Changes

Jump to navigation Jump to search
1,229 bytes added ,  17:30, 15 May 2020
m
Protected "The Leonhart System" ([Edit=Allow only autoconfirmed users] (indefinite) [Move=Allow only autoconfirmed users] (indefinite))
== Dice ==
See also: [[Actions]]Rolls all use a 12-sided die. One die is rolled against another, along with roll boosts depending on the situation. The higher roll total wins; however, rolling a 1 or a 12 is a Critical Roll and causes a loss or a win respectively, regardless of total. In the case of two same critical rolls, the higher total wins.
== Character Stats ==
Summary: <br />See also: * [[Character_Creation|Character Creation]], * [[STATs]], * [[Skills]]* [[Weapons]]* [[Magic|Magical Type]]* [[Weight]]* [[Races]]* [[Feats]]
== Taking Turns & Actions ==See alsoSummary: <br />More info: [[Status_Effects|Status Effects]] <br />More info: [[Turns_and_Actions|Turns and Actions]]
== Ranges ==
See alsoSummary: Most battles start in Extreme range. Next comes Far range, some special items such as rifles, and some spells may work there. In Range, weapons such as bows, throwing weapons, and firearms will work. Also most spells will work in Ranged unless otherwise stated. In Melee, fists, swords, softs, blunts, and polearms, can be used. <br />More info: [[Ranges]]
== Attacks ==
Summary: <br />See also: * [[Turns_and_Battle|Turns and Battle]]* [[Status_Effects|Status Effects]] == Magic ==Summary: A character needs at least 3 points in Arcane to be a mage. 3+ is Tier One Apprentice, 6+ is Tier Two Wizard, 9+ is Tier 3 Mage, 12+ is Tier 4 Archmage. Mages can learn and cast spells depending on their Mage Tier.<br />See also: * [[Magic]]* [[ActionsSpells]]

Navigation menu