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Miasma Advanced System v1.0

This document provides an overview of character creation and gameplay for a tabletop roleplaying game. It describes 7 core stats, 3 methods for stat generation, and 5 playable races with racial traits. The races are Dwarf, Elf, Halfling, Human, and Koka. It also outlines 4 character classes - Cleric, Thief, Warrior, Wizard - and 12 skills used in gameplay. Combat is described, including initiative, actions, and resolving attacks.
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0% found this document useful (0 votes)
82 views13 pages

Miasma Advanced System v1.0

This document provides an overview of character creation and gameplay for a tabletop roleplaying game. It describes 7 core stats, 3 methods for stat generation, and 5 playable races with racial traits. The races are Dwarf, Elf, Halfling, Human, and Koka. It also outlines 4 character classes - Cleric, Thief, Warrior, Wizard - and 12 skills used in gameplay. Combat is described, including initiative, actions, and resolving attacks.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Stats

The seven stats are: Strength (Str, physical power), Agility (Agi, quickness and coordination), Toughness
(Tou, endurance and physical grit), Education (Edu, smarts, knowledge, problem solving), Senses (Sen,
alertness and observation), Willpower (Wil, self-identity and mental toughness), and Personality (Per,
influence and leadership)

There are 3 main ways to calculate your stats:


Classic - 2d6 down the line, then swap two stats twice (i.e. swap Str & Agi, then swap Wil & Edu)
Fantasy - 3d6 drop the lowest (2d6 reroll the lower number) 7 times, then place them wherever
Standard Array - You have a 2/1/1/0/0/0/-1, where are you gonna put them?

2 = -3
3 = -2
4-5 = -1
6-8 = 0
9-10 = 1
11 = 2
12 = 3

Races
The five main races are: Dwarf, Elf, Halfling, Human, and Koka. They will determine what stats have
better chances then the others, what classes you can play, and what racial powers or flaws you may have

Dwarf:
+1 Toughness
+1 Strength
-1 Personality
Speed - 8+Agi+AP
Arcane Intolerant - Cannot become a Wizard
Darkvision - Can see in the dark
Der Groll - When you are attacked (verbally or physically) or you think you're attacked, you must finish
the fight. Either to the death… or insult their mother harder then they insulted yours. You will never
forget this and will hold it against them forever
Forged by the Mountain - At first level and every level after, add +1 to your hp

Elf:
+1 Agility
+1 Education
+1 Sense
-1 Toughness
-1 Willpower
Speed - 12+Agi+AP
Faithless - Cannot become a Cleric
Low light vision - See in low light, not darkness
Perfectionist - If you fail a roll, all other rolls take a -1 penalty until you succeed in another roll or take a
camp rest
Not Long for this World - When you drop to 0 HP, roll death saves with disadvantage

Halfling:
+1 Personality
+1 Agility
-1 Strength
Speed - 8+Agi+AP
I’m a Lover, Not a Fighter - Cannot become Warriors
Homesick - You wake up always a little sad from your days away from your nice warm home. Your first
roll of the day is at disadvantage
Lucky - Once per day, you may reroll any roll you make or allow any ally to reroll a roll they make (this
includes damage, saves, checks, etc.)
Cousin! - Make all Personality checks with advantage when interacting with other halflings (this is lost if
the halfling for some reason hates you or your company)

Human:
Choose a stat and gain +1
Speed - 10+Agi+AP
Skilled - Gain a new Class Skill and get 1 additional skill point per level
Perked - Gain an extra Perk

Koka:
+1 Willpower
+1 Toughness
-1 Education
Speed - 10+Agi+AP
No Honor Amongst Thieves - Cannot be a Thief
Wooden - You gain +1 to armor, but you take double fire damage
Fueled by the Sun - You don’t need to eat, sleep, or breathe (you still need to rest to heal) and you can see
in low light
Nut of Life - Once per week you produce a fruit that, when eaten, restores 1d6hp (the fruit lasts until the
next one grows)

