Ability Scores

Range from 0 to 10.

  • STR: added to melee attacks and power checks (climbing, lifting)
  • DEX: agility and reflexes checks (dodging, sneaking, picking pockets)
  • CON: resist effects (poison, intoxication, cold)
    • item/wound slots = 10 + CON
  • INT: cunning checks (crafting, lock picking, potion-making)
    • spells per day = INT
  • WIS: added to ranged attacks and wilderness checks (foraging, navigating)
  • CHA: social, initiative, and divine intervention checks
    • max NPC companions = CHA

Checks

  • d20 + ability score
  • Modifier of ±5 for each effect
    • career
    • clever approach
    • tools
    • time
  • Target = 11 + Difficulty Rating [0-10] (default 5)
  • Social checks:
    • common sense
    • CHA vs WIS/CHA
  • No lore checks
  • No search checks
    • find ofter enough time
    • clue triggers in-game action required

Inventory System & Health

Slots

  • PCs have 10 + CON item slots
  • Small items 1 slot, 2 handed 2 slots, 500c 1 slot, 20 arrows 1 slot

Damage

  • Damage past PC’s HP is dealt to item slots in the form of wounds
  • Item must be dropped and might be destroyed

Direct damage

  • Direct damage bypasses HP and occurs when a creature’s combat ability would not protect them (falling, surprise attack, burning, etc)
  • Monster receive triple damage from direct damage

Healing

  • All HP are recovered after a good night’s sleep:
    • 2 watches long (8h)
    • night meal
  • PCs heal 1 wound if they are in a safe place

Death

  • 0 HPs = death

Leveling Up

  • 1 coin recovered from danger to safety = 1 XP (split among party)
  • See Leveling XP for XP thresholds
  • Benefits:
    • +1 to 2 different ability scores of the player’s choice
    • +1 to a different random ability score
    • HP = max(prev HP + 1, Lv.d6)

Travelling

  • Time is tracked in 4h watches (3 for day, 3 for night, other things happen while PCs are doing stuff
  • Travel speed
    • 1 10km hex per watch
    • 3 hexes/day, CON check to 1 direct dmg for each extra hex
    • halved in darkness, difficult terrain, or severe weather
    • doubled when riding
  • If disorienting » WIS check to avoid moving to random hex
  • Explore action: reveals areas of interest, clues to deepest secrets
  • Foraging: WISH check for 1d6 rations

Delving

  • Time is tracked in 10min turns, other things happen while PCs are doing stuff

Speed

  • Crawling at 36m/t: detect traps, map
  • Walking at 720m/t: surprised by encounters & traps, map
  • Running at 1,440m/t: surprised, can’t map, candle’s go out

Light

  • Candles: general shapes at 6m, detail at 1.5m. Searching takes twice as long. Last for 8h, 10 per slot
  • Lanterns: encased candles, directed, don’t go out
  • Torches: general shapes at 12m, detail at 3m. 1 per slot, 1/6 chance of burning out each dungeon turn
  • Darkness: -10 modifier, surprised by everything, trigger traps, no mapping

Combat

  • Initiative: CHA roll between leaders, group turns
  • Move 12m + action (move, spell, attack, maneuver)
  • Attack roll
    • if ≥ 21 » free maneuver
    • if = 1 » weapon breaks
  • Ranged attacks
    • can’t happen while in melee
    • if target is in melee » -5 modifier
  • Sneak attacks
    • if unsuspecting » direct dmg
    • if defenseless » kill
  • Power attack: double dmg and break weapon
  • Flat modifiers for advantages & disadvantages (positioning, surprise, elevation, etc)
  • Morale checks
    • breaking points: loners loose HP/2, first death, # mons/2, leader dies, fear
    • if 2d6 > morale rating » rout | surrender
    • 1 reroll if leader passes CHA check

Spellcasting

  • 1 slot per spellbook
  • Casting:
    • 1 use per spellbook/day
    • spellbooks = INT/day
  • Saves:
    • if target lv ≤ spell lv » direct effect
    • else save check
      • success by +10 » no effect
      • success » effect halved
  • Definitions
    • item: something that can be lifted in 1 hand
    • object: anything up to human size
    • default duration: 10min
    • default range: 12m

Relic Magic

  • Magical beings (patrons) grant their power to PCs though relics (≥1 slot)
  • Shrines can be used to communicate with patrons
    • cities: all shrines
    • towns: d6 shrines
    • villages: 1 shrine
  • Shrine + relic + successful mission = blessing (# active ones = CHA)
  • A blessing should be small but useful, only while in favor
  • If disfavor: another mission to reactivate
  • If extra favor: improve blessing, more relics, followers

Alchemy

  • Harvesting:
    • 10min & tools
    • 1 slot per ingredient
  • Brewing:
    • fire, cauldron, ingredients (always spent), 1 watch (4h)
    • state effect, duration, ingredients
    • INT check, +5 if 2 watches
      • success by 10+ » make potion & recipe (no future brewing checks)
      • success » make potion
  • Potion effects
    • significant ongoing effect: 10min
    • weak ongoing effect: 1h-1day

Downtime

  • Carousing
    • takes 1 night
    • grants XP = coins spent
    • succeed at CON or suffer a mishap
    • costs
      • d10*50c in villages
      • d10*\100c in towns
      • d10*200c in cities
  • Gambling
    • GM rolls d6
    • player can bow & loose half
    • player can try to roll higher and win
  • Career training
    • find expert, spend time and money
    • gain knowledge, ability to attempt related tasks, +5 on non-combat related tasks
    • common (carpenter, sailor): 1 month, 1k c
    • uncommon (burglar, herbalist)
      • attempt tasks: 3 months, 5k c
      • +5: 3 months, 5k c
    • rare (lawyer, sculptor)
      • attempt tasks: 1 year, 30k c
      • +5: 1 year, 30k c

Recruiting

Players can recruit different types of NPCs. See Recruitable NPCs.

Pending Topics

  • Equipment
  • Buildings
  • Warfare