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Welcome to Hand’s Goods… A place to find preowned items of all shapes and sizes, for a negotiable price. Mr. Hand isn’t the cheeriest of folk, but he’ll make sure you pay a fair price or get fair worth whatever you choose to sell.

One Spot #0: Hand's GoodsThis is the first in a new series of short (2 page), system-neutral supplements from Moebius Adventures designed to provide easy locations to drop into your fantasy campaign, complete with hooks, NPCs, and a few surprises. As the first One Spot product, it is free of charge to let you get a feel for how the series will work.

Each One Spot product offers the following:

  • One page full of player-appropriate information, including overview details, what and who to expect, along with a pair of images to set the scene.
  • One page full of GM-appropriate information, including NPC details, a map of the location, encounter/hook ideas, and a random table to help define what sort of relationship a PC may have with the place.

Each product can then be used independently or together to help busy GMs add details to their worlds without a ton of work.

Pick a spot, drop it in, and roll!

Get your copy for free today at DriveThruRPG or RPGNow and let us know what you think!

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Ok, I need some help. I’m trying to format some NPC data so it appears in a readable fashion in my blog posts, but in a format that also translates well to print/PDF. Here are three options I’ve come up with so far (please leave any other suggestions in the comments below)…

Here’s option #1:

Apprentice Mage

Attributes: Warrior 2, Rogue 3, Mage 5
HP: 8, Mana: 10, Defense: 6
Skills: Alchemy, Blunt, Thaumaturgy
Talents: Familiar (Raven)
Spells: Frostburn, Healing Hand
Trappings: Mage robes, Staff, pouch with 2d6 silver pieces

Here’s option #2:

Apprentice Mage

Attributes: Warrior 2, Rogue 3, Mage 5
HP: 8, Mana: 10, Defense: 6
Skills: Alchemy, Blunt, Thaumaturgy
Talents: Familiar (Raven)
Spells: Frostburn, Healing Hand
Trappings: Mage robes, Staff, pouch with 2d6 silver pieces

Here’s option #3:

Apprentice Mage

Attributes Warrior 2, Rogue 3, Mage 5
Secondary Stats HP: 8, Mana: 10, Defense: 6
Skills Alchemy, Blunt, Thaumaturgy
Talents Familiar (raven)
Spells Frostburn, Healing Hand
Trappings Mage robes, Staff, pouch with 2d6 sp

Though #3 is more work, I’m kind of partial to the look of #3 simply because the info is broken up a bit more.

What do you think?

Which layout design do you like best?

View Results

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(Note that the Apprentice Mage stats above were copied from page 3 of the Warrior, Rogue & Mage Core Rulebook from Stargazer Games. You can get more details about WR&M here.)

–Fitz

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With a Divine spellcaster, the magical energy used to achieve an effect is channeled through the caster’s faith in a supernatural force. This force can be as straightforward as believing in a deity or more open-ended or philosophical such as the belief in a cosmic consciousness, the spirits of nature, or the ghosts of ancestors past. And though the end result of casting may be the same as a wizard, many Divine casters use personal rituals.

When we were working on Moebius Adventures we always loved the concepts behind ritual magic. These are the bigger spells that could only be done with larger amounts of casters, magical energy, components, or skill to gain bigger effects. For instance, a one-person Teleport spell could be transformed into a much larger Gateway to move additional people or equipment.

Rituals are broadly defined in WR&M as a way for participants to “pool their mana” to meet the DL requirements for higher circle spells that might be otherwise out of reach. Partcipants are still beholden to the mana cost for the spell and any spell enhancements, but the difficulty level is reduced by 1 if it’s done in the minimum time (1 minute for 1st circle, 5 minutes for 2nd circle, etc.).

Ultimately my question is this… Though this application of ritual magic is good – shouldn’t it be able to do more than that? Or am I looking at this the wrong way? Should it work more like there’s a 4th Circle spell – Mass Last Rites – with bigger bang that should only be performed by mighty powerful priests or a group of priests on the same mission?

For Divine magic, I’m thinking about rituals like:

  • Last Rites
  • Focus (Worry Beads, etc.)
  • Lay on Hands
  • Blessing
  • Inoculate (Cure Disease)
  • Detox (Cure Poison)
  • Protection
  • And so on

It gets more interesting when you look at how the effects are applied and how they stack if they’re done with friends.

For instance, let’s say a priest is delivering Last Rites to a dead or dying person. Perhaps this ritual helps their soul get to the afterlife. Perhaps it blocks them from rising as the walking dead. Perhaps it is nothing more than a way to make their family and friends left behind feel better.

