From: [t--fi--v] at [cui.unige.ch] Newsgroups: rec.games.frp.archives Subject: SUPPLEMENT: DOG2.3 - main rules Date: 13 Oct 1994 13:54:34 -0400 DEATH OR GLORY Generic role-playing game rules. Revision 2.3. of October 13, 1994 Draft version. Copyright (C) 1993-1994 Alexander N. Trofimov Jr. Copyright Notice : These records are copyright (C) 1993-1994 Alexander N. Trofimov. The entire system or any part of it cannot be used for commercial purpose without explicit written permission of the author. The basic ASCII file version 2.3. can be copied, printed, referred to and uploaded to any computer archive under condition that the file stays unchanged as it is, including this copyright notice. Enhanced formatted edition can be purchased for a modest contribution of Sfr. 10.- (this way you also become a registered user and all information on the subject - future releases, supplements, etc. - would be communicated to you directly). TABLE OF CONTENTS 1. PREFACE 2. A CHARACTER 2.1 MAIN ATTRIBUTES 2.2 SKILLS 2.3 CARRY A WEIGHT 2.4 MISCELLANOUS 2.5 RACIAL DIFFERENCES 2.6 ORIGIN AND SOCIAL RANK 3. FIGHT 3.1 HAND TO HAND COMBAT - WEAPONS 3.2 HAND TO HAND COMBAT - RESOLUTION 3.3 DISTANCE COMBAT - WEAPONS 3.4 DISTANCE COMBAT - RESOLUTION 3.5 COMBAT RESOLUTION - OTHER RULES 3.6 HITPOINTS 3.7 DAMAGE BONUS: 4. ARMOUR & PROTECTION 5. TIREDNESS PREFACE The following is an essay of creating a generic system of rules for a role- playing game. The system was designed to satisfy both playability and relative reality requirements, as the author understands it, meaning essentially the following technical features : - no EXP - no levels - no classes - based on an extensive system of learn-by-doing skills - keeping track of tiredness This book (he-he!) of rules is written for the people, who know what " 3D6+2" stands for and who have already played at least some kind of computer adventure game. The current version of rules is playable but yet not finished. This generic rules are just game mechanics - character, fight resolution etc. without background or something. The rules are being changed all the time, additions and comments (FOOTNOTE: Including orthographic and stylistic errors you mention - my English is not perfect.) are welcome. Still to be improved: - the grammar and the style - comments to most of the numbers Still to be implemented : - introduction for the people who never have played a RPG - mental diseases - exact moving, jumping, climbing and swimming rules - herbs, drugs and poisons supplement - psionics supplement (this is not for soon) - table of encumbrance of common objects - translation of the system into French and / or Russian Have fun, ladies and gentlemen . . . Alexandre Trofimov Mailing address : 29, av. de Vaudagne 1217 Meyrin Switzerland Internet e-mail: [t--fi--v] at [cui.unige.ch] ircnick : 'Gun' A CHARACTER Main attributes The main attributes for player characters usually vary from 3 to 18, the median value situated between 9 and 12. All implementations include 12 of the main attributes. Magic using systems contain two more attributes; systems with psyonics / supernatural mental abilities contain one more. Depending on the GM(FOOTNOTE: Stands for Game Master - remark for those who are not accustomed to rpg slang) you play with, four different ways of attributes generation may be used : 1st way (the most severe, the most boring also) : the values are rolled with 3d6. The first roll goes for the first attribute, the second roll goes for the second attribute, etc. 2nd way : the values are rolled as in 1, but the player can choose the values - attributes assignment. 3rd way (the way used by the author) : the values are rolled as in 2, but the player makes a number (usually one more for every 3 attributes) of additional rolls and ignores the lowest results. Example - for a system with 12 attributes a player rolls 16 times 3d6 and distributes 12 values as he wants (ignoring the lowest 4). 4th way (works with kind GMs) : a player receives a number of points (usually between 11 and 14 for each attribute) and distributes these points as he wants, (minimum 3 points per attribute, maximum determined by GM - 18 or 21 are good values). Example - a moderately kind GM gives 12 pts per attribute - for a system with 15 attributes 15*12=180 points are to be distributed. Exceptionally some of the characteristics reach 21 or even 24, when some racial, professional etc. bonuses are cumulated, but this is rather rare. After an attribute has been established, it is almost never changed (FOOTNOTE: Exception is made for Magic Aptitude which actually does progress with practice. See detailed description in "Realms of Magic" supplement). Only a superhuman effort or hardest work can make it progress a little. For example a year of pulling oars on a galley can possibly increase strength or constitution by 1 ( one). Of course, the attributes of non-player races are not limited by 18 or 24, for example the strength of a wyvern is about 50 or 60. 