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| Tweet Topic Started: Apr 28 2016, 06:19 PM (192 Views) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Tenys Delyx | Apr 28 2016, 06:19 PM Post #1 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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High Elf
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Edited by Tenys Delyx, May 2 2016, 07:31 AM.
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| Tenys Delyx | Apr 28 2016, 07:17 PM Post #2 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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High Elf
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Random Loot Npcs (such as bandits) who are non-unique will have random loot. Normally the armour type will be given, but the prefix/tier will not Roll another d50 to determine tier. eg. I loot a bandit. He has a leather helmet. I then roll a d50 ([result]3&3,1d50,0,3&1d50[/result]) which gives the helmet the tier damaged Blocking and Dodging Both blocking and dodging allow you to completely evade damage. When dodging, roll 1 dice more than your enemy rolled to attack you (e.g. if they rolled 2d6, roll 3d6) If you roll under or equal to your dexterity, you successfully evade all damage. When Blocking, find your save modifier by adding together all your armour's modifiers. For example, a full set of pristine leather armour with shield gives a save modifier of 14. You then roll a d40 (weird, I know) and if you roll under or equal to your save modifier, you successfully evade all damage. Crafting Crafting works like casting spells, but using dexterity. At a forge, you roll 2D6 and add your dexterity, and you craft the armour at the tier whose crafting value you have exceeded. For example, I decide to craft a leather hemet, and my dexterity is 18, so I roll 2D6 and add 18, giving me [result]28&4:6,2d6,18,28&2d6+18[/result]. I have crafted a normal tier helmet. Fortitude All armours start with the top fortitude of their level, for example, a pristine helmet would have 15 fortitude, and my normal helmet would have 9. Fortitude decreases by 1 for every battle (but not every enemy, so, if you were fighting wolves and then went back to a town, your fortitude would decrease by one when you stop fighting). When fortitude drops down a level, the armour goes down a tier. For example, if my normal helmet's fortitude drops below 5, it would become a damaged helmet. Improving/repairing armours works like crafting. You roll 2d6 and add your dexterity, and you can improve/repair your weapon up to the tier you have exceeded. Always strikes first/last Normally, in combat, the combatant with the highest dexterity will strike first. However, some armours mean that the combatant using them attacks first/last. Armours with these rules always take priority over weapons with these rules. In the case of two of these armours being used against each other, the one with the lowest number in brackets next to it (e.g. heilmar armour has always strikes last (1)) will take the top priority of the rule. So if someone with heilmar armour was fighting someone with dragonbone armour (2) the heilmar attacks last, and similarly for always strikes first. If two armours have the same priority, the combatant with the higher dexterity goes first. If both combatants have the same dexterity, they are considered to be attacking at the same time. Edited by Tenys Delyx, Apr 28 2016, 07:19 PM.
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2:12 PM Jul 11