(c) Dr Paul Kinsler.
[Acknowledgements & Feedback]
1995 October 03 RPG.Rules
Version 2.10
(c) Paul Kinsler
INTRODUCTION
^^^^^^^^^^^^
These rules are an attempt to make the mechanics as general as possible. Many
traditional rules systems have different mechanics for different types of
action - one set of mechanics for combat, another for other skills, and so on.
In addition, very few have any systematic way of quantifying the effect of
different skills.
In principle, any kind of action under these rules becomes a "skill attempt".
Even the usual strength, intelligence, and other characteristics usually called
"statistics" (or just "stats") have become skills. I call these "stat skill",
but this makes no difference to the way they are treated under the mechanics of
skill reolution. The "stats" have lost the numerical values, and are now
descriptions applied to different types of skill attempt. For example, the
"strength stat skill" is a skill that relies acts on other skills based on the
stat strength.
In most systems the mechanics of working out the effect of skills depends on
the skill itself. Often weapons skills cause damage based on the type of
weapon, but the mechanics of this is invariably very different to how non
weapon skills are resolved. The system which is closest is the Hero/Champions
system, where effects are usually quantified in terms of how many dice they
"do". Because of the all-encompassing nature of the mechanics controlling the
effects of skills, there is one subtlety in how skills are defined. This also
occurs in Hero/Champions, but here it applies to every skill, of whatever type.
In fact, this also happens in every game system, but usually it can be ignored.
Every skill is defined by two things. First, there is the mechanics of the
skill, which controls the stats it is based on, the level of the skill, and the
"dice of effect" it does. This is defined in the way the skill is written down,
eg
Strength:14 [+0] (STR to STR) (x3) (zero passive fatigue)
The other part is the "special effect", and this will affect how the skill is
used. The strength skill used as an example above is that due to the body and
muscular power of an actor, and as such can be used in situations where
strength is applicable in "real life". It is commonsense and the rulings of the
GM that determine whether a given skill can have a particular effect. A skill
that represents the ability to cast bolts of fire
Firebolt:9 [+1] (MIN to {PHY})
might be reasonably used to cause brief flashes of light, but not to cut off
someones head - though it could be used to burn someones head off. Skills
relying on weapons need the actor to actually have that weapon.
Another feature is the lack of seperate "body", "hit" or "fatigue" points.
Instead, the skills themselves act as these. Exertion and wounds will decrease
the actors effective skill values, and the greater the loss, the more the
actors abilities will be affected.
CHARACTER GENERATION
^^^^^^^^^^^^^^^^^^^^
STATISTICS:
PHYSICAL Strength STR, Dexterity DEX, Constitution CON
INTELLECT Mind MIN, Perception PER, Faith FAI
The stat STR is linked to the "stat skill" Strength, the stat DEX to the skill
Dexterity, CON to Constitution (aka Endurance), MIN to Mind (aka intelligence),
PER to Perception, and FAI to Faith (aka determination).
The set of all physical skill is abbreviated {PHY}. Physical skills are those
based on the stats STR, DEX, CON. The set of all intellect skills is
abbreviated {INT}, and are those based on the stats MIN, PER, FAI. The set of
all an actors skills is denoted by *.
STAT SKILL GENERATION
Roll 3x[5d6, best 4, -2] and assign these *in order* to either the PHYSICAL or
INTELLECT stats. Then roll 3x[4d6-2] and assign these *in order* to the
remaining group. Then the player may switch the values of one pair of stats
over.
These dice rolls are the actors levels in their 6 basic stat skills.
Write the stat skills down like this:
Strength:14 [+0] (STR to STR) (x3) (zero passive fatigue)
| | | | \- no fatigue cost sometimes (see later)
| | | \---------triple stackable (see later)
| | \-----------------affects strength skills
| \--------------------------the bonus on the effect dice
\------------------------------the skill level
SKILL APTITUDES:
Assign each stat an "aptitude modifier" from the list {x1, x2, x3, x3, x4,
x4} These affect how easy it is for an actor to improve or learn new skills
based on those stats.
