Summary of the Rules

GM = Game Master. The person leading the game. They create the game world and set challenges. If there are disagreements or unclear rules, the GM is always right

HP = Health Points. If they fall to 0, the character is dying.

Dying = Exactly one round after reaching 0 HP suffer a Permanent Injury, one round later you need to pass a WIL Check of 10 or die. To save a dying character, heal them to positive HP or pass a Medicine Check of 10.

DP = Defence Points are like HP, but get subtracted first when you take damage. They represent your armour and defensive spells.

Mana = Energy used for spells and combat skills.

AP = Action Points. Used by most actions to represent the time they take. In combat everyone has 3 per turn. Out of combat they represent 2 seconds of time.

sq = Unit for calculating distances based on the grid for battlemaps. 1 square = 1 sq = 5 feet = 1.5 meters.

EP = Experience Points. Your GM awards them for completing battles or social situations. Once you have 20, your character levels up.

LvlB = Levelbonus. Scales with player level.

5d4 = Roll 5 4-sided dice and add the results together.

Advantage = Roll twice and take the higher result.

Disadvantage = Roll twice and take the lower result.

Creature = A living being.

 

Recovery

Short Rest = Rest for 1 hour to get all your DP back and recover 1d10 + CON Mana or HP per level.

Long Rest = Rest for 8 hours to recover all HP, DP and Mana.

 

Attributes

Average human beings have all values 0, the higher the better.

 

Abilities

To pass a Check roll a d20 and add your ability modifier. You need to reach the indicated number or higher. 1 = critical fail. 20 = critical success. The GM decides the consequences.

  • Arcana (INT) = Knowledge of magic, magical items, runes.
  • Animal Handling (SOC) = Knowledge of animals, handling animals, tracking.
  • Arts (SOC) = Playing music, painting, acting, dancing.
  • Body Control (DEX) = Acrobatics, agility, balance.
  • Body Control (STR) = Athletics, muscles, jumping.
  • Craft (DEX) = Craftsmanship, building traps.
  • Deception (SOC) = Lying, hiding objects from sight.
  • Eloquence (SOC) = Persuading others, expressing oneself gracefully, charm.
  • General Knowledge (INT) = Acquired or learned knowledge about religion, politics, history, etc.
  • Human Knowledge (SOC) = Understanding motives, detecting lies and emotions.
  • Intimidation (WIL) = Forcing one's will on others, having an imposing presence.
  • Manual Dexterity (DEX) = Picking pockets, lockpicking, disarming traps.
  • Medicine (INT) = Knowledge of wounds, how to care for them, and mental/physical conditions.
  • Nature (INT) = Knowledge of plant life, finding riverbeds and firewood.
  • Perception (INT) = Finding traps and hidden objects, spotting hidden enemies.
  • Stealth (DEX) = Cautious movement, sneaking.

 

Combat

Combat round = Each round every combatants takes 1 turn. In total a round takes 6 seconds.

Initiative = Order in which combatants act in combat. At the start everyone rolls 1d20 and adds their DEX. From highest to lowest the characters can then start their turn.

Turn = Only the character whose turn it is can act. They can freely spend 3 AP to take actions:

Movement Rate = Amount of squares a character can move per AP.

Climbing, swimming, walking across difficult terrain = Cost twice as much movement.

Attack of Opportunity = If an opponent within 1 sq of you attempts to move, you may make an Attack against them.

Range = You can only attack targets within range of your weapon. Melee weapons have a default range of 1.5 sq, so they can attack anyone on the 8 squares around them. Ranged weapons have a normal range, and an extended range in which they only deal half damage.

Full Cover = The attacking enemy can't see you. Ranged Attacks miss. Take half damage from all spells.

Half Cover = You are not fully in cover from the attacking enemy. Damage from Ranged Attacks is halved.

Flanking = Deal 1.5x damage with an Attack, if your ally is on the square on the opposite side of the enemy.

Critical hit = Reroll the damage die once, if you rolled the highest number and add the result to the result of the first.

 

Spellcasting

Each spell costs Mana, and you need to be able to speak. If you don't have enough Mana to cast a spell, you can't cast it.

SP = Spell Power. Determines strength of many Spells. It is typically INT + LvlB.

Spell saving check = To resist spells, one must roll at least this value with d20 + the attribute modifier described in the spell.

 

Guild

Reputation = Score on how well your guild is known in the world.

Glory Points = Use one to make a cinematic action that can break the rules or world (if GM agrees). 3 GP always exist within the game and switch between a shared player pool and the GM

 

Status

Prone = Halves Movement Rate. Take 1.5-times damage from Melee but only half from Ranged Attacks.

Blind = If you have no vision on your target, you can't hit them.

Grappled = Can't move. 2 AP Attempt to free yourself rolling Body vs Body STR.

Falling = Take 4 fall damage per sq fallen. Roll Body DEX to half the damage.