The Simple System
Combat[edit | edit source]
To Hit[edit | edit source]
Compare Attack Attribute to Strength (Block/Parry) or Dexterity (Dodge). If AA > Defending Attribute x2 cause double damage, if AA > Defending Attribute x1,1 Normal Damage. Otherwise take
Inflicting Damage[edit | edit source]
Compare Damage to Strength. Receive Wounds equal to the multiple. At Endurance Wounds you go down. Someone with Strength 0- takes double damage, but Strength counts as 1. Someone with Endurance 0- falls on the first Damage received.
Healing[edit | edit source]
A Wound is healed per 4 points of Endurance per night. 4 points of Healing are required to Heal a Wound.
Character Building[edit | edit source]
Attributes[edit | edit source]
60 points, max 20 in anything.
Abilities[edit | edit source]
15 points.
Attributes[edit | edit source]
Strength, Dexterity, Stamina, Intelligence, Wisdom, Charisma. 1p=1p. Normal Human has 0 points. 20 points is max for a normal human.
Strength[edit | edit source]
Strength, Close Combat Ability, CC Damage, Damage Resistance
Dexterity[edit | edit source]
Manual Dexterity, Ranged Combat Ability, Dodge Ability, Maneuver
Stamina[edit | edit source]
Hit points, Endurance, Poison Resistance, Disease Resistance
Intelligence[edit | edit source]
Arcane Magic, Learning, Willpower ("Hard")
Wisdom[edit | edit source]
Divine Magic, Empathy ("Soft"), Senses
Charisma[edit | edit source]
Sorcerous Magic, Charisma, Social Ability.
Powers[edit | edit source]
Combat, Magic, Skill.
Combat[edit | edit source]
Rage[edit | edit source]
Momentum and fury.
4p: Gain a 8p Strength + 8p Stamina advantage. Receive a 8p Dexterity disadvantage.
Expertise[edit | edit source]
4p: Gain a 8p Defensive advantage. Receive a 8p Offensive disadvantage.
Magic[edit | edit source]
Spells may be built with level 1 through 10. Each level causes a 2 point of Endurance+Magic drain, and provides 4 points of Spell Power. Preparation requires 1p [Attribute] per level of spell.
Arcane Magic[edit | edit source]
Preparation.
1p: 1 Spell.
1p: 2p of Arcane Magic.
Divine Magic[edit | edit source]
Preparation.
2p: Gain 3 points of Divine Magic.
Has access to [Wisdom] number of spells.
Sorcerous Magic[edit | edit source]
4p: Gain a spell and 6p of Sorcerous Magic. Half Drain.
Example Spells[edit | edit source]
Conversion notes:
DC +1=+2.
Damage = d4 x1, d6 x1,5, d8 x2, d10 x 2,5, d12 x3, d20 x5.
Burning Hands[edit | edit source]
Level 1: A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes Arcane Damage points of fire damage. Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.
Magic Missile[edit | edit source]
Level 1: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 5 points of force damage.
The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can't be singled out. Inanimate objects are not damaged by the spell.
For every 12p of Arcane Magic, you gain an additional missile.
Grease[edit | edit source]
Level 1: A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must have Dexterity 2+ or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with Dexterity 0 check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature uses Dexterity to avoid the effect. If it fails, the creature immediately drops the item. This is needed in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +20 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.
Cure Light Wounds[edit | edit source]
Level 1: Heal Wounds equal to Divine Power/2.
Cure Moderate Wounds[edit | edit source]
Level 2: Heal Wounds equal to Divine Power.
Fireball[edit | edit source]
Level 3: A fireball spell is an explosion of flame that detonates with a low roar and deals 1,5x Arcane Magic points of fire damage to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.
Skill[edit | edit source]
Receive 2 Skill points per point invested.