RIP TYPICAL ROLLS How to roll a test ------------------ d6 + skill/stat + modifiers die roll 1: reroll with additional modifier -5 (which stays) 6: reroll, 4 = +1, 5 = +2, 6 = +3 and reroll... 7 = 6+4 8 = 6+5 9 = 6+6 (+ last die under 4) 10 = 6+6+4 11 = 6+6+5 12 = 6+6+6 (+ last die under 4)... Standard modifiers: Wounded: -1 (lightly for standard skills, serious for combat) Easy: +2 Hard: -2 Combat turn ----------- 1. Start spellcasting (sorcery and rituals) 2. Move and attack 3. Cast sorceries if not interrupted 4. Turn ends; slow items ready Movement speed is SPDx2 if done with attack Run speed is SPDx5 Melee attack ------------ Compare attacker melee skill to target's appropriate defence: Use PARRY against melee attack when target can (and will) parry Use DODGE against melee and thrown attack's when target can (and will) dodge. Use PD against all other situations (unless surprised, when only FATE) Defender's defence To-hit -------------------------------- none (0) +6 quarter or less +5 half or less +4 same or less +3 1½x or less +2 2x or less +1 3x or less +0 4x or less -1 more than 4x -2 Modifiers for to-hit roll +1 higher ground -1 seriously wounded -1 attacker using large shield -1 bad visiblity result 4-6 hits parrying weapon (if target parried) result 7+ hits result 10+ hits with +3 to hit location if last die was 2, and strike hit, creature may attack immediately again if last die was 2 or 3 and hit, and creature is armed with pair of weapons, creature may immediately attack with another. Ranged attack ------------- -2 per range step (see ranged weapons, and note that aSTR drops by 1 per range step) -1 attack while in move (horseback etc.) +1 aimed shot (no moving this turn, no fast action) +1 point-blank range (few meters) result 7+ hits result 10+ hits with +3 to hit location Armor protection ---------------- Roll a die to see if armor is on way, lower numbers result in armor (if any) and bigger is better. result +8 is critical hit, add +3 to aSTR Damage test ----------- Roll test with aSTR vs. TGN+Armor (in normal physical attacks) result 3+ target gains 1 point of damage result 7+, target gains 1 point of damage and check is rerolled, this time with -1 (also -FATE if target has any) Effect of damage ---------------- Note that WND ability is first reduced, and when it reaches 0, use these Damage Effect 1 Lightly wounded, -1 to non-combat actions 2 Seriously wounded, -1 to all actions. Will die for bleeding unless wounds are closed. Must make END or POW (bigger) check each time hit or fall unconsicious. 3+ Critical. As above and must make END check by few minutes for not to die for loss of blood. -1 for test for each damage point beyound this point. Effect of FATE: add FATE/2 (round down) to level of Lightly wounded add FATE to level of Serious wounded add FATE to level of Critically wounded Spellcasting ------------ test magic way + skill level +1 spell cast in ideal place (untouched wilderness for nature, holy place for light etc.) -1 spell cast in bad place (nature in mine, dark in full daylight, water spell in desert etc.) -1..6 casting hindered (no voice, movement) -1 per spell level for improved spell (skill 0) -x countered spell (x = magic way of counterer) -1 per 3 mana as X in spell Miscallenous tests and rolls ---------------------------- Situation test or roll ----------------------------------------- Initiative in melee d6+SPD Stop bleeding healing skill, -2 if critical Healing with herbs damage test with healing skill vs. 2 (light or less), 3 (serious) or 4 (critical), each damage caused is points healed (no FATE used) Soul departure FATE+4 Countering 1 mana and interrupt Spell concentration skill+magic way-counterer magic way vs. countering