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Aimed Shots

An Aimed Shot is a special roll you can make in battle (limited to 1 attempt unless you have special items or skills that allow more) that aims for a particular spot on a body or item. General attacks often consist of non-lethal blows that slowly whittle down a characters life until they die; aimed shots instead will do extreme damage in one shot. They're extremely useful, but hard to pull off. To succeed at getting an Aimed Shot, you need to first call that you are making one, then you need to get a Max Roll. A failed Aimed Shot will do double damage to LP (for body) or DP (for items.) A successful Aimed Shot will either get the desired result (such as a lost limb) or do triple damage.

Example: A sword of d6 damage with a successful Aimed Shot will do a full 18 DMG to the opponent/item.

If the hit is successful, you'll damage and disable the area of the body or item you aimed for.

A person hit with the Aimed Shot can Absorb the damage with their armor if it was to a place covered by armor, but the armor will be destroyed and have to be discarded or repaired after the battle.

When attacking items, armor or weapons, you'll destroy them (fragile items) or cause them enough damage to be disabled until repaired (after battle.)

Limbs (arms, legs, wings, tails) attacked by an Aimed Shot with a blunt weapon will become disabled. If attacked with a sharp weapon, the limb will be removed.

If the shot is to the body (blunt or sharp), bones or organs will be damaged and the person will start to take double damage (shields negate double damage if Block is used.)

If the shot is to the head/neck (blunt or sharp), the head is removed or smashed in and causes instant death. Helmets will negate instant death, but will be damaged beyond use until repaired after struck.

*The heart is too hard to find in most creatures for Aimed Shots, but if attempted, will have the same effect as Head shots, and are negated of instant kill by armor.

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Armor is used to help defend your characters against damage. Different armors have varied effects, as well as varied types of protection. Choose your armor wisely, and remember that it CAN be destroyed if not mindful.

Armor Parts

Shields - Blocks/Deflects. They improve a character's ability to Block (Defense Option 2) by helping to deflect the damage away from them. A shield can only be destroyed with 3 Aimed Shots, and does not have durability points. A single Aimed Shot (that isn't attempting to destroy the shield) can disarm your character of their shield, which will take a full turn to retrieve again.

Gloves/Boots - Protects: Hands/Feet. A pair of gloves or boots will protect the wearer from effects such as cold, heat, slippery ground, mild poisons or toxins, and can (depending on the boots/gloves) give added effects such as silent movement or bonuses to thievery. It's always good to have even the cheapest pair of gloves on your character just in case you have to grab something during a quest that could be poisoned!

Helmet - Protects: Head. Though sometimes helmets can be a hindrance, they provide many protections to the head. These protections range from protecting against weather effects (like the sun), to protecting identity, to saving the very life of your character. Aimed Shots toward the head cause instant death, unless your character is wearing a helmet!

Full Body - Protects: Thorax, Abdomen, Back, Legs & Arms. This armor is the best for protecting your character's LP, but can be costly. Unlike the other parts of armor, Full Body does have DP (durability) that can run out and leave the armor useless. Defense Option 3 (Absorb) is what uses armor... very handy in quests, but in duels can easily get destroyed since the purpose of a duel is to get your opponent to 0 LP. You might outlast the other person in the duel though if you have armor and they do not.

Armor Pieces - Belts, knee guards, chest plates, and other parts of armor have varying effects and protections. When wearing Full Body armor however, you cannot wear extra 'Pieces' so you'll need to decide with your own battle frequency and style if Full Body is better for you compared to Pieces.

Armor Material

Cloth - Primarily for magic users due to it's light fabric, cloth armor is the cheapest but offers the least protection. Having at least cloth armor on your character can protect them from weather effects, and toxins however, which could be a wise investment. Cloth armor also has no movement restrictions, but wont stop piercing or blunt damage.

Wooden - Uncomfortable, clunky, and burnable... this is one of the least preferred types of armor available. Though it does have certain protections that other armors don't, which is what makes up it's lack of appeal in other aspects. Wooden armor has a higher resistance to weather effects than any other armor (cloth is too fragile, and metal intensifies heat and cold), and blocks as well as collects arrows that hit your character (letting you keep them!)

Chain - This armor can be loud, heavy, and difficult to manage but it also has strong piercing protection.

Plate - This armor is very restrictive for movement and quite heavy. It is the most effective against blunt weapon attacks.

Dwarven - The weapon and armor crafting of the Dwarves is rivaled only by the Elves, and is sought after by many warriors. Unfortunately the rare metals Dwarves use is a secret technology and can only be forged by them, making it hard to come by and expensive. Their armor is more durable than any other.

Elven - Similar to the Dwarven technology, Elves also have their own methods of making armor. While Dwarves build durable armor pieces that can take more damage than most pieces, Elves build armor that does not hinder movement at all and still gives adequate protection. Armor that moves like cloth but protects like plate or chain is rare indeed.

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Battle Games

Coming Soon: Tournaments, Jousting, Creature Battles, and more.

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Creatures & NPCs

Coming Soon: How to use pets, creatures, and NPCs in battle.
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Items used in a battle will take up your attack/action turn, or your defend turn (if a defending item.) If it is a one-use item, it will be consumed and removed from your sheet after the battle/quest, noted by the GM who witnessed the event. If it is a limited use item, one use will be deducted from your sheet. Not all items can be used in battle, and if this is the case the GM will let you know.


There is the chance to heal in battle, but it will take your attack/action round to do so. How you heal is up to you, but if you use an item, that item is then consumed (if one-use item.) Magical healing uses up MP just like any other spell and requires a spell/skill listed on your sheet to do.

At the end of a battle, if it wasn't a death duel (see Death & Resurrections in the rules), the NPC Arena staff will heal your wounds for free. Any excessive damage (lost limbs) will need to be tended to by a more professional healer (another player with that skill), but life threatening bleeding will be stopped by the NPCs. Disabled or removed limbs are unusable until repaired, which includes flying if a wing is missing.
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