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  1. ATTRIBUTES
  2.  
  3. NOTE: All attributes are maximum 10 (barring supernatural influence) and minimum 1 (0 representing a score so low that the character is unable to function).
  4.  
  5. Strength
  6. Tag Attribute for: Bladed Weapons, Impact Weapons, Hand-to-Hand
  7. Description: Strength represents the raw physical power of a character, as well as the ability to use that power effectively.
  8.  
  9. Agility
  10. Tag Attribute for: Polearms, Missile Weapons, Dodge
  11. Description: Agility represents a character's ability to move and act with precision and accuracy.
  12.  
  13. Endurance
  14. Tag Attribute for: Rationing, Armor, Discipline
  15. Description: Endurance represents a character's ability to withstand harsh conditions.
  16.  
  17. Intelligence
  18. Tag Attribute for: Appraisal, Lore, Willpower
  19. Description: Intelligence represents a character's general level of knowledge and overall capacity to learn.
  20.  
  21. Speed
  22. Tag Attribute for: Pathfinding, Forestry, Mountaineering
  23. Description: Speed represents a character's ability to move and act quickly.
  24.  
  25. ~~~~
  26.  
  27. SKILLS
  28.  
  29. NOTE: All skills are maximum 100 (no exception - 100 represents absolute mastery).
  30.  
  31. Bladed Weapons: Measures a character's skill with swords, daggers, and similar weapons.
  32. Impact Weapons: Measures a character's skill with maces, morning stars, clubs, staffs, hammers, and similar weapons.
  33. Hand-to-Hand: Measure's a character's skill when fighting without a weapon.
  34.  
  35. Polearms: Measures a character's skill with spears and similar weapons.
  36. Missile Weapons: Measures a character's skill with bows, crossbows, and similar weapons.
  37. Dodge: Measures a character's ability to react to, and avoid, harmful events.
  38.  
  39. Rationing: Measures a character's ability to manage the amount of food they consume.
  40. Armor: Measures a character's ability to correctly put on (and therefore use) armor of all sorts.
  41. Discipline: Determines a character's ability to withstand physical torment without giving in. In a more practical sense, determines a character's Hit Points.
  42.  
  43. Appraisal: Represents a character's ability to tell low quality and high quality items apart.
  44. Lore: Measures a character's knowledge of academia - the history, inhabitants, and various sorts of objects found within the world they inhabit.
  45. Willpower: Determines a character's ability to withstand emotional, mental, or purely arousing assaults without giving in. In a more practical sense, determines a character's Will Points.
  46.  
  47. Pathfinding: Determines a character's ability to effectively move over plains, hills, and similar terrain.
  48. Forestry: Determines a character's ability to effectively move over forests.
  49. Mountaineering: Determines a character's abilty to effectively move over mountains.
  50.  
  51. ~~~~
  52.  
  53. DERIVED STATS
  54.  
  55. Hit Points: (Endurance * 2 + Discipline)/2
  56. Will Points: (Intelligence * 2 + Willpower) * 10
  57. Carrying Capacity: Strength * 1000
  58. Phases Per Day: 6 + (Speed/2), Rounded Down
  59. Actions Per Turn: 3 + (Speed+2)/4, Rounded Down
  60. Turns before consuming a ration: (Rationing + Endurance*2)/10, Rounded Down
  61.  
  62. ~~~~
  63.  
  64. SPECIAL SKILL RULES
  65.  
  66. Rationing: For a character who consumes only 1 ration per turn, there is a chance of (Rationing + Endurance*2)/10 in 100 each turn that they will consume no rations (maximum one turn in a row).
  67.  
  68. Lore: Anything examined using the Lore skill has an Obscurity rating. If (Lore + Intelligence*2) is equal to or greater than the Obscurity of the subject, the Lore skill is successful.
  69.  
  70. Appraisal: Every special item effect has a Uniqueness score. If (Appraisal + Intelligence*2) is greater than or equal to the Uniqueness score of an item's effect, that effect is visible to the character and can be used by the character. Otherwise, the effect is hidden and may not be accessed.
  71.  
  72. ~~~~
  73.  