If you take Last Rites into the wild where it’s simply a priest and the deceased, that’s one context. If you have a priest performing the ritual in a temple, church, or other holy place, that’s a different context that perhaps lends more weight or strength to the ritual. And if you add in more priests all performing the ritual at the same time, that’s yet a different context that lends additional strength to the ritual.

Let’s look at it from a different angle. What happens if Last Rites is a way to settle the restless dead – your textbook zombie? It may take a minute for a priest to do the ritual on a zombie – and it may require touching the zombie on the forehead with holy oil. Not necessarily a great position to be in obviously.

Perhaps if you and your priest friend both are doing the ritual, you can knock off the requirement to touch the body and affect a zombie at a distance. Add another priest and maybe you can affect a group of zombies. Add more priests and maybe you can affect a much larger group of zombies… Can you imagine a group of priests all performing a ritual while wandering through a town infested with zombies – and watching zombies fall around them like driftwood?

So maybe in the Last Rites example, there would be three spells – Last Rites (1st or 2nd circle), Last Rites in a Holy Place (2nd or 3rd circle), and Mass Last Rites (4th circle). And it would be up to the priest (or priests) to decide when to go it solo vs. with a group.

As you can see, I’m still trying to figure out how to best integrate some of these ideas with WR&M and am getting there slowly.

What do you think?

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For a couple of years now I’ve been whining and moaning about how I’m not a system guy. I’m not. I’ve accepted that. My attempts at system often end up muddled messes that don’t scale well. And that has stymied me a bit as far as Moebius stuff goes.

Well, today I ran across a blog post today from John Payne over at Nevermet Press about Old School gaming. And he mentioned a game called Warrior, Rogue, and Mage that’s evidently been getting quite a bit of press since it’s debut a few months ago. Evidently I’m oblivious, but that’s nothing new. :)

Warrior, Rogue, and Mage (or WR&M) is a light rules system for fantasy roleplaying that’s been released under Creative Commons by Michael Wolf (Stargazer from Stargazer’s World and Stargazer Games). But beyond the free aspects, it is damn straightforward. And it embraces many of the ideas I was trying to implement in the revamped Moebius system. However, unlike my failed attempt at rules-light, WR&M provides a simple combat system that just… works!

So I think that with a little massaging I can easily migrate the Immortals’ Wake and Age of Phaedrus fantasy settings to use Stargazer’s system. And Covert Directives, which is more of a near-future cyberpunk setting, might be able to take advantage of some of the work started a few months ago by Mark Meredith at Dice Monkey for Pointman, Hacker & Thief – a modern spy adaptation of WR&M.

That leaves me with a bit of a conundrum however regarding the Creative Commons (CC) license of WR&M. The main game guide is licensed under the Attribution (cc-by), Non-Commercial (cc-nc), and Share-Alike (cc-sa) conditions.

Though “cc-by” seems to allow me the freedom to create a commercial product based on WR&M, the “cc-nc” and “cc-sa” conditions would seem to override that and not allow me to create a commercial product. I’m good with CC’ing any system tweaks (i.e. a “Moebius”-themed set of races, skills, and talents), but would like to release products for a small fee on RPGNow.com or in other venues.

Can anybody clarify how that would work? I *love* the system and am happy to extend it and allow folks to use my extensions as long as they attribute the extensions to me and the base game back to Stargazer – but I don’t want to make my setting details completely free… Seems like a catch-22.

Anyway… Minor quibbles… Back to devouring WR&M to better understand the ins/outs of the system…

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So here I sit, wondering at what topics to address on this blog. The concept of Moebius Adventures is very much alive, and yet I have not released anything since the Core Rules book came out a couple of years ago. Since then, I’ve attempted to revive the efforts of writing and publishing, revising and editing… but it’s never left the starting blocks.

Now I’m left without a current gaming group (had to leave the D&D group I was playing with due to time/travel/scheduling issues) and without a current writing project beyond the RPG review site I started – Game Knight Reviews.

I’m looking for some inspiration to get me going again – a raison d’etre to stay more than marginally involved in gaming. And without a group, that’s tough to do. So I’m guessing that’s going to be my first goal. Getting some folks together or joining something down here in Colorado Springs.

Since I recently reviewed Johnn Four’s book – Filling the empty chair – I think I’m going to start using some of the concepts from Four’s book and see what I come up with for a weekly or bi-weekly group.