Classes
The four main classes are: Cleric, Thief, Warrior, and Wizard. These will determine your role in a party,
your class powers, and your skills

Cleric:
1d6+4+Tou = HP (min 2)
Main Stats: Willpower & Personality
Skills: Religion, Survival, Influence, Society (2+Edu SP)
Proficiencies: Light Melee, Medium Melee, Light Ranged, Heavy Ranged, Light Armor, Medium Armor
BAB: +1/lvl
Sworn - You follow a God or Way and must adhere to its tenets. If you stray from your God/Way’s rules,
you will lose your clerical powers. If you stay loyal, you can find accommodation in any temple of your
chosen God/Way.
O My God, I Trust in Thee - You can try to invoke a prayer once per level (Check magic)

Thief:
1d6+3+Tou = HP (min 2)
Main Stats: Agility & Senses
Skills: Acrobatics, Finesse, Influence, Perception, Society, Stealth, Performance (4+Edu SP)
Proficiencies: Light Melee, Medium Melee, Light Ranged, Light Armor
BAB: +1/2 lvls
I’ve Got Them Right Here - Once per Town Rest, you may say you have a relatively common item (such
as rope, a grappling hook, a cooking pot, etc.)
Backstab - Once per turn, if your target is unaware of you, you crit

Warrior:
1d6+6+Tou = HP (min 2)
Main Stats: Strength & Toughness
Skills: Acrobatics, Athletics (1+Edu SP)
Proficiencies: All Melee, All Ranged, All Armor
BAB: +1/lvl
MURDER - You may attack once per round as a free action
VIOLENCE - You crit if you roll 11 on your dice, in addition to rolling angel eyes

Wizard:
1d6+1+Tou = HP (min 2)
Main Stats: Education & Willpower
Skills: Religion, Society, Nature, Spellcraft (1+Edu SP)
BAB: +1/2 lvl
Proficiencies: Light Melee
Prestidigitation - You do basic magic tricks like picking up light, small objects and moving them around
or making a noise appear not too far away. In addition you can also deal 1d3 damage to a target 10m away
Sorcery - You can try to cast 1 spell per level, you know 2+Edu at first level, you learn 2 every other level
(Check magic)

Skills
There are 12 Skills: Acrobatics, Athletics, Finesse, Influence, Nature, Perception, Performance, Religion,
Society, Spellcraft, Stealth, and Survival. If your class has one of these skills listed, then it is considered a
class skill, which grants you an additional +1 if you have a rank in it. You may have one skill rank per
level in a skill at any given time. A small selection of these skills are considered “trained-only/TO”,
which means that you cannot use this skill if you don’t have any skill ranks in it. All Strength-based and
Agility-based skills are affected by what’s called “Armor Penalty/AP”. Depending on your armor, you
will take penalties to these skills anytime you use them. All skills will have a stat associated with it, which
you add to a skill check (2d6+Skill bonus).

Acrobatics (Agi/AP) You have a talent for balance and coordination, including aerial maneuvers,
gymnastics, and tumbling.

Athletics (Str/AP) You are skilled at deeds of physical prowess such as leaping, scaling walls, and
swimming. Raw lifting ability uses a Strength check rather than an Athletics check.

Finesse (Agi/TO/AP) Your deft hands allow you to perform tasks that require fine manipulation.

Influence (Per) You can manipulate other people through negotiation, deceit, or intimidation.

Nature (Edu/TO) You know a great deal about the natural world, and have the ability to command and
train wild creatures.

Perception (Sen) The acuity of your senses allows you to notice fine details, see danger coming, and tell
when people are lying or otherwise behaving suspiciously.

Performance (Per) You can compel an emotional reaction through a musical, oratory, or physical
performance. Your ability to act convincingly and use stagecraft also makes you better at disguising
yourself. This skill applies to performances of any type.

Religion (Edu/TO) The secrets of deities, holy lore, and the extraplanar realms are open to you.

Society (Edu/TO) You understand the people and systems that make civilization run, and you know the
historical events that made societies what they are today. Part of this expertise includes a greater
understanding of languages.