12 attributes present in all implementations : SPEED (SPD): determines how fast a character moves. STRENGTH (STR): no comments. ENDURANCE (END): determines how fast a character gets tired. Also bigger endurance characters are more difficult to cut into little pieces. CONSTITUTION (CON): determines how BIG a character is. Characters with bigger constitution can endure more wounds before they get killed. FIGHT (FIG): all that is relative to hand-to-hand fight. ACCURACY (ACC): all that is relative to throwing or shooting. AGILITY (AGI): determines the speed of character's reactions. HANDWORK (HAN): determines whether a character can build (forge, cut, knot, sew etc.) something. COMMAND (COM): general authority while hiring other people's services or getting hired. INTELLIGENCE (INT): no comments. CALM (CLM): how bold the character is. SOCIABILITY (SOC): how nice and pleasant a character is. 2 magic - related attributes : RESISTANCE TO MAGIC (RM): no comments. MAGIC APTITUDE (MA): general ability of using magic; see 'Using Magic' supplement 1 psyonics attribute : MENTAL POWER (MP) : general ability of using paranormal mental powers - the detailed supplement entitled 'Powers of Mind' is probably to be drafted in the months to come Main attributes are sometimes used directly in game mechanics to determine the result of the actions, where skills are rather difficult to define. For example to determine whether a character has avoided a falling rock, a player has to roll 1D20 under AGI (to see if he noticed it) then under SPD (to see if he was speedy enough to avoid). In that case a result less or equal than the attibute means a success (1 = critical success), otherwise it's a failure (20 is a critical failure). The meaning of 'critical success / failure' is the same as for skills (see below). Skills The skills form the basis of the system. All skills represent percentile probability to succeed in doing something in 'normal conditions'. If a player rolls less or equal than his skill value with 1D100 - it's a success, otherwise hmm, well (FOOTNOTE: However, not all the events are evaluated through 1-100 scale of skills. Sometimes the main characteristics are used instead with a 1D20 die roll - for example a player has to roll under RM to determine whether his character was influenced by a magic spell.). 01 is success (a critical one ! - see below) even for skills with zero or negative percentage. The 'normal conditions' mean the standard conditions of the skill usage; for example Swordsplay skill of 43% means that a character has 43% probability to hit an enemy in 'normal conditions' of hand-to-hand fight. Also even if a character is very good in Hunting, the chance of catching smth in a desert is very small, so Hunting - 50% would probably be a good value to be used in that case. A value of 100 on 1D100 rolled under a skill (also 99 for skills with less than 50%) is a critical failure and is always (!) to be penalised - for example, if a character was repairing his machine gun (rolling under Gunsmith) and had 100 - he breaks his instruments (or his machine gun) or a bullet explodes in the gun chamber while testing (inflicting some damage) etc. The GM decides for the appropriate penalty. A roll of less than 1/10 of the skill value (rounded down) is a critical success and means that the result is the best possible. A critical sucess gives a possibility to augment the skill value by 1D10 under condition that 1) 1D100 rolls more than the skill; 2) 1D20 rolls less than the corresponding characteristic. Thus skills with bigger values are harder to make progress. Also if a character has a high attribute - it is easier to learn corresponding skills. Corresponding attributes are given in parenthesis after the skill names; if no attribute is given - the 2nd roll is unnecessary. All skills are subdivided into skill groups : Moving, Perception etc. Every skill group has its own basic chance of success, called bonus, i. e. the probability of doing something even if you've never did it before. Bonuses are marked in parenthesis just under the