The Nutshell MLS.
Actions.
Use of Skills: When using a Skill (or any Secondary
Trait) the player rolls 3d6 and adds the appropriate skill, plus any modifiers
for difficulty applied by the ref. A result of 15 or higher is a success,
20 or higher a critical success. 14 or less is a failure, 9 or less is
a fumble.
Opposed Rolls: When a Skill is opposed by an enemy Skill (e.g. Observe
Vs Hide) then both characters roll. If the active roll is a success and
higher than the opponent’s roll the action succeeds, if equal or less it
fails. Fumbles still apply. If both get a Critical success then the higher
roll is reduced to a normal success.
Primary Traits: Primary Traits may also be rolled for if no skill is
appropriate. For example a character trying to lift a rock would probably
roll on his Strength, opposed by a roll on the rock’s Size.
Tactical Actions.
When timing is required action is broken into Turns. Each Turn allows
a single action such as a skill roll to occur.
Set Actions:
Characters may choose the following Set Actions
in a tactical situation, which governs his behavior for the Turn: Fight,
Charge, Shoot, Cast Offensive Spells, Move, Move and Shoot, Flee, Pursue,
Respond. The result of any action outside of these occurs at the end of
the Turn, and events within the Turn can prevent them.
Combat Rounds:
Turns are broken into five Combat Rounds for the purposes of combat.
The action being taken requires a single skill (combat or magic) to be
used offensively. This skill determines the number of rounds in which the
character can attack, and equals half the skill rounded down. Attacks can
be made in the appropriate rounds, which are One attack: 3rd, Two attacks:
2nd and 4th, Three attacks: 1st, 3rd and 5th, Four attacks: 1st, 2nd, 4th
and 5th, and Five attacks all rounds.
Close Combat:
Each round those characters fighting each other and able to make attacks
make combat rolls. A character must attack an enemy who is attacking him
that round, and can only attack another enemy if none are attacking him.
Each enemy in excess of the first making an attack causes penalty of -1
to the single character’s roll. To hit a character must succeed with his
roll AND roll higher than all his opponents.
Defensive Rounds:
If a character is unable to attack this round he still rolls against
attacks, however a success merely blocks an attack, it does not cause damage.
Shields:
If using a shield or parrying weapon a successful but losing roll means
that the shield has blocked the attack. The armor value of the shield is
subtracted from the damage done.
Natural 18s:
If a natural 18 is rolled (three 6s) then the score is ignored and
the result is treated as a Critical against a Failure even if the other
character rolled a success or a critical. Shields are ignored, and Partial
and Full armor is ignored. Encased armor is reduced by half the attacker’s
Dam rating. If both roll a natural 18 then the score applies as normal.
If the enemy rolled a Fumble this still applies.
Natural 3s:
If a natural 3 is rolled (three 1s) then the score is ignored
and the result is treated as a Fumble against a Success even if the other
character rolled a failure or a fumble. If both roll a natural 3 then the
score applies as normal. If the enemy rolled a Critical this still applies.
Damage:
If a hit succeeds the specified Dam rating is used. Minor NPCs do this
number of damage points if they hit. PCs and major NPCs roll 1d6 for every
4 points of Dam, plus an extra 1d3 if there are 2 or 3 extra points of
Dam. Damage done is the roll or the Dam, whichever is greater. A Critical
roll doubles the attacker’s Dam (however an enemy Critical may reduce this
to a normal success and thus normal Dam).
Armor:
Armor has a numerical value and a coverage which is Partial, Full,
Encased or Total. The value of the armor is subtracted from the damage
done before it is applied. A Critical against Partial armor ignores armor,
as does a natural 18 against Full Armor. A natural 18 against Encased armor
ignores up to half the Dam rating in armor.
CHP:
Damage is subtracted from the characters CHP. This begins at THP and
can never rise above it.