But I’m interested in what other folks have done when they’ve hit this kind of a dead spot… What have you done to rekindle the ideas and creative juices when things have gone dry? Let me know in the comments – I’d love to hear your answers!

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Hi all…

Yes, it seems that nearly every time I post anything these days, it’s asking a question. But before I ask, let me provide some context…

We have a very small group (currently 2 or 3 players depending on the week and a GM) playing a D&D 3.5e adventure set in one of the Paizo Pathfinder adventures (Second Darkness). The GM (Mike) and I have been discussing the fact that, like every other module-driven adventure either of us has played or run, it seems very linear. And, dare I say it, a bit boring for those of us playing who prefer story and emotional depth over combat.

Sure there are a few mysteries left. We only play once a month or so and sometimes not even that, so getting through significant parts of the adventure is iffy at best. And it probably doesn’t help that the two PCs in our group that are supposed to know and like each other are drifting apart (but that’s a tale for another day), so that’s not helping us move forward much either.

But here’s the issue… if the GM lacks the time to spin off his own ideas to make the setting more lively and engaging for the PCs and the PCs can’t stay together, how do we make the game more enjoyable across the board?

I suspect that if Mike as GM can find some nuggets of creativity in the module to build on, that’s one way to do it. And as a player, I can try and invest myself more in the world as well – perhaps going so far as to define NPC “friends” he may have met during spelunking beneath the city, in the wilds, or while avoiding the less natural parts of town (he’s a druid who’s probably swinging from neutral good to true neutral soon after some experiences he’s had in the campaign).

What do you do, as a player or GM, to make campaigns based around pre-written modules seem more lively? Or what do you do to revive fading campaigns when the enthusiasm starts to die?

Mike and I are both curious what others who have faced similar issues have done to help the situation… And not just what worked, but what didn’t… So we don’t unwittingly step in land mines trying something that probably was a bad idea from the get-go.

Any and all feedback would be greatly appreciated. I’ll try and sum it up in a separate post so others can benefit from the combined wisdom.

Thanks!
–Fitz

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Hopefully you’ve enjoyed the two short samples of life in the world of Immortals’ Wakepart 1 and part 2 – culminating in the demon trial of the merchant Evani Georgia.

This world has a little bit of everything…

  • Coat of arms of {{ #if: Villejust (Essonne, Fr...

    Image via Wikipedia

    Controversial religious-based persecution? Check.

  • Traditional wizards and people with the ability to control raw elemental energy? Check.
  • Hired swords, thieves, knights for various causes, and nobility struggling with court intrigue? Check.
  • A combination of oral and written history viewed through the eyes of the people of the present day? Check.
  • Immortals seeking… peace, revenge, an end to their eternal suffering? Check.
  • A broad world waiting to be explored and filled in by GMs and players alike? Check.

As was discussed in a prior post, I’m seeking input on how to make settings such as those created for Immortals’ Wake accessible to gamers in such a way that it would benefit GMs and players as source material and yet provide enough flexibility that it’s not stifling.

Tourq and Adaen brought up some great things to consider, including:

  • Fear of the Unknown
  • Room for Conflict
  • Ease of Immersion
  • Hooks
  • Open Space

I think all of these are represented in some way or another in this setting.

As far as “Fear of the Unknown” goes… The impending arrival in the city of Belan’si of “The Nameless One” will introduce the players and GM to the raw power of the Immortals of Immortals’ Wake. In every campaign and session I have run where the players encountered these beings, there has been awe, fear, and change left in their wake – followed by the fear of knowing that a character has changed in some fundamental way and is now hunted by the very society they were living in.

For “Room for Conflict,” there’s plenty of that in the world. The mages are at odds with the church. The church is at odds with the “Changed” and even a bit in conflict with itself. The people are caught in the middle, with little safe ground to stand on when the crisis hits. And beyond that, there’s the typical thief vs. guard interplay, the tenuous balance of power among the nobles and their knightly agents… even a rival guild of thieves trying to make headway in the city.

“Ease of Immersion…” This one is tough. The only benefit here would be that many of the groups are loosely based on those in our own history. The history of the Church of the Mother is loosely aligned with that of the Catholic Church, with its militant push towards converting the infidels and seeking to control the hearts and minds of its people through the Inquisition. Nobility and knights are much like those encountered during the middle ages, with different families, power bases and ideals clashing regularly. Magic? Well, magic would be foreign to any setting…

There are many “Hooks” scattered throughout the setting – from strange artifacts left over from ancient wars to rumors of improprieties among noble families, from hidden agents of change within the Church to wizards seeking to control the demons themselves… There are many points that would serve to hook players and GMs into the world.

