Players will need to roll under their stat value to preform a task. So lets say you have a body value of 4 in order to push a heavy object you will have to roll a 4 or lower with a 1D12. Rolling a 1 in any case is a critical succsses. Rolling a 12 is a Critical Failure and can result in injuring yourself or others.
Attacking players will roll a 1D6 for a melee attack. You must roll under your combat value in order to hit. A Critical Melee attack will occur when 1 is show on the dice, and will result in x2 damage done to said target. Rolling a 6 is a Critical Failure and can result in injuring yourself or others. All Melee Damage is delt by this formula [(1+((Body-2)/2))+weapon damage]
Magic Attacks will roll against your mind stat. You will have to roll a 1D12 in order to preform said magic attack.
If 1 is shown on the dice it will be a critical. All Critical magics will add a x3 mod to all damage delt by that spell. All Critical falures will result in consuming doubble the MP cost and falure to cast. All magic spell can be boosted by adding an additional mana point to the spell. each additional point will add +1 Damage (+2 healing) to the spell. up to a max of 5. Healing spells Deal a base damage of 10. Offencive spells Deal a base Damage of 7. all Spells Cost 3 mana to cast.
Spirit Summoning and channling magics. A roll of the stat spirit is done with a 1D12. In order to sucsessfuly summon/channle a spell you will have to roll under your spirit stat. All summoning spells only summon one object. However boosting the spell by adding an additonal mana point and result in summoning more than one.(based on difficulty.) Critical sucessis will result in summoning stronger versions of the spirits or even king spirits. (If you have a contract.) Channled magic will boost stats and give save rolls. Critical sucsses will result ina boost to damage or an additional save roll.
All Critical falures will result in consuming doubble the MP cost and falure to cast.
Luck roll will occur when all enimes have been defeted. You will roll a 1D20
luck values are as fallows.
1 1 or 20
2 1,2 or 19,20
3 1,2,3 or 18,19,20
4 1,2,3,4, or 17,18,19,20
ect...
Attacking players will roll a 1D6 for a melee attack. You must roll under your combat value in order to hit. A Critical Melee attack will occur when 1 is show on the dice, and will result in x2 damage done to said target. Rolling a 6 is a Critical Failure and can result in injuring yourself or others. All Melee Damage is delt by this formula [(1+((Body-2)/2))+weapon damage]
Magic Attacks will roll against your mind stat. You will have to roll a 1D12 in order to preform said magic attack.
If 1 is shown on the dice it will be a critical. All Critical magics will add a x3 mod to all damage delt by that spell. All Critical falures will result in consuming doubble the MP cost and falure to cast. All magic spell can be boosted by adding an additional mana point to the spell. each additional point will add +1 Damage (+2 healing) to the spell. up to a max of 5. Healing spells Deal a base damage of 10. Offencive spells Deal a base Damage of 7. all Spells Cost 3 mana to cast.
Spirit Summoning and channling magics. A roll of the stat spirit is done with a 1D12. In order to sucsessfuly summon/channle a spell you will have to roll under your spirit stat. All summoning spells only summon one object. However boosting the spell by adding an additonal mana point and result in summoning more than one.(based on difficulty.) Critical sucessis will result in summoning stronger versions of the spirits or even king spirits. (If you have a contract.) Channled magic will boost stats and give save rolls. Critical sucsses will result ina boost to damage or an additional save roll.
All Critical falures will result in consuming doubble the MP cost and falure to cast.
Luck roll will occur when all enimes have been defeted. You will roll a 1D20
luck values are as fallows.
1 1 or 20
2 1,2 or 19,20
3 1,2,3 or 18,19,20
4 1,2,3,4, or 17,18,19,20
ect...