Damage Deflection

After a battle, a character can see how damage has been deflected by his armour. When a character is attacked, he can roll a D10+D10x10 to get a percentage out of 100. That figure is then applied to the character's armour to find the damage deflection figure. For example: If a character has a chain mail chest plate (4) and a steel plate armour helmet (6), he has a possible 10 points of deflection. If he rolls 70 out of 100, he can subtract 7 points of damage from the damage total. Any partial numbers must be rounded DOWN to the nearest figure.

Botch Rolls

In a scenario, if a character rolls the D10 + D10x10 and scores 100, he has botched the roll and therefore caused an extra bit of damage! The usual rules of spending the required Energy, Mind, and Play points apply, but another factor must be added.

For example: The character is trying to chat up the local barmaid. If he simply failed he might just be shrugged off and perhaps insulted and embarrassed. If he botched however, he would probably end up with a slapped face, or even worse, thrown out into the street!
Botching is not something you really want to do!
NB: There is one instance when the Botch Roll could be ignored, and that would be when the combined total of the character's chosen attributes and skills total 100. However, in such a circumstance, the amount of energy points spent would most probably be HIGHER than any damage the Botch Roll would inflict!

Evading Attacks

Character's are not only able to attack and defend, they can attempt to evade attacks as well. Attempting to evade Magic is probably more important than evading weapons or fists. Shields and cloaks are meant for that! Thankfully, evading attacks is a pretty simple maneuver. The character being attacked takes the current attack total (which is the attacker's strength and/or weapons and/or skills & traits) and adds his agility to it. He then rolls the D10 + D10x10, only THIS time, he needs to roll HIGHER than the total in order to evade. If he succeeds, he evades the attack successfully, if not then he gets it full in the face! If a character is a Magic user, then he can use a spell to boost his agility if he wishes to. NB: Before using evade, consider damage deflection first. Would it be easier to take the hit with reduced damage, rather than attempt to jump out of the way, fail, and get blasted by the full force?

Evading Magic attacks is much the same, but instead of adding the attributes/weapons/skills totals together, the character must match the Megaspell's total + his Agility (See Magic Damage here).

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