And “Open Space…” I have a crude map of the world that offers island kingdoms to explore, mysteries to investigate, and huge open spaces yearning to gain histories and inhabitants.

So I think all of these are covered in some way or another.

If you were a player or a GM wanting to know more about the world of Immortals’ Wake what would you look for first?

–Fitz

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What follows is a taste of the world of Immortals’ Wake… Many, guided by faith, skill, knowledge, or logic, see this magical realm in very different terms. As in most worlds, there are Haves and Have-Nots. When the bells at the Basilica sound a warning, where and with whom will you seek shelter?

Marion O’mani keeps to herself most of the time. A girl of faith, she regularly attends mass at the Basilica to worship the words of Mother T’aibi who guides from above. And when she’s not attending services, she can be found at her family’s stall in the bazaar, selling handmade goods as the O’mani clan had sold for 100 years. As such, she had many friends among the other merchant families of Belan’si.

As a port city, trade caravans constantly bustled for attention from wealthy buyers who then turned around and sold those trinkets to the people of the city with coins to spend. Stalls on the side of the bazaar closest to the merchant and noble quarters were the subject of intense positioning, sometimes leading to bad blood.

Today, Marion had some free time before the sunset service began, so she decided to find her friend A’bas. A’bas Relan and Marion attended the church school where they both learned to read and write and do the basic math they would need every day in the bazaar. The pair often explored the dark interior of the markets to see what lost treasures they could find among the shops, stalls, vendors, and colorful people passing through the area each day.

She found him at one of their favorite stops, the booth of one Evani Georgia, a man of ill-repute who always ended up with the best strange pieces every week. A’Bas was admiring an azure pottery bowl that seemed to change and move as he shifted it in and out of a shaft of sunlight. “That’s beautiful, but how does it do that?” she asked tentatively as she approached.

“Ah, another distinguishing eye! Yes, this is a rare item indeed,” said Georgia. “It came to me by way of the ocean from Kardyn, island kingdom of the Saesi.”

“But why does it shift so?” she asked.

The merchant gestured for her to come closer as he whispered “The pottery is imbued with demon magic.” A’Bas nearly dropped the fine porcelain bowl, but recovered quickly enough to set it gently on the table.

“Demons? Really? Have you ever seen one?” asked A’Bas. “We’ve heard tales, but have never seen one ourselves. Beyond the strange rippling stone of the Mother’s Fold over the river, I started to think they were a myth.”

The man smiled. “Oh, they’re real. I once watched a battle between a group of fire demons and a detachment of knights from the Order of St. Greggor. Raw magic nearly destroyed their weapons and armor. But numbers were on the side of the Church that day. The losses though… I’ve never seen such carnage and the smell…”

“A’Bas, I think it’s time to go,” Maria chimed in. “We’re needed elsewhere. Thank you kind sir for your tales.” And she grabbed her friend’s arm and led him from the booth.

“Next time bring some money and I’ll entertain with tales of the wave demons!” shouted Georgia after them.

Maria and A’Bas hurried through the crowded marketplace to the Grand Basilica so they could get seats at the evening service. “All this talk of demons has me worried,” she said as they worked their way through the throngs of people. “Even Deacon Nobin has mentioned them in her sermons lately…”

“I’m sure this will pass. We’ve all heard the stories, but beyond some old stone bridge and that weird pot have you ever seen a reason to be scared?” asked A’Bas. “It’s just talk.”

As they shuffled through the double doors and under the great domed roof of the church, they were far from the first to arrive. Services, especially lately, had been very crowded of late. But they found room on a bench in the center as more people filed in. By the time the Deacon appeared with her acolytes, it was standing room only and a few hundred people were seeking spiritual guidance…

Deacon Nobin began… “Good evening, my friends. May the Mother’s Grace be upon thee…” And also on thee…

“Here in the city of Belan’si we have been blessed by all our guardians… The Queen’s Order of the Sovereign Rose, the King’s Order of the Missing Sword, and our own Order of St. Greggor help our overworked guardsmen patrolling the city streets and keeping us from harm. Thank the Mother…” Thank you oh wise Mother.

“But now we’ve seen evidence that our great, safe city once again lies in the Nameless One’s path… And we must pray for guidance during the dark times to come. May the Maker and the Mother watch over us all.” Amen

“In the days and weeks ahead, we must remain vigilant. Watch for signs of the demons all around you. And if you see signs, let our guardians know so they may deal with each threat as it comes. Do not wait. Do not stray from what you believe. For if these demons are allowed to run free, we will all pay the price.”

