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CORE MECHANIC

Three dice are used for all rolls in the game. When you attack or cast a spell, you
roll the die that is tied to that ability. The same is true outside of combat; if you are
trying to climb up a slippery clif or haggle the price of a sword, you roll the
corresponding die.
There are three levels of capability that every character or monster possesses in the
game. The dice represent how good you are at a particular ability. If you are good,
you roll a d8, mediocre is a d, and bad is a d!.
". Good #d8$
".".% good ability produces a number between " and 8. This gives the character
the best chance at succeeding at the task at hand.
&. Mediocre #d$
&.".'ediocre abilities produce a number between " and . This is a good middle
lane, provides a decent chance of success.
(. Bad #d!$
(.".)ad abilities produce a number between " and !. This means the character
has a good chance at failing.
*or e+ample, a player wishes to make a strong, somewhat tough character that
doesn,t have much in the way of defensive capabilities. -e chooses to be strong
with his ofense #d8$, then chooses to have a decent amount of health #d$, then
.nally chooses to have a poor defense #d!$.
'ost rolls are opposed rolls, meaning the player and monster roll their respective
die and compare totals. Whoever has the high number is the winner. This lets
players and monsters with low defense to still have a chance of dodging attacks and
spells.
NON-COMBAT ABILITIES
These three abilities show how good a character is outside of combat.
1. Skill
".".This is the attribute that is rolled whenever a player needs to do something
that re/uires skill, such as climbing, swimming, or riding a horse.
2. Knowlede
&.".'easures how smart a player or monster is, or how much they know about a
particular sub0ect.
!. Social
(.".This ability is used to see how well a character talks to the people around
them and measures how well people receive him or her.
COMBAT ABILITIES
Three abilities directly relate to combat. These abilities are used in combat or
whenever a trap is activated.
1. O"en#e
".".% character #or monster$ that uses melee or ranged attacks goes .rst in
combat.
".&.%ttacks only deal one point of damage, no rolls are tied to how much
damage is done #various bene.ts can alter how much damage is dealt$.
".(.% character that uses magic has to prepare a spell to be cast. This means
the character attacks last.
".!.If using divine magic, the character can use magic to cast a heal spell or a
protection spell.
2. $e%en#e
&.".1efense is an opposed roll against all attacks and traps.
!. Heal&'
(.".This ability is directly related to the character,s or monster,s life. The higher
the number the more damage they can take.
(.&.% character that has 2ero hit points is dead.
MELEE AN$ RANGE$
3haracters that choose the physical path of combat are rather straightforward.
They choose to cause damage the old4fashioned way. *ighting like this does have
its bene.ts.
". 5sing a weapon with both hands allows you strike harder and deal an e+tra point
of damage on each attack.
&. When .ghting with two weapons you still only strike once, but get to re4roll a
failed attack once per round.
(. 3haracters who use ranged weapons may choose to make a pin4point attack. )y
sacri.cing their defense so that they may aim better, they get to make a single
attack that automatically hits. 6f course this now means they have no defense,
and are automatically hit themselves.
!. % character that wishes to use a shield gets to re4roll a failed defense roll once
per round.
MAGIC
'agic users get to cast various spells in or out of combat. These spells can be
harmful or helpful, either dealing damage or healing damage, or even providing
bufs and e+tra protection.
'agic users must have an item through which their magic power 7ows. It can be
anything the player wants; staves, wands, holy symbols, etc. 'agic users aren,t
capable .ghters, and as such cannot make physical attacks.
%rcane magic users learn powerful destructive spells that they cast from a distance.
Their magic is used mostly for ofense. They still have to make an attack roll the
same as a character using a sword, but magic provides a few bene.ts that physical
damage dealers don,t have.
". 'agic can be split up to hurt two or even three targets at once. If done this way,
the die used for the magic user,s ofense ability is reduced one or two steps.
This means if the die is a d8, it becomes &d. 8ikewise, if split a third time, it
becomes (d!. This doesn,t mean you roll (d! for each target, instead it means
you roll a d! for each of your three targets.
&. 9ome monsters are weak against magic and take an e+tra damage from spells.
(. 6ther monsters may be resistant to magic, and take one damage less from
spells.
!. :et other monsters are completely immune to certain spells, and take no
damage from them.
1ivine magic users can heal their allies. )y simply touching them, they can heal
wounds or cure diseases. Their spells are also used to ofer additional protection or
buf a character,s abilities. 5nlike other classes, divine magic users are purely
defensive. %dditionally, they don,t need to roll for their spells when used on friendly
targets.
". 1ivine magic heals one point of damage.
&. It can also be used to give a character e+tra protection. Targets receive a ;"
bonus on defense rolls.
(. %lso, it can be used to buf a target,s ofense, giving them a ;" on their attack
rolls.
!. :et still, divine magic can even be used outside of combat to provide a ;" to a
character,s non4combat abilities.
T(RN OR$ER
Turn order is determined by the character,s or monster,s combat abilities. If using
physical or ranged abilities, the character or monster gets to act .rst. If using
magic, the character or monster acts last. <layers go before monsters, unless the
monster has some sort of upper hand, like a surprise attack.
<hysical characters 4= physical monsters 4= magic characters 4= magic monsters.
%lternate rule> 9imply roll a d8 to determine turn order.
CHARACTER CREATION
This is the simple order a player uses to create their character.
". 3hoose if you want to be physical or magical.
".".If physical, choose melee #weapon or unarmed$ or ranged.
".&.If magical, choose between divine or arcane.
&. 3hoose combat abilities #good, mediocre, and bad$.
&.".3hoose how well the character is at o"en#e.
&.&.3hoose how well the character is at de%en#e.
&.(.3hoose how much 'eal&' the character has.
&.(.". ?oll the die that is chosen for 'ea&', that is how many hit points the
character has.
(. 3hoose non4combat abilities #good, mediocre, and bad$.
(.".3hoose how #kill%)l the character is.
(.&.3hoose how knowledea*le the character is.
(.(.3hoose how #ocial the character is.
!. 3hoose race.
@. 3hoose class.
. 3haracters receive "A gold pieces to purchase basic e/uipment, gear, and
various other tools and supplies they need.
E+(I,MENT LIST
3haracters need weapons to .ght the various threats that they will face during the
course of the game. %ssume that the player chooses weapons the correct si2e for
his character. 9mall characters use small weapons, for e+ample.
'ost weapons are held one handed, leaving room to hold some other ob0ect in the
other hand. This confers no bonuses, everything is normal for the character.
WeaponB%rmorB9hield si2e 3ost
9mall & gp
'edium ( gp
'agic focus & gp
*Assume ranged weapons come with a quiver with 20 arrows, or a case with 20
bolts.
Items 3ost
%mmunition #+&A$ " gp
)ackpack " gp
)edroll " gp
)lanket " gp
3lothes " gp
-orse ( gp
8antern & gp
?ations #+@$ " gp
?ope #@A ft.$ " gp
Tent & gp
Tools #various$ & gp
Torch #+@$ " gp
*Any combination of fve items not on this list cost a total of 1 gp.
RACES
1warf
)onus -<C
Dlf
)onus spellsC
-al7ing
D+tra dodgeC
-uman
9peciali2ation
CLASSES
3leric
Type> 1ivine 3aster
-eal moreC
*ighter
Type> 'elee and ranged weapons
Dasier attacksC
'onk
Type> 5narmed attacks #two4weapon .ghting$
'ore damageC
?ogue
Type> Traps
9neak attacksC
Wi2ard
Type> %rcane caster
Dlemental magicC

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