Impact RPG History Guide It is the year 1373. It is 1373 years since the world ended. On November the 19th 2043 the comet Rudal-3, called then Luzifer's Hammer collided with earths moon. It was the biggest comet ever seen or heared from, shattering the moon on impact. In the old year 2042 a comet was detected, named after is discoverer Rudal-3, heading stright for earth. All atemps to divert its course failed. so the world decided to lunch their nuclear weapons at it. It also failed, the comet was to big. Well, actually, it sort of worked, it throwed the comet against the moon with only a small part colliding with the earth. That part hit the western mediterrean sea. The crater closed of the strait of gibraltar, ash and ejecta rained down over the realms of spain and marocco and the atlantic ozean. The tsunami created by the impact sewll in the enclosed mediterreanen sea and washed clean the east. the other part raced across the atlantic following the burning debris of the earth towards the united states of america. And then the night came, for a generation the sun was just a dim candle in the darkness that became the sky. That was over 1300 years ago. Today the world is a very different place. After we finaly got to see the sun again, 80% of all living beings have died and perished From those ashes of our civilisation arose new life ... World Guide The Abyss What was once the beautifull mediterrenean sea is now a up to 5km deep dry and desolate place. Over a tausend years all the water has evaporated and left a gigantic valley behind. With temperatures increase to over 90C at the deepest pits and a near constant rain of hot sand washing into it from the sahara desert its the most unfriendly place on earth. The little water that can be found in this gigantic salt crusted pit of hell is also extremly salty. The little water reaching it from the great rivers like the nile is just able to keep a few saltwater swamps alive in the outskirts of the valley which lay below its quick diging canoy and kilometer high waterfalls. The Hellgate The hellgate is what onces galled the strait of gibraltar before it was destroyed by the impact. it is now a crater over 200km in diameter and 2km deep at its center. Pillar of Fire The pillar of fire is located where once the island of Thera was. Ever since the impact it is active. Its flames can be seen from most of the Abyss, lighting the night with its red flame. A Billion Moons After the comet impacted against the moon, the moon shattered and split into billions and billions of fragments. Mixed together with the fragments of the comet they formed over centuries a beautifyull ring system around the earth. At night they light up the sky like never before, casting the reflected light from the sun down upon the devasted planes of the earth. Each day and night, a few of those tiny moons rain down to earth. Some of them large enough to make it to the ground. The earth below the rings is littered with small craters all around the world in a sharp stright line, cutting the world in two. The Sepulchre of Cairo Having survived do to its great size and inland location the mediterean tasunami from the impact. Cairo quickly run into trouble during the darkness as the food supplies faded rapidely and people starved to death by the millions. What was once a city of 20mio people felt silent and abandoned in a mere handfull of years. Repopulation started only a few hundert years after the downfall of civilization. Following the river nile down its delta the new cairo followed the river alongside intoits delta down to the receding shores of the mediterean sea. As timed passed more and more of the old city felt to ruins and decay, inhabitated only by a few nomads, treasure hunters and ghosts of all kinds. Its thriving center now lays split by the nile canyon fall on the old mediterean seabed and flanks, populated by a mere 200.000 people. The Grave of God What was once the might city of Rome, its now called the Grave of God. Drowned and devasted by the mediterean impact tsunami the city was whiped clean of the map. Only a vast field of ruins remained, stretching for over a 1000sqr km of land from the coat inwards. Falling in their prophecity that the Holy city of Rome will not be destroyed by Gods wrath, its destruction toke the faith in god with it. Only the fool hardy or desperate person dares to enter the ruins of the city, which are hunted by legions upon legions of dead in search for their god. It is also the best place on earth to learn and study the ancient rites of exorcism. The Britanic Majesty Having more luck then most other countries douring the downfall, England, or as it calls itself now, The Britanic Majesty suffered most of its population loss during the darkness when the food supplies ran out and people starved to death. Leaving much of its ancient citys intakt, but depopulated they felt to ruin and decay with the handfull of survivors not able to stop the decay. However they managed to protect the cultural core of their people. These days TBM is striving center of civilization on the northern outskirts of the known world. Most of its attention directed south, away from the frozen north one can find the explorers and traders of Britanica all around the Abyss. Remodeling their society after the glory days of the golden age victorian age. Using a highly complicated calendar system, which counts the years starting from 1 over again when a new sovereign takes the throne. The Black Desert Covering what was once the country of Spain is a vast dry and desolate desert of ash and rubble, uninhabitated and barrel. The black desert is the domain of the dead and fogotten. Stretching from the Hellgate and atlantic ozean to he north east where it slowly turns into a vast steppe convering into the Endless Forest of north and east Europe. The Endless Forest Following the devastation ater the impact, most of west and southern europe was covered in large blankets of ash and molten lava debris. Ash spreading as far as the baltic sea suffucated most of human, animal and plantlife after the impact. Killing hundrets of millions of people and buring their once great cities. Following the darkness a slow regrow of plantlife spread from the north east across the barren landscape. giving birth to a endless forest of trees across most of what once was the european mainland. From the burning hot edges of the Abyss to the wast ice and snow fields in the north and far nother east. spread troughout the endless forest are small tribes of human settlers and nomads. Reclaiming the lands of their forfathers. The frozen world We live in an age of ice and snow. The great darkness that followed the impact cooled down the world enough to give birth to a new ice age. Since then large parts of the world are coered under snow and ice in the north and south. Reaching from the baltic tundra to the eternaly frozen icefields of the north into the far eastern plains. Only the most sturdy of life remained here, but it can also be a vast treasure ground of ancient cities, burried in the snow and ice, only to be found for a short time before covered up again in the featureless white of the north. Summerland Feed by glacial water coming down from the north in great rivers during the short summers of the years. Located east of the Abyss its a land of vast grass, flush forests and swallow lakes. In a stark contrasts to the devasted east of europe it is a new garden of eden. Sand Ocean What was once the great sahara desert is now called the Sand Ocean, a seamingly vast and endless realm of sand dunes reaching all from the atlantic coast of afrika to the indian ozean in the east. In the south its flowing into the vast empty graslands before convering into the South jungle and the snow and ice planes of the expanded antartic. Moonfall Canyon The moonfall Canyon is a canyon made up from tousands upon tousand of small metorite impact crates origination from the fragments of the moon rings falling upon the death since the destruction of the old moon. The bigest source of moonstones on the planet, and also the most dangerous region. With its near constant infall of meterorites from the moon fragments. sanning the entire earth around the equator in a small band, with ever increasing over lapping craters the closer one does comes to the center of the 400km wide moonfall canyon. Lost Cities Many of the cities of old have been lost, covered in ash, ice or destroyed by the impact. Otheres where deserted during the darkness when the food ran out. The world largest Necropolis is what once was Mexico city before it was overrun by the tsunamis created from impacts in the atlantic ocean with the rest of the central and northern american coasts. Organisations Guide Preservers of the Golden Age The preservers are a secret society emerging from Britanica with the main goal of collecting and horting ancient and lost technologie and knowledge. Most of the Britanics raise in technologie has trickeled down from the preservers into the main britanic society, recreated with steam based concepts and understanding. Founding of exploration and the quests for ancient artifacts in the hope to be able to recreate them makes the Preservers the most knowledgeable group around about the old world, and a wealthy and powerfull initiator for adventerous groups exploring the world. Convent of Hell Having built their one and only city structure right on top of the Hellgate crater in the far west of the Abyss, the Convent is a group of ghosts and permantnelt ghost possesed humand that thrive in the soaring heat in and around the Abyss. Been so different from other humans they find themself hunted and prosecuted by others very often. however, having claimed the inhabitable Abyss for themself gives them a vast domain in the heart of the new world which goes mostly unchallenged. Every few of the Convents people wander outside the Abyss. Been acustumed to the firy heats of the Abyss the rest of the world is a very cold place for them. Having next to no technologie of their own, they engage in infrequent trade with others, selling spiritual goods and serices with those free of prejudice and fear of those beings. The Transcended Immortals The Transcended are a religious group spread throughout the Summerland, preaching purity of body and soul of the human race. Refusing modern technologie and spirituality, they guide their people to live a primitiv live with no better technology then what they can power and do with their hands and legs. The dealings with ghosts and the dead is strictly forbidden. It is said that the leaders of the transcended are a group of immortal humans, whos immortality comes from the pureness of the souls and bodies. The Legion Around the Grave of God the Legion manifested and counquered the lands, those are the actual legions of the once mighty roman empire of over 3000 years ago. Hounting the remains of their once great city and