  74. ATTRIBUTE CHECKS
  75.  
  76. On rare occasion, a character may need to engage in an activity that is a sheer test of one of his attributes, be it lifting an especially heavy object, engaging in a foot race, or poring over ancient tomes for clues and portents. Any time this is the case, it's assumed that the character either is or is not capable of performing the action involved - a character either can or can't push a boulder, a character either can or can't move successful move across a narrow gap, a character either can or can't endure an especially frigid climate. In these cases, the relevant attribute is simply compared to the Difficulty of the action being attempted and, if the attribute is equal to or less than the Difficulty, the action is a success. For example, if forcing a particularly stiff door open has a Difficulty of 6 and requires Strength, absolutely all characters with a Strength of 6 or higher are guaranteed to succeed at forcing the door and absolutely all characters with a Strength of 5 or lower are guaranteed to fail.
  77.  
  78. ~~~~
  79.  
  80. SPEECH CHECKS
  81.  
  82. When performing a speech check on a general topic, if (Lore + Intelligence * 2) is equal to or higher than the Difficulty of the check then the speech check is considered a success.
  83.  
  84. When performing a speech check on a specific topic (related to a specific skill), if ([Relevant Skill] + Intelligence * 2) is equal to or higher than the Difficulty of the check then the speech check is considered a success.
  85.  
  86. Example: Iolo, who has an intelligence score of 8 and a Mountaineering score of 67, is trying to convince a guard that he would be able to safely traverse a mountain range, the guard refusing to let Iolo through until he's been convinced that it'd be safe to do so. The difficulty of the speech check is set to 80 - this guard is somewhat hard to sway. Fortunately, Iolo's skill and intelligence result in a total of 83 (67 + 8 * 2), so he successfully manages to convince the guard and is allowed to pass.
  87.  
  88. ~~~~
  89.  
  90. SKILL ROLLS
  91.  
  92. NOTE: This game uses a "roll-under" system - you will need to roll at or under your Chance of Success in order to succeed on a roll.
  93.  
  94. % Chance of Success: (Tag Attribute x 2) + Skill value - Difficulty
  95.  
  96. Regardless of Chance of Success, rolling a 1 is ALWAYS a success and rolling a 100 is ALWAYS a failure. As a result, the highest possible actual chance of success is 99%. There is always a chance of failure.
  97.  
  98. Example: Shanks has an Agility score of 8, and a Dodge skill of 72. While wandering a dungeon, he triggers a spike trap with a Difficulty rating of 10. Multiplying his Agility by 2 gives him a 16 for his Attribute Bonus, and after adding his Dodge score this brings his total to 88, and after subtracting the Difficulty rating this leaves him with a 72% chance of success. Rolling a d100, he lands on 67. This is below 72, so he's managed to evade any damage - had he rolled a 73 or higher, he would have taken a hit.
  99.  
  100. ~~~~
  101.  
  102. COMBAT ROLLS
  103.  
  104. NOTE: The Difficulty of all combat rolls is assumed to be 0. Armor Rating is a score based on the combined armors worn by a character. Weapon Rating is the minimum amount of damage a weapon may do. Damage Range is the range of damage a weapon may do based on the accuracy of the hit. When necessary, always round down.
  105.  
  106. % Chance to hit: 50 + % Chance of Success for Attacker (based on tag attribute and skill for chosen weapon type) - % Chance of Success for Defender (based on Agility and Dodge), minimum 1% chance to hit and minimum 1% chance to miss
  107.  
  108. Example: Crag attacks with a sword (a Bladed Weapon), and has a Strength of 9 and a Bladed Weapons skill of 67. His target, a wild orc, has an Agility of 7 and a Dodge of 54. After all the math, this gives Crag a Chance of Success of 85 and the orc a Chance of Success of 68. 50 + 85 - 68 = 67, so Crag has a 67% chance of hitting. Crag happens to roll 52, so he lands a hit.
  109.  
  110. Damage dealt: Attacker's Weapon Rating + (Attacker's Chance of Success - Combat Roll)/100 * Attacker's Damage Range - (Defender's Armor + Endurance*2)/100 * Defender's Armor Rating, rounded down and minimum 1
  111.  
