Scimitar Stats Every character is defined by 10 statistics, or stats, which represent the characters physical and mental capacities. These stats are as follows :- INTELLIGENCE (INT) The ability to retain, comprehend and interpret data. BODY (BOD) A measure of brute muscular power/health and ability to absorb damage. EMPATHY (EMP) The characters prowess in the magical art and ability to relate to others. REFLEXES (REF) A measure of manual dexterity and litheness. MOVEMENT (MOV) A rating of the characters actual ground speed. COOL (COL) Reaction to stress. LUCK (LUK) A measure of the characters good fortune. CRAFT (CFT) The creative flair of the character/ability to create items etc. APPEARANCE (APP) Rating of the physical attractiveness of the character. Skills BODY Endurance, Swim, Drug Resistance, Strength Feat. INTELLIGENCE Awareness, Diagnose Illness, Education, Gamble, History, Language, Maths, Lore, Hide, Navigation, Shadow/Track, Tactics, Teaching, Survival. EMPATHY Enchantment, Lie Perception, Leadership, Persuasion, Runes, Seduction, Social, Sing. REFLEXES Acrobatics, Archery, Brawling, Climbing, Dance, Dodge Blow, Fencing, Inititive, Melee Weapons, Pick Pocket, Polearm, Ride, Shield Use, Stealth, Thrown Weapons. COOL Interrogation, Intimidation, Resist Torture. MOVEMENT Sprint. CRAFT Appraisal, Carpentry, Disguise, First Aid, Forgery, Leather Working, Metallurgy, Music, Paint/Draw, Pick Lock, Play Instrument, Smith, Stone Craft. APPEARANCE Grooming. Attempting a skill without any knowledge of it is at a -3 penalty. /---------------------------------------------------------------------------------------\ | New Skill level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |---------------------------------------------------------------------------------------| | Cost (in IP's) | 10 | 20 | 30 | 40 | 50 | 60 | 70 | 80 | 90 | 100 | |---------------------------------------------------------------------------------------| | Cumulative Cost | 10 | 30 | 60 | 100 | 150 | 210 | 280 | 360 | 450 | 550 | \---------------------------------------------------------------------------------------/ Weapon Skills Weapon skills cover a range of abilities and cost DOUBLE IP's to improve. The weapon skills are :- Archery : Use of Bows, Crossbows, Slings. Fencing : Use of swords, daggers etc. Polearm : Use of Halberds, Spears etc. Shield Use : Parrying/Shield Bashing. Melee : Use of other melee weapons, eg : Warhammer, Mace, War mattock. Specialist : Use of a specialist weapon, eg Blowgun. * A character may specialise in a particular weapon and gain levels in that weapon at normal IP cost, however related weapons (eg swords if a character specialises in scimitar) are used at 1/2 level. * A character may also double-specialise in a particular weapon, this costs double IPs and gives +2 to hit, related weapons are used at quarter level. * Note several weapons (eg Blowgun, Whip) are specialist weapons and can only be gained this way. Lore Skills The 'lore' skill is actually covered by several magical and non-magical skills. Magical Magic Lore, Life Lore, Death Lore, Air Lore, Earth Lore, Fire Lore, Water Lore. Non-magical Flora Lore, Fauna Lore, Herb/Poison Lore, Nautical Lore, etc... Character Generation 1. Pick Race 2. Roll Status (You may if you prefer select "Moderate Freeman" and not roll) 3. Pick Role 4. Roll 9d10 for stats, minimum of 53. 5. Spend 700 IPs on role skills. 6. Spend (2d10*10) IPs on NON role skills. 