Difference between revisions of "The Leonhart System"

From Wikihart
Jump to navigation Jump to search
m (Protected "The Leonhart System" ([Edit=Allow only autoconfirmed users] (indefinite) [Move=Allow only autoconfirmed users] (indefinite)))
(10 intermediate revisions by 2 users not shown)
Line 1: Line 1:
 
== Dice ==
 
== Dice ==
Roll using 12-sided die.
+
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 ==
 
== Character Stats ==
See also: [[Character_Creation]], [[STATs]], [[Skills]]
+
Summary: <br />
 +
See also:  
 +
* [[Character_Creation|Character Creation]]
 +
* [[STATs]]
 +
* [[Skills]]
 +
* [[Weapons]]
 +
* [[Magic|Magical Type]]
 +
* [[Weight]]
 +
* [[Races]]
 +
* [[Feats]]
  
== Actions ==
+
== Taking Turns & Actions==
See also: [[Actions]]
+
Summary: <br />
 +
More info: [[Status_Effects|Status Effects]] <br />
 +
More info: [[Turns_and_Actions|Turns and Actions]]
  
 
== Ranges ==
 
== Ranges ==
See also: [[Ranges]]
+
Summary: 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 ==
 
== Attacks ==
See also: [[Turns_and_Battle]], [[Status_Effects]]
+
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]]
 +
* [[Spells]]

Revision as of 17:30, 15 May 2020

Dice

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:
See also:

Taking Turns & Actions

Summary:
More info: Status Effects
More info: Turns and Actions

Ranges

Summary: 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.
More info: Ranges

Attacks

Summary:
See also:

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.
See also: