Stats and Checks
We have the following stats between 5 and 15:
Fighting/Close Combat (=base for Parry (better call it Evasion?)
Courage/Willpower
Smarts
Charisma/Social
Agility Used for Shooting and Throwing
Strength/Body (= base for resistance and cap for maximum melee damage and maxium carried weight)
Designer note: While I started with the stats from The Dark Eye 1, I realized I would need to weighten them in another way instead, because there is no space for stats in RRUS.
Skill checks are done by rolling a d20. If you roll higher than your stat, your character fails.
The difficulty of a check is decided by a Difficulty Number. If you roll below that number you fail as well. (An example for that is the Defense score of an opponent.)
If you roll 10 or above, but still not higher than your stat, you achieve a great success.
If you roll 15 or above, but still not higher than your stat, you achieve an amazing success.
If you roll 20 and you have a stat of 20, you achieve a legendary success.
Each character starts with one Trait: a Talent Trait, an Origin Trait or an Supernatural Trait. If a Checks falls under a Trait, the player can roll 2 dice (d20) and choose a result her prefers. Traits are not cumulative. You never roll more than 2 dice in a Check. (Only important characters have Traits??)
Supernatural Traits are the exception, because you can not roll without the Trait and with Trait, you can roll only 1 die.
Talent Traits:
Fighting
Shooting
Athletics (Climbing, Swimming, etc.)
Social
Tech
Origin Traits:
Nature
City
Sea/Coast
Nobility/Elite
Caves/Mines
Supernatural Trait:
Magic
Blood Magic
Psionics
Nature Religion
etc
Designer note: The traits are superpowerful, nearly doubling your effectivity (as far as I can calculate), so the game needs a weaker category as well. I renamed Traits in Character Focus, as you will have only one and make Traits something different: little rule modifications. E.g. Ninja: your Damage Roll caps with Dextery, not Strength.
Another option would be to make Traits less general. E.g. not Fighting, but Backstab etc. Generally the second d20 should be granted by lots of dramatic and cooperative situational modifiers.
Attacks
A great success means 2 dice for Damage (and take the better), or hitting d4 additional opponents near you (all with the same Damage).
An amazing success means 3 dice for Damage (and take the best), or hitting all additional opponents near you (all with the same Damage).
Damage
If someone gets potentially hurt, you also roll a d20. Each source of Damage has Damage Rating between 1 and 20. If the result of the roll is higher than this stat, no damage is done, but the enemy is Shaken.
If the result is the same or below (but not the same or below the Resistance, see next paragraph), it causes a wound. If the result is 10 or above, but still not higher than the Damage Rating, it causes 2 wounds. If the result is 15 or above, but still not higher than the Damage Rating, it causes 3 wounds. If the result is 20, but still not higher than the Damage Roll, it causes an instant kill.
The Resistance of the victim is used as Difficulty Number for the Damage Roll. That means that Damage Rolls that do not top the Resistance are just shrugged off and cause no effect.
(Armor is part of Resistance.)
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