Spellcraft (Edu/TO) You know how spells and magic items work, and have picked up numerous bits of
magical lore. Regardless of whether you’re a spellcaster, you can use magic items even if you wouldn’t
normally be able to.

Stealth (Agi/AP) You are skilled at avoiding detection, allowing you to slip past foes or strike from an
unseen position. This skill covers hiding and moving silently.

Survival (Wil) You know how to survive in the wild, navigate the wilderness, and tend wounds.

Most rolls will consist of rolling 2d6 and adding bonuses. Here is a table of “Target Numbers/TNs” that
will help you and your GM determine how difficult something should be:

3 = Easy

5 = Routine

7 = Average

9 = Difficult
11 = Hard

If you believe that a check is harder than “Hard” add +2 to the TN until you arrive at a reasonable TN. If
you believe that the player has the advantage, you can grant them “Advantage” which allows them to roll
twice and take the more favourable roll. You can also make them roll with “Disadvantage” where they roll
twice and take the less favourable roll. The TN should be always considered for your average everyday
Joe. The average person has a 0 in each of their stats, so a TN7 is of average difficulty to them. Your
heroes are extraordinary, having stats above 0, so they will have an easier time doing certain things. If
someone has the right tools, the right knowhow, or something else that might help, then you will want to
grant them Advantage for that roll. You will want to grant them Disadvantage if there is any sort of
difficulty actively fighting against them.

Example: A rogue wants to pick a lock. We’ll say this is a sturdy lock and put a TN9 on it. The rogue has
the right tools for the job, a light source, and complete silence to hear the tumblers. It seems as the odds
are stacked in his favour, so we’ll grant him Advantage. We won't change the TN for the lock because the
lock is not a bad lock or is damaged in any way.

Combat

When combat is started, everyone rolls initiative by rolling 2d6+Agi+Sen. The higher the number, the
earlier you’ll go.

You have 2 Acts (or 2 Actions). Any action you take will cost either 1 or 2 Acts to complete or be a Free
Act that costs nothing to do. Below is a list of Actions that you might take and how many Acts it takes to
complete:

Free Acts: Speak a Short Sentence, Drop Something, Grabbing Something From Your Belt

1-Act: Attack, Move, Quick-Step, Cast a Quick Spell, Drink A Potion, Switch Weapons, Picking Up
Something

2-Acts: Sprint, Finish Off Someone, Grab Something In Your Pack, Heal Someone, Cast a Slow Spell

To attack you must choose a combatant within 2m of you and make an attack roll by rolling
2d6+BAB+Str. If your attack roll is higher than the defendant’s Defence (which is 7+Agi+Shield if any),
then you hit and roll damage. Snake eyes (double 1s) is an automatic miss and your opponent gets a free
attack, while double 6s (also called angel eyes) is an automatic hit and also deals double damage. Damage
is usually 1d6 to 2d6 plus your strength. Armor gives you a flat armor rating, which reduces damage
against physical attacks (An armor rating of 4 would reduce all physical damage by 4).

When you are reduced to 0hp, you become helpless and start dying. On your next turn and every turn
after, you must roll a TN7 Toughness check. If you succeed, nothing happens. If you fail 3 times, you die.
Roll snake eyes and you die no matter how many times you fail, but if you roll angel eyes, you will
become stable. For every injury you have, you take a -1 on death saves. For every round beyond the first
that you are still dying, take a -1 penalty on the Toughness check. While someone is down and dying, they
are considered helpless. If one spends 2-Acts to Finish Them Off, they automatically hit and deal max
damage. The helpless creature can make a TN(Amount of damage dealt) Toughness Check to not die
immediately.

If someone makes a TN7+(# of rounds you’ve been down) Survival check (2-Acts) on you, they can stop
you from dying. Once you reach 0hp, you take on an injury. An injury manifests as a penalty to one of
your seven stats (injuries include physical and mental scarring). The GM can choose the stat or roll 2d6
(the first d6 is counted normally. If the second d6 is even, add 0. If the second d6 is odd, add +1). Injuries
can be fixed with a town rest (a week per injury) and 100 sens per injury. If a critical attack brings you
down to 0hp, you take two injuries instead of one.

