Runecairn - Runecairn [ EDIT ]

This game has been retired! That means it's no longer being run.
Runecairn is a Norse fantasy tabletop roleplaying game intended for two players, the Warden (the facilitator or game master) and the Adventurer.

Adventure Overview: Beneath the Broken Sword Beneath the Broken Sword is a starting adventure intended to introduce new wardens and players to the world and setting of Runecairn.

If you haven't played Ruincairn before, don't worry! It's a rules light game. And I can help answer any questions that you may have. It was development from Cairn. You can find an overview of those basic rules here: https://cairnrpg.com/cairn-srd/.

Basic Game Rules
Saves
A save is a roll to avoid bad outcomes from risky choices and circumstances. PCs roll a d20 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.

Defense
Before calculating damage to HP, subtract the target’s defense value from the result of damage rolls. Shields and similar armor provide a bonus defense, but only while the item is held or worn.

Actions
On their turn, a character may move up to 40ft and take up to one action. This may be casting a spell, attacking, 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.

Inventory
- You start with 10 inventory slots
- Most items take up 1 slot and small items don’t take up any
- Bulky items take up 2 slots and are two-handed or awkward to carry
- Anyone with a full inventory (all slots filled) is reduced to 0 Resilience
- You can’t carry more items than your inventory allows

Mead flask & healing
- One sip takes an action and restores 10 RES and clears 2 points of Fatigue.
- The flask is replenished when resting at a bonfire.
- You start with 2 sips. The amount of mead in the flask can be increased under the right circumstances.
- Your mead flask does not take up any inventory slots.

Bonfires
Bonfires link the Nine Realms and offer a beacon of hope to souls lost in the dark. Resting at a bonfire restores all lost Resilience, clears all Fatigue from your inventory, and resets ability score loss.

Resting at a bonfire also causes most slain foes to return to life. Powerful or intelligent foes such as gods, jotunn, or dragons are not reborn in this manner and remain dead when defeated.

Fatigue
Fatigue is caused by casting spells, using certain skills, and rare monster abilities. Each Fatigue occupies 1 inventory slot and lasts until the character rests at a bonfire.

Clearing fatigue
You can also attempt to clear Fatigue through introspection, such as reflecting on your ancestors, meditating in nature, or singing a song to lift your spirits. Roll a d6 and compare the result to your current Vigour score. If you roll under (success), clear that many points of Fatigue. If you roll over (failure), you lose 1 point of Vigour. You can attempt to clear Fatigue in this manner once per day.

Death
Upon death, you wake at the last bonfire rested at with all your current items. Lose one point of total Vigour for
every death. If your total Vigour reaches 0, your character is forever lost to the darkness. One point of Vigour can be restored by a full day communing with a skald or by burning a sacrificial bundle at a bonfire.

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1. Name
2. Ability scores
Roll 3d6 for each ability in order, swap any two.

Strength (STR): Used for saves requiring physical power, like lifting gates, bending bars, resisting poison, etc.

Dexterity (DEX): Used for saves requiring agility, speed, and reflexes like dodging, climbing, sneaking, balancing, etc.

Wits (WIT): Used for saves to interrogate, investigate, provoke, manipulate spells, etc.

Spirit (SPI): Used for saves to charm, self-control, intimidate, persuade, belief, etc.

3. Vigour Roll 1d6 for your starting Vigour score. Vigour determines your self- determination, drive, and focus. Vigour is what stands between you and the hollow void.

You lose one point of vigour at death. If your vigour drops to 0, you become a shade, a hollow being neither dead nor alive, and are lost to the darkness.

4. Vitality Roll 1d6 to determine your Vitality, how hale and hearty you are.

5. Resilience (RES) Resilience is your ability to avoid damage in combat. Resilience is made up of Vitality and Vigour. Add the two stats together to get your Resilience. If your Resilience drops below 0, you start taking STR damage. If that happens, prepare to die.

6. Starting class
Warrior, Skald, Scout, Seer.

Determines initial equipment and skills. Each background has a key ability and key item. Your key item adds new skills. Change your class by picking up a new key item, if you meet the requirements. You can only carry one key item at a time. Your starting class does notdetermine what type of character you are. What you were does not dictate who you can be.

Decks

Label
Cards Remaining
Actions
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