Jan 21, 2022 10:24 pm
GENERAL RULES
Abilities
Each of the three abilities are used in different circumstances (see saves, below).
Strength (STR): Used for saves requiring physical power, like lifting gates, bending bars, resisting poison, etc.
Dexterity (DEX): Used for saves requiring poise, speed, and reflexes like dodging, climbing, sneaking, balancing, etc.
Willpower (WIL): Used for saves to persuade, deceive, interrogate, intimidate, charm, provoke, manipulate spells, etc.
Saves
A save is a roll to avoid bad outcomes from risky choices and circumstances. PCs roll 1d20 for an appropriate ability score. If they roll equal to or under that ability score, they pass. Otherwise, they fail. A 1 is always a success, and a 20 is always a failure.
Healing
Resting for a few moments and having a drink of water restores lost HP but leaves the party exposed. Ability loss can usually be restored within a week's rest facilitated by a healer or other appropriate source of expertise. Some of these services are free, while magical or more expedient means of recovery may come at a cost.
Inventory
PCs have 10 inventory slots: four on their body and six in their backpack. Most items take up one slot, but smaller items can be bundled. Bulky items take up two slots and are awkward or difficult to carry. Filling all 10 item slots reduces a PC to 0 HP. PCs cannot carry more than their inventory allows, though carts and horses, and other such aid, may provide an increase in slots.
Deprivation & Fatigue
A PC deprived of a crucial need (such as food or rest) is unable to recover HP or ability scores.
Anyone deprived for more than a day adds Fatigue to their inventory, one for each day. Each Fatigue occupies one slot and lasts until the PC can recuperate safely for a full night, after which they recover all occupied slots.
PCs can also gain Fatigue by casting spells or through events in the fiction.
Armor
Before calculating damage to HP, subtract the target's Armor value from the result of damage rolls. Shields and similar armor provide a bonus defense (e.g. +1 Armor), but only while the item is held or worn. No one can have more than 3 Armor.
Shields, gauntlets, and helms may provide additional benefits according to their use.
NPCs
Reactions
When the PCs encounter an NPC whose reaction to the party is not obvious, the Warden may roll 2d6 and consult the following results: (2) Hostile, (3-5) Wary, (6-8) Curious, (9-11) Kind, (12) Helpful.
Morale
Enemies must pass a WIL save to avoid fleeing when they take their first casualty and again when they lose half their number.
Some groups may use their leader's WIL in place of their own. Lone foes must save when they're reduced to 0 HP. Morale does not affect PCs.
Abilities
Each of the three abilities are used in different circumstances (see saves, below).
Strength (STR): Used for saves requiring physical power, like lifting gates, bending bars, resisting poison, etc.
Dexterity (DEX): Used for saves requiring poise, speed, and reflexes like dodging, climbing, sneaking, balancing, etc.
Willpower (WIL): Used for saves to persuade, deceive, interrogate, intimidate, charm, provoke, manipulate spells, etc.
Saves
A save is a roll to avoid bad outcomes from risky choices and circumstances. PCs roll 1d20 for an appropriate ability score. If they roll equal to or under that ability score, they pass. Otherwise, they fail. A 1 is always a success, and a 20 is always a failure.
Healing
Resting for a few moments and having a drink of water restores lost HP but leaves the party exposed. Ability loss can usually be restored within a week's rest facilitated by a healer or other appropriate source of expertise. Some of these services are free, while magical or more expedient means of recovery may come at a cost.
Inventory
PCs have 10 inventory slots: four on their body and six in their backpack. Most items take up one slot, but smaller items can be bundled. Bulky items take up two slots and are awkward or difficult to carry. Filling all 10 item slots reduces a PC to 0 HP. PCs cannot carry more than their inventory allows, though carts and horses, and other such aid, may provide an increase in slots.
Deprivation & Fatigue
A PC deprived of a crucial need (such as food or rest) is unable to recover HP or ability scores.
Anyone deprived for more than a day adds Fatigue to their inventory, one for each day. Each Fatigue occupies one slot and lasts until the PC can recuperate safely for a full night, after which they recover all occupied slots.
PCs can also gain Fatigue by casting spells or through events in the fiction.
Armor
Before calculating damage to HP, subtract the target's Armor value from the result of damage rolls. Shields and similar armor provide a bonus defense (e.g. +1 Armor), but only while the item is held or worn. No one can have more than 3 Armor.
Shields, gauntlets, and helms may provide additional benefits according to their use.
NPCs
Reactions
When the PCs encounter an NPC whose reaction to the party is not obvious, the Warden may roll 2d6 and consult the following results: (2) Hostile, (3-5) Wary, (6-8) Curious, (9-11) Kind, (12) Helpful.
Morale
Enemies must pass a WIL save to avoid fleeing when they take their first casualty and again when they lose half their number.
Some groups may use their leader's WIL in place of their own. Lone foes must save when they're reduced to 0 HP. Morale does not affect PCs.