A camp rest is at least an hour long and when it’s complete, you heal your level in hp when you sleep. A
town rest is at least a week long and when it is complete, you heal completely.

Magic

Clerics and Wizards are the only classes capable of Magic. Clerics invoke prayers which are weaker than
spells, but are much safer. Wizards cast spells which are stronger than prayers, but are much more
dangerous.

When a prayer is done, it gives you a certain benefit based on the prayer you invoke. Prayers require Wil
checks to invoke (2d6 + Wil), the TN of which is 7 + 2/additional prayer invoked after the first. If you fail
to invoke the prayer, your prayer goes unheard and does nothing. Snake eyes on the invoking check
means you have somehow angered your god/way and lose the ability to invoke prayers for the rest of the
day. Angel eyes means you invoke the prayer for free (this also does not increase the TN). You can also
get Favor with your god that will allow you to invoke a prayer, no Invoke Check needed. You get Favor
by enforcing your patron’s/way’s tenets. You can only ever have 1 Favor at a time, though it is quite easy
to acquire. Per every hour you spend resting during a camp rest, restores you one use of Invoke Prayers.

These prayers include:

Bless (1-Act) - You can touch a creature and give them the ability to reroll any check or attack roll they
make for the next 8 hours. Only one creature at a time can have this

Smite (Free Act) - As part of a melee attack, instead of rolling damage, you deal maximum weapon
damage + your level. The attack counts as magical. This ability can only be used once per round

Lay on Hands (1-Act) - You can touch a target and heal them 1d6+lvl

Sense Abominations (2-Acts) - You can detect any Undead, Demons, and/or Aberrations within 40m of
you for 1d6 rounds

Turning (2-Acts) - You brandish your holy symbol and turn all Undead, Demons, and/or Aberrations
within 10m. All turned whose level is equal or lower than the Cleric’s must make a Wil check (TN=
Cleric’s Level+Cleric’s Wil+Cleric’s Per) or become afraid of the Cleric. All turned whose level is higher
than the Cleric’s automatically succeeds the Wil check

When spells are done, they cause certain effects based on the spell you cast. Spells require Edu checks to
cast (2d6 + Edu + AP), the TN of which is 7 + 2 for each spell casted after the first. If you fail to cast the
spell, the spell does nothing instead of the effect stated in its description. Snake eyes on a spell check
instead causes harm to the Wizard and possibly their party, while angel eyes means you instead cast the
spell for free. For every hour you spend resting during a camp rest restores one use of your Cast Spell
ability.

When you roll Snake Eyes, you will roll 2d6 and consult the table below:

2 - The spell effect reverses (it harms instead of heals)

3 - Roll a Casting Check and take the sum in damage

4 - The GM chooses a different target for your spell as long as the new target is within the range of the
spell, nothing happens otherwise

5 - Roll a Casting Check and deal the sum to a creature the GM chooses

6 - You take an injury

7 - The spell is reflected back to you

8 - Your magic bursts into a magical flare. All who can see you must make a TN7 Agility Check or
become blinded, except you because fuck you, for 1d6 rounds

9 - An deafening crack dances from your fingertips. All within 10m must make a TN7 Toughness Check
or become Deafened, except you because fuck you, for 1d6 rounds

10 - You become stunned for a d6 rounds

11 - You explode. You and any creatures within 10m take (Roll Casting Check) penetrating damage

12 - Roll twice and take both

This is the formula to create spells:


After you find out your equation, you will roll d66 again and refer to the tables below.

