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Rolling
You take your attribute, your skill and a modifier for the situation, then you add them together with a d100
roll. If it's more than 100, you succeeded, by a number of degrees of success equal to every ten more
than 100 you've achieved, up to a maximum of 5 degrees. Fail, and the reverse happens - you get
degrees of failure equal to how many tens you are beneath 100.
Combat
You got three types of action: Half action, full action, and reaction. Half actions include moving, attacking,
aiming a firearm and most skill rolls. Full actions include doing a particularly strong attack, casting most
spells or playing your instrument. Reactions include dodging, counterspelling or parrying. To attack, you
roll 1d100 + Melee if it's melee, Sagecraft if it's a spell or Shooting if it's ranged - whichever defensive skill
the enemy chooses to use (Endurance or Acrobatics). Armour gives bonuses and penalties to these
skills. For damage, you roll 1d10+a value specific to your weapon + however many degrees of success
you got. Other bonuses may apply. Degrees of failure do not apply for most attacks, unless otherwise
noted in the weapon's description. (If a weapon is described as Unwieldy, for example, you take a
negative to your defense skills next turn as the weight of your weapon disrupts your balance.) Most
attackers can also Counter when hit, rolling 1d100+ the same skill used to attack them - the degrees of
success the enemy got. This could mean catching an arrow, raising your sword to block a blow, frantically
muttering a counterspell and dispersing a fireball or improvising a riff to counter your opponent's solo.
Certain weapons, such as ranged weapons with the Rapid Projectile quality or melee weapons with the
Heavy quality, cannot be parried, since your sword isn't standing up to a fuckhueg sledgehammer and
you can't catch a bullet. (These rules may be rewritten to allow for badassery at higher levels.)
Everything with "can't be countered" written on it may be turned into "all counter attempts take a negative"
if it seems too powerful. New actions will regularly be created.
Sample Characters:
Shield:
>Type: Melee (Shield)
>Range: Melee
>Damage: 1d10
>Damage Type: Bludgeoning
>Special rules: Unwieldy (Wielder has a -2 to defence on the next turn after
missing with this weapon), Off-Hand (Wielded in the off-hand generally),
Shield Bash (All attacks that hit force the target to move (Degrees of
success on attack roll) metres away from the attacker), Blocking (Gives a
+30 to Parry attempts)
Warhorse