Post by Lord Nethercross on Nov 29, 2009 1:26:11 GMT -6
Under Construction
When To Use Dice
Use of this system is entirely optional. During roleplay, most conflicts, challenges, and confrontations will be resolved without rolling dice, unless players wish to use this system to determine success under very difficult circumstances, or the outcome of a dangerous situation such as combat. In some cases this system may be used automatically, e.g. testing one's Might and Grace against an NPC opponent in a boxing match.
Conflict Resolution
Most conflicts and challenges are resolved by rolling 1d12, plus or minus any relevant Skill or Trait Modifier(s), e.g. Wits Check 1d12+1 (Character has Superior Wits), or Melee Weapons Check 1d12+3 (Attacker is a Great at Fencing). For a task of moderate difficulty, success is achieved on a roll of 7 or higher, abbreviated as s=7, modified by any relevant bonuses or penalties, e.g. Melee Weapons Check 1d12+3 s=7+2(Defender is Good at Dodging), or Firearms Check 1d12+2 s=7+1 (Defender is running for cover).
Combat
Under Construction
Terms & Abbreviations
1d6 = One six-sided die.
1d12 = One twelve-sided die.
Success (s) = The lowest number a player can roll and still succeed on a conflict or difficulty check, e.g. s=7. In most cases, a roll of 10 is always a success, and a roll of 1 is always a failure.
Difficulty Check =
Trait Check =
Skill Check =
Conflict Check =
Opposed Roll =
Attacker (Atk) = The value of the attacking Trait, Skill, or Stat in a conflict check.
Defender (Dfd) = The value of the defending Trait, Skill, or Stat in a conflict check.
Distance (Dst) = The distance between a player character and a hostile character, creature, or thing. Distance is broken up into five categories: Very Long Range (12+ tiles away), Long Range (7-11 tiles away), Medium Range (2-6 tiles away), Short Range (1 tile away), and Close Range (adjacent tile).
Range (Rng) = The distance at which a weapon may be used, e.g. Short Range.
Ammo (A) = The number of times a ranged weapon may be fired before reloading, e.g. Revolver, [Ammo=6]. Note that weapons such as bows and arrows must be nocked after each attack, and are therefore rated as [Ammo=1].
Bonus = A number added to a die roll giving a greater chance of achieving Success, e.g. +2 Bonus.
Penalty = A number subtracted from a die roll giving a lesser chance of achieving Success, e.g. -1 Penalty.
Effect = Type of damage inflicted, e.g. Bruise.
Effect Scale (ES) = The types of damage inflicted by a weapon type on a successful hit, corresponding to the result of rolling 1d6, e.g. Edged Weapons [ES=B/B/C/C/W/W].
Effect Range (ER) = The number of additional characters after the first that may be harmed by a single attack, e.g. Mortar Shell, [ER=3].
Bruise (B) = A minor injury that will heal on its own after a day or two. Characters lose one Hit Point each time they are Bruised.
Cut (C) = A minor injury causing blood loss that may turn into a Wound if not properly treated within a day. Three or more Cuts will turn into a Wound unless properly treated immediately. Characters lose one Hit Point each time they are Cut.
Wound (W) = A major injury that will turn into a Mortal Wound if not properly treated within an hour or six rounds of combat. Two or more Wounds will turn into a Mortal Wound unless properly treated immediately. Characters lose two Hit Points each time they are Wounded.
Mortal Wound (M) = A life-threatening injury that will result in unconsciousness if not properly treated within 20 minutes or two rounds of combat. Two or more Mortal Wounds will result in unconsciousness unless treated immediately. Characters lose two Hit Points each time they are Mortally Wounded.
Unconsciousness (U) = A state of incapacitation that will last until the character recovers, receives medical treatment, or dies.
Weapons
Bare Knuckles: Close Range [ES=B/B/B/B/B/C]
Brass Knuckles: Close Range [ES=B/B/B/B/C/C]
Short Blunt Weapons: Close Range [ES=B/B/B/C/C/W]
Long Blunt Weapons: Close to Short Range [ES=B/B/B/C/C/W]
Short Edged Weapons: Close Range [ES=B/B/C/C/W/W]
Long Edged Weapons: Close to Short Range [ES=B/B/C/C/W/W]
Ranged Weapons: Short to Long Range [ES=B/C/C/W/W/W]
Pistols: Close to Long Range [ES=C/C/W/W/W/M]
Revolvers: Close to Long Range [ES=C/C/W/W/W/M]
Single-Barreled Shotguns: Close to Medium Range [ES=C/W/W/W/M/M]
Double-Barreled Shotguns: Close to Medium Range [ES=C/W/W/W/M/M]
Single-Shot Rifles: Short to Very Long Range [ES=C/W/W/W/M/M]
Repeating Rifles: Short to Long Range [ES=C/W/W/W/M/M]
Machineguns: Short to Long Range [ES=W/W/W/M/M/U]
Explosives: Short to Very Long Range [ES=W/W/M/M/U/U]
When To Use Dice
Use of this system is entirely optional. During roleplay, most conflicts, challenges, and confrontations will be resolved without rolling dice, unless players wish to use this system to determine success under very difficult circumstances, or the outcome of a dangerous situation such as combat. In some cases this system may be used automatically, e.g. testing one's Might and Grace against an NPC opponent in a boxing match.
