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CHARACTER

- Every CHARACTER has four CHARACTERISTICS: Strength (STR), Dexterity (DEX), Intelligence (INT) and Charisma
(CHA).

· STR: Physical aptitudes. Used to fight, perform strength or constitution checks


· DEX: Eye-to-hand coordination. Gymnastics. PARKOUR!
· INT: Problem-solving capabilities. Used to use tech or solve puzzles/pick locks.
· CHA: Leadership and social behavior. Lie, intimidate, negotiate, seduce...

- When creating a character, 10 points should be distributed between those 4 characteristics. No more than 4 can be
assigned in a single CHARACTERISTIC at level 1. Average ability is 3. Maximum being 6. No value can be lower than 0
under any circumstances.
- The number in each characteristics indicates how proficient you are with it, or how many dice you will roll to
perform a specific action.
- If your STR value is 4 and you are lifting a weight, you roll 4d6 (4 six-sided dice).
- If you want to pick a lock and your INT is 2, you roll 2d6, and so on.
- To know if you successfully passed the check, the roll should be HIGHER than it’s difficulty, being:
EASY 5
NORMAL 10
HARD 15
EPIC 20
- The number of HEALTH POINTS of your character is determined by it’s STR value, being your HP, your STR x 4. i.e. If
your STR is 3, you have 12 HP.

COMBAT
1. DETERMINE INITIATIVE (COMBAT ORDER). Initiative = DEX
2. STR (Attacker) vs. DEX (Defender)
3. Remove HP

i.e. The attacker has STR 4, against the defender’s DEX of 3. Attacker rolls 4d6, and gets a total of 18. Defender rolls
3d6, and gets a total of 12. Attacker wins the roll (18 > 12), inflicting the damage to the defender.

- If the defender wears any armor (Body or helmet, depending on where got hit), must subtract the value of the
armor to the DMG taken (i.e. dealt 4 DMG, but wears a leather armor that gives ARMOR 2. Defender is dealt 2 DMG)
- If the defender wins the roll against the attacker, avoids all DMG and next initiative step takes place

LONG RANGE
- If you are performing a LONG RANGE attack (Shooting with bow & arrow or a gun), you must perform a DEX check.
Follow the table below to determine difficulty:

BODY SPECIFIC (i.e. HEAD)


CLOSE EASY NORMAL
MEDIUM NORMAL HARD
LONG HARD EPIC

- Apply DMG and ARMOR rules as previously stated.


- If the NPC is the one shooting, apply if required the following random table:

1 TORSO 4 RIGHT ARM


2 RIGHT 5 LEFT ARM
LEG
3 LEFT LEG 6 HEAD
WEAPON EXAMPLES
FANTASY MODERN FUTURISTIC RANGE DAMAGE (DMG)
Dagger Knife Force dagger - STR +1
Dagger (throw) Knife (throw) Force dagger 10m STR +1
(throw)
Sword Katana Ionic razor - STR +2
Mace Baseball bat Plasma cub - STR +3
Stone (throw) Stone (throw) Stone (throw) 10m STR
Hunting bow Pistol Pulse gun 60m 5
Crossbow Assault rifle Pulse rifle 80m 7
Longbow Sniper rifle Railgun 120m 15
Fire ball (cast) Flamethrower Gamma rays cannon 20m (area) 10 (burnt)
*Poison can be added to any weapon to add DMG or ignore ARMOR

SKILLS

- SKILLS help to successfully pass a check. A CHARACTER can have as many SKILLS as INT points (i.e. If my CHARACTER
has INT 3, I’ll have 3 SKILLS).
- A SKILL can be any ability that best describes/suits your character (i.e. my CHARACTER Bjorn, INT 3, has the SAILOR,
HUNTER and DRUNKARD SKILLS). A SKILL can be ANYTHING you can think of, with the approval of the GM (Game
Master).
- The SKILL will make a test one step easier in the difficulty table if this SKILL is related to the test being taken (i.e.
Bjorn wants to sail with his Draugr through an area full of whirlpools. The GM tells the player the difficulty is HARD.
In this situation, Bjorn would roll 3d6 (DEX 3) against difficulty 15. But as long as Bjorn has the SAILOR SKILL, difficulty
becomes NORMAL, that being 10).
- Every CHARACTER will have a MAIN SKILL. This will be the first and most representative SKILL for that character. To
represent the importance of that SKILL for that CHARACTER, this SKILL will lower the difficulty by two steps.

LEVEL UP

- Your CHARACTER will earn experience (EXP) by completing objectives, killing enemies and accomplishing missions.
The GM will determine the EXP system (i.e. every kill/mission completed, at the end of a game, etc.).
- When you LEVEL UP, add +1 to any CHARACTERISTIC.
LV EXP REQUIRED LVL EXP REQUIRED LV EXP REQUIRED
L L
1 10 6 350 11 1850
2 25 7 550 12 2300
3 50 8 800 13 2800
4 100 9 1100 14 3350
5 200 10 1450

FALL DAMAGE
- If the character fails to perform a jump or is pushed through a gap, take a STR or DEX save, using the table below:
EASY <5m
NORMAL 5m-10m
HARD 10m-15m
EPIC >15m
- If the character fails the save throw, roll 1d6 DMG for every 5m fell.
- If during a fall, character gets dealt more than 5 DMG, roll to the next table. Character gets that body part damaged
and should be role-played accordingly:
1 BOTH LEGS -3 DEX 4 RIGHT ARM -1 DEX
2 RIGHT LEG -2 DEX 5 LEFT ARM -1 DEX
3 LEFT LEG -2 DEX 6 NOTHING N/A

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