INITIAL SKILLS:
There are several skills intrinsic to any actor. These represent the natural
healing ability of their body, and, like the stat skills, do not have
to be bought as other skills do. The details will be explained below, but are:
Heal_body:3 [+0] (CON for {PHY}) (1/day)
| | | | \----only one attempt per day allowed
| | | \-----------affects physical stats
| | \----------------the effect adds instead of subtracts
| \--------------------The CON stat skill adds to this
\-------------------------the bonus on the effect dice
Heal_Intellect:3 [+0] (DET for {INT}) (1/day)
Recover_fatigue:3 [+0] (CON for *) (1/5min)
| | | \---only one attempt every 5min
| | \----------affects fatigue on any skill
| \-----------------use the CON stat skill
\-----------------------the bonus on the effect dice
In addition, a new character can buy up to 45 points worth of skills.
These must be in at least four different stat categories. At least one
should be a generic skill representing the characters background - for
example, the son of a blacksmith could pick "Blacksmith:1".
Each player must also determine the following for their character:
1. One descriptive attribute: eg tall, short, wears striped cloaks, has waist
length hair, etc.
2. One Flaw: eg drunkard, paranoid, etc. Flaws such as "hard of hearing"
should be noted with some penalty (eg -4) to be used when making hearing based
perception rolls. Write this down as a zero-fatigue passive power skill if
you feel enthusiastic.
3. Signs: every skill level 9 or above must have a "sign" associated with it.
Eg, "Feat_of_Strength:9" could have the sign "Muscular", or "Athletic".
4. Motivation: eg money, fame, to find the Holy Grail, etc.
5. A Secret: eg -
6. An important person in the character's past.
SKILLS
^^^^^^
There are two classes of skills: active and passive. All passive skills
automatically succeed, but active ones require a skill roll. Only "power"
skills (see below) can be passive. There are three types of active skill -
wound, fatigue, and power.
Before using a skill, the actor must "declare" it, specifing the skill, the
target(s), the number of "effect dice", any special effects, and all other
necessary information.
The maximum number number of opponents that can be affected by a skill in any
particular round is equal to one third of the level of the skill being used.
Although the skill use still counts as only one action, a separate skill
attempt (die roll) must be made for each target, and they can occur at
different times (see below).
The maximum number of effect dice varies according to skill type, and
is specified under the Skill Types section. It is usually about one
dice per opponent per three skill levels.
Each skill will usually have two characteristics. The part controlled directly
by the game mechanics is what is written down in the skill description, and
consists of its level, the effect die modifier, the stats it affects, and so
on. The other part is not specifically controlled by the mechanics, and is
known as the "special effect". A Firebolt spell might well have the same level
and other game parameters as a Spear skill. However, the Firebolt could not be
used to make a hole in the ground, and a Spear skill cannot be used to light a
fire. How the special effect of each skill can be used is up to the GM.
Each actor using a skill calculates their modifier - this will be their skill
level, plus the level of any passive stackable powers they are using (this will
almost always include one of their stat skills). The effect modifiers of other
actors helping the skill attempt are added, and modifiers of those actors
opposing the skill attempt are subtracted. The "helping" category includes
passive powers against "opposing" passive powers. The "opposing" category
includes any passive powers versus those "helping". Trivial tasks are
considered to be assisted by a modifier of 21, simple tasks by 12, routine by
0, difficult tasks are opposed by a modifier of 12, and formidable tasks by 21.
Most tasks are routine. The total modifier is divided by three and rounded
down.
For the skill attempt, roll 4d6. Add the dice roll and one third of the skill
level to get the "skill initiative" of the skill attempt. Then add the dice
roll and the skill modifier together to get the "skill total". If the skill
total is 18 or more, the skill attempt has suceeded. The average actor has a
stat skill of of 12, and the four dice average is 14. This means that the
chance of sucess at a routine unopposed task is just over 50% for a skill of
zero.
How soon a skill attempt suceeds depends on its "skill initiative". How well
each skill attempt suceeds depends on the number of effect points it generates.