Conflict Resolution
Most conflicts and challenges are resolved by rolling 1d12, plus or minus any relevant Skill or Trait Modifier(s), e.g. Wits Check 1d12+1 (Character has Superior Wits), or Melee Weapons Check 1d12+3 (Attacker is a Great at Fencing). For a task of moderate difficulty, success is achieved on a roll of 7 or higher, abbreviated as s=7, modified by any relevant bonuses or penalties, e.g. Melee Weapons Check 1d12+3 s=7+2(Defender is Good at Dodging), or Firearms Check 1d12+2 s=7+1 (Defender is running for cover).
Combat
Under Construction
Terms & Abbreviations
1d6 = One six-sided die.
1d12 = One twelve-sided die.
Success (s) = The lowest number a player can roll and still succeed on a conflict or difficulty check, e.g. s=7. In most cases, a roll of 10 is always a success, and a roll of 1 is always a failure.
Difficulty Check =
Trait Check =
Skill Check =
Conflict Check =
Opposed Roll =
Attacker (Atk) = The value of the attacking Trait, Skill, or Stat in a conflict check.
Defender (Dfd) = The value of the defending Trait, Skill, or Stat in a conflict check.
Distance (Dst) = The distance between a player character and a hostile character, creature, or thing. Distance is broken up into five categories: Very Long Range (12+ tiles away), Long Range (7-11 tiles away), Medium Range (2-6 tiles away), Short Range (1 tile away), and Close Range (adjacent tile).
Range (Rng) = The distance at which a weapon may be used, e.g. Short Range.
Ammo (A) = The number of times a ranged weapon may be fired before reloading, e.g. Revolver, [Ammo=6]. Note that weapons such as bows and arrows must be nocked after each attack, and are therefore rated as [Ammo=1].
Bonus = A number added to a die roll giving a greater chance of achieving Success, e.g. +2 Bonus.
Penalty = A number subtracted from a die roll giving a lesser chance of achieving Success, e.g. -1 Penalty.
Effect = Type of damage inflicted, e.g. Bruise.
Effect Scale (ES) = The types of damage inflicted by a weapon type on a successful hit, corresponding to the result of rolling 1d6, e.g. Edged Weapons [ES=B/B/C/C/W/W].
Effect Range (ER) = The number of additional characters after the first that may be harmed by a single attack, e.g. Mortar Shell, [ER=3].
Bruise (B) = A minor injury that will heal on its own after a day or two. Characters lose one Hit Point each time they are Bruised.
Cut (C) = A minor injury causing blood loss that may turn into a Wound if not properly treated within a day. Three or more Cuts will turn into a Wound unless properly treated immediately. Characters lose one Hit Point each time they are Cut.
Wound (W) = A major injury that will turn into a Mortal Wound if not properly treated within an hour or six rounds of combat. Two or more Wounds will turn into a Mortal Wound unless properly treated immediately. Characters lose two Hit Points each time they are Wounded.
Mortal Wound (M) = A life-threatening injury that will result in unconsciousness if not properly treated within 20 minutes or two rounds of combat. Two or more Mortal Wounds will result in unconsciousness unless treated immediately. Characters lose two Hit Points each time they are Mortally Wounded.
Unconsciousness (U) = A state of incapacitation that will last until the character recovers, receives medical treatment, or dies.
Weapons
Bare Knuckles: Close Range [ES=B/B/B/B/B/C]
Brass Knuckles: Close Range [ES=B/B/B/B/C/C]
Short Blunt Weapons: Close Range [ES=B/B/B/C/C/W]
Long Blunt Weapons: Close to Short Range [ES=B/B/B/C/C/W]
Short Edged Weapons: Close Range [ES=B/B/C/C/W/W]
Long Edged Weapons: Close to Short Range [ES=B/B/C/C/W/W]
Ranged Weapons: Short to Long Range [ES=B/C/C/W/W/W]
Pistols: Close to Long Range [ES=C/C/W/W/W/M]
Revolvers: Close to Long Range [ES=C/C/W/W/W/M]
Single-Barreled Shotguns: Close to Medium Range [ES=C/W/W/W/M/M]
Double-Barreled Shotguns: Close to Medium Range [ES=C/W/W/W/M/M]
Single-Shot Rifles: Short to Very Long Range [ES=C/W/W/W/M/M]
Repeating Rifles: Short to Long Range [ES=C/W/W/W/M/M]
Machineguns: Short to Long Range [ES=W/W/W/M/M/U]
Explosives: Short to Very Long Range [ES=W/W/M/M/U/U]