Unconsciousness:
If damage is taken and CHP falls below 50% THP then the character must
make a Shock Roll. Failure renders the character unconscious for a number
of Turns equal to 15 minus the score.
Death:
If damage is taken and CHP falls below 0 then the character must make
a Shock Roll. Failure leaves the character Dead, although if he has any
Fate Points one of these can be expended after a failed Shock Roll to make
it a success. Success leaves the character unconscious until the end of
the fight.
Certain Death:
If damage is taken and CHP falls below -50% THP then the character
is Dead, no Shock Roll is required. A Fate Point may be used to remove
damage and thus prevent death.
Minors:
Minor NPCs must make Shock Rolls when they fall TO 50% (rather than
below), and are considered effectively dead when they fall TO 0 CHP.
Shooting:
Shooting is treated like a normal combat attack. A knowing enemy may
choose to Dodge provided he is not attacking. He may also choose to shoot
back if he has chosen a Shoot action. Two characters shooting at each other
in the same round both roll to hit, and if successful both hit. A successful
shot does not stop a successful shot by the enemy.
Offensive Spells:
Offensive magical spells (fireballs, lightning etc.) are treated as
missile weapons, but use the appropriate Sphere or Deity skill for their
score.
Aiming a Shot:
Aiming a shot or a spell is normally regarded as at the centre of mass
(i.e. the Chest). Different areas can be aimed at specifically if desired.
Each area has a penalty to the roll’s success which is applied to the score.
In addition the score must be above a certain level in order to hit the
desired location. If a success is rolled but less than the required number
then a normal hit occurs. Penalties and Required Scores are: Head -3 17+,
Face -3 18+, Abdomen -1 16+, Leg -2, 17+, Arm -2 17+, Neck or Throat -3,
19+, Wrist -4, 17+.
Aiming an Attack:
Close Combat attacks may also be aimed at specific locations in exactly
the same way.
Range:
Each weapon has a range according to its type and often the Strength
of the user. Shooting at targets within this range requires only a normal
attack roll. Shooting outside of this range applies a penalty of -1 to
the roll for each increment of this range.
Armor Effect:
If an unarmored location is successfully hit then armor is ignored.
Likewise if different armor levels are worn then the location hit can never
give more protection than the armor covering it.
Other Options for Combat Rounds:
Reloading:
Some missile weapons require reloading before they can be fired again.
This requires a number of "attacks" to be spent reloading instead of shooting.
Preparing Spells:
Some offensive spells require time to prepare and throw. This requires
a number of "attacks" to be spent preparing instead of casting.
Total Attack:
A character may at any time declare his next attack is a Total Attack.
The total attacker may only attack and be attacked by one opponent. If
this attack is successful the character increases his Dam for that attack
by his Strength. In addition the total attacker may now make a second attack
against a second opponent, under the same conditions, continuing to attack
until he has hit all enemies, voluntarily stops his attacks or fails an
attack. He may attack an opponent who is unable to attack this round only
if he has hit all opponents who are able to attack.
If (and when) the attack fails and the enemy hits, however, the enemy
adds the total attacker’s Strength to his own Dam. In addition any opponents
able to attack who have not yet rolled make unopposed attacks against him,
but without the Strength addition.
A Total Attack against a Total Attack is treated as a normal Total
Attack, however if one hits the other then Dam is increased by the Strengths
of BOTH characters.
Total Defence:
Any attack can be declared a Total Defence. Against another
Total Defence no rolls are made by either character. Against a normal attack
the total defender gains +2 to his roll, but does no damage if he wins.
Against a Total Attack the total defender also gains +2 to his roll, and
gets to hit if he succeeds and rolls higher, adding the total attacker’s
Strength to his own Dam.
Foregoing Attacks:
Any character may forego an attack. This means that he still rolls
if he is being attacked that round, but does no harm if he hits.
Delaying Attacks:
A character may delay an attack by one round and gain +1 to his chance
to hit, or by two rounds and gain +2 to hit, and so on. If an attack is
delayed then all future attacks are also moved forward the same number
of rounds, but without the bonus. Any attack that moves beyond the 5th
round is lost.
Rushing Attacks:
A character may perform an attack 1 round in advance, at a penalty
of -2 to his roll. This does not affect future attacks, and cannot be done
more than 1 round in advance.
Breaking Off:
A character may choose to use an attack to Break Off combat. He makes
a normal attack, but if successful does no damage. However he is considered
to have disengaged (backed away).
Party Turns and Turn Order:
Each Turn in which two sides maneuver, shoot, fight etc. one side performs
its actions first, normally the PC’s unless surprised. Thus two turns are
effectively acted upon, one for each side. Turns move in a strict order.
1. Movement:
Any characters who chose a Move, Charge, or Move and Shoot action may
move up to their Agl+1 in squares. Any characters who chose a Flee or Pursue
action may move twice this distance. Any characters who chose a Fight action
may move up to 1 square (turning to face any direction for free whether
they move or not), but must end up adjacent to an enemy. No other active
characters may move. Inactive characters may not move.
2. Rounds:
Shooting attacks, Spell attacks and Combat attacks are now resolved.
Any character, active OR inactive may attack. Attacks are in the normal
sequence of five rounds, although in large tactical actions a group of
characters may resolve their attacks separately for convenience if none
are attacking or being attacked by a character outside of the group. The
only movement allowable during this time is by an active or inactive character
advancing after a Total Attack.
3. Turn Actions:
All full turn actions, assuming they have not been interrupted by attacks,
now take effect.
Forward Movement:
All characters face a particular side of their square. A character
may move forward into the square he faces at a cost of 1 movement point.
He may turn to face another side at a cost of 1 movement point before moving.
Long creatures taking up more than one square use 2 movement points to
turn to face the rear.
Diagonal Movement:
A character may move diagonally into a square adjacent to that in front
of him at a cost of 2 movement points. If diagonal movement continues the
second square only costs 1 movement point (the 3rd sequential square
another 2, the fourth sequential square another 1 and so on). The
first diagonal move after non-diagonal movement always costs 2 movement
points.
Sideways and Rearward Movement:
A character may move sideways or backwards without changing facing
at a cost of 2 movement points per square. He may move diagonally backwards
at a cost of 3 movement points per square.
Fighting Movement:
Movement of 1 square during a Fighting action also allows a change
of facing. Movement is in any direction.
Following Up a Total Attack:
A character who gets a Critical hit against an opponent with a Total
Attack may follow up. He moves into the square occupied by the enemy, and
may change facing as he wishes. The enemy in that square is moved into
the square occupied by the total attacker and may not change his facing.
Killing an Opponent:
If a character kills or knocks unconscious an opponent with his attack
he may move into the square occupied by his opponent (even if this is a
diagonal).
Who May Attack:
Any inactive character, and any active character has chosen a Fight
action, may attack any enemy in the hex in front of him. A character with
a spear may attack one of the diagonal squares in front of him. If any
character is being attacked this round he may turn at no cost to face (and
thus attack) his attacker. If a character is being attacked this round
he MUST attack a character that is attacking him.
Normal Attacks:
As a result of this every situation involves one character fighting
one or more opponents. So long as no character is making a Total Attack
all roll at the same time, the one suffering a penalty of -1 for every
extra opponent. If the one rolls higher than all opponents he hits his
selected opponent. If he rolls higher than some he blocks their attacks
and is hit by the others. A roll must always be a success to hit.
Total Attacks:
When a character makes a Total Attack only the two characters involved
roll. If the Total Attack fails, or if it succeeds and no other attacks
are selected, then all other characters roll. If the Total Attack succeeds
and the total attacker turns to attack another opponent then these two
roll.
