Character Mechanics

Character Abilities
All character abilities are measured by the number of dice which they add to your roll.

Attributes

 * Muscles (aka MUS or STR) contributes strength and toughness to a die pool. Muscles is like strength and parts of constitution in other games.
 * Nerves (aka NER or DEX) contributes agility, awareness and hand/eye coordination to a die pool. Nerves is like dexterity and parts of wisdom in other games.
 * Spirit (SPI) contributes intuition and luck to a die pool. SPI is used for magic and the supernatural.
 * Hit Points (HP) = STR + DEX + SPI.

For normal humans, Muscles, Nerves and Spirit range from 1 to 7 dice with 3 dice as the human average.

General Skills
General Skills are Melee, Missiles, Athletics, Awareness (which includes both stealth and perception), and Magic. Each applies to a broad array of actions. Normal human General Skills range from 1 to 9 dice. Do not confuse the General Skills of Athletics and Awareness with the die rolls for Athletics and Awareness. Melee, Missiles, and Magic are normally used together with a Narrow-Skill. Athletics and Awareness are more often used for their respective rolls. All 5 are used in Derived Values.

Derived Values
These 8 values are used frequently so players will find it valuable to keep them handy.


 * Speed: 5 feet times (5 + the median of STR, DEX, and Athletics)
 * Dodging Roll and Reflex Save: DEX + SPI + Athletics (quickness, intuition and training)
 * Athletics Roll roll: STR + DEX + Athletics (muscles, quickness and training); use for running, climbing, jumping, etc.
 * Awareness Roll roll: DEX + SPI + Awareness (quickness, intuition and training); use for attempts to see, hear, etc. (perception) or to remain unseen, unheard, etc. (stealth)


 * Fortitude Save: STR + STR + SPI (mostly the body, but requires some will.)
 * Will Save: STR + SPI + SPI (mostly the spirit, but requires some stamina)
 * Magic Save: 'Hit Points + SPI - Magic (Hit Points with a bonus for SPI > Magic)
 * Strength Test: 3 times STR

Narrow-Skills
For most actions Bob doesn't really need a Narrow Skill; he can roll using just the appropriate Attribute and General Skill dice. Narrow Skills represent additional specialized training. A few actions (eg. spells) are difficult or impossible without this specialized training. Normal human Narrow Skills can range from 0 to 12 dice. Melee weapon skills are used both for attacks and for parries.

Weapon Skills
 * Brawling: Unarmed combat.
 * Dagger/Knife: a short, light, sharp blade.
 * Club/Mace: Includes most blunt weapons.
 * Sword: Includes all 1-handed blades larger than a dagger.
 * Axe: Includes all 1 handed chopping weapons.
 * Spear/Polearm (Melee): Includes both 1 and 2-handed pole-arms and lances.
 * 2-Handed Weapons: Individual Narrow Skills for Greatsword, Battle Axe, and Staff.
 * Throwing: Includes rocks, throwing daggers, hatchets, javelins, and bombs.
 * Missiles: Individual Narrow Skills for Sling, Bow, and Firearms.
 * Individual Narrow Skills for magical spells or similar powers.
 * Individual Narrow Skills for Disguise, Lock Picking, Tracking (includes Hunting), [more?]

Crossbows and Firearms use the same skill. Existing crossbow skills change to firearms skill.

Change Under Consideration: Add Stealth and Perception as Narrow Skills

Bonus-Skills
Bonus Skills also represent specialized training, but they grant dice which are in addition to the basic die pool. In most other respects they are like Narrow Skills.

Replaced Text * Martial Arts is a bonus to unarmed attacks: roll STR + Melee + Brawling + Martial Arts. It also allows a bare-handed parry and riposte with a roll DEX + Melee + Martial Arts (Brawling is not included in this parry). Martial Arts dice cannot exceed Brawling dice.

New Text -- does not change results for unarmed attacks: * Martial Arts is a bonus to all melee attack and parry rolls, but only unarmed attacks and parries get the full benefit of Martial Arts. Using any weapon reduces the Martial Arts contribution to the roll: weapons which are both light & blunt reduce Martial Arts by 1 die; light & sharp by 2: normal & blunt by 3; normal & sharp by 4; heavy & blunt (includes shield for parries only) by 5; heavy & sharp by 6. (These values are based on the increase in damage over unarmed; you can use them for any weapon with the same total damage adjustment as the listed type.) Martial Arts dice cannot exceed Brawling dice.


 * Riding: Riding dice are added as a bonus to actions performed from horseback, but only when those actions would logically be more likely to succeed from horseback (eg. melee combat with an appropriate weapon). They can also be used with STR and DEX to save against mishaps while on horseback.
 * Swimming: Anyone can try to swim by making an Athletics roll, but Swimming adds a bonus to that roll.