Eventually the Deacon finished her sermon and bid her flock good night and safe journeys. Her words left Maria and A’Bas wondering if they should tell someone about Evani Georgia and his strange, demon-touched porcelain bowl…

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Hi all…

I’ve been pondering putting aside my dreams of an independent roleplaying game in favor of doing what I love to do most, which is world and adventure design. So as I ponder such thoughts, I wonder…

  1. Role Playing | Technology
    Image by Daniele Muscetta via Flickr

    What are the top three things you look for in a setting?

  2. What types of settings do you tend to look at or read most often?
  3. What are the best setting books currently out there and why?

From my perspective, I look for (1) interesting locations, historical significance, and crunchy problems like the world ending. For (2), I am a fantasy guy first and foremost, so I tend towards traditional fantasy (swords & sorcery) more often than not, but I also like urban fantasy and space cowboys (like Firefly). And as for (3) the best settings, I love the Palladium Fantasy world books. Those guys not only provide amazing backgrounds and locations, but the artwork is typically phenomenal.

I have two nearly complete fantasy worlds (one more traditional and the other not) and some ideas for an urban fantasy setting and even a Steampunk concept I want to explore… So I have many areas to dive into. Is there room for more setting/adventure materials in the already crowded market?

Curious minds want to know. :)

Thanks in advance for any feedback…

–Fitz

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Duel of Volker the minstrel and Ilsan the monk...
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Ok, so with the help of Chuck and Mike, I feel a bit better about a few things. But when I was trying to write up a concise summary of the combat rules last night, I ran into a few snags.

Like was documented in Starting Over… and Starting Over… Further tweaks, the basic mechanic for the MARPG revolves around these points for skill, characteristic, and combat resolution checks…

The idea is to roll on 2d10 and get a number below the designated target, which is always the characteristic or derived characteristic value involved, added to any ranks in an applicable skill, and modified by environmental or opposition effects. Sounds tough, but it boils down to:

[Characteristic or Derived Characteristic value] + [Ranks from applicable Skill] +/- [Modifiers]

For example, if we have our Tracker with a Mind characteristic of 5 and a Tracking skill at 3 ranks, by default any “tracking” he tries to do will have a target number of 8. If the rain washes away the tracks, the GM may make things more difficult (-2). Or if there’s a layer of snow that the quarry has walked through, the GM may make things easier (+2). And if the quarry is smart enough to try and cover her own tracks, she can roll against her own Tracking skill to do so. Success on her part would make things more difficult for the Tracker, and failure would make things easier.

If the character has no applicable skill, the target is based solely on the characteristic value and any modifiers from the GM or any opposition.

Success or failure is determined by comparing the die roll (2d10) to the target number. Roll the target number or less and you succeed. Roll above and you fail. The Quality of Success or Failure (QoS or QoF) can then be used, as in the quarry’s case, to make an opponent’s task easier or more difficult.

Great, so that handles the skill or characteristic action resolution. Not too tough. Pretty consistent even.

Now we apply it to combat.

As its bare essentials, combat boils down to one opponent trying to do damage to another. The damage may be direct, as with a sword in his hand, or indirect, as in a trap laid for a pursuer.

So let’s say our Tracker has caught his quarry, a female thief who took something from his employer. She is wearing leather armor and carrying a short sword. The Tracker is wearing chain mail and carrying a longsword. (Let’s forget for a moment that most trackers would probably wear less noisy armor while stalking prey.)

Each character has Hit Points (HP) like in most other systems. In MARPG, HP is equal to the character’s Body characteristic value times 4. So since each of our characters has a Body of 5, each has 20 HP.

Let’s talk about armor and weapons for a moment.

  • Armor has two main values (beyond weight). First is the number of Armor Points (AP) it has, This is equivalent to the number of HP a character has. Second is the Absorption Rate (AR), which notes how much damage the armor can take to itself in a single blow before the strike cuts through the armor to the character’s HP. For instance, a suit of Chain mail has an AR of 6 and an AP of 48. Soft leather armor has an AR of 3 and an AP of 24.
  • Weapons also two main values beyond weight. First is the Strength (Body) needed to wield the weapon. Second is the Damage Potential (DP) of the weapon. For example, a long sword has a Strength to Wield (StW) of 6 and a DP of 8. A knife only has a StW of 1 and a DP of 6. A short sword has a StW of 3 and a DP of 7. (Values for StW and DP may change.) A character with a lower Body score than needed to wield a particular weapon will drop the DP of the weapon an equal amount.