7. Spend Background points. All stats have a base value of 0; modified by race and number of attribute points added/removed. The minimum value a stat can have (after all modifiers) is 2. A stat may not exceed (10+race modifier), eg hobbits have a maximum MOVEMENT of 7. RACES /----------------------------------------------------------------------------------------------------------------------------------------------------\ | Race | BOD | INT | EMP | REF | LUK | COL | CFT | MOV | APP | RR MEN | RR ELE | RR BOD | B.P. | Notes | |----------------------------------------------------------------------------------------------------------------------------------------------------| | Dwarf | +2 | +0 | -1 | -1 | +0 | +1 | +1 | -3 | -1 | +3 | +3 | +3 | 2 | -5 to swimming/climbing rolls. | | Umli | +2 | -1 | +0 | -1 | +0 | +0 | +1 | -3 | -2 | +2 | +2 | +2 | 3 | -5 to swimming/climbing rolls. | | Half Elf | +0 | +0 | +0 | +1 | +1 | +0 | +0 | +0 | +1 | +0 | +0 | +0 | 3 | | | Noldor Elf | -1 | +2 | +1 | +1 | +0 | +0 | +0 | +0 | +2 | +1 | +0 | -1 | 1 | | |----------------------------------------------------------------------------------------------------------------------------------------------------| | Sindar Elf | +0 | +1 | +0 | +1 | +0 | +0 | +0 | +0 | +2 | +1 | +0 | +0 | 2 | | | Silvan Elf | +0 | +0 | +0 | +1 | +0 | +0 | +1 | +1 | +1 | +0 | +0 | +1 | 2 | +1 to missile attack rolls. | | Noble Beorning | +2 | +0 | +0 | +0 | +0 | +1 | +0 | +1 | +0 | +0 | +1 | +3 | 1 | Shapechangers. | | Beorning | +1 | +0 | +0 | +0 | +0 | +1 | +0 | +0 | +0 | +0 | +1 | +1 | 3 | | |----------------------------------------------------------------------------------------------------------------------------------------------------| | Dunedain | +1 | +0 | +0 | +0 | +0 | +1 | +0 | +0 | +1 | +0 | +0 | +0 | 4 | +1 to melee attack rolls. | | Dorwinrim | +0 | +0 | +0 | +0 | +1 | +0 | +1 | +0 | +0 | +0 | +0 | +0 | 4 | | | Rohirrim | +0 | +0 | +0 | +0 | +0 | +1 | +0 | +0 | +0 | +0 | +0 | +0 | 4 | +3 to riding rolls, +2 to mounted combat. | | Other Man | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | +0 | 5 | | |----------------------------------------------------------------------------------------------------------------------------------------------------| | Wose | +0 | +0 | +1 | +0 | +0 | +0 | +2 | +0 | -1 | +1 | +0 | +0 | 3 | +2 to stone craft rolls. | | Fallowhide | -3 | +0 | +0 | +1 | +1 | +0 | +1 | -3 | +0 | +1 | +1 | +1 | 3 | +1 to sling attacks. | | Harfoot | -2 | +0 | +0 | +1 | +1 | +1 | +0 | -3 | +0 | +1 | +1 | +1 | 3 | +1 to sling attacks. | | Stoor | -1 | +0 | +0 | +1 | +1 | +0 | +0 | -3 | +0 | +1 | +1 | +1 | 3 | +1 to sling attacks. | \----------------------------------------------------------------------------------------------------------------------------------------------------/ STATUS /----------------------------------------------------------------\ | Roll | Social Background | Starting Funds | Monthly Income| |----------------------------------------------------------------| | 01-20 | Peasant/Outcast | 15d10 cp | | | 21-45 | Poor Freeman | 4d10 sp | | | 46-60 | Moderate Freeman | 6d10 sp | | | 61-70 | Trader | 6d10 sp | | | 71-80 | Merchant | 8d10 sp | | | 81-90 | Minor Noble | 10d10 sp | 5 sp | | 91-95 | Moderate Noble | 15d10 sp | 10 sp | | 96-00 | Rich Noble | 3d10 gp | 20 sp | \----------------------------------------------------------------/ ROLES /-----------------------------------------------------------------------------------------------------\ | Rogue | Fighter | Animist | Mage | Bard | Trader | |-----------------------------------------------------------------------------------------------------| | Acrobatics | Any Weapon | Awareness | Any one Lore | Awareness | Any one craft | | Any one weapon | Awareness | Earth Lore * | Awareness | Education | Appraisal | | Awareness | Brawling | Fauna Lore | Education | Grooming | Awareness | | Climbing | Dodge Blow | Flora Lore | Enchantment * | History | Education | | Disguise | Endurance | Herb/Poison Lo.