Commonly Referenced Rules

Jul 18, 2024 5:47 pm
This thread will place some commonly referenced rules to help everyone out. I will also only be referencing the revised core book rules, so if you see a difference in the rules from your book, this may be the reason.
Jul 18, 2024 5:48 pm
FRIGHTENED - REVISED RULES
A frightened creature makes all attack rolls and challenge rolls with 3 bane if they can see the source of their fear. Otherwise they have 1 bane.




FORTUNE RULES
The Game Master awards Fortune for exceptional roleplaying, if you have a good idea and share it with the group, if your character pulls off a remarkable stunt, or if you do something else that makes the game more fun to play. It is highly likely I will forget about this often, so don't feel bad if I don't grant you fortune for any of this. With that said, I have a homebrew addition to fortune.

HOMEBREW: You also gain fortune whenever you roll a 0 or less on the d20.

USING FORTUNE
Use Benefit
Create Success Turn one of your failed d20 rolls into a success.
Grant a Boon or Impose a Bane Give another creature 2 boons or 2 banes.
Roll Low or High Turn any one d6 roll into a 1 or a 6.
Control Madness End a short term madness or make a long term madness or quirk less severe. Multiple uses of this can eliminate a quirk or long term madness.
Refuse a Mark of Darkness When you gain corruption, you do not roll on the Mark of Darkness tables.
Remove an Affliction Remove 1 affliction that you currently suffer from.
Stay Death's Hand Allow one creature (including yourself) to ignore the Instant Death rule.
Improvise Magic Sacrifice any 1 spell to cast another spell of equal rank or lower that you have learned.
Alter Reality Change the narrative of the story to your benefit.
Jul 18, 2024 5:53 pm
INSANITY
https://i.imgur.com/cOaTKzp.jpg
Whenever you gain Insanity, you become frightened for a number of rounds equal to your new Insanity total. If you are already frightened, you instead become stunned for the duration.

You can become frightened by a variety of things, such as spells, talents, encountering scary creatures, or witnessing scary scenes and events. For most cases, you will make a Will Challenge Roll to avoid gaining insanity.

If you witness a scary scene or event, your Will Challenge Roll will be modified by the following table:
Intensity of the Scene Boon/Bane to Will Insanity Gain
Minor 1 boon 1
Moderate - 1
Major - 1d3
Sever 1 bane 1d3
Extreme 2 banes 1d6


Some examples of scenes that may cause insanity:
Minor: Finding a mutilated corpse in a place where it is least expected; witnessing a ritual sacrifice; discovering a parasite in your body.
Moderate: Witnessing a loved one's violent death; being tortured; returning from the dead; seeing a person eaten alive by ghouls; discovering a weird mutation on your body.
Major: Speaking with a shade of a loved one in the Underworld; being buried alive.
Severe: Seeing Hell for the first time.
Extreme: Witnessing the arrival of a demon prince or the devastation is wreaks.

REDUCING INSANITY
There are 3 way to reduce insanity:

RESTING
You might remove Insanity by resting. Each time you complete a rest, you can (though you don’t have to) make a Will challenge roll with 1 bane. You remove 1 Insanity on a success, or gain 1 Insanity on a failure.

QUIRKS
You can reduce your Insanity score by taking a Quirk. This can only be done if you are not currently frightened and you are not currently engaged in combat. Otherwise, it can be done at any time. When you take a quirk, reduce your insanity score by 1d6+Will Mod (min 1). The quirk you gain is assigned by the GM. A quirk could be a phobia, or nightmares, or an unusual behavior, or an addiction, or some other personality alteration.

MAGIC and TALENTS
Some talents and spells, such as the CURE spell from the Life Tradition, can remove insanity.

GONG MAD

When your Insanity score is equal to your Will score, you go MAD.

Fate Roll (1d20) Madness
1 Death. Your heart stops and you die.
2 Catatonia. You fall prone and become defenseless. At the end of each hour, roll a d6. A roll of 4 or higher ends the madness.
3 Self-Mutilation. You must use an action on your next turn to tear your eyes from your sockets unless you are prevented from doing so. You become blinded until your ruined eyes can be magically repaired. The madness ends at the end of the next minute.
4–5 Stricken. You become stunned. At the end of each minute, roll a d6. A roll of 5 or higher ends the madness.
6–7 Sickened. You become violently sick, vomiting and defecating uncontrollably until the madness ends. While sickened, you are dazed. At the end of each round, roll a d6. A roll of 5 or higher ends the madness.
8–9 Hallucinations. You believe vermin infest your body. Until the madness ends, you must use an action to cut or claw yourself unless you are prevented from doing so. Each time you use this action, you take 1 damage. At the end of each round, roll a d6. A roll of 5 or higher ends the madness.
10–11 Violence. Hate overwhelms you. Until the madness ends, you must take a fast turn each round and use an action to attack the creature nearest to you, regardless of whether it is a friend or a foe. At the end of each round, roll a d6. A roll of 5 or higher ends the madness.
12–13 Panic. You become frightened until the madness ends. While frightened in this way, you must use an action to rush away from the source of the madness. At the end of each round, roll a d6. A roll of 5 or higher ends the madness.
14–15 Confusion. You become dazed until the madness ends. At the end of each round, roll a d6. A roll of 5 or higher ends the madness.
16–17 Rage. Until the madness ends, you make attack rolls using weapons with 1 boon, and your attacks with melee weapons deal 1d6 extra damage. At the end of each round, roll a d6. A roll of 4 or higher ends the madness.
18–19 Resolute. You make all attack rolls and challenge rolls with 1 boon until the end of the next round, at which point the madness ends.
20 Revelation. Reduce your Insanity total by 1d6. You permanently make all Will challenge rolls to resist gaining Insanity with 1 boon.
Jul 18, 2024 5:56 pm
CORRUPTION - THE PRICE OF EVIL
https://i.imgur.com/rBgVUHh.jpg
Corruption represents how much of a truly reprehensible bastard you are. There are three ways to gain corruption:

EVIL ACTIONS
Acts of pure evil and selfishness generally cause corruption. These are things that make the world a worse place. Example include, but are not limited to, murder, torture, rape, cannibalism, genocide, and general diabolical mischief (such as poisoning a village well, or malevolently burning a building). Typically, but not always, these actions are done for no other purpose than the desire to do it, or to do it specifically to harm others.

Sometimes, accidental harm can cause corruption, such as careless use of magic that ends up killing innocent people.

FORBIDDEN KNOWLEDGE
In some cases, knowledge of certain subjects can darken a soul. Forbidden knowledge might include the histories and practices of debased peoples, the learning of a vile language, discovery of dark magic traditions, and the understanding of certain vile relics. Simply learning these things and how they work can afflict the mind and thereby stain the soul. Likewise, possession of a dark relic can also have lasting effects on the soul.


EXPOSURE TO PURE EVIL
Evil begets evil. Demons sometimes corrupt those they possess. Those who make foul bargains with devils can be corrupted. Certain lands have been so stained by dark magic that to traverse them is to imperil one’s immortal soul. Similarly, spells of dark magic can attack the soul directly, twisting it into something dark and foul.

EFFECTS OF CORRUPTION
Corruption Score Effects
0–3 No Effect
4–6 You make attack rolls to interact with other creatures in social settings with 1 bane. As well, animals become hostile around you and children might cry.
7–8 You take a -1 penalty on d6 rolls to decide your fate while you are incapacitated (see Damage). In addition, you exhibit a physical sign of Corruption, such as a sore that never heals, weird marks on the skin, loss of fingernails, or some other cosmetic change.
9 or more You die if you become incapacitated and you cannot be restored to life—your soul is trapped in Hell.


Mark of Darkness Severity: Roll a 1d20 and we will consult the table on page 36.

REDEMPTION
There are ways to remove corruption.

GOOD DEEDS
If you have no more than 3 corruption, then living a life of goodness and performing good deeds can reduce your corruption score.

MAGIC
Some spells, such as the Atonement spell, can reduce corruption.

RELIGIOUS REDEMPTION
There is a heretical branch of the New God religion called Sin-Eaters that can eat away your sins and repair your soul. Other religions may have something similar.
Jul 18, 2024 6:03 pm
COMBAT RULES
Combat occurs when one or more creatures attack another creature or group of creatures. Since the stakes are at their highest in combat, time in the game slows down to make sure everyone participating has a chance to contribute to the outcome.

THE BATTLEFIELD
Before combat begins, the GM sets up the scene and tells you the important details about the battlefield, the area where the combat will take place. The GM might sketch out the battlefield on paper or a wet-erase surface, use a map, or just describe it.

Exact positions are more important for some groups than others, but everyone should at least have an idea about where their characters are when the combat starts. The GM might decide where everyone is, based on what was happening when hostilities broke out, or ask the players. Some groups use miniatures, tokens, or coins to keep track of positions, while others let the whole thing unfold in their imagination.

AWARENESS & SURPRISE
Most times, the creatures being attacked are aware of their attackers. If creatures on one side were hidden from the other, appear out of nowhere, or catch the other side sleeping or otherwise engaged, there’s a chance for surprise.

When the GM decides surprise is possible, everyone on the side that could be surprised makes a Perception challenge roll. On a failure, the creature becomes surprised until the end of the first round.

ANATOMY OF A ROUND
Combat is resolved in 10-second units of time, called rounds. A round has three parts: fast turns, slow turns, and the end of the round.

During each round, players who want to take a turn (fast or slow) do so in that part of the round, in any order they choose. Once a player finishes his or her turn, he or she cannot take another turn until after the end of that round. If players cannot decide who goes first, the GM might decide or have each conflicting player roll a d6, with priority going to the player who rolled the highest number.

Once all the players have finished taking their turns during a part of the round, creatures under the GM’s control can take turns in that part, in any order. Once a creature finishes its turn, it cannot take another turn until after the end of that round.

Fast Turns
A creature that takes a fast turn can either use an action or move up to its Speed. It cannot do both.

Slow Turns
A creature that takes a slow turn can use both an action and move up to its Speed. It can use an action at any point during the move.

End of the Round
The end of the round marks the transition from one round to the next. Certain effects are resolved at the end of the round. As with other parts of the round, the players first resolve any effects they created or that affect them. Then the GM resolves end-of-round effects for creatures and effects he or she controls.

When an effect specifies that it lasts for 1 round, it lasts for 1 full round, which means it lasts until the end of the next round.

Combat ends when all creatures on one side surrender, flee, or lie dead. Otherwise, a new round begins and combat continues.

MOVE
When you take your turn, you can move up to your Speed in yards. On a fast turn, you can move or use an action, but not both. On a slow turn, you can move in addition to using an action, which you can do at any point during your movement.

During your move, you can use any special forms of movement normally available to you such as balancing, climbing, swimming, riding, and so on. Rules for these special forms of movement are given below.

Balance
You balance when you move across treacherous terrain, such as ice or a narrow surface. Such surfaces also count as difficult terrain. When you move onto a treacherous surface, you must make an Agility challenge roll (the nature of the surface might impose 1 or more banes). On a failure, you stop moving on that turn. If the total of your roll is 0 or less, you land prone or could fall from a precarious perch.

Climb
You climb when you ascend, descend, or move across a vertical surface using a rope, ladder, or handholds. The surface also counts as difficult terrain.

The GM might call for a Strength challenge roll to see if you can climb a surface that has few handholds or that’s coated in grease or otherwise slick, or if you try to climb while distracted or rushed. Challenging climbs can impose 1 or more banes on the roll. If the result of the roll is a failure, you stop moving on that turn. If the total of your roll is 0 or less, you fall.

Crawl
If prone, you can only move by crawling. You crawl at half your Speed, which can be further reduced by difficult terrain or narrow spaces (to a minimum of 1 yard).
Drop Prone: You can voluntarily drop to the ground. You can drop prone in combat without using your movement.
Stand Up: You can stand up from prone using an action or as your move in combat.

Fly
If you can fly, you can move as far as your Speed allows in any direction, remaining in the air for as long as you wish. You fall to the ground if you would be knocked prone, your Speed drops to 0, or you are prevented from using actions.

The GM might call for a Strength challenge roll to see if you can stay airborne in turbulent conditions. On a failure, you fall.

Jump
You jump to move to a surface below you or to reach something above you. You also jump whenever you attempt to move over an obstacle without climbing or walking.
Jump Up or Down: When jumping down, you land safely if the surface is less than 5 yards below you. If you try to jump down beyond this distance, you instead fall. You can jump up a number of feet equal to half your Agility modifier (minimum 1 foot), or your full Agility modifier if you moved at least 2 yards before making the jump. If you try to jump higher, the GM can call for an Agility challenge roll. You can jump as part of your move in combat. Deduct the number of vertical yards you jump from the total distance you can move on your turn. You land prone or fall if your reach your movement limit before you complete the jump.
Jump Across: You can jump horizontally a number of yards equal to 2 + your Agility modifier (minimum 1 yard). If you moved at least 2 yards before making the jump, increase the distance by 2 yards. If you try to jump farther, the GM can call for an Agility challenge roll. You can jump as part of your move in combat. Deduct the number of horizontal yards you jump from the total distance you can move on your turn. You land prone if you reach your movement limit before you complete the jump. You might fall if you were attempting to cross an open space such as a pit.

