Alchemy System

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Combat

Combat occurs in a few simple steps:
Initiative
Attack/Dodge/Parry (Dodge and Parry may only be applied in certain situations)
Next round (Initiative may be re-rolled each round at the gm's discretion)

Rolling Initiative
Roll your character dice, add either your senses modifier or you dexterity modifier (whichever is higher)
Starting with round 1 characters attack in order based on their initiative.
Round 0 occurs in the event of a sneak attack, in which case the order is thought of as being the same just with some people not having a turn.

Attack
Roll your character dice, add in the appropriate modifiers, depending upon what you are attacking with (if you were attacking with your fists or most weapons add your skill for those weapons, or the fighting style that you are using (just plain fists is probably going to be boxing) and your dexterity modifier, if you are attacking with alchemy use your alchemy skill and spirit modifier). If you beat your opponent's ac then you have successfully hit them, now roll for damage. That character suffers the damage inflicted minus any armor bonus they might have, the armor takes the reduction amount in damage toward itself and when it reaches its breaking point it becomes useless. If the damage dealt exceeds 10 + levels/4 + constitution modifier then it is considered to be massive damage to that character and the character must roll a constitution or will check to see if they pass out. The DC for this check is set at 10 plus the amount that the damage exceeded the value determined for massive damage. If the character succeeds the roll they do not pass out, but any physical (damage not caused by ranged weapons) damage dealt by the character is halved and they must roll for a decrease in their dexterity and spirit (increase is not possible for dexterity no matter what).

Dodge
Dodge is an optional rule that may be applied if the GM so chooses.
In order for a character to have dodge as an option to them they must have Dexterity modifier (not the dice) of at least +3, and the dodge feat must be taken.
A dodge may be rolled for when an opponent rolls within 1 point of your AC.
To succesfully dodge an attack you roll your character dice add your dexterity modifier, and if you beat 10 + the opponents level/2 you get to avoid damage.

Parry
Parry is an optional rule that may be applied if the GM so chooses.
Exact definition will be here by Alpha 2

Damage
If an opponent is successfully hit, damage is dealt. Most items have their own damage tables, however people do not have one listed for themselves, so here is one for people.
 Strength Linear Damage
 Radial Damage
 lower than d0
none
none
d0 or d2
1d6 - 6
1d6 - 5
d4+1
1d6 - 5
1d6 - 4
d6 + 11d6 - 4
1d6 - 3
d8 + 2 1d6 - 3
1d6 - 2
d10 + 21d6 - 2
1d6 - 1
 d12 + 3 1d6 - 1
1d6
 2d6 + 31d61d6 + 1
  d8 + d6 + 31d6 + 1
1d6 + 2
d10 + d6 + 41d6 + 2
2d6 - 1
d12 + d6 + 42d6 - 2
2d6