  112. Example: Continuing Crag's attack, he's managed to land a successful blow against the orc... but how successful? Recall that he rolled a 52, and that his Chance of Success was 85. The sword he's got in hand has a rather impressive Weapon Rating of 15 and a Damage Range of 5, and combined with his skills and the combat roll this allows him to do 15 damage, but the hardy orc's got an Endurance of 9 and an Armor skill of 77, giving him the exceptionally threatening total of 95 for his armor multiplier - if he's wearing armor, he receives nearly the full benefit of it (95/100ths of his Armor Rating, to be exact). Unfortunately for him, he's only got the dented and damaged scraps from his prior prey - all in all, he gets a measely Armor Rating of 5, even wearing full armor. Multiplied with his Chance of Success divided by 100, that gives him a total defense bonus of 4.75 - 4 when rounded. Crag, on the other hand, still strikes for 15 points - after subtracting the orc's armor, that's still a whopping 11 damage!
  113.  
  114. ~~~~
  115.  
  116. ACTIONS AND MOVEMENT ON THE OVERWORLD MAP
  117.  
  118. While on the overworld map, moving over roads or dungeons has absolutely no cost, and moving over safe areas has a cost of one Phase. Entering a safe area has no cost, while entering a dungeon comes at a cost of 1 Phase. Only one dungeon may be entered per day - characters are considered "too exhaused" to attempt another dungeon afterwards.
  119.  
  120. Moving over standard wilderness requires two Phases, moving over forests requires four Phases, and moving over mountains requires six Phases. Each time a character arrives at a location, a single roll is performed and applied separately for each type of wilderness terrain adjacent to the character, according to the following formula:
  121.  
  122. % Chance of Success = Skill + Speed * 2
  123.  
  124. NOTE: For movement, a 100% chance of success is truly a 100% chance of success - rolling 100 with a 100% success rate is not a failure.
  125.  
  126. Skill, in this case, would be Pathfinding for standard wilderness tiles, Forestry for forest tiles, and Mountaineering for mountain tiles. If the roll is successful, moving onto that type of tile has a 50% phase cost.
  127.  
  128. In cases where the % Chance of Success is greater than 100, the excess is the percent chance that the movement may be taken at no cost (for Pathfinding) or at a cost of only one Phase (for Forestry/Mountaineering).
  129.  
  130. Example: Shamino is wandering in search of adventure. He has a Speed of 7, a Pathfinding of 87, a Forestry of 94, and a Mountaineering of 42. He eventually moves to a tile with the following surroundings:
  131.  
  132. F M M
  133. F @ M
  134. P R S
  135.  
  136. F: Forest
  137. P: Plains
  138. M: Mountains
  139. R: Road
  140. S: Human Settlement
  141.  
  142. Because Shamino is adjacent to at least one of each type of wilderness terrain, he must immediately make a roll, with the following chances of success based on the roll:
  143.  
  144. Plains: 14 + 87 = 101%
  145. Forests: 14 + 94 = 108%
  146. Mountains: 14 + 42 = 56%
  147.  
  148. He knows for certain in advance that he will be allowed to move across the forest and plain tiles at (at most) half the cost, but the roll still needs to be done. When he rolls, he gets a 5 - more than low enough to let him move over the mountains at half cost. However, that's not all it provides him - because his Chance of Success for the Plains and Forests was higher than 100%, the excess gave him a chance to get additional bonuses - specifically, a 1% chance that he would be able to move across the plains at no cost and an 8% chance that he would be able to move across the forests at a cost of just 1 Phase. Unfortunately, 5 is quite a bit too high to give him free movement across the plains... but it's still low enough to fall within the 8% that grants him movement over the forests for only 1 Phase. As a result, his movement costs for each direction (should he choose to move this Phase) will be:
  149.  
  150. North, Northeast, East: 2 phases
  151. Southeast: 1 phase (settlements always cost 1 phase to move over)
  152. South: 0 phases (travel by road is always free)
  153. Southwest: 1 phase
  154. West, Northwest: 1 phase
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