Difference between revisions of "Rules Notes"

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* '''Energy''': Stay awake; movement
 
* '''Energy''': Stay awake; movement
  
* '''Intelligence''': sheer intellect, memory, lore, figuring things out, detective work, first aid, teaching
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* '''Intelligence''': sheer intellect, memory, lore, figuring things out, detective work, first aid, teaching, disguise
 
* '''Wit''': noticing things, avoiding tricks and traps, tracking, ?animal handling?
 
* '''Wit''': noticing things, avoiding tricks and traps, tracking, ?animal handling?
 
* '''Resolve''':  stubbornness, resolution, devotion, will rolls  
 
* '''Resolve''':  stubbornness, resolution, devotion, will rolls  
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* '''Yin''': Healing
 
* '''Yin''': Healing
 
* '''Chi''': Deep in the Midst of Magical Rituals
 
* '''Chi''': Deep in the Midst of Magical Rituals
 +
 +
One turn is 10 actions, plus sometimes a surprise round.
  
 
First aid heals int roll * 2 hit points.  Bad first aid is replaced by good first aid (they don't stack or prohibit.)
 
First aid heals int roll * 2 hit points.  Bad first aid is replaced by good first aid (they don't stack or prohibit.)
  
You must roll dice at the end of your turn.  So, you cannot shoot and then move.  You ''can'' split your dice to shoot, move, then shoot again.
+
You must roll dice at the end of your action.  So, you cannot shoot and then move.  You ''can'' split your dice to shoot, move, then shoot again.
  
 
If you split your dice, you add your skill to each roll.  (Without a schtick) you may not split your dice against the same target or more than two ways.
 
If you split your dice, you add your skill to each roll.  (Without a schtick) you may not split your dice against the same target or more than two ways.
  
Roll Move number of dice (6) to increase your move -- add #successes x 2 to your move.
+
Roll Strength or Energy number of dice to increase your move -- add #successes x 2 to your move.
  
 
If a character wants to make a die roll for a diced action which is not covered by his speed category, he must use up both the action in his current phase and some later phase.
 
If a character wants to make a die roll for a diced action which is not covered by his speed category, he must use up both the action in his current phase and some later phase.

Revision as of 11:24, 3 March 2012

Range multipliers:

0-8 hexes: no penalty

9-16 hexes: +1 difficulty

17-32: +2 difficulty

etc.

Longbow damage is #successes x 3, except with a x4 schtick.

  • Strength: hold onto a grabbed person or escape from a grab; holding up a collapsing ceiling; movement
  • Resistance: (Comet-style toughness in combat); resist damage from fire
  • Health: Resist poison
  • Accuracy: Hit someone; (bow)
  • Dexterity: Dodge; acrobatic breakfall, knot tying, stealth
  • Energy: Stay awake; movement
  • Intelligence: sheer intellect, memory, lore, figuring things out, detective work, first aid, teaching, disguise
  • Wit: noticing things, avoiding tricks and traps, tracking, ?animal handling?
  • Resolve: stubbornness, resolution, devotion, will rolls
  • Charisma: Persuasion, Seduction
  • Grace: Dodging persuasion and seduction; Sense motive; observing people psychologically; gather information
  • Status: General social level. (e.g. "Make a status roll to see if you got invited to the ball".)
  • Yang: Chi-blast
  • Yin: Healing
  • Chi: Deep in the Midst of Magical Rituals

One turn is 10 actions, plus sometimes a surprise round.

First aid heals int roll * 2 hit points. Bad first aid is replaced by good first aid (they don't stack or prohibit.)

You must roll dice at the end of your action. So, you cannot shoot and then move. You can split your dice to shoot, move, then shoot again.

If you split your dice, you add your skill to each roll. (Without a schtick) you may not split your dice against the same target or more than two ways.

Roll Strength or Energy number of dice to increase your move -- add #successes x 2 to your move.

If a character wants to make a die roll for a diced action which is not covered by his speed category, he must use up both the action in his current phase and some later phase.

A character may trade in two later phases to take a phase in the current segment.

A character may trade in his next phase (often called aborting) to dodge an incoming attack; if you have already acted during a phase, you cannot act again by aborting.