If you don’t want to generate spells and talk to your players about how the spell may work or want help
setting guidelines for how the spell functions, here are 100 pre-made spells:

1. Adhere: Object is covered in extremely sticky slime.


2. Animate Object: Object obeys your commands as best it can. It can walk 15ft per round.
3. Anthropomorphize: A touched animal either gains human intelligence or human appearance for a
number of days equal to your level.
4. Arcane Eye: You can see through a magical floating eyeball that flies around at your command.
5. Astral Prison: An object is frozen in time and space within an invulnerable crystal shell.
6. Attract: Your level + 1 objects are strongly magnetically attracted to each other if they come
within 3 meters.
7. Auditory Illusion: You create illusory sounds that seem to come from a direction of your choice.
8. Babble: A creature must loudly and clearly repeat everything you think. It is otherwise mute.
9. Beast Form: You and your possessions transform into a mundane animal.
10. Befuddle: A number of creatures equal to your level that you choose are unable to form new
short-term memories for the duration of the spell.
11. Bend Fate: A number of creatures equal to your level get advantage on the next roll they make.
12. Bird Person: Your arms turn into huge bird wings.
13. Body Swap: You switch bodies with a creature you touch. If one body dies, the other dies as well.
14. Catherine: A woman wearing a blue dress appears until the end of the spell. She will obey polite,
safe requests.
15. Charm: A number of creatures equal to your level treat you like a friend.
16. Command: A creature obeys a single, three-word command that does not harm it.
17. Comprehend: You become fluent in all languages.
18. Control Plants: Nearby plants and trees obey you and gain the ability to move at 2 meters per
round.
19. Control Weather: You may alter the type of weather at will, but you do not otherwise control it.
20. Counterspell: Make an opposed Education check against the caster of a nearby spell. You may do
this out of turn as a reaction, or against an ongoing magical effect. On a success, you may cancel
the spell.
21. Deafen: All nearby creatures are deafened.
22. Detect Magic: You hear nearby magical auras singing. Volume and harmony signify the aura’s
power and refinement.
23. Disassemble: Any of your body parts may be detached and reattached at will, without causing
pain or damage. You can still control them.
24. Disguise: You may alter the appearance of characters equal to your level at will as long as they
remain humanoid. Attempts to duplicate other characters will seem uncanny.
25. Displace: An object appears to be up to your level × 3m from its actual position.
26. Earthquake: The ground begins shaking violently. Structures may be damaged or collapse.
27. Elasticity: Your body can stretch up to your level × 3m.
28. Elemental Wall: A straight wall of ice or fire your level × 12m long and 3m high rises from the
ground.
29. Filch: Your level of visible items teleport to your hands.
30. Fog Cloud: Dense fog spreads out from you.
31. Frenzy: Your level of creatures erupt in a frenzy of violence.
32. Gate: A portal to a random plane opens.
33. Gravity Shift: You can change the direction of gravity (for yourself only) up to once per round.
34. Greed: Your level of creatures develop an overwhelming urge to possess a visible item of your
choice.
35. Haste: Your movement speed is tripled.
36. Hatred: Your level of creatures develop a deep hatred of another creature or group of creatures
and wish to destroy it.
37. Hear Whispers: You can hear faint sounds clearly.
38. Hover: An object hovers, frictionless, 1m above the ground. It can hold up to your level of
humanoids.
39. Hypnotize: A creature enters a trance and will truthfully answer your level of yes or no questions
you ask it.
40. Icy Touch: A thick ice layer spreads across a touched surface, up to your level × 3m in radius.
41. Illuminate: A floating light moves as you command.
42. Increase Gravity: The gravity in an area triples.
43. Invisible Tether: Two objects within 3m of each other cannot be moved more than 3m apart.
44. Knock: Your level of nearby mundane or magical locks unlock.
45. Leap: You can jump up to your level × 3m in the air.
46. Liquid Air: The air around you becomes swimmable.
47. Magic Dampener: All nearby magical effects have their effectiveness halved.
48. Manse: A sturdy, furnished cottage appears for your level × 12 hours. You can permit and forbid
entry to it at will.
49. Marble Madness: Your pockets are full of marbles, and will refill every round.
50. Masquerade: Your level in characters’ appearances and voices become identical to a touched
character.
51. Miniaturize: You and your level in other touched creatures are reduced to the size of a mouse.
52. Mirror Image: Your level of illusory duplicates of yourself appear under your control.
