Rules

Aug 8, 2021 2:49 pm
Rolling The Dice
When you attempt something risky, roll 2d6 add them together and add one of your Attribute scores, based on the action you're taking. (The GM will tell you some of the possible consequences before you roll, so you can decide if it's worth the risk or if you want to revise your action.)

A total of 6 or less is a miss; things don't go well and the risk turns out badly.

A total of 7-9 is a partial success; you do it, but there's some cost, compromise, retribution, harm, etc.

A total of 10 or more is a full success; you do it without complications.

And a total of 12 or more is a critical success; you do it perfectly to some extra benefit or advantage.

Skills: if you have an applicable skill, you can't miss. A roll of 6 or less counts as a partial success, but with a bigger compromise or complication than a 7-9 result.
Aug 8, 2021 2:50 pm
Character Creation

Don't worry if you don't know what all the bits mean, or if you don't know how to put them together to make the character you want to play.

You can just tell us what you want to play (feel free to give examples from books, movies, or such) and one of the helpful people here will suggest a way (or a few ways) that you can build them.
Attributes You have six a Attributes, three physical: Strength (STR), Dexterity
(DEX), Constitution (CON); and three non-physical: Intelligence (INT), Wisdom (WIS) and Charisma (CHA).

To assign your Attributes: Roll 2d6 for each.
On a 6-, the value is +0. On a 7-9, the value is +1. On a 10 or 11, the value is +2. On a 12, the value is +3.

Hit Dice
You have 1 Hit Die (d6) + extra hit dice equal to your CON. Roll all your hit dice and keep a number equal to your level to determine your HP. When you rest and consume a ration/waterskin/wineskin, you may re-roll your HP. If you are attended by a healer, roll an extra hit die.

Skills and Abilities
Skills: if you have an applicable skill, you can't miss. A roll of 6 or less counts as a partial success, but with a bigger compromise or complication than a 7-9 result.

Choose two Skill and two Special Abilities.

Skills
• Athletics
• Awareness
• Deception
• Decipher
• Heal
• Leadership
• Lore
• Stealth
• Survival

Special Abilities
Skirmish (+1 damage and worn armor counts as one type lighter)
Tough (+1 armor)
Slay (+2 melee damage)
Hardy (+6 hp)
Backstab (attack from concealment to do +3 damage)
Lucky (once per day, turn a miss into a partial success)
Reflexes (you always go first and can react when suddenly surprised)
Tinker (you can attempt to quickly pick a lock, pick a pocket, or disarm a trap)
Bless (with holy water, you can anoint items so they are considered holy and magical ---+3 damage vs. evil--- for a short time)
Cure (you can attempt to neutralize poisons, remove curses, or heal wounds with a touch)
Turn (you can attempt to hold undead at bay with the power of your faith and a holy symbol)
Vision (drink holy water to commune with your deity for divine guidance)
Summon (See Magic. Knowledge to summon two spirits. Each has a name, an appearance, and two domains of power)
Cantrips (you know three simple magical powers: Candle, Shadow, Throw Voice)
Command (you can attempt to command any spirit, demon, etc.)
Ritual (you may perform occult rituals ---detailed in ancient tomes and scrolls--- and begin with two known rituals)
Pet (you have a loyal and effective animal companion)
Scout (when you scout ahead you always spot the target before it spots you)
Volley (+2 ranged damage)
Wild (you can converse with and attempt to command animals)
Aug 8, 2021 2:54 pm
Classic Example Builds

Fighters get athletics. Choose two special abilities:
Skirmish (+1 damage and worn armor counts as one type lighter),
Tough (+1 armor),
Slay (+2 melee damage),
Hardy (+6 hp).

Thieves get stealth. Choose two special abilities:
Backstab (attack from concealment to do +3 damage),
Lucky (once per day, turn a miss into a partial success),
Reflexes (you always go first and can react when suddenly surprised),
Tinker (you can attempt to quickly pick a lock, pick a pocket, or disarm a trap).

Clerics get decipher and heal. Choose two special abilities:
Bless (with holy water, you can anoint items so they are considered holy and magical ---+3 damage vs. evil--- for a short time),
Cure (you can attempt to neutralize poisons, remove curses, or heal wounds with a touch),
Turn (you can attempt to hold undead at bay with the power of your faith and a holy symbol),
Vision (drink holy water to commune with your deity for divine guidance).

Wizards get lore.
• You get Summon and choose one other special ability: (You begin with two spirits you can summon (see magic, opposite).)
Cantrips (you know three simple magical powers: Candle, Shadow, Throw Voice),
Command (you can attempt to command any spirit, demon, etc.),
Ritual (you may perform occult rituals ---detailed in ancient tomes and scrolls--- and begin with two known rituals).

Rangers get survival. Choose two special abilities:
Pet (you have a loyal and effective animal companion),
Scout (when you scout ahead you always spot the target before it spots you),
Volley (+2 ranged damage),
Wild (you can converse with and attempt to command animals).

Choose one skill in addition to any granted by your class.
Aug 8, 2021 2:55 pm
Magic
Most magic requires summoning a spirit, demon, or elemental to perform supernatural effects.

A wizard begins play with the occult knowledge to summon two spirits. a spirit has a name, an appearance, and two domains of power (flame, shadow, stone, lightning, secrets, fear, etc.).

To summon a spirit you know, you require one of the following:
• 1 hour of uninterrupted ritual.
• A dose of quicksilver ---a mild poison and addictive drug (10s per use). If you drink more quicksilver doses in a day than your Level you must attempt to resist its negative effects with a CON roll.
• A magic item containing a bound spirit.

A wizard may command a spirit to perform a single magical effect that falls within its domains (it's a good idea to give specific commands; spirits and demons can be capricious and cruel). Magical attacks do 2d6+level or 3d6+level damage if they are especially suited to the situation (using fire against a frost wraith, for example).

(† See the note about in-world attitudes towards Magic in the Character Creation Thread.)
Aug 8, 2021 2:55 pm
Equipment
You start with 60 silver pieces
Light Weapon (10s): d6. May be wielded as a secondary weapon, allowing you to re-roll damage once per attack. Includes daggers, short swords, and hand axes.
Martial Weapon (30s): d6+1. Must be wielded in main hand. Includes long swords, hammers, axes, spears etc.
Great Weapon (40s): d6+2 damage. Uses two hands. Includes two-handed swords, battle-axes and pole arms.
Shortbow (10s): d6. Also slings etc.
Bow/Gun (30s): d6+1. Also crossbows, pistols etc.
Heavy Bow/Gun (50s): d6+2 damage if firing from a stationary position. Includes arbalests and muskets.
Light Armor (30s): armor 1.
Full Armor (60s): armor 2. Always has a helm. Makes it very hard to run, move quietly, swim, leap etc.
Shield (10s): +1 armor.
Adventuring Gear (2s each): 20ft rope, iron spike, chalk, parchment, flint/steel, torches (4), tent, dice, caltrops (slows pursuers), bandages, travel rations, waterskin, wineskin.
Tools (5s each): crowbar, hatchet, animal trap, lockpicks, pen & pot of ink, fishing pole, shovel, grappling hook, pickaxe, collapsible pole.
Occult Items (10s each): quicksilver (per dose), pouch of bone dust, vial of holy water (one use), vial of blood, ritual incense and oils.
Fancy Items (20s each): mirror, lantern, spyglass, sand timer, board game, elaborate clothes, holy symbols and other charms.
Fire Oil (20s per flask): sets an area on fire (d6+1 damage/round for 3 rounds unless extinguished). Fills a lantern 10 times.
Boats: rowboat (50s) to galley (200,000s).
Carts: cart (30s) to wagon (100s).
Taverns: 1s to sleep, 1s to eat, 1s to get drunk.
Property: house (1,000s) to manor (100,000).
Horses: mule (30s), horse (100s), warhorse (1,000s).

Hirelings
Cost per day
Torch Bearer (2s): 3hp, knife.
Guide (5s): 6hp, knife, lantern, rope.
Armsman (20s): 12hp, spear, shield, light armor.
Expert (20s): 6hp, skill 4, dagger, bow.
Champion (60s): 18hp, full armor, halberd, sword, shield, dagger.
Aug 8, 2021 2:56 pm
XP & Levels

As you level up you get rewards according to the table below.
Level Hit Dice Skills Attributes Abilities Damage XP Total
1 1+CON 2 -- 2 0
2 +1 1,000
3 +1 +1 3,000
4 +1 +1 (max +3) 6,000
5 +1d6 10,000
6 +1 +1 +1 15,000
7 +1 (max +3) 21,000
8 +1 28,000
9 +1 +1 36,000
10 +1 +1 (max +3) +1d6 45,000


You get 1 XP for each silver piece worth of treasure or coin that you loot from the dungeon. You also get XP for defeating enemies and completing quests (10 XP for something easy up to 200+ for a really tough one) but mainly it's about the looting.

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