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techs-arcana

Multi-Genre Role-Playing Combat System

BARE BONES

Introductory Demonstration Rules Set

Copyright 2018 Techs-Arcana


Permission is hereby granted for the use, printing, and redistribution of electronic files for Personal Use Only.
Permission for commercial use, whole or in part, including but not limited to publication or redistribution is expressly not granted.

Version: August 2018


Table of Contents
Techs-Arcana Bare Bones
1.0 INTRODUCTION 12.0 MAGIC CALCULATIONS
1.1 TECHS-ARCANA “BARE BONES” 12.1 MAGICAL CHANCE TO CAST
1.2 REPRODUCTION & DISTRIBUTION 12.2 MAGICAL TWEAK
1.2.2 So why is it Copyrighted? 12.3 MAGICAL SPELL POWER
1.3 DICE AND OTHER SUPPLIES 12.4 DETERMINING SPELL EFFECTS
1.4 IF YOU’RE NEW TO ROLE-PLAY GAMING
1.5 ROUNDING NUMBERS 13.0 SUMMARY THUS FAR
1.6 THE OBJECT OF THE BARE BONES GAME
1.7 ONWARD 14.0 COMBAT ROUNDS

2.0 CHARACTER CREATION 15.0 INITIATIVE


15.1 MOVEMENT AND INITIATIVE
3.0 ATTRIBUTES
3.1 ATTRIBUTE GENERATION 16.0 ARMOR
3.2 CHARACTER POINTS
3.3 SPENDING CHARACTER POINTS 17.0 WOUNDS AND HIT POINTS
3.4 SWITCHING ATTRIBUTES
3.5 HIT POINTS 18.0 MISSILE COMBAT
18.1 MAKING A MISSILE ATTACK
4.0 SKILLS 18.2 RELOADING A MISSILE WEAPON
18.2.1 Time Required to Reload a Missile Weapon
5.0 SPELLS 18.2.2 Missile Weapon Reload Bonus
18.3 DEFENDING AGAINST MISSILE WEAPONS
6.0 PURCHASING EQUIPMENT 18.4 MISSILE COMBAT EXAMPLE

7.0 MOVEMENT 19.0 MELEE COMBAT


19.1 MAKING A MELEE ATTACK
8.0 ARMOR CALCULATIONS 19.2 MAKING A MELEE PARRY
19.3 INITIATIVE OF A PARRY
9.0 CALCULATING INITIATIVE 19.4 MELEE CHANCE TO ATTACK OVER 20
19.5 MELEE COMBAT EXAMPLE
10.0 MISSILE WEAPON CALCULATIONS
10.1 MISSILE WEAPON CHARACTERISTICS 20.0 MAGICAL COMBAT
10.2 MISSILE WEAPON CHANCE TO HIT 20.1 ATTEMPTING A SPELL CASTING
10.3 MISSILE WEAPON DAMAGE 20.2 MAGICAL POWER AND TWEAK
10.4 MISSILE WEAPON RELOADS 20.3 MAGIC SPELL DESCRIPTIONS
20.4 SPELL CASTING EXAMPLE
11.0 MELEE WEAPON CALCULATIONS
11.1 MELEE WEAPON CHARACTERISTICS 21.0 PULLING IT ALL TOGETHER
11.2 MELEE CHANCE TO ATTACK
11.3 MELEE WEAPON DAMAGE 22.0 MAPS AND FEATURES
11.4 CHANCE TO PARRY
11.4.1 Parry Deflection 23.0 CHARACTER SHEETS

24.0 WHAT’S IN THE FULL RULES VERSION?


1.0 INTRODUCTION 1.2 REPRODUCTION & DISTRIBUTION

1.1 TECHS-ARCANA -- BARE BONES You have our permission to copy, redistribute, print, and
post this Bare Bones PDF file for any non-commercial
Welcome to Techs-Arcana – Bare Bones. purposes.
Techs-Arcana is a multi-genera tabletop role-playing
game that focuses on the details of combat, be they 1.2.2 So, why is it Copyrighted?
melee, magical, or missile, in fantasy, modern, or
futuristic settings. This Bare Bones version is intended We’ve copyrighted the game solely for the purposes of
as a demonstration set for the full rules version of the keeping it under our control so that we can continue to
Techs-Arcana game and its Supplements. share it as we see fit. Essentially, we’ve copyrighted it so
that no one else gets the bright idea to take it and
Both the Bare Bones version and the Full Rules version copyright out from underneath us.
are free downloads. But the Full Rules version—along
with the supporting Supplements—spans several 1.3 DICE AND OTHER SUPPLIES
hundred pages. The Bare Bones version gets you in an
out much quicker. This allows you to get a preview of So what sort of goodies do you need to play this game?
the game without investing a lot of time. In addition to these rules, each Player will need the
following:
While the full version of Techs-Arcana is intended as a • Access to a printer. While you can use the rules
role-playing game, this Bare Bones version does away in electronic format, you’ll want to print out a
with the role-playing aspect and the role of the Game character sheet which is provided at the end of
Master to concentrate only on demonstrating the very these rules.
basic elements of the combat and magic system.
• Pencil and paper. Retro. Old School.
Bare Bones is just about simplified characters knocking • Hex or square-grid graph paper are useful for
the snot out of each other with a few melee weapons, mapping out combats, but this is not essential.
primitive missile weapons, and a few magic spells.
• A simple calculator might come in handy.
If you enjoy the test-drive the Bare Bones version • A set of polyhedral role-playing game dice.
provides, and you see the potential for what the
expanded rules have to offer, consider taking a look at
the full version of the game system: Techs-Arcana Core 1.4 IF YOU’RE NEW TO ROLE-PLAY GAMING
Rules and Supplements.
If you’re new to table-top Role-Playing Games (RPG),
If Bare Bones doesn’t grab you, then you probably won’t this Section 1.4 provides a brief introduction to some of
like the full rules version of Techs-Arcana either. Thanks the basic terms and concepts. If you have previous RPG
for taking the time to look. experience, then... yawn... skip Section 1.4. There’s
nothing new for you here.
Role-Playing Games: In a RPG, each Player takes on
the role of a Character. You control his actions and his
speech. Your ideas and reactions are acted out through
your character. The Game Rules provide a structure for
resolving the success or failure of your actions. Does
your character slice his way through that horde of evil
goblins? Or does he end up in their cooking pot, stewing
with carrots and celery? The game is moderated by one
of the players, taking on the role of the Game Master.
Role-Playing Game Dice: The success or failure of
most of a character’s attempted actions are determined
by the roll of dice, modified for considerations such as
your character’s physical or mental attributes, and his
skills. These dice are available from a variety of sources
via the internet, or through your local hobby stores.
A typical RPG Dice set consists of 7 dice: D4, D6, D8, 1.5 ROUNDING NUMBERS
two D10s, D12, and D20. Dice may also be purchased
When working with numbers in the game, it will
individually. It is recommended to have at least one full
occasionally occur that a number is a fraction.
set of dice for each player. (You can share, but it will
bog down the speed of the game.) Additional dice may • Fractions of less than 1/2 are rounded down to
prove useful depending on the type of weapons your the nearest whole number. For example, the
character uses. number 4.33 is rounded down to 4.
• Fractions of 1/2 and greater are rounded up to
the nearest whole number. The number 4.5 is
rounded up to 5.

