
how to do things:
Characters can attempt to bargain with NPCs to buy items for up to half price. Roll vs. the seller and for every point higher take off 10% of the cost. If the seller beats the Character, he will not lower his price. Characters can also attempt to sell items for up to half again there value. Roll vs. the buyer and for every point higher add 10% to the cost. If the buyer beats the Character, he will only buy it at cost.
Characters that are trained to use magic can cast spells. All spells have a casting number and a Hit Point cost. To successfully cast the spell the caster must roll the casting number or higher. The caster then takes the Hit Point cost in Bruising damage. Unsuccessful casting do not cause the Hit Point cost to be taken. See Spell List.
Characters can make items such as swords, armor, etc. if trained as Crafters. Such items cost only half of the listed price. The Character may then use or sell them. The difficultly number of an cost/4 plus 1, so a sword is DN 3. Each crafting attempt takes one day and may require special equipment or tools.
Characters can make items such as Scrolls, Enchanted weapons, etc. if trained as Artificers. Such items cost only half of the listed price. The Character may then use or sell them. The difficultly number of an cost/4 plus 1, so a scroll of level 4 is DN 3. Each artifice creating attempt takes one day and may require special equipment or tools.
When
characters try to do anything too difficult to be a sure thing, they must make a
Difficulty Roll. A Difficulty Roll is a 1d6 roll vs. a Difficulty Number, the
DN being rated as to the level of difficulty of the task. If the character
equals or beats the DN, then the character successfully performs the action. Some
characters will have modifiers to certain types of Difficulty Rolls. Here is a
list of standard Difficulty Numbers:
1 Simple 4 Hard
2 Easy
5 Very Difficult
3 Average 6 Nearly Impossible
Falling damage is 1/Bruising per
15' fallen. Conscious characters are allowed a save vs. this damage amount; if
they succeed, only half damage is taken ,round down,. Things fall at the rate
of 1000' per turn.
Physickers can heal wounds sustained during combat. Difficulty is the number of point sustained. The
number of points healed is the number by which the Physicker's roll exceeds the
Difficulty Number. If the Physicker uses a healing draught, add +1
per draught used. non-Physicker characters cannot use this bonus. Healing
draughts cannot be re-used.
Giving
medical assistance takes an action and the patient must hold still as well.
Medical attention may be given and received any number of times during a
battle, unless the patient has received a fatal wound ,i.e. Hit Points less then one.
If the
Physicker tries to save a fatally wounded character, he/she must repair enough
damage to bring the character back up to 1 Hit point. Otherwise,
the character dies. At the end of a battle, the Physicker may try this once on
each fatally wounded character.
A
Physicker's Kit can be used by any player to heal wounds sustained in combat,
with the same difficulty as above. However, these kits do not give any pluses
to the attempt. Once a kit is used, it cannot be reused.
Characters may be exposed to poison is various ways, such as poisoned
weapons, creatures with venomous bites, etc. If so, the character must make a
Difficulty Roll against the poison's Difficulty Number which is it's toxic
strength. Poisons have different effects such as paralyzing, additional damage
or sleep.
At
certain points in the game it will be important to see how well a character can
understand ancient carvings, writings, etc. This is done as follows: The item
to be understood is give a Difficulty Number, the higher the DN the harder to
understand the item. Typical DN is 3.
Scrolls are used to capture spirits. The spirits can then Be released to attack other spirits and humans. Capturing works as follows..
All spirits have a Power Rating.. this is shown as two numbers like so, 4-2.. the first number is the untamed number which is what must be rolled to capture the spirit.. note that spirits attack people that try to capture them. The second number is the number used by the scroll owner to control the spirit when released from the scroll. To release a spirit the owner opens the scroll and says.. I summon you forth (name of spirit)!
If a
character wishes to enter a place silently, hide or otherwise act in a
ninja-like fashion the following rules apply: If nobody is trying to find or
listen for the character, a save vs. a DN of 3 will enable the character to
sneak about unnoticed. A failed save means the character made some noise,
stepped too close to the light or otherwise did not sneak successfully. If
someone is attempting to detect the character, the character rolls vs. the
seeker, the higher total winning.
If a character wishes to steal an small (palm able) item and if the item is in plain sight, a save vs. a DN of 3 will enable the character to steal the item unnoticed. A failed save means the character fumbled the item, was too obvious about it or otherwise did not steal successfully. If someone is attempting to watching the item or if the item is being worn by a person, the character rolls vs. the seeker, the higher total winning.
Survival in the wilds, the finding of shelter, food and water requires a roll vs. a DN of 3 per day. For every point over that a character can provide for up to four people or an additional day that doesn't require a roll.
At
points in the game characters might wish to follow a character or creature by
it's tracks. The following rules apply: If the followed character/ creature is
making no attempt to cover or hide it's tracks, a save vs. a DN of 3 will
enable the character to follow the tracks. A failed save means the character
lost the tracks or tracking the wrong creature.