08-17-2020, 10:21 PM
Multiple Successes Required in Combat: After pairing attack dice with parry dice, look at the number of attack dice that qualify for a Wound/Hit, if there are at least the number required, then a Wound/Hit has been scored with each additional die over the requirement scoring an additional Wound/Hit. Any unopposed dice are grouped together first in determining if the requirement is met.
Example: Four Successes are required to hit an opponent. After rolling for combat, three attack dice are unopposed, two are blocked, and one is negated for a total of 5 Successes. Because there aren't as many unopposed attack dice as required, the result is 2 Hits.
Lighting in Combat-TN-Successes
Total Darkness +2 +2
Dark +1 +1
Normal/Good -- --
Bright +1 +1
Blinding +2 +2
CP Costs for Skills
Adding a d4 to a pool or upgrading a die in a pool is 1 CP is the standard and skills showing no cost follow this rule. Some skills cost 2CP to add a d4 but only 1 CP to upgrade a die in the pool, these are denoted with "Cost: 2CP." Skills that cost 2CP to add a d4 to the pool and to upgrade a die are denoted by "Cost: 2x." These costs apply before any Racial/Class penalties.
Unskilled Rolls: Roll the number of d8s allowed by the skill's Width stat, even if the Depth stat limits the character to a smaller die. The Target Number when rolling unskilled is increased by 1, only a single roll is made even if the skill allows for multiple rolls, and character points are not earned.
Animal Handling - Knowledge - Choose animal type. The character can exercise control over and train animals of the chosen type. The skill crosses specialty only conditionally; depending on the level of detail the GM wants in the campaign, specialty in horses automatically qualifies to specialty in asses and mules, or crosses over with an increased difficulty of +1 or +2, but will not allow a horse whisperer to handle cows, dogs, or cats. TN: 5, 8 if the chosen animal undomesticated. Number of Successes required varies on task.
Appraise - Knowledge - Choose a category: Gems/Jewelry, Sculpture, Painting, Other. Not only allows characters to determine the general worth of an item but also allows them to detect fakes and forgeries.
Blind-Fighting - Combat, Cost: 2x - When fighting with the weapon of choice in sub-optimal lighting conditions, the character may use this skill, instead, with no lighting penalties. Can only be taken with mêlée weapons or thrown ranged weapons (because it's cool). (You know what's not cool? Blind-Fighting with propelled weapons. That's just monumentally stupid.) This skill cannot be used unskilled.
Camouflage - Finesse - Disguise self, others, or objects to blend in to the environment. TN: variable, depending on how much what is being camouflaged stands out normally. Number of Successes: variable, depending on size.
Successes required by size to camouflage, measurements are in the largest dimension
Tiny (<1 ft) - 1
Small (<3 ft) - 2
Medium (<10 ft) - 3
Large (<30 ft) - 4
Huge (< 150 ft) - 6
Gargantuan (150+ ft) - 10
How the skill works: That which is camouflaged will escape detection to casual observation as long as the initial roll was fully successful. When looking for something out of place, more Successes than the number of Successes rolled in camouflaging are required. Example: A medium-sized tent was camouflaged with 7 Successes in the roll. Because 3 Successes were required they count as a single Success for the purpose of detection, meaning the roll to detect the tent would require 6 Successes.
Target Numbers to detect
Base - 5
Up to 5"/size - +0
Up to 10"/size - +1
Up to 20"/size - +2
Up to 50"/size - +4
Outside 50"/size - +8
Note on "/size: The units represented by "/size is feet for Tiny and Small, yards for Medium, 10 feet for Large, 100 feet for Huge, and 1000 feet for Gargantuan. So detecting a Tiny object 60 feet away has a TN of 13 but a Medium object the same distance has a TN of 7.
Charge - Combat - Requires a minimal run of 50 ft. Reduces the target's Defense by 1 for each Success for the next Attack. TN: Opponent's |Brawn|+|Stamina| - R(character's weapon) + R(opponent's weapon).
Direction Sense - Finesse - Inerringly know the direction. Can be taken only at character creation. TN: 5. Successes: 2
Rolls are only necessary if any of the following conditions are met. Use all that apply, stacking if appropriate.
