Game Rules

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.
Jan 21, 2022 10:59 pm
COMBAT RULES

Rounds
A round is roughly ten seconds of in-game time and is comprised of turns.

Actions
On their turn, a PC may move up to 40ft and take up to one action. This may be attacking, casting a spell, making a second move, or some other reasonable action.

Each round, the PCs declare what they are doing before dice are rolled. If a character attempts something risky, the Warden calls for a save for appropriate players or NPCs.

Turns
The Warden will telegraph the most likely actions taken by NPCs or monsters. At the start of combat, each PC must make a DEX save to act before their opponents.

Attacking & Damage
The attacker rolls their weapon die and subtracts the target's armor, then deals the remaining total to their opponent's HP. Unarmed attacks always do 1d4 damage.

Multiple Attackers
If multiple attackers target the same foe, roll all damage dice and keep the single highest result.

Attack Modifiers
If fighting from a position of weakness (such as through cover or with bound hands), the attack is impaired and the attacker must roll 1d4 damage regardless of the damage die used during the attack.

If fighting from a position of advantage (such as against a helpless foe or through a daring maneuver), the attack is enhanced, allowing the attacker to roll 1d12 damage instead of their normal die.

Dual Weapons
If attacking with two weapons at the same time, roll both damage dice and keep the single highest result.

Blast
Attacks with the blast quality affect all targets in the noted area, rolling separately for each affected character. Blast refers to anything from explosions to huge cleaving onslaughts to the impact of a meteorite. If unsure how many targets can be affected, roll the related damage die for a result.

Critical Damage
Damage that reduces a target's HP below zero decreases a target's STR by the amount remaining. They must then make a STR save to avoid critical damage. Additionally, some enemies will have special abilities or effects that are triggered when their target fails a critical damage save.

Any PC that suffers critical damage cannot do anything but crawl weakly, gasping for life. If given aid and rest, they will stabilize. If left untreated, they die within the hour.

Scars
When damage to a PC reduces their HP to exactly 0, they are sometimes changed irrevocably. See the Scars table below.

Ability Score Loss
If a PC's STR is reduced to 0, they die. If their DEX is reduced to 0, they are paralyzed. If their WIL is reduced to 0, they are delirious.

Complete DEX and WIL loss renders the character unable to act until they are restored through extended rest or by extraordinary means.

Unconsciousness & Death
When a character dies, the player is free to create a new character or take control of a hireling. They immediately join the party in order to reduce downtime.

Detachments
Large groups of similar combatants fighting together are treated as a single detachment. When a detachment takes critical damage, it is routed or significantly weakened. When it reaches 0 STR, it is destroyed.

Attacks against detachments by individuals are impaired (excluding blast damage). Attacks against individuals by detachments are enhanced and deal blast damage.

Retreat
Running away from a dire situation always requires a successful DEX save, as well as a safe destination to run to.

Scars Table
When an attack reduces a PC's HP to exactly 0, they are uniquely impacted. Consult the following results based on the total damage taken:

(1) Lasting Scar: Roll 1d6 | (1) Neck, (2) Hands, (3) Eye, (4) Chest, (5) Legs, (6) Ear.
Roll 1d6. If the total is higher than your max HP, take the new result.

(2) Rattling Blow: You're disoriented and shaken. Describe how you refocus.
Roll 1d6. If the total is higher than your max HP, take the new result.

(3) Walloped: You're sent flying and land flat on your face, winded.
You are deprived until you rest for a few hours. Then, roll 1d6. Add that amount to your max HP.

(4) Broken Limb: Roll 1d6 | (1-2) Leg, (3-4) Arm, (5) Rib, (6) Skull.
Once mended, roll 2d6. If the total is higher than your max HP, take the new result.

(5) Diseased: You're afflicted with a gross, uncomfortable infection.
When you get over it, roll 2d6. If the total is higher than your max HP, take the new result.

(6) Reorienting Head Wound: Roll 1d6 | (1-2) STR, (3-4) DEX, (5-6) WIL.
Roll 3d6. If the total is higher than your current ability score, take the new result.

(7) Hamstrung: You can barely move until you get serious help and rest.
After recovery, roll 3d6. If the total is higher than your max DEX, take the new result.

(8) Deafened: You cannot hear anything until you find extraordinary aid.
Regardless, make a WIL save. If you pass, increase your max WIL by 1d4.

(9) Re-brained: Some hidden part of your psyche is knocked loose.
Roll 3d6. If the total is higher than your max WIL, take the new result.

(10) Sundered: An appendage is torn off, crippled or useless. The Warden will tell you which.
Then, make a WIL save. If you pass, increase your max WIL by 1d6.

(11) Mortal Wound: You are deprived and out of action. You die in one hour unless healed.
Upon recovery, roll 2d6. Take the new result as your max HP.

(12) Doomed: Death seemed ever so close, but somehow you survived. If your next save against critical damage is a fail, you die horribly.
If you pass, roll 3d6. If the total is higher than your max HP, take the new result.
Jan 22, 2022 1:24 am
Special/Situational Rules

Wealth & Treasure
The currency, treasures, and the concept of barter and trade within Neverland, if such things exist, will be discovered during gameplay. If/when that happens then it will be elaborated on here in relation to its discovery.

Hirelings
PCs may hire hirelings to aid them in their expeditions if they find any. Hirelings will be randomly rolled and created by the Warden. Each hireling will most likely demand payment, or a share of whatever the party finds, et cetera. This, of course, will be discovered during gameplay.

Spellbooks & Scrolls
What?! Are you kidding, your PC is from Earth. . .you can't cast magic. . .yet. If/when such things are discovered during gameplay then the mechanical rules for these will be elaborated upon.

Casting Spells
This is the same situation as above as it will be discovered during gameplay and explained at that point.

Relics
Relics are items imbued with a magical spell or power. They do not cause Fatigue. Relics usually have limited use, as well as a recharge condition. This will/may be discovered in gameplay.

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