These effect points are obtained from the effect dice specified in the
declaration the actor made for this skill use.
SKILL RETRIES
If a skill attempt is failed, but no 1's are rolled on the dice, the actor can
try again next round. If at least one 1 is rolled, the skill can be only be
retried if the actor sucessfully tries a difficult-Faith skill attempt.
This rule should be ignored if it is unreasonable for the
actor to give up - combat attacks are of this type. Alternatively, the GM
may adjust the difficulty of the Faith roll appropriately.
MISHAPS AND LUCKY BREAKS
The level of mishap is determined by how many 1's are rolled on the dice
rolled for the skill attempt, and occur regardless of whether the skill
attempt suceeds or fails. Lucky breaks depend on the number of 6's rolled,
but only occur if the attempt succeeds. What these mishaps or lucky
breaks are is entirely up to the GM.
The minimum number of effect dice rolled for a sucessful skill attempt is equal
to the number of 6's rolled on the four dice. Any extra dice generated in this
way do not affect the fatigue cost of the attempt - this is determined by the
number of effect dice declared by the actor.
FATIGUE COSTS
The use of skills has an associated "fatigue cost". This is equal to the total
number of effect dice declared by the actor (eg 3 dice on 2 opponents is 3x2=6
dice total - causing six point of fatigue to be incurred). Some skills, in
particular the six basic stat skills, are rated as "zero passive fatigue",
this means when used as a passive power their use does not cost any fatigue.
The fatigue cost of the use of a passive power skill is given by the number of
opponents it acts against - but the effect dice per opponent always counts
as being equal to one third of the power skill level. Thus passive powers
are cheaper in fatigue terms than other skills. Ranged passive powers are an
exception to this, they always pay the normal fatigue cost.
The fatigue cost of any action is always at least one point, unless it
is one of the special "zero passive fatigue" skills. The cost is
applied *after* the effect of the action, and is always enforced, even if the
attempted action fails. It is removed entirely from any single skill the actor
chooses. The particular affected skill is chosen when the fatigue cost is
applied.
RANGED SKILLS
Skills attempted at range incur either an additional fatigue cost or a penalty
to the skill attempt. The range penalty is calculated as +1 per 5m range (or
fraction thereof). If the targets are not within 5m of each other, the ranges
are added separately. However, the range to the next target can be counted from
either the previous target or the actor, but counts as at least an extra 15m
for each extra target. The extra fatigue cost is 1 per three points of range
penalty, whereas the skill modifier is -1 per point of range penalty.
[Range effects can be quantified as a skill by rules Nazis. I'll get around
to it sometime :-)]
Optional rule: ranged weapons may have different range scales at the
discretion of the GM, and probably should.
TYPES OF SKILLS
Generic Skills: Such as writing, carpentry, flower arranging.
Eg: Reading-3 [+0] MIN
Note that these generic skill can be rewritten more formally as power
skills as described below. In that case, the example reading skill
becomes Reading-3 [+0] (MIN to MIN), where the task is treated as a
passive block against the actors attempt suceeding. The task is
is defined as Resist_Reading:# [+0] MIN to MIN, where the # is a skill
score given to it for bookkeeping purposes. From the task modifiers given
earlier, a trival task has #=-21, a simple task #=-12, routine=0,
difficult #=12, formidable #=21.
Wound skills (active only): The maximum number of wound effect dice that can be
declared against each opponent is equal to one third of the skill level.
The minimum number of dice is zero. If zero dice are declared, the only way
that wounds will be caused is if the actor gets bonus dice of effect by
rolling 6's on their skill attempt. The wound points generated by the effect
dice of the attack are taken from either the PHYSICAL {PHY} or INTELLECT
{INT} skill groupings of the target.
Eg: Short Sword-2 [+1] (STR vs {PHY}).
