SYSTEM

BASIC THINGS

TESTS
If something is needed to be tested, roll d6. Roll 4-6 succeeds, 1-3 fails.
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 lowest number.
PERCEPTION
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.
SAVES
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 above. 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.

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).
HEALTH LEVELS
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. 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.
MAGIC POINTS
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).
RESTORATION
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 maximum.

COMBAT

COMBAT ACTION
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 10-15 turns.

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)
ATTACK
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 handling action.
ATTACK ROLL
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 armor. 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.
ATTACK DAMAGE
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. Other attacks have damage as defined in their description.
ARMOR VALUE
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.
DAMAGE EFFECTS
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. 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.

SPECIAL ATTACKS

IGNORE ARMOR
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.
GRAB
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.
SWALLOW
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.
GAZE
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.

MAGIC

SPELLCASTING
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!
HARD CASTING
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+.
MAGIC POINTS
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.
COUNTER MAGIC
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.
INNATE POWERS
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 reserved.