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- Attacks
- Whenever you roll to hit, instead of rolling d20+Hit, you roll
- [Accuracy Dice] plus a dice of size equal to [Hit Score]
- For example, if your weapon's [Accuracy Dice] is d20 and your [Hit Score] is equal to 24, you roll d20+d24 on attempted hits.
- If the roll is higher than the target's AC, then the attack potentially hits.
- As a response to a potential hit, the target may pay [02MV] to attempt a dodge.
- For an attempted dodge, roll a dice of size equal to your Dodge Score and add that result to your AC.
- If your dodge roll exceeds the attack roll, then you avoid the hit.
- You may not attempt a dodge if flat footed.
- Critical Threat is determined by the [Accuracy Dice] roll
- You must roll to hit in order to confirm a threat.
- The confirmation roll is checked against the target's dodge roll.
- If no dodge roll was checked, then it is confirmed against their base AC.
- Hit Score is equal to
- Physical: [Weapon Accuracy] x ([Martial Modifier] + [Martial Level])
- Magical: [Spell Accuracy] x ([Caster Modifier] + [Caster Level])
- *Martial Modifier is strength for most melee weapons and dexterity for most ranged weapons
- *Caster Modifier is based on Intelligence for most Black Magic and Wisdom for most White Magic
- Dodge Score is equal to
- (5 + [Martial Level] - [Armor Penalty]) x ([Dodge Modifier] + [Martial Level])
- Armor Class is equal to
- 10 + Armor Bonus
- ---------------------------------------------------------------------------------------------
- Light Armor: +1 Armor Bonus, No Armor Penalty
- Medium Armor: +2 Armor Bonus, -2 Armor Penalty
- Heavy Armor: +5 Armor Bonus, -5 Armor Penalty
- Shield: Grants 4 + (STR_mod) defense when you pay the AP cost. Takes your off-hand equip.
- ---------------------------------------------------------------------------------------------
- Light Weapons
- -3 -2 -1 0 +1 +2 +3 +4 +5
- Dagger P/S d1 d2 d3 d4 d5 d6 d7 d8 d9
- Accuracy Dice: d16 Weapon Accuracy: 4
- Critical Threat: 16 Effect: Damage x1.5 and gain 3AP
- Special: If target is flanked or flat-footed, Accuracy Dice is d24 and Weapon Accuracy is 6
- -3 -2 -1 0 +1 +2 +3 +4 +5
- Shortsword P d1 d3 d5 d7 d7+1 d8+1 d8+2 d9+2 d9+3
- Accuracy Dice: d20 Weapon Accuracy: 5
- Critical Threat: 19 Effect: Damage x1.5
- -3 -2 -1 0 +1 +2 +3 +4 +5
- Javelin P d1 d3 d5 d6 d7 d9 d10 d11 d13
- Accuracy Dice: d20 Weapon Accuracy: 5
- Critical Threat: None Effect: Special
- Special: Can be used as a ranged weapon with an effective range of 10ft to 30ft. Critical threat is 17 when thrown and a critical strike impales the target, dealing 1 damage per [02MV] used by the target. A javelin can be removed with a successful heal check. A failed heal check or forced removal deals damage equal to the initial hit's damage.
- One-Handed Weapons
- -3 -2 -1 0 +1 +2 +3 +4 +5
- Battleaxe S N/A N/A d12 d17-1 d22-2 d27-3 d32-4 d37-5 d42-6
- Accuracy Dice: d16 Weapon Accuracy: 4
- Critical Threat: 16 Effect: Damage x1.5 and gain 05TP
- Special: If the target is helpless, Accuracy Dice is d20
- -3 -2 -1 0 +1 +2 +3 +4 +5
- Longsword S N/A N/A 2d4 2d5 2d6 2d7 2d8+1 2d9+1 2d10+1
- Accuracy Dice: d20 Weapon Accuracy: 5
- Critical Threat: 19 Effect: Damage x1.5
- -3 -2 -1 0 +1 +2 +3 +4 +5
- Warhammer B N/A N/A d9 d10 d11+1 d11+2 d12+3 d12+4 d13+5
- Accuracy Dice: d16 Weapon Accuracy: 4
- Critical Threat: 16 Effect: Target incurs a -10 penalty to AC until your next turn
- Special: Against targets with heavy armor or natural armor, Accuracy Dice is d20 and Weapon Accuracy is 5
- Two-Handed Weapons
- -3 -2 -1 0 +1 +2 +3 +4 +5
- Greataxe S N/A N/A d15 d21-2 d30-4 d38-6 d45-8 d53-10 d60-12
- Weapon Accuracy: 8
- Critical Threat: 75 Effect: Damage x1.5 and gain 05TP
- Special: Unless the target is helpless, you roll d80 instead of d100 to hit.
- You may choose to forgo to the hit penalty; if you do, you provoke attacks of opportunity if you miss.
- -3 -2 -1 0 +1 +2 +3 +4 +5
- Greatsword S N/A N/A 3d2+d3 3d3+d3 3d4+d3 3d5+d3 3d6+d4 3d7+d4 3d8+d4
- Accuracy Dice: d20 Weapon Accuracy: 5
- Critical Threat: 19 Effect: Damage x1.5
- -3 -2 -1 0 +1 +2 +3 +4 +5
- Lance P N/A N/A d6+d2 d7+d3 d8+d4 d10+d5 d11+d6 d13+d7 d14+d8
- Accuracy Dice: d20 Weapon Accuracy: 5
- Critical Threat: 19 Effect: Damage x1.5
- Special: Your melee reach is 10ft instead of 5ft.
- If your target is within 5ft, Accuracy Dice is d16 and Weapon Accuracy is 4.
- You roll both damage dice if the target is at 10ft.
- If the target is within 5ft, you only roll the smaller damage dice and the hit is considered bludgeoning.
- Ranged Weapons
- -3 -2 -1 0 +1 +2 +3 +4 +5
- Shortbow P N/A N/A 3d4-2 3d5-2 3d6-2 3d7-2 3d8-2 3d9-2 3d10-2
- Accuracy Dice: d20 Weapon Accuracy: 4
- Critical Threat: 19 Effect: Damage x1.5 and target loses [06MV] on their next turn
- Special:
- Effective range of 10ft to 40ft.
- -3 -2 -1 0 +1 +2 +3 +4 +5
- Longbow P N/A N/A 2d7-d2 2d7 2d8+d2 2d9+d3 2d10+d3 2d11+d4 2d12+d5
- Accuracy Dice: d16 Weapon Accuracy: 4
- Critical Threat: 16 Effect: Damage x1.5 and target loses [06MV] on their next turn
- Special:
- Effective range of 30ft to 80ft.
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