groups names. Usually all characteristics above 12 and below 9 (out of the standard limits) do influence bonuses. For example, for every point of SPD and AGI above 12, you add 1 to Moving bonus, and for every point below 9 - substract 1. Corresponding bonuses are added to the skills. Negative bonuses are also possible. Dodge skill has a special bonus, nothing to do with general Acrobacy. Example : a character with 15 HAN (Handicraft bonus (15-12)*2 = 6) has a 6% basic probability to pick a lock, even if he has never done it before. There are also 5 special skills, reflecting the 5 general physical abilities of a person - See, Hear, Smell, Taste and Feel. These skills are rolled as 39+ 2D10 (median value 50). Race modifiers +/- 10 can be applied. These 5 skills never progress (thought they decrease sometimes due to physical injury). General skills, present in all implementations : Moving: Bonus = (AGI, SPD + >12, - < 9) Ambush (AGI) Hide (AGI) (10%) Robbery (AGI) Stealth (SPD) (10%) Observation: Bonus = (See+Hear+Taste+Smell+Feel) / 40 [rounded down] Pathfind Search Perception Traps Detection Acrobacy: Bonus = (STR, AGI + > 12, - < 9) Climbing (STR) (10%) Dodge (AGI) Bonus = (FIG, AGI + > 12, - < 9) Equilibrium (AGI) (10%) Fall (CON) Horseback Riding (AGI) Swim (CON) Weapons: Melee weapons (FIG) Bonus = (FIG + >12 * 2, - < 9 * 2 + Attack: STR + > 12, - < 9 Parry: AGI + > 12, - < 9) Distance weapons (ACC) Bonus = (ACC + >12 * 2, - < 9 * 2, STR +>12) Weapons bonuses reflect the ability of fighting using a completely new weapon. If these bonuses are < 3, use 3% basic chance instead. Weapon skills are very implementation-dependent. Examples : Swordsplay, Axeplay, Staff, Handfight, Pistol, Sumbachine gun, Artillery, Energy gun. Handicraft: Bonus = (HAN > 12 * 2, - < 9) Carpenter (HAN) Gemcutter (HAN) Knot (HAN) Leatherwork (HAN) Masonry (HAN) - ability of building houses with stones and/or wood Metallurgy (HAN) - ability to produce metals from crude ore (having adequate equipment, of course), a value of more than 40% gives 10% in Metalsmith, if it was not known yet. Metalsmith (HAN) - ability to produce objects from metal pieces, a value of more than 40% gives 10% in Metallurgy, if it was not known yet. Picklock (HAN) Stonework (HAN) - a value of more than 40% gives 10% in Building, if it was not known yet. Tailor (HAN) Trapmaking (HAN) Underground construction (HAN) - includes Mining, a value of more than 40% gives 10% in Masonry, if it was not known yet. Communication: Bonus = (SOC + > 12, - < 9) Eloquence (INT) Persuade (SOC) (10%) Trading (SOC) Knowledge: Bonus = (INT + > 12, - < 9) Cartography (INT) - a knowledge of more than 60% results in 10% Orientation skill Knowledge of plants (INT) - see tables, a knowledge of 30% or better gives 10% in Knowledge of poisons, if it wasn't learned before. Knowledge of poisons (INT) - see tables, a knowledge of 30% or better gives 10% in Knowledge of plants, if it wasn't learned before. Naval manoeuvres (INT) - A knowledge of 40% gives 10% in navigation, if not acquired yet. Navigation - a knowledge of more than 40% requires at least 10% in Cartography. History (INT) Others: (3% basic chance) Cooking Dance (SPD) Farming First aid Fishing Hunt Last aid Music Sing Cannot be chosen: (3% basic chance) Imitation Lips reading Orientation Seduction; Bonus = (SOC +> 12*3) Torture (CLM) - Non-percent: 6th sense Ambidexterity Carry a weight To every object in the game, a value called the object's encumbrance is associated. This is not really a weight and not really a size, but a measure of how awkward an object is. The encumbrance of a person is calculated as CON*20+ 100. The maximum encumbrance a character can carry without penalty is usually STR x 30. Every 50 ENC over the limit increase all tiredness penalties (see §6. Tiredness) by 1 and reduce AGI and SPD scores by 1 also. Hardly loaded characters are almost unable to make complicated jumps, dodges, climbs etc. See Appendixes for a table of encumbrance of commonly used objects. Miscellanous Mental Health points reflect the character's capacity of absorbing violent mental shocks and horrific visions before going crazy. The initial value is calculated as CLM*2. The points are getting lost little by little and are very difficult to recover. When MH is 0 the character goes nuts. A player may choose the race of his character, refer to paragraph 2.2. for detailed description The age of a character is either chosen with respect to the race limits or determined as in race description. The height of