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Hunter Roge
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PostPosted: Sun Jun 17, 2007 7:51 am


Here is my list of rules and other resources that come in handy when Game Mastering. Players be sure to check in with your GM before useing anything in this thread. Your GM may not want to use a rule I've persented here in their game.

Latest Change:
Add rules for ammo in equipment slots section
PostPosted: Sun Jun 17, 2007 7:57 am


Additional Rules


First aid: On a successful MP check you can heal 1 point of HP to a wounded character
Critical Failure: on a roll of 8 you fail what you are doing no matter what. This is called critical failure.
Pits and hopping them: You can hop a pit with a successful Power check. However you can only hop a pit one square wide like so.
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If you fail you take a 1 point of damage for falling (possibly more depending on the pit) and have to use your next turn to climb out. While in a pit you may attack with a Tech attack to any character next to the pit.
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Like wise a character has to be next to a pit to attack a character in it with a tech attack. A character cannot use a power attack against a character in a pit unless they are also in the pit and vise versa.
Aligence shifts: Aligences (Good, Evil, or neutral) can change by the actions you take. each character starts out with 5 points in their chosen aligence. Certain actions as GM sees fit with shift this in different directions neutral character need to gain five points toward good or Evil to shift to these Aligences
Wounds: A character that takes more damage then their double their power score becomes wounded. He continues to loose HP until at -1 point per round until healed or dead.
Delaying and readying actions: A character can delay action until they wish to act or the end of the current round. In this respect a character may also ready an a response to a certain action. For Example:
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The pirate captain knows the succubus is going to come around the corner and attack him on his next turn however because he knows this he readies an action.

"I am going to hold my gun in place and shoot the first thing to come around that corner."

Would be a typical readied action.
Swimming:Falling into water over your head you obviously will have to swim. When you first hit the water you are on top of the water to stay on top of the water you must make a power check each round. Although which has modifiers based on the water type, and they are as follows

Calm water swim checks 1d8-3
Light wave swim checks 1d8-2
Wave swim checks 1d8-1
Heavy wave swim checks 1d8
Stormy water swim check 1d8+3
Hurricane weather 1d8+5

If you go under water you have can stay under for a number of rounds equal to your power stat (IE with a power of 4 you can stay under for 4 rounds) After wards You start to take damage. 1 point the first round, 2 the second, 3 the third, and so on.
Climbing: Climbing up walls can give you a tactical advantage. Simpler walls can be scaled even by the weakest of characters while more rigged and smoother walls are more difficult. When climbing a wall you make a power check and you can scale two squares of wall. The type of wall modifies the die you are rolling.

Slope to steep to walk up: 1d8-5
A rough wall with a knotted rope: 1d8-3
A smooth wall with a rope: 1d8 -1
A rope or a rough wall with adequate hand holds and foot holds 1d8
A rough wall with adequate hand holds and foot holds: 1d8+3
A rough wall without adequate hand holds and foot holds: 1d8+5
An over hanging ceiling with hand holds but no foot holds: 1d8 +5
A perfectly flat vertical surface cannot be climbed
Rest:Spending the night sleeping heals some damage. You regain 1d8 HP from a full nights rest. If you spend a day in bed (doing nothing but that needed to live.) you regain 2d8 points of HP.
Run: If a player so chooses he sacrifice his attack action for that round and move double what your speed would normally allow.
Special: Zombies cannot run
Bull rush: A character may run in a strait line directly at an opponent. When the two collide a both characters roll 1d8 and add there pow stat. If the Running character's roll is higher the person attacked is knocked back 1 space. If the person being attacked roll is higher then he may either trip the runner. (Send him into the space on the other side of him/herself.) Or push the runner back (back into the space they came from.)
For example:
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The pirate tries to bull rush Hunter into the lava. If the pirate wins hunter gets pushed into the lava, and takes damage from it. However if hunter wins he can trip the pirate into the lava or push him back into the space in front of him. (but why would he do that when he cloud toast the evil pirate in one shot by tripping him into the lava?)
Difficult terrain: Certain terrain effects your character's movement rough terrain takes double movement to cover. When fighting on Ice a character must make speed check or fall over, the same is for someone who runs on Ice. Wading through water also take double movement, walking through water waist deep or deeper fourths your movement (speed divided by 4 minimum of 1)
Missed Grenade likes: If you throw a grenade and miss with it the weapon still explodes. It lands in a square next to it's target square and explodes. When you miss with a grenade roll another D8 and then have a look at this chart:
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The number you roll responds to the square it lands in. for example if I rolled a 2 it would land in the square above my target.
Catching on Fire: When you catch fire you continue to take damage. You can put your self out my jumping in water or some other method of putting your self out (Typically a speed check). Your take 3 point of fire damage each round your are on fire. Creatures immune to fire damage are also immune to catching on fire. if not put out by some external source a character you is burning stops burning after 6 rounds.

More to come...  

Hunter Roge
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PostPosted: Sun Jun 17, 2007 8:02 am


Maps


A map template that I made use how you will:

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Premade maps:
Here are a few premade maps that I made that you may use in your campiagn.

Pirate Tavern
Dungen of treasure
Pirate Isle
Dock with boat

And here is a map key incase you get confused:
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More to come...  
PostPosted: Wed Jul 04, 2007 7:28 am


Poison and Disease


When you adventuring and undoubtedly fighting in the world of gaia there is a chance that you will run into toxins and/or some form of disease. Here are a few sets of rules you can use to handle these situations.

Poison vs. Disease


Poison and Disease are similar but they are different. Poison only lasts a few rounds (typically 1d cool while disease must be fought off. When a character first contacts a poison or diseases they are allowed a power check. If the succeed their bodies immune systems fight it off right away. Failure means you succumb to the poison or disease and take your first round of damage. Each round a character is allowed a power check if they succeed they do not take damage for that round. A success full power check against a disease drops the potency of the disease one degree. (for example from Potent to Average) if the character makes a check when a disease is mild they fight off the disease. Three failures against a disease increase it's potency by one degree (for example from Potent to devastating)

HP damage


The simplest method for this is having poison and diease deal HP damage. The damage vaires depending how potent the poison or disease is. the damage looks like this

Mild: 1/4d8
1-4=1
4-8=2
Average: 1/2d8
1-2=1
3-4=2
5-6=3
7-8=4
Potent:1d8
Devastating: 1d8+4
Deadly:2d8

Stat Damage


Another way of handling poison and disease is to have then temporary reduce stats rather then just deal damage. What stat they reduce depends on the disease. Most the time it will be physical stats that are damage (power, speed, and technique) but some diseases and poisons will cause mental capabilities to drop (Mental Power, Special, and Charm) How much actual damage is dealt by the disease or poison varies and is as follows.