souringding lands in vast numbers and guarding the ruins of the ancient city of rome. Kingdom of Giants Up in the icy north, the legends tell of a land where giants roam the earth. The Men in Black A mysterious group of human males, all dressed into the same plain black suits. No one knows where they come from or who they are. But they seem to have a special interest in all kinds of ancient artifacts. Swiss Guard The swiss guard is the elite military arm of the new swiss empire established about 300 years ago north to the glacial alps in mid european mainland where the melt water from the alpin glaciers and the fertil grounds in the endless forest meet. Known throughout the civilized world for their outstanding mechanical craftman ship and high culture. Empire of the Sand Most of the eastern shara desert is controled by the Empire of the Sand. A mixture of nomadic and city culture using mostly stones and ancient rites to build their society has established itself alongside the nile from the abyss in the north to the ase iceplanes in the south. Rules by the nobility, the Anubians, a standing which can only be optained by birth. Mechanicsburg Capital city of the russian monarchy, the Empire Mechanica. Which rule over the vast lands of russia is build upon its large mechanized forces. Gigantic mechanized constructs roam across the countryside, piloted by the elite of the russion tsesar army. The backbone of the empire forms the ancient ural mountain range, with it vast resources of resources, metal, oil, coal. Once home to millions of people during the age of darkness, hidden away in deep underground complexes of the golden age russia. it is now crowed with the living dead. A true necropolis under the mountains. Guide of the Dead The broken wall of life The death of billions of souls shattered the walls between heaven, hell and earth. Releasing every soul of everyone ever died on earth. Walking unseen by the rements of civilization, they can be called upon to serve the living. Hell on Earth The realm of the everlasting dying. The otherside of life eternal, the eternal dying. The realm of the dead is a very different earth, an earth where everything and everyone is dying or dead. Even the earth itself is a dying planet there. Vulcanos are everlasting erupting, the earth is shaken by eternal earthquakes. The sky overcast by inpenetrable darkness, the seas a storm ridden nightmare of water and rain. Everyone that died a violent death does so over and over again, for the rest of time. Only people who died from natural old age live a peacefull dead without having to redie their deaths endlessly. The crust of the planet is riddled with cracks to the bottom of the core, filled with magma. The cities of the world piled on top of eath other, in an eternal state of growing and decay of ruins high as the mountains. One can enter this plane of eternal dead by killing onesself in a place of massiv dying and not actual die, but enter this nightmare of humanity physicaly. context switching is an artform in which a traveller enters the specific manifestation of the deads last moments, blocking out the rest of hell. However context switches are limited to the same cause of death, a vulcano eruption killing 10.000 people will have all those 10.000 restless in its context, a suicide will just have the one person who killed himself in its context. The bigger the mass of the context is the easier it is to enter. The null context, or Hell is the easiest to enter, one just has to die by force. Inside the null context, all contextes are visible at the same time, creating and overhwlming vision of everlasting dying. Spiritus Mortae The spirits of the dead are restless, so restless that one can call them and bind them to service. A different take on magic, everything is a kind of necromancy. forcing necros to work for you enrages their irea and currupts you, looking for willingly spiritue mortae to help you in exchange for laying them to rest will let you find your inner peace. People can be possessed by those spirits, willingly, or unwillingly, taking on characteristics of deamons or angels or other creatures of legend. Effects of long term Mounting Humand and animals that are possessed or mounted by the dead for a long time, risk the side effect of been morphed into a non human or non animal body form. Most such beings are a mixture of humand and animals, which gave birth to the term Demon for those. As a more positve side effect such beings stop to age and can live eternaly. Hower a exorcism ritual that successfully drives the dead of the body will result in time catching up with the host. This can lead to instant and painfull death or rapid old aging. Character Guide Humans Thats us, the cockroaches of mammal live. Infernals Infernals are permantly possessed humans that came into being around the impact sites across the world. And rarely leave the immediate areas around their 'homelands'. The largest Infernal collective is the Convent of Hell at Hellsgate. With a population of several hundert tausend. All Infernals have great spirtual powers. A fact which makes them feared by many and refered by a few. They call themselfs the Firepeople, since all their homelands are very hot, sometimes past the point of boiling water as in the Abyss. They are all imun to fire and can not be burned, however, they are highly affected by cold and frost. Most humans do considere the Infernals to be a evil, unciviliazied race of demons. However, they are not more evil then the avarage human, just different in their living habitat and their needs. Anubians Like the infernals, the Anubians are mixed people, where human and animal physiology are mixed to creat something new. Most anubians have animal like heads of varieng kinds, the most common is a jackel head, wtih the more powerfull anubians are looking more like two leged walking jackals then humans. Wielding great knowledge about the lands of the dead their mystical powers are extensive. Mount of the Dead Those are people that are possessed and fused together with one or more spititus mortae. Having taking on different characteristics of those spiritus they wield great power for the price of been a human. Most of them resemble demons to some degree. Giants Like the Infernals the Giants of the north are a mixed race of permanently possessed people living in the vaste icelands of the nothern pole. They are well over 4 meter all creates of created strength, cunning inteligence with a well defined social structure based on honor and bravery. They are immune to the effects of the cold and rarely seen or heard from outside their icy realm. Their numbers few, yet they control vast areas of the northern lands unchallanged. Monsters Monsters are all kinds of beings, ranging from permantly possessed and insane humans like wendigos over normal wildlife to ghosts of all kinds. Character Professions characters are defined by what they do, their education and later development. Each character must start with a profession of some kind, which gives the chracter a starting set of skills and cultural background upon which the chracter can expand later during the game. A chosen profesion makes it easier to advang further down that path of live, but it does not outrules taking a different turn or studying other filds of interests if the characters choses to do so and has the opportunity for learning. Explorer Explorers come in all kinds of flavors, treasure hunters, looking to expand the knowledge of the world, wandering for the thrill of it. Meeting new cultures and visiting new lands is their lifeblood. Archaeologist A special kind of explorer is the Archaeologist, who is looking around the known world for artifacts of the ancients and their golden age of mankind. Adventurer The classical jack of all trades recless typ. Engineer The great architects of the steam powered devices of the Britanic Majesty, the foundation of their power and might. Gadgeteer Skilled in all kinds of mechanical workings is the Gadgeteer from the Swiss Empire. Ghostrider A ghostrider is a character that invites a ghost into his body to gain access to the powers the ghost shares with him. While frindly ghosts leave on their own, unfriendly or evil ghosts might leave at any time, or never. Pilot Controling a steammachine is a difficult task, the task of a pilot. Trained in controling the great walkers, tanks, air and landships, the pilots are masters of the transportation devices of our time. Alchemist Alchemists are the great minds of ghostly artifacts. Able to gather and distill the powers of the dead into items everyone can use. Armed Conflict Resolution Specialist aka Soldier A standard solder from an organized army who had weapons and combat training. Legionnaire A special breed of soldier, born from the fusion of a member of the Legion with a human, free to roam the earth. A fighter for both worlds. Scholar Trying to understand the world thrugh the eyes of science is the sholar, researching for a better tomorrow and providing a foundation of the engineers to build upon. Citizen A catch all profession, the ordinaery citizen, barbers, tailors, bakers, farmers, houri, painters, housewifes and man etc. Detective Where there is a crime, there is the need for the detective, utilizing his skills, wits and tools to locate and bring the guilty to justice. Noble Born to riches, living in riches, the nobel doesn't needs to work. They have others do their work for them. In most cultures they form the cultural elite and leaders of their fellow beings. Purifier A Holy man of Summerland, the purifier roams the lands on the search for infestations of the dead and technologie to cleans them from the earth. Nomad A nomad is character from outside the high centers of modern civilization, like The Britanic Majesty and living mostly in the wild lands, from hunting animals and growing crops. Morgus The Morgus is a master in dealing with the dead, summoning, binding, exorcism, lore are its desicplins. Equipment Guide The Britanic Majesty Airships Dreadnought of Heaven The pride of the britanic majesties fleet, the heaven is a massiv airship armed with the latest inventions and flaggship of the fleet. A floating fortress. The Imperial Might The standard airbattle ship of the Britanic Majesty Cloudskimmer A large commercial airsailship, the backbone of the tradelines of the britanic majesty. Sundancer All kinds of smaller ship used for combat. Airdancer Small civilian airships Empire Mechanica Dreadlord A massiv steammecha combat design. The Troll Medium sized mechanized vehicle, the backbone of the empires ground army. Nightspider A spider inspidered design of a fast and agile scouting vehicle. The Empire of the Sands Stonebreather A massive landship design powered by a complex mechanic of shifting sandmasses and armed with large catapults. Sandstorm A hovercraft like vehicle, floating above the ground by streams of sands and armed with a sandtrhower device. Because of its operating principle of sucking sand in and blowing it out in concentrated streams it only works in a desert. Swiss Guard Guardian of Time A clockwork Robot of highy sofisticated design and frightening effective in combat. the elite guardian of the swiss guard. Time Master The premiere assault robot Marching Time The run of the mill infantery device, produced in the thousands. Drugs Moondust Moonsdust is a hallucinigen made from dusted moonstones, it is used by communers to contact the dead. Unlike the Gehenna it doesn't induces a addiction. Gehenna Grounded and powered drug from helliron, highly adictive. It allows for easy possession of the consumers body by a dead spirit. artifacts Ancient ancient artifacts are leftovers remenets of the old world, cars, computers, ships, weapons, clothes and so on. Most of them are so old and broken that they are total junk and useless. But some do still work... Spiritual Spiritual artifacts are what powers the modern hightech, the most precious of them are the moonstones and the helliron. Moonstones come from fragments of the moon and the rings that felt down to earth. The fresher such a fall, the more powerfull the stone is. Helliron on the other hand comes from the comet and can be found all over the world, but the biggest concentrations are in the mighty impact craters. The largest pile of helliron is located in the Hellgate crater structure in the west part of the Abyss. Moonstones are generaly usefull for protective measurements and bringing spirits to rest. While the helliron is used for all things dealing with war, combat and death. Weapons, armor and summonings of the dead. Govi A Govi allows a character to savely contain and transport a link to a specific dead and aid in calling upon its service later on. Rule Guide Character Generation Attributes Each character has a set of 8 primary attributes. 4 Physical and 4 corresponding mental attributes. the standard attribute range is from -25 to +25 with the human avarage for an attribute at 0. Attributes that are reduced to -25 disable the character, having all physical attributes at -25 indicates that the character is dead. -25 in all mental attributes indicates that the character is braindead. In both cases it is the end. Stamina - Willpower Strength - Intelligence Agility - Wit Beauty - Charisma Secondary Attributes Initiative the Basic initiativ modifier of the character at character generation is 25, it is modified by the attribute value of agility and wit. Mortae A character can invest a maximal of 200 character points during character generation into her Mortae stat. Abilities Skills Name Class Complexity Effect Restriction Skill list Invention This is the skill the mad scientist and not so mad need to turn the newest steampowered clockwork monstrosity from a piece of nice looking scrap into a actual working machine of doom. Characters with the invention skill are able to actually make the steampowered contraption work in the first place. Rolling the dice Unless noted all dice rolls in impact follow the same rule, which is as follows; To roll the dice one d100 or in short 1d% is rolled, a result of 1-5 is rerolled and subtracted from the first roll. A result of 96-00 is also rerolled but added to the first. If the second roll is in the range of 97-00 it is again rerolled and depending on the first reroll subtracted or added further. A third reroll occurs at a result of 98-00 and a forth with 99-00 and a sixth at 00, further rerolls happen as long as a 00 is rolled. This method is called the inflating roll. Skill use To make use of a skill the character rolls 1d100, the d% and adds hers skill value and the corresponding attributes together. Then subtracts the situation modifier. The skill test is successfull if the modified end result is greater then 100. A result between 0 and 100 is a failure, while a result below 100 is a catasthrophic failure. Improving skills Skills can be improved during the game from the experiance the character gained. Skills that where used actively are easier to improve then skills which where not actily used. During an experiance period, usualy an adventure or part of a longer lasting campaign, the player should note which skills where used activly. Used skill cost = complexity x new skill level /2 unused skill cost = complexity x new skill level /2 A GM can reward a character with extra skill points directly for a skill if the charcater used the skill in a contest of skills against a superior skilled opponent and won. For example a chessmatch, fencing duel etc. In such case a reward beside the reward of survining or victory is up to the GM but should be in the range of 1-5 skill points. A character can learn a completly new skill as well to improve her selection of skills. To do so the character must spend 50 experiance points if selfteached, or 25 points if learned with a teacher. Such newly gained skills start at a value of 5. Teaching takes two week times the skills complexity time. situation modifier defense skill weather conditions Combat Initiative At the begin of a combat a character rolls 1d% and adds her initiative modifier. Each action has a associated time factor. The time factor is the base time the action needs to be carried out. to calculate how quick a character completes the action, divide the time factor by the initative roll. Base times are measured in 1/100 of a second. Round to the nearest full integer. Interrupting actions If a