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RollspelsWiki : Rules
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Rules

TWO-D-TEN - Alpha v.0.1

by Peter Brink


Table of Contents


1. INTRODUCTION

2. CHARACTER CREATION

2.1. Statistics

The physical and mental capabilities of all entities in the game are defined by eight statistics ordered in two groups: mental and physical statistics. The mental statistics are: aura, intelligence, perception and will. The physical statistics are: appearance, dexterity, endurance and strength. In contrast to many other RPG’s these statistics are only rated for how much they affect or influence any die rolls made by the player. Each statistic have a rating ranging from −5 (the lowest possible value) and up. Most player character has ratings in the range −2 to +4.

3. GAME SYSTEM

3.1. Actions and Events

3.1.1. Resolving actions and tasks.

All actions, tasks and skill rolls are resolved by rolling 2d10, adding a relevant skill rating and stat rating and modifying the result with any special modifications, as dictated by the situation. The end result is compared to the Target Number assigned to the action, task or skill roll. If the result is equal to or more than the Target Number the action has succeeded, if it is less than the Target Number the action was a failure. Rolls of 20 are treated as automatic successes and rolls of 2 as fumbles.

Target Numbers & Difficulties

 29	→	Absurd 
 23	→	Impossible
 17	→	Difficult
 14	→	Challenging
 11	→	Average
  8	→	Routine
  5	→	Easy
  2	→	Guaranteed

3.2. Skills

Skills are rated from 1 and up. The skills are organized in tree structures where generalized skills are subdivided into specialised skills which in turn can have specialisations. A characters total skill level is calculated by adding the general skill level to the specific skill level and then by adding the skill specializations. Some skill groups have two generalized levels, many weapon skill groups for example have a one handed and a two handed skill group. Take Axes as an example. The skill Axes is dived into three main groups of weapons: One-handed Axes, Two-handed Axes and Thrown axes. These are then further subdivided into individual weapons, such as Battleaxe (1h or 2h), Handaxe (1h), Falcastra (Thrown axe) and Greataxe (2h).

Skill levels and their meanings

 10 → the sign of a master
  5 → an expert
  3 → an experienced user
  2 → an apprentice
  1 → an beginner

3.2.1. Skill Costs

The base cost of a skill is one development point. Al “leafs” in the skill tree costs one development point to increase. The branches costs two or more developments points to increase. Ths cost in development points are given as “BC” in the Skill Tree List. A BC of 5 mean that the skill costs five development points to increase.

Development Points
Development Points are used to increase the skill level of a skill. They are bought by spending Experience Points. To buy a Development Point in a skill the player must spend an amount of Experience Points equal to (current skill level + 1). Increasing Arcane Lore from 2 to 3 thus costs (( 2 + 1 ) * 4) 12 Experience Points.

Experience Points
Characters gain Experience Points by taking part in the game. Each session every character gains 8 Experience Points, extra points can ,at the GM’s discretion, be awarded for good roleplay or other actions that made the session memorable.

3.2.2. Skill Tree List

Lore (Base cost 5) (INT)

Arcane (BC 4)
Alchemy (BC 1)
Magic (BC 3)
Tradition (BC 2)
School (BC 1)
Philosophy (BC 1)
Science (BC 2)
Heal (BC 1)
Mathematics (BC 1)
Navigate (BC 1)
Theology (BC 2)
Religion [Diety] (BC 1)
Folk (BC 1)
Law (BC 1)
Weather (BC 1)

Craft (BC 3) (DEX)

Armour craft (BC 1) (DEX/END)
Butchery (BC 1) (DEX)
Fletch (BC 1) (DEX)
Masonry (BC 1) (DEX)
Pottery (BC 1) (DEX)
[Material] (BC 1) (DEX)
Textile (BC 1) (DEX)
Weaponcraft (BC 1) (DEX/END)

Aware (BC 2) (PER)

Listen (BC 1) (PER)
Scan (BC 1) (PER)
Search (BC 1) (PER)
Track (BC 1) (PER/WILL)

Stealth (BC 2) (DEX)

Hide (BC 1) (DEX/INT)
Pick Pocket (BC 1) (DEX)
Sneak (BC 1) (DEX)

Devise (BC 2) (DEX/WILL)