Ride
You are riding while you are seated on a mount.
Mounts: A mount is any creature larger than you and willing to bear you as a rider.
Mounting and Dismounting: You use your move to mount or dismount a creature within your reach.
Shared Space: You and your mount share the same space. Any effect that originates from you originates in your space rather than your mount’s space, however.
Separate Creatures: Although you share a space, you and the mount are separate creatures.
Actions: You and your mount take turns together and share a single action. If you use an action to attack, you or your mount makes the attack. You can choose to have you and your mount attack in the same action, but you each make the attack roll with 2 banes. You and your mount can attack at the same time only once during each round, regardless of how many attacks you can make. If you cannot use actions, the mount uses an action in a manner appropriate to its nature. If the mount cannot use actions, you act independently from the mount.
Speed: You use your mount’s Speed in place of your own. Free Attacks: If your mount’s movement would trigger a free attack (see Combat), the attacking creature chooses whether to attack you or the mount.
Falling Prone: If an attack or an effect knocks you prone while you are riding, you fall from the mount and land prone in a space within 1 yard of it. The space you land in is opposite from the direction of the source of the attack or effect.

If your mount falls prone, you are both prone in the same space. You must also make an Agility challenge roll. On a failure, you take damage equal to 1d6 + the mount’s Size, and you become immobilized and cannot stand up until the mount stands up or is moved off you. You can use an action while you are immobilized to make a Strength or an Agility challenge roll, with 1 bane for each point of Size the mount is larger than you. On a success, you are no longer immobilized in this way and can stand up normally.

Sneak
You attempt to move without making a sound when you sneak. To do so, you must get a success on an Agility challenge roll. On a failure, nearby creatures can hear you. If the total of your roll is 0 or less, you make a great deal of noise.
Boons or banes can apply to the Agility roll based on the surface you move across. It’s harder to sneak across gravel or broken glass, which would impose 1 or more banes on your roll. If there’s a lot of ambient noise in the area—such as in a factory humming with activity—1 or more boons could apply to the roll.

Swim
While moving, you can swim through liquids. Swimming counts as moving across difficult terrain. The GM can call for a Strength challenge roll to see if you can swim through treacherous waters. On a failure, you make no progress. If the total of your roll is 0 or less, you sink. (See Armor and Clothing in Chapter 6 for more information about swimming while in armor, and see the clockwork entry in Chapter 1.)

Teleport
Magic can let you move instantly from one spot to another. When you teleport, you disappear from the space you occupy and immediately reappear in the space of your destination. This movement ignores any obstacles and difficult terrain between you and your destination.


ACTION
You may use one action during a round to perform an activity. Common activities include the following:

Attack
You use a weapon, an attack spell, or something else to harm or hinder another creature or an object. See Making Attacks for how to resolve this activity.

Cast a Utility Spell
You cast a utility spell (one that doesn’t count as an attack) and resolve its effects. See Chapter 7 for details about casting spells.

Concentrate
Some spell effects and talents require you to concentrate to keep them going. If you concentrate on an effect, the effect continues until the end of the next round, up to the maximum amount of time allowed by the spell.
Breaking Concentration: If you take damage or gain Insanity while you concentrate, you must make a Will challenge roll. On a failure, you stop concentrating and the effect ends immediately.

Defend
When you defend, until the end of the round, all attack rolls are made against you with 1 bane and you make all challenge rolls to resist attacks with 1 boon. These benefits end if you are prevented from using actions, such as when you become dazed, stunned, or unconscious.

End an Effect
Choose one effect you created with a spell you cast or a talent you used. The effect ends.

Find
You attempt to locate a hidden creature or object. Make a Perception challenge roll to search for a hidden object or make a Perception attack roll against the Agility of a hidden creature. On a success, the creature or object is no longer hidden from you and any other creature with whom you share your knowledge.

Help
Choose one creature within 5 yards of you that can see you and understand what you say. Make an Intellect challenge roll. On a success, the target makes its next attack roll or challenge roll before the end of the round with 1 boon.

Hide
You can attempt to hide when you are not being observed and when you are in a heavily obscured area or have three- quarters cover or better from an object (see Cover).
Make an Agility challenge roll. On a success, you become hidden. You remain hidden until the conditions that let you hide no longer apply or you do something that would reveal your position (such as shouting, making an attack, or casting a spell). For example, if you are in darkness, you would no longer be hidden if the area becomes lit. Similarly, if you are hidden behind a wall, you would no longer be hidden if someone moves to a position where the wall no longer covers you.
While you are hidden, other creatures cannot perceive you. Generally, this means a creature cannot choose you as a target for its attack, though you are still subject to area effects. A creature can guess at your location, making the attack roll with 3 banes. Even with a success, the attack hits you only if the guess was correct.
Also, while hidden, you make all attack rolls with 1 boon against the Defense or Agility of targets from which you are hidden.