1.6 THE OBJECT OF THE BARE BONES GAME


Dice Terminology and Using Dice As mentioned, Bare Bones is a simplified version of the
full rules and supplements version of the Techs-Arcana
• Dice Terminology: Role-Playing or Gaming Dice role-playing game. If you’re looking for a campaign
are typically defined by the number of sides on the flavor, maps, combat options, or a Game Master to guide
die. A common six-sided die is referred to as a you through the Bare Bones process, you’re not going to
“D6”, while a 20-sided die is a “D20”. find them here.
• Multiple Dice: Two or more dice of the same type These are the objectives of the Bare Bones game:
rolled in combination will be noted by the number
of dice, followed by the die type. For example, 1. Each player creates a character. Start with
when the rules call for the results of a 2D6 die roll, randomly generated character Attribute scores.
it means that two six-sided dice are rolled, and the Then try to optimize your character’s abilities
results from the two dice are added together. If the with a set number of “Character Points” with
rules call for 3D4 it indicates that three four-sided which to obtain skills and equipment.
dice are rolled and added.

• Adding to (or Subtracting from) Dice Results: 2. Optionally, the players may skip the character
Frequently, dice results will also include an creation process and get right into the game. Pre-
additional number, added to or subtracted from the generated characters are supplied as part of this
dice results. For example, 3D4 + 2 means roll three rules set for that purpose.
four-sided dice, add up the three numbers, and then
add 2 to the result. In another example, 1D6 - 1 3. Smack the daylights out of other players’
means roll one six-sided die and subtract 1 from characters, until your character is the last one
the number rolled. standing.

• Using Dice: Dice are most commonly used in this 4. And the true primary purpose: You’ll get an
game to determine the following game elements: introduction to the core concepts on which
Techs-Arcana is built, so you can determine if
Weapon or Magical Spell Damage: Different the game will interest you.
Weapons and Spells inflict variable amounts of
damage as defined in the rules. 1.7 ONWARD

Success or Failure of attempted Actions: D20 die With that, let’s get started.
rolls are used to determine the success or failure of
most attempted actions in this game. Each defined • Chapters 2.0 through 12.0 will take you through
action will have a calculated Chance of Success. the process of creating a character. You’ll also
For example, a character’s Chance to Hit his target need the blank character sheet provided in
with an arrow from his bow might be calculated to Chapter 23.0
be 8. To check the success or failure of the • Optionally, you can skip the character creation
attempt, the Player rolls a single D20 die. process and use the pre-generated characters
provided in Chapter 23.0. If you’re doing that,
o A D20 die result of 8 or less indicates success. jump on ahead to Chapter 13.0.
o A D20 roll of 9 or higher indicates failure.
2.0 CHARACTER CREATION 3.1 ATTRIBUTE GENERATION

The first step in the creation of a character is to


Each player in the game will play the role of a Character. determine the Starting Attributes. The starting value for
Characters are defined by the following traits: each Attribute is equal to the sum of 4D4 (4 four-sided
dice, added together).
• Attributes
A running Example of a Character Creation is provided
• Skills
at each step in the process.
• Equipment
STARTING ATTRIBUTES
Example die roll
3.0 ATTRIBUTES Attribute Starting Value
results
Strength 4D4 4+4+3+2 = 13
Attributes are the eight properties that define the
Dexterity 4D4 2+3+2+2 = 9
physical and mental qualities of the character. They are
listed below: Constitution 4D4 2+2+1+4 = 10
Intelligence 4D4 4+3+3+1 = 11
• Strength determines how much pure brute force Charisma 4D4 3+4+3+2 = 12
the character can call upon. Alertness 4D4 1+2+3+2 = 8
• Dexterity is a measure of the character’s balance, Willpower 4D4 4+4+4+2 = 14
agility, speed of reflexes, and eye-hand Combat Morale 4D4 1+4+3+3 = 11
coordination.
3.2 CHARACTER POINTS
• Constitution reflects the character’s general state
of health, fitness, endurance, and overall physical
Character Points are used to optimize a character’s
“toughness”.
Attributes, obtain Skills, or purchase Equipment. Thirty
• Intelligence* is an indicator of the character’s Character Points are recommended for starting
basic intuition, reasoning ability, and intellectual characters.
experience.
• Charisma* is a measure of the character’s
Character Points = 30
personality and charm. It also includes
tactfulness, persuasiveness, and the ability to
grasp and adapt to local customs.
• Alertness* indicates the Character’s chance to
3.3 SPENDING CHARACTER POINTS
avoid being taken by surprise and to notice things
which are not immediately obvious.
The next step in the Character Creation process is the
• Willpower is a measure of the character’s mental spending of the starting Character Points to improve the
power, determination, and magical “life force”. character. This can be done in the following ways:
• Combat Morale is a measure of the character’s
• Switching Attribute Scores (Section 3.4)
bravery and resolve during combat.
• Acquiring Skills & Spells (Chapters 4.0 and 5.0)
• Purchasing Equipment (Chapter 6.0)
* Note: All eight character Attributes used in the full
Techs-Arcana rules are included in the Bare Bones game
for the sake of uniformity with the Core Rules. It is suggested that the players read through the Bare
However, in the Bare Bones game, the Attributes of Bones rules entirely before beginning the character
Charisma, Intelligence, and Alertness are not utilized. improvement process, in order to understand the
Consider those three Attributes as possible resources results and benefits of each of the three methods.
when “Switching” Attribute scores per Section 3.4.
3.4 SWITCHING ATTRIBUTES 4.0 SKILLS
Character Points may be spent to Switch Attribute Character Points may also be spent on acquiring Skills.
Scores. Each switch costs 3 Character Points. There are only three skills in this Bare Bones version.

Each switch of two Attribute Scores • Missile: Skill with all ranged weapons
Costs 3 Character Points
• Melee: Skill with all hand to hand weapons

Example: The player spends 3 Character Points and • Magic: Skill with magical powers
Switches his Character’s Starting Value Dexterity and
Charisma Scores. Characters with Magic Skill will also
need Spells, addressed in Chapter 5.0.
SWITCHED ATTRIBUTES
Adjusted Skills are obtained in “Levels”. Each character starts
Attribute Example with Level 0 in each skill. Having no skill does not
Value
prohibit the character from attempting the action
Strength 13
described by the skill. For example, a character with
Dexterity 12 Missile skill level 0 can use a bow and attempt to hit a
Constitution 10 target. He simply won’t be as proficient as a character
Intelligence 11 having Missile Skill level 4.
Charisma 9
Alertness 8
Skills cost 3 Character Points per skill level.
Willpower 14
1 Skill Level
Combat Morale 11
Costs 3 Character Points

Character Example:
Points We’ll give our sample character some levels in all three
Remaining 30 - 3 = 27 skills in order to provide examples throughout this
character-creation process.

3.5 HIT POINTS CHARACTER SKILLS Example


C.P. C.P.
Skill Level Level
Hit Points represent a character’s life force and ability Cost Cost
to withstand damage. Melee 2 2x3=6
Missile 1 1x3=3
Hit Points are calculated as the total of a character’s
Strength, Constitution, and Willpower Attributes.
Magic 2 2x3=6

HIT POINTS Example: The player acquires the following skills:


Attribute Example • Skill Level 2 in Melee
Strength 13 • Skill Level 1 in Missile
+ Constitution 10 • Skill Level 2 in Magic
+ Willpower 14
The total C.P. Cost is 6 + 3 + 6 = 15 Character Points.
Total = HIT POINTS 37
Character Example:
Points
27 - 15 = 12
Remaining
5.0 SPELLS 6.0 PURCHASING EQUIPMENT
Characters may choose Spells from the table below. A A character can exchange 1 Character Point for 100
brief spell description is included, with additional details Coins, which may be used to purchase equipment such
provided in Section 20.3. The character may have as as Armor and Weapons.
many or as few spells as desired. And conversely, if you
want Spells, you’ll want some Magic Skill levels to go
with them. 1 Character Point = 100 Coins

Each Spell cost 3 Character Points Equipment in the Bare Bones rules is limited to the
following selection of weapons and armor:

Weapons & Armor Costs


MAGIC SPELLS Item Cost (Coins)
Spell Description Missile Weapons
Long Bow 200
Armor Creates a magical armor effective against both Short Bow 150
Normal normal and magical damage.
Sling 10
Creates a magical armor that is more effective 10 Arrows 30
Armor
against magical damage but offers no protection 10 Sling Bullets 10
Magic against normal weapon damage. Melee Weapons
Dagger 25
Body Creates an illusionary “double” of the spell caster
Short Sword 100
Double with the intention of confusing his opponents.
Club - Light 0
Bullet Fires a missile weapon of magical energy Long Sword 200
Restores lost Hit Points. Spear 50
Heal
Club - Medium 10
Lightning Strikes an opponent with a blast of lightning. Double Bladed Axe 150
Great Sword 400
Our sample character chooses to acquire two spells, Heal Club - Heavy 15
and Lightning, for a total cost of 6 Character Points. Great Axe 200
Armor
Padded 120
SPELLS ACQUIRED Leather 240
C.P. Example Scale Mail 480
Spell
Cost Spell C.P. Cost Chain Mail 600
Heal 3 Banded Mail 600
Lightning 3 Plate Mail 720

The character has 6 Character Points remaining.


Converting those to Coins: 6 C.P. x 100 = 600 Coins.
He spends them as follows:
Character Example:
Points • Spear = 50 Coins
12 - 6 = 6 • Sling =10 Coins
Remaining
• 20 Sling Bullets =20 Coins
• Leather Armor = 480 Coins
The total is 560 Coins spent, 40 Remaining.

Character Example:
Points
6-6=0
Remaining
7.0 MOVEMENT A character’s Strength Attribute determines how easily
he can move while wearing his armor, possibly affecting
The use of a Character’s Move will be explained in the Armor Penalty. Based on the Character’s Strength
Section 15.1 - Movement and Initiative. Attribute, determine his Strength Modifier on the Table
below:
The Armor Penalty is determined in Chapter 8.0
Attribute Modifier Table
Calculating a character’s Move is shown below: Attribute Modifier
Strength Attribute
Penalty or Bonus
Move Rate Calculation Example 4 to 5 -3
Strength Attribute 13 6 to 7 -2
+ Dexterity Attribute 12 8 to 9 -1
- Character’s Armor Penalty -1 10 0
Total: 24 11 to 12 +1
Total divided by 3: 8.0 13 to 14 +2
Round to nearest whole number 15 to 16 +3
8
= Move Rate

Character’s Strength Modifier


Example Example
8.0 ARMOR CALCULATIONS Strength Attribute
Attribute Strength Strength
Value Modifier Value Modifier
A character’s Armor provides a physical protective
barrier against damage during combat. Strength 13 +2

• The heavier a character’s


armor, the more points of Add the Strength Modifier to the Standard Armor
damage it will absorb. Penalty listed in the Armor table to determine the
This is called the Armor character’s Armor Penalty.
Rating
Character’s Armor Penalty
Example
• The heavier a character’s Calculation
armor, the more Armor Type Scale
restrictive it will be on a Standard Armor Penalty -3
character’s actions. This Character’s Strength Modifier +2
is called the Armor Character’s Armor Penalty -1
Penalty.

Armor Rating and Penalty for various types of armor are


shown on the table below:
• If the character is
wearing no armor,
Armor Table
his Armor Penalty is
Standard
Armor Armor always 0, regardless
Armor
Type Rating
Penalty
of his Strength.
None 0 0
• If the Armor Penalty
Padded 2 -1
is calculated to be a
Leather 4 -2 positive number, then
Scale Mail 6 -3 it defaults to 0.
Chain Mail 8 -4
Banded Mail 10 -5
Plate Mail 12 -6
9.0 CALCULATING INITIATIVE 10.0 MISSILE WEAPON
Initiative is used to determine the order in which CALCULATIONS
characters take their actions during combat.

A character’s Initiative is calculated as explained below. 10.1 MISSILE WEAPON CHARACTERISTICS

First, determine the character’s Attribute Modifiers for The following table provides characteristics on Missile
his Dexterity Attribute and his Combat Morale Attribute Weapons which will be used in the Missile Combat
from the following table. formulas.

Attribute Modifier Table Missile Weapons Table


Dexterity or Combat Attribute Modifier Missile Reload
Damage
Morale Value Penalty or Bonus Weapon Factor
4 to 5 -3 Long Bow 3D6 -9
6 to 7 -2 Short Bow 2D6 -8
8 to 9 -1 Sling 3D4 -10
10 0
11 to 12 +1
10.2 MISSILE WEAPON CHANCE TO HIT
13 to 14 +2
15 to 16 +3 A character’s Chance to Hit his intended target with a
missile weapon is determined as follows:
Character’s Attribute Modifiers
Example Example
Attribute Attribute Missile Combat Chance to Hit =
Attribute Attribute Attribute
Value Modifier Value Modifier Dexterity - 5
+ Skill Level
Dexterity 12 +1 - Armor Penalty
Combat
11 +1
Morale
Chance to Hit Calculation Example
A character’s Initiative is then determined as follows:
Dexterity
12
Attribute
INITIATIVE =
-5 -5 -5
1D6 + Missile Skill
+1
+ DEXTERITY Modifier Level
+ COMBAT MORALE Modifier - Character’s
- Armor Penalty Armor -1
Penalty
Chance
INITIATIVE = Example 7
to Hit =
1D6 1D6 1D6
+ Dexterity Modifier +1 Use of the Chance to Hit value in game play is explained
+ Combat Morale Modifier +1 in Section 18.1
- Character’s Armor Penalty -1
10.3 MISSILE WEAPON DAMAGE
Initiative = 1D6 + 1
In the Bare Bones rules, Missile Weapon Damage is
simply the damage listed in the Missile Weapons Table.
No adjustment to Damage is made for a character’s
Attributes or his Missile Weapon Skill level.
10.4 MISSILE WEAPON RELOADS Starting Reload Check
Example
Calculation
Primitive Missile Weapons such as bows and slings need
Weapon Sling
to be Reloaded after each shot.
Dexterity
12
Reloading a Missile Weapon is a process which might Attribute
be accomplished in less than a full combat round, or the + Missile Skill
+1
process might require several combat rounds to Level
complete. This depends on several factors, including the - Weapon
- 10
type of weapon being reloaded, as well as the character’s Reload Factor
Dexterity and Weapon Skill Level. - Character’s
Armor -1
The weapon’s Reload Factor (shown in the Missile Penalty
Weapons Table) rates how easy or complicated a Starting
weapon’s reloading procedure is to complete. Reload 2
Check =
To Reload a Missile Weapon, the character must
successfully pass a Reload Check, determined by the
following formula.

Reload Check =
Dexterity Attribute
+ Missile Weapon Skill Level
- Weapon Reload Factor
- Armor Penalty
+ Reload Bonus

The calculations for the top part of the Reload Check


formula (referred to as the Starting Reload Check) are
addressed in the table below.

The Reload Bonus as well as the weapon reloading


process will be explained in section 18.2.
11.0 MELEE WEAPON CALCULATIONS

11.1 MELEE WEAPON CHARACTERISTICS

The following table provides characteristics on Melee


Weapons which will be used in Melee Combat formulas.

