Characters who take more then their Constitution (assuming they survive - if your Constitution is 0, your character is dead unless someone can render medical treatment swiftly), your character may be out of the game for months. Usually, ranged attacks go first, but a character who is trained in martial arts who is within 6 feet of a character making a ranged attack has a chance to attack first.Ĭharacters heal relatively quickly from unarmed combat, but injuries from gunshot can take some time. I have to get five or better to hit my target. My character is aiming at a moving human-sized target about 40 yards away. For example, my character has a Dexterity of 13 and has a skill of 2 with the gun he is firing. If you roll less than a five, you fail and your gun jams. Your target number is based on range, what the shooter is doing, what the target is doing and the target's size. 11-4=7.įor ranged combat, you roll a Dexterity Saving Throw modified by your skill with the weapon. The character with the knife wins and the character with the hatchet subtracts the difference from his Constitution, i.e. The character with the hatchet rolls a total of 16. After they roll, The character with the hunting knife generates a total of 20. ![]() The character with the hatchet rolls 2d6 and adds 5 for the damage and adds four combat adds. The character with the hunting knife rolls 2d6 and adds 2 for the damage, plus two for his skill plus 4 for his combat adds. For example, A character with a hunting knife with a skill of 2 with 4 combat adds attacks a character with a hatchet with out any skill levels with 4 combat adds. The higher result wins, and the loser takes the difference in damage to their Constitution (minus armor or skills that nullify damage). You modify this total by your character's "combat adds": for each point of Dexterity, Strength or Luck above 12, your character gets one combat add. In hand-to-hand, you roll dice based on the weapon or the character's combat ability and add them together. As long as Holmes doesn't roll less than 5 (remember if he rolls doubles, he gets to roll again) he will spot the clue.Ĭombat is handled a little differently. To spot a clue, say a matchbox left by a killer, the GM assigns a Level 2 Saving Throw of 25. Here's another example: Sherlock Holmes (yes, his stats are included in the game) has an Intelligence of 30 and an Observation of 8. Note that if I rolled the 1 and the 2 as my first roll, it would be an automatic failure. My total is 13, so I beat the difficulty by 4. Lets say after I roll two threes, I roll 1 and a 2. I get to roll again until I stop rolling doubles. If I rolled doubles, like say a 2 and another 2, I would total them and roll again. That means my character must roll 9 or better on two dice (25 minus my character's Intelligence of 14 minus his Skill Level 2 Observation). The GM assigns the task a Level 2 Saving Throw, which is 25. My character needs to find a bullet casing. ![]() If you roll five or less, you fail even if your statistic is higher than the target number of the Saving Roll.Įxample: My character is a detective with an Intelligence of 14 and an Observation of 2. You keep rolling as long as you roll doubles. ![]() If you roll double, you roll again and add the result. You first take your relevant statistic, add any relevant skill ranking (you may add rankings for multiple skills if appropriate) and roll 2d6. To complete a task, you must make a Saving Roll. ![]() For example, someone with an Intelligence of 16 may learn any skill and they start of with 16 skill points. Your Intelligence stat determines how many skill points you start out with and what skills you are smart enough to learn. Your characteristics will range from 3 to 30. If you role triples of the same number, you get to roll two more dice and add them to the total. To generate these characteristics, roll 3d6. With the Tunnels and Trolls game system as a guide, Michael Stackpole designed a game for a more modern setting involving stories with, you guessed it: mercenaries, spies and private eyes.Ĭharacters have seven statistics: Strength, Luck, Intelligence, Dexterity, Constitution, Charisma and Speed. Mercenaries, Spies & Private Eyes is the latest version of a game that came out in 1983.
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