Eg: Firebolt-9[+0] (FAI vs {PHY}). Brian the Pious
calls on God to strike down two passing minions of evil
with bolts of fire. Brians' skill is Firebolt:9[+0] (FAI vs {PHY}). This
skill use can affect up to three targets with a maximum of 3 effect dice
on each. He decides to attack both with 3 dice - a "2x3" attack. His Faith
skill is 16, so his skill attempt (dice roll) of 15 to hit Ippi, the first
minion, is modified by (9+16)/3 -> 8 has a skill initiative of
15+16/3 -> 20, and a skill total of 15+8 -> 23 and; and his roll of 11
to hit Gatzar, the second minion is modified by the same amounts for
an initiative of 16 and a skill total of 19 and . This effort costs Brian
2x3=6 points of fatigue, which he will incur at the end of the round.
Brian will hit both minions if they had no defenses.
Eg: Club:9 [-1] (STR vs {PHY}). Gatzar tries to attack Brian with his
club. He declares a "1x3" attack, rolling 19, for an initiative of
19+9/3 -> 22, and a skill total of 19+(7+9)/3=24 which should suceed.
Fatigue skills (active only): these skills cause fatigue points to be taken by
the target. The maximum number of effect dice that can be declared against each
opponent is equal to one greater than one third of the actors level in the
skill. The minimum number of dice that can be declared is zero. However one
of the dice of effect on each target has no fatigue cost. Fatigue points
caused by the attack are subtracted from any stat the target chooses.
Eg: Cause_Exaustion:6 [+1] (MIND vs *). Ippi B'stard tries to defeat
Brian the Pious by making him collapse from exhaustion. He casts his
Cause_Exhaustion spell, declaring the attack as a "1x3" versus Brian. His
Mind skill is 20, and he rolls a 12, which is gives a skill initiative of
12+6/3 -> 14, and a skill total of 12+(20+6)/3 -> 20. This will cost him
only 3-1=2 points of fatigue, since he gets one dice of effect free for
casting a fatigue skill. This three dice is the maximum he can do per
opponent.
Power Skills: These are "directionless", and can be used either to add
or subtract their modifiers from other skill attempts, and in
this way they differ from wound and fatigue skills. Power skills fall into
two categories, "active" and "passive". Normal power skills can be
used as either active or passive, however skills can be bought as "passive
only". Powers can be automatically maintained in later rounds without
further skill rolls, but this must be declared, and the fatigue cost for
each round must still be paid.
Active Power skills: The maximum number of effect dice that can be declared
against each target is equal to one third of the skill level. Sucessful
attempts at these skills modify the targets actions in some way. The
target may try to resist by making a routine skill roll with a negative
modifier equal to the number of power effect points the power skill generates.
The particular targetted skill is specified by the power skill. If the
target fails, they are subject to the effects of the power skill attempt.
Since the target's attempt to resist the power is just a skill check,
it may be possible to retry this resistance stat roll in following rounds.
Eg: Wall of Wind:6 [+0] MIND to STR (active or passive). Z the Mysterious
(MIND 13), who is hiding in a nearby tree, sees that Gatzar is advancing on
Brian, club at the ready. He attempts to disrupt Gatzar's attack by declaring a
"1x2" Wall_of_Wind active block versus Gatzar moving. Since to resist the wind
would be a strength based action, Z's active block can be effective. With a
range penalty of -1, he rolls 13, to give an initiative of 13+6/3 -> 15, and a
skill total of 13+(13+6-1)/3 -> 19. When Z's spell takes effect, Gatzar must
make a Strength skill roll or remain stationary, buffeted by a strong
whirlwind. The power will remain in force for one round (see later) unless Z
maintains it for longer. Alternatively, Z could have opted to reduce Gatzar's
strength by opposing his strike on Brian with strong gusts of air. In this
case, a sucessful attempt would not have stopped him from moving, but his
strength base club strike would have been affected with a negative modifier
equal to the number of power effect points Z generates.
Passive Power skills: these automatically suceed if the actor is the target of
a specific sort of skill. If X, Y, and Z represent stats, or groups of stats
(?) (ie {PHY}, {INT}, *), an X to Y passive skill is effective against any Y vs
Z attack. Each attack skill affected by the passive skill incurs a negative
modifier equal to the level of the power skill. The maximum number of skill
attempts that a passive power can count against is given by the number declared
for that skill during that round.