Melee Weapons Table


Melee Weapon Base
Weapon Factor Damage
Fist 0 1D4 - 2
Dagger -3 1D6
Short Sword -5 2D6
Club - Light -5 1D6
Long Sword -7 2D8
Spear -7 2D8
Club - Medium -9 2D4
Double Bladed Axe -11 3D6
Great Sword -13 2D12
11.2 MELEE CHANCE TO ATTACK
Club - Heavy -14 5D4
Great Axe -14 4D6 The Melee Chance to Attack for each of the character’s
melee weapons is determined by the following formula:

Melee Chance to Attack =


Strength Attribute
+ Dexterity Attribute
+ Melee Skill Level
- Weapon Factor
- Armor Penalty

Chance to Attack Calculation Example


Melee Weapon Fist Spear
Strength
13 13
Attribute
+ Dexterity
+ 12 + 12
Attribute
+ Melee
+2 +2
Skill Level
- Weapon
0 -7
Factor
- Character’s
-1 -1
Armor Penalty
Chance
26 19
to Attack

Use of the Chance to Attack value during game play is


explained in Section 19.1.
11.3 MELEE WEAPON DAMAGE 11.4 CHANCE TO PARRY

The Damage a character does on a successful Chance to


Attack with a melee weapon is based on the following
formula:
The character’s Melee Chance to Parry with any of his
Melee Weapon Damage = Melee Weapons is determined as shown below:
Weapon Base Damage
+ / - Strength Modifier
+ 1 point for every two Melee Skill Levels Chance to PARRY =
Dexterity - 5
+ Melee Skill Level
Melee Weapon - Armor Penalty
Example
Damage Calculation
Melee Weapon Fist Spear
Weapon Chance to Parry
1D4-2 2D8 Example
Base Damage Calculation
+ /- Strength Dexterity
+2 +2 12
Modifier Attribute
Melee Skill -5 -5 -5
Level divided 2/2 2/2 + Melee Skill
by two =1 =1 +2
Level
(round up) - Character’s
Melee Armor -1
Weapon 1D4+1 2D8+3 Penalty
Damage Chance to
8
Parry =
In the example above for the Spear,
• The Base Damage from the Melee Weapons Table Use of the Chance to Parry value during game play is
in Section 6.1 is listed as 2D8. explained in Section 19.2

• The character has a Strength Attribute of 13,


which provides a Strength Modifier bonus of +2
• The character has Melee Skill Level 2.
Two divided by two is 1. (For fractions, Round up.)
• Adding all the elements together the result in the
following: 2D8 + 2 + 1 (or, 2D8 + 3). (Roll two 8-
sided dice, add them together, and add 3).
11.4.1 Parry Deflection
In the example of the Fist,
The amount of Damage a character will Parry with each
• The Base Damage listed in the Melee Weapons successful Parry Deflection is equal to his Melee
Table is 1D4 - 2. (4-sided die roll and subtract 2). Weapon Damage, as determined in Section 11.3.
The values of the character’s Strength Modifier
and Melee Skill Level are the same as for the
Spear, so the Fist Damage is
(1D4 - 2) + 2 + 1 = 1D4 + 1.
12.0 MAGIC CALCULATIONS 12.2 MAGICAL TWEAK

In the full Techs-Arcana rules, a character’s magical


12.1 MAGICAL CHANCE TO CAST power will vary, based on conditions unique to his magic
skill.
When a character attempts to cast a magic spell, he must • For example, a character with Religious Magic
make a successful Chance to Cast, which is calculated Skill draws his power from his faith, the gods,
by the following formula: and the belief of the loyal followers.
• In another example, a character with Ethereal
Chance to Cast a Spell =
Magic Skill summons his magical power from
Willpower - 10 the raw flows of ethereal energy patterns.
+ Magic Skill Level
- Armor Penalty These sources of magical energy are subject to variations
in strength, based on location and conditions. This
variation in the character’s magical energy source is
The Chance to Cast is checked with a D20 die roll referred to as his magical Tweak.
• If the D20 roll is less than or equal to the calculated
Chance to Cast, the spell has been cast successfully In the Bare Bones version of the rules, only a single
and takes effect immediately. generic Magic skill is available, and no details are
provided on the conditions that would adjust his magical
• If the D20 roll is greater than the calculated Tweak. So, the character’s Tweak is simply determined
Chance to Cast, the spell casting fails. No spell by the roll of a D6 die, representing if the spell caster’s
effect is created. In addition, the spell caster access to his magical energy happens to be weak or
takes 1 Hit Point of Damage due to the magical strong at the moment. This D6 die roll to determine his
backlash. Parries, and normal or magical armor Tweak is made once before each combat encounter. The
provide no protection against this damage. results of the D6 die roll are shown on the table below.

Magical Tweak Table


D6 Roll Tweak
1 -2
2 -1
3 0
4 0
5 +1
6 +2

With the Tweak determined, the character’s Spell Power


Chance to Cast for any given combat encounter can be calculated.
Example
Calculation
12.3 MAGICAL SPELL POWER
Willpower
14
Attribute Spell Power is the measure of the magical energy
- 10 - 10 - 10 channeled into the spell effect. The Power at which a
+ Magic Skill spell is cast is determined by the following formula.
+2
Level
- Character’s
Armor -1 Spell Power =
Penalty Willpower - 13
+ Magic Skill Level
Chance
5 +/- Tweak
to Cast =

The use of the Chance to Cast value is further explained


in Section 20.1.
For this example, the D6 Magical Tweak roll was a “5”, 12.4 DETERMINING SPELL EFFECTS
giving the character a +1 Tweak on the table above.
With the caster’s spell Power determined, refer to the
Spell Power Calculation Example individual spell descriptions in Section 20.3 to determine
Willpower the effect.
14
Attribute
- 13 - 13 - 13
+ Magic Skill
+2
Level
+/- Tweak +1
Power = 4

John William Waterhouse


13.0 SUMMARY THUS FAR Chapter 6.0 - Equipment
Equipment in these Bare Bones rules is limited to a few
This concludes Character Creation. If you’ve worked melee and missile weapons and some options for
through Chapters 2.0 through 12.0, transfer your results primitive armor.
onto a printed character sheet, provided in Chapter 23.0.
Chapter 7.0 - Movement
If you’ve skipped the character creation process in favor
Each character has a calculated Move rate, which
of using one of the pre-generated characters provided in
determines his movement speed during combat.
Chapter 23.0, you’ll still need to have a general
understanding of the concepts detailed in Chapters 2.0
Chapter 8.0 – Armor Calculations
through 12.0. This page provides a summary.
• The Armor Rating is how many points of
Chapter 2.0 - Characters damage the armor will absorb of each hit.
Characters are described by three features. • The Armor Penalty reflects how cumbersome
the armor is to wear, affecting the character’s
• Attributes: physical and mental abilities. Move and chance to perform actions.
• Skills: in Melee, Missile, and Magical combat.
• Equipment: weapons and armor. Chapter 9.0 - Initiative
Starting characters are given a defined amount of A character’s Initiative determines his turn to take
Character Points which may be used to purchase Skills, actions during combat.
Equipment, or adjust Attribute scores.
Chapter 10.0 - Missile Weapon Calculations
Chapter 3.0 - Attributes
• A character’s ability to hit his target with a
Characters have eight Attributes that define their Missile Weapon attack is determined by his
physical and mental abilities. Chance to Hit.
Attributes generated for • Missile Weapon Damage is simply based on the
Attributes Used type of weapon being used.
uniformity with the Techs-
in the • Reloading a Missile Weapon requires a
Arcana rules, but not used
Bare Bones Rules
in the Bare Bones rules. successful Chance to Reload check.
Strength Intelligence
Dexterity Charisma Chapter 11.0 - Melee Weapon Calculations
Constitution Alertness
Willpower • To make an attack in melee combat, a character
Combat Morale must pass a Chance to Attack check.
• A character has a Chance to Parry an
Hit Points (a character’s ability to withstand damage) are opponent’s melee attack, Deflecting some or all
determined by Strength, Constitution, and Willpower. the damage from a hit.
• Melee Weapon Damage (and Parry Deflection)
Chapter 4.0 - Skills is based on the type of weapon, the character’s
In the Bare Bones rules, characters have three skills. Strength and Dexterity, and Skill Level.
Their ability in each skill is defined by their Skill Level,
starting from 0 and increasing to higher levels as a Chapter 12.0 - Magic Calculations
character increases his proficiency.
• A character’s Chance to Cast will determine his
• Missile: Skill with all ranged weapons
success or failure at a spell casting attempt.
• Melee: Skill with all hand to hand weapons
• Magical energy is somewhat unpredictable, and
• Magic: Skill with magical powers.
subject to a Magical Tweak adjustment,
determined by a D6 die roll before each combat.
Chapter 5.0 - Spells
• The effectiveness of a spell casting is
Characters with Magic Skill also need Spells (similar to determined by the character’s spell Power,
a character with Melee Skill needing a physical weapon.) which is the result of his Willpower, Magic Skill
Level, and magical Tweak.
14.0 COMBAT ROUNDS 15.1 MOVEMENT AND INITIATIVE

