Creating Your
Character
Attribute Checks
Combat
Alternative Combat Rules
Hybrid Combat Rules
There are 4 main character attributes: Life Points, Psi, Strength and Skill.
Life Points represents your characters
health factor, and upon reaching 0 signifies death. To determine
your characters Life Points, roll two dice, and add 6 to the
total. During your experiences you will encounter hostile
situations in which specific sources may damage you. Keep a
record of your current and initial Life Points. Your current
score may never surpass your initial Life Points score, unless
otherwise indicated by a special incident.
You may regain Life Points by eating a meal, which restores 2
Life Points (this will only work once every 24 hours, and you
must have the food available), drinking certain potions and some
other means.
Psi is your characters' mental aspect. It
represents all psychic instances for your character; his
intelligence, his morale, etc. when such instances are required
to be tested. To determine this skill, roll a six sided die three
times, and add up the total. Again, the current amount may never
surpass the initial unless otherwise indicated by the author.
Strength is a deciding factor when
encountering certain physical conditions that require specific
physical force to be applied. To determine your characters
Strength, roll one six sided die three times and add the totals.
It follows the same initial point guidelines as formerly
indicated.
Skill is a deciding factor when
encountering certain physical situations that require particular
action to be executed. To determined your characters Skill, roll
one six sided die three times and add the totals. It follows the
same initial point guidelines as formerly indicated.
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Only three attributes are normally checked (Strength, Psi and
Skill). Checking Strength and Psi is very exausting for your
character, and temporarily reduces your character's current score
in that attribute by 1 each time they are used. You will be told
in the text when to make Strength and Psi checks, but Strength
Checks may be made in combat to do extra damage - see the combat
section for details.
By resting for 4 consecutive hours, or by drinking certain
potions, Strength and Psi be returned to their Initial value.
Other means of restoring Strength and Psi do exist, but this you
must discover for yourself. Checking Skill never decreases your
score, and Skill will usually go below it's Initial level only
due to severe injury or some hideous curse. Should this happen to
your character, you will need to seek out some means of fixing
the problem, because it will not normally go away with rest.
Attribute Checks: Roll 3D6 and compare the total
to your current Attribute score - if the number is lower than
your current Attribute score, you have succeeded. If it is equal
to the Attribute score, you may try again (or give up and
consider the roll a failure) - for Strength and Psi checks, each
time you try again will reduce your current Attribute score by 1.
If it is higher than your current Attribute score, then you have
failed.
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Combat
1. Combat is simultaneous.
2. Each creature involved in combat (including your character)
may only attack one foe every combat round. You may defend
yourself against an unlimited number of foes, but each foe (after
the first) which attacks you increases it's effective skill score
(since you are less effective in defending yourself against
multiple opponants). The first creature attacking you adds
nothing, the second adds 1, the third adds 2 etc.
3. Roll 3D6 for each creature involved in combat, and add the
creature's current skill score. If your total is higher than that
of the creature you are attacking, then you have hit the
creature. If the creature's total is higher than yours, then it
has hit you. If the totals are equal, then you have avoided each
others blows.
4. Fighting multiple opponants: Any creature with a higher total
than yours will hit and damage you, however, you may only hit one
target each round, and then only if your attack total is higher
than your target's. Remember, each creature after the first which
attacks you effectively increases it's skill.
5. A successful hit usually inflicts 1 point of damage if your
character is unarmed and has no special unarmed fighting skills.
Daggers and Clubs typically inflict 2 or 3 points of damage, and
Swords usually inflict 4 points of damage. You will be told how
much damage a weapon or creature does in the text.
6. Strength Checks: You can inflict extra damage to your foe by
making a Strength check. Roll 3D6, and if this number is less
than your character's current Strength, you inflict 50% more
damage to your foe (round up). If the number is equal to or
greater than your character's current Strength, you will inflict
50% less damage to your foe (round down). Note that if you are
unarmed, this may result in you inflicting no damage. Making a
Strength check is very tiring, and you must temporarily reduce
your current Strength by 1. Your strength will return to it's
normal value when you rest for at least 4 hours. Monsters will
not usually make strength checks.
Special Note:
Armor and shields (and other special items) can increase your
character's skill and reduce the damage taken. Normally, shields
increase your character's skill by 1, as does wearing Leather
armor. Chainmail armor also increases your character's skill by
1, and decreases the damage taken by 1. Platemail armor is the
best protection normally available, and will usually increase
your character's skill by 1 and decrease damage taken by 2.
Magical armors and shields may have different effects, as may
some specially constructed armors and shields.
Alternative Combat Rules
Ok, here are some alternative combat rules. Note that they will
replace the combat rules mentioned above, if the club members
prefer them.
Each time you encounter combat, you will find a section like the
one below:
Orc (Life Points 10)
Roll 2 Dice:
Score 2 to 6: You are hit - lose 3 Life Points
Score 7 to 12: Your opponant is hit, score normal weapon damage
-1 (the Orc is wearing leather armor).
Fighting Multiple Opponants:
This is done by creating one section like the above for when all
opponants are active, then a new section each time one of the
opponants is eliminated. See the example below:
Huntsman (Life Points 12)
Hunting Dog (Life Points 6)
Roll 2 Dice:
Score 2 to 4: You are hit twice - lose 5 Life Points
Score 5 to 8: You are hit once - lose 3 Life Points
Score 9 to 12: You hit the dog (you will be unable to hit the
Huntsman while the dog lives), score normal weapon damage.
Huntsman (Life Points 12)
Roll 2 Dice:
Score 2 to 6: You are hit - lose 3 Life Points
Score 7 to 12: Your opponant is hit, score normal weapon damage.
Finding weapons and armor will have varying effects. Finding a
weapon will normally increase the damage you can do (a normal,
unarmed human with no special unarmed combat training will do 1
point of damage for each hit), while finding armor will reduce
the amount of damage (Life Points) your character receives.
Hybrid Combat Rules
Ok, these proposed rules combine several ideas from club members,
and represent my currently preferred combat format. They have the
following advantages:
1. Easy to write. Most combat (even against multiple foes)
would only require 2 lines. The second line can be a macro, or
cut and paste.
Goblin: Skill 6.....Life Points 6
View Combat
Results Table
2. Fast. This system is even faster than the Golden Dragon style. A "K" result will automatically kill all remaining foes (when fighting multiple opponants).
3. Relatively simple. Roll 2d6, add your combat ratio, look at the table.
Problems:
1. Lacks the descriptiveness of the Golden Dragon style.
2. Requires reference to a combat table.