Who May Shoot:
Any active or inactive character who is not being attacked by an adjacent
opponent may shoot, so long as he can see the target at which he is shooting,
and nothing is blocking his shot. The target must be within the shooter's
arc of fire. There are four arcs, each delineated by the diagonal lines
of squares running through the shooter’s square. Forward includes the two
diagonals, the other diagonals are included in the Right and Left arcs.
Everything else is to the Rear. All characters on foot may use throwing
weapons and bows to front and left (substitute right if left-handed), and
all other weapons (such as guns) also include the right. Trained horse
archers will usually be able to fire to the rear when mounted and riding
away.
Who May Cast:
Casting an offensive spell is almost identical to shooting, however
the concentration and focus required means that only a target in the Forward
arc can be cast at.
Close Targets:
Once a character has selected a target to shoot at he is not bound
to make future shots at this same target, however he must make all future
shots for the remainder of this Turn into the same arc.
Charge:
A character who chooses a Charge action may move normally during the
movement portion of his side’s Turn. However regardless of skill he may
only make on attack, in the fifth round. Likewise he may only be attacked
in the 5th round.
Move and Shoot:
A character who chooses a Move and Shoot action may move normally during
the movement portion of his side’s Turn. During the Rounds portion, regardless
of skill, he may attack in any single round from any point during his movement.
Likewise he may be shot at only once per opponent, although this may be
at any point in his movement that the enemy desires. The referee must specify
which round during the movement each attack occurs, based on the movement
used (normally the round will be where the movement point expended - 3rd
movement point means 3rd round).
Flee!:
A character who chooses a Flee! action may move with a double movement
allowance during the movement portion of his side’s turn. He may not make
any attacks (including shooting and casting spells) and must avoid contact
with all hostile characters. Motion should generally be away from the combat,
and the referee may influence or even control the character’s movement.
The fleeing character MUST use ALL of his movement allowance if this is
possible, he may not use less.
Pursue:
A character that chooses Pursue receives a double move as per Flee!
action, but may only move directly after a character who chose Flee! in
the opposing side’s last Turn. Likewise the pursuing character may not
shoot, cast spells or attack, and must use all of his movement allowance
in trying to catch the opponent. IF, and only if, he finishes his move
adjacent to (and usually behind) the fleeing character he may make a single
unopposed attack in the fifth round.
Behaviour.
If a character has a Personality Trait of 15 or less he may behave
as he wishes. If the trait is 16 or higher it is Noticeable, and the player
must roll higher than the trait on 1d20 if he wishes him to behave otherwise
(an automatic check on the opposing trait if it succeeds).
Character Generation.
Primary Traits:
Strength, Body, Size, Dexterity, Agility, Mind, Aura, Awareness; all
average 2 for humans.
Players have 60 CPs with which to construct an 18-year-old character,
+2 CPs per year after that (for humans). PCs must begin no younger than
18 and no older than 54.
Primary Trait at Racial Average +1 costs 2 CPs, +2 costs 5 CPs. RAv-1
yields 3 CPs, -2 yields 7 CPs.
May have up to 2 traits at +2, with one extra for each trait reduced
below RAv. If 40 or older only 1 trait may be at +2, if 50 or older no
trait may be at +2 (traits reduced still increase these limits).
Occupation:
Choose Occupation, which acts as a Package Skill. This is at Base Level
automatically, and costs double the costs of single skills.
Secondary Traits:
Without acquiring them Secondary Traits are not available if Trained,
available at base-2 if Natural, and available at base if Inherent.
Base is always a Primary Trait, or a Reverse Primary Trait (2-the Primary
Trait), or a combination of Primary Traits (average traits, round ALL fractions
DOWN).
Trained and Natural skills cost 1CP for base, 3CPs for base+1, 6CPs
for base+2, 10CPs for base+3, and 15 CPs for base+4. Inherent skills cost
1CP less than these.
Negative Traits:
Negative traits can be acquired yielding CPs at the same rate as the
cost for a Trained skill.
