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The combat basics
The abnormal Status
Surprise
Magic
Draw



_________Combat Basics

A round of combat is about 10-30 sec long. When engaging a combat, each character (including monsters and other NPCs) must roll initiative. You roll 1d10 and add your speed. The one who have the highest score act first, and so on. Some special manoeuvers may increase or decrease an initiative, their use must be declared before the roll. The initiative is rolled each round. If two characters roll the same initiative, they attack at the same time(and thus taking damage at the same time too).
Once the initiative done, your character act. Your chances to hit are your weapon skill rating minus the enemy's evade rating. As for any skill roll, you throw 1d100 and must get lower than your total chance to hit to be successful. You cannot have less than 10% chances to hit a target.
Determining critical hits: When you roll an attack, you have a number of chances equal to your luck rating divided by two to do a critical hit. If you have 60% in a weapon skill and have 9 in luck, you must roll from 56 to 60% to make a critical hit. When a critical hit occurs, you double the damage.
When you hit, you add your strength for your damage if you use any mele weapon. The damage is decreased by the enemy's vitality, but is never reduced to less than 1.

Exemple:
Wedge has 70% to hit, Strength 6, Speed 7 and Luck 6. He's fighting a caterchipillar(Speed 3, Vitality 5 and Evasion 0). On the initiative roll, Wedge gets a 4, and the caterchipillar gets a 6. Wedge win the initiative (4+7 > 6+3). Wedge attack. He get 68 on his roll, thus making a critical hit. He roll his damage (Blade : 1d8) and get 5. The total damage is (5+6)*2. The catherchipillar, having a vitality of 5, take 17 damage.



_________Abnormal Status

Some spells and creatures may give abnormal status. Here is a description of each.
-Bersek:The affected character fall into an uncontrolable rage. Tough he doesn't attack allies, the GM choose wich target he hits. Damage is doubled before all modifications. He may breaks things up and run around.
-Sleep:A magical sleep. If the character loses any Hp (Physical Damage only), he wakes up.
-Confuse:Caracter is under the GM control. If the character loses any Hp (Physical Damage only), he is no more confused.
-Silence:The victim cannot talk, nor use spells, Draw, or use GFs.
-Poison:The magical poison does [1d6 +Magic of the caster -Victim Vitality] (Minimum 1) per round. Other poisons may have other effects.
-Darkness:The character vision is shrouded by a small magical dark cloud that stands over his eyes. Skills that require to see are reduced by 20%, unless a skill or ability prevent it(like nightvision).
-Curse:Disable limit break. The character stats and skill% are also recuced by half.
-Zombie:Take damage from recovery spells and double damage received from holy element, and is healed by poisons. It act much like a disease, and if it persist more than a day, the character slowly become numb and unable to act and think properly until cured. After a week, the character loses 1 vitality point per additional hour he is zombified. If he ever reaches 0, he becomes a zombie, permanently.
-Break:The character flesh is turned into stone.
-KO:The character is KO, but not dead. He can be "revived" with a Pheonix Down. A character dies when he loses any amount of HP while being KO(see the glossary).


_________Surprise

When surprised, a character may not use evasion skill. A surprise hit give the attacker an automatic critical hit. There are many ways of making surprise attacks, the most commun is usually to move silently to the back of the target. The victim may have to make an awareness roll to avoid surprise, his chances are usually reduce with the attacker stealth.



_________Magic

Exept for some spells which are specified and have a %chances of working, all spells are automaticaly effectives.


_________Draw

To draw a spell, you must first make a Spell Lore roll. A success mean that you are able to chose the spell you will draw. When you fail, the GM chose it on purpose or randomly, but you still get spells. You must then make a draw roll (Base Draw% + GF Bonus - Spell Level*10) to determine if you are able to draw or not. On success, roll 1d4+1 to see the number of spell you get.
Draw may also be performed during a fight, as a normal action, but must be at less than 4 meters of the source. You may also chose to draw-cast. In that case, you get -2 to initiative roll, but you immediatly cast the spell you just are drawing.
The maximum Draw% after all adjustments is 95%.


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