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Dueling Chart: Dungeon Master's Screen

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Dungeon Master’s

Screen
Dueling Chart
Defensive Guard
Attack Low Middle Hanging Close Inside None
Area Guard Guard Guard Guard Guard

Head +3 -5 -6 +3 +1 +4
Stab
Slash +4 -6 -8 +4 +2 +4
Torso -4 -6 +4 +1 +2 +3
Stab
Slash -5 -7 +3 +2 +3 +5
Abd. -3 +4 +8 -8 -4 +3
Stab
Slash +1 +2 +7 -7 -6 +3
Leg +2 +1 +8 -8 -7 +4
Stab
Slash +1 +2 +7 -7 -8 +5
Arm +2 +3 +5 -6 -8 +4
Stab
Slash +3 +2 +6 -8 -6 +3

 Low Guard- With the weapon held point down and centered
 Middle guard - the sword held point forward over the head
 Hanging guard –point down and to the inside and the arm raise above.
 Close guard –used to parry attacks to the waist, hip, and grip
 Inside guard - a position with the blade horizontal pointing forward and the hilt pulled in close

Optional Rules for Dueling in Armor


Armor was worn through out time for protection during normal battle conditions, but was not
practical for duels.
If armor is worn in a duel, it is given the following restrictions. This modifier applies to
initiative and all ability checks.

ARMOR WEIGHT MODIFIER


15 - 25 lbs. -1
26 - 40 lbs. -2
41 - 70 lbs. -3
71-100 lbs. -4
101+ lbs. -5
Dungeon Master’s

Screen
Fighting Styles Exceptional Hits

Attack Roll Must Succeed By


Style Bonded Other
Basic Style 6 8
Difficult Style 8 10
Master Style 10 12
Death Style 12 14

Fighting Styles and Honor


Fighting Styles are also used as a point of Honor. It is considered dishonorable not following the guided
lines set below.
If an Immortal wishes to break the code of Fighting Styles, he will have to make a proficiency check verses
his Honor score.
If the Immortal rolls above or equal to his Honor score, he may break the code and not lose a point of
honor, but if the Immortal fails his roll and wishes to still make the move then the Immortal will lose 1
point of Honor permanently.

The Fighting Style Code of Honor


 A player must declare before rolling that he intends to use a Fighting Style.
 Only one style per round can be attempted.
 A Death Fighting Style can be used but once per duel.
 A Master Fighting Style can be used but twice per duel.
 A Difficult Fighting Style can be using four times a duel.
 A Basic Fighting Style can be used as much as needed.

The Honor Score determines many things:


 It is bonus added to the total amount of Quickening Points an Immortal receives when he wins a duel
or advances in age.
 If the Core Rules system is used, then the Honor Bonus score is an extra experience point bonus given
upon level advancement. This bonus is given in addition to any other experience point bonuses.
 If the Player’s Option system is used, then the Honor Bonus score determines how many Character
Points the player receives upon level advancement. This bonus is total amount of Character Points
given to the player at level advancement and is not to be viewed as “Bonus Points”.
Honor Score Points Bonus
20 6
17-19 5
14-16 4
7- 13 3
3-6 2
1-2 1
0 0
Dungeon Master’s

Screen
Special Effects of Spellcasting
On Gothic Earth, the casting of magical spells can often draw unwanted attention. Many people through out
history have been persecuted for having extraordinary and/or supernatural powers. The casting of magical
and priestly spells bends certain forces to achieve the desired effects of the spell. With this “bending of
forces”, certain special effects can happen to the spellcaster and the area around him. The following are
some example types of these special effects.

 Visual: Colored light emits from the spell caster as he is casting.


 Audio: The casters words amplifies to a booming voice.
 Smell: An odor of perfumes when an enchantment spell is cast.
 Taste: A flavor of food, drink, minerals or even flesh.
 Touch: A feeling of your hair standing up, or unseen fingers clawing at you.
 Unusual: A storm may erupt when none was expected.
 Supernatural: Ghostly figures may appear and cry out in pain.

These special effects do not appear at all levels of spell casting. Special effects also increase with intensity
as the spell level also increases. In general these special effects will not alter the spell or do harm to the
caster or the surrounding area.

Spell Visual Audio Smell Taste Touch Unusual Supernatural


Level
1-2 Yes Optional Optional No No No No
3-4 Yes Yes Yes Optional Optional No No
5-6 Yes Yes Yes Yes Optional Optional No
7-8 Yes Yes Yes Yes Yes Optional Optional
9 & Quest Yes Yes Yes Yes Yes Yes Yes

Moon Magic

Magick Phase
The phases of the moon and the time of day has certain effects on all wizardry spells cast. This phase is
when the ability to cast is at it’s most powerful and potent. This period of time is called the Magick Phase.

 Casting during the Magick Phase the spellcaster will receive a +2 modifier
 Casting before or after the Magick Phase the spellcaster will receive a -2 modifier

Magick Influence
The phases of the moon also has an effect on which schools of magic are most powerful. This is called the
Magick Influence.

 Casting a spell from a school during it’s time of Magick Influence, the spellcaster will receive a +4
modifier.

 Casting a spell from a school before or after it’s time of Magick Influence, the spellcaster will receive
a -4 modifier.
Dungeon Master’s

Screen
Miracle Check
 All spells from the spheres of healing must make a “Miracle” check. This based on the Priest
Spiritcraft Non-weapon proficiency.
The base score to determine if a miracle takes place is based on the Priest Spiritcraft Non-weapon
proficiency score x4.
After the base score is determined add or subtract the appropriate modifiers to the base score. The remain
figure is the percentage chance on a d100 of the spell working.

Modifiers Added or Subtract


Level of the Priest +LVL %
Spell Level - Spell LVL %
Spell used for Good +10%
Spell used for Evil -10%
Recipient benefited From similar spell Occurrence -10% per Occurrence
during Adventure.

Age
Immortals Receive 1 Quickening Point , (plus the Immortal’s Honor score bonus), for every 50 years of his
life.
When a player roles up a new character, use the table below for an initial amount of Quickening Points,
(adding the above stat for age also), to start play with.

Immortal’s Age Quickening Gained


Pre-Immortal 1-2
0 - 500 years 1-4
501 - 1000 years 1-6
1001 - 1500 years 1-8
1501 - 2000 years 1-10
2001 - 2500 years 1-12
2501 - 3000 years 1-20
3000 + years 2-30 + 1 for every 500

Combat
When an Immortal loses his head after a duel, (or for what ever reason), the nearest Immortal in range,
(using the dead Immortal’s Sense Quickening range), will gain the fallen Immortal Quickening.
Use the same chart above to determine the amount of Quickening that will be received by the nearest
Immortal to the beheading.
If the roll is a maximum for that dice, the Immortal gets to roll again and add the results together.
Once this is done, add the Immortal’s Honor Score bonus to the total, and this is the total amount of
Quickening the Immortal adds to his Quickening Points total.

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