a character is either chosen with respect to the race limits or determined as in race description. The weight of a character is calculated as CON*6 + (Height -175) A character can choose 1D4+4 supplementary skills at ½D100% each (see §2.4. Skills). Do it after choosing the character's origin in order to avoid collisions. Racial Differences Virtually all RPGs allow a possibility to play characters of different races. This system is not an exception. A player may choose the race of his character, then some modifiers apply to his attributes and skills. The human race is usually considered as a point of reference. Examples of races - Elves, Dwarves, Giants, Space Aliens etc. Example of race design : Caveman SPD +1D3; STR +1D3;END +1D4; CON +1D4; AGI -1D3; HAN -1D3; INT -1D3; CLM +1D3; RM -1D3; MA -1D3; SOC -1D3 Strong, stupid and fearless. An early branch of human civilisation, living in caves and in small cabanas, Cavemen live with hunt : +10 % Hunting skill. The #1 weapon is a mace. They are absolutely unable to understand magic and usually get puzzled when they see its manifestations. Cavemen make excellent hand-to-hand fighters. Origin and social rank Any character before going out adventuring was doing something all his life. The profession he exercised is called the character's origin. When choosing the origin, a player can express his wishes to play a character of one particular origin (for example a thief or a fighter or a spaceship pilot), then he rolls D100 three times. If one of the rolls is what the player wants - he gets it, otherwise he takes the last roll result. Below there is a example table of origins for the five player races of the early-medieval fantasy supplement (refer to the supplement for details). Some of the origins require a specific attribute to be no less than 12 - for example HAN >= 12 is required to be a Craftsman (see 'required' in the table below). If the origin rolled requires a specific attribute that a character hasn't - reroll until an acceptable result occurs.1D100 : required Human Dwarf Cavemen Forestman Lizardman Barbarian - 1-10 1-50 1-30 1-20 Craftsman HAN 12 11-20 1-40 31-35 21-30 Fighter FIG 12 21-40 41-80 51-75 36-45 31-55 Hunter * ** - 41-50 76-100 46-80 56-70 Merchant ** SOC 12 51-60 81-85 81-90 71-80 Peasant * - 61-65 76-90 Priest ** INT 12 66-75 Seaman - 76-90 86-95 91-95 86-95 Thief * ** AGI 12 90-100 96-100 96-100 *) cannot be noble **) cannot be slave When designing a world, one can implement different social grades through a value called 'Social Rank'. This is a rather simplistic example of how it can be done : SOCIAL RANK : 1D100 : 1-5 Noble 5-95 Common 96-100 Slave Slaves roll 1D100 one more time: slave - born slave; common or noble - became slave A slave has 5% of mischance (less than 5 with 1D100) to have a stamp on his front. Of course, different social ranks have different aptitudes and skills. FIGHT The fight system is more or less common to all rpg systems - in a round of fight (about 3 seconds) every character says what he does, the GM acts for NPCs (FOOTNOTE: Non-Player characters) and enemies. The order of attacks is determined using AGI. The higher it is - the faster a character strikes. If two character have equal AGI, their actions are considered as simultaneous. Hand to hand combat - weapons There are roughly 4 basic types of melee weapons (evaluated by the criteria of weight / encumbrance) - Small, Medium, Large and Huge. A character needs to have a certain STR to handle normally each type of weapon. The weight adjusts also the probability to hit an opponent. Insufficient strength reduces it by 10% for each point missing. Types of weapons : Type Minimal STR Attack adj. Damage Small (S) 10 +10 % 1d6 Medium (M) 12 none 1d10 Large (L) 14 -10 % 2d6 Huge (H) 16 -20 % 3d6 Some examples of hand-to-hand weapons (refer to the Early Medieval supplement for more examples) : Weapon Type Minimal requirements Encumb. Length AGI FIG Dagger * 1d4 - - 10 20-45 Short Sword S 7 7 40 60-80 2-handed Sword H 13 12 130 150-180 Boarding axe (2-h) H 9 12 100 180 Club S 7 7 40 60-120 Chainsaw ** H 10 12 120 70-100 Fist - - - - - Fist + knuckles S - - - + 10 - *) Such small weapons do not require any STR to be handled correctly; still have +10% to attack. **) This one of course will not be found in the early medieval supplement (. Shields may also be small, medium, large and huge, giving +10, +20, +30 and + 40% respectively to parry a blow. One may also hit with a shield, but the damage done is just as for a small weapon (actually