Time in Combat, whether by Missile, Melee, or Magical Combat often involves minor amounts of movement as
attacks, is measured in Combat Rounds. the combatants maneuver, advance, retreat, lunge,
defend, and fake attacks. These movements are
• Each Combat Round has a duration of 6 seconds. incidental to combat and are ignored.
• Each Round is divided into 12 Initiative Segments.
If a character wants to cover a more significant distance,
his Move rate is utilized.

15.0 INITIATIVE
Move Rate =
At the start of each new Combat Round, each player The distance (in feet) a character
rolls Initiative for his character. can move in One Initiative Segment.

• The character with the highest Initiative can act


first in that round. • Any movement distance less than a full Move is
ignored for the purposes of Initiative.
• The second highest Initiative can act second,
followed by all the Initiatives for each character, in • Each time a character wants to make a complete
order from highest to lowest. Move, he takes a -1 penalty on his Initiative.
• Characters with equal Initiatives act
simultaneously. Example: Characters Throk and Bjorn are separated by
20 feet and decide to engage in Melee Combat.
• The Combat Round ends with the actions taken at
Initiative = 1. Initiative is rolled.
• If a character’s Initiative is 0 or lower, he is not Throk has Initiative of 1D6+3.
allowed to attempt that action this round.
He rolls a 5, and adds +3.
His Initiative this round is 8.
Example: Throk and Bjorn confront each other in
combat. Each player rolls Initiative for his character. Bjorn has Initiative of 1D6-1.
He rolls a 4, and subtracts -1.
Throk has Initiative of 1D6+0.
His Initiative this round is 3.
He rolls D6 and gets a 5.
5 + 0 = 5, so his Initiative for this round is 5. Throk has a Move rate of 8.
He makes 1 Move in the direction of Bjorn, covering 8
Bjorn has Initiative of 1D6+3.
feet and taking a -1 Initiative penalty to do so. His
He rolls D6 and gets a 4.
Initiative drops to 8 - 1 = 7
4 + 3 = 7, so his Initiative for this round is 7.
No other Initiatives occur at 7, so Throk makes another
The Combat Round always starts at Initiative = 12.
Move, covering another distance of 8 feet. He takes
Neither character has Initiative = 12, so that Initiative
another -1 Initiative penalty. His Initiative drops to 6.
Segment passes without an action. Similarly, Initiative
Segments 11, 10, 9, and 8 also pass without an action. At Initiative 6 Throk only has (20’ - 8’ - 8’ = 4’) 4 feet of
distance left to cover to reach Bjorn. This is less than a
Reaching Initiative = 7, Bjorn may take his action, be
full Move distance, so it is ignored. At Initiative 6, Throk
that a Move or an attack.
and Bjorn are now engaged in Melee Combat.
If there are no Initiatives at Initiative 6, that Segment
Throk has an Initiative of 6, which is higher than Bjorn’s.
passes without an action.
Initiative of 3, so Throk acts first, making his attack.
Reaching Initiative = 5, Throk takes his action.
Nothing happens on Initiatives 5 and 4, so on
If there are no Initiatives on 4, 3, 2, or 1, those Segments Initiative 3, Bjorn gets to make his attack.
pass without an action and the Combat Round ends.
16.0 ARMOR Magical Armor: Both versions of Magical Armor
function differently than Physical Armor. They provide a
When a character makes a successful Melee, Missile or magical field that is used up in the process of absorbing
Magical Attack, he rolls the appropriate Damage for his damage.
weapon or spell.
Example: A character is Hit with two Attacks—a
The character struck by the Attack has some possible Lightning Spell doing 7 points of Damage, and a Sling
options to ward off some or all that damage. Bullet which does 6 points of Damage. Prior to being
Hit, he had cast an “Armor - Magical” Spell, providing
• Parry: If the damage came from a Melee Attack, the him 12 points of protection against Magical Attacks.
defending character may be able to Deflect some or
all the Attack Damage with a successful Parry. This The Lightning Hit does 7 points of Damage. The “Armor
is further explained in Section 19.2. - Magical” Spell absorbs all 7 points of Damage, using
up 7 points of its protective value in the process. The
• Armor: If some or all the Attack Damage gets past character now has 5 points of the “Armor - Magical”
the defending character’s Melee Parry, or the Spell remaining.
Damage came from a Missile or Magic Attack, the
character’s next line of defense is his Armor. The Sling Bullet Hit does 6 points of Damage. The Sling
Bullet is not magical, so the “Armor - Magical” Spell
• Armor Spells: Characters using Magic may also offers no protection. The character suffers a 6-point
have access to magical Armor Spells. Variations of Wound, losing 6 Hit Points. The “Armor - Magical”
which offer some protection against either normal or Spell is unaffected by the Sling Bullet Hit, retaining its
magical damage, or only against magical damage.
potential of 5 points of protection against another
magical attack.
Physical Armor: Physical Armors consists of a variety
of protective materials such as leather, chain mail, or
plate mail. Each armor type has an Armor Rating, If the opportunity affords itself, the character would be
indicating the amount of damage it will absorb on any advised to recast his “Armor - Magical” Spell, bringing
given Hit. Physical armor is not “used up” in the process his protection against future magical Damage back up
of absorbing damage. to its full potential of 12 points.

Example: A character is Hit with two Attacks, a “Bullet”


spell doing 10 points, and an Arrow from a bow which
does 3 points of Damage. He is wearing Leather Armor
with an Armor Rating of 4.

The ”Bullet” Spell Hit does 10 points of Damage. The


Armor blocks 4 points. The remaining 6 points of
Damage penetrate the armor, causing a 6-point
Wound. The character loses 6 Hit Points.

The Arrow Hit does 3 points of Damage. The Armor


blocks up to 4 points. No damage penetrates, and the 17.0 WOUNDS AND HIT POINTS
character is not injured by that Hit.
Each character has a calculated number of Hit Points,
The character’s armor is unaffected by any of the indicating the total amount of Damage he can sustain. A
damage it absorbed, and it will continue to provide 4 character can perform at his normal potential until his
points of Damage protection against future Hits. Hit Points are reduced to 0 or lower.