| Four Lore * | Music | Gamble | | Dodge Blow | Inititive | Magic Lore * | History | Persuasion | Lie Perception | | Pick Lock | Intimidate | Ride | Magic Lore * | Play Instrument| Maths | | Pick Pockets | Shield Use | Shadow/Track | Maths | Seduction | One Language | | Shadow/Track | Strength Feat | Survival | One Language | Sing | Persuasion | | Stealth | | Water Lore * | Runes * | Social | Social | |-----------------------------------------------------------------------------------------------------| | Gypsy | Healer | Ranger | Sailor | Cavalry Man | Sage | |-----------------------------------------------------------------------------------------------------| | Appraisal | Awareness | Awareness | Awareness | Acrobatics | Any Language | | Awareness | Diagnose Ill. | Climbing | Brawling | Archery | Any Lore | | Brawling | Drug Resistance| Endurance | Climbing | Awareness | Awareness | | Carpentry | Education | Fauna Lore | Dodge Blow | Endurance | Education | | Dance | First Aid | Flora Lore | Gamble | Fauna Lore | History | | First Aid | Flora Lore | Hide | Nautical Lore | Polearms | Lie Perception | | Leather Work. | Herb/Poison Lo.| Navigation | Navigation | Ride | Maths | | Play Instrument| Life Lore * | One Weapon | Strength Feat | Shield Use | Paint/Draw | | Seduction | Magic Lore * | Shadow/Track | Survival | Survival | Teaching | | Sing | Survival | Survival | Swim | Tactics | | \-----------------------------------------------------------------------------------------------------/ BACKGROUND POINTS A background point can be spent on one of the following :- 1. To buy advantages. 2. 80 IPs to spend on any skills. 3. A Language to level 5. 4. An extra 10d10 sp additional starting money. ADVANTAGES /---------------------------------------------------------------------------------------------------\ | Advantage | BPs | Notes | |---------------------------------------------------------------------------------------------------| |Agile | 3 | Character gains +1 to REF, this may exceed racial maximums. | |Ambidextrous | 2 | The character is able to use weapons/items in either hand at no penalty. | |Aptitude | 2 | Character gains +2 to all rolls involving 1 skill. Non-cumulative. | |Born Lucky | 2 | Once the character has used ALL their luck it is recharged. Non-cumulative. | |Clever | 3 | Character gains +1 to INT, this may exceed racial maximums. | |Craftsman | 3 | Character gains +1 to CRAFT, this may exceed racial maximums. | |Fast Healer | 1 | Healing rate increases by +0.5, cumulative. | |Feels no pain | 3 | Character receives penalties for next lower category wounds. | |Hulking frame | 4 | Character gains +1 to BODY, this may exceed racial maximums. | |Innate Ability| 3 | Character requires HALF IP's for one selected skill. | |Lightning Fast| 2 | Character gains +3 to initiative rolls | |Natural Archer| 1 | Range penalties for missiles are halved (round down). | |Portage | 3 | Half Encumbrance penalties | |Strong | 2 | Moves character to next strength bonus category, non-cumulative. | |Toughness | 1 | Character gains +1 damage box, non-cumulative. | \---------------------------------------------------------------------------------------------------/ Magic Skills :- Enchantment : For the creation/enchantment of magical items. Runes : For the creation/activation of magical runes. Magic Lore : Governs the basic 'Arcane' realm of magic and basic magic knowledge. Death Lore : For use of the realm of the 'Death' magic. Life Lore : For use of the realm of the 'Life' magic. Earth Lore : For use of the realm of the 'Earth' magic. Air Lore : For use of the realm of the 'Air' magic. Fire Lore : For use of the realm of the 'Fire' magic. Water Lore : For use of the realm of the 'Water' magic. Magic Resistance :- Mental RR : Mind effecting magic. COOL + Endurance Elemental RR : Magical Elemental attacks. REF + Acrobatics Physical RR : Physical alteration magic. BODY + Endurance The realms of Magic Realm : Arcane Skill : Magic Lore Opposes : None. Dominance : None. Focus : Detection, Dispelling, Meta-Magic. Realm : Death Skill : Death Lore Opposes : Life magic. Dominance : None. Focus : Summoning/Controlling the dead, Disease, Death, Darkness, Fear. Realm : Life Skill : Life Lore Opposes : Death Magic. Dominance : None. Focus : Healing, Inspirational Enchantments, Light, Fertility. Realm : Earth Skill : Earth Lore Opposes : Water Magic. Dominance : Air magic. Focus : Animals, Matter Manipulation, Protection, Touch. Realm : Air Skill : Air Lore Opposes : Fire Magic. Dominance : Water magic. Focus : Illusion, Gas Manipulation, Sight, Smell. Realm : Water Skill : Water Lore Opposes : Earth Magic. Dominance : Fire magic. Focus : Plants, Liquid Manipulation, Cold, Taste. Realm : Fire Skill : Fire Lore Opposes : Air Magic. Dominance : Earth magic. Focus : Destruction, Fire, Heat. Magic explained Mages have POWER equal to their EMPATHY stat multiplied by 10 and regain POW/10 per four hours rest. A mage may not have opposing magic LOREs of totalling more than 10. Ie if a mage has Life Lore to level 6 they may not have Death Lore higher than 4. As POWER is expended BODY drops depending on the EMPATHY/BODY of the mage; this is called weakening. If the mage ever reaches less than 2 BODY they fall into a coma. If the mage ever reaches less that 0 BODY they die. POWER expenditure to lose 1 BODY /-----------------------------------------------------------------------------------\ | EMPATHY \ BODY | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | |-----------------------------------------------------------------------------------| | 4 | 15 | 12 | 10 | 8 | 6 | 6 | 5 | 4 | 4 | 3 | 2 | | 5 | 17 | 15 | 12 | 10 | 8 | 7 | 6 | 5 | 5 | 4 | 3 | | 6 | 20 | 17 | 15 | 12 | 10 | 8 | 7 | 6 | 6 | 5 | 4 | |-----------------------------------------------------------------------------------| | 7 | 22 | 20 | 17 | 14 | 12 | 10 | 9 | 8 | 7 | 6 | 5 | | 8 | 25 | 22 | 20 | 16 | 13 | 11 | 10 | 9 | 8 | 7 | 6 | | 9 | 28 | 25 | 22 | 18 | 15 | 13 | 11 | 10 | 9 | 8 | 7 | |-----------------------------------------------------------------------------------| | 10 | 30 | 28 | 25 | 20 | 17 | 14 | 12 | 11 | 10 | 9 | 8 | | 11 | 33 | 30 | 28 | 22 | 18 | 16 | 14 | 12 | 11 | 10 | 9 | | 12 | 35 | 33 | 30 | 24 | 20 | 17 | 15 | 13 | 12 | 11 | 10 | \-----------------------------------------------------------------------------------/ Spell creation Duration POW DIF Range POW DIF Area POW DIF 1 rnd/inst 1 1 Self 0 0 1 Target 1 1 1 min 2 2 Touch 2 2 1' radius 2 2 5 min 3 3 5 yards 3 3 2' radius 4 3 15 min 4 4 10 yards 4 4 1 yd radius 6 4 30 min 5 5 25 yards 5 5 2 yd radius 8 5 1 hour 6 6 50 yards 6 6 3 yd radius 10 6 2 hours 8 8 100 yards 8 7 5 yd radius 15 8 4 hours 10 10 200 yards 10 8 10 yd radius 20 10 8 hours 12 12 400 yards 12 9 20 yd radius 25 12 12 hours 15 14 800 yards 14 10 30 yd radius 30 14 1 day 20 16 1 mile 16 12 40 yd radius 35 16 1 week 30 18 2 miles 20 14 50 yd radius 40 18 1 month 40 20 4 miles 25 16 100 yd radius 50 20 6 months 50 22 8 miles 30 18 200 yd radius 60 22 1 year 60 24 16 miles 40 20 400 yd radius 70 24 10 year 80 26 32 miles 50 22 800 yd radius 80 26 Permanent 11(PERM)11 64 miles 70 25 1 mile radius 90 30 Damage/Stat POW DIF Save Mod POW DIF Weight POW DIF d2 / 1 1 -1 save 3 2 1 lb 1 1 d4 / 2 2 -2 save 6 5 5 lb 2 2 d6 / +1 4 4 -3 save 9 7 10 lb 4 4 d8 / 6 6 -4 save 12 12 20 lb 6 6 2d8 / +2 8 8 -5 save 15 16 50 lb 8 8 3d8 / 10 10 -6 save 18 21 100 lb 10 10 4d8 / +3 12 12 -7 save 21 27 500 lb 12 12 5d8 / 14 14 -8 save 24 34 1 tonne 14 14 6d8 / +4 16 16 -9 save 27 42 2 tonnes 16 16 7d8 / 18 18 -10 save 30 51 3 tonnes 18 18 Effect (DIF / POW) Example Minimal : +0 / +0 A Light Spell, An Ignite Spell, Detect Magic. Minor : +2 / +2 Heat Liquid, Weakness, Telekinesis, Create Ice, Magic Missile, Healing Lesser : +6 / +6 Enchantment, Protection, Fireball, Scrying Greater : +10 / +10 Disintegration, Invisibility Weapons /----------------------------------------------------------------------------------------------------------\ | Melee Weapon | WA | Spd | Def | Dam | DF | Short | Med. | Long | Extr. | Notes | |----------------------------------------------------------------------------------------------------------| | Bastard Sword (1H) | +0 | -2 | +0 | d8 | 5 | - | - | - | - | | | Bastard Sword (2H) | +1 | -3 | -1 | d12 | 2 | - | - | - | - | | | Battleaxe (2H) | -1 | -3 | -1 | 2d8 | 2 | - | - | - | - | | | Broadsword | +0 | -2 | +0 | d8 | 5 | - | - | - | - | | | Blowgun * | +0 | -4 | N/A | d2 | 15 | 10 | 20 | 40 | 80 | -4 hit mod to 1/4 armour | |----------------------------------------------------------------------------------------------------------| | Bow, Composite | +0 | -3 | N/A | 2d6 | 3 | 30 | 60 | 120 | 240 | Reload takes 1 SA. | | Bow, Short | +0 | -3 | N/A | d10 | 4 | 25 | 50 | 100 | 200 | Reload takes 1 SA. | | Bow, Long | +1 | -4 | N/A | 2d8 | 3 | 40 | 80 | 160 | 320 | Reload takes 1 SA. | | Club (1H) | +0 | -2 | -1 | d6 | 8 | 1 | 2 | 3 | 4 | 1/2 damage, +1 Stun save | | Crossbow, Light | +0 | -4 | N/A | 2d8 | 3 | 35 | 70 | 140 | 280 | Reload takes 4 SA. | |----------------------------------------------------------------------------------------------------------| | Crossbow, Heavy | +1 | -4 | N/A | 3d8 | 2 | 45 | 90 | 180 | 360 | Reload takes 8 SA. | | Dagger | +1 | -1 | -2 | d4 | 10 | 2 | 4 | 8 | 16 | -4 hit mod to 1/2 armour | | Falchion | -1 | -3 | +0 | d8 | 4 | - | - | - | - | | | Flail (2H) * | -2 | -5 | -2 | 2d10| 2 | - | - | - | - | +2 Stun save | | Halberd (2H) | +1 | -4 | -1 | 2d8 | 3 | - | - | - | - | | |----------------------------------------------------------------------------------------------------------| | Hand Axe | +0 | -2 | +0 | d6 | 6 | 2 | 4 | 6 | 8 | | | Javelin | +1 | -2 | +0 | d6 | 6 | 10 | 20 | 40 | 60 | | | Knife | +1 | +0 | -2 | d3 | 10 | 3 | 6 | 12 | 24 | | | Lance (Mounted) | +0 | +4 | N/A | 3d8 | 1 | - | - | - | - | Use mounts damage bonus | | Longsword | +1 | -2 | +0 | d8 | 6 | - | - | - | - | | |----------------------------------------------------------------------------------------------------------| | Mace | +0 | -2 | +0 | d6 | 6 | 1 | 2 | 3 | 4 | +1 Stun save | | Main Gauche | +1 | +0 | +2 | d5 | 8 | - | - | - | - | | | Morning Star * | -1 | -4 | -1 | d10 | 4 | - | - | - | - | +1 Stun save | | Quarterstaff (2H) | +1 | -1 | +1 | 2d4 | 5 | - | - | - | - | 1/2 damage, +2 Stun save | | Rapier | +1 | +0 | -1 | d5 | 7 | - | - | - | - | -4 hit mod to 1/2 armour | |----------------------------------------------------------------------------------------------------------| | Scimitar | +0 | -1 | +0 | d8 | 6 | - | - | - | - | | | Shortsword | +1 | +0 | +0 | d6 | 8 | 1 | 2 | 3 | 4 | | | Sling | -1 | -3 | N/A | d5 | 6 | 20 | 40 | 80 | 160 | Reload takes 1 SA. | | Spear (1H) | +0 | -3 | +0 | d8 | 5 | 5 | 15 | 30 | 60 | | | Spear (2H) | +1 | -2 | +1 | d10 | 3 | 5 | 10 | 20 | 40 | | |----------------------------------------------------------------------------------------------------------| | Trident (1H) | -1 | -3 | +0 | d8 | 4 | 5 | 10 | 20 | 40 | | | Two Handed Sword | +1 | -4 | -1 | 2d6 | 2 | - | - | - | - | | | War Mattock (2H) | +0 | -3 | -2 | 3d4 | 2 | - | - | - | - | | | Warhammer | +0 | -2 | +0 | d6 | 5 | 1 | 2 | 3 | 5 | | | Whip * | -1 | -5 | -4 | d4 | 10 | - | - | - | - | | \----------------------------------------------------------------------------------------------------------/ * Indicates a specialist weapon, although flails and morning stars are similar, ie 1/2 level. WA : Weapon Accuracy, add this to attack rolls. Spd : Weapon Speed, subtract this from inititive rolls. Def : Defense modifier, add this to parry rolls. Dam : Damage, the weapons basic damage. DF : Damage Factor, divide the differance between attack and defense roll by this for extra damage. Short : Short Range, the weapons short range in yards, no penalty. Med : Medium Range, the weapons medium range in yards, -2 penalty. Long : Long Range, the weapons long range in yards, -4 penalty. Extr. : Extreme Range, the weapons extreme range in yards, -6 penalty. SA : Simple Action, two per round. One round being about 3 seconds. Armour /--------------------------------------------------------------------------------------\ | Armour | AP |Enc/Loc*| Notes | |--------------------------------------------------------------------------------------| | Soft leather | 1 | 0.5 | May be worn under other armour | | Rigid Leather | 3 | 1 | | | Chainmail armour | 6 | 2.5 | | | Platemail armour | 8 | 3 | Chain and Plate combination | | Plate armour | 10 | 3.5 | | | Leather Pot Helm | 4 | 0.5 | 75% Protection | | Metal Pot Helm | 6 | 0.5 | 75% Protection | | Full Metal Helm | 8 | 1.0 | -4 Awareness | | Visored Plate Helm | 7 | 1.0 | -4 Awareness or -2 Awareness and 75% Protection | \--------------------------------------------------------------------------------------/ * This is the amount of Enc per location point, ie a leg counts as 2 location points. AP : Armour Points, subtract this from damage to the protected location. Shields /----------------------------------------------------------------------------------\ | Shield | AP | WA | Spd | Def | Dam | DF | Protects | |----------------------------------------------------------------------------------| | Target | 6 | -1 | -1 | +2 | d4 | 8 | Arm only. | | Normal | 6 | -1 | -2 | +2 | d6 | 8 | Arm and Torso only. | | Kite | 7 | -2 | -3 | +2 | d8 | 7 | Arm, Torso, Same leg only. | | Wall | 8 | -3 | -4 | +1 | d8 | 7 | Arm, Torso, both legs. | \----------------------------------------------------------------------------------/ * Note there is no penalty for off hand if using a shield. Damage Modifiers /-----------------------------------------------------------------\ /------------------------------------\ | Body | Damage Mod | Injury Mod | Max Enc | Dam Box | Heal Rate | | Material | Damage Mod | AP Mod | |-----------------------------------------------------------------| |------------------------------------| | 2 | -d2 | +1 | 2 | 3 | 0.5 | | Bronze | -1 | -1 | | 3 | -1 | +1 | 4 | 3 | 0.5 | | Iron | +0 | +0 | | 4 | +0 | +0 | 6 | 4 | 1.0 | | Low Steel | +1 | +1 | | 5 | +0 | +0 | 10 | 4 | 1.0 | | High Steel | +2 | +2 | | 6 | +0 | +0 | 14 | 5 | 1.0 | | Mithril Edge | +3 | -- | | 7 | +1 | -1 | 18 | 5 | 1.0 | | Mithril | +4 | +4 | | 8 | +d2 | -1 | 22 | 6 | 1.0 | | Laen | +5 | +5 | | 9 | +d3 | -2 | 26 | 6 | 1.0 | | Eog | +6 | +6 | | 10 | +d4 | -2 | 30 | 7 | 1.5 | | Enchanted* | +1* | +1* | | 11 | +d6 | -3 | 34 | 7 | 1.5 | \------------------------------------/ | 12 | +d8 | -3 | 38 | 8 | 1.5 | * Per level of enchantment | 13 | +d8+1 | -4 | 42 | 8 | 2.0 | \-----------------------------------------------------------------/ Damage Mod : Add this to melee and thrown weapon damage. Injury Mod : This modifies damage vs. the character, to a minimum of 1. Max Enc : Maximum Encumberance, 1 Enc is 4 pounds. Each 3 Enc over the limit gives a -1 REF & MOV. Dam Box : Number of damage boxes per wound category; light, serious, critical, mortal. Heal Rate : Number of damage boxes healed per day of rest. Modified by conditions. Combat A character in combat may perform two simple actions per round, sample simple actions are as follows :- * Moving up to MOVE in yards and attacking at -2. * Moving up to MOVE+Sprint in yards. * Reloading a bow. * Attacking with a melee weapon. The order of combat events are as follows; 1) Roll inititive d10 (open ended) +inititive skill+reflexes+modifiers. 2) Highest inititive goes first. Each character gets two simple actions per round. 3) Characters may parry or dodge out of phase, if required. Resolving an attack If the attackers roll is higher than the defenders roll, the defenders base defense is their reflexes if aware of the attack or their luck if not. If the attack succeeds roll d10 to determine hit location; 1: Head 2-4: Torso 5: Left Arm 6: Right Arm 7-8: Left Leg 9-10: Right Leg. Damage inflicted to the head is doubled after armour is subtracted. In addition to damage characters must make a stun save on a d10 (open ended) under their body stat or be knocked unconcious. Combat Modes Normal : +0 to hit, +0 to damage, +0 to defense. Offensive Mode : +2 to hit, +2 to damage, -2 to defense. Defensive Mode : -2 to hit, -2 to damage, +2 to defense, -2 to damage received. Lightning Strike : -2 to hit, +4 inititive. Death Blow : -5 to hit, maximum damage, -5 to defense, -4 inititive; 1-2 Head, 3+ Torso. Subdue : -4 to hit, penetrating damage halved, if damage is done stun save is at +2. Note these combat modes are for melee only. Combat Modifiers Ambush +4 hit, overrides aim modifier. Blind -8 hit/defend Off hand -4 hit High ground +1 hit Location aim -4 hit Aiming +1 hit/3 seconds, max +3. Damage Characters have 4 damage categories, light, serious, critical and mortal. Lightly wounded characters are fine, they recieve no penalties. Seriously wounded characters receive -2 penalty to reflexes. Critically wounded characters halve their reflexes, cool and intelligence stats. Mortally wounded characters third their reflexes, cool and intelligence stats. In addition seriously wounded characters make stun saves at +1, critically wounded characters make stun saves at +2 mortally wounded characters make stun saves at +4 and in addition must make a body check at the end of every minute, until stabalised, or die. Dodging The skill 'Dodge blow' allows one to dodge melee attacks, but does not take any action to do so, however every successive dodge attempt after the first is at a cumulative -2 penalty. A character may not attempt to dodge and parry an attack.