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Attributes
New characters start with each Attribute set at 10 but they can rearrange points however they choose as long as each attribute is between 5 and 15. The current attributes are:

*Strength – affects rolls to hit and to damage in melee combat. Also used to Parry.
*Dexterity – affects rolls to hit in ranged combat and initiative rolls. Also used to Dodge.
*Constitution – reduces the damage inflicted from any source to a minimum of 1.
*Intelligence – affects conceptual or academic skills.
*Luck – measures charisma and fortune. Also used to cast magic.

Your Attribute Modifier is equal to your Attribute minus 10. When you make a test or contest, you roll a d20 and add the relevant modifier and skill. This then gets compared to a target number set by the GM. Rolling a natural 20 always succeeds and a natural 1 always fails. Players get 20 points to add to skills.

Combat
Attacking: You roll an attack like a test, but then you compare it to your target’s Dodge or Parry value. A characters Dodge value is their Dexterity Attribute, plus any modifiers they may have for poor lighting, cover, distance, etc. Their Parry value is their Strength Attribute, plus whatever modifiers may come up, though visibility isn’t such an issue. You cannot parry ranged attacks. Defenders break ties.

Damage: After hitting your target, you deal damage by rolling a d20 and adding your weapon’s damage. Some weapons, such as most melee weapons and some ranged weapons like bows, also add your character’s Strength Modifier to the damage. Constitution and armor subtract from the damage, but can only reduce it to a minimum of 1. That result is then subtracted from the Hit Points. All player characters start with 30 Hit Points.

Magic
Magic can come in may different styles. Some are rolled against a target number to cause special effects, and some are used as attacks.

The target number formula for magic is as follows:
Duration (Effect x Area) + (.01 x Range) + 10

*Duration- How long the spell lasts; measured in turns.
*Effect- How much damage the spell adds (to a d20) or how powerful a spell is against GM set target numbers.
*Area- The area (actually volume) to which the spell’s effect is applied; measured in cubic meters.
*Range- the distance between the caster and the spells epicenter; measured in meters.

If the spell is used as an attack, the target gets to add their Dexterity Modifier to your target number. If you spell affects multiple targets, you use the same d20 result for each target but factor in their Dexterity Modifiers separately.

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