Prepare
You prepare to undertake an activity when a specified event occurs. Choose one activity you would normally use an action to perform, such as attack or retreat. Then, describe what event has to occur for you to undertake it. This is the trigger. If the triggering event occurs before the end of the round, you can use a triggered action to perform the activity. You make any attack roll or challenge roll required by the activity with 1 boon. Otherwise, nothing happens. For example, Bobby takes a fast turn and uses an action to prepare an attack against the first enemy that moves into his reach. When a hostile warg moves up to attack his character, Bobby uses his triggered action to attack it with his sword, making the attack roll with 1 boon.

Reload
Choose a weapon you can reach that has the reload property (such as a crossbow). If you have a piece of ammunition the weapon uses, you reload the weapon.

Retreat
You move up to half your Speed. This movement does not trigger free attacks.

Rush
You move up to twice your Speed.

Stabilize
Choose one incapacitated creature within your reach. Make an Intellect challenge roll, with 1 bane if the creature is dying. On a success, the target heals 1 damage.

Use an Item
You interact with an item you are holding or wearing, or with an object you can reach. Examples include picking a lock, retrieving an object from a pouch or a backpack, or lighting a torch.

Triggered Actions
In addition to using actions, most creatures can use one triggered action each round. Creatures use triggered actions to react to the specific events that trigger their use, hence the name. Almost all creatures can use triggered actions to make a free attack, which is described in the following section. Creatures can also use triggered actions to perform their activities from talents and spells.

The Trigger: Any activity that involves the use of a triggered action also specifies the condition under which the character can use it. The condition, called the trigger, could be broad, such as "on your turn," or narrow, such as "when a creature willingly moves out of your reach." Provided you meet the conditions for using the triggered action, you may do so, provided you have not already used a triggered action during the round. When you use a triggered action, you perform the indicated activity immediately, even if doing so would interrupt another creature’s turn.

Free Attack
When a creature in your reach willingly moves out of your reach, you can use a triggered action to make an attack against that creature using a melee weapon you are wielding.

Minor Activities
Some activities are so minor that you can just do them on your turn without using an action, triggered action, or move. Examples include dropping an item or picking one up, drawing or stowing a weapon, and opening or closing a door. As a general rule, you can perform one minor activity during a fast turn, or two during a slow turn. You might do more if you don’t move or use an action on your turn, or if your GM says you can do more.

Making Attacks
You make an attack whenever you try to harm or hinder a creature or damage an object. Typically, you determine the outcome of an attack by making an attack roll. There are several kinds of attacks.

Attack with a Melee Weapon
You attack with a melee weapon you are wielding by swinging or throwing it at your target.
Choose a Target: Choose one target creature or object. The target must be within your reach or, if you’re using a weapon with the thrown property (such as a javelin), within range of the weapon.
Make the Attack Roll: Make an attack roll against the target’s Defense. Typically, you use Strength for attack rolls with melee weapons. Weapons with the finesse property (such as a dagger) let you use Agility instead of Strength for the attack roll. See Melee Attack Options for more choices.
Resolve the Attack: On a success, the attack hits and you roll the weapon’s damage die, which you can find in Chapter 6. The target takes damage equal to the total of the damage roll. On a failure, the attack misses.

Melee Attack Options
When you make an attack with a melee weapon, you can choose one of the following options. You must make the choice before you make the attack roll.
Driving Attack: You make the attack roll with 1 bane. On a success, you and the target move a number of yards equal to your Strength modifier in the same direction.
Guarded Attack: You make the attack roll with 1 bane, but the next creature to make an attack roll against your Defense before the end of the round does so with 1 bane.
Lunging Attack: You can increase your reach by 1 yard, but you make the attack roll with 1 bane.
Shifting Attack: You make the attack roll with 1 bane. On a success, your movement does not trigger free attacks from the target until the end of the round.
Unbalancing Attack: You make the attack roll with 1 bane. On a success, if the target is your Size or smaller, it must make an Agility challenge roll. On a failure, the target falls prone.


Attack with a Ranged Weapon
You make an attack with a ranged weapon you are wielding by firing its ammunition at your target.
Choose a Target: Choose one target creature or object no farther away than twice your weapon’s range. (See Distant Shot for attacking outside your weapon’s standard range.)
Make the Attack Roll: You make the attack roll against the target’s Defense. Typically, you use Agility for attack rolls using ranged weapons. See Ranged Attack Options for more choices.
Resolve the Attack: On a success, the attack hits and you roll the weapon’s damage die, which you can find in Chapter 6. The target takes damage equal to the total of the roll. On a failure, the attack misses.