In the Bare Bones game, when a character’s Hit Points


are reduced to 0 or less, he is knocked out of the battle.
He is killed, knocked unconscious, or simply no longer
able to fight and must surrender - however you prefer to
imagine it.
18.0 MISSILE COMBAT 18.2 RELOADING A MISSILE WEAPON

Missile Weapon Combat consists of the use of any All Missile Weapons in the Bare Bones rules are
weapons which inflict damage over an extended range. primitive Missile Weapons, which need to be Reloaded
after each shot to ready the weapon for the next attack.
The process of Missile Combat follows the following
procedure: In the same Initiative Segment in which a character fires
a Missile Weapon he may also begin Reloading.
18.1 MAKING A MISSILE ATTACK
When first attempting to Reload, the character rolls his
At his Initiative turn in the combat round, a character Starting Reload Check on a 20-sided die (D20).
with a loaded Missile Weapon attempts a possible
Missile Attack on his opponent. This is called his • If the result on the D20 die is greater than the
“Chance to Hit”. character’s Starting Reload Check, the Reload
Check is failed, the Reloading process is not yet
The Chance to Hit is rolled on a 20-sided die (D20). completed and will need to be continued.

• If the result on the D20 die is greater than the • If the D20 die result is equal to or less than the
character’s Chance to Hit, the shot has missed. Starting Reload Check, the Reload Check is
successful, the weapon has been Reloaded, and he
• If the D20 die result is equal to or less than the may fire again.
Chance to Hit, the attack is Hits the target.

o If the Attack is successful, the character rolls his 18.2.1 Time Required to Reload a Missile Weapon
Missile Weapon Damage.
For these Bare Bones rules, the following is assumed:
o The target of the Hit subtracts his Armor Rating
from the Damage. Any Damage in excess of the • If a character fired his weapon during the
Armor Rating causes a Wound and loss of Hit Combat Round, his Starting Reload Check will
Points. require the remainder of that Round, regardless
of his Initiative.
Example: A character makes a Missile Attack with his
Short Bow, which is already loaded. His calculated • If a character is continuing his Reload Check
process the Reload attempt will take a full
Chance to Hit is 8. The player rolls a D20 die:
Combat Round.
• The D20 die result is “13”. This is greater than the • Once a character has rolled a successful Reload
Chance to Hit of 8. The shot misses, expending one Check he may fire his weapon in the next
arrow from the character’s inventory. The Short Combat Round, rolling his normal Initiative.
Bow is no longer loaded.
or,
18.2.2 Missile Weapon Reload Bonus
• The D20 die result is “8”. This is less than or equal
For each previous attempt where a character attempted
to the Chance to Hit of 8. The arrow Hits the
(but failed) his Reload Check, he receives a Reload
target. The character expends one arrow from his Bonus of +5, reflecting that he is making progress on his
inventory and his Short Bow is no longer loaded. Reload efforts.

o The Missile Weapon Table lists the Damage for Reload Bonus Values
a Short Bow as 2D6. Rolling the Damage, the Reloading Attempt Reload Bonus
character gets a 7. His target is wearing 1st Reload Attempt 0
Padded Armor with an Armor Rating of 2. The 2nd Reload Attempt +5
Armor absorbs 2 points of Damage. The 5 3rd Reload Attempt +10
remaining points penetrate the Armor, causing 4th Reload Attempt +15
a 5-point wound and a loss of 5 Hit Points. 5th Reload Attempt +20
18.4 MISSILE COMBAT EXAMPLE
Example:
Round 1: The character fires his sling, and then makes Character Y Character Z
a Reload Check. His Starting Reload Check is 2. He rolls Initiative 1D6+1 1D6+3
D20 and gets a 9. A 9 is higher than 2, so his Reload is Armor Type Scale Mail Leather
Armor Rating 6 4
incomplete. The round ends.
Weapon Sling Short Bow
Chance to Hit 7 11
Round 2: The character continues his Reloading Reload Factor -10 -8
attempt. He failed in the previous round, so this round Reload Check 2 6
he receives a +5 Reload Bonus. His Reload Check is now Damage 3D4 2D6
(2 + 5) = 7. He rolls a D20 and gets a 15. Since 15 is
greater than 7, his Reload is still not completed. The Combat Round 1
round ends. Character Y Character Z
Die Roll Result Die Roll Result
Roll Initiative: 1D6+1 3 1D6+3 7
Round 3: The character continues Reloading. He has
Initiatives 12, 11, 10, 9, and 8: No actions taken by either character.
failed on two previous attempts, so his Reload Bonus is Initiative 7: Character Y has Initiative 7, so it is his turn to act.
now +10. His Reload Check is (2 + 10) = 12. He rolls D20 Z fires his Short Bow
and gets an 8. Since 8 is less than or equal to his Z Chance to Hit D20 14
Reload Check, his Reload is completed successfully. The 14 is greater than the Z’s Chance to Hit of 11. He misses.
round ends. Z’s Reload Check D20 6
Z’s D20 roll of 6 is equal to his Reload Check of 6. Success.
Round 4: With his weapon loaded, the character may Y Chance to Hit D20 5
5 is less than Y ’s Chance to Hit of 7. He Hits.
roll Initiative and fire at his turn in the combat round.
Y ’s Damage 3D4 9
Then he may make a new Reload Check. His Reload Missile Weapons cannot be Parried. But Z does have Armor.
Check “resets” to his Starting Reload of 2. He Rolls D20 9 points of Damage - 4 Points of Armor = 5 points penetrate the
and gets a 2. The Reload is a success. The round ends. Armor. Z takes a 5-point Wound, losing 5 Hit Points.
Y’s Reload Check D20 11
Round 5: With his weapon loaded, the character rolls 11 is greater than Y’s Starting Reload Check of 2. His Reload fails.
Initiative and fires. Again, his Reload Check “resets” to Combat Round 2
his Starting Reload Check value of 2... Z successfully made his Reload Check last round. He is loaded.
Y failed his Reload Check, his weapon is not yet Reloaded.
Roll Initiative: 1D6 5 1D6+3 5
Initiatives 12 to 6: No actions taken by either character.
Initiative 5: Characters Y & Z act simultaneously.
Y continues to Reload. Z Fires his Weapon
Y’s Reload Check D20 4
Y failed his previous Reload Check, so now has a +5 Reload Bonus.
(2 + 5) = a Reload Check of 7. His D20 roll was 4. Success.
Z Chance to Hit D20 9
9 is less than or equal to Z’s Chance to Hit of 11. He Hits.
Z’s Damage 2D6 6
18.3 DEFENDING AGAINST MISSILE WEAPONS Z’s Hit does 6 points of Damage.
Y has a 6-point Armor Rating
Missile Weapon Attacks cannot be Parried. If the (6 - 6 = 0), 0 Points of Damage Hit A, so he takes no Wound.
Chance to Hit is successful, the target has been Hit for Z attempts to Reload his weapon
the Damage shown in the Missile Weapons Table. Any Z’s Reload Check D20 8
Missile Weapon Damage which exceeds a character’s Z’s D20 Reload Check is greater than his Starting Reload of 6. Fail.
Armor Rating will result in a Wound and corresponding Combat Round 3...
loss of Hit Points. Y successfully made his Reload check last round. He is loaded.
Z failed his Reload check last round. He gains a +5 Reload Bonus in
this round as he continues to Reload...
19.0 MELEE COMBAT 19.2 MAKING A MELEE PARRY

The character’s opponent in Melee Combat has the


Melee Combat involves hand-to-hand close-in fighting chance to defend himself against a successful Melee
with fists, swords, axes, clubs, and spears. Attack with an attempted Parry.

The process of Melee Combat follows the following Similar to a Chance to Attack, the defending character’s
procedure: Chance to Parry is rolled on a 20-sided die (D20).