Mild: 1 point
Average: 2 points
Potent: 3 points
Devastating: 4 points
Deadly: 5 points

When using poisons this way they only last for two rounds.

Negative stats


If you use the stat damage rule set they is a chance that your character might get negative stats. Having a negative stat in any stat is bad each has there own draw back listed here.

Negative Power: Character looses all melee combat abilities and cannot perform any strength related actions
Negative Speed: Character cannot move at all and cannot perform any speed related action.
Negative Technique: Character looses all ranged combat abilities and cannot perform any technique related action.
Negative Mental Power: Character can only take one action per round and cannot perform any mental power related action.
Negative Special: All special attack against this character gain a bonus in damage equal to the number of points this character is bellow zero, and the character loose all magical ability. (including casting spells.)
Negative Charm: No other character can stand to be close to a character with negative charm. Any ally cannot be in the same square as or any adjacent square as the character. Any skill that helps allies is no longer in effect.

Recovering Stats


You can recover stats many different ways. Resting a night restores 1 point to all lost stats a full days rest restores 2 points of damage. You can restore 1 point of lost stat (caster's choice) with a lesser cure spell. (See Magic.) A Cure spell cures 2 points of stat damage and a greater Cure restores 3.

Sample poisons and disease


here is a list of sample poisons you can use in you campaign:

Monstrous spider poison DMG: Average (1/2d8 or 2 POW.)
Blue Vitriol DMG: Mild (1/4d8 or 1 POW.)
Chloroform DMG: Special (character unconscious)
Devil's Blood DMG: Deadly (2d8 or 5 TEC.)
Red Loutus DMG: Potent (1d8 or 3 SPD.)
Succubus Kiss DMG: Devastating (1d8+4 or 4 CHA.)

Here some diseases that you may use in your campaign:

Mummy Rot DMG: Deadly (2d8 or 5 SPD.)
G-Virus DMG: Potent (1d8 or 3 M.P.*)
Scurvy DMG: Potent (1d8 or 3 CHA.)

*if the character's MP drops to 0 or lower change character type to paranormal  

Hunter Roge
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PostPosted: Wed Jul 18, 2007 2:51 pm


Hit Dice instead of preset HP


Hit Dice


Going along the lines of DND and similar games rather then haveing preset HP you can have your player's characters randomly roll HP with a number of Dice. Most characters should use d8s as hit dice. They get a bonus equal to their power stat per die when this is rolled. (For example a person rolling 3d8 with a power of 4 should get would 3d8+12)

Undead are a special case (paranomal type characters or monsters) they have d12s for hit dice but do not get to apply their power stat to their rolls. So an undead with three hit dice would roll 3d12.

Any item that improves a character's power score increases there HP that number per hitdie as long as he is wearing the item. when he removes the item he also looses the extra hit points.

Gaining Hit Dice


How exactly you gain hit Dice typicaly depends apon your GM. Some GMs may never add hit dice while others will give them away like candy. Examples of good places to give your players more hit dice are: after defeating a boss or at some check point in your game (IE: the end of a chapter)

High HD also means your character is more powerful. you gain a special abillity a 4 HD and then every 2 HD after (4HD, 6HD, 8HD and so on) a character gains they can take a bonus that helps their character in some one. A character doesn't not need to decide apon a bonus when they gain one. However if they don't choose one they have to wait til they gain another HD to choose it. (Unless the GM says otherwise) The bonuses are as follows:

Toughness:
Prerequisites: None
Increase your Max HP by your POW score. You can take this bonus more than once.

Extra Spell Slot:
Prerequisites: SPC 4+
You gain an additional spell slot to prepare spells. You can take this bonus more than once.

Dimensional Backpack:
Prerequisites: None
Your back pack can hold an additional item card, an additional potion, and two additional. The back doesn't increase is size it simple holds more. You can take this bonus more than once.

Partner:
Prerequisites: 6 HD
You gain a partner (See partners)

Second Wind:
Prerequisites: POW 4+
Once per battle when dropped to 0 HP the character is revived with 1 HP.

Maximize Spell:
Prerequisites: SPC 4+, HD 6+
Once per battle cast a spell that inflicts the maximum possible damage. Healing spells are double in their effectiveness. Take this bonus more then once to increase the number of times per battle usable.

Enlarge Spell:
Prerequisites: SPC 4+
Once per battle cast a spell that's area of effect is doubled. Take this bonus more then once to increase the number of times per battle usable.

Extend Spell:
Prerequisites: SPC 4+
Once per battle cast a spell that's duration of effect is doubled. Take this bonus more then once to increase the number of times per battle usable.

More to come...  
PostPosted: Tue Aug 07, 2007 7:46 pm


Problems other then Disease


There are many other medical problems besides Disease and Poison out there that can slow a character down. Here is a list of such problems and what side effects they have:

Sleep Deprivation: Going days with out sleep is bad for even a hero. Every night gone without sleep incurs a cumalative -1 penalty to all stats. (Meaning the penatly increases by 1 each night without sleep) Drinking Highly caffinated drinks (IE: Coffee, Moutain Dew, Jolt) slows down this process the penalty only increases every other night. It takes only a nights rest to remove this problem.
Burns: Burns from fire or other sources of heat (such as the sun or a hot pan.) can be very painful and if bad enough will hinder activity. There are three degrees of burns measureing how bad they are:
1st degree: Not a major burn but burnt enough to notice the skin often reddens. A first degree burn is aquired from 1 point of fire damage. this is painful but nothing that can't be stood besides normal damage it doesn't incur any penalties. A full nights rest can heal a first degree burn. A casting of cure or any other abillity cures first degree burns as well.
2nd degree: Second degree burns are more serious the skin turns a dark shade of red and blisters may start to form. A second degree burn is aquired from takeing 2-6 points of fire damage. Any character wearing armor or heavy clothing takes a -1 (minium 0) peantly to POW, SPD, and TEC. Typicaly a full nights rest can heal the burn however it may take more then one night. The burn is healed as soon as the damage dealt by fire is healed. So A healing spell or any other abillity can restore HP Can heal a burn.
3rd degree: Third degree burns are serious. The skin is a charred black with blisters. A 3rd degree burn is caused by 7 or more points of Fire damage. The character takes a -1 (minium 0) penalty to POW, SPD, and TEC, wearing armor or heavy clothes increases this penalty to -2. Depending on the amount of damage the burn could possibly be healed in a night but more often then not it will take atleast a full day of bed rest to heal your character's burns. like other burns a the burn is healed as soon as the damage dealt by fire is healed. So A healing spell or any other abillity can restore HP Can heal a burn.
Broken Bone: A broken bone is a major disabilty especialy a leg. Depending on the bone they have various effects.
Broken Leg: With a broken leg a character can only move one sqaure per round. A character with both legs broken can drag themselves along the ground with there arms, however this is there entire turn and they cannot do anything else that turn.
Broken arm: A character cannot make a melee attack with a broken arm. A character can wield a one handed ranged weapon in a broken arm's hand however the attack is rolled at 1d8+2 (1d8+3 if it is the off hand.)
Broken hand: The character cannot use any weapon at all in this hand. The character can however still strike objects with his elbow if he so wishes.
Broken Foot: See Broken Leg
Dehydration: Lack of water causes problem for anybody. the effect varries depending on how much water you have lost.
Minor: A minor loss of water is nothing major. Your character is thristy and prehaps a bit uncomfortable but no major effects. though a character may experance cramps. They give a -1 (minimum 1) penatly to speed. Sitting down and drinking water is the best crouse of action.
Moderate (Heat Exhaustion): Heat Exhaustion or a moderate loss of Water is bad but not yet life threatening. A character with Heat Exhaustion takes a -1 penalty to all stats (minimum 0). Having a person rest in the shade while cooling him or her off will remove this penalty. Having them drink water helps as well.
Major (Heat Stroke): Heat Stroke is a severe condition. Their first round they take a penalty like Heat Exhaustion (-1 to all stats minimum 0), The second round they fall unconscious, and each round after that they take 3 points of damage. Allies must act quickly to get him or her into the shade or some other place to cool him or her off. After they are cooled off a character can use first aid (see alternate rules) or some other method of healing to restore the damage dealt (A full nights rest works for this part of the healing)
Forstbite: Forstbite is where the liquid within a specfic part of the human body freezes into small Ice crystals. The limb may become stiff if gets bad enough. Which can disable a limb completely if if it gets bad enough. To cure forst bite is simple just thaw it out slowly. NEVER Rub! rubbing forst bite is like takeing thousands of tiny daggers and rubbing them against your skin. rubbing forstbite deals four points of damage each round it is rubbed.

More to come.  

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PostPosted: Mon Aug 20, 2007 10:42 am


Hazards


When adventure in woods, dungens, heck even in cities their are various hazards that one must be warry of. Spike pits, lava, gaint spider webs are just a few of the horrors that awaits most adventurers.

Dungen tile Booster Pack 1:
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More Tiles for your map making use Along with an explation of what each tile does and what threat they pose to the PC as a hazard.

Lava:
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Lava molten rock from beneth the surface of our world. Anything short of a Fire Elemental or Red Dragon takes damage from Lava (even fire type creatures) Any creature splashed with lava takes 2d8 points of Fire damage. Any creature fully submerged in lava takes 20d8 points of fire damage. Fire type creatures only take half this damage (1d8 or 10d cool while wood type creatures take 1.5 times the damage (3d8 or 30d cool

Acid:
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Coroseive acid that can chew through even the toughest metal. The amount of damage taken from acid varies depending on the potentency mild acid deals 1d8-3 (minnium 1) points of damage per round of exposure. Potent Acid deals 1d8 damage per round of exposure and Concentraited Acid deals 2d8 dmage per round of exposure.

Arrow Slits:
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This holes in walls are desgined to allow a soldier with a bow and arrow(or some other ranged weapon) to fire at oppents easily while still staying fairly protected. Any character on the defenseiv end of an arrow slit can make an attack freely with no penalty other then that he must fire through the arrow slit at an opponent. A person on the other side makes attack rolls at any one on the other other side at 1d8+3. For example:
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This pirate can shoot at the zombie directly infront of him with no trouble. He cannot attack the two zombies to the left and right of the arrow slit however. If the Zombie infront of the arrow slit wants to try and attack the pirate he can but his attack roll is 1d8+3.

Damaged and Destroyed walls
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Damaged walls are weaker walls that Characters can smash through to create holes in them big enough for them to pass. Dealing 50 points of damage to a damaged wall destroys it and makes a hole big enough for characters to get through. Though this method works blasting the wall with an explosive (such as a grenade) is much more effective and only takes a single attack.

Rune Plates:
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These powerful magical tiles have Magic imbued in the stone they are constructed of. Often some magical effect on some one who steps on one they can be quite potent traps. Here are a few example rune plates:

Plate of eyes:
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when a character steps on this plate many things can happen for example if a character in a dark room steps on this plate they may see everything in the room as it where board daylight. Or it may give a character a glance into another room some where. Or prehaps it revels a secret that was unseen before.

Plate of Anarchy:
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This Plate is infused with power magic what it does varies on a character's allegenice.
Good: The character is wracked with pain they take 1 point of damage and is paralzied for the next round.
Neutral: This tile has no effect on Neutral Characters.
Evil: The character gets a +1 bonus to special while standing on this tile.

Plate of Ice:
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This plate is infused with magic of Ice. What it does can varry from createing a bridge of ice over a chasm or simple blast any one who steps on it with Ice.

Vine Door:
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Thick vines cover a door and block your way. They are nothing more than a minor nusance you can destroy the vines by dealing 23 points of damage to them or with a single fire based attack.

Holy and Unholy tiles:
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These tiles are infused with the power of good or evil corspondingly. No character if the opposeing allegenice may pass through these tiles. (A good characte cannot pass over an Unholy tile and an Evil character cannot pass over a Holy Tile)

Narrow:
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This narrow coridor can only be passed through sideways by adverage gaian. It also slows a character down it takes twice the time to move through a narrow than it does a full blown corridor.

Arcane Circle:
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this Magical circle ofthe found painted on the ground is used for summoning, a teleportation point as well as many other things.

Booster Pack 2:
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Plate of Magus's forceful hand:
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Stepping on this tile activates a Magus's forceful hand spell that attempts to push a character off of it. It gets a bonus of +4 to it's roll.

Plate of Iassac's Grapling claw:
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Stepping on this tile activates an Iassac's grapling claw to grab the victem holding them in place. A character needs to make a POW check to escape.

Plate of Sleep:
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Any Gaian who steps on this runeplate must make a MP check or fall asleep. They stay asleep for 1d8+1 rounds.

Plate of Sound Burst:
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Whoever steps on this plate is in for a nasty surprise this plate activates a sound burst that covers the tile and all surrounding spaces. Characters caught in the blast take 1d8+3 and must make a POW check or be stunned for 1 round.

Portal:
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These magic doors are connected. The three differnt colors come in pairs each door warps to a door of the same color. A character that steps through one door is instantly teleported to the other.

Ice:
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Ice is slippery and you must be careful when fighting on it. See Diffucult Terrain in Addation rules for more information on fighting on Ice.

Ice Water:
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This water is superchilled but other wise behaves like normal water. Any non-ice based creature takes 1 point of damage each round for swiming in Ice water, fire based creaures take 1d8 points of damage. While creatures of Ice take no damage.  
PostPosted: Thu Aug 23, 2007 2:37 pm


Magic


Magic, it's an everyday thing in the world of gaia. It comes from different places for different people. For some it comes from Ancient tomes of pages filled with arcane symbols, others it comes from their blood line or faith in a greater power. What magic truly is, nobody knows?

Where magic comes from for your character has no effect on game play however, other factors of your character may affect what spells you may cast. For example if you are a Good character you cannot cast an evil spell or you can't cast a Fire spell if you are of the wood element.

Mastering magic is no simple task a lot of spell casters choose to focus on one element and use this in combat. (This is a normal Special Attack) However magic has much more uses then just combat As I will go into in this section.

Preparing and Casting spells


Spells from this section cannot be cast without preparing them ahead of time (Unless otherwise stated in the entry, another exception are simple spells, Spells so simple they can be cast almost instantly.) To prepare a spell a character must have some method of acquiring the spell instructions. (IE: a Magic book) Then they a make a Mental Power check (maybe more than one depending on the spell), if they succeed then they prepare the spell successfully. This process takes one hour. A character can have up to 3 spells prepared at a time. A character can swap out these spells as they see fit as long as they make the mental power check to gain the new spell. To cast a prepared spell the character only needs to make a successful Special Check. After a prepared spell is cast that slot opens up for another spell to prepare. A typical spell replaces your attack unless otherwise stated. Some spells have costs other then time; these are listed in the spell description.

Also each hour additional hour spent attempting to prepare a spell grants a cumulative -1 bonus to the check to prepare spells. (EX: 1d8-1 for 2 hours, 1d8-2 for three hours and 2d8-3 for four hours.

Spell list


Here is a list of spells you prepare for your character

-Simple Spells-

Simple spells are spells so simple they can be cast almost instantly. They need not be prepared.

Light: this spell lights up the square you are in and all adjacent squares. Useful when in a Dark area
Detect magic: This alerts you of any magical items or beings within 3 squares of your character (characters or monsters with a Special of 3 or higher.)
Detect Poison: This spell alerts the caster of poison within 3 squares of caster. Useful if you think you may be dealing with assassins.
Create Water: Creates two gallons of fresh water. It is Drinkable. This is useful in hot environments where dehydration can be a problem. You cannot cast this spell if your element is Fire.
Lesser Cure: Cure a number of HP equal to their Special stat.
Elemental Burst: This is a standard Special attack.
Flare: This spell fires a small fireball that dales 1d8-1 damage (Minimum of 1 point of damage) however the target of this must also make speed check or catch on fire. You cannot cast this spell if your element is wood.

-Good Spells-

Spells only spell casters with an allegiance to good may cast. These are typically Holy spells cast by clerics or certain spells that only should work for good characters.

True Resurrection: Bring one character back from the dead with full HP. This spell takes three MP checks to prepare this spell and it takes up two spell slots. This is a Touch Spell.
Greater Cure: Cure a number of HP equal to triple their Special stat.
Smite Evil: Grant a damage bonus to a character's next attack against an evil character equal to double your special stat. The target may be yourself or one of your allies. If the creature or character that is attack is not evil then the bonus from this spell is negated.
Detect Evil: Same as Detect Magic except it alerts the character of Evil items or creatures. This is a simple spell.
Holy Shield: All attack rolls against spell's target are rolled at 1d8+1 for a number of rounds equal to caster's special score.
Hallow: This spell creates a holy tile on the space that caster is currently standing.
Moralize: Target must make a MP check or become Good.
Bane of the uncaring: Add your charm stat to you attack roll against neutral characters

-Generic Spells-

Spell able to be cast by both Good and Evil casters. Generic spells that either deal damage based on element or could be used for Good or Evil.

Greater Elemental Burst: This spell functions like Element Burst except it deals 1d8+your Special Stat
Elemental Ball: Target a square. The ball explodes like a grenade when it hits the square you targeted ( in a + manner) any character caught in the blast must make a speed check or take 1d8+special damage of your element. (IE: An Elemental ball cast by a caster with Wind as there element deals wind damage.)
Cure: Cure a number of HP equal to double their Special stat.
Raise Dead: This spell brings one character back to life with 1 HP. This spell requires 2 MP checks to prepare and it takes up two spells slots. This is a Touch Spell.
Magus's Forceful Hand: Create a massive hand of force to push your opponents back. This spell functions like a bull rush (see additional rules) however the gets the Caster's Special stat to the roll rather than a Power bonus. Spell casters who worship a deity usually cast this spell in the name of their deity. (For example Terra Endsmount a worshiper of Apollus casts this spell as Apollus's Forceful Hand.)
Isaac’s Grappling Claw: This Spell creates a magical claw that can grapple out to three spaces away. After the claw grabs onto something the caster may pull it towards him or jump to the object it is grappling. If the claw snags a creature the caster may pull the creature towards himself any other object. However if the creature tries to resist the caster and the creature both roll a d8. The caster adds his special stat to the roll and the target adds its Power stat. If the caster rolls higher He manages to pull the target closer. If the Target rolls higher he breaks out of the claw. Spell casters who worship a deity usually cast this spell in the name of their deity. (For example Alexander Darkheart a worshiper of Lunaris casts this spell as Lunaris's Grappling Claw.)
Buff: this spell allows the caster to increase a stat (caster's choice) by 2 points for a number of rounds equal to the caster's special stat.
Elemental Wall: Create a 3 square wide 1 square thick wall of your element. It lasts a number of rounds equal to triple your special stat and can be destroyed from thirty points of damage or a single attack from your weakness (for example a fire attack can destroy a wall of wood). This spell takes 2 MP checks to prepare.
Elemental Blade: Create a blade made of pure energy attuned to your element. This blade deals 1d8+1 damage for every successful melee attack. It is destroyed after dealing a number of successful hits equal to double your Special stat. Any special abilities that apply to melee attacks apply to this weapon.
Elemental Edge: Enhance every weapon you use with your own magical essence. For a number of rounds equal to your special stat every attack from your melee or ranged weapon becomes your element. Increase all damage dealt by your special stat and bypasses all armor that doesn’t protect against magic attacks. All ranged weapons can ignore ammo as long as this spell is active. Uses three mental checks and one spell slot.
Sound Burst: This spell creates a sonic boom that deals 1d8 + the caster's special stat. The caster must first target a 2 by 2 square area. Any one in that area takes damage and must make a successful POW check or be stunned for 1 round.
Blink: This spells causes a character to Jump around randomly for a number of rounds equal to his special score. Each round a character rolls a D8 which corresponds to a number on this diagram:
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The character jumps to whatever square the number he/she rolls corresponds to. If it causes the character it "blink" into a wall re roll.
Clear seeing: A character gains perfect vision in any condition for a number of rounds equal to the casters special x2.
Isaac’s Blessed Vision: This spell is identical to Clear seeing except that the target may also see creatures whom are invisible. This spell takes Two MP checks to prepare.
Invisibility: Character turns invisible to the naked eye and cannot be seen without help. This spell lasts for a number of rounds equal to the caster's special score and is broken when the target attacks. Certain circumstances such as being in rain or falling into the mud negate the invisibility bonuses. Characters that attempt to attack an invisible character must guess which square they are in and even if they guess another die must be rolled if it comes up 5 or higher the attack misses simply because the character is invisible.
Magic Missile: this spell fires an orb of energy that automatically deals (((1d cool /2) +1) per 2 Hit Dice damage and cannot miss. It ignores armor magical. Casting this spell into the darkness can quite possibly destroy all of creation… or not.
Shield: This spell creates a translucent disk that floats around a character. It blocks Magic Missiles and reduces 1 point of damage from all attacks for a number of rounds equal to the caster's special stat.
Mage Armor: All damage dealt to the target of this spell is reduced by 3 for a number of rounds equal to double his special stat.
Spider climb: This particularly useful spell allows the caster to climb along walls and ceilings like a spider however unlike using climb checks you can climb anywhere without having to make a check. The character cannot be wearing gloves or some form of foot wear for this spell to work. The character can climb with a speed of 3 (moving the equivalent of 3 squares) for a number of rounds equal to the casters special score. For this spell to work properly the target must ingest a living spider, preferably not poison. Mainly because that would call for a power check to resist poison.
Daylight: A 3 square by 3 square area lights up as with the brightness of day. This magical Daylight does not affect creatures that are wounded by the sun's light. This lasts for a number of rounds equal to the caster's special stat. Daylight can be dispelled with Darkness.
Darkness: A 3 square by 3 square area is robbed of all light and appears pitch black. This magical darkness cannot be priced by any light only Isaac’s Blessed Vision can see through this darkness. This lasts for a number of rounds equal to the caster's special stat. Darkness can be dispelled with Daylight.
Zealous Battle cry: The character shouts with a enchanted battle cry. All enemies within special range must make an MP check or be stunned for a number of rounds equal to the caster's special stat. Also the caster's attack rolls are rolled at 1d8-1 for a number of rounds equal to the caster's special stat.
Plane Shift: Teleport four characters to a different plane of existence. (One of them can be you.) Unwilling characters get an MP check to resist the spell and stay on the current plane they are on. This is a touch spell. This spell takes up two spell slots and requires three MP checks to prepare.
Magus's Elemental Storm: Character targets a 3 square by 3 square area and all creatures within that area must make a Speed check each round in this area or take 3d8 points of damage of the caster's element. This spell lasts a number of rounds equal to the caster's special stat. This spell takes up two spell slots and requires three MP checks to prepare.
Sleep: Target one character in special range. That character must make an MP check or fall asleep for a number of rounds equal to the caster's special stat.
Sheet Ice: A character covers a square in a few inches of Ice making it slippery and hard to walk on. See difficult terrain in additional rules for more on fighting on Ice. You cannot cast this spell if your elemental is fire.
Elemental Cone: Send a cone of your elemental energy from your hands. The cone is 3 squares long and 3 squares wide at the end. It deals 2d8 + special worth of damage. Speed check to dodge. This spell takes two MP checks to prepare.
Critical Strike: This target spell targets a weapon. A character wielding a weapon that has this spell cast on it will critical on a roll of 1 or 2. This spell last for a number of rounds equal to the caster's special stat and doesn't affect weapons that already have a chance of scoring a critical on a 1 or 2.
Wind Tunnel: This spell creates a powerful vortex of wind that is emanates from the caster. The vertex is three squares long and anyone caught in it must make a power check or be pushed back to the end of the vortex. Characters pushed into a solid object take 1d8+2 points of damage. You cannot cast this spell if your element is Ice.

-Evil Spells-

Evil spells that are designed to cause havoc and destroy. This Includes Necromancy.

Animate Dead: Bring one character back from the dead with full HP. However this character's type changes to Paranormal and is now under the control of the caster. This is a touch spell. This spell takes three MP checks to prepare this spell and it takes up two spell slots.
Create Undead: A charter can prepare up to three corpses to be turned into Undead. This spell takes up two slots and takes three MP checks to prepare. After the corpses are prepared the caster determines whether he is creating Zombies or Skeletons. This decision must be made before hand and cannot be changed after wards. If the spell is successful then the three corpses turn into the selected undead under the control of the caster. Each Undead has half the hit dice of the caster or HP decided by your GM.
Demon breath: Spew a 3 square line of Nightmare energy from your mouth. Any character caught in this line must make a speed check or take 1d8+ the caster's special stat of nightmare damage. You cannot cast this spell if your element is angelic.
Smite Good: Grant a damage bonus to a character's next attack against a good character equal to double your special stat. The target may be yourself or one of your allies. If the creature or character that is attack is not good then the bonus from this spell is negated.
Detect Good: Same as Detect Magic except it alerts the character of any Good items or creatures. This is a simple spell.
Devil's Tail: Character grows a tail with a barb on the end that can be used for making a normal melee attack. Any special abilities that apply to melee attacks also apply to the tail. This attack is combined with standard attacking.
Unhallow: This spell creates a unholy tile on the space that caster is currently standing.
Moral Undone: The target of this spell must make an MP check or become Evil.
Love's pain: When this spell is cast on a target rather than the target taking full damage the person the target holds closest in their heart takes half the damage and the target takes the other half. This is particularly evil spell is most often use in tandem with torture. For this spell to work the caster must touch the target.
Bane of the uncaring: add your charm stat to you attack roll against neutral characters
Blasphemy: All good characters in special range must make an MP check or be stunned for a number of rounds equal to the caster special stat. Also for 2 x special rounds good character's attack rolls are rolled at 1d8+1 if they failed the check. This spell takes two MP checks to prepare

More to come...

If you have any suggestions for spells PM them to me, I'll look at then and tell you what I think.  

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PostPosted: Tue Sep 04, 2007 7:41 pm


Interesting Dungens, Combat, and NPCs


While running through rooms fighting baddies and finding treasures is fun. This can be made much more interesting by adding traps, puzzles, and other objects that impeed character's movement through the Dungen make it so much more interesting!

For example a simple 5by5 room.
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While a simple room like this is nice for resting it makes for boring adventureing. Even some as simple as adding a cervice in the center of the room makes things more interesting. While this is a fairly simple obstical it adds some challenge to an otherwise simple room. Infact placeing the pits so it inpedees the character's movement greatly makes things much more interesting. Infact placeing a few walls with pits increase the challenge of a room for example:

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Now that doesn't look so easy does it? The challenge can be brought up even a nother notch by adding in traps. While the traps cards are nice I like to make my own for example:

Element burst trap: Character must make a succuessful speed check or take damage from a preset element chosen by the game master.
Loose rock trap: A character triggers a panel that drops a lose rock on their head and cause 3 damage. A speed check to dodge and negate damage.
Rune plate of Magus's Forceful Hand: Stepping on this runeplate will cause a Magus's Forceful Hand to attempt to push a character. It works just like the spell and a except the hand has a bonus of +4. This is usealy a defensive measure place on the side of a cliff with directed to push the person who activated it off the cliff.
Rune Plate of Issac's Grappling Claw: Stepping on this rune plate causes a magical claw snag and hold you in place. The claw will continue to hold the character Until they break out. Breaking out is like breaking out of the spell how the claw has a +3 bonus to it's roll.
Elemental Ball trap: This trap fires an elemental ball at the person who triggered the trap. The GM makes a special roll agianst the traps special stat (this is typicaly 3 though better traps have been constructed.) other wise if functions just like the spell.

Feel free to think up any of your own traps though keep them within' reason. Because something that is impossible to beat isn't much fun. Now with a few traps let spice things up a bit.

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with the addation of two Rune plates of Magus's Forceful Hand the room become an even more interesting place. Now Hunter has to not only jump the pit but also watch out of the spells that will atempt to push him into the pits and cause him damage. Now what could we do to make the room even more difficult? Lock the door on the far side of the room and hide the Key of course!

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With a little bit of expanding and the addation of a few pits, a Rune Plate of Issac's Grappling Claw, and a destroyable wall. While this may be a neusance for the wrong character it adds an interesting effect to gameplay. Now what would a Dungen be without lots of nasty baddies to kill? A very lame dungen. Making monsters fit the dungen and adding in things that make combat interesting can really improve a dungen. In our current room not many baddies would fit well however can have a gaint spider hanging from the ceiling ready to pounce unsuspecting victems! With a little more expansion you can make the dungen even more interesting

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With the addation of the new wing we have now have a guard wolf. This wolf will try to bull rush anybody that it doesn't recongise into the pits on the far side of the room. While the wolf could possibly do this successful Hunter could turn the tide on him by tripping him into the pit or attempting to bull rush the wolf in there himself. The short hallway there is a simple hallway you should thow in a empty room here and there because they make nice resting points for heroes such as Hunter.

Now my last point I'm going to make here is that generic NPC are boring. A generic group of pirates lead by a generic pirate captain is boring. Spice things up a bit give the captain a name varry the equipment between the pirates, and make the captain's token look different. Various NPC that look slightly differnt can add an interestign variety to a game that makes things interesting.

A few example NPCs:
William Lightfoot: A bandit with fingers as sticky as a glue and a heart of gold. His chaotic nature makes people wonder what exactly he will do next.

Jonathan Windspear: A charming and powerful pirate captain. Unlike most pirates he is well mannered and dressed in the peak fashion of gentleman of the time. (Obvious clothes that he stole) He can be reasoned with but he is as curel as anyother pirate captain

Leonard Darkblade: This Vampiric Swordsman follows Osric the one eyed god of tryanny. He shuns the sun and anyone whom doesn't follow Osric. He follows a strict code that keeps him ready to slay anybody who stands in his way.

you can also tweak current card stats for your own use, and make them fit your campiagn better. Like changing a pirate's element to paranormal and the ability to breath in water would make an interesting that like to pop out of the water and grabb adevnturers feet.
PostPosted: Sat Dec 01, 2007 8:27 pm


Deities and the Planes


religon is important in alot of circles. In our game here the typical deities of our world are non exsistant makeing way for more fantastic deities apporpite for the world in which our game is set. Here is a discription of each deity and how exactly their followers are expected to act.

Evan God of Valor:
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Evan is a good god whom is constantly waging war aginst evil. He wishes to bring justice to all whom deserve it. He has been rivals with Osric the god of tryanny since the begging of time itself. He is typicaly whorshiped by good warriors of all kinds, including some good spell casters. His hammer "the Hammer of Justice" strikes down evil foes swiftly. His followers are always good of heart and make feirce warriors in the name of good.

Osric God of Tryanny:
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Osric is an evil good whom rivals Evan in the balance of good and evil. He plans to one day rule gaia with an iron fist but so long as Evan and his follows remain this will never happen. Osric's "Sword of Tryanny" slices good foes into ribbons. His followers are typically evil warriors who like to kill and other evil beings.

Issac God of Knowledge:
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Issac is a neutral deity who values mind over muscle. He cares not for the balance of good or evil but for knowledge and magic. His "Staff of the Aarchmage" boosts his magical power aolowing him to fling spells like bullets. His followers come in all forms of spell casters from generalist wizards to necromancers to very focused spell casters.

Xanolos God of Strength:
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Xanolos is a good god of strength who values courage and selfless acts. He uses his strength to protect the weaker creatures who cannot protect themselves. His fists and his "Sword of Strength" Beat Evil foes into submission. His followers include strong warriors who dislike the ordered ways of Evan and other people whom really on courage.

Jerrek God of Destruction:
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Jerrek is an evil god who favors random destruction. He leave it in his wake where ever he treads. He has many weapons but his favorite "flail of destruction" Brings new meaning to the word pain. Followers of Jerrek are chaotic in nature and simplely like to destroy all that stands in their path.

Useing deities


Divine intervention is a powerful thing. While deities themselves need not make an aperance theirs nothing stopping them from sending a minon to help a character in need. An evil deity may send a demon to help while a good deity would send some kind of angel to assist. When useing the hit die system deities typicaly have 25+ hit dice which add to their already powerful state. By nature deities are untouchable by 3 star items or less and only take half damage from 4 star items 5 star artifacts deal damage normaly.

The planes


In the world of gaia there are many differnt planes of esistance. The most well know to character is the Material plane but other planes esist. Planes are alterent worlds that coesist with the main material plane. While most adventures in your game will probaly stick to the material plane it can lead to intresting adventures if character's slip to another plane of esistance.

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1. Material Plane:
This plane of exsistance is what most people view as gaia, and what most of our character are used to. Gravity and the elements are the same as earth.
2. Plane of Shadow:
This plane of exsistance coexsists with the Material plane. It is a dark place that seems to lack any source of light at all. Nightmare based creatures gain a +1 to all stats when on this plane.
3. Etheral Plane:
This plane of exsistance coexsists with the Material plane. You can sometimes see creatures on the Etheral plane on the Material Plane this is where ghosts come from and how they seem to be impossible to hit.
4. Plane of Fire:
This firey paradise is constantly burning. Most creatures can exsist on this plane without being burned to death within a few minutes. Characters take 1d8+5 fire damage per round when on the Plane of Fire. Fire characters sometimes feel at home on this plane but most can't stand the heat for too long. Fire based creatures gain a +1 to all stats when on this plane.
5. Plane of Earth:
This plane of exsistance is made of earth and plants making it difficult to explore unless you have some form of burrowing tecnique. Also some way to breathe is also important aswell simpley because it can be used up quickly in the sealed underground tunnels. Earth based creatures gain a +1 to all stats when on this plane.
6. Plane of Air:
This plane of exsistance is an open area with a few floating islands here and there so the abillity to fly comes in handy. Though jumping between small floating islands while fighting each other can lead to interesting combat. Air based creatures gain a +1 to all stats when on this plane.
7. Plane of Ice Water:
This plane of exsistance is flooded with water with suspened Icebergs in it. The abillity to breathe in water is needed or you character will drown. All major fire based creatures. (Such as a red dragon) take 1d8+5 cold damage each round spent on this plane. Pockets of air inside the icebergs esist but nothing beats the abbility to breathe water. Ice based creatures gain a +1 to all stats when on this plane.
8. Plane of Light:
This plne of exsistance coexsists with the Heavens. It is a bright place where light is shining. Light based creatures gain a +1 to all stats when on this plane.
9. The Heavens:
This plane of exsistance is simpley Heaven. The afterlife for all who are good and fair. Most of the good deities have a home on this plane but a few find other places to live. Good creatures gain a +1 to all stats when on this plane.
10 The Hells:
This plane of exsistance is simpley Hell. The afterlife for all who are evil and cruel. Most of the evil deities have a home on this plabe but a few find other palces to live. Evil creatures gain a +1 to all stats when on this plane.  

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PostPosted: Tue Dec 18, 2007 7:56 pm


Character's with special rules


There are certain character's that have things that there card doesn't say about them. These rules I persent here are oppotional but don't be afraid to use them.

Lich:
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Liches have what is called a phylactery. This magic item holds a Lich's life force and it must be destoryed or the Lich will return. A Lich who has its phylactery destoryed before he is is also destroyed. A Lich who has been destoryed but it's phylactery remained intact returns in 1d10 days.

Vampires:
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Vampires are truely frightening creatures. They have the abillity to drink blood and regain some HP. Beyound this they have some truely frightening combat capiblities but these powerful creatures have many weakness. Sunlight incerates there unhallowed flesh. Garlic, a mirrior or holy symbols can be used to keep them at bay. Driving a wooden state through a vampire's heart also slays them instantly.

more to come...  
PostPosted: Sun Jun 08, 2008 7:52 am


Item Slots


Yes we have lots of nice items here in the giuld but one cannot use all of them. They all simpley cannot fit on a gaian body so to help guide you through your choice of items here is a guide to item slots.

Head Slot: Head slot items include helmets, bandas, hats, and similar items (The Angelic Halo is a headslot item) only 1 may be worn at a time
Neck Slot: Necklasses, Amulets, and scarves are neck slot items. Only 1 may be worn at a time.
Shoulder Slot: Capes, Cloaks, and mantles are shoulder slot items. Only 1 may be worn at a time.
Armor Slot: Armor, Clothes, and Robes fall into this catagory. Only 1 may be worn at a time
Wrist slot: Bracers, braclets, and watches fall into this catagory. Only 1 pair of bracers, 1 bracelet, or 1 watch.
Rings slots: Rings of all shapes and sizes fall into this catagory. Two may be worn at once.
Weapon Slot 1: This is your primary weapon. This slot almost always filled by your primary weapon.
Weapon Slot 2/Shield Slot: This slot comes into play if your character is capable of two weapon fighting or carries a shield. Typicaly this slot is left open.
Belt Slot: Belts, and gridles fall into this catagory. Only 1 may be worn at once.
Boot Sloot: Boots, shoes, sandels, any foot wear falls into this catagory. Only 1 pair may be worn at a time.

While one can wear more then what is stated here they only benefit from that many items. So a character can swap out items from his pack at anytime. A character's pack has limits as well. It can only hold so much. A good guide line for packs are:

3 card items
4 potions
10 Weapons Magazines
100 gold

Any items not equiped are in the pack. If you can't fit the item in your pack you can equip it right away, leave it on the ground, or give it to an ally if they are willing to carry it. Also Grenades take up potion slots.

A ranged weapons comes 3 extra magazines as well as one fully loaded weapons. A weapon who that doesn't have a magazine (such as a musket or bow) gets 12 shots to replace each magazine.  

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PostPosted: Sat Jul 04, 2009 1:53 pm


Partners


A partner is a secondary character that you controll in addation to your primary character. A partner is weaker then your main character But helps as best as they can.

To have a partner a character must have atleast 6 HD and a partner always has 2 HD less then your main character. When your main character gains a Hit then your partner gains one too. Besides having fewer HD partners are treated like any other character.

For example if I wanted to use Duke as a partner supliment my character Hunter then Hunter would have to have 6 HD and Duke would start out with 4 HD.

GMs can add more to the whole partner thing if they choose this is only a basic guide-line.  
PostPosted: Tue Sep 01, 2009 7:56 pm


Combat


This section isn't so much an expansion for the combat rules. While I do expanded apon them some this is mainly a more detail explanation by some one who is a native speaker of english. The rules are simple enough to understand, but even the best minds get confused.

Initiative
Determining order of characters in combat can be done multiple ways.

-Descending speed: Character with highest speed goes first and then the character with the second highest speed goes second and so on. This is a quick and dirt method that can get sloppy fast with a lot of characters.
-Rolling the Dice: Order in combat is determined by some kind of die roll. Typically 2d8+SPD is rolled for all the characters taking place in the combat and the character with the highest roll goes first, second highest goes second, and so on.
-No order: Not used in combat really but some times when exploring a building that has been mapped out a player must wait a turn before moving again. Also some form of combat may take palce. (for example shooting a trap to disable it.)

Attacks
there are three types of attacks: Melee, Ranged, Special

Melee attacks are close ranged combat. To perform a successful melee attack a character rolls a d8 and must roll lower then their power stat. You can attack a target with a melee attack that is in an adjacent square or the same square you are in.
Ranged attacks are long ranged combat. To perform a successful ranged attack a character rolls a d8 and must roll lower then their technique stat. The range of the attack is also determined by your technique stat. Divide the number in half and round up to determine the furthest away you can target with a ranged attack. (for example a character with a 5 in technique can launch a ranged attack at a target up to three squares away.)
Special attacks are typically Magic attacks . Most of the time they exactly like a ranged attack. To hit you must roll lower then your special stat. Maximum range is determined the same way as a ranged attack only using your special stat. Some times specific spells do different things. (see the magic section for more on this)

Damage dealt is typically 1d8. This is modified by items represented by the cards characters acquire in various ways. When your to hit roll comes up as 1 this is a critical hit and it causes the damage you deal to be doubled. Some items and spells modify this so it's easier to get a critical or make the damage multiplier larger. Rolling an 8 on your to hit roll is a critical failure meaning you always miss, and there is typically some other penalty for this as well. (Such as losing an action or taking a small amount of damage)

Movement
You can move a number of squares equal to your speed stat. You can move diagonally or orthogonally (into spaces on top of, on bottom, and to the sides of your square). You can also sacrifice your attack to move up to double your speed. Every two squares moved diagonally counts as 3 points of movement.

Grappling A character can grab an opponent and hold them in place. First a character must succeed on a melee attack then the two combatants make an opposed check. The grappler uses power while the target uses power or speed to break the grasp or slip out. The next round the two have to make another check similar to the first one. If the second check succeeds the target is now pinned and cannot act except try to break the pin by doing an opposed check like before. When pinned the target can do nothing but the grappler can deal damage with a a one handed weapon or unarmed strike.

Unarmed strike When fighting with out a weapon a character can only make a melee attack or magic. The weak unarmed deals damage equal to the characters power stat. However natural weapons and martial arts training can increase this damage. Before being pinned both characters in a grapple can attack each other.

Fighting with two weaponsAny character can fight with two weapons however unless specially trained to do so they take a penalty. When attacking the primary roll is unaffected the secondary roll is rolled at 1d8+1. When trained in two weapon fighting there is no penalty.

Coup De Grace When a character is helpless they can be targeted by a Coup De Grace. This attack automatically hits and is automatically a critical. The character must make a power check rolled at 1d8+2 or die instantly if they would have survived the damage. To preform a coup de grace with a ranged weapon a character must be right next to the target.

Using special abilities in combat
Using your character's special ability in combat is usually is part of or replaces your attack during a turn and as so takes up the same amount of time as a normal attack. Some abilities take longer and its specifies in the descriptions when this is the case.

Mounts in combat
A character on a mount is controlled basicly the same way as any other character. The mount moves on the rider's initive using it's speed instead of the riders. A mount can double move like a character. The rider can still attack on a mount's double move however because of it's his attack rolls to hit are rolled at 1d8+2.

Vehicles in combat
Vehicles are controlled very differently then characters in combat. They have speed categories that reflect how fast a vehicle is relatively moving and they have a character designated as pilot. The faster they move more harder they are to hit and vice versa.

To start out the five speed categories are as follows:

Stationary: Standing still not moving.
Alley Speed: Vehicle is moving at it's speed stat a round.
Street Speed: Vehicle is moving at double it's speed stat a round.
High Way Speed: Vehicle is moving at triple it's speed stat a round.
All Out; Vehicle is moving at four times it's speed stat a round.

All movement is in a strait line a character can turn but if you are moving faster then alley speed you cannot make more then a 45 degree turn. At the beginning of the pilots turn he/she can decide to increase a speed category, decrease a speed category or stay the same. This is the pilots move action. with his/her other action he can to do many different things.

There are stunts you can perform when driving a vehicle. To perform them successfully you must make a Technique check if you fail you loose control of the vehicle. Something I'll explain later.

90 Degree turn: Turn up 90 degrees when moving faster then alley speed.
Side Slip: Slide over one vehicle with
Dash: Increase by one speed category in addition to any increase at the beginning of the turn.
Hard Break: Decrease by one speed category in addition to any decrease at the beginning of the turn.
Avoid Collision: Avoids a collision with another vehicle or obstacle on the road.

When losing control of your vehicle the vehicle simply moves in a strait line at it's current speed category until it collides with something or you regain control. Regaining control just takes a successful technique check.

Attacks rolls are also effected by your speed category your to hit rolls are affected as follows:

Stationary: unaffected
Alley Speed: 1d8+1
Street Speed: 1d8+2
High Way Speed: 1d8+3
All Out: 1d8+4

When Targeting a vehicle moving at the same speed your to hit rolls are rolled at 1d8+1. It's easier to hit a target moving at roughly the same speed.

Collisions are bad they cause damage to both the vehicle and the thing they hit. Damage varies depending on what speed category you are moving in.

Stationary: N/A
Alley Speed: 2d8
Street Speed: 4d8
High Way Speed: 6d8
All Out: 8d8

If a pilot decides not to perform a stunt he can use a one handed weapon make an attack as affected by the speed category.

Because vehicles moves so fast it's better to use a larger scale on your map. A good scale for vehicle chases is were a square is equal to three squares on a normal map. We will call this chase scale. Using chase scale makes it so you don't have to make so many maps. In fact it might just be as well not to make any maps for vehicle combat.

Other characters riding in the vehicle can attack as normal. there attacks are affected by the speed category as normal. There move action can be used for moving around the vehicle or performing some action that is equivalent. A character who jumps out of or is thrown from a moving vehicle must make a speed check or take damage. If the pilot is ejected from the vehicle it is treated as if out of control except decreasing by one speed category each round. Damage recived again depends on speed category:

Stationary: 0
Alley Speed: 1
Street Speed: 1d8
High Way Speed: 2d8
All Out: 3d8

Vehicles are complicated if you have any qeustions send me a PM and I'll do my best to answer them.

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