Post by shasodnarb on Jul 12, 2010 20:53:34 GMT -5
CHARACTER CREATION
- Ability Score: bonus +1 to any single ability score
- Skill: bonus +2 to any skill, does not have to be trained
LEVEL ADVANCEMENT
- Hit Points: add constitution modifier to hit points gained each level
LANGUAGES
- There are four levels of language knowledge (expressed as verbal/written):
- 3 points: advanced, scholarly command of language, foreign accent disappears
- 2 points: fluent, although distinct accent remains if not primary language
- 1 point: basic, able to communicate general concepts with difficulty
- 0 point: minimal, unable to effectively understand or communicate
At creation, characters have a primary language at value (2/1) and a secondary language at (1/0). Additional points are based on intelligence and may be spent on additional languages or improving existing ones. At level, these points are equal to 1 per intelligence modifier. Excess points carry over.
For level advancement, 1 point is gained per 2 intelligence modifier, rounded down, and excess points carry over.
TURN ORGANIZATION
- The gaming turn is divided into two phases and proceeds through each phase according to initiative order. A standard action may be taken in either phase, in which case the move action is taken in the other phase. A minor action may be taken in either phase, as can free actions. Additional actions taken due to action points may occur during either phase and do not otherwise affect the sequence of actions.
HIT POINTS, HEALING, AND DAMAGE EFFECTS
- Each character has location hit point values in addition to their total hit point value.
- The locations are (10) head, (9) l arm, (8) r arm, (6-7) chest, (5) midsection, (3-4) l leg, and (1-2) r leg.
- The chest hit points are 2/3 of the total hit points and the other locations are each 1/3, rounded down.
- Total hit points are healed by all means. Location hit points are healed by all means except healing surges or second wind, etc.
- The natural healing rate per day equals the constitution modifier, rounded down, minimum of 1. Natural healing heals the total hit points first, then location hit points.
- The number of healing surges is reduced by half, rounded down, for all characters.
- A DC 10 heal check stops minor bleeding, DC 15 downgrades major to minor, and DC 20 downgrades severe to major. Critical hits increase the DC by 5 each. Each heal/downgrade takes 1 std action.
- Various penalties can be incurred by characters who take sufficient damage, either against their total hit points or to their location hit points. These penalties begin at 50% damage. A standard saving throw is taken to determine the effect as indicated below. If unsuccessful, a saving throw is taken every subsequent round to reduce the effect. However, saving throws must thereafter be taken each time damage is incurred.
50% HP • SAVE SUCCESSFUL • SAVE FAILED
- Total • -2 all rolls & defenses • -5 all rolls & defenses
- Head • dazed • stunned
- Attack Arm • uncoordinated • plus weakened
- Defend Arm • exposed • disadvantaged
- Chest • disadvantaged • helpless
- Midsection • disadvantaged • restrained
- One Leg • slowed • prone
- Both Legs • immobilized • restrained
ATTACKS AND DEFENSES
- Two-Handed Weapon: strength modifier is x1.5 for damage, rounded down
- Off-Hand Weapon: strength modifier is x0.5 for damage, rounded down
- Open-Ended Rolling: if a 20 or 1 is rolled, an additional dice is rolled and added/subtracted to the total. A natural or 20 or 1 doesn't automatically hit or miss.
- Critical Hits: if a 20 or greater is rolled, another roll is needed to determine if the hit is a critical. If this second roll hits, the attack is a critical hit. Critical hits inflict maximum damage and also cause bleeding. The bleeding drains total hit points. One critical hit causes minor bleeding (1/rnd). Two critical hits increase this to major bleeding (1d3/rnd). Three critical hits increase this to severe bleeding (1d6/rnd). Subsequent critical hits increase this by 1d6 damage each.
- Fumble: if 1 or less is rolled, another roll is required to determine if the miss is a fumble. Fumbles result in the loss of the current action, the loss of any sustained abilities, and the inability to act in the next phase. Action points can still be used, however.
- Called Shots: with a basic attack, a player may declare an attempt to strike a specific location and induce an associated penalty on the enemy. A -2 penalty to hit is taken if the player attempts to induce a penalty associated with the Save Successful column. A -5 penalty is taken for the Save Failed column. If hit, the enemy must make a saving throw. If the enemy fails the saving throw, damage is taken in additional to the special effect. If the enemy makes the saving throw, only the damage is taken.