• If the result on the D20 die is greater than the


Chance to Parry, the Parry attempt has failed.

o The melee attack becomes a Hit, and the


19.1 MAKING A MELEE ATTACK defending character suffers the indicated
Damage. The character’s Armor may absorb
At his Initiative turn in the combat round, a character some or all of the Hit Damage.
attempts a possible Melee Attack on his opponent. This
is called his “Chance to Attack”. • If the D20 die result is equal to or less than the
Chance to Parry, the Parry attempt is successful.
The character’s Melee Chance to Attack is rolled on a
20-sided die (D20). o The defender rolls Damage with his own Melee
Weapon to determine the amount of his Parry
• If the result on the D20 die is greater than the Deflection. The Deflection Amount is
Chance to Attack, the attack attempt has failed. subtracted from the Attack Damage amount. If
there is any Attack Damage remaining after the
• If the D20 die result is equal to or less than the Deflection, the defending character is Hit. His
Chance to Attack, the attack is successful. Armor may absorb some or all the remaining
damage.
o If the Attack is successful, the character rolls his
Melee Weapon Damage. From our previous example, the attacking character
has made a successful Melee Attack, doing 14 points of
Damage with his Spear.
Example: The defending character attempts to Parry with his
Short Sword. His Chance to Parry is 8.
A character makes a Melee Attack with his Spear. He rolls D20 to check his Parry:
His calculated Chance to Attack is 19.
The player rolls a D20 die: • The D20 die result is “17”. This is greater than the
Chance to Parry of 8. The Chance to Parry fails, and
• The D20 die result is “20”. This is greater than the he takes 14 of Damage. He is wearing Scale Mail
Chance to Attack of 19. The Chance to Attack fails, with an Armor Rating of 6, which absorbs 6 points
and no Damage is rolled. of damage. (14 - 6 = 8), so 8 points of damage
penetrates the armor. He suffers an 8-point
or, wound, losing 8 Hit Points.
or,
• The D20 die result is “12”. This is less than the
Chance to Attack of 19. The Chance to Attack is • The D20 die result is “5”. This is less than Chance to
successful, and the player now rolls Damage. Parry of 8. The Parry is successful. He rolls Damage
with his Short Sword and gets 9. He Deflects 9
o His Melee Weapon Damage with a Spear is points of the Attack Damage. (14 - 9 = 5) 5 points
2D8+3. He rolls a 4 and a 7. He adds those of Damage makes it past his Parry. His 6-point
together and adds +3. The Damage is 14 Scale Mail Armor absorbs all 5 of the remaining
points. Damage points. He suffers no Wound, and no loss
of Hit Points.
19.3 INITIATIVE OF A PARRY 19.5 MELEE COMBAT EXAMPLE

A Parry attempt is made simultaneously with the Attack. Character Y Character Z


The defender does not roll Initiative for his Parry, and Initiative 1D6+1 1D6+3
the Parry attempt has no effect on the defending Armor Type Scale Mail Leather
character’s Initiative or his other actions. Armor Rating 6 4
Weapon Spear Short Sword
Example: A character in Melee Combat has an Chance to Attack 19 20
Chance to Parry 8 11
Initiative of 5 in this Combat Round. At Initiative 8 in
Damage 2D8 + 3 2D6 + 2
the round he is the target of a Melee Hit. At Initiative 8
he can attempt to Parry that Attack. The Parry has no Combat Round 1
effect on his own Attack, which will occur on Initiative Character Y Character Z
5. Die Roll Result Die Roll Result
Roll Initiative: 1D6+1 3 1D6+3 7
Initiatives 12, 11, 10, 9, and 8: No actions taken by either character.
Initiative 7: Character Z has Initiative 7, so it is his turn to act.
Z makes an Attack with his Short Sword
Z Chance to Attack D20 14
14 is less than Z’s Chance to Attack of 20. Success.
Z’s Attack Damage 2D6+2 10
Z’s Attack Damage is 10 points.
Y’s Chance to Parry D20 5
5 is less than Y’s Chance to Parry to Parry. Success.
Y’s Parry Deflection 3D6+4 12
19.4 MELEE CHANCE TO ATTACK OVER 20 Y’s Deflection (12 points) is more than Z’s Attack (10 points)
Y completely Deflects Z’s Attack with his Parry.
A calculated Chance to Attack higher than 20 indicates Initiative 6, 5, and 4: No actions taken by either character.
that the character can make more than one Melee Attack Initiative 3: Character Y has Initiative 3, so it is his turn to act.
in each combat round. The first attack is an automatic Y makes an Attack with his Spear
success, based on a Chance to Attack of 20. For the Y Chance to Attack D20 11
second attack, subtract 20 from the Chance to Attack to 11 is less than Y’s Chance to Attack of 19. Success.
determine the Chance to Attack for the second Y’s Attack Damage 2D8+3 13
opportunity. Separate Initiative rolls are made for each Y’s Attack Damage is 13 points
possible Attack. Z’s Chance to Parry D20 9
9 is less than or equal to Z’s Chance to Parry of 9. Success.
Z’s Parry Deflection 2D6+2 6
A character is making a Melee Attack with his Fist. His
Z Deflects 6 points of Y’s 13 points of Attack Damage.
calculated Chance to Attack is 26. Since 26 is greater (13 - 6 = 7), 7 Points of Damage Hit Z.
than 20, so there is the opportunity for multiple attacks Z has 4-point Leather Armor, so the Armor Absorbs 4 points.
in a single round. Z takes (7 points damage - 4 points Armor) = 3 Point Wound.
Initiative 2 & 1: No Actions taken by either character. Round 1 Ends
o The first attack is made at a Chance to Attack of Combat Round 2
20, so the success of the Attack is Automatic. Roll Initiative: 1D6 5 1D6+3 5
Initiatives 12 to 6: No actions taken by either character.
Initiative 5: Characters Y & Z act simultaneously.
o For the second attack, the normal Chance to Chance to Attack D20 20 D20 8
Attack is 26. 20 was already “used” in the first 20 is greater than Y’s CTA of 19. Y’s Chance to Attack fails.
attack. Subtract 20 from 26. The result is 6. The 8 is less than Z’s CTA of 20. Z’s Attack is a success.
Chance to Attack for the second attack is 6. Z’s Attack Damage 2D6+2 11
Z’s Attack Damage is 11 Points
o If the D20 roll on the second attack is 6 or less, Y’s Chance to Parry D20 9
the second attack is also successful. If the D20 roll 9 is greater than Y’s Chance to Parry of 8. The Parry fails.
Z’s Attack Damage of 11 points Hits A.
on the second attack is 7 or higher, the second Y is wearing 6-point Scale Mail Armor, so the Armor absorbs 6.
Chance to Attack fails. (11 Points Damage - 6 Points Armor) = 5 Point Wound on Y.
Initiatives 4, 3, 2, & 1: No actions taken by either character.
Round 2 ends. Continue to Round 3 and beyond...
20.0 MAGICAL COMBAT 20.2 MAGICAL POWER AND TWEAK

The effectiveness of a spell casting is based on the


character’s spell Power. Since magical energy is a
Magic involves the casting of Spells, which may do variable and unpredictable art form, the strength of a
damage, provide protection, or provide healing, per the character’s magical energy is subject to random
Spell Descriptions in Section 20.3. variations, known as his magical Tweak. A character’s
spell Power will need to be determined before each
combat. Once calculated, the character’s spell Power is
• If the character’s chosen action is to cast Magic
unchanging for the duration of that Combat.
during a combat round, he may cast any spell that he
knows.
To determine the character’s spell Power for a given
combat, refer to the rules and calculations shown in
• Known spells may be cast as often as a character
sections 12.2 and 12.3 of the Magical Calculations in the
wants (one spell casting attempt per combat round).
Character Creation process.