this is a push). Of course, not all possible weapons fall into either S, M, L or H category. Very small weapons such as Daggers, Knuckles etc. usually strike less than 1d6 still with +10% to attack, but do not require any minimal STR to be operated. Magic weapons, super-duper sharp edge weapons or any other unusually violent stuff may have a certain + or even follow completely different rules. Hand to hand combat - resolution There are 3 main skills to consider when resolving a hand-to-hand fight - attack, parry and dodge scores. An attacker rolls 1D100 under his attack score (adjusted by weapon weight, if necessary), then his opponent decides if he wants to dodge or parry the blow, rolling under the corresponding skill (also adjusted by weapon weight). A character can parry multiple blows per round, but every next parry has 20% less of success probability. The probability of success of every next dodge in the round is 20% less, than of the preceding. Every next dodge the character makes (or tries to make) in the round reduces his next attack capacity of 10%. Note that throwing weapons are more difficult (-10 to -20 skill) to dodge than normal hand-to-hand, arrows and crossbow bolts are extremely difficult to dodge (-50 is a good value) and gun bullets are virtually unavoidable. Of course, it is possible to avoid something only if a character is aware of this "something" happening. A critical blow happens on a result of less than 1/10 (rounded down) of the blow's attack score. 01 is always critical. A critical blow effects in the following : • a character rolls one more time under his attack score, just as he was striking again, and adds the damage value to the damage of the initial blow. If the second result is also critical - repeat the procedure again until not critical or missed. • if one tries to parry a critical blow, his weapon breaks. If the parry is successful, no damage is done, but the weapon breaks however. Exception is made only for very high quality or magic weapons, that only have a special probability to break or to be blown away from the opponent's hand. • if a critical blow does any damage, the armour of the blow's victim gets broken. Exception is made for very high quality armour, such as turtleshells, dwarven chains and steel plates, as well as magic armour, that only have a special probability to break. A critical parry happens on a result of less than 1/10 (rounded down) of parry score (01 is always critical) and effects in breaking the opponent's weapon. Exception is made for a super-duper attack stuff (see above), which is either broken or blown away from the attacker's hand. If a critical parry meets a critical blow, both weapons get broken. In the beginning of every round a character can declare to total attack somebody, i. e. to forget the defence and attack a single target with blind rage - +20% to attack score, but -30% to dodge and parry skills. In like manner a character can declare acting in total defence - +20 dodge and parry, but -30 in attack. The blow / shot can be directed exactly where a character wants, but with 20% penalty for the head, 10% penalty for legs and arms and 5% penalty for torso - see also Combat Resolution/Location of a blow. The damage of a blow is (Weapon Damage) + (STR/CON Bonus) - (Opponent's Armour) . Example : Character #1 strikes Character #2. Char#1 uses a long sword (medium weapon - damage 1d10) and has attack score at 50%; Char#2 has parry score at 40% and wears an iron chain mail. Character #1 rolls, say, 43 with 1D100. It is less than attack score, so it is a success. The opponent tries to parry - 1D100 = 67, oops - it is more than his parry score, so he did not manage to parry the blow and receives 1D10+(char#1 hit bonus [see §4.3. Damage bonus], for example 4); He rolls 7 with 1D10, and finally 7+4=11. Character #2 receives 11 - 4 ( iron chain mail protection, see $5.Armour and protection) - 1 (natural protection of a typical human body, see $5.) = 7 points of damage. Distance combat - weapons All shooting and throwing weapons are characterised by several values : Short, Medium, Long and Limit distances of shooting/throwing and damage inflicted by the weapon. Most of the personal medieval projectile and throwing weapons may be roughly classified into 4 categories - Small, Medium, Large and Huge - just as hand-to- hand weapons, requiring a certain STR score to be operated correctly. Type Minimal STR Damage Small (S) 10 1d6 Medium (M) 12 1d10 Large (L) 14 2d6 Huge (H) 16 3d6 Firearms do not follow this