Each day since verified directions - TN +1
Unfamiliar location - TN +1
Dark - +1 Success
Cloud cover - +1 Success
Underground/indoors - +2 Successes
Yeah, I'm counting this as a triple post. Makes up for the vacation I took yesterday (which had already been covered).
Example: Four Successes are required to hit an opponent. After rolling for combat, three attack dice are unopposed, two are blocked, and one is negated for a total of 5 Successes. Because there aren't as many unopposed attack dice as required, the result is 2 Hits.
Lighting in Combat-TN-Successes
Total Darkness +2 +2
Dark +1 +1
Normal/Good -- --
Bright +1 +1
Blinding +2 +2
CP Costs for Skills
Adding a d4 to a pool or upgrading a die in a pool is 1 CP is the standard and skills showing no cost follow this rule. Some skills cost 2CP to add a d4 but only 1 CP to upgrade a die in the pool, these are denoted with "Cost: 2CP." Skills that cost 2CP to add a d4 to the pool and to upgrade a die are denoted by "Cost: 2x." These costs apply before any Racial/Class penalties.
Unskilled Rolls: Roll the number of d8s allowed by the skill's Width stat, even if the Depth stat limits the character to a smaller die. The Target Number when rolling unskilled is increased by 1, only a single roll is made even if the skill allows for multiple rolls, and character points are not earned.
Animal Handling - Knowledge - Choose animal type. The character can exercise control over and train animals of the chosen type. The skill crosses specialty only conditionally; depending on the level of detail the GM wants in the campaign, specialty in horses automatically qualifies to specialty in asses and mules, or crosses over with an increased difficulty of +1 or +2, but will not allow a horse whisperer to handle cows, dogs, or cats. TN: 5, 8 if the chosen animal undomesticated. Number of Successes required varies on task.
Appraise - Knowledge - Choose a category: Gems/Jewelry, Sculpture, Painting, Other. Not only allows characters to determine the general worth of an item but also allows them to detect fakes and forgeries.
Blind-Fighting - Combat, Cost: 2x - When fighting with the weapon of choice in sub-optimal lighting conditions, the character may use this skill, instead, with no lighting penalties. Can only be taken with mêlée weapons or thrown ranged weapons (because it's cool). (You know what's not cool? Blind-Fighting with propelled weapons. That's just monumentally stupid.) This skill cannot be used unskilled.
Camouflage - Finesse - Disguise self, others, or objects to blend in to the environment. TN: variable, depending on how much what is being camouflaged stands out normally. Number of Successes: variable, depending on size.
Successes required by size to camouflage, measurements are in the largest dimension
Tiny (<1 ft) - 1
Small (<3 ft) - 2
Medium (<10 ft) - 3
Large (<30 ft) - 4
Huge (< 150 ft) - 6
Gargantuan (150+ ft) - 10
How the skill works: That which is camouflaged will escape detection to casual observation as long as the initial roll was fully successful. When looking for something out of place, more Successes than the number of Successes rolled in camouflaging are required. Example: A medium-sized tent was camouflaged with 7 Successes in the roll. Because 3 Successes were required they count as a single Success for the purpose of detection, meaning the roll to detect the tent would require 6 Successes.
Target Numbers to detect
Base - 5
Up to 5"/size - +0
Up to 10"/size - +1
Up to 20"/size - +2
Up to 50"/size - +4
Outside 50"/size - +8
Note on "/size: The units represented by "/size is feet for Tiny and Small, yards for Medium, 10 feet for Large, 100 feet for Huge, and 1000 feet for Gargantuan. So detecting a Tiny object 60 feet away has a TN of 13 but a Medium object the same distance has a TN of 7.
Charge - Combat - Requires a minimal run of 50 ft. Reduces the target's Defense by 1 for each Success for the next Attack. TN: Opponent's |Brawn|+|Stamina| - R(character's weapon) + R(opponent's weapon).
Direction Sense - Finesse - Inerringly know the direction. Can be taken only at character creation. TN: 5. Successes: 2
Rolls are only necessary if any of the following conditions are met. Use all that apply, stacking if appropriate.
Each day since verified directions - TN +1
Unfamiliar location - TN +1
Dark - +1 Success
Cloud cover - +1 Success
Underground/indoors - +2 Successes
Yeah, I'm counting this as a triple post. Makes up for the vacation I took yesterday (which had already been covered).
Getting me free admission into gaming conventions for a decade