- Damage Reduction: +1 per 2 AC due to armor, including shield
- Total Defense: standard action, gain +2 defenses and +1 damage reduction
- Saving Throws: modified by half the difference in level between attacker and defender, rounded down
- Ability Score: bonus +1 to any single ability score
- Skill: bonus +2 to any skill, does not have to be trained
LEVEL ADVANCEMENT
- Hit Points: add constitution modifier to hit points gained each level
LANGUAGES
- There are four levels of language knowledge (expressed as verbal/written):
- 3 points: advanced, scholarly command of language, foreign accent disappears
- 2 points: fluent, although distinct accent remains if not primary language
- 1 point: basic, able to communicate general concepts with difficulty
- 0 point: minimal, unable to effectively understand or communicate
At creation, characters have a primary language at value (2/1) and a secondary language at (1/0). Additional points are based on intelligence and may be spent on additional languages or improving existing ones. At level, these points are equal to 1 per intelligence modifier. Excess points carry over.
For level advancement, 1 point is gained per 2 intelligence modifier, rounded down, and excess points carry over.
TURN ORGANIZATION
- The gaming turn is divided into two phases and proceeds through each phase according to initiative order. A standard action may be taken in either phase, in which case the move action is taken in the other phase. A minor action may be taken in either phase, as can free actions. Additional actions taken due to action points may occur during either phase and do not otherwise affect the sequence of actions.
HIT POINTS, HEALING, AND DAMAGE EFFECTS
- Each character has location hit point values in addition to their total hit point value.
- The locations are (10) head, (9) l arm, (8) r arm, (6-7) chest, (5) midsection, (3-4) l leg, and (1-2) r leg.
- The chest hit points are 2/3 of the total hit points and the other locations are each 1/3, rounded down.
- Total hit points are healed by all means. Location hit points are healed by all means except healing surges or second wind, etc.
- The natural healing rate per day equals the constitution modifier, rounded down, minimum of 1. Natural healing heals the total hit points first, then location hit points.
- The number of healing surges is reduced by half, rounded down, for all characters.
- A DC 10 heal check stops minor bleeding, DC 15 downgrades major to minor, and DC 20 downgrades severe to major. Critical hits increase the DC by 5 each. Each heal/downgrade takes 1 std action.
- Various penalties can be incurred by characters who take sufficient damage, either against their total hit points or to their location hit points. These penalties begin at 50% damage. A standard saving throw is taken to determine the effect as indicated below. If unsuccessful, a saving throw is taken every subsequent round to reduce the effect. However, saving throws must thereafter be taken each time damage is incurred.
50% HP • SAVE SUCCESSFUL • SAVE FAILED
- Total • -2 all rolls & defenses • -5 all rolls & defenses
- Head • dazed • stunned
- Attack Arm • uncoordinated • plus weakened
- Defend Arm • exposed • disadvantaged
- Chest • disadvantaged • helpless
- Midsection • disadvantaged • restrained
- One Leg • slowed • prone
- Both Legs • immobilized • restrained
ATTACKS AND DEFENSES
- Two-Handed Weapon: strength modifier is x1.5 for damage, rounded down
- Off-Hand Weapon: strength modifier is x0.5 for damage, rounded down
- Open-Ended Rolling: if a 20 or 1 is rolled, an additional dice is rolled and added/subtracted to the total. A natural or 20 or 1 doesn't automatically hit or miss.
- Critical Hits: if a 20 or greater is rolled, another roll is needed to determine if the hit is a critical. If this second roll hits, the attack is a critical hit. Critical hits inflict maximum damage and also cause bleeding. The bleeding drains total hit points. One critical hit causes minor bleeding (1/rnd). Two critical hits increase this to major bleeding (1d3/rnd). Three critical hits increase this to severe bleeding (1d6/rnd). Subsequent critical hits increase this by 1d6 damage each.
- Fumble: if 1 or less is rolled, another roll is required to determine if the miss is a fumble. Fumbles result in the loss of the current action, the loss of any sustained abilities, and the inability to act in the next phase. Action points can still be used, however.
- Called Shots: with a basic attack, a player may declare an attempt to strike a specific location and induce an associated penalty on the enemy. A -2 penalty to hit is taken if the player attempts to induce a penalty associated with the Save Successful column. A -5 penalty is taken for the Save Failed column. If hit, the enemy must make a saving throw. If the enemy fails the saving throw, damage is taken in additional to the special effect. If the enemy makes the saving throw, only the damage is taken.
- Damage Reduction: +1 per 2 AC due to armor, including shield
- Total Defense: standard action, gain +2 defenses and +1 damage reduction
- Saving Throws: modified by half the difference in level between attacker and defender, rounded down