Ranged Attack Options
When you make an attack with a ranged weapon, you can choose one of the following options.
Called Shot: You attack a specific location on the target’s body. You can use this option only if the target has a physical body. Make the attack roll with 2 banes. On a success, the attack has an additional effect as determined by the GM. Attacking a creature’s eyes might impose 1 bane on all rolls the target makes that rely on sight, for example.
Distant Shot: You can attack a target that is beyond your weapon’s range, but no more than twice the weapon’s range. You make the attack roll with 1 bane.
Staggering Shot: You make the attack roll with 2 banes. On a success, a target that is your Size or smaller must make an Agility challenge roll. On a failure, the target falls prone.


Cover & Obscurement
Terrain and objects on the battlefield can provide protection against attacks with ranged weapons or spells that target things at a distance.
Half Covered: If an object between you and the attacker covers at least half your body, ranged attack rolls against you are made with 1 bane.
Three-Quarters Covered: If an object between you and the attacker covers at least three-quarters of your body, ranged attack rolls against you are made with 2 banes.
Totally Covered: If an object between you and the attacker covers your body entirely, you cannot be a target for any attack or effect.
Partially Obscured: If you are partially obscured by something, like foliage, attack rolls against you have 1 bane.
Heavily Obscured: If you are heavily obscured by something, like thick fog, attack rolls against you have 2 banes.
Totally Obscured: If you are totally obscured by something, like being invisible, attack rolls against you have 3 banes. The attacker must know your location to attack you.

Attack with Two Weapons
If you are wielding a weapon in each hand, and neither of them is cumbersome (see Chapter 6), you can use an action to attack with them at the same time. You can use them to attack one target or to attack two different targets. If you attack one target, you attack with the weapon in your main hand, making the attack roll with 2 banes. On a success, you deal normal damage from that weapon plus extra damage from the weapon in your off hand. If you attack two targets, you attack with the weapon in your main hand against one target and then attack the other with the weapon in your off hand. You make both attack rolls with 3 banes. In either case, if you attack with a shield, the shield loses
the defensive property (see Chapter 6) until the end of the round.

Attack with an Item
You can make an attack with a harmful item that is not a weapon, such as a bomb or a flask of acid or oil. The rules for using such items describe how to resolve those attacks. For rules covering attacks with improvised weapons, see Chapter 6.

Attack with a Spell
You can cast an attack spell. Chapter 7 has further details about casting spells.

Attack an Attribute
You can make attacks with your attributes against other creatures’ attributes or characteristics to perform stunts and maneuvers.
Disarm: Choose one target creature within your reach that’s holding an object. Make a Strength or Agility attack roll against the higher of the target’s Strength or Agility. If you are unarmed, you make this roll with 2 banes. On a success, the target drops one object it is holding of your choice.
Distract: Choose one target creature within short range of you that can see you. Make an Intellect attack roll against the target’s Intellect. On a success, the target makes its next attack roll or challenge roll before the end of the round with 2 banes.
Escape: You can use this action if you are grabbed. Make a Strength or Agility attack roll against the Strength of the creature that has grabbed you. A success removes the grabbed affliction and lets you move up to half your Speed. This movement does not trigger free attacks from the creature that had grabbed you. (See Grabbed for information on the effects of being grabbed, and Grab for how to grab.)
Feint: Choose one target creature within short range of you that can see you. Make an Agility attack roll against the target’s Perception. On a success, you make the next attack roll against the target’s Defense or Agility before the end of the next round with 2 boons. Alternatively, your movement does not trigger free attacks from the target for 1 round.
Grab: You must have at least one hand free to grab, and you cannot be grabbing another creature. Choose one target creature within your reach that has a physical body (not a spirit, for example) and make a Strength or Agility attack roll against the target’s Agility. If you choose a creature you are already grabbing, you automatically get a success. On a success, the target becomes grabbed until the end of the next round. If you are prevented from using actions (such as because you are dazed, stunned, or unconscious), the grabbed affliction ends. The grabbed affliction also ends if you move or are moved to a position where you can no longer reach the grabbed target. (See Grabbed for more information on the effects of being grabbed, and Escape for how to escape a grab.)
Knock Down: Choose one target creature within your reach. Make a Strength attack roll against the target’s Agility. If the target is larger than you, make this roll with 1 bane for each point of Size it is larger. You make this roll with 1 boon if the target is smaller than you. On a success, the target falls prone.
Pull: Choose one target creature of your Size or smaller that you are grabbing. Make a Strength attack roll against the target’s Strength. On a success, you move up to half your Speed and the grabbed creature moves with you so that it remains within your reach.
Shove: Choose one target creature within your reach. Make a Strength attack roll against the target’s Strength. If the target is larger than you, you make this roll with 1 bane for each point of Size it is larger. You make this roll with 1 boon if the target is smaller than you. On a success, you move the target 1 yard away from you, plus a number of yards equal to your Strength modifier (minimum total distance 1 yard).
Charge: When you use an action to charge, you make attack rolls and challenge rolls with 1 bane until the end of the round. Move up to your Speed. At any point during your movement, make one attack with a melee weapon or with an attribute to knock down or shove a creature.

