TTG Basic Rules Eng
TTG Basic Rules Eng
Race: human (+1 to a skill), elf (+1 to Equipment: you have 8+body equipment
mind), catfolk (you see in the dark), imp slots. Things bigger than a knife fill a slot.
(+1 body) Unwieldy objects fill 2 slots. If you
exceed your maximum equipment
Tests: to make a standard test you use capacity you get exausted (you do tests
1d20+stat+skill, if the result’s >14 you with disadvantage). If you exceed its
pass. double you can’t move.
Don’t add skill if the test is unexpected by
the runner (like if he falls into a trap). Rest: you have to eat and rest once a
day. If you do you regain 1d8 hp, if you
Combat: initiative is a coo+training test. don’t you are exausted (body and
Those who pass act before the enemy. coordination are rolled with
You make a test for attacking disadvantage) untill the next rest.
(body+training) and a test for defending
(coo+training). Leveling up: you level up with money. To
The runners can do up to 2 different reach level 2 you need 1000 W, level 3
actions per turn. 2000 W, level 4 4000 W and so on:
Advantage and disadvantage like dnd 5e • every new level you get +1 HD
(reroll the d20 and use the higher/lower • every 3 levels you get +1 to one skill
result). • every 5 levels you
can retire
If you hit, you do damage (a shortword
deals 1d6, a revolver deals 1d8) and add
your HD number.