Total Hit Points (THP):
Uses a base of Size+Body-2. This is the number of d6s rolled. THP equals
the roll OR the base x3, whichever is the greater.
Total Magic Points (TMP):
Calculated for those that require it and uses a base of Aura. It is
otherwise calculated as per THP.
Personality Traits:
May be chosen as desired from 5 to 15, the opposing trait must be 20
minus this. Up to 5 traits may be at 16/4. Opposing traits are in pairs
and always add up to 20. Alternatively a player may roll 3d6 for a trait
and take the value rolled (thus may be 3, 4, 17 or 18, the opposite may
be as low as 2).
Personality Traits are Chaste/Lustful, Temperate/Indulgent, Forgiving/Vengeful,
Honest/Deceitful, Generous/Greedy, Kind/Selfish, Consistent/Arbitrary,
Lawful/Chaotic, Merciful/Cruel, Modest/Proud, Conservative/Worldly, Cautious/Reckless,
Trusting/Suspicious, Valorous/Cowardly, Persistent/Irresolute.
Fate Points:
The character begins with a number of Fate Points equal to the number
of personality traits at 16 or 17. A trait at 18 provides two Fate Points.
Extra Fate Points may be bought at a cost of 5 CPs each.
Limits:
No Primary Trait may ever naturally exceed the RAv+2, or drop below
the RAv-2. No Secondary Trait or Negative trait may begin above base+4,
or through play rise above base+6. No Personality Trait may every rise
above 20 or drop below 0, and the total of pairs always adds up to 20.
Character Advancement.
Character Points:
A character receives 2 CPs per year up until the age of 40, after
which only 1 CP is received.
Adventures:
Characters receive CPs according to the type of adventure successfully
completed and their role in it.
Minor Adventure:
e.g. guard a caravan, go on a goblin hunt. Minor
Role 1 CP, Major Role 1d3 CPs.
Average Adventure:
e.g. rescue a princess, slay a monster, acquire
a powerful item. Minor Role 1d3 CPs, Major Role 1d6 CPs.
Major Adventure:
e.g. save the world, rescue a kingdom, prevent some great and ancient
evil from escaping. Minor Role 1d6 CPs, Major Role 1d10 CPs.
Secondary Traits:
CPs may be used to acquire or increase Secondary Traits, at a cost
of 1 CP to acquire at base, 2 CPs to go from base to +1, 3 CPs to go from
+1 to +2, 4 CPs to go from +2 to +3, 5 CPs to go from +3 to +4, 6 CPs to
go from +4 to +5 and 7 CPs to go from +5 to +6. Secondary traits may never
rise above base +6. Traits may never be increased by more than one level
each year through CPs.
Decrease Negative Traits:
A Negative trait may be decreased from +4 to +3 at a cost of 5 CPs,
+3 to +2 at a cost of 4 CPs, +2 to +1 at a cost of 3 CPs, +1 to base at
a cost of 2 CPs, and removed from base level at a cost of 1 CP. Traits
may never be decreased by more than one level each year through CPs.
Increase a Personality Trait:
A character may increase any Personality trait by one level to 15 or
less at a cost of 1 CP, by one level to 16 or 17 at a cost of 5 CPs, and
by one level to 18 or 19 at a cost of 10 CPs. Personality traits may NOT
be increased to 20 by CPs. Each Personality trait may not be increased
by more that one level each year through CPs.
Training Up an Attribute:
At a cost of 5 CPs one Primary Trait (and all Secondary traits based
on it) may be temporarily increased by one level. This lasts for one year,
after which another 5 CPs must be spent or the trait drops back to its
normal level. Traits may be increased to RAv+3. A trait cannot be increased
by more than one level, and no more than one trait can be so increased
at any time.
Acquiring Money:
A character may spend his time trying to make money rather than training
and studying. Thus a character may convert CPs to money at a rate of 1d20
x 10 florins per CP (1 florin = 1 Large Bronze, or $1 US).