With these ideas, let’s look at our Tracker and his Quarry. Both have a Body characteristic of 5. The Tracker is wielding a long sword (StW 6) so the DP in his hands will go down by 1 for the weapon and be 7. On the flip side, if the woman he’s tracking (Body 5) is wielding a short sword (StW 3) and has no issues getting the max damage for the weapon.

Now let’s talk about how armor affects each character.

  • Each character has a “passive defense” (PD) as a derived characteristic value equal to the total of their Body + the AR of any armor they’re wearing divided by 2. So the formula is (Body + Armor’s AR)/2. If the character isn’t wearing armor, their PD is equal to half their Body characteristic value (rounded up). PD is similar to the concept of an Armor Class (AC) in other systems.

So with that in mind, our Tracker has a PD of (Body 5 + Chain AR 6) / 2 = 5.5. We’ll round it up to 6. His Quarry has a PD of (Body 5 + Leather AR 3) / 2 = 4. The Tracker’s armor will obviously absorb a bit more damage than our thief.

Really we’ve only added a few new ideas to the basics we discussed earlier in the post.

Our Tracker now looks like this:

Tracker

  • Characteristics: Body (5), Mind (5), Soul (6) (we’ll talk about these in another post)
  • Derived Characteristics: HP (20), PD (6)
  • Skills: Swords (Body) (4 ranks) (default target 9), Tracking (Mind) (3 ranks) (default target 8 )
  • Items: Chain Mail (AR 6, AP 48), Long Sword (DP 7)

And our Quarry (thief) looks like this:

Thief

  • Characteristics: Body (5), Mind (6), Soul (5) (we’ll talk about these in another post)
  • Derived Characteristics: HP (20), PD (4)
  • Skills: Swords (Body) (6 ranks) (default target 11), Tracking (Mind) (2 ranks) (default target 7)
  • Items: Leather Armor (AR 3, AP 24), Short Sword (DP 7)

(Acronym reminder: HP = Hit Points, PD = Passive Defense, AR = Absorption Rate, DP = Damage Potential)

Now let’s walk through a bit of combat. The Thief heard the Tracker coming, and is not surprised. She has her sword out and is ready to defend herself.

Let’s ignore initiative here and just say that the Tracker goes first. He’s going to attack the Thief with his long sword. The Tracker’s player rolls a 5 on 2d10. The Tracker’s Quality of Success (QoS) is Target 9 – Roll 4 = 5. Great. It’s a hit!

The Thief can choose to actively defend with her short sword (i.e. parry the blow), dodge, or take the hit and strike the Tracker. She chooses the last option. The GM rolls a 7. The Thief’s QoS is Target 11 – Roll 7 = 4. It’s another hit, but the Tracker tagged her as well.

Though the thief didn’t defend herself, she has her PD on her side, which is 4. And she has her Leather Armor on, which has an AR of 6.

Here’s where my questions come in… Should the Thief’s armor absorb all 6 points of damage, doing 6 points to its AP of 24? Should her PD kick in, absorbing 4 points (to where exactly?) and letting 2 points get through to her HP?

In the next round, the Tracker chooses to attack again with his long sword. He rolls a 8, which means a QoS of 1. Not a great hit, but a hit nonetheless.

The Thief decides not to let him just smack her again, so she parries with her short sword. She rolls a 3, which means a QoS of 8.

Her parry beats his attack and she manages to avoid any damage.

Moving to the third round, the Tracker attacks again. He rolls a 10, which means a QoF of 1. He missed.

Not waiting to see if he was going to miss, the Thief dodges, which is a Body characteristic check. She rolls a 6, which gives her a QoF of 1. It’s ok though, his attack missed anyway. And on the other side of the Dodge, she attacks with her short sword. She rolls a 2 (natural 1 and 1 on 2d10) for a critical success. Critical success means she gets all 11 points of her target number. Her short sword has a DP of 7 however, so she can only do 7 points of damage maximum.

Again, my question is… how does damage get computed? The Tracker has a PD 6 and an AR 7 for his chain armor. Should the armor absorb all 7 points of damage? Or should it take 6 and have 1 get through to HP?

On the flip side of this, it doesn’t seem fair that a Critical Success in this case would only allow the thief to do her maximum. Should she perhaps do the same amount of damage as her target number, which would be 11? This would be tantamount to finding the chink in his armor and exploiting it.

So what do you think?

–Fitz

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