20.3 MAGIC SPELL DESCRIPTIONS

MAGIC SPELLS
Spell Description
For each Power of the spell casting, Armor - Normal
provides the caster with 1 point of armor protection
against any type of damage. Each point of damage
Armor
absorbed reduces its Armor Rating by 1. The Armor
Normal - Normal Spell causes the caster no Armor Penalty.
Only one Armor Spell of any time may be in effect on
the caster at any given time.
Armor - Magic is like the Armor - Normal spell except
that it is only effective against magical spell damage.
Armor
For each point of Power of the spell casting, Armor -
Magic Magic will absorb 4 points of spell damage before
being used up.
20.1 ATTEMPTING A SPELL CASTING
Body-Double will create an illusionary duplicate of
At his Initiative turn in the combat round, a character the spell caster, which will mimic his every motion.
The illusion can do no actual damage, and physical
attempts a Spell Casting. This is his “Chance to Cast”.
Body objects will pass through it without effect. When cast,
Double the illusion steps forth from the caster, and may be
The Chance to Cast is rolled on a 20-sided die (D20). directed to any location within 50 feet of the caster.
The illusion lasts one Combat Round per Power of
• If the result on the D20 die is greater than the the spell casting.
calculated Chance to Cast, the attempt has failed.
The Bullet spell creates a missile of magical energy
that instantly and unerringly strikes its target. It does
o If a character fails his Chance to Cast roll, he is Bullet magical spell damage of 1D10 + 1 Point per Power
subject to a backlash of magical energy, and of the spell casting.
suffers 1 Hit Point of Damage. This damage
cannot be Parried, and normal or magical armor A successfully cast Heal spell will restore Hit Points
Heal to any single creature the caster touches. The spell
do not absorb this damage. restores 1 Hit Point per Power of the spell casting

• If the D20 die result is equal to or less than the Lightning does 1 Hit Point of Damage per Power of
Chance to Cast, the spell casting is successful. the spell casting. However, once cast, the caster
may “lock” the spell on his target and continue to do
Lightning damage round after round without requiring a new
o If the Chance to Cast is successful, the spell Chance to Cast check. The spell has a Range of 5
effect takes place immediately. Spells directing feet per Power of the spell casting. Metal armors are
damage at an opponent always Hit automatically ineffective against this spell damage.
once successfully cast.
20.4 SPELL CASTING EXAMPLE
Example: Casting Spells
Example: Determining Spell Power
With his Spell Power determined in the previous
A character with magic ability is about to engage in example, the character can proceed to use his spells
combat. He first needs to check the strength of his in Combat. His calculated Chance to Cast is 5.
magical Power, starting with his magical Tweak.
He knows the following spells: Heal, and Lightning.
Referring to Section 12.2 and the Magical Tweak He may cast either of those spells as desired, any
Table, he rolls 1D6 and gets a 5. This corresponds to a number of times.
Tweak of +1 on the Table.
At his Initiative turn in the Combat Round, he decides
Now the character’s Spell Power can be determined. to attack with a Lightning Spell. His opponent is 15
He has a Willpower Attribute score of 14 and his feet away. From the spell Description, the spell has a
Magic Skill level is 2. From the Spell Power formula in range of 5 feet per point of Power, so the opponent is
Section 12.3, within his (5 x 4 = 20), 20’ range. He rolls his Chance
to Cast on a D20 die.
14 (Willpower Attribute)
- 13 (from the formula) • The D20 die result is “9”. This is greater than the
+ 2 (Magic Skill Level) Chance to Cast of 5. The Chance to Cast fails, and
+1 (Tweak) no spell effect is produced.
----------------------
o He suffers 1 point of Damage due to the
= 4 (Spell Power)
magical backlash of a failed spell casting. He is
wearing 6-point Scale Mail Armor, but this
provides no protection against failed magical
backlash. He suffers 1 Hit Point of Damage.
or,
• The D20 die result is “4”. This is less than the
Chance to Cast of 5. The spell casting is successful
and he Hits his opponent with his Lightning Spell.
o Per the Spell Description of “Lightning”, the
spell does 1 point of Damage for each point of
Power of the casting. The character’s Spell
Power is 4, so the Lightning does 4 points of
Damage to his opponent.
o Also, per the Spell Description, metal armor
provides no protection against the effects of
“Lightning”. The opponent is wearing 8-point
Chain Mail Armor, which is metal. He gets no
protection from his Armor, suffering a 4-point
Wound and losing 4 Hit Points.
o And from the Spell Description, once cast, the
effects of the “Lightning” spell may be locked
onto a target continued into following rounds
with no need for a new Chance to Cast.
21.0 PULLING IT ALL TOGETHER 23.0 CHARACTER SHEETS
The individual aspects of Melee Combat, Missile
If you’re working through the Character Creation
Combat, and Magical Spell Casting can now be
process in Chapters 2 though 12, a blank character sheet
combined into a single combat system.
is provided on the following page.
• In each round, the character must choose his type of
action(s). He must choose Melee, Missile, or Magic.
If you’ve bypassed the Character Creation process and
• Movement is secondary to that action chosen for that want to use a pre-generated character instead, you’ll find
round. Travelling one Move incurs an Initiative those here too, following the blank character sheet.
penalty of -1.
A brief description is shown on each pre-generated
• Characters may only Parry if they are engaging in character sheet, providing a summary of the character’s
Melee Combat. If they choose Missile Combat or skills and equipment.
Magic, they lose the ability to Parry any Melee
attacks during that round.
• Only Melee Attacks may be Parried. Missile attacks
and Magic attacks automatically strike their target if
the Chance to Hit or Chance to Cast is successful.

22.0 MAPS AND FEATURES


With the use of grid paper and “marker” pieces for each
character (coins, dice, metal figures, etc.) the combat
scenes can be staged on maps which provide additional
challenges, obstacles, and strategic considerations.

A map can include the following suggested features:


• Solid Objects, which block movement as well
as missile and magical attacks.
• Pits, which block movement, but do not restrict
missile fire or magical attacks.
• Vegetation, which blocks missile fire or magical
attacks, but does not restrict movement.
• Forts, allowing missile fire and magical attacks
out, but not in, and restricting movement
• Other Features, as agreed upon by the players.
24.0 WHAT’S IN THE FULL RULES Expanded information on Magic
VERSION? • Lots of magic skills, each drawing from a different
source of magical power.
If you’re wondering what’s available in the “Full”
• Just over 100 magic Spells, and over 40 minor spell
version of the Core Rules and Supplements, here’s a
effects called “Jinxes”.
partial list:
• Spell Casting Critical Hits and Failures

More Detailed Character Improvements


• The ability to use experience to improve Attribute
And even more stuff
scores and skill levels for continuing characters • More details on Movement and Initiative.
• More detailed rules on learning skills and spells, • Rules for using Character Attributes to determine the
specifically a “Chance to Learn” approach that success or failure of non-standard actions.
becomes more difficult as skill levels increase.
• A unique Encumbrance system. (Yawn.)
• Lots more skills. Arcane combat skills, non-combat
skills, modern skills, and futuristic skills. • Information on how to use the Alertness and Combat
Morale Attributes.
• Fire Damage, Falling Damage, and Surviving the
More Armor and Hit Location Details Elements.
• Expanded Armor Tables, and Armor for Modern, • Rules for Healing
Futuristic, and Post-Apocalyptic settings.
• A Hit Location system, separating both Armor and
Damage into six specific body locations.

Game Master and Campaign support


• An Assortment of pre-generated creatures,
Detailed Missile and Melee Combat characters, and domesticated animals for the Game
Master’s use.
• All sorts of Conditional Modifiers providing
bonuses or penalties for Melee and Missile combat. • A Game Master’s Manual, offering hopefully useful
suggestions and supporting information.
• Numerous melee attack options, as well as the
option to Dodge an attack instead of just Parrying. • A Quick-Start Adventure, with pre-generated player-
characters and a possible starting point for the Game
• A Critical Hits and Weapon Failure system. Master’s campaign.
• Stuns and Knockdowns.

Lots more Equipment


• Equipment lists for various historical settings.
• Firearms and Futuristic Weapons

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