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S& S by Blizza Tatturfi
S& S by Blizza Tatturfi
based weapons. In combat, you add half of your Strength (round down) as a bonus to your Marksmanship on a Hit Roll. When determining damage, it is the weapon's weapon die roll + another roll of the same die per character level above 1, added to your Strength. Blunts are melee weapons that can bash and smash your enemies. They are Toughness based weapons. In combat, you add half of your Toughness (round down) as a bonus to your Marksmanship on a Hit Roll. When determining damage, it is the weapon's weapon die roll + another roll of the same die per character level above 1, added to your Toughness. Pierces are quick melee weapons that you stab and jab with. They are Acrobatics based weapons. In combat, you add half of your Acrobatics (round down) as a bonus to your Marksmanship on a Hit Roll. When determining damage, it is the weapon's weapon die roll + another roll of the same die per character level above 1, added to your Acrobatics. Ranged Pierces are ranged weapons that are fired from a distance. Follow the weapon's description to determine how far you can fire. They are Marksmanship based weapons. In combat, you add an extra half of your Marksmanship (round down) as a bonus to your original Marksmanship bonus on a Hit Roll. When determining damage, it is the weapon's weapon die roll + another roll of the same die per character level above 1, added to your Marksmanship. Magic Implements are magical weapons with various properties. Be sure to read whether or not they are ranged or not. They are Intellect based weapons. In combat, you add half of your Marksmanship (if ranged) or Intellect (if melee) (round down) as a bonus to your Marksmanship on a Hit Roll. When determining damage, it is the weapon's weapon die roll + another roll of the same die per character level above 1, added to your Intellect. Next up is armor. There are 4 types of it: Magical Armor, Light Armor, Heavy Armor, and Shields. Magical Armor means stuff like robes and permanent magical barriers and others. This is usually worn by spell casters and doesn't provide much Defense, but it allows for freedom of movement and powerful magic. Usually provides an Intellect bonus. Light Armor describes leather armor, thin hide, and, well, light armor. This kind of protection provides a little more Defense than the magical armor, but doesn't help with magic. However, it is still quite flexible. Ideal for assassins and archers. Heavy Armor is the big stuff. This includes chain mail, scale mail, and even plate armor. This kind of armor slows you down, but it protects you really well. Shields take up your off-hand. You may think it boosts your Defense, right? Wrong. It actually boosts the Acrobatics check you make determining if you evade an attack or not. This is known as a block bonus. Two Weapons: If you use two one-handed weapons (one in each hand), you roll an Acrobatics check before you make your Hit Roll. If it is higher than an Acrobatics check from the target, you get what's
called an Opportunity Attack. If you don't roll high enough, just make an attack with one weapon. When performing an Opportunity Attack, you are basically just making two attacks in one turn, one attack with weapon. Each attack must be on the same target. IMPROVEMENT: Obviously, the weapons and armor at the end of this ruleset are starters, so be sure to make new ones with more powerful qualities for the characters to receive as loot, reward, or to be bought from a merchant. This will keep the game more exciting.
SKILLS
When encountered with a problem that isn't considered combat, use a skill check. A skill check measures how well a character can apply a special skill of his/hers. First, look at the task at hand. Then, determine which stat it applies to. Finally, roll a number of d6's (six-sided dice) equal to your level and the corresponding stat to the roll as a bonus. If it is higher than the opposing DC (Difficulty Check) set by either a check made by an NPC or a DC set by the GM, it succeeded! Here is an example: Jeremy with his Level 4 Wizard Alyos wants to make a Charisma check to try to bluff the guard into thinking that he is an apprentice of the Archmage to get into his tower. So, he rolls 4d6 (because he's Level 4) and adds his 10 Charisma as a bonus, with a total result of 24. The guard is pretty stupid, so his total Intellect check was an 18. So, the guard believed him, and let Alyos through without a doubt.
COMBAT
When starting combat, each player makes an Acrobatics check. Whoever's is higher gets to go first. Then order continues from highest check to lowest check. On your turn, you get to move a short distance. The GM describes the area before combat. Tell the GM a specific place you would like to move to, such as behind the wall for stealth, or next to the werewolf so you can score a hit on him. Then comes the attack phase. First, roll the Hit Roll. Roll a number of d6's equal to your Level and add your Marksmanship to it, as well as half the corresponding stat according to your weapon category (Round down). You foe makes an Evade Roll (Acrobatics check). If yours is higher, you scored a hit! Move on to damage. If the target's check was higher, you missed him. End your attack phase. When calculating damage, roll the weapon's damage dice a number of times equal to your character's Level and add the total to the corresponding stat. Subtract your foe's Defense from the total Damage and subtract the difference from the opponent's HP. Then the next turn starts.
downed foe's Level. Then gain an amount of currency equal to either 1d6 + the foe's level, or an amount set by the GM. The GM will also decide if you get loot or not. It takes 12 EXP X your Level to Level Up. When you reach that maximum, your current EXP drops to zero, the maximum increases, and you get to spend two +1 bonuses on two of your stats.
BLUNT WEAPONS Club: 1d6 damage die, one-handed, +1 to Hit Roll Warhammer: 1d8 damage die, one- handed Mace: 1d10 damage die, two-handed, +1 to Hit Roll Greathammer: 1d12 damage die, two-handed Staff: 1d8 damage die, two-handed, +1 Block Bonus to Evade Roll PIERCE WEAPONS Dagger: 1d6 damage die, one-handed, +1 to Evade Roll Rapier: 1d8 damage die, one-handed Long Spear: 1d10 damage die, two-handed, +1 Block Bonus to Evade Roll Trident: 1d12 damage die, two-handed RANGED PIERCE WEAPONS Javelin: 1d6 damage die, one-handed, +1 to Hit Roll, Medium Range Shortbow: 1d6 damage die, two-handed, +1 to Evade Roll, Medium Range
Longbow: 1d8 damage die, two-handed, Long Range Crossbow: 1d10 damage die, two-handed, Medium Range MAGIC IMPLEMENTS Staff: 1d8 damage die, two-handed, MELEE, +1 Block Bonus to Evade Roll Wand: 1d6 damage die, one-handed, RANGED, +1 to Evade Roll, Medium Range Orb: 1d6 damage die, two-handed, RANGED, +1 to Hit Roll, Long Range Tome: 1d8 damage die, two-handed, RANGED, Long Range ARMOR/SHIELD Cloth Robes (Magical Armor): +1 to Defense, +1 to Intellect Leather Vest (Light Armor): +3 to Defense Plate Mail (Heavy Armor): +5 to Defense, -1 to Acrobatics Wooden Shield (Shield): +2 Block Bonus to Evade Roll
CHARACTER SHEET