53. Mirrorwalk: A mirror becomes a gateway to another mirror that you looked into today.
54. Multiarm: You gain your level in extra arms.
55. Night Sphere: Your level × 12m wide sphere of darkness displaying the night sky appears.
56. Objectify: You become any inanimate object between the size of a grand piano and an apple.
57. Ooze Form: You become a living jelly.
58. Pacify: Your level of creatures have an aversion to violence.
59. Phantom Coach: A ghostly coach appears until the end of the spell. It moves unnaturally fast over
any terrain, including water.
60. Phobia: Your level of creatures become terrified of an object of your choice.
61. Pit: A pit 3m wide and your level × 2m deep opens in the ground.
62. Primeval Surge: An object grows to the size of an elephant. If it is an animal, it is enraged.
63. Psychometry: The GM answers your level of yes or no questions about a touched object.
64. Pull: An object of any size is pulled directly towards you with the strength of your level in men
for one round.
65. Push: An object of any size is pushed directly away from you with the strength of your level in
men for one round.
66. Raise Dead: Your level of skeletons rise from the ground to serve you. They are incredibly stupid
and can only obey simple orders.
67. Raise Spirit: The spirit of a dead body manifests and will answer your level questions.
68. Read Mind: You can hear the surface thoughts of nearby creatures.
69. Repel: Your level + 1 objects are strongly magnetically repelled from each other if they come
within 10 feet.
70. Scry: You can see through the eyes of a creature you touched earlier today.
71. Sculpt Elements: All inanimate material behaves like clay in your hands.
72. Shroud: Your level of creatures are invisible until they move.
73. Shuffle: Your level of creatures instantly switch places. Determine where they end up randomly.
74. Sleep: Your level of creatures fall into a light sleep.
75. Smoke Form: Your body becomes living smoke.
76. Snail Knight: 10 minutes after casting, a knight sitting astride a giant snail rides into view. He is
able to answer most questions related to quests and chivalry, and may aid you if he finds you
worthy.
77. Sniff: You can smell even the faintest traces of scents.
78. Sort: Inanimate items sort themselves according to categories you set. The categories must be
visually verifiable.
79. Spectacle: A clearly unreal but impressive illusion of your choice appears, under your control. It
may be up to the size of a palace and has full motion and sound.
80. Spellseize: Cast this as a reaction to another spell going off to make a temporary copy of it that
you can cast at any time before this spell ends.
81. Spider Climb: You can climb surfaces like a spider.
82. Summon Cube: Once per second, (6 times per round) you may summon or banish a yard wide
cube of earth. New cubes must be affixed to the earth or to other cubes.
83. Swarm: You become a swarm of crows, rats, or piranhas. You only take damage from area effects.
84. Telekinesis: You may mentally move your level of items.
85. Telepathy: Your level + 1 creatures can hear each other’s thoughts, no matter how far apart they
move.
86. Teleport: An object disappears and reappears on the ground in a visible, clear area up to your
level × 12m away.
87. Thaumaturgic Anchor: Object becomes the target of every spell cast near it.
88. Thicket: A thicket of trees and dense brush up to your level × 12m wide suddenly sprouts up.
89. Time Jump:An object disappears as it jumps your level × 10 minutes into the future. When it
returns, it appears in the unoccupied area nearest to where it left.
90. Summon Idol: A carved stone statue the size of a four poster bed rises from the ground.
91. Time Rush: Time in a 12m bubble starts moving 10 times faster.
92. Time Slow: Time in a 12m bubble slows to 10%.
93. True Sight: You see through all nearby illusions.
94. Upwell: A spring of seawater appears.
95. Vision: You completely control what a creature sees.
96. Visual Illusion: A silent, immobile, illusion of your choice appears, up to the size of a bedroom.
97. Ward: A silver circle 12m across appears on the ground. Choose one thing that cannot cross it:
Living creatures, dead creatures, projectiles or metal.
98. Web: Your wrists can shoot thick webbing.
99. Wizard Mark: Your finger can shoot a stream of ulfire-colored paint. This paint is only visible to
you, and can be seen at any distance, even through solid objects.
100. X-Ray Vision: You gain X-Ray vision.
As a wizard, you can either choose 2+Edu spells (they could be from the pre-made list or you can use the
spell generate and talk with you GM about how the spell works) or you could roll 2d6-3 (reroll snake
eyes) twice to determine what pre-made spells you know (the first roll should be multiplied by 10. If you
roll 0/0, it counts as 100.

