2.
The creature may have innate powers. Each use requires no magic points
nor is never hard, but requires gestures and voice unless
silent. The use may be limited to certain number for each day,
returning at sunrise.
The use of innate power still requires an action, unless it is at
will. Such a powers can be used as often as desired, but only one
such power can be used each action, in addition to normal action,
unless noted otherwise.
No d6 is never rolled for innate powers. However, the use of innate
powers is draining and stressful for the user in most cases, and thus
creatures usually limit their use.
edd RPG system (c) Kalle Marjola 1997-98. All rights