The document summarizes the rules for a roleplaying game. It outlines that on their turn, characters can move up to 40 feet and take one action such as attacking, casting a spell, or moving again. Turn order is determined by a Dexterity check. Combat involves rolling dice to determine damage against an opponent's hit points and armor. The rules also cover abilities, inventory, healing, spellcasting, and other mechanics.
The document summarizes the rules for a roleplaying game. It outlines that on their turn, characters can move up to 40 feet and take one action such as attacking, casting a spell, or moving again. Turn order is determined by a Dexterity check. Combat involves rolling dice to determine damage against an opponent's hit points and armor. The rules also cover abilities, inventory, healing, spellcasting, and other mechanics.
The document summarizes the rules for a roleplaying game. It outlines that on their turn, characters can move up to 40 feet and take one action such as attacking, casting a spell, or moving again. Turn order is determined by a Dexterity check. Combat involves rolling dice to determine damage against an opponent's hit points and armor. The rules also cover abilities, inventory, healing, spellcasting, and other mechanics.
The document summarizes the rules for a roleplaying game. It outlines that on their turn, characters can move up to 40 feet and take one action such as attacking, casting a spell, or moving again. Turn order is determined by a Dexterity check. Combat involves rolling dice to determine damage against an opponent's hit points and armor. The rules also cover abilities, inventory, healing, spellcasting, and other mechanics.
Rules Summary ACTIONS On their turn, a character may move up to ABILITIES 40ft and take up to one action. Actions may ABILITIES 40ft and take up to one action. Actions may STR: Brawn, prowess & resistance. include casting a spell, attacking, making a STR: Brawn, prowess & resistance. include casting a spell, attacking, making a DEX: Dodging, sneaking & reflexes. second move, or other reasonable activities. DEX: Dodging, sneaking & reflexes. second move, or other reasonable activities. WIL: Persuasion, intimidation & magic. Actions, attacks, and movements take place WIL: Persuasion, intimidation & magic. Actions, attacks, and movements take place SAVES simultaneously. Whenever turn order is simultaneously. Whenever turn order is uncertain, the PCs should make a DEX save SAVES Roll a d20 equal to or under an ability. uncertain, the PCs should make a DEX save to see if they go before their enemies. Roll a d20 equal to or under an ability. to see if they go before their enemies. 1 is always a success, 20 is always a failure. 1 is always a success, 20 is always a failure. HIT PROTECTION Retreating from a dangerous situation HIT PROTECTION Retreating from a dangerous situation HP indicates a PC’s ability to avoid getting always requires a successful DEX save, as HP indicates a PC’s ability to avoid getting always requires a successful DEX save, as hurt. It is lost during combat & recovered well as a safe destination to run to. hurt. It is lost during combat & recovered well as a safe destination to run to. after a few moment’s rest. after a few moment’s rest. INVENTORY COMBAT INVENTORY COMBAT PCs have 10 inventory slots: four on their The attacker rolls their weapon die and PCs have 10 inventory slots: four on their The attacker rolls their weapon die and body and six in their backpack (which acts subtracts the target’s Armor, then deals the subtracts the target’s Armor, then deals the body and six in their backpack (which acts as a sleeping bag if emptied). Most items remaining total to their opponent’s HP. remaining total to their opponent’s HP. as a sleeping bag if emptied). Most items take up a one slot, but smaller items can be take up a one slot, but smaller items can be Before calculating damage to HP, subtract Before calculating damage to HP, subtract bundled. Bulky items take up two slots the target’s Armor value from the result of bundled. Bulky items take up two slots the target’s Armor value from the result of and are awkward or difficult to carry. damage rolls. Shields and similar armor and are awkward or difficult to carry. damage rolls. Shields and similar armor Filling all ten item slots reduces a PC to 0 provides a bonus defense (e.g. +1 Armor), Filling all ten item slots reduces a PC to 0 provides a bonus defense (e.g. +1 Armor), HP. PCs cannot carry more than their but only while the item is held or worn. HP. PCs cannot carry more than their but only while the item is held or worn. inventory allows, though carts & horses No one can have more than 3 Armor. inventory allows, though carts & horses No one can have more than 3 Armor. DEPRIVATION Unarmed attacks always do 1d4 DEPRIVATION Unarmed attacks always do 1d4 damage. If Deprived PCs cannot recover HP. If damage. If multiple attackers target the same Deprived PCs cannot recover HP. If multiple attackers target the same foe, roll all deprived for more than a day, they add foe, roll all damage dice and keep the single damage dice and keep the single highest result. highest result. If attacking with two deprived for more than a day, they add a Fatigue to inventory. Fatigue occupies a Fatigue to inventory. Fatigue occupies If attacking with two weapons at the same weapons at the same time, roll both time, roll both damage dice and keep the one slot and lasts until they can recover one slot and lasts until they can recover damage dice and keep the highest. highest. in safety. This effect is cumulative. in safety. This effect is cumulative. HEALING If an attack is impaired, the damage die is HEALING If an attack is impaired, the damage die is A moment’s rest and a swig of water will reduced to 1d4, regardless of weapon. If the A moment’s rest and a swig of water will reduced to 1d4, regardless of weapon. If the restore lost HP, but may leave the party attack is enhanced, the attacker rolls 1d12. restore lost HP, but may leave the party attack is enhanced, the attacker rolls 1d12. vulnerable. Ability loss requires a week’s Attacks with the blast quality affect all area vulnerable. Ability loss requires a week’s Attacks with the blast quality affect all area rest and the aid of a skilled healer. targets, rolling separately for each. targets, rolling separately for each. rest and the aid of a skilled healer. SPELLBOOKS DAMAGE SPELLBOOKS DAMAGE Spellbooks contain a single spell and take If an attack takes a PC’s HP exactly to 0, Spellbooks contain a single spell and take If an attack takes a PC’s HP exactly to 0, up one item slot. Anyone can cast a spell by the player rolls on the Scars table (page 14). up one item slot. Anyone can cast a spell by the player rolls on the Scars table (page 14). holding a Spellbook in both hands and Damage that reduces a target’s HP below 0 holding a Spellbook in both hands and reading its contents aloud. Casting a spell Damage that reduces a target’s HP below 0 decreases their STR by the remainder. They reading its contents aloud. Casting a spell adds Fatigue to the PC’s inventory. decreases their STR by the remainder. They must then make a STR save to avoid critical adds Fatigue to the PC’s inventory. must then make a STR save to avoid critical damage. Failure takes them out of combat, Given time and safety, PCs can enhance a damage. Failure takes them out of combat, dying if left untreated. Given time and safety, PCs can enhance a spell without any additional cost. If they dying if left untreated. spell without any additional cost. If they are deprived or in danger, a WIL save may Having STR 0 means death; having DEX 0 are deprived or in danger, a WIL save may Having STR 0 means death; having DEX 0 be required to avoid terrible consequences. is paralysis; having WIL 0 is delirium. be required to avoid terrible consequences. is paralysis; having WIL 0 is delirium.