Orkworld on Fridays
Mechanics = Action resolution system
Roll 1d6 for each virtue rank, and each appropriate skill rank. Look for the highest single number, and all “sets” of duplicate rolls. For each set, add one to the result for each duplicate number. Take the highest of all of these results.
Ex: 6d6 rolled for an action… 1, 1, 2, 2, 2, 6.
The 1s become a result of 2 (1+1), the 2s become a result of 4 (2+1+1), but the individual 6 is still highest. If those 2s were 5s instead, the final result would be 7 (5+1+1).
The result is compared against a difficulty number (2 routine, 4 normal, 6 difficult, 8 heroic, 10 nigh-impossible)
Special: Legendary Virtues: A Legendary Virtue is any of the 5 virtues that goes above 6 grants very powerful advantages. (Legendary 1 is 7, Legendary 2 is 8, etc). 1st, when using that virtue out of combat, you can not fail. You only need to roll for combat. 2nd, when calculating a result, anything dice showing the Legendary rank or lower are considered “wild” towards making doubles.
Ex: Legendary Strength 2: You can pick up anything without fail and when in an actual dice roll result of 1,2,2,3,4,5,5,5 is going to count as 10, an extraordinary result (3 5s+ 3 more wilds).
Same as above, except both parties compare highest total, with ties broken by discarding the highest die, one at a time until it’s broken.
Ex: 6, 4, 1, 1 vs: 6, 3, 3, 2
6 vs 6 tie, both remove highest number (6s), 4 vs 4 (3+1) tie, both remove highest number (4 and 3) 3 vs 2 wins for character number 2. Remember, one die is removed at a time.
Combat = Opposed rolls for Prowess + Spear & Shield. The difference between results (if a tie, the base difference is 0) is added to Strength for the Wound Total. The difference is also added to the weapon dice (separate color) and rolled versus the defenders Resistance dice (Endurance + Armor (separate color)). If the Wounding roll is higher, the defender takes the full Wound Total. Otherwise, the Defender takes 1 wound.
Bonuses: 2:1 advantage = +1 die for init. and target loses 1 die for each extra attacker (up to ½ dice pool)
Surprise, Ambush, Flanking (or any significant advantage, like extra reach) = 1 die is automatically a 6 before the roll.
Special: Weapons and Armor (or why they are separate colors)
For each weapon die result that comes up, the defender may not use any dice that match it in pips.
Weapon quality < or = Armor Quality: Armor dice “prevent” this.
Weapon Quality > Armor Quality: Armor Dice cannot prevent this.
Ex: A wounding roll of 4 from difference dice + 4, 6, 6 from weapon dice giving a result of 7 (6+1). The resistance roll is 4, 4, 6 End. + 6 from armor. The quality of both is the same. First, the 6 in the weapon dice prevent the 6 in the endurance dice from being used. Fortunately, the 6 in the armor dice protects this, so both results are 7, resulting in a tie. Going down the line, 4s are considered next: The 4 in the weapon dice (but not in the armor dice) means the defender can’t use his two 4s to counter the attackers 4s. This results in the full wound.
Wound penalties: Subtract 1 Die for every 2 wounds taken (except weapon dice)
Healing: Natural: ½ Endurance per week in recovered wounds
Medicine Rolls: Recover Healer’s Zhoosa by End of Week (TN=Wound total)
Increase Virtue: 3 Fana x Current Rank up to Virtue 6.
Increase Skill: 1 Fana x Current Rank
Increase Craft Skill (optional): 2 Fana x Current Rank
New Skill: 2-5 Fana per new skill depending on the skill and the player’s ability at describing accurately how he managed to learn it.
Zhoosa: 7 Fana x Current Rank to gain an additional Zhoosa (which may come with an additional point of Trouble).
Legendary Virtue: 20 Fana per Rank (not x current rank) above 6. So 6-L1 costs 20, L1-L2 costs 40, L2-L3 costs 60. L3 is the maximum.