Rule Set v point 04

D&D GURPS of Cthulhu .04 This system is not designed with a focus on combat, nor does my style as a GM focus on it. Despite this, combat is the simplest way to illustrate conflict. Combat will inevitably come up. There is no point at which rules are tested more then in combat, where one misunderstanding can have lethal consequences to your character. For these reasons I start this rules revision with combat. 1.0 Simple Combat

1.1 Base Combat: There are three base combat skills: melee, thrown, and projectile. This is a person’s ability to swing any object, throw any object,(presuming they have the strength to do so) or fire any projectile weapon. Unless a character is expressly trained they will use their percentage in these skills to hit their target. If they are attempting to hit a target in combat their skill is halved.(combat is defined as any situation where their target is conscious and not actively willing to be hit)
1.2
1.2.1. Trained Combat: If a character is especially skilled in a specific weapon they may write in that precise weapon skill on their character sheet. They may use that skill at full in combat situations.
1.2.2. Restrictions: The specific weapon skill may never be more then twice the skill of the base combat skill from which it is derived.

1.3 Combat Rounds: A combat round is 15 seconds. You may make one attack and move 30 ft per combat round while engaging your opponents. Alternatively, you may elect to forgo your attack and move 40 ft.

That is combat in its simplest form. If you are inexperienced focus on these few simple aspects. Do not dabble in magic. Avoid the more complex combat rules.

2. Skills (The basics)
2.1 All Skills are based on the percentile system.(Similar to Call of Cthulhu) When you attempt to use a skill, roll 2 d10’s with one representing the digit in the 10’s column and the second representing the digit in the 1’s column. If after modifiers you have rolled less then your skill you succeed.
2.2 Skill Max, there is no maximum limit to a skill.
2.3 Skill Modifiers. There is a near infinite number of modifiers to a skill attempt. These are left at the GM’s discretion and the flavor of his game. Bad conditions may give penalties to your attempt making the task more difficult. Favorable conditions may add a bonus to your attempt making it easier.
2.4 Parent skills. Some skills may have a prerequisite skill or parent skill. You may never increase a skill beyond double the level you have in its parent skill.
3. Character growth
There are two conventional ways for characters to progress in skills.
3.1 As characters successfully use skills in a pivotal manner they may check that skill.
3.1.1. Resolving Checked Skills
3.1.2. When a long enough break in adventuring occurs the players may attempt to increase their checked skills.
3.1.3. Players select five of their skills and remove all other checks.
3.1.4. Players roll their percentile dice and must roll above their current skill level. If they roll below their current skill points they remove the check and receive no benefit.
3.1.5. If you succeed in 3.1.4 roll a single d 10 for the skills you succeeded in. Increase that skill by the result of the die.
3.1.6. Rolling 100. If you roll 100 on 3.1.4 you revive an extra d 10 to increase that stat with regardless of your actual skill level.
3.1.7. Stat growth in this way is considered standard character growth. GM’s may wish to restrict players to this growth for a more realistic feel to their game.
3.2 The GM at his discretion can award character points(CP). CP have multiple uses.
3.2.1. Add 50 points to a single skill or attack roll at any time even after the results are known. You may use multiple CP at once in doing this, but can only double your base skill. This could be used to make a success a critical
3.2.2. Permanently add 1 D 10 to any skill. No Limit
3.2.3. Permanently add 1 D 6 to your HP. No Limit.
3.2.4. Permanently add 1 D 10 to Will, Refl, or Fort, No Limit.
3.2.5. Spent during the act of creation. (3.2.5 under construction) A rough guideline is to convert CP into experience points in D & D and then use their cost charts.1 CP =300 exp for scrolls and potions while 1CP =1000 exp for weapons, Armour and artifacts.
4. Critical s
4.1 Critical Failure
4.1.1. A natural roll of 100 is always a critical failure. The result of this is up to the GM’s imagination
4.1.2. Any skill check that is greater then or equal to your five times your calculated % is a critical failure
4.1.3. Calculated % refers to your finale chance of success after all modifiers for difficulty of the task.
4.1.4. What does this mean? If after all modifiers you can succeed the check by a roll of 20 or higher you will only critically fail on a roll of 100. If you must roll a number below 20 then the critical failure range increases by 5 for every point under 20.
4.2 Critical Success
4.2.1. Divide your base skill by 50. If you roll that number or less you have critically succeeded. The result of a critical success is left up to the GM’s imagination.
5. Skills (the advanced stuff)
5.1 The is little to no limit to the number of skills possible in a game. I recommend looking at the skills list in Cthulhu, GURPS, D&D or even the feat lists in D&D or any other system for ideas. Available skills should fit within the atmosphere of the game and are always open to restriction at the GM’s whim.
5.2 Addition skill uses
5.2.1. Concentration:
5.2.1.1. You can spend a round concentrating to increase your skill by 5%.
5.2.1.2. You may do this multiple consecutive rounds to increase the skill to a maximum of 25%.
5.2.1.3. If you are dealt damage you must succeed a second skill check against either concentration or the skill (the lower of the two) with a penalty equal to the total damage received this entire round or all concentration is lost.
5.2.2. Sneak Attack
5.2.2.1. Sneak Attacks reflect your ability to do increased damage due to skill and knowledge at finding a characters vital organs.
5.2.2.2. Add damage to the next attack made this round (and only the next attack made this round) for each successful sneak attack check.
5.2.2.3. Additional rolls are made by dividing the sneak attack skill just like any other skill.
5.2.2.4. If you are flanking the opponent you may deal an additional 1 D 3 damage for each successful sneak attack check.
5.2.2.5. If your target is entirely unaware or unable to defend themselves you may add 1 D 6 damage for each successful sneak attack check.
5.2.2.6. If neither 5.2.2.5 or 5.2.2.4 are true then you may not make a sneak attack attempt.
5.2.2.7. If you have no experience with the type of target you might not get any benefits, at the GM’s discretion.
5.2.2.8. You may make ranged sneak attacks.
5.2.2.9. You may attempt sneak attacks with magic, results are varied at GM’s discretion.
5.3 Dodge/Parry
5.3.1. A successful roll may make it possible to avoid damage from one attack.
5.3.2. You may attempt multiple dodges in the same way you would attempt multiple attacks.
5.3.3. If you succeed at the check, determine how much you succeeded by. Add that number to the next attack roll made by your opponent.
5.3.4. Your AC bonus is added to each dodge roll.