Eg: Parry:3 [+0] (DEX vs DEX) (passive only)
Eg: Protection_from_Good:12 (FAI vs FAI) (passive, x2): Gatzar, while
attacking Brian with his club, has his powerful Ring of protection from Good
on. Since he _is_ being attacked by the forces of good with a FAI based skill
(Brian's Bolt_of_Fire), it will protect him, altering Brians skill roll
modifier down by 12. Brians calculation is now 11+(16+9-12)/3->15, so allowing
for this, Brian's attack on him will total less than 18, and fail.
Normal power skills can be used as either active or passive. However skills
can be bought as "passive only", and these are easier to get. Note that it
makes no sense to give a passive only skill an effect die modifier.
Wound or fatigue skill effects can be reversed: that is, effect dice/points
can add ("for"), rather than subtract ("vs") from a stat, or group of stats.
Stats can even be enhanced up to a maximum of twice their listed values.
Note however, that the reversed versions of a fatigue or wound skill are
*separate* skills. However, reversed fatigue skills take 5 minutes to take
full effect, and reversed wound skills take one day to take full effect.
Also, further reversed effects cannot accumulated in parallel, unless the
reversed skills can be *stacked*.
Eg: Heal:6 [+1] (FAI for {PHY}).
STACKABLE SKILLS:
Such skills can be used simultaneously with other skills. Most skills are
unstackable, and can only be used separately. To use two skills at once one (or
both) must be at least "stackable (x1)". Three can be used if two of them
satisfy the two-skill stacking requirements, and the third is at least
"double stackable (x2)". Stackable skills cost more (see below). Skills may
*not* be stacked with themselves. Actors who want to stack identical skills
must learn two separate copies.
SKILL PURCHASE:
To get a skill of level-N, a total of (2^(N/3))x(aptitude modifier)x(stacking
modifier) experiance points must be invested in it. New skills first bought
after character generation have an extra start up cost of 4 experiance points.
Single stackable skills cost double, double stackable skills cost quadruple,
and so on. For those who like to buy skills _not_ in multiples of three,
perhaps for rounding reasons, use 2^(1/3)=1.25 and 2^(2/3)=1.6.
Exception: Power skills bought as both stackable and passive only cost half
this amount (round up), but still retain the 4 point start up cost.
UNSKILLED ATTEMPTS:
Unskilled actors can try unknown skills at level zero - but they have a -12
modifier, and have fatigue costs quadrupled (ie at least 4 points). Characters
who have a related skill have a -4 modifier and double fatigue costs, or can
perform it at 3 fewer skill levels than their comparable skill. Most simple
physical skills, such as "Feat of Strength", "Dodge", etc should always counted
as being at least "related".
Care needs to be taken to ensure that actors with skills like Feat_of
_Strength retain their proper edge - a task that is ROUTINE for an unskilled
actor is EASY for a skilled one. Alternatively, assume that all actors have
level 0 in such skills, but cannot advance further without actually first
purchasing it.
ACTIONS and OUTCOMES
^^^^^^^^^^^^^^^^^^^^
ACTIONS AND TIME:
An action is anything a character might want to do. A skill use is one
action. Time is broken up into 30 second rounds. All actors must declare their
intended action simultaneously at the beginning of the round. This declaration
includes the skill (if any) to be used, and the type and number of effect dice
done. If it is important, simple actions can be considered as uses of an
appropriate stat skill - for example, sprinting would be treated as a use of
the Strength skill.
ORDER
The order in which actions occur is determined by each actors skill dice roll,
plus one third of the skill level. This is the skill initiative defined
previously. The higher the resulting number, the earlier the effect of the
skill attempt occurs. Actors who are taking some non-skill action should make
a roll based on an appropriate stat. Tied sucesses are resolved simultaneously.
