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Stats: 2d6 each: CON, STR, DEX, INT, CHR
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Stat Bonuses: 7 - stat value (negative numbers are better)
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Physical Bonus (PB; combat, etc.): Add STR & DEX bonuses
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Mental Bonus (MB; magic, etc.): Add INT & CHR bonuses
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Progression: 1 AP per skill roll, CON of monsters defeated in combat
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10 * current stat value to raise 1 point (e.g., 30 AP to raise STR
from 3 to 4)
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Single highest stat determines class:
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STR: Warrior
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-1 on physical attack rolls
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Berzerker: May choose to roll 3d6, dropping the highest die (3d6dh), on
attacks, at the penalty of rolling 3d6, dropping the lowest die
(3d6dl), on defense. Successful attacks do 2 dmg, but also
suffers 2 dmg if hit. Once started, cannot stop until end of
combat
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DEX: Thief
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-1 on physical defense rolls
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Concealment: Once per combat, may spend turn to conceal self and
stage a surprise attack on next turn. Thief's attack is 3d6dh;
defender's is 3d6dl. Successful attacks do 3 dmg.
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INT: Wizard
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-1 on magical defence rolls, can use magic:
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-1 on rolls for casting magic in character's strong suit (see
below)
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CHR: Bard
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-1 on persuasion/deception rolls
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Charm: Once per combat, the bard may do something so surprising
or distracting that it throws the enemy into confusion for a
round. Enemy suffers +1 penalty to all attack and defense rolls
until it is the bard's turn again.
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2d6 + difficulty bonus vs. attribute value (low rolls succeed)
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Doubles: roll again, take better result; except for:
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Double 1s: Instant success
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Double 6s: Instant failure
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If difference between roll and stat is 5 or more, the result is doubly good (or bad)
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Attribute bonus = 7 - attribute (negative values good,
low roll wins)
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Turn-by-turn: Tactically more interesting
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How to decide order? PvP check vs. DEX, ties decided by highest DEX
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Monsters should often have some kind of weakness or exploit built in;
this gives players the incentive to one-shot enemies via roleplay rather
than just roll the dice blindly
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Players get AP equal to total CON of monsters defeated, divided equally
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Physical vs. Magical Attacks: attacker & defender make PvP check on PB or MB as appropriate
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Attacker wins: defender loses 1 CON
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Defender wins: nothing happens
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UNLESS difference between rolls is 5 or more, in which case:
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Attacker wins: defender loses 2 CON
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Defender wins: attacker loses 1 CON
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Snake eyes doubles the above damage tallies.
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CON resets after each combat (for ease of play)
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INT must be highest stat to use magic. Next highest stat determines the
type of magic the mage specializes in:
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STR: Combat, Physical Manipulation
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DEX: Enchantment, Stat Buffs
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CHR: Summoning, Illusions
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Mages can cast different kinds of magic, but get a bonus when casting
within their speciality
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Open-ended; describe what you want to happen, DM adjusts difficulty bonus
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Magic in combat works the same as physical combat (for simple damage spells)
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Again, if difference between roll and stat is 5 or more, the result is
doubly good (or bad, depending)
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Spell Points: Equal to INT, used to cast and/or boost spells. Casting a
spell regularly costs 1 SP. Spending more than 1 gives either an
increased chance for success, or greater damage. For example, spending 2
SP would let the caster EITHER roll 3d6dh (instead of the usual 2d6), or
add 1 dmg. Additional SP may be added in a similar way for additional
d6dl or 1 dmg per SP spent. Spell points, like CON, are automatically
restored at the end of combat.