Two announcements: First off, the System. It's a jumbled mess, but hopefully it's understandable. [hider=System] Everything will be centered on the d20 and the d6. For checks, you roll a d20 and then add any applicable modifiers. For damage, healing, and other stuff, you roll a certain amount of d6s and then add any applicable modifiers. [hr] Modifiers are calculated by taking your score and dividing by 3, always rounding down. At the start, you will have 65 stat points to distribute amongst your six stats. You are only allowed to invest a maximum of 15 stat points into them, meaning that the highest starting modifier you get is a +5. The exception is your Spirit stat, which can be raised up to 30, for a modifier of +10. [hr] You can make up four skills (think Stealth, Foraging, Arcane Knowledge) that your character will be proficient in. Skill proficiency means that you can roll a d20 twice, and select the higher result. If you choose skill proficiency in a combat ability (such as Dodging or Attacking), though, you increase your applicable modifier by 50% when using that particular skill. As an example, a +5 modifier will become a +7 modifier. This makes it so that it is very hard for you to fumble with skills that you are proficient in, because you’re a pro at that shit. Combat, however, is full of happy little accidents. The range for fumbles, though, is from rolling 1 to 3 on a d20. Some rolls have large consequences when it comes to fumbling. Others, not so much. [hr] There are four ranges in combat: Engage, Close, Mid, and Long. Engage is when you lock blades with your opponent, allowing for melee combat with any weapon. Close means that you can poke at them with polearms, can use firearms in their optimal range, as well as use small-scale alchemical formulae. Mid is where arrows and alchemical formulae come to play. Long is only the dominion of arrows. Everyone has one Movement per turn, which allows them to go from one range to the other. Going from Mid to Long, though, requires two Movements. You can expend your attack during your turn to make two Movements. This is called a Dash. If you are Engaged, you must expend your Movement and make a Speed check. Your opponent can then choose to either make an Attack roll in order to hit you while you run, or a Chase roll in order to stay Engaged. [hr] There are a variety of actions you can perform during your turn, but you can only perform one of them. Abilities – You use one of your Abilities, provided you have the resources for them. Attack – You attack with the weapon in your hands. Feel free to flavour it as you like. If you have two weapons, the second attack will have an accuracy penalty. Vital Strike – You increase the chance of a Disabling Blow, in exchange for taking penalties on your Attack roll. Guard – You adopt a defensive position, increasing your Weapon defense by your Strength mod. This effect disappears if a Protector uses their Intercept ability. Protect – You stand in front of your ally, and take all their hits for them. Can only be used if within Engage range of them. You cannot dodge. If multiple people are Protecting a single person, damage is split evenly between them. Ready – You prepare to act, waiting for a cue. Note that you cannot perform skills in combat. Generally, those are things that cannot be done, because of the time it takes to set something like that up. [hr] Combat itself works like this: You make an Attack roll (d20 + Skill mod). Your target makes a Dodge roll (d20 + Speed mod) or a Parry roll (d20 + Parry mod/2). You cannot parry projectiles or AOE attacks. If they dodge successfully, they receive a -2 to their Dodge roll against someone else’s attack, thus emulating the pressure put on someone who has to evade multiple blows. If they parry successfully, they reduce weapon damage by 1d6 + Skill mod. Damage is calculated by d6 + attack mod + Strength/Spirit mod. Defense is a static amount, calculated by the equipment you have. There are 4 different defenses that your equipment will give you: weapon, fire, crushing, and internal. Weapon defense dampens the effect of most physical attacks. Fire defense protects you against fire. Crushing defense protects you from bludgeoning blows from large objects, such as hammers and boulders, as well as giant blocks of ice. Internal defense protects you from electrical damage, as well as poisons and other nasty internal shit. Generally, though, internal defense is hard to get out of your equipment. The damage you inflict, then, is equal to your damage reduced by their defenses, and then any vulnerabilities or resistances are applied. [hr] Vital Strikes are special attacks. Your attack roll is reduced