The fatigue points sustained by the actors due to their skill attempts are
applied simultaneously, at the end of the round, after all skill attempts have
been considered.
NB: to get an initiative bonus, [?]
Eg: From the previous examples it is possible to work out the action order:
Gitzar attacks Brian first with a modified score of 21; Brian next attacks
Ippi with 19; Ippi attacks Brian back with 18; then Z attempts to blocks
Gitzar with 18. Brian's second attack at 14, against Gitzar, failed.
ARMOUR:
This reduces wounds or fatigue sustained, and usually works either against
PHYSICAL attacks ( vs {PHY}) or INTELLECT attacks (vs {INT}). Active block
attacks are only affected depending on the nature of the block, and the
type of armour [GMs option]. Armour is rated by the unmodified dice roll
numbers that it negates. Simply, these are specified as being from 0 (no
armour) to N-. For example, 3- armour negates any unmodified die roll from
1 to 3. More complicated specifications are also allowed, eg {1,3,5} armour
that negates dice that roll 1, 3 or 5. Armour does not reduce the fatigue
cost incurred due to skill attempts by the wearer.
RESOLUTION OF EFFECTS:
If a skill attempt that acts against an opponent succeeds, follow this
procedure:
1) Roll the number of effect dice specified by the attackers action, modified
for bonus dice (if 6's are rolled in the skill attempt) are rolled. Any dice
which roll equal to numbers negated by the defenders armour against that type
of attack are discarded (but see 4 & 5 below). Effect dice from a wound skill
are referred to as "wound dice"; from a fatigue skill, "fatigue dice"; and from
a power, "power dice".
2) If no effect dice remain, the skill has no effect (but see 4 & 5 below).
Otherwise the remaining die have the damage modifier added and are totalled. No
dice may adjusted below 1, regardless of how unfavorable the modifier. The
total is the number of "effect points". Effect points from a wound skill are
referred to as "wound points"; from a fatigue skill, "fatigue points"; and from
a power, "power points".
3) If the total of the effect points is not zero, then the defender is either
*wounded*, *fatigued*, or may be *powered*, depending on the skill.
4) Special rule: if the skill was a wound skill, then a target takes a number
of fatigue effect points equal to the number of *dice* blocked by their armour.
5) Special rule: if the skill was a fatigue skill, and some of the effect dice
were natural 6's, then the target takes a number of wound points (off any one
stat) equal to the number of 6's. The number of fatigue points is reduced by
this number. If the targets armour stops 6's, then substitute the highest dice
roll not stopped - eg for {5,6} armour, on a natural 4 the target would take a
wound point. If the armour is perfect, ie {1-6}, then *no* wound points are
ever taken.
6a) If wound points are incurred by the target: The targeted stat group
({PHY} or {INT}) is reduced by the number of wound effect points
(wound points). Note that the modified values of each separate effect dice must
be removed entirely from one skill in the group. The defender must then make a
routine skill roll (using any one of the newly depleted skills they choose) or
lose all subsequent actions this round. Wound points removed from a skill
should be totalled separately from fatigue points, as they are recovered
separately. If the new total of wound and fatigue points against a skill is
greater than its listed value, the actor falls unconsious immediately.
6b) If fatigue points are incurred by the target: The target reduces his
skills by the number of fatigue effect points (fatigue points). Note that the
modified values of each separate fatigue dice must be removed entirely from one
skill in the group. Fatigue points removed from a skill should be totalled
separately to wound points as they are recovered separately. If the new total
of wound and fatigue points against a skill is greater than its listed value,
the actor falls unconsious at the end of the round.
6c) If power points have been incurred against the target: In this case the
target must make a resistance roll. This is a routine-stat roll of the
targetted skill, less the number of power points generated. Failure means the
target suffers the full effect of the power skill. No wounds or fatigue are
sustained by the target. The effect of the power (eg belief in the illusion) is
*permanent* unless the target makes their resistance roll (or a retry of it).
