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