by a certain value, ranging from 5 to 10. If you manage to land a hit, your strike finds a chink in their defenses and you reduce weapon defense by 5 for your damage calculation. AOE attacks can only affect a certain range in a certain shape. It is up to my discretion who you actually hit, but feel free to describe who you’re trying to catch in the AOE. A Critical Strike happens when you roll a 20. A special beneficial effect will occur as a result of that Strike, such as disarming the opponent, permanently shredding part of their armor, or something else. [hr] There are three different types of wounds: Superficial, Debilitating, and Crippling. Superficial wounds are wounds that you can shrug off. They are inflicted when you take 1 to 9 damage from a blow. Imagine a flesh wound. It hurts, but you can fight on. Debilitating wounds are wounds that make you incapable of using a certain bodily function. They are inflicted when you take 10 to 19 damage. Imagine a crossbow bolt buried in your leg. You aren’t going to walk that off. Crippling wounds are wounds that overload your senses so much that all you can do is crumble and scream. They are inflicted when you take 20 or more damage. Imagine a dismembered limb, a dagger in your back. You are incapable of doing much of anything until you are either healed, or make a successful Willpower check to get your shit together again. Then again, if you receive a crippling wound, you’re probably fucked. [hr] Every time you lose a quarter of your total HP, all checks receive a -2 reduction, even if you are healed. Healing does not restore your lost blood after all. This is a culminating effect, meaning that the more quarters of your HP is lost, the greater that reduction becomes. This only disappears after you take a short break. This reduction counts as an ailment. With a Medic on the team, First Aid can be perform to remove some of the reductions without the need for a short break. [hr] Ailments themselves are static, with the rolls made against them a d20 + Strength mod. The number you’re rolling against is dependent on the quality of the ailment that’s being passed onto you. After you are inflicted by an ailment, you carry that until you have taken the necessary antidotes. Poisons are not something you can sleep off. [hr] There are three resources to keep track of in combat. HP – Your health points. Determines how healthy you are. Can be recovered through rest and magical healing. TP – Used for physical skills. Regenerates quickly, but has a static value of 10. If you reach zero, this maximum value is reduced by 2, due to physical fatigue, and is not removed until you have a good night’s sleep. MP – Used for arcane skills. Can be recovered through rest. Has a minimum value of 10. [hr] Your Willpower is a resource that is shared between HP, TP, and MP, allowing you to consume it after those other bars are exhausted. Through this, you can continue to fight, teetering on the brink of exhaustion and death. Willpower can only be recovered with a vacation, where you can fully rest and enjoy yourself. Note that Willpower overrides the effects of a Crippling wound and ailments. [hr] The brink of death is your swan song, your final chance to look the monster in the eye and DO something. When even your Willpower is gone, you can make a Willpower roll, to see if your character dies like a dog or dies like a legend. With a success, you immediately are allowed to act, with maximum resources. Most importantly, though, you are allowed to ignore the Rule of Rolls and go full ham with the Rule of Cool…though whether or not you kill the monster that killed you depends on how nice I’m feeling. [hr] [b]List of Formulas[/b] Modifier = Stat/3, rounding down. HP = 10 + Strength stat*2 TP = 10 TP Regen per Round = 1 + Skill Modifier/5, rounding down. MP = 10 + Spirit Stat Willpower = 5 + Willpower Stat [/hider] Second off, allow me to get some confirmation. [@Skyswimsky][@Zombehs][@Inertia][@Asuras][@PKMNB0Y][@JerkChicken][@Ellion][@Pacha][@PaulHaynek][@Rakurai] As is made clear by the sheer number of people I've mentioned, we have a hell lot of people. Exactly ten. Now, out of these ten, how many of you don't actually care too strongly about whether we do dice or not? Because if 4 or more people don't actually care too much (or prefer to abstain from dice), I can split it rather evenly into two group. One will be Leftovers, dice kiddos for whom luck plays a larger role in their daily lives. The other will be Excellence, non-dice kiddos who are skilled enough that if something fucks up, it's the hand of God actively scheming against them. Because I'd rather not tell the same story to two separate underdogs.