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Rules & Terms

These are the rules. Ultimately enforced per the GM’s interpