Notebook Ten Rules

=Introduction=

=The Creation=

nb10sheet_v14

nb10sheet_v14_cr

(insert creation introduction here)

==House Rules==

Some Game Masters (GM) might have “house rules” that vary from the rules in this book. You should speak with them to see if there is anything you should be aware of before you begin the character creation process. You should also find out about the world your character will exist in and be thinking about your character’s background as you fill out your character sheet.

==Ability Scores==

To increase or decrease your ability scores you must assign points from your ability pool. The standard ability pool is 10, however, you can use alternate roll methods to generate a pool. Every ability score starts at zero and can be raised to a maximum of 5 or lowered to a minimum of -5. This addition and subtraction done to ability scores has in inverse effect on your ability score pool. You should end up with a pool of zero points by the end of this process. (see: Notebook_Ten#Ability_Scores_2|Ability Scores)

==Races==

The race of your character can be a very important aspect. Some races have different bonuses, look different, or live longer. The races outlined in this book are just samples. Before you pick a race from this book check with your GM. They may have created their own races to populate their world.

[http://www.notebookten.com/nb10/races.php Race List]

==Alignment==

Now it is time to chose what alignment your character is. The alignment system is a 10 point scale that looks a something like this:

When making a new character you may chose a number no greater then 2 in either direction. Once you choose your alignment the only way to earn points in either direction is through the roleplaying of your character. Certain actions you preform my be cause for your GM to award you an alignment shift.

==Feat Selection==

Every starting character gets 10 general feats and 10 skill feats. Once you reach the halfway point to your next level you gain an additional general and skill feat. When you do finally level you gain two more general and skill feats.

Feats are the backbone of this d10 system. Everything about your character is determined by which feats you take. There are a few rules before picking feats that you need to understand. First there are two types of feats: General Feats and Skill Feats. General feats can be used to gain any feat on the feat list. This includes anything from skill feats, magic feats, and supernatural feats. Skill feats can only be used to select feats that are categorized as skill feats. You may only take a single skill feat equal to Level + 5 times.

Next, feats that have a * can only be taken once per category. For example Ride(horse) can only be taken one time, but you can take the feat Ride(dragon) also. Feats with an X may be taken 1/2 Level times. At level 1 you can always take a feat with an X a single time. For example a level 12 character can take Raise Evasion 6 times. (see: Notebook_Ten#Feats|Feats)

==Lifepoints==

Life Points is the ability to take physical damage before your character is killed. They are calculated by the formula: 10 + CON + 1/2LvL

(note: whenever you are applying 1/2 of something always round down, but no lower then 1)

If your CON score is a negative, for example -2, your lifepoints would be 9 at first level (10 base + -2 ability + 1 half-level). Armor, known as Damage Reduction(DR), protects your lifepoints from reduction.

==Ability Pool==

Your ability pool consists of Vitality and Mana in which you can spend 5 points between. Each point spent in one of these sections increases the dice you roll and adds to this score each level. (Ordered: 1d4, 1d6, 1d8, 1d10, 1d12) For each of these sections the equation you use is (dice) + (stat)who’s total is no less then 1 each level.

(note: Any dice roll for your ability pool is treated as a perfect roll at first level.)

===Vitality===

This is your ability to avoid getting wounded during any situation. Your vitality is not protected by armor like life points and is enhanced by your FAV score.

===Mana===

Mana is what makes a spell casting character and is enhanced by your ING score. It is important to fill this field out for later use even if you never plan to cast magical spells.

==Evasion==

This is your ability to avoid an attack all together and protects your character from vitality and life point reduction. It is based off your Dexterity with the formula of: 5 + 1/2DEX + feats

==Starting Money==

Starting characters get 2d10 of the highest form of currency. This is your character’s life savings up to this point and should be spent and saved accordingly. Some of this money may be invested in housing, food, clothing, or other material possessions. If your character is starting at a level higher then use the following equation to determine their starting money: (LvL d10) x Level of the highest form of currency.

==Equipment==

With your starting money you should start purchasing weapons, armor, or maybe a shield for your character. At the start of each of these sections there is an explanation of what they do and how they are used. You are not required to have any of these items but they will aid you in your adventuring cause. After this you should move on to equipment and purchase yourself some provisions and gear for your character.

(note: Remember that each item has a weight value. Each item your character carries adds to their total encumbrance. A character can hold up to STR+1 x 10 lbs. of weight before they incur an encumbrance penalty.) (see: Notebook_Ten#Equipment_2|Equipment)

==Everything Else==

Now you should look to the top of the character sheet and fill out your character’s information. After that you are ready to write a background for your character. Speak with your GM and other players in the game to incorporate your character into the plot of the story. A good character background makes for good role playing sessions, so spend some extra time here. Talk about things like your birth location, parents, lifestyle, accomplishments, or whatever else you think is interesting. Remember you can be anything you want to be so don’t be afraid to experiment.

=Basic Roleplaying=

Roleplaying has been around since we were all kids pretending to be the dashing knight out to save the princess from the evil wizard. Back then we never really had any rules that told us what powers the wizard had, how strong the knight was, or how beautiful the princess was. Now that we’ve grown up a bit, we still all have that small child in us that yearns for a good story told about that land far far away in a time before us all. In this system there are those missing parts of the game that make it complete. You will play a character that has real limits and have to overcome them. These limits come in the form of ability scores, feats, life points, and much more. As your character overcomes the obstacles of his or her life they will gain experience and levels. More importantly they will gain feats which can be used to better themselves. As your character you can strive to be whatever you would like in an imaginary world created by the Player Characters(PC) and the Game Master(GM). Once you learn the basic rules of roleplaying your imagination is your only limit.

==Things you Need==

To play a game in this system you will need a number of things. First a pencil and a sheet of scratch paper. Secondly you will need a character sheet and a copy of this book. You will also need a collection of dice that will be used in this system: one 4 sided dice(2d4), two 6 sided dice(3d6), one 8 sided dice(1d8), two 10 sided dice(1d10), and one 12 sided dice(1d12).

==Role of the Player Character(PC)==

As a player, your role is to simply to create a character that will be placed into a story that has abilities, hopes, dreams, and aspirations. Once you have created the character it will be placed into a setting where you will play out it’s life. You are limited in what you do by the rules in this book, the rules of your Game Master, and the abilities your character possesses. After that the only thing that will hold you back is your imagination.

==Role of the Game Master(GM)==

The Game Master could be looked at as the narrator of the story that will be told. They create the basic story and the world the PCs exist in. As a GM it is your job to create quests, missions, or tasks for the PCs in your game. You are the one who controls all of the monsters or Non-Player Characters(NPC) that exist in the story. This role is for the imaginative person with the most time. You create the dungeons, the cities, and the conflict that the PCs will be exposed to. While doing this you will have to create many personalities of NPCs that the PCs will interact with. It can be very hard to do at times, but is the most rewarding role. The story’s flow is controlled by yourself and at any time you can decide to make changes to it. Even the rules of this book can be changed to better suit your story. Instead of making a character for the game you will accept the backgrounds and character sheets of the PCs and have to work them into a single story line.

==Conflict Resolution==

Conflict Resolution is the fundamental aspect of any roleplaying system. How do you tell who wins the arm wrestling match? This is quite simple. Since this is a d10 system you will rolling a ten sided dice to determine most conflicts in the game. For example, if your character decided they would like to climb a cliff side they would roll a d10 and add their Strength ability score and any feat bonus to that roll to get a total. If this total is greater then the Difficulty Class(DC) they are able to make it up the mountain. The same applies for combat, negotiations, crafting, and anything else in the game. More of this can be read about throughout the book.

==Experience & Leveling==

Experience is quite simple in this system. All characters start with 0 experience and gain a level when they reach a multiple of 100. When a player reaches a multiple of 50 experience they gain 1 general feat and 1 skill feat that they may select from the feat list.

For a game master awarding experience is a simple task also. It is entirely up to you who is awarded what experience, but for a point of reference you can follow these simple rules:

* A player starts a session with an end of session reward of 5 experience.

* Depending on how the player roleplays, or advances the plot award them 1-5 experience points.

* If there is combat during the session reward an average of 5-20 extra experience depending on the difficulty of the battle.

All of these rewards and penalties are entirely up to the game master. The GM should remember to award experience sparingly as these points quickly add up. If you allow a character to advance too quickly, the player will soon lose touch with their character. A slow and steady progression allows players to build up a history with their character and ultimately makes for better game play.

=Ability Scores=

(intro to ability scores)

==Strength (STR)==

This measurses your character’s physical power and muscle. This is important for any melee type character who will need to deal massive amounts of damage. This ability score applies to:

* Damage rolls

* Physical Skill tests, such as jumping or climbing

* and more…

==Constitution (CON)==

This measures your character’s health and toughness. Your lifepoints are directly increased or decreased by this score, so it’s important for all characters. This ability score applies to:

* Your total life points

* Physical type saving throws

* Resistance to the elements

* and more…

==Dexterity (DEX)==

This measures your character’s nimbleness and athleticism. This score is important for characters that wish to avoid attacks, as well as accurately strike. This ability score applies to:

* Evasion, or your ability to dodge attacks

* Stealth, Acrobatics, and other skills

* and more…

==Ingenuity (ING)==

This measures your character’s intelligence and wisdom. It is important for characters that wish to be spell casters or just generally skillful. This ability applies to:

* Skill rolls such as Sense and Academia

* The size of your mana pool

* Saves against mind effecting spells or abilities

* and more…

==Favor (FAV)==

This measures your character’s luck or karma. This ability score applies to:

* Vitality Pool

* Influential skill rolls

* Social situations

* and more…

==Generate Ability Scores==

There are a number of different methods to generate an ability pool. Consult with your Game Master before you select a roll method outlined below. The standard ability pool size is 10 points, however, you may also use any of the methods below.

* Standard Roll Method: Roll 3d6 but drop the lowest value. The other two values should be added together to generate the character’s ability pool

* Power Roll Method: Roll 3d6 and add together the values to generate the character’s ability pool.

* Six Roll Method: Roll 2d6 but drop the lowest value. Add the remaining value and 6 to generate the character’s ability pool.

===Example Ability Generation===

Nylith has chosen to play in a new campaign setting and begins to create a character for it. His GM has requested that he use the Standard Roll Method to generate an ability pool.

* He starts off by rolling 3d6 and gets the following results: 1, 6, 4.

* Ignoring the lowest roll he adds up the remaining dice and writes down his total ability pool of 10 (6+4). Now that he has an idea about how powerful his character could be he decides he would like to be a dashing swashbuckler.

* The first score he increases is his DEX score because he would like to be able to dodge attacks and effectively strike his opponents. Since the maximum score he can have at level 1 is five he subtracts 5 points from his pool (10-5=5) and changes his DEX from 0 to 5.

* Next he decides that every swashbuckler needs to be a little dashing as well so he increases his FAV score by 2 points, lowering his pool to 3 (5-2=3).

* With his remaining points he decides that he will need some STR to carry all of his magical items. He spends the remaining 3 points in his pool and places them the STR ability score making his pool 0 (3-3=0).

* It appears that he has no points left to increase his CON or ING scores, but Nylith is not satisfied with his scores. He decides to lower his ING score to -2 and add those points to his pool (0+2=2).

* With these two points he adds these 2 points to his CON score reducing his pool back to 0 (2-2=0).

* Now that he has completed his ability scores, Nylith has finished the primary backbone of his character. Looking back at his choices his ability scores are as follows: STR 3, CON 2, DEX 5, ING -2, FAV 2. His total being a 10 (3+2+5-2+2=10).

(note: Starting ability scores can never be greater then 5 or less then -5. Racial bonus’ and penalties are added after you generate scores allowing this rule to be broken.)

==Ability Score Loss==

Sometimes your character can lose ability score points due to magical spells, extranious activities, or other simular situations. When this happens your character can becomes disabled or even die.

CON: A character dies due to CON loss when their maximum lifepoints reaches 0. (note: character points spent in lifepoint or the toughness feat will therefore help keep you alive when this happens.)

STR: A character is paralyzed when their STR score reaches -10. (note: it is possible they can not move due to encumbrance before hand)

DEX: A character is paralyzed when their DEX score reaches -10.

ING: A character enters a coma if their ING score reaches -10. They do not awaken until their ING score returns to normal.

FAV: A character enters a coma if their FAV score reaches -10. They do not awaken until their FAV score returns to normal.

=Feats=

Up to date feat list: [http://www.notebookten.com/nb10/feats.php Feat List]

==What are Feats?==

A feat is a specialised skill or a knack that your character has. Your entire character is made up of a collection of these feats that defines who they are and what they can do. By selecting feats from the feat list you can design anything from a powerful warrior to a skilled spell caster. Any of these feats can be selected for your character as long as the character meets the feat prerequisite.

At character creation your character starts with 10 general feats that can be learned with no in game training. Any of these general feats can be saved to be taken at a later level; This process is called banking. After level one any other feats awarded to the character, or not used at creation, must be learned by their character. This could be as simple as reading a book or as complicated as training for years. It is entirely up to the game master how hard it is to learn a specific feat.

As you level up you are awarded a single general feat and a single skill feat at 50 experience points and an additional two general feats when you reach your next level. Any of these feats can be saved for any period of time but it must be learned in game. Skill feats can only be used to learn feats in the skill feat category.

Out of the different categories there are four types of feats in the list. The first type is the feat that may only be taken a single time. Once you take one of these specific feats you may not take it again throughout your character’s life. The second kind of feat is the feat that may be taken multiple times. Any feat that you can take multiple time can only be taken your level divided by two times. This means at level one you can only take these feats a single time, but you can take them again when you are of level 4 (4/2=2). In this case the abilities of the feat usually stack unless otherwise noted. The third type of feat is a feat that can be taken once per target. For example you can take the exotic weapon proficiency feat for more then one weapon, but each costs an additional feat. The last type of feat may be taken once per target, but multiple times for each target, still limited to 1/2 level times per target.

==Skill Feats==

Under each skill feat there is a ability score that is related to these actions. When attempting to preform a skill you will make a d10 roll and add the relevant ability score and any bonus you gain from feats. Performing skill feats is generally a standard action, and can be attempted once each turn. The formula to use when attempting a skill is 1d10 + Feat + Ability.

===Academia===

Academia can be used for non magical, medical assistance to an injured or otherwise suffering target. Here is an example of things that can be done:

* Stabilize: Stop a character who is below 0 lifepoints from bleeding to death. DC: Lifepoints Missing

* Assess Target: General overview of a targets medical state. Determine numerical values for missing lifepoints, stat drain, source of injuries, etc. DC: 5.

* Heal Wounds: Once per day, an injured character can receive medical attention (restore 1d4 lifepoints) from the first aid skill. Once any person has attempted to heal the injured person, the injured person cannot recieve another heal wounds attempt for one day, even if the initial attempt failed. The “physician” can however treat several “patients” per day. DC: 10.

==General Feats==

These types of feats modify the rules of combat for the character that has them. This can be anything from adding a damage bonuses to your attacks to basic mechanics changes. As a general rule, a feats description overrides any core mechanics described in this book.

==Magic Feats== ==Supernatural Feats==

These feats are gernally feats that make drastic changes to your characters abilities. These feats should be first approved by your GM before you choose them.

=Equipment= ==Weight==

Everything your character will hold weighs something. Most item tables in this book contain a section that explains how much the objects weigh. For everything else it is up to your game master to judge how many pounds things weigh if it is not listed in this book.

Encumbrance: A character can hold a total maximum unencumbered equipment weight equal to 10 x STR in pounds.

Encumbered: A character is encumbered if this weight is more then 10 x STR in pounds. For every 10 pounds over this number the character incurs a -1 penalty to all physical rolls.

Drag Encumbrance: A character can hold up to double their maximum unencumbered weight and still be able to move at a normal pace. Any more weight then this causes the character’s movement speed to be reduced by 1/2.

Maximum Encumbrance: When a character is holding more then triple their maximum unencumbered weight they are unable to move.

==Wealth & Money==

Money is as important in this game as it is in every day life. Much of your character is dependent on if your character is a poor peasant or a rich noble. This could be the difference of struggling every day to find a place to sleep, or working to pay taxes on your lavish estate. Your character’s starting money is determined by simple the roll of the dice. All starting characters starting money is equal to 2d10x1000. This is expressed in the lowest form of currency available and is your characters life savings. In some settings there could be multiple denominations of currency so it is important to get this information from your DM before you do any money conversions. All weapons, armor, supplies, and other oddities are listed in the lowest form of currency throughout this book.

(sample profession tables)

==Weapons==

* Damage: The dice you should roll when you score a successfully hit on an opponent.

* Bonus: The bonus of a weapon. This score applies directly to your character’s natural attack which could, in turn, add or even prevent additional attacks.

* Type: Shows whether the weapon is naturally held in one hand or two hands.

* Crit: Weapons can have from a 1-9% chance to score a critical hit. Meaning on a 0 (10) roll again and get below or equal to the percentage to confirm. If that second roll confirms a critical the damage goes straight to the target’s life. If that second roll fails to confirm the critical the attack is a hit no matter what.

* Range: This shows if the weapon has a reach (r), is effectively thrown (t), or is ammo that is shot (s)

* Type: The types of damage a weapon is capable of doing. These types are (S)Slashing, (P)Piercing, and (B)Bashing. If there is a number in parentices next to the type this means that the weapon can be used in this fashion but the attacks receives a penalty or bonus when preforming it.

* Prof: The proficiency required to use the weapon effectively. The three categories are Simple, Martial, and Exotic. Exotic weapons require a proficiency for each weapon where as Simple and Martial just require the generic feat.

* Size: The size category of the weapon. This is used when wielding a weapon in each hand, the smaller weapon should be in the off hand.

* Break: This is the damage that must be done to the weapon to break it. If more then this damage is done to or by this weapon in any single hit, the weapon is destroyed.

* Cost: The weapon costs this much, in the lowest form of currency, to purchase at a shop. Masterwork always costs 10x more then the listed price.

* Weight: This is how heavy the weapon is.

See: [http://notebookten.com/nb10/weapons.php Weapons Table]

(See: Notebook_Ten#Speed_Bonus|Speed Bonus for a list of modifiers)

==Armor==

* DR: Damage Reduction is the primary duty of armor worn by characters. When any character would take damage to their life points it is reduced by your DR. Half of that damage is then taken from your armors damage points.

* Speed: When wearing armor you are not as mobile as you would be without it. Subtract this score from your current movement speed.

* Type: Each class of armor requires a feat in order to use it effectivly. The classes are (L)Light, (M)Medium, (H)Heavy. If you do not have the feat to wear this armor class you do not gain the associated damage reduction.

* Don/Remove: The time it takes to equip or remove a specific type of armor.

* Cost: This is the cost of the armor in the lowest form of currency. Masterwork is always 10x the listed price.

* Weight: This is how heavy the armor is.

* Hit Points: This is equal to 10x the DR of the armor. As the armor takes damage it DR is decreased.

* Masterwork: This costs 10x the price of the armor (ADD WHAT ELSE IT DOES)

(note: Piercing damage treats DR as if it were 1 point lower)

See: [http://notebookten.com/nb10/armor.php Armor Table]

==Shields==

* Bonus: This is the evasion bonus a shield adds. To determine if someone hits your shield you should determine if they would have hit you without the shield.

* Max DEX: If your dexterity score is higher then this score you may only use this score.

Penalty This penalty is applied to all attack rolls when the shield is equipped if you don’t have the shield proficiency.

* HP: Hit points of the shield. If the shield blocks an attack half of the damage that would have been dealt is done to the shield.

* Cost: The cost of the shield in the lowest form of currency. Masterwork is 10x this amount.

* Weight: This is how heavy the shield is.

See: [http://notebookten.com/nb10/shields.php Shield Table]

==Supplies==

See: [http://notebookten.com/nb10/goods.php General Goods Table]

==Magical Items==

See: [http://notebookten.com/nb10/items.php Magical Items Table]

==Magical Enchantments==

See: [http://notebookten.com/nb10/enchants.php Enchantments Table]

==Scrolls==

(insert scroll table here)

==Alchemy==

see: [http://notebookten.com/nb10/alchemy.php Alchemy Table]

=Combat= ==Rounds==

Once combat begins everybody acts in turn in a regular cycle of rounds. Combat follows this sequence:

* Each combatant starts out flat-footed. Once a combatant acts they are no longer flat-footed.

* Determine which PCs and NPCs will be a part of this combat and have each roll their initiative.

* If some, but not all, of the combatants are aware of their opponents, a surprise round happens before regular rounds of combat begin. The combatants who are aware of the opponents can act in the surprise round. In initiative order, highest to lowest, combatants who started the battle aware of their opponents each take one action, either a standard action or a move action, during the surprise round. Combatants who were unaware do not get to act in the surprise round. If nobody or everybody starts the battle aware, there is no surprise round.

* Combatants act in initiative order, highest to lowest.

* When everyone has had a turn, the combatant with the highest initiative acts again, and the last 2 steps of this repeat until combat ends.

==Initiative==

Initiative Checks: At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check. Each character applies his or her Dexterity to the roll. Characters act in order, counting down from highest result to lowest. In every round that follows, the characters act in the same order (unless a character takes an action that results in his or her initiative changing (see Special Initiative Actions). If two or more combatants have the same initiative check result, the combatants who are tied act in order of total initiative modifier (highest first). If there is still a tie, the tied characters should roll again to determine which one of them goes before the other.

Flat-Footed: At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are flat-footed. You may not apply your Dexterity bonus to evasion, if any, while flat-footed. A flat-footed character also can not preform attacks of opportunity. Even if you are unable to take actions, you retain your initiative score for the duration of the encounter.

Surprise & Determining Awareness: When a combat starts, if you are not aware of your opponents and they are aware of you, you are surprised. Sometimes all the combatants on a side are aware of their opponents, sometimes none are, and sometimes only some of them are. Sometimes a few combatants on each side are aware and the other combatants on each side are unaware. Determining awareness may call for Listen checks, Spot checks, or other skill checks.

===The Surprise Round===

If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. Any combatants aware of the opponents can act in the surprise round. If no one or everyone is surprised, no surprise round occurs.

Unaware Combatants: Combatants who are unaware at the start of battle don not get to act during the surprise round. Unaware combatants are flat-footed because they have not acted yet, so they lose any Dexterity bonus to evasion.

==Attacking== ===Attack Roll===

An attack roll represents your attempt to strike your opponent on your turn in a round. When you make an attack roll, you roll a d10, add your attack bonus and 1/2 your DEX score. (Other modifiers may also apply to this roll.) If your result beats the target’s Evasion, you hit and deal damage. A natural 1 (the d10 comes up 1) on an attack roll is always a miss. A natural 10 (the d10 comes up 10) is always a hit and threatens a critical strike. To confirm a critical strike roll the d10 again. If you roll less then or equal to the weapon’s critical percent your damage ignores your target’s vitality.

note: When attacking an opponent with a shield you should see if you hit them without the shield first. If this is the case however you would miss them if they have the shield, you score a hit upon their shield. When this happens you should roll damage and apply 1/2 of the result to the shield.

===Speed Bonus===

Your attack bonus is different for each weapon you have in your hand or hands. You must calculate this score before you start making attack rolls. To calculate this bonus use the following formula:

Base Attack Bonus (from the feat) + 1/2 Dexterity(DEX) + Inherit Weapon Bonus + penalties listed below

When this score reaches 5 you get another attack at a bonus of 0. Meaning if your score is 11 you would have three attacks at +11, +6, and +1. The following penalties apply to the speed bonus (used to calculate the 5/0 rule for additional attacks). They are cumulative and multiple lines may apply to your situation:

* -2 to all attacks with a weapon you do not have the required proficiency

* -4 to all attacks with a two handed weapon wielded in one hand

* -2 to all attacks with a weapon wielded in your offhand

* -1 to all attacks with all weapons wielded if your offhand weapon is a medium sized weapon

* -2 to all attacks with all weapons wielded if your offhand weapon is a large weapon

===Ranged Attacks===

With a ranged weapon, you can shoot or throw at any target that is within the weapon’s maximum range and in line of sight. Each ranged weapon has a specific maximum range which is noted in the weapon table. For every 5ft you exceed this maximum range subtract 2 from your attack roll outcome.

====Cover====

Often times, when performing ranged attacks, objects get in the way of your shot. To determine if something is in your way, draw a line from any corner of the square you occupy. If this line intercepts any portion of a square an object occupies it provides cover. This is referred to as cover. There are two types of cover listed below.

=====Partial Cover=====

This bonus stacks with itself and all other bonuses to evasion. Each object provides a +2 cover bonus to the target’s evasion score. Treat this bonus as you would a shield bonus. If the shot would hit the target without this bonus, but misses because of the cover bonus your shot hits the object providing cover.

When multiple objects provide cover for a target the +2 cover bonus stacks for the target. When missing a target due to cover, you can determine which object the shot strikes based on how close you are to hitting the target. For example if your target’s evasion is 10 and two objects are in the way; this increases the target’s evasion to 10(14). If you score a 13 to hit the target you miss, due to cover, but score a possible hit on the obstacle furthest away from your original target. (10 + 2 + 2) If you score a possible hit on a target that has their own evasion score you would confirm this hit if your original attack roll would hit them. (NEED PICTURES AND EXAMPLES)

=====Full Cover=====

When an impassible object, such as a wall or barricade, is in the way of your shot this object provides full cover. This means that there is no way you could shoot passed the object in question without hitting it. In this case, you would score a hit on the object instead of your intended target.

===Weapon Damage===

When your attack succeeds you roll your weapon’s associated damage. Normally, for primary handed weapons add your STR score. For offhanded weapons add 1/2 your STR score. For two handed weapons, you would add STR + 1/2 STR.

The total damage first reduces the target’s current vitality. If the target’s vitality is reduced to 0, Damage Reduction is subtracted from this remainder. Any left over damage is then applied to the target’s life points.

===Non-Lethal Damage===

With any weapon capable of a bashing attack you can preform a non-lethal strike. This damage does not damage shields or armor, and does not cause actual wounds. When your life points reach -1 from non-lethal damage you do not begin to bleed to death but still fall unconscious.

===Evasion===

Your evasion is your ability to get out of the way of an attack. When you are attacked an enemy must beat this score with his attack roll or you are able to evade the strike. This score is calculated using the following formula:

5 + DEX + Raise Evasion Feats + Shield Bonus

There are certain situations when your character becomes easier to hit. These situations are listed below.

====Flat-Footed====

When you are unable to effectively get out of the way your character is flat-footed. This means that you should not apply any DEX bonus to your evasion.

====Touch Attack====

Attacks that require an opponent to touch you are called touch attacks. In this situation you should not apply any shield bonus to your evasion.

===Vitality===

This is your character’s ability to avoid damage. Think of it like a close call or a near miss. In reality it is a buffer before your character is really wounded. Damage should be applied to this pool until it is reduced to zero. Resting after combat restores this entire pool.

===Life Points===

Your character’s life points are the last thing damage is applied to before death. Taking life point damage causes your character to actually be wounded by an attack. When your character’s life points reach 0 your character is disabled and can only preform half actions. When they reach -1 your character loses consciousness and begins to die. When they reach the negative equivalent of your maximum life points your character is dead.

====Damage Reduction====

If your character chooses to wear armor then they are granted damage reduction. Whenever your character would take damage to life points you should subtract your armor’s DR from the damage before applying it. Any damage that your armor absorbs from an attack should be divided in half and then subtracted from your armor’s hit points.

note: When you are struck with a piercing weapon your DR as if it were 1 point lower.

note: Wearing armor often reduces your DEX ability score by a preset amount.

===Saving Throws===

Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the effect. Like an attack roll, a saving throw is a d10 with some sort of bonus added. The formula to determine this bonus is:

1/2 Level + Relevant Ability Score + Related Feats

Difficulty Class or DC is the score you must meet or beat in order to succeed in a saving throw. If you roll a natural 10 (the d10 comes up 10) you automatically succeed in the saving throw.

==Attacks of Opportunity==

Sometimes a combatant in a melee lets their guard down. In this case, combatants near them can take advantage of their lapse in defense to attack them for free. These free attacks are called attacks of opportunity.

===Threatened Squares===

You threaten all squares into which you can make a melee attack, even when it is not your action. Generally, that means everything in all squares adjacent to your space (including diagonally). An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from you. If you are not proficient in your equipped weapon you don’t threaten any squares and thus can’t make attacks of opportunity. Characters or creatures with weapons or attacks that have a reach greater then 5ft threaten any squares that they can attack. In all cases opponents wielding a ranged weapon do not threaten any squares with that weapon.

===Provoking an Attack of Opportunity===

There are many ways one can provoke attacks of opportunity:

* Moving through, not into, the reach of a hostile target when not focusing on movement.

* Casting a spell in an adjacent square without the Combat Casting feat.

* Performing a ranged attack within the reach of an opponent without the Point Blank Shot feat.

* Attempting to use certain abilities without the required feat (ie unarmed attacks, attacks with weapons you’re not proficient in, grapples, trips, etc.)

===Moving===

Moving out of a threatened square usually provokes an attack of opportunity from the threatening opponent. There are two common methods of avoiding such an attack; The 5-foot-step and the withdraw action

===Performing a Distracting Act===

Some actions, when performed in a threatened square, provoke attacks of opportunity as you divert your attention from the battle. It is up to your GM to determine what actions you preform that would result in you being distracted in combat.

===Making an Attack of Opportunity===

An attack of opportunity is a single melee attack, and you can only make one per round. You don’t have to make an attack of opportunity if you don’t want to. You may take feats that will allow you to make more attacks of opportunity each round. Some feats such as Improved Trip allow you to preform other abilities when preforming an attack of opportunity. You may never perform a ranged attack or cast a spell for an attack of opportunity. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character’s turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character’s turn).

note: You may not make use of the opportunist feat off of an allies successful attack of opportunity.

==Types of Actions==

An action’s type essentially tells you how long the action takes to perform (within the framework of the 6-second combat round) and how movement is treated. There are four types of actions: standard actions, move actions, full-round actions, and free actions.

In a normal round, you can perform the following actions:

* one standard action

* one move action

or

* one complete action

or

* two move actions

In addition to these you may perform:

* one feint action

* two free actions for characters under level 10, four free actions for characters 10 and above

(note: In some situations,such as in a surprise round, you may be limited to taking only a single move action or standard action)

===Standard Action===

A standard action allows you to do something, most commonly make an attack or cast a spell. Examples of standard actions:

* Casting a spell

* Taking a single attack with a weapon

* Drinking a potion

===Move Action===

A move action allows you to move your speed or perform an action that takes a similar amount of time. You can take a move action in place of a standard action. When moving you can perform other things similar to the following at the cost of 5ft of movement:

* Pick up an item

* Put away an item

* Equip an item

* Close or Open a door

* Lock or Unlock a door

* and more…

===Feint Action===

A feint action is a quick action that does not provoke an attack of opportunity. You may perform any single action, equivalent to a movement action of 5ft, when executing this action type.

===Complete Action===

A complete action consumes all your effort during your turn. You may only perform a feint action or free actions after a complete action. Examples of complete actions:

* Attacking with all of your available attacks

* Casting a complicated spell

* Performing certain feats

* Countering a spell

* and more…

===Free Action===

Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free. As a general rule, to simplify the combat round, characters below level 10 can only perform a maximum of 2 free actions. Characters equal to or above level 10 may perform a maximum of 4 free actions. Examples of free actions:

* Casting a quickened spell

* Dropping an item

* Certain Feats

* and more…

===Not an Action===

Some activities are so minor that they are not even considered free actions. They literally don’t take any time to perform or are not relevant to the combat round. Normally these actions can be performed at any time at the discretion of your GM. Examples of this are:

* Communicating (talking, hand signals)

* and more…

=Magic=

In this d10 system magic works differently then your traditional game where characters have defined classes. Magics can be used by any character who decides to take the required spellcasting feats. There is a series of feats designed to enhance your character’s spellcasting abilities throughout their lifetime. In this chapter I will explain what magic is and how to use if effectivly.

==How Magic Works==

To first understand how to cast spells you must first be familiar with the combat section of this book. Casting a spell is usually a standard action uness noted in the spell. So you are usually limited to casting a single spell each round. You are also limited by what feats your character has and how large their mana pool is. To cast a spell, you must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any). Additionally, you must be able to concentrate to cast a spell.

==Concentration==

To cast a spell, you must concentrate. If something interrupts your concentration while you are casting, you must make a Concentration check or you fail the spell. Failing a spell causes the mana for the spell to be expended with no effect. The more distracting the interruption and the higher the sphere of the spell you are trying to cast, the higher the DC is.

==Spell Interuption==

===Casting Injury===

If while trying to cast a spell you take damage, you must make an ING save (DC 10 + points of damage taken + the sphere of the spell you are casting). If you fail the check, you lose the spell mana without effect. The interrupting event strikes during spellcasting if it comes between when you start and when you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an attack of opportunity provoked by the spell or a contingent attack, such as a readied action).

If you are taking continuous damage, half of the damage is considered to take place while you are casting a spell. You must make a ING save (DC 10 + 1/2 the damage that the continuous source last dealt + the level of the spell you are casting). If the last damage dealt was the last damage that the effect could deal then the damage is over, and it does not distract you. Repeated damage does not count as continuous damage.

===Grappling or Pinned===

The only spells you can cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a ING save (DC 20 + the sphere of the spell you are casting) or lose the spell’s mana cost with no effect.

===Casting Defensively===

When casting a spell you provoke attacks of opportunity to all enemies adjacent to you.

==Misc==

Mana Pool is determined with the following equation:

LvL x INT + dice pool

Spell DCs for spells are determined with the follow equation:

LvL/2 + 5 + ING + feats

Saving throws are determined with the following equation:

Lvl/2 + (relevent ability score) + feats

See: [http://notebookten.com/nb10/spells.php Spell Table]

==Spell Range==

Spell ranges have been updated on the spell list, but may not be correct on your printed sheet. They are as follows:

* Touch = 5ft

* Close = 1/2 LvL x 5ft

* Medium = 1/2 LvL x 10ft

* Long = 1/2 LvL x 20ft

* Sight = Sight

This can be increased with the extend spell magic feat (even bumping “touch” to “close”).