Attacking Worn or Carried Objects
You can attack an object that another creature wears or carries. You make the attack roll with 2 banes. The GM might decide that certain objects are immune or resistant to some forms of attack. An arrow isn’t going to break a sword, for example.
Jul 18, 2024 6:19 pm
EQUIPMENT AND ENCUMBRANCE RULES
You can carry a number of items equal to your strength score. Backpacks and containers - with everything inside - typically count as one item.

Heavy armor counts as 2 items.

Items which are not in a pack or a container can be reached using a Minor Action. You get one minor action when you take a fast turn, and two when you take a slow turn.

Items which are in a pack require an Action.

So, if you have five healing potions you want available with a minor action, then that's five units of encumbrance.

Say you have light armor, two weapons, your implement, and a backpack. Armor is 1, your weapons are 1 each, your backpack is 1, and your implement is 1.

Your total encumbrance here is 10.

If you have a strength score of 9, then you are encumbered.

Encumbrance Penalties
If you exceed your limit, but no more than twice your Strength score, you become encumbered. While encumbered, you’re slowed and you make all Strength and Agility rolls with 1 bane.

You cannot carry more than twice your strength score.
Jul 18, 2024 6:58 pm
MAGIC RULES
Rules for casting spells!

CASTING A SPELL
Casting a Spell You cast a spell you have learned by following this sequence.
Speak the Words: Unless otherwise mentioned in the tradition’s description, you must speak a mystic word or phrase to cast a spell. If you are prevented from speaking, you cannot cast the spell.
Wield the Implement: You must have an implement of magic to cast a spell. An implement can be a wand, amulet, holy symbol, sacrificial knife, tome, or something else that is important to you. To attune an object, you must concentrate for 1 hour, during which time you maintain contact with it. At the end of this time, the implement becomes attuned to you until you become attuned to a different implement.
Use an Action: You use an action to cast a spell. Some spells can be cast using a triggered action, while others require you to concentrate for a period of time.
Expend the Casting: You have a limited number of castings of each spell you learn. Your Power score determines the number of castings you have for each spell by rank, as shown on the Castings table. For example, if you have Power 2 and know two rank 0 spells, one rank 1 spell, and one rank 2 spell, you have three castings of each rank 0 spell, two castings of the rank 1 spell, and one casting of the rank 2 spell. You must have at least one unexpended casting of a spell to cast it. When you successfully cast the spell, you expend a casting of it.

REGAIN EXPENDED CASTINGS
You regain all expended castings of your spells when you complete a rest and spend at least 1 minute in meditation, study, or performing a ceremony or ritual.


TARGET
A spell can target creatures, objects, or something else (such as a point in space). This line specifies the spell’s target or targets. If a spell targets you and only you, its entry has no target line.

Awareness
You must be aware of a creature or object to target it with a spell; the target cannot be hidden from you. Some spells require you to be able to see the target.

Targeting Yourself
When a spell specifies a target, you can choose yourself provided you meet all stated criteria for being the spell’s target.

Unwilling Target
Even though utility spells are generally beneficial, the intended target might not wish to be affected. If you attempt to cast a utility spell on an unwilling target, you must make an attack roll using the attribute associated with the tradition against the target’s Agility. On a success, the target is affected.

Obscurement
If an attack spell directs you to choose a target you can see and your intended target is in an obscured area, your attack roll is subject to 1 or more banes depending on the degree of obscurement (see Obscurement in Chapter 2).

Cover
When you cast an attack spell against a covered creature’s Defense or Agility, your attack roll is subject to 1 or more banes depending on the degree of cover (see Attack with a Ranged Weapon in Chapter 2). You must have an unobstructed path to the target unless the spell description says otherwise. If a spell allows an Agility challenge roll to resist its effect, the target might benefit from intervening cover. Half cover grants 1 boon on the roll, and three-quarters cover grants 2 boons. A totally covered target is not affected by the spell, unless the effect spreads around cover and can reach the target. Fragile materials such as cloth, glass, and paper might not provide cover, at the GM’s discretion.

Targeting Objects
Unless the spell’s text says otherwise, a spell specifying a target object can affect only an object you wear or carry, or an object that is neither worn nor carried by another creature.

AREA
Some spells have no specific target but affect the space defined by an area. An area can be a line, cone, cube, cylinder, sphere, or a special area defined in the entry.

Origin Point
All area effects have an origin point that you choose, within the range specified by the spell. This point is where the area is centered or where it originates from. If you’re using a gridded map for a visual reference, the origin point is always on an intersection.