Advancement

You will level up after an adventure, an example would be after you have saved the village from the evil
mayor or after you rescue the princess from the tower. An adventure is usually 2-3 sessions, maybe more.

When you level up, you will add 1d6+Tou to your max HP (min 1). You will also gain additional bonuses
stated by your skills, class, etc. You will get 1 advancement point per level, with it you can increase one
stat by 1 to a max of your current level or replace one of your Traits. If you spend two points, you can
gain a Perk. Max level is currently level 10.
Equipment & Expenses

Currency is called Sens. The three types of Sen is Senten, Sen and Tensen. 10 Sentens (st) = 1 Sen (s), 10
Sens = 1 Tensen (ts)

Your average commoner makes about two sens a day. A sellsword makes a tensen a day.

Adventurers start with a survival kit which includes: 2d6 Sens, Light Shield, Light Armor, Any one
weapon, bedroll, A week's worth of rations, a Light Weapon, a waterskin, a few matches and 10m of rope.

Weapons are split into five broad types. In these broad types there will be special weapons that fall in that
category, but have special properties.

Weapons:

10s Light Melee - 1d3+Str/Agi (Agility can be used to attack and damage) (Can be dual-wielded to grant
you an additional attack)

25s Medium Melee - 1d6+Str

50s Heavy Melee - 2d6+Str (2-handed)

20s Light Ranged - 1d3+Agi (2-handed)

50s Heavy Ranged - 1d6+Agi (2-handed)

Armor:

Armors and Shields protect you, but in different ways. Armor reduces damage, while shields help you
avoid and block attacks. Armor and Shields also impede you in some ways. Armor gives you a -1 Armor
Penalty for every tier heavier it is, same goes for shields.

100s Light Armor - 2 Armor, -1 AP

250s Medium Armor - 4 Armor, -2 AP

500s Heavy Armor - 6 Armor, -3 AP

20s Light Shield - +1 Defence (Can be shattered to give you 1 Armor to against attack), -1 AP

50s Medium Shield - +2 Defence (Can be shattered to give you 2 Armor against one attack), -2 AP

100s Heavy Shield - +3 Defence (Can be shattered to give you 3 Armor against one attack), -3 AP

Exploration

On foot, you travel 5kph or 40km in a day (8 hours of travel).

You can carry, comfortably, 20kg with a bonus from your Strength (for every point above 0 you have in
Str, you get +5kg to your comfortable carry weight. For every point below 0, you get -5kg to your
comfortable carry weight). Your max carry weight is 4 times your comfortable carry weight (at 0 Str that’s
20kg x 4 = 80kg). You’ll be able to carry 20kg in a backpack (30 cubic cm), any more and you’ll need
additional containers for the material (I.e. a chest or large sack).

When you carry more than ¼ of your max carry weight (your comfortable carry weight), but less than ½
of your max, you become encumbered (the equivalent of 2 Armor Penalty). When you carry more than ½
your max carry weight, but less than your max, you become heavily encumbered (equivalent of 4 AP).
You cannot carry more than your max carry weight.

Your Pack and your Belt are two very important containers. Your Belt can hold 2 small items, but can be
grabbed in combat as a Free Act. Your Pack can carry 20kg, but takes 2-Acts to grab something from it. It
is best to keep potions and the like in your Belt, and your adventuring equipment in your Pack.

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