Post by The Grandmaster on May 1, 2018 21:36:08 GMT -5
The Basics
All rolls, with the exception of luck, are made using 1d20 as a base with skills, statistics, and abilities adding bonuses. Every 2 points of a statistic adds a +1 to a roll. Every level of a skill adds a +1 bonus to a roll. Powers affect rolls based on their description and level.
The GM assigns the target number which must be achieved for a roll. The default target number for most common tasks is 12.
Examples:
Calla is attempting to climb a wall. She has 4 in strength and 2 in athletics. She rolls 1d20+4 to climb the wall.
Brogan is attempting to climb the same wall as Calla. He has a 20 in strength and a 2 in athletics but he also has super strength at level 1. He rolls 1d20+4+1d2.
Luck
Luck is rolled only when the GM calls for it. Luck is rolled on a 1d100. To succeed at a luck roll you need to roll at or under your luck score.
Magic:
Magic rolls are made like rolls above, using the Power statistic and the Magic skill. Spells come tier 0-7. Tier 0 spells are free casts for the most part as long as they are not being used to do something critical. Spells of a tier above 0 cost spell slots to cast according to the list below:
Tier 1 spells cost 1 magic slot.
Tier 2 spells cost 2 magic slots
Tier 3 spells cost 3 magic slots
Tier 4 spells cost 4 magic slots
Tier 5 spells cost 5 magic slots
Tier 6 spells cost 6 magic slots
Tier 7 spells cost 7 magic slots
A magic user's spell slots refresh after eight uninterrupted hours of rest. A magic user is not limited in the number of spells they can know, but they cannot cast beyond their allotment of spell slots. Once a mage has used their spell slots, they are used until the rest is had.
Magic is resisted by rolling a Power save with any applicable bonuses.
Critical successes and Botches:
Critical Success:
A critical success occurs when a 20 is rolled on a 1d20 for most rolls, and when a 1-5 is rolled on a 1d100 if it is a luck roll. What a critical success does is determined in part what type of roll it is made on. Critical success on noncombat skill checks will result in an epic success that well exceeds the character's normal abilities for that one action. At times a critical success in something might enable a character to lend aid to a fellow character in the same task, or to save them from something horrible.
In combat a critical success on an attack results in a choice: 1) the character can take an additional combat action or 2) the character can deal additional damage. The decision is made each time a critical success on attack.
Critical Botches:
Critical Botches occur when a 1 is rolled on a 1d20 for most rolls, and when a 95-100 is rolled on 1d100 if it is a luck roll. A critical botch is in part determined by what the character was attempting, but it always has bad to disastrous results - it is an absolutely abysmal failure. Critical botches in combat will result in a 1) the character dealing damage to themselves or an ally, or 2) giving an enemy an advantage or opportunity to take a second shot at them for free.
All rolls, with the exception of luck, are made using 1d20 as a base with skills, statistics, and abilities adding bonuses. Every 2 points of a statistic adds a +1 to a roll. Every level of a skill adds a +1 bonus to a roll. Powers affect rolls based on their description and level.
The GM assigns the target number which must be achieved for a roll. The default target number for most common tasks is 12.
Examples:
Calla is attempting to climb a wall. She has 4 in strength and 2 in athletics. She rolls 1d20+4 to climb the wall.
Brogan is attempting to climb the same wall as Calla. He has a 20 in strength and a 2 in athletics but he also has super strength at level 1. He rolls 1d20+4+1d2.
Luck
Luck is rolled only when the GM calls for it. Luck is rolled on a 1d100. To succeed at a luck roll you need to roll at or under your luck score.
Magic:
Magic rolls are made like rolls above, using the Power statistic and the Magic skill. Spells come tier 0-7. Tier 0 spells are free casts for the most part as long as they are not being used to do something critical. Spells of a tier above 0 cost spell slots to cast according to the list below:
Tier 1 spells cost 1 magic slot.
Tier 2 spells cost 2 magic slots
Tier 3 spells cost 3 magic slots
Tier 4 spells cost 4 magic slots
Tier 5 spells cost 5 magic slots
Tier 6 spells cost 6 magic slots
Tier 7 spells cost 7 magic slots
A magic user's spell slots refresh after eight uninterrupted hours of rest. A magic user is not limited in the number of spells they can know, but they cannot cast beyond their allotment of spell slots. Once a mage has used their spell slots, they are used until the rest is had.
Magic is resisted by rolling a Power save with any applicable bonuses.
Critical successes and Botches:
Critical Success:
A critical success occurs when a 20 is rolled on a 1d20 for most rolls, and when a 1-5 is rolled on a 1d100 if it is a luck roll. What a critical success does is determined in part what type of roll it is made on. Critical success on noncombat skill checks will result in an epic success that well exceeds the character's normal abilities for that one action. At times a critical success in something might enable a character to lend aid to a fellow character in the same task, or to save them from something horrible.
In combat a critical success on an attack results in a choice: 1) the character can take an additional combat action or 2) the character can deal additional damage. The decision is made each time a critical success on attack.
Critical Botches:
Critical Botches occur when a 1 is rolled on a 1d20 for most rolls, and when a 95-100 is rolled on 1d100 if it is a luck roll. A critical botch is in part determined by what the character was attempting, but it always has bad to disastrous results - it is an absolutely abysmal failure. Critical botches in combat will result in a 1) the character dealing damage to themselves or an ally, or 2) giving an enemy an advantage or opportunity to take a second shot at them for free.