The Basic Die Pool
Bob's Basic Die Pool consists of dice from 3 abilities (ie. 3 of Bob's Attributes, General Skills, or Narrow Skills, but not Bob's Bonus Skills). Use whichever abilities are most appropriate to your action. Bob's final die pool may also include dice for such things as as armor, spell effects, Bonus Skills and environmental factors. Action and Defense Rolls get a minimum of 3 dice in their final die pool; thus you always have enough dice to take an action. Characters who are unconscious, bound, etc. cannot act, but still get 3 dice if for some reason a roll is needed.

Basic Die Pools For Standard Actions
If an appropriate General Skill and an appropriate Narrow Skill exist for an action, then it is a Standard Action. Add the most appropriate Attribute and you have the formula for Bob's roll. Examples are:


 * Melee attack: STR + Melee + Narrow Skill dice for weapon used. (Can be either dodged or parried.)
 * Parry: DEX + Melee + Narrow Skill for weapon used.
 * Missile attack: DEX + Missiles + Narrow Skill for dice weapon used. (Can be dodged but not parried.)
 * Magic spell: SPI + Missiles + Narrow Skill dice for the spell being cast.

Basic-Die-Pools For Other Actions
Attributes and Skills can be combined in other ways, if that better represents the situation being resolved. However, Bob may never use more than 3 of his Attributes, General Skills and Narrow Skills to form his Basic Die Pool for an Action or Defense Roll, nor more than 2 for a Second-Roll.
 * Lock-picking: DEX + SPI + Lock Picking

Damage and Recovery
Like abilities, Damage is measured in dice. Damage is the total of the below 4 values and is subtracted from all Action and Defense Rolls (but not from Second Rolls). The main difference between these different types of Damage is how rapidly they can be healed. Also, Wounds and LTD require a Healing Roll to be made.


 * Stun is momentary disorientation. All Stun is removed immediately after Action Rolls are made.
 * Fatigue is reduced by 1 die after each Turn (10 minutes) of rest or 3 Turns (30 minutes) of very light activity (eg. unburdened walking).

OLD DOWNTIME-ONLY HEALING * Wounds gets a Healing Roll each dawn. * Long Term Damage (LTD) gets a Healing Roll each week. LTD cannot begin healing until all wounds have been healed.

NEW ANYTIME HEALING: * Wounds gets a Healing Roll every third dawn, or every dawn while healing is chosen as Bob's downtime activity. * Long Term Damage (LTD) gets a Healing Roll every three weeks, count every day as 3 days while healing is chosen as Bob's downtime activity. LTD cannot begin healing until all wounds have been healed.

Healing Roll
Let Damage = Wounds + LTD. The Healing Roll is [Hit Points - Damage] vs. [Damage]. Success heals 1 Damage, 4 or more Victories heal 2 Damage.

First Aid
First Aid reduces the chance of infection. It can also change Wounds to Fatigue if a Healing or Herb Lore roll is successful. This roll is reduced by one die for each full hour since the wound was taken. First Aid requires Healing Kit (and successful Healing roll) or Doctor's Ingredients (and successful Herb Lore roll). Under normal conditions (bandages, clean water, etc.) 1 turn (10 minutes) is required to give First Aid to the whole party. Add another turn if hostiles or locals are also being treated.

Yes, it's not realistic for 1 party member and 1 hostile to need 20 minutes, while 7 party members need only 10 minutes, but this pattern works well for most situations and avoids the need to spend time on math about how many need healing and how much time it will take. If a situation is too extreme, ignore this pattern and substitute some other result.

Conditions Needed for Healing
Recovery of Wounds and LTD require requires attention to injuries (fresh bandages, clean water, etc.), and adequate food and sleep.

Unconsciousness and Coma
Recovery from unconsciousness is rolled once per hour, beginning after all Fatigue is healed. Recovery from coma to unconsciousness is rolled each dawn.

System Shock, Automatic Death
System Shock occurs when total Damage >= Hit Points; Bob falls unconscious immediately and at the end of the combat he must make a Healing roll on the table below. Automatic death results when Wounds + LTD >= Hit Points.

Increasing Abilities
Change Coming for Next World -- Multiply all Experience point values by 10, both costs and awards, so that awards can be more finely-tuned.

To increase an ability Bob must pick his field of study before each session of play. At the end of that session he will receive experience points in that ability. When Bob has earned enough experience points in an ability, he gets a permanent increase of 1 die. Narrow Skill cost is based on the number of dice to which the skill is being raised. Attribute and General Skill cost is based on the total value of all Bob's Attributes or all Bob's General Skills.