ToAd 5.0

Effect Failure Side Effect Little Good Average Intense Terrific Excellent
Action Strength Less Than Zero 0 1 to 4 5 to 8 9 to 12 13 to 16 17 to 20 21 and Up

Basic Rules

Maxims: What seems real is real - despite what the rules may say. The Game Master is always right - even when obviously wrong. To win is to enjoy the adventure - always play to win.

The Jist of It: The game is divided into rounds. Each round begins with the player sitting to the right of the GM and moves counter-clockwise around the table to end with the GM and her creatures. When it is your turn, you move your character first and then resolve any and all actions that character is going to make that round.

Statement of Difficulty: Before a check can be made the force opposing it needs to be known. In combat this is typically ones Total Defense. Outside of combat it is known as the action's Difficulty. Once you declare a number out loud as a "Strength" it cannot be changed.

The Action Check: Scores represent what a character can do without risking anything. 10 is the universal average. 3 is sad. 20 is amazing. A risk roll must be made to make an action. Everyone can roll the four-sided die no matter how low their score actually is.

Risk Rolling: A risk roll is any combination of dice whose best possible roll is not greater than than the score being checked. If the roll turns up even you get a bonus. If odd you take a penalty. Any and all modifiers are added in after you make your risk roll, the result is called your Offensive Strength.

Finding the Effect: Subtract the Defensive Strength from the Offensive Strength to find the action's Final Strength. If greater than zero, take it to the Effects Table and find where it fits.

Putting it into Play: Effects come with intuitive names such as Little, Good, and Terrific. If your character sheet doesn't say what they do, ask your Game Master.


Multiple Actions

Multiple Actions attempt to pack more than one action into a moment. Usually this is done by making a number of quickly repeated actions (multiple sword strokes) or by using actions that follow a similiar mindset (using a sword and a dagger together).

Multiple Actions take a -4 cumulative penalty for each extra action. Every action takes this penalty equally. So if a character commits two sword strokes and one dagger thrust (3 actions) each will take a -8 penalty.

Speed Limit:, 1 action per 2 points of Speed may be made per moment (with a minimum of one action). All multiple actions need to be resolved at the same time. If actions with different speed scores are being used then the slowest speed score is used by all.

Relative
Difficulty
Reaction
Strength
Easy 0
Snap 2
Cinch 4
Decent 6
Testy 8
Tricky 10
Problematic 12
Difficult 14
Hard 16
Tough 18
Serious 20
Challenging 22
Impossible 24
Brutal 26
Ballbusting 28
Herculean 30

Cumulative Modifiers

1st Check

2nd Check

3rd Check

4th Check

5th Check

1 Action

-0

X

X

X

X

2 Actions

-4

-4

X

X

X

3 Actions

-8

-8

-8

X

X

4 Actions

-16

-16

-16

-16

X

5 Actions

-20

-20

-20

-20

-20

 

Action Modifiers

Encumberment

Being heavily encumbered brings a penalty to all actions. Because encumberment often changes during an adventure, this penalty is not factored into ones character sheet.

Moving: -0

Packing: -2

Lugging: -4

Trudging: -6

Straining: -8

Movement

Movement modifies actions made while moving. These penalties are taken during the round of movement whether one has yet to move or not. If swimming, fishing, flying, etc. is your character's natural form of movement (like Walk for humans) then no penalty is taken

Energy Drain: Running drains 1 point of Vit per minute of jogging. Sprinting is movement with an Exertion Bonus. It drains 1 point Vit per round and the character may not use the Exertion Bonus option..

Walk: -0

Jump: -6

Fly: -2

Swim: -4

Run: -4

Climb: -6

Glide: -0

Sink: -2

Sprint: -8

Crawl: -3

Fall: -9

Dig: -8

Guessed Ranges

For when you don't want to get out the miniatures or are dealing with too great a range.

Distance

Steps

r.25

r.5

r.75

r1

r1.5

r2

r3

r4

r5

r6

r7

Point-Blank

0

0

0

0

0

0

-2

-4

-6

-8

-10

-10

Short

5

-4

-2

-1

-1

-1

0

0

0

0

0

-2

Medium

10

-8

-4

-3

-2

-2

-1

-1

0

0

0

0

Long

20

-16

-8

-6

-4

-3

-2

-1

-1

-1

0

0

Football Field

120

-96

-48

-36

-24

-18

-12

-8

-6

-5

-4

-3

Guessed Explosions

These are the Action Strengths used by the blast in making an attack.

Distance

Steps

e.25

e.5

e.75

e1

e1.5

e2

e3

e4

e5

e6 e7

Point Blank

0

32

32

32

32

32

32

32

32

32

32

32

Close

3

x

x

x

8

14

24

24

32

32

32

32

Short

5

x

x

x

x

2

16

24

24

24

32

32

Medium

10

x

x

x

x

x

x

8

16

16

24

24

Long

20

x

x

x

x

x

x

x

x

x

8

16

Blast Diameter

3 ft.

9 ft.

15 ft.

21 ft.

33 ft.

45 ft.

69 ft.

93 ft.

117 ft.

141 ft.

165 ft

And in Steps

1

3

5

7

11

15

23

31

39

47

55

Random Damage
Scratch Ouch Hurting Threatening Dangerous Massive Titanic
1d2 1d4 1d10 3d10 3d20 1d100 2d100
Assorted Modifiers

Partial Cover: -7
Near Full Cover: -14
Missing a hand on a weapon: -3
Extra hand on a weapon (only once): +3

   

 

 

Physical Combat Cheat Sheet

Initiative

Who Strikes First: Normally player character strike first and the GM's creatures go last, but when attacked the option to retaliate is always there, and that is when initiative is checked. Two characters trying to decide who strikes first roll 1-10 and add it to their speed score. The one with the highest score strikes first.

Caught by Surprise: -10 Speed

Exertion Bonus: +1 Speed for every +1 Bonus. It consumes all of ones Exertion Bonus.

Sheathed Weapon: -20 Speed

Parting Shot: 5 points Speed difference.

Range

Melee Attacks: Range is most often used with minatures. One is either in range and can be hit or is out of range and cannot.

Ranged Attacks: Distance brings with it a penalty, see the Ranged Attacks Table.

Explosive Attacks: Distance determines the explosion's Action Strength, see the Explosions table.

Defense

Statement of Defense: Once you tell your opponent your Defense Score you cannot change it.

Total Defense: The default defense score.

Grab Defense: The defense against being hit as a target.

Surprise Defense: A defender caught off guard, it is everything but Shield and Dodge skill.

Prone Defense: A defender caught sleeping. Armor only!

Armor Damage: Armor can absorb up to half the Wear and Tear, but it destroys the DEF magic bonuses first.

Flanked!: Characters attacked from two different directions (a 180o split) must use Surprise Defense against the attack ones back is turned to.

Knocked Down: It takes a Reflex Action Check (or appropriate skill) to get back up, may be made as a multiple action. Knocked down characters use their Surprise Defense.

Parrying: A parry is a multiple action. It adds the attack's Par score to the character's defense.

Sneak Attacks: Sniper fire, backstabs, etc. Are defended against with ones Prone Defense.

Offense

Attacks of Opportunity: Do not exist in the ToAd. However, you may not move through an opponent or through the steps to the left and right of that opponent without a special skill.

Blind Fighting: Unless a skill or talent negates it. Attacker takes a -8 Penalty. Shields work but parries do not.

Charging: No parries. Surprise Defense. Attack only against 1 opponent. Gains a+1 Bonus per SPM of declared movement (irregardless of actual distance travelled). On contact both offense and defense need to make reflex reaction check to remain standing. This check gains a +/- 1 modifier for the difference in their Weight Defense.

Concentration: A bonus for mental action (ex: ranged combat) Burns 1 Fort. Use only once per round.

Exertion: A bonus for physical action (ex: melee combat) Burns 1 Vit. Use only once per round.

Wrestling: A wrestling attack vs. Grab Defense lands a hold. Breaking free requires an action whose final strength is greater than the final strength of the hold. Defending against this is the muscle strength of the wrestler maintaining the hold. Maintaining a hold counts as ones action for the moment. Both wrestlers defend against outside attacks using Prone Defense.

Unfamiliar Weaponry: Use General Attack Hit Score if nothing better can be found.

Damage

Wear &: Tear: Damage is listed like this 84. The big number is Current Vit lost. The small number is Physical Wounds lost.

Unconsciousness: Loss of either Parent Ability, character will wake up after recovering 1 point above zero.

Death: Happens when all of ones mental or physical wounds are depleted and the character goes unconscious.

Damage Type: Determines how much tear damage is done by a certain kind of wear damage. The character creator automatically figures this out for your attacks.

Type

Abbv.

Details

Impact

Ip

1 wound for every 6 points of damage.

Blunt

Bt

1 wound for every 4 points of damage.

Mixed

Mx

1 wound for every 3 points of damage.

Sharp

Sp

1 wound for every 2 points of damage.

Laser

Ls

1 wound for every 1 points of damage.

Acid

Ac

1 wound for every 4 points of damage every round. Each round the wear damage loses 4 points.

Cold

Co

1 wound for every 3 points of damage.

Electrical

El

Does equal Impact damage to body and mind.

Fire

Fi

Does Blunt damage every round the character is on fire until extinguished.

 

Ranged Attacks

Steps

r.25

r.5

r.75

r1

r1.5

r2

r3

r4

r5

r6

r7

0

0

0

0

0

0

-2

-4

-6

-8

-10

-10

1

-1

0

0

0

0

0

-2

-4

-6

-8

-10

2

-2

-1

-1

0

0

0

0

-2

-4

-6

-8

3

-2

-1

-1

-1

0

0

0

0

-2

-4

-6

4

-3

-2

-1

-1

-1

0

0

0

0

-2

-4

5

-4

-2

-2

-1

-1

0

0

0

0

0

-2

6

-5

-2

-2

-1

-1

-1

0

0

0

0

0

7

-6

-3

-2

-1

-1

-1

0

0

0

0

0

8

-6

-3

-2

-2

-1

-1

0

0

0

0

0

9

-7

-4

-3

-2

-1

-1

-1

0

0

0

0

10

-8

-4

-3

-2

-2

-1

-1

0

0

0

0

11

-9

-4

-3

-2

-2

-1

-1

0

0

0

0

12

-10

-5

-4

-2

-2

-1

-1

-1

0

0

0

13

-10

-5

-4

-3

-2

-1

-1

-1

0

0

0

14

-11

-6

-4

-3

-2

-1

-1

-1

0

0

0

15

-12

-6

-5

-3

-2

-1

-1

-1

-1

0

0

16

-13

-6

-5

-3

-2

-2

-1

-1

-1

0

0

17

-14

-7

-5

-3

-3

-2

-1

-1

-1

0

0

18

-14

-7

-5

-4

-3

-2

-1

-1

-1

-1

0

19

-15

-8

-6

-4

-3

-2

-1

-1

-1

-1

0

20

-16

-8

-6

-4

-3

-2

-1

-1

-1

-1

0

Instructions: Steps is the distance of the target from the shooter. Range is the r-number of the weapon. The numbers in the table are action modifiers. Long range weaponry will take a penalty for close range shots but never more than -10.


Explosions

Steps

e.25

e.50

e.75

e1

e1.5

e2

e3

e4

e5

e6

e7

0

32

32

32

32

32

32

32

32

32

32

32

1

x

16

20

24

26

32

32

32

32

32

32

2

x

x

8

16

20

24

32

32

32

32

32

3

x

x

x

8

14

24

24

32

32

32

32

4

x

x

x

x

8

16

24

24

32

32

32

5

x

x

x

x

2

16

24

24

24

32

32

6

x

x

x

x

x

8

16

24

24

24

32

7

x

x

x

x

x

8

16

24

24

24

24

8

x

x

x

x

x

x

16

16

24

24

24

9

x

x

x

x

x

x

8

16

24

24

24

10

x

x

x

x

x

x

8

16

16

24

24

11

x

x

x

x

x

x

8

16

16

24

24

12

x

x

x

x

x

x

x

8

16

16

24

13

x

x

x

x

x

x

x

8

16

16

24

14

x

x

x

x

x

x

x

8

16

16

16

15

x

x

x

x

x

x

x

8

8

16

16

16

x

x

x

x

x

x

x

x

8

16

16

17

x

x

x

x

x

x

x

x

8

16

16

18

x

x

x

x

x

x

x

x

8

8

16

19

x

x

x

x

x

x

x

x

8

8

16

20

x

x

x

x

x

x

x

x

x

8

16

Blast Diameter

1 step (3ft.)

3 steps (9ft.)

5 steps (15ft.)

7 steps (21ft.)

11 steps (33 ft.)

15 steps (45 ft.)

23 steps (69 ft.)

31 steps (93 ft.)

39 steps (117 ft.)

47 steps (141 ft.)

55 steps (165 ft)

Instructions: Measure distance from point of detonation (step 0) to find Action Strength to be used. After e1, explosive range is the number of steps it takes to reduce a blast's force by 25%.
Pre-Made Explosives: (dynamite, grenades, etc) use number in the column as its Action Strength.
Free-Form Explosives: (magical blasts, fireballs, etc) round off the Action Strength to neares ten and use the color to determine Action Strength. Red = 100%. Purple = 75%. Blue = 50%. Green = 25%.
Defense: Hit the dirt (1 action) = Total. Aware of explosive beforehand = Surprise. Caught unaware = Prone.

 

Speed-o-Meter

Characters & Type of Movement

SPM

1

2

3

4

5

 

1

1

0

0

0

0

 

2

1

1

0

0

0

 

3

1

1

1

0

0

 

4

1

1

1

1

0

 

5

1

1

1

1

1

 

6

2

1

1

1

1

 

7

2

2

1

1

1

 

8

2

2

2

1

1

 

9

2

2

2

2

1

 

10

2

2

2

2

2

 

11

3

2

2

2

2

 

12

3

3

2

2

2

 

13

3

3

3

2

2

 

14

3

3

3

3

2

 

15

3

3

3

3

3

 

16

4

3

3

3

3

 

17

4

4

3

3

3

 

18

4

4

4

3

3

 

19

4

4

4

4

3

 

20

4

4

4

4

4

 

21

5

4

4

4

4

 

22

5

5

4

4

4

 

23

5

5

5

4

4

 

24

5

5

5

5

4

 

25

5

5

5

5

5

 

26

6

5

5

5

5

 

27

6

6

5

5

5

 

28

6

6

6

5

5

 

29

6

6

6

6

5

 

30

6

6

6

6

6

 

31

7

6

6

6

6

 

32

7

7

6

6

6

 

33

7

7

7

6

6

 

34

7

7

7

7

6

 

35

7

7

7

7

7

 

36

8

7

7

7

7

 

37

8

8

7

7

7

 

38

8

8

8

7

7

 

39

8

8

8

8

7

 

40

8

8

8

8

8

 

41

9

8

8

8

8

 

42

9

9

8

8

8

 

43

9

9

9

8

8

 

44

9

9

9

9

8

 

45

9

9

9

9

9

 

46

10

9

9

9

9

 

47

10

10

9

9

9

 

48

10

10

10

9

9

 

49

10

10

10

10

9

 

50

10

10

10

10

10

Instructions: Characters declare movement and have their initials and movement type (ex: JC-walk) scribbled in the characters column. Round breaks down into five instances. Each instance begins with movement according to the speed-o-meter and ends with the possibility of combat.
A character who doesn't move during an instant loses it. If the round ends before a character can attack the attack is forfeited.

 

Magic Cheat Sheet

Basics

Magic Resistance: Characters who possess this talent will be protected by its score from the magic of others, unfortunately it will also create a penalty against ones own attempts at casting magic.

Toll: Casting a spell will do some kind of damage to person who cast it - its toll. It is determined by the spell and taken whether the casting succeeds or not. A magic caster can cast a spell over and over until the toll knocks the character unconcsious.

Focusing Tools: These help magic-casters cast spells. The bonus they provide must consciously be added to the spell focused through it. A caster may only use one focusing tool at a time.

Enhanced Items: These are weapons, tools and armor which have been magically honed to work better, ex: long sword +2. If damaged the magical charge is always lost first.

Enchanted Items: These are rings, wands, rods, weapons, and armor, etc. which have had a magical spell or a combination of magical spells locked inside it for easy use. For a score to check (if the item doesn't come with one) Current Fortitude, Intuition, Knowledge, Charisma or a Magical Skill School Score may be used

Spell Books: Reading a spell book may teach a caster how to cast a spell, but it doesn't allow the caster to automatically cast the spells described within.

Magic Scrolls: These are actually magic items enchanted with a spell that can be released when the scroll is read. Scrolls often self-destruct once used.

Combat Casting

Distraction & Damage: If damaged while trying to cast a spell a reaction check of the caster's Current Fort -3 per wound taken during the casting must be made right before the spell is cast or it fails. Damage can be mental or physical. It does not apply to Instantaneous spells.

Instantaneous Spells: Those that can be fired with a finger snap leave the caster defending with his Total Defense.

Slow Spells: Spells with a casting time less that 1 minute in length yet slower than Instantaneous leaver the caster defending with his Surprise Defense.

Long Spells: Spells with a casting time longer than 1 minute are so involved they leave the caster defending with his Prone Defense.

Abandoning a Spell: A magic caster in a pinch can abandon a spell as the round's action and defend with Total Defense in the next round.

Wearing Armor: Wearing armor does not effect spellcasting abilities unless ones spell casting skill school says otherwise (damn dress codes). On the whole most magic casters avoid armor because it's heavy and they spend too much time cracking books instead of lifting weights.

 

Possible Physical Combat Side Effects

Die Roll

Side Effect

Description

01

Juggler what Juggler?

Attacker, make a Durability check or Die!

02-10

Not so Funny Bone

Attacking character accidentally attacks himself. Roll a reaction check of ones Hit score and defend against it.

11-20

Watch that tendon!

Attacker makes a Durability check or sprains an arm, leg, or groin losing the use of it for at least one day.

21-30

Break Weapon.

Swords and stone floors don’t mix. Attacker must make a weapons reaction check or hopelessly destroy the weapon being used (gains double the bonus if weapon is magically enhanced).

31-40

Lose Weapon.

Shouldn’t have oiled the leather on that hilt this morning. Attacker must make a Reflexes check or have weapon flung 1d10 steps away.

41-50

Shock Self

Attacker makes a Durability check or suffers a head ringing concussion and spends the next 1 to 5 moments wandering about in shock, unable to do anything but use a shield and parry attacks.

51-60

Shock Opponent

Defender makes a Durability check or suffers a head ringing concussion and spends the next 1 to 5 moments wandering about in shock, unable to do anything but use a shield and parry attacks.

61-70

Flipped off the Feet

Defender makes a Reflex check or falls down, losing any chance of attack for that moment and spending the next moment standing up.

71-80

Disarm

Defender makes a Reflex check or watches the disheartening slowmo flight of ones weapon 1d10 steps across the room.

81-90

Knock-Out

Defender makes a check of Current Vit or is knocked inexplicably unconscious for 3d30 moments.

91-99

Rippppp

Defender makes a Durability check or sprains an arm, leg, or groin, losing the use of it for at least a day.

00

Instant Death

Defender, make a Durability check or Die!