However, the actual power only lasts as long as the power is maintained. A
target who fails their roll and can no longer retry will _never_ attempt to
retest (ie break through, disbelieve, etc) that power skill if it is
maintained, or if they have no reason to belive it has not been maintained.
Passive powers: these have no effect but to reduce the chance of a hostile
skill attempt suceeding.
Eg: The effects of the examples are calculated...
Gitzar's attack on Brian: this is a 3 effect dice of fatigue (three fatigue
dice), at [+0], so Gitzar rolls three dice (5,4,3), and Brian has no armour
effective against spells, so removes 5 points of fatigue from his Strength
skill, 4 from his Constitution skill, and 3 from his Mind skill.
Brians attack on Ippi: this is 3 effect dice of wound (three wound dice), with
a modifier of [+1]. Brian rolls 5, 2, 2. Ippi is wearing leather armour {1,2}
which can resist fire, so only the first dice (5) affects Ippi, for a total of
5[+1]=6 wound points. Ippi removes these from his Dexterity skill.
Since he has taken wound points, he must make a routine Dexterity roll
(since this was the only affected skill). Ippi's effective Dexterity skill
is 7 (from a maximum of 16, he had previously removed 3 fatigue points,
and has just lost 6 wound points). Ippi rolls 17, adds 7/3 to get 19,
a sucess. If he had failed, his attack against Brian would not occur.
Ippi's attack against Brian: this was a three fatigue dice attack. Ippi rolls
4, 3, 1. Brian removes 4 points of fatigue from his Mind skill, 3 from
Perception, and 1 from Strength.
Z's power against Gitzar: this is a two dice power versus Gitzar's
strength. Z rolls 1, 5, for a total of 6. Gitzar's effective strength is
its maximum value of 8. He must make a routine strength roll, and rolls 6
(1, 1, 1, 3), adds his strength 8 less power points 6, divides by three
(8-6)/3 -> 0 and gets a total of 6. He is thus pinned to
the spot by the whirlwind. Since three 1's is a serious fumble, the GM rules
that is knocked over and his club slips from his grasp. He cannot move
until the same point in the action order next round (at the time
a skill attempt with initiative of 18 would occur), or for longer if Z
chooses to maintain the block.
NOTE 1: because Gitar rolled 1's when resisting the block, he can only attempt
to try to break its effects again if he makes difficult (-4) Faith roll. Gitzar
can try this roll whenever he likes - it does not count as an action. He
decides to make it straight away, and rolls 18 +10/3 -4 =17, a fail. He cannot
attempt to resist Z's block again, and will be pinned to the spot for as
long as Z maintains it. If he had suceeded in his Faith roll, then he could
declare his next action to be an attempt to break through the wall of wind,
a routine Strength roll (at -6).
REDUCED SKILLS:
The effective value of a skill is equal to its listed value less the sum of
the fatigue and wounds applied to it, plus any enhancements. Note that negative
skills, due to (eg) deafness, curses, or similar _cannot_ be reduced, either
voluntarily or not. However, they also cost no fatigue to run.
If any skill is reduced below zero by the combined effects of wounds and
fatigue, the actor is unconsious. If wounds totalling more than *twice* its
normal value are taken, the actor is dead.
Wounds points are regained as a Heal-3[+0](CON for {PHY}), and Heal-3 [+0]
(DET for {MIN}). Fatigue points are recovered as a Revitalise-3 [+0] (CON for
*). Remember that reversed wound skills need a day to act, and reversed fatigue
skills need 5 minutes. Enhanced stats drop back to their normal levels at the
same rate.
Metaskills
^^^^^^^^^^
These stack separately from skills.
Examples:
LINK: links skills together in a "skill bundle". The maximum number of skills
that can be bundled is limited by the actors level in LINK. If the link skill
roll is sucessful, then the skill roll for the bundle is a routine roll using
the average of the stat and level bonuses for each bundled skill. Link can also
be used to link bundles to bundles, or bundles to skill.
BIND: attach a skill or skill bundle to an object.
CHANNEL: send the effect points from one skill bundle to another.
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Date=20021106 Author=P.Kinsler Created=199X
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