Prayer:
A character with a Priest magic skill can spend his time in fervent
prayer, and convert CPs to favor points at a rate of 5 favor points per
CP.
Checks on Secondary Traits:
Whenever a non-combat Secondary trait is used (fumble, fail or success)
at least 3 times, or any Combat trait (including casting offensive spells)
is used for at least 3 turns, that trait receives a check. Whenever a Critical
is rolled on any Secondary trait it receives a check. The referee may ignore
flippant or unnecessary rolls.
After an adventure is completed the player may roll 1d8 for each Secondary
trait that has received a check. If the result is high enough the trait
goes up one level. No more than one roll may be made per trait, however
traits may go up in this way per adventure, and in addition to any CP increase.
Trait is currently at: |
-2
|
base
|
+1
|
+2
|
+3
|
+4
|
+5
|
requires a roll of: |
2-8
|
3-8
|
4-8
|
5-8
|
6-8
|
7-8
|
8
|
to go up to: |
base
|
+1
|
+2
|
+3
|
+4
|
+5
|
+6
|
Checks on Personality Traits:
Whenever the referee considers that a character has behaved in a significant
way according to a Personality trait he may direct that trait to be checked.
If the player has to roll on an outstanding Personality trait and succeeds
in behaving the opposite way then the opposite trait is checked. After
each adventure the player rolls 1d20 on every Personality trait that has
been checked. If the roll is higher than the trait then it goes up by 1,
the opposing trait is reduced by 1. Any number of checks may be made, and
thus any number of rolls may be made. Rolls may be made in any order the
player wishes, and the result of each roll does affect future rolls.
Effects of Age:
When a character reaches the age of 40 he must reduce one Primary trait
(and all Secondary traits based on it) except Size by one level. Every
ten years after this he must do this again (it may be the same trait).
Reductions may never fall below the racial average -2.
Time and Motion.
Time Costs of Actions:
Open an unlocked door: 1 movement point.
Quietly open an unlocked door: 1 turn (Stealth roll may be required).
Close a door: 1 movement point.
Quietly close a door: 1 turn (Stealth roll may be required).
Move into a square and search a wall on one edge, OR the floor, OR the
ceiling: 1 turn (Search roll required).
Within the current square, search a wall on one edge, OR the floor,
OR the ceiling: 1 turn (Search roll required).
Cast an offensive spell: 1 combat action per 2 magic points expended
or part thereof. May be done over a series of Turns.
Cast any other spell: 1 Turn per 2 magic points expended or part thereof.
Climb a ladder within a square: 1 movement point per half metre.
Flick a switch, push a button or pull a lever: 1 combat action.
Note: Combat Action refers to an allowed attack - the attack is converted
to the action required. These actions are not allowed if the character
is attacked, although he may be shot at or have spells cast at him and
still perform the action (so long as he is not actually hit).
Racial Differences.
Race |
Base Age
|
Increment
|
-1 trait
|
-2 traits
|
-3 traits
|
-4 traits
|
Human |
18
|
1 year
|
40
|
50
|
60
|
70
|
Elf or Halfling |
25
|
4 years
|
113
|
153
|
193
|
233
|
Dwarf or Gnome |
40
|
5 years
|
150
|
200
|
250
|
300
|
Ork |
12
|
9 months
|
28½
|
36
|
43½
|
51
|
Goblin |
8
|
6 months
|
19
|
24
|
29
|
34
|
All stats given are for humans. Age affects characters in
two ways:
The Base Age for a human is 18 years. At this age starting
characters have 60 CPs.
The Age Increment for a human is 1 year. Every time this
period is completed the character gets 2 CPs, until Base Age + 22 increments,
after which 1 CP is gained each increment. Reduction in Primary Traits
is done at Base Age + 22 increments (40 human years), +32 increments (50
human years), and every 10 increments thereafter (10 human years). The
increment is also the time restriction on increasing traits through CPs,
training up a Primary trait, etc.