Exterminis: Reign of Destruction
Areas of Conflict
Most of the action in Exterminis: Reign of Destruction centers around four areas of conflict: Weapon Attacks, Spell Attacks, Stealth, and Social Interaction. These are represented by eight conflict codes, one attack roll and one defense roll for each type of conflict. To resolve the conflict, each party rolls the corresponding die code, and adds all applicable modifiers.
For example, to attack someone with a weapon, the attacker rolls their Weapon Attack dice, and the defender rolls their Weapon Defense dice. The highest total “wins” the contest. If the attacker rolls higher, then a hit is scored and damage is rolled. However, if the defender rolls higher, the attack misses. Ties are always given to the defender, but players may spend one karma point to win a tie, if they so desire.
Starting characters get 2d6 in each conflict code, plus an additional 2d6 that players can apply to any two conflict codes of their choice. Each code has a maximum of 3d6 at the start of the game, so you will have six codes at 2d6, and two codes at 3d6.
In addition, each code is modified by one of your characteristics. The chart below tells you which characteristics modify each code.
Finally, all starting characters get two additional +2 bonuses that they can add to any two conflict codes.
|Weapon Attack||Strength or Agility|
|Weapon Defense||Agility or Endurance|
|Spell Attack||Intelligence or Wisdom|
Weapon Attack is used to attack an opponent with a weapon or with your bare hands. It is either modified by strength, for medium and large weapons, or by agility for small weapons and ranged weapons.
Spell Attack is used to affect a target with a spell or magical effect. It is modified by Intelligence or Wisdom (player's choice).
Stealth determines how sneaky a character is. It is modified by agility.
Social Influence measures a character's ability to charm, intimidate, impress, or deceive another person. It is modified by Charisma.
Weapon Defense is used to defend against physical attacks. It can be modified by either agility (to represent dodging) or by endurance (to represent physical toughness). This is usually up to the player to decide, but certain situations can prevent one or both options from being used sometimes.
Spell Defense is used to defend against spells and other magical effects. It is modified by Willpower. Magical Defense can be lowered voluntarily to accept healing magic, for example.
Perception represents characters. ability to notice things that are hidden or secret. It is modified by Wisdom.
Social Defense measures a character's ability to resist the charms and deceptions of others. It is modified by Wisdom.