Size and Shape
The entry describes the size and shape of the spell’s area. The area always conforms to the open space in which it is cast. For example, if a spell creates a cube of poisonous gas 8 yards on a side, and you cast the spell in a smaller space, the spell effect would fill the available space and extend no farther. You can always choose to reduce the size of a spell’s area. For example, if a spell would affect a cube 4 yards on a side, you could make the cube 2 yards on a side instead. When the rules describe an area of space, the area must be open; that is, not fully occupied by other creatures or objects.

Cones extend away from their origin points. For each 1 yard of a cone’s length, it gains 1 yard of height and width. Thus, a 3-yard-long cone would be 1 yard wide and tall in the first yard, 2 yards wide and tall in the second, and 3 yards wide and tall at its maximum length.

Lines extend away from their origin points, maintaining a constant width. Lines might also have a height, producing a wall-like effect. Some lines are shapeable, which allows you to bend them at 90-degree angles. For each 1 yard of the line’s length, you can change its direction once.

Cylinders and spheres center on origin points and extend in all directions from them. Cubes extend away from their origin points; the point can lie on a corner or a side of the cube.

Cover and Obscurement
Creatures and objects in areas affected by spells do not benefit from obscurement. A creature or object in a spell’s area can benefit from cover for Agility challenge rolls to resist the spell’s effect, if the cover lies between it and the spell’s origin point. Half cover grants 1 boon on the roll, and three-quarters cover grants 2 boons. A totally covered target is not affected by the spell, unless the effect spreads around cover and can reach the target. Fragile cover might offer no protection, at the GM’s discretion.

Spreads
If a spell description states that it spreads through the area, its effects move around obstacles out to the area’s maximum distance. Creatures in the area of such spells do not benefit from cover.

RANGE
The target or area line also specifies the spell’s range, which is the maximum distance from you where the spell can take effect. See Range and Distance in Chapter 2 for details on ranges.

DURATION
This line tells you how long the spell’s effect lasts. If the spell takes effect instantaneously, this line is absent. Some attack spells take effect instantaneously but produce ongoing effects. They do not have a Duration entry.

End of the Round
The effect continues until the end of the round in which the spell was cast.

1 Round
The effect continues until the end of the round following the round in which the spell was cast.

Concentration
The spell normally lasts for 1 round, but you can use the concentrate action to extend its duration as described in Chapter 2.

Persistence
Summoned or created creatures or items, as well as illusions, remain in existence for the spell’s duration unless destroyed before then, and can freely leave the area in which they appeared unless stationary.

Voluntarily Ending an Effect
You can use an action to end a spell’s effect before its duration expires.



EFFECT
This entry describes what happens when you cast the spell. It’s essentially a series of instructions.

Attack
Many attack spells instruct you to make an attack using the specified attribute against the target’s Defense or an attribute. If so, the spell tells you what happens on a success. Typically, nothing happens on a failure—the magical energy fails to strike or affect the target. Attack rolls against Defense and Agility are subject to obscurement and cover.

Damage
If the attack roll results in a success, the target takes damage as described in the spell’s effect. The target might be subject to other effects as well. A creature takes damage from the effect of a particular casting of a spell only once per round. For example, a creature that moves back and forth across a wall of fire in the same round takes damage from being in the spell’s area just once that round.

Attack Roll 20+
Some spells have an additional effect if the total of the attack roll was 20 or higher and exceeds the score of the attribute or characteristic by 5 or more.

Other Effects
If the spell has any additional effect on a target, it is described here. The effect’s description also tells you how long it lasts if it is not instantaneous. Some effects require challenge rolls to resist the spell’s effect. If so, the effect’s description states what attribute is used to make the roll.

Moving a Target
Some spells move the target as part of their effect. Unless the effect specifies otherwise, this movement is along the ground or floor; it does not use special movement modes.

Combining Spell Effects
A target or area can be subject to any number of different spells, but it is affected by a particular spell only once, even if the spell is cast multiple times, and only by the most recent casting of that spell. For example, successfully casting the compel spell on a target already under the effect of another compel spell would replace the effect of the older casting. Similarly, if a creature is in the overlapping areas of two acid rain spells, it suffers only the effects of the one most recently cast.

Triggered
Some spells can be cast using a triggered action instead of an action. In such cases, the spell’s entry states the trigger for casting it this way and any changes to the effect for doing so.

Sacrifice
Some spells allow you to expend their casting to cast a different spell, even if the other spell has no castings remaining or if you don’t know that spell. Sacrificing a spell in this way takes an action, just like casting a spell normally.

Permanence
The effects of some spells can be made permanent by performing specified actions.

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