Avoidance-rolls, Explanation of:
Avoidance-rolls are used to avoid an attack, lessen damage taken, overcome magical spells or magical item effects, enchantments, etc. Always use % dice (D-100) when attempting an avoidance-roll.
Creatures will always use these avoidance-roll, just as the player.
Note: Luck can be used to succeed at any and all avoidance-rolls unless otherwise
stated (and only during lethal, or possibly dangerous situations - you can't use
luck for find a secret lever or switch in a wall, if you are arm wrestling, etc.).
The list of avoidance-rolls is as follows:
Annihilation Strike:
If this avoidance-roll is successful a character will be able to withstand being slain by a weapon strike. A Maximum Strike will occur (best of 3 rolls for damage), but the death effects will be evaded.
See: “Maximum Strike” in the M section of the Basic Rules Book.
Any luck used to avoid an Annihilation Strike will regenerate only after 30 days (instead of after the situation has ended).
Breath:
While a character is holding his or her breath oxygen-points will be taken off. The number of oxygen-points that will be depleted depends on whether an avoidance-roll vs. “Breath” is successful.
If oxygen-points reach zero, unconsciousness will occur. When oxygen-points reach, in the negatives, 1 point below a character’s Constitution, death will occur. Example: If a character has 90 oxygen-points, and a Constitution of 30, death will occur at -31 oxygen-points.
See: “Breath, Holding your:” in the B section of the Basic Rules Book.
Note: If a player states, “I hold my breath and jump in the water”, do not have him
or her make an avoidance-roll vs. “Breath”. This is because the player is
preparing for the action of holding his or her breath.
Characteristic:
There are diffierent types of avoidance-rolls for each characteristic.
The following is just an example for CONSTITUTION:
Avoidance-Roll vs. Constitution - : x2 Constitution = % chance.
Constitution Roll --------------------- : %Roll + Constitution (add your Constitution to the %Roll).
Constitution Check ------------------ : Constitution is the % chance.
Pitting Constitution ------------------ : Roll your % dice and add your Constitution.
Foe will also do the same.
The highest roll wins.
Important: Read up on ‟Characteristics, Pitting”
in the Basic Rules Book.
Note:
There are various avoidance-rolls for each characteristic. The Game Master will decide which characteristic will be used for these types of avoidance-rolls. The Game Master can also depict the ruling on an avoidance-roll based on the situation (house rule).
Consciousness:
If this avoidance-roll is successful a character will withstand passing out (due to a blow to the head, a fall, pain, sleeping gasses, etc.).
Control PET or STEED:
If this avoidance-roll is successful a character will be able to control the actions of a trained pet or steed.
If this avoidance-roll is successful a character will be able to overcome, or lessen the effects of, dying.
Disease:
If this avoidance-roll is successful a character will fight off or lessen the effects of a disease.
Enchantment:
If this avoidance-roll is successful a character will be able to withstand, or lessen the effects of, an enchantment.
Faith:
If this avoidance-roll is successful a character will be able to repel the advances of an Undead or UnHoly creature, considering that he or she has the Enchanted item, “Holy Crest”. For an evil character, this works the same with driving away a holy creature as well by wielding an "UnHoly Crest".
Avoidance-Roll vs. "Faith": Added INTELLIGENCE + WISOM = % chance.
Faith Check: Added INTELLIGENCE + WISOM divided by 2 (rounded down) = % chance.
Pit your Faith vs. your opponent (or object) Faith: Add your INTELLIGENCE + WISOM and roll your % dice. Your opponent will do the same (higher result wins this contest of faith).
Note:
At times it will give the instruction "race to 3, or race to 4, Etc. This means there will be a continual struggle to see who wins. Whoever wins each roll will keep track of the wins. If it says "race to 3", whoever wins the 3 rolls first wins the contest of faith and is victorious.
At times you will be asked to fit your faith vs. the Intelligence or Wisdom of another. Either way, this works the same.
Fall:
If this avoidance-roll is successful a character will be able to minimize the damages taken from a fall. The amount of damage resisted if this avoidance-roll is successful will be strictly up to the G.M.
Fear:
If this avoidance-roll is successful a character will be able to put fear - and its side effects - out of his/her mind, or lessen the effect.
Magic:
If this avoidance-roll is successful a character will be able to withstand the power of a spell.
Mental-attack:
If this avoidance-roll is successful a character will be able to withstand the power of the mind of one overpowering you, or lessening the effects.
Pain:
If this avoidance-roll is successful a character will be able to withstand severe amounts of pain without being in too much pain to move or passing out. This avoidance-roll is a good tool for the player, to be used to withstand the effects of being tortured.
Paralysis:
If this avoidance-roll is successful a character will be able to withstand, or lessen the effects of, being paralyzed.
Petrification:
If this avoidance-roll is successful a character will be able to withstand the gaze attacks of a Medusa, Basilisk, or like creatures with similar effects. This avoidance-roll is used primarily to avoid being turned into anything other than your natural self, by a gaze attack. To be successful, merely win an initiative roll with each opponent attempting to effect you.
To avoid being turned into anything other than your natural self by a natural ability, just win initiative with your foe.
Poison:
If this avoidance-roll is successful a character will be able to lessen the effects of being poisoned.
Shock:
If this avoidance-roll is successful a character will be able to withstand, or lessen the effects of, going into shock.
Sickness:
If this avoidance-roll is successful a character will fight off, or lessen the effects of, being sick.
Stun:
If this avoidance-roll is successful a character will be able to withstand, or lessen the effects of, being stunned.
Sudden Death:
If this avoidance-roll is successful a character will be able to withstand a certain part of the body being slain by a weapon strike. A Maximum Strike will occur, but the death effects will be evaded.
See: “Maximum Strike” in the M section of the Basic Rules Book.
Tracking:
If this avoidance-roll is successful a character will be able to track a creature, following and possibly locating where it came from. For every 1 Hr. a non-tracker tracks another person or creature, keeping the trail, another avoidance-roll vs. “Tracking” must be successful, or the trail will be lost.
It will be strictly up to the G.M. the location of a creature’s starting point (where it lives, camped last, etc.).
When calculating a characters avoidance-roll vs. "Track", always round down to an even number before calculating.
Special: For every 24 Hr. period a Forest-Knight tracks another person or creature,
keeping the trail, another avoidance-roll vs. “Tracking” must be successful,
or the trail will be lost. It will be strictly up to the G.M. the location of a
creature’s starting point (where it lives, camped last, etc.).
Trap:
If this avoidance-roll is successful a character will be able to detect a trap which is directly before him or her. But the player must state beforehand that he or she will be searching for traps. This avoidance-roll will not help a character in the detection of magical traps.