Conceal (BC 1) (INT)
Construct (BC 1) (WILL)
Dismantle (BC 1) (DEX)
Set (BC 1) (DEX)

Physical (BC 2) (DEX/STR)

Climb (BC 1) (DEX)
Dodge (BC 1) (DEX)
Jump (BC 1) (DEX)
Manoeuvre (B C1?) (DEX)
Swim (BC 1) (END/STR)
Throw (BC 1) (DEX)
Tumble (BC 1) (DEX)

Persuade (BC 2) (WILL)

Bargain (BC 1)
Fast Talk (BC 1) (APP)
Logic (BC 1) (INT)
Orate (BC 1)

Communicate (BC 2) (APP)

Drama (BC 1)
Play [Instrument] (BC 1)
Poetry (BC 1)
Sing (BC 1)
Speak [Language] (BC 1) (INT)
Script [Script Family] (BC 1) (INT)

Shields (BC 3) (DEX)

Shield [Group] (BC 2)
Shield (BC 1)

Weapon [Group] (BC 3) (DEX)

Weapon [Sub-group] (BC 2)
Weapon (BC 1)

3.2.3. Skill Specialisations

A skill specialisation is a special technique, trick or feat that one can learn and apply to a skill. Examples are: Steel Smithing, Disarm Attack, Arrow Cleaving and Deep Diving. A specialisation gives a +1 bonus when applied to a task roll. A specialisation may have its own specialisations, for example Steel Smithing may have a specialisation called Axes which in turn could have a specialisation called Battleaxe. A smith working on a steel battle axe could then apply a +3 bonus to the task roll. A maximum of three levels of specialisations is allowed.

Example Specialisations:

Disarm
(Any melee weapon) This trick gives a +1 bonus to a Disarm action. The Disarm specialisation forces the target to roll against the Result of the Disarm attack or drop weapon. Target may add his skill + DEX to the roll. The TN for the Disarm attack is 14 when using a 1h weapon against another 1h weapon or a 2h weapon against another 2h weapon. The TN for the Disarm attack is 11 when using 2h weapon against a 1h weapon. The TN for the Disarm attack is 17 when using 2h weapon against a 1h weapon is. If the target fails his roll the attacker gains a Tactical Advantage.

The Character who has taken a Disarm specialisation can use his Disarm trick to defend against an Disarm attempt. If the Character happens to have a Disarm specialisation with the weapon group or weapon he is currently using he can use that bonus to defend against a Disarm.

Disarm [Weapon Group]
(Any melee weapon, requires Disarm) This technique gives a +2 bonus when attempting a Disarm action against a weapon in a specific weapon group. Otherwise as Disarm.

Disarm [Weapon]
(Any melee weapon, requires Disarm and Disarm [Weapon Group]) This technique gives a +3 bonus when attempting a Disarm action against a specific type of weapon. Otherwise as Disarm

Stumble
(Any melee weapon) Forces the target to roll against TN 14 or stumble. Target may add his Dodge or Tumble or Jump + dex to the roll. The TN for the Stumble attack is 17. If the target fails his roll the attacker gains a Tactical Advantage.

Target shooting
(Any missile or thrown weapon) The Character is skilled at Target shooting, he receives a +1 bonus when trying to hit a small target or hitting a specific part of a large target. The target needs to be stationary or moving in a predictable way. The Character needs to be able to take aim so this specialisation is not usable in the midst of a melee.

Deep Diving
(Swim) The Character is used to and skilled at diving deep on one breath. Pearl divers learn this technique as part of their trade. The specialisation gives a +1 bonus to deep diving tasks.

4. COMBAT

4.1. Resolving Combat Tasks

There are two basic types of Combat Tasks, Melee Combat Tasks and Missile Combat Tasks. All melee combat tasks are treated as opposed rolls; all missile combat tasks are rated as difficult (Target Number 17).

4.1.1. Melee Combat Tasks

Melee combat is a series of exchanges of attacks, feints, counter movements and parries in which the two parties try to manoeuvre themselves so that they can exploit a gap in the oppositions defence. All of this is simulated in the game by two sets of task rolls where the parties take turn in trying to hurt their opponent. Each set is made up by an attack roll and a defence roll. There are three steps involved in resolving these rolls.

