Combat and Skills in Embers of Scoria | World Anvil
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Combat and Skills

Credit to Rich/Ninji for the Skill system.    

Stats

  The stat system is a simple d6 based system. Your stats go from 0 to 6. Rolling equal or lower to the stat you're checking against is a success. Rolling higher is a failure. For example:   "Misha wants to lift a heavy barrel. His Strength is 4. He rolls a 3. It's a success."   "Misha tries to catch a falling bottle. His Initiative is 2. He rolls a 3. It's a failure."   There are 9 stats with their own uses and pros.  

Sanity

  Sanity is the measure of your character's mental fortitude. The lower it is, the more chaotic and damaged their mental state will be, the deeper they'll sink into madness. When Sanity hits 0, the character suffers complete mental shutdown and effectively dies. There are many ways one can lose their Sanity, and a chosen few ways they can regain sanity. Sanity starts at 20, and it is the only stat that will require d20 Stat Checks. Every time a Sanity Check is failed, you will automatically lose a Sanity point.  

Strength

  Strength is the measure of one's physical strength. Its value determines how heavy an object the character can lift, or how hard a blow they can deliver. There are ways to train strength, and there are things that can sap strength away.   When making an attack, this is the base stat used.  

Toughness

  Toughness reflects a given character's physical resilience. How hard a blow they can take, how much endurance they possess, how hard it is to damage them. Again, it can be trained up or lowered via a variety of methods. Taking damage can temporarily lower this Stat, depending on the severity of the wound. Toughness heals back to full as time goes.   When defending against an attack, this is the base stat used.  

Initiative

  Those characters with high Initiative will be quick on their feet, have fast reflexes, and be able to act before other, slower characters. It is the ability to dodge, dash, and react. It is also integral to taking aim.   Ranged attacks and dodges will utilize this stat.  

Stealth

  The purview of Stealth is all actions that are to be hidden. Be it sneaking past a checkpoint, picking someone's pocket, or communicate in secret, Stealth is your best friend.  

Perception

  The ability to observe, measure and reveal all the devils in the details. Those most perceptive will be able to efficiently investigate areas, reveal the unseen, and single out someone in a crowd.  

Deception

  Deception covers all verbal and non-verbal mediums of communication, and, most importantly, the ability to abuse these to obtain what you most desire. Those with experienced silver-tongues will be able to convince, deceive, act and distract.  

Insight

  Insight is the power of the mind, the collective intellect and ability to discern the misunderstood. The most insightful can thwart deception, decypher codes, comprehend puzzles. Do math problems.  

Knowledge

  Where those possessed of insight may be intelligent, those possessed of knowledge are erudite. Alas, the two are not always hand-in-hand. The knowledgeable have read books aplenty, have studied history, observed maps. Knowledge is invaluable, especially as it is a certainty that history repeats itself.      

Stat Checks

  When checking a stat, the d6 roll must be equal or lower than the stat value. However, there are also levels of difficulty that can add or detract to the probability of success.   Basically, depending upon the difficulty of a task, your roll value may be modified.  

Levels of Difficulty

  Trivial (+2 adv.): Trivial matters will modify you roll value two points in your favor. This is to say that if your stat is a 4, and you roll say... a 5, your roll value will be changed to 3.   Easy (+1 adv.): Easy tasks will modify your roll value one point in your favor.   Normal (No adv.): Matters of average difficulty will not modify your roll value in any way.   Hard (-1 disadv.): Hard tasks will modify your roll value one point against you. Rather than lower your roll, they increase it.   Daunting (-2 disadv.): Dauntingly difficult tasks will put two points against your roll, increasing it's value by two!      

Allocating Stat Points

  All stats start with a baseline of 2 across the board, except for Sanity, that begins at 20. Everyone gets to spend 8 additional points, on any of the stats, except Sanity, up to a maximum of 5.   At this point, everyone can take away points from certain stats and add them to others. For example, taking away a point from Strength, (sending it to 1), and giving it to Initiative instead.   A Stat with a value of 0 automatically fails any Normal (N/A), Hard (-1), or Daunting (-2) Checks.   For every Stat with a value of 0, one Stat can be raised up to 6.   A Stat with a value of 6 automatically succeeds any Normal (N/A), Easy (+1), or Trivial (+2) Checks.   (Baseline:) Sanity: 20 Strength: 2 Toughness: 2 Initiative: 2 Stealth: 2 Perception: 2 Deception: 2 Insight: 2 Knowledge: 2   Keep in mind that there are situations that can cause temporary/permanent decreases and increases in stats.                  

Combat

 

Combat Statistics

  In all attack situations, you roll a d20   Melee and Spell Attacks: When allocating a melee or spell attack, you must first make a "Strength" stat check. If you succeed on the check, you can add the full value of your physical strength to the attack. However, if you fail the check, you only get the benefits of your attack roll and equipment/spell modifiers. In spell-casting situations, imagine channeling your strength into energy.   Formula: ATK = d20 + Strength Stat + Modifiers   Ranged Attacks: When making a ranged attack, you must make a successful "Initiative" check. If you succeed on the check, you add the value of your initiative to your attack; however, if you fail, you miss the shot.   Formula: ATK = d20 + Initiative Stat + Modifiers  

Defending

  Allocating defense from an attack is simple.   You must first make a "Toughness" check. If it's successful, proceed as follows:   d20 + Toughness + Equipment/Spell modifiers.  

Dodging/Parrying

  Dodging/parrying works the same exact way as a Ranged Attack, in which you use your Initiative; likewise, failure on the check results in a failed dodge.  

Results

  If the Attacker's total is above the Defender's total, then the attack goes through, with the damage of the attack being equal to the Attacker's total.   If the Defender's total is above the Attacker's total, then the attack is blocked or successfully dodged.   If it come to a tie, the Defender takes half damage.

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