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Archived material

Damage types

. On a successful hit, the difference represents the target locations the defender has left vulnerable in the face of the attack. The attacker may choose any hit location for which her roll qualifies

Attacker's roll exceeds defender's roll byHit Location
1Torso
2Legs
3Arms
5Head

After the hit location is determined, you will roll the damage formula of the attack. Sum up the base bonus and the sum of the dice rolled. You deal this damage to your opponent

The defender always reduces the damage by an amount equal to her Resolve modifier. An attack always does 1 point of damage regardless of penalties or resistances


Damage locations

In addition to dealing damage, an attack hits in a particular location, which causes additional effects

  • Torso: Cause additional damage equal to the attacker's strength modifier, unless the target is wearing armor
  • Legs: Incurs a 15 foot movement speed penalty until the end of the next round
  • Arms: Renders an arm ineffective in bindings until the end of the next round. One such wound prevents a full round actions, two such wounds prevents full and standard actions
  • Head: Suffer a penalty to initiative, and make a Will Save with a DC 15. On a successful save you are disoriented until the end of the next round. On a failed save, you become unconscious

When a target receives healing, location based penalties to the legs, arms, and head are relieved

luck feat

You may count a “5” in addition to a “6” for the purposes of meeting qualifications for Exploding dice.

Beta campaign


this page is no longer active


This is the first campaign to test out the elemental D6 campaign in its beta phase.

Journal
DateJournal LinkTitle
2015-01-02Pre Game SessionCharacter creation and group assembly
2015-01-05Session 1Travel to Sothis and exploring the city
2015-01-10Session 2Travel to Tephu, attack en route to Eto
2015-01-16Session 3Undocumented
2015-01-23Session 4Exploring the sun temple continued
2015-02-05Session 5Capturing the Statues
2015-02-12Session 6Travel to Totra
2015-02-16Session 7Port Peril and the White Lotus
2015-02-23Session 8The monastery and meeting Dalia
2015-03-09Session 9Assault on slaver encampment
2015-03-21Session 10Chasing Perin Black water and descent into the deep
2015-03-28Session 11Discovering the underground
2015-04-18Session 12Exploring the undercity
2015-04-25Session 13Training at the academy
2015-05-02Session 14Return to the surface and Port Peril

Rebooting campaign on Terra

DateJournal LinkTitle
2015-05-09Session 1Midsummers Festival, Stealing Perry's boat

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combat stuff

  • Full Action: A full action takes the majority of the round to complete. A full action starts in the first segment and continues into the second segment. The action's description will contain information about when it is resolved, which can be in either segment, or both
  • Standard Action: A standard action takes one segment to complete and signifies a less complicated action. Unlike a full action, a standard action can occur in either segment and it must be declared in which segment it takes place. You may only perform one standard action per round
  • Move Action: A move action is similar to a standard action in that it takes one segment to complete. Like a standard action, you must declare what segment you are moving in. A move action allows you to move a number of hexes equal to your speed
  • Swift Action: A swift action is a quick action and takes various forms. Different binding moves use swift actions as a part of their execution. You may also use a swift action to take a 5 foot step. Swift actions can take place in either segment (and sometimes both)

Dodge - Standard (1|2), Full (1-2)
You attempt to dodge incoming attacks. Using Dodge as a Full Action allows you to Dodge two attacks in the round. A Standard action allows you to dodge a single attack during the declared segment
Defense Bonus + Dex + 2d6

If you have an unused swift action, your may spend that swift action to improve your reactions in that round to the following formula: Defense Bonus + Int + Dex

Defensive Binding - Standard (1|2), Full (1-2)
You may use any offensive binding move defensively with a 2d6 penalty. Add a 1d6 bonus to any Reflex action in the same round

shift earth

  • Creatures standing on the target earth may make a Reflex check against the defensive score. If they win the check, they may use any unused movement actions to move off the moving earth, at their normal speed
wiki/archived material.1471712349.txt.gz · Last modified: 2016/08/20 12:59 by caleymccready