Step 1: The skill roll. The attack roll is a standard skill roll. Roll 2d10 + skill + dex +weapon attack class, save the result. The defence roll is also standard skill roll. Roll 2d10 + skill + dex + active defence armour class + armour rating, keep the result.

Step 2: Penetration. Subtract the defence roll from the attack roll; the result is the Attack Value. If the Attack Value is more than 1 the attack has penetrated the defence, if the Attack Value is less than 0 then the defence was successful.

4.1.2. Missile Combat Tasks

The basic method used to resolve Missile Combat Tasks is different from melee combat. The attacker rolls to se if he hits, the defender rolls to see if he manages to avoid being hit. If a hit is scored the Attack Value is compared to the AR of the target and a penetration is treated the same way as would a hit by a melee weapon. Missile attacks are done against a basic TN of 17 and actions to avoid being hit by a missile is an open ended roll. The defender declares an evade action and rolls Roll 2d10 + skill + dex + active defence armour class. The defender may choose to use the result from his roll ???.The TN for missile weapons is modified though when closer or further away than medium range, see table below for more details. Some weapons receive extra modifiers. See the Missile Weapon Table for further details.

Target Numbers by Range

Range(in meters)Target Number
Point-blank(0 - 1 m)8
Close(1 - 5 m)11
Short(6 - 20 m)14
Medium(21 - 50 m)17
Long(51 - 100 m)20
Very Long(101 - 250 m)23

Effects of damage penetration

PenDamShock Roll TNIP Damage
01 - 04Light81
05 - 08Serious11Weapon
09 - 12Grievous142 + weapon
13 - 16Mortal17*3 + weapon
17 - 20Mortal23*4 + weapon
21 - 24Mortal29*5 + weapon

etc. * Failure means death, success means a second roll at the next higher difficulty to avoid shock.

Table Melee Weapons

WeaponACDCIP DamWeight
Broadsword323 
Battleaxe313 
Warhammer312 
Mace314 
Morningstar314 
Dagger221 
Shortsword332 
Staff553 
Spear543 
Greatsword425 
Greataxe425 
Greathammer425 
Maul426 
Poleaxe535 
Buckler130 
Small Shield040 
Medium Shield050 
Large Shield060 
Tower Shield070 
Dodge/Evade-3-N/A

Table Missile Weapons

WeaponACDCIP DamWeightRange Mod
Longbow8-44+1 at all ranges, except PB + CL
Shortbow6-33-
Sling6-4-Long is max range
Crossbow7-45+2 at PB, CL, ST, −2 at LN, VLN
Javelin6-31+1 at PB, CL. Max range Short
Thrown axe3-21+1 at PB, CL. Max range Short
Throwing knife3-1-+1 at PB, CL. Max range Short

Table Armour Values

ArmourARWeightCost
Cloth1  
Leather2  
Studded Leather3  
Cuirbolii4  
Ringmail5  
Scale6  
Chainmail7  
Brigandine7  
Plate mail8  
Full Plate9  

Helmet +1
Helmet, Full +2

5. MAGIC SYSTEM

A spell is a recipe for how to create a supernatural effect. There are many different magic traditions but they all tend to share the effects they seek to create. TdT’s Magic System details these supernatural effects and offers examples of them in the form of spell recipes. The different traditions may have various bonuses or negative modifications when they attempt to create a specific supernatural effect. For example a tradition specialising in fire magic might have a general bonus of +1 on all attempts to use recipes that deal with fire, on the other hand they may receive a negative modification of −1 when trying to manipulate other elements.

The basic spell casting task has a TN of 11. Roll 2d10 + int + skill + other mods - the spells Difficulty Rating, if the result is 11 or more the spell has been successfully cast, if the result was less than 11 then the spell casting process failed. As a general rule a magician who succeeds with casting a spell does not accumulate any fatigue points from the casting. A failed spell casting attempt always costs one (1) fatigue point. A magician who attempts to cast a spell whose DR is greater than the magician’s skill will get tired whether or not the spell casting succeeds. Such spells cost one (1) point of fatigue to cast, regardless of whether they are successfully cast or not.

Sidan senast ändrad 2006-08-27 kl. 18:06

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