character which gets disabled during the first half it takes to complete her action loses the action she was undertaking. Attack roll and damage To carry out an attack the attacker rolls his attack skill, sword, gun, unarmed combat etc and adds the speciafic situations modifiers, lighting conditions, defenders defense, etc etc. a roll below 1 is a catastropig failure, a result between 0 and 99 is a failure and a roll of 100 and up is a success and a hit. In case of a hit, multiply the weapons base damage value result of the roll. rounding to the nearst integer value. Then subtract the matching armor value for the attack from the result. results over 0 get then subtracted from the appropriate targets attribute. example, a result of 162 results in damage of 1.62xbase damage. Bypassing armor Armor can be bypassed if its not fully covering the wearer, doing so removes the armor value from the damage calculation if successfully done so in the attack. To bypass armor the bypass rating of the armor is subtracted as well from the attack roll. if the attack roll is successfull it bypasses the armor entirely and damage is dealt directly to the wearer. To bypass armor the attacker must declare before the attack roll that he wishes to do so. Failure to declare will esult in a normal attack roll. A roll that would have hit the target on a bypass test but fails to bypass the armor is calculated as a normal hit. However for damage calculation the unmodified roll from the bypass attack is used. example, attack roll is 130, bypass rating is 45, which results in a bypass miss since the result is 95. however it is still a normal hit of 130 resulting in a normal hit of 1.3x times base damage which then gets applied to the armor of the target. Armor Each armor has certain protective properties, the possible areas of protection are listed below. A armor which does not list a property offers zero protection in that left out area. Impact Slash Piercing Heat/Fire Cold Mortae Electricity Gas Presure - Air Presure - Water The listed propertie value is subtracted from any attacks of that damage kind that connects with a successfull hit. and is subtracted from the total armor value. the total armor value is the sum of all protective areas times 5. With damage dealt to the armor the armor gets reduced in efficency. with each 10% of the total armor value lost, the properties and bypass value are reduced accordingly by 10%. A armor that reaches 0 in total value is completly destroyed, desintegrated, burned, crushed, splittered etc. Armor Total Bypass Value Cover (torso, left arm, right arm, left leg, right leg, head, tail ...) Requiered Skill Weight Movement Modifier Stealth Modifier Cost Cover A cover is anything that obtruses a target from direct view. Can be a wooden wall, rock, building, vehicle etc. Subtract the amount of coverage of the targett from the attackers attack roll. However a attack may chose to attck through the cover. in such a case subtract half of the cover value from the attack roll and subtract the structur rating from the cover from the damage dealt to the target. An attacker that is able to see through the cover by some means can attack the target normaly. But has to take the cover modifier into account if he doesn't wants to attack through the cover, and duce reducing the damage of a potential hit by the cover. an attack that fails to hit with the cover modifier included but would hit without it hits the cover in front of the target and has to subtract the covers strutural value from its damage before the damage is applied to the normal armor and damage rules. Cover acts as secondary armor with a bypass value of the coverage amount. Targeting a specific part of a target. A character can target a specific part of the target. To do so, subtract the amount of the target the partial target repesents in percent from 100 and apply the result as subtraction to the attackers attack roll. If the desired target area is not covered by armor it automaticaly bypasses the armor. follow the standard bypass rules for its that miss the target but would still hit the overall target. If the target area is covered by armor, follow the normal armor rules, including bypassing armor in addition. Example of the human body Torso Arm Leg Head Neck Hand Foot Eye Actions Name Type Base time Factor Wounds and Damage Damage to a character or object are recorded directly against the attribute influenced by the attack. This way damage automaticly reduces the abilities of a character accordingly. If a attribute reaches -25 the character risk falling unconcious. she can make a successfull willpower test to overcome this. If all physical or mental attributes are reduced to -25 the character falls into a coma and is on deaths doorstep. Unless immediat medical attention is apply the character continues to loose 1 point per attribute per minute and dies when all attributes reaches -35. Reduces first the physical attributes, then the mental attributes. Damage that reduces a characters attribute value to -35 or below from attacks fall automticly into a coma but have much more time to be saved. Skill tests Simple Test The character rolls d% adds his skill modifier and subtracts the situation modifier if the resulting value is above 100 the test has succeed. Complex Test A complext test involves two parties in a contest situation. Every side rolls their skill test as normal, then compares the results. The higher total wins the contest. Combat Mortae