* Combat & Magic 101 This will explain how things are done combat and magic wise in the game mainly for those who are new to the game. * Comat 101 Important stats: S, St, D, A, C Important Bonuses: SB, StB, DB, AB, CB HPV: Hit point value CEL: Combat Experience Level OCV: OFfensive Combat Value DCV: Defensive Combat Value MR: Movement Rate PMR: Phase Movement Rate: (4 phases in turn) DTV: Damage Tolerance Value WSB: Weapon Strength Bonus (to damage) Dodge Value for dodgint if needed. Explanations are in the player packets given. Example data: P1: HPV - 12 CEL- 3 OCV-3 DCV-3 PMR: 3 2 3 2 DTV: -1 Dodge:0 SB 1 P2: HPV - 10 CEL- 3 OCV-4 DCV-4 3 3 3 2 -2 0 2 P1: Agility: 12 Agility: 10 Gear: Both have Leather Armor, and war staff. War Staff : WSB +1 Leather Helm Armor value 1 Skill: P1: EL - 3 P2: EL - 2 Sample combat they approach and draw staffs do not use combat nor magic just one on one. No combat modifiers done. To compare it seems P1 is more skilled and faster than p2. Yet p2 seems more combat experienced or trained (OCV wise). Combat is performed via Combat Table for odds of hits. Line number used is Your OCV minus Targets's DCV. Damage Modifiers: Add SB to damage scored. +WSB to damage Damage: Deadly hit - 2D10 OR 1D10+(SB)D10 (whichever is greater) WSB and EL are added to the damage. Severe Hit - 1) Natural Weapons - 1D10+SB or 0 (claws) 2) Unarmed/no Natural weapons - 1D6+SB* 3) Armed with a weapon - 1D10+SB+WSB+(EL/2 RU). * If have hand-to-hand add (EL/2 RU) of skill to damage. Hit (Normal)-1) Natrual Weapons - 1D6+SB 2) Unarmed/no weapons - 1D3+(SB/2 RD)*. 3) Armed with a weapon - 1D6+SB+WSB * If have hand-to-hand add EL of the skill to damage. Shield Hit - 1) if shield damage blocked, no treat as a HIT Movement Order: Creatures always move before characters or NPCs Highest PMR moves first, if tie then highest Agility, highest CEL, lowest AV, tallest, lowest weight if the tie continues. Thus for turn movement P1: PMR: 3 2 3 2 P2: PMR: 3 3 3 2 Phase 1: Tie Phase 2: P2 moves first Phase 3: Tie Phase 4: Tie P1 is more agile (12) than p2 (10) so p1 moves first in tie Turn 1: Phase 1: Mana Allocation - None Missile Fire - None Magic Effect - None Movement and Melee - Both approach P1 swings on p2 on line -1 on table which is 51% of hit success. Rolled 66 (-3 for EL) but misses (49-100 miss). P2 swings rolls on line 1 (51-100 miss) but rolls 72 (-2 for EL) and misses... Phase 2: First 3 sequences skipped Movement and Melee P2 swings on p1 but rolls 52 (barely missing) P1 rolls 05 -3 for EL = 02 which is severe hit 3) Armed with a weapon - 1D10+SB+WSB+(EL/2 RU). Thus 10 (d10) +1 (SB) +1 (WSB) +2 (EL/2)=14 point P2 has armor 1 so 13 points go to p2 HPV 10-13= -3 since -3 is over -2 he dies from the DTV value - dead. P1 wins :) Hope this general example helps. * Magic 101 Important areas of character - Stats: I, W, E, Ee depending on type of magic Mana Level: Basic allotment of mana for later use MDV: Magic Defense Value EL: Energy Level some spells act on it like Lifeforce Magic Path: Type of person Orientation- Alignment MEL: Magic Experience Level Casting Ability: How much the user can cast in one day Mana Regernation: How much after resting 24 hours he regains in mana M1: Mana-12 MDV: 14 EL-45 Path-Wizardy Ori-Law MEL-4 Cast-48 M2: Mana-14 MDV: 16 EL-60 Path-Wizardy Ori-Choas MEL-6 Cast-74 Mana Cost @ EL Cast 0 1 2 3 Speed M1: Fire Ball EL 3 1 2 5 7 3 (4 at EL3) M2: Lightning EL 2 2 4 6 - 3 (4 at EL2) A. Fire Ball: Range-(EL+1)x2" Speed-EL+1". Damage- 1D10+(EL)D10. Duration - 2 phases. The ball will last until range completed. B. Lightning: Ball of energy at a specific target. Only Magical Armor will have its AV block it (normal doesn't). Shields of all kinds are usable. Range - (EL+1)x3. Damage - (EL+1)D10+EL. Both see each other and a combat situation immediately stars due to alignment orientation conflicts (and they just hate each other). I listed each mana cost at different levels because you can cast at any level up to your EL. This is good to lessen damage to only injury (not kill) or if don't want to use alot of mana so you could cast at EL 0. Turn 1: Phase 1: Mana Allocation - M1 allocates 4 mana for FB EL3 M2 Allocates 4 mana for Light. at EL2 Missile Fire - None Magic Effect - None still not fully energized M1 has 3 left, M2 has 2 left for spell Movement and Melee- Both snarl and glare at each other Range is 2" (20 feet) (2 hexes) Phase 2: Mana Allocation - Final allocation M1- -3 M2: -2 Missile - None Magic Effect: Spells go off..but M1: PMR 3 3 2 2 M2: PMR 2 2 2 3 phase 2 so m1 fires his first! Magic is done on Magic Table M1's MEL is 4 gives 1-47 for success and others for failure and abysmal failure. Oh dear rolls 96 -3 for EL=93 no abysmal but the fail fizzles and M1 looks worried as M2 laughs. M1 raises his hand and points at M1 MEL6 is 1-52 for success and rolls 09 -2=7 the spell goes off with a loud clap! Range - (EL+1)x3 (1+1)x3=6" (well within range) Damage - (EL+1)D10+EL (2+1)d10+2 = 2+7+2=11 point to the magic user and hes hurt if not dead. M1 has used 7 mana and M2 6 leaving 41, 68 respectively left for the day. And that's magic. * Notes Don't worry about number crunching i will do that for the most part. Your job will be to tell me what weapons you use, skills, if you dodge, actions in combat, etc. More details will follow when first combat situation comes up. From my notes files - 6) Movement Tactical Grand Strategic One Hex (Inch) 10 Feet 100 Feet 20 Miles One Turn 12 Seconds 2 Minutes 12 Hours One Phase 3 Seconds NA NA Strategic: Use MR for number of miles per day of movement for the fastest player or Base of 10 miles walking, 20 running & 40 riding. Mana Allocation: A MU can allocate (MEL+EL)/2 RU mana in one phase if damaged the mana is lost and will have to restart. Movement & Melee: Movement is done first then combat. If you move within the same hex as a target or 1/2" & wish to fight then the movement points are lost and the fight will commence.