5.4 Bluff/Intimidate
5.4.1. You may use bluff or intimidate to draw the actions of others in combat.
5.4.2. If successful checks are made the target can perform no actions other then moving on their next turn.
5.4.3. The target may perform a Will check to resist. If successful they may take any action against the bluffer/intimidate r.
5.4.4. You may use this skill against multiple targets. Divide your total skill by the number of targets then make a roll for each.
5.5 Wisdom
5.5.1. This is primarily the individuals resistance to mental magic and mental stress. This can also be used as an intelligence check or idea check.
5.6 Fortitude
5.6.1. This is primarily the individuals resistance to physical stress and draining magic or poisons and resistance diseases and other physically strenuous situations. It can also be used to make a gut check similar to Wisdom’s intelligence check, but will get much less information. Usually one word or an emotion.
5.7 Reflex
5.7.1. This is primarily the individuals ability to avoid certain magical attacks but may be used in other situations as well.
6. Advanced Combat
6.1 Engaging:
6.1.1. Actively participating in combat in any way. Attacking, confronting, defending, dodging, fainting, distracting etc.
6.1.2. You may elect to forgo engaging in combat. This allows you to move 80 ft. You may not dodge or receive defensive modifiers while not engaging.
6.1.3. You will incur minor opportunity attacks from everyone within range.
6.2 Sprinting
6.2.1. If you may chose to sprint during your turn. This allows you to move 160 ft. If you succeed at a sprint check this could increase to 240 ft.
6.2.2. You can not engage in combat and sprint.
6.2.3. Sprinting incurs major opportunity attacks from everyone within range.
6.3 Opportunity Attacks
6.3.1. Minor Opportunity attacks allow players to instantly take one additional melee a ttack against the character at half their normal skill level.
6.3.2. This has no penalties on any other action they make that turn.
6.3.3. The target must pass within range during its moment phase.
6.3.4. Major opportunity Attacks are identical to Minor Opportunity Attacks, granting the same benefit to thrown and projectile attacks and magic.
6.4 Multiple Attacks
6.4.1. A character may attempt multiple attacks in one round.
6.4.2. Divide your skill by the number of attacks you wish to attempt.
6.4.3. You must roll at or below the result of 6.4.2 for each attempt in order for it to connect with the enemy.
6.5 Damage
6.5.1. Current combat damage is based off the D20 system.
6.5.2. When you deal damage to an enemy, consult those charts and roll the corresponding die.
6.5.3. There is no strength based damage bonus.
6.6 Armour
6.6.1. Armour is currently based off the D20 system.
6.6.2. When an attack is made against a character wearing Armour, add the AC to their roll. If this results in the roll being greater then the attackers skill the Armour absorbs the blow protecting the target.
6.6.3. AC is counted in on every roll. This makes AC weak early game when foes take only one attack, but culmination more powerful late game when characters take multiple attacks per round.
6.6.4. There is no base AC for human characters and there is no Dex bonus to AC.
7. Magic
7.1 Magic is a challenging and complex part of the system. Do not work heavily in magic unless you are comfortable with the rules and willing to be flexible since magic might shift mid game for balance.
7.2 The magic system us mostly stolen from the D20 system. This does not mean every spell is available. Only the 1st and 2nd level spells are entirely known. Most 3rd and 4th level spells are known off, but take some effort to track down and learn to cast. Beyond that, few spells are even known of, and gaining the ability to cast one could prove an arduous quest.
7.3 You chose to play a magic caster at your own risk.
7.3.1. There are many sources of magic. Nature,divine, arcane,alchemical etc.
7.3.2. The chosen source of your magic is a parent skill. Just like Thrown Weapon, Projectile Weapon and Melee weapon are parent sills in 1.0 and as described in section 2.4
7.3.3. The Arcane skill gives access to spells listed for Wizard/Sorcerer
7.3.4. The Divine skill allows access to the spells listed for Paladin/Cleric.
7.3.5. The Nature skill gives you access to spells listed for Druid/Ranger.
7.3.6. Further sources mat be discussed with the GM.
7.3.7. The parent skill allows you to cast any spell available to you and known by your character at half your base skill .
7.3.8. Every Spell has a domain or school listed. These are the child skill.
7.3.9. You must have that specific child skill to cast the spell at full skill value. (using the child skill level)
7.3.10. Schools are Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation.
7.3.11. Not every spell is as easy to cast. For every level of the spell there is a 10
reduction to your skill when you attempt the casting.
7.3.12. Level 1 spells reduce your skill by 10, level 9 spells reduce your skill by 90.
7.3.13. Spells also take time to charge. It takes one round per spell level to charge the spell.
7.3.13.1. 1st level spells may be cast within the round they are started.
7.3.13.2. You may cast higher level spells in less time but the magical energies taken in by the body will cause the caster additional damage. They will loose 1d 3 Hit points for every round early the spell is cast.
7.3.13.3. A spell caster attempting to cast a spell over multiple rounds must make a concentration check each round he receives damage.
7.3.13.3.1. This check has a penalty equal to the total damage he received this entire round.
7.3.14. You may attempt to cast the same spell multiple times in a single round in the same way you attempt to make multiple attacks. (6.4)
7.3.14.1. Area affect spells are currently handled this way but may be subject to change.
7.3.14.2. You may attempt to decrease the casting time in a similar manner.
7.3.14.2.1. Determine the number of rounds remaining to finish casting the spell.
7.3.14.2.2. Divide your skill be that number.
7.3.14.2.3. Subtract the Spell level modifier from that skill.
7.3.14.2.4. Make a skill check for each remaining round at the number determined in the previous step.
7.3.14.2.4.1. Each success subtracts one round from the reaming time to cast the spell.
7.3.14.2.4.2. Each failure can be changed to a success at the cost of 1 D 3 damage dealt to the caster.
7.3.14.2.4.3. If there are more failures then success the spell is not shortened unless they are converted as per the previous step.
7.3.14.2.4.4. If every roll is failed it is a catastrophic failure, results to be determined by the GM.
7.3.14.2.5. Every success shortens the spell casting time by one rounds.
7.3.15. Spells are cast against a targets Will, Reflex or Fortitude.
7.3.15.1. The targets respective trait will be added to the casters die roll to determine success.
7.3.16. Any spells that fails once cast will cause the caster to lose 1 HP per level of the spell attempted. Critical failures may do more depending upon the GM’s discretion.
7.3.17. Healing restrictions
7.3.17.1. If you attempt to heal more then 1 D 8 Hit points in a round there is a risk of causing a permanent injury/disfigurement or handicap.
7.3.17.2. This does not prevent the target from recovering the Hit Points.
7.3.17.3. When such a heal attempt is successful you must make an additional roll to see if it disfigures.
7.3.17.4. Each additional 1 D 8 imposes another 10% penalty.
7.3.17.5. If you fail the second roll the target is disfigured.
7.3.17.6. If the spell fails entirely, the caster takes damage but the target is not disfigured.

Rule Set v point 04

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