scheme (FOOTNOTE: Comparing firearms and not- firearms worlds one may find unrealistic that a long bow and a light assault carbine do more or less the same damage. This is rather questionable - I do agree, but these are the most "playable" numbers I could find. Open for suggestions.) - one needs just to be strong enough to pull the trigger in order to fire a heavy machine gun. Some examples of distance weapons (for more examples as well as some additional rules refer to the supplements "Early Medieval" and "Modern Firearms" ) : Weapon Min AGI Distance Damage Close Medium Far Limit Long bow 9 3-10 10-20 20-40 80 M Composite bow 11 3-15 15-30 30-60 100 L Javelin 10 - 3-15 15-25 30 L Throwing knife 9 3-5 5-10 10-15 20 S Stone 5 3-5 5-10 10-15 25 S Medium Pistol - 2-10 10-30 30-60 80 1D6+2 Shotgun - 2-20 20-40 40-60 100 2D6+3 Medium Rifle - 10-30 20-300 300-600 800 2D6+2 Med. Cannon - 200-700 700-1.5k 1.5k-3k 5k 6D6 • For shooting weapons that cause damage by the kinetic energy of the charge / projectile and not by an explosion, fire or magic, the modifier +1, 0, -2, -4 is applied to the damage on short, medium and limit distances respectively. Distance combat - resolution The Probability to Hit (PH) value is calculated as : + Shooter's Skill +,- Target Range Modifier +,- Target Speed Modifier +,- Target Size Modifier - Target Visibility Modifier - Wind Modifier Target Range Modifier : assuming that weapon skills are measured in percents - modifiers +10, 0, -20 and -50 are to be applied for the short, meduim, far and limit distances respectively, i. e. medium distance is the standard shooting range, shootig at close range is relatively easy and shooting at far distances requires some training. As for the limit distance - it is the range, where projectiles are still lethal and non-accidental successful hits are still possible (but one still has to be a sniper to shoot, say at 900 - 1000 m with a medium assault carbine). Target Speed Modifier : SPD Modifier Example 0-5 + 10 Still, crawling or slowly moving person 5-10 0 Normally walking person 11-20 - 10 Quickly moving, running human 30-50 - 30 Jeep-type vehicle, running horse 40-80 - 40 Main tank - type vehicle, flying dragon 300-500 - 60 Combat helicopter 800-1000 - 80 Jet Target Size Modifier : Size Modifier Example Very Small - 50 Mouse, Space between a chain mail and helmet Small - 20 Human head, Gun-slot Rather Small - 10 Human torso, Mashine-Gun slot Medium 0 A person Rather Large + 10 A window, a motorbike, a horse Large + 20 A group of people, a jeep-sized vehicle Very Large + 30 A strategical bomber - sized airplane, a medium-sized dragon Huge + 50 A building Target Visibility Modifier : Visibility Modifier Example Awful - 40 Jungle, Thick smoke or mist Bad - 30 Thick forest, Ruins of a building Poor - 20 Light Smoke or mist, Light Bushes Fair - 10 Rain, Snow Good 0 Clear daylight Wind Modifier : is greatly direction- and distance-dependent, that's the reason why a more or less precise scale is difficult to establish. Common sense of GMs is to be applied to. Even a slow breeze can give up to -20% PH modifier if the target is at the limit distance and the breeze is perpendicular to the line of fire. Combat resolution - other rules Mastership of weapon : • (90 or more Attack score - melee) - receives an additional blow at 30%. This additional blow does progress also, but requires 2 critical rolls of that 2nd blow instead of 1 to get augmented, and in case it reaches 90, the 3rd blow appears at 30%, requiring 3 criticals to be augmented and so on . . . Every additional blow adds +1 to the damage, made by the master's blows. Example : a master of Swordsplay having 97% 1st (normal) blow, 91% 2nd (1st additional) blow and 42% 3rd (2nd additional) blow has +1 +1 = +2 bonus to all his sword blows. Hands-and-feet fight mastership has +2 damage bonus for every next level. • (90 or more Parry score) - receives an additional blow at 60% after a successful parry (with 20% cumulative penalty, i. e. an additional blow after a second parry in round is at 40% and after the third at 20%). • (90 or more Attack score - distance) - can choose to fire 2 arrows (throw 2 javelins, knifes, darts, axes etc.) per round at 40% each instead of one at >90% . Attack score for these 2 shots (throws) does progress as the 2nd blow of a melee weapon master =2 criticals to get promoted (when reaching 90% - the 3rd one appears. Just as the 3rd blow in melee it needs 3 criticals to get augmented etc.). A critical failure - a general rule applying also to fighting skills (see also § 2.4. Skills). For example, if it is an attack mischance, a character slips and falls on the ground, breaks his weapon or injures himself. • The location of a blow / shot can be determined as follows - reverse the digits of the attack roll (for example 23 transforms to 32) and consult the following table : Head : 1-10 L. arm : 11-20 R. arm : 21-30 Torso : 31-70 L. leg : 71-85 R. leg : 86-99 Hitpoints Hitpoints are the measure of how many wounds a character can endure before the Death takes him. The initial (maximal) value is calculated as CON + every point of END > 12 added, < 9 subtracted. All blows, punches, kicks, etc. the char receives temporarily reduce the amount of HP rest. The points of damage actually received are to be subtracted from the current amount of Hit Points remaining and if the result is negative - the character may die - see table below for negative HP results description. . Serious wound is MaxHP/2 rounded up - when a single blow gets more than half of maximum HP of a character, the consequences are rather serious - he suffers 1 HP every round until medical assistance applied. Negative HP table : -1,2,3 : unconscious -4,5 : gravely wounded -6,7 : mortally wounded -8,9 : comatose -10 < : dead right away During some rounds there is a possibility to recover a badly wounded character from his half-dead state to -1 or -2 HP, so that he may survive. One attempt of each type of healing (first aid, spell, potion or any other form of magic and non-magic healing) can be done per 2 rounds. Every 2 rounds a char with lower than -3 HP looses one more HP if a roll 1d20 under END is unsuccessful and if the wounds are not stabilised by any means. When a character reaches -10 : death takes him. Damage bonus: Stronger and bigger characters naturally do more damage than smaller and weaker ones. The following bonus applies to any attack a character makes. STR+CON Weapon bonus <20 3 20-25 4 26-27 5 28-31 6 32-37 7 38-42 8 >42 9 Of course this bonus doesn't go for bows, crossbows, catapults, guns and all other weapons where the Strength of a character does not influence the energy of the projectile. ARMOUR & PROTECTION It is a well known fact that the same blow received by two different people does different damage - the natural ability to stand blows is called Natural Endurance effect (does not apply to the head). Every blow's damage is reduced by this amount - the natural endurance can be considered as a permanent piece of armour. END protection < 9 no 9 - 14 1 15 - 18 2 > 18 3 Depending on the world you play in, different armour plates can be put on the character so that he does not get killed right away. Here are some examples of armour (refer to the supplements "Early Medieval" and "Modern Firearms" for more information) : Armour: protection burden Leather 1 0 Iron chain mail 3 1 Steel plate 6 2 Dragonskin armour 12 2 Light Bullet Proof Shirt 6 1 Super Heavy Kevlar Vest 15 3 The burden of armour is to be added to the following losses of fatigue points : LW, HW, M, FM & R (see §6. TIREDNESS). Some of the medieval armours can be ' plated', i. e. used with metal plates over the main armour. In that case the protection is augmented by 1, the burden value remaining unchanged. Helmets cannot be 'plated'. The burden value of head protection does not influence tiredness. When a piece of armor receives a critical blow - its protection value is decreased by 1. The armour points lost this way can be restored by a skilled craftsman. TIREDNESS In a perfect physical condition, a character has 100 fatigue points. Losses and recuperation of fatigue points: one hour of daylight activities : - 1 one hour of march : - M one hour of forced march : - FM one minute of run (full equipment) : - R one minute of run (no equipment) : - 1 1 min. of fight using light (ENC <= 70) weapon : - LW 1 min. of fight using heavy (ENC > 70) weapon : - HW sleeping less then 7 hours per day -5 per 1h < 7 1 hour of sleep recovering + 5 1 hour of rest recovering + 1 For tiredness calculation purposes, consider bow shooting as fighting using a light weapon. Note that fighting tiredness is given for 1 minute = 20 rounds of fight. If a character was using different weapons during that time - the hardest penalty applies. Uncomplete 20 rounds are considered as 1 min. light weapon fight. FIG + STR + END LW HW END*2+CON M FM R < 27 6 7 < 27 7 9 5 27 to 35 5 6 27 to 35 6 8 4 36 to 45 4 5 36 to 45 5 7 3 46 to 53 3 4 46 to 53 4 6 2 > 53 2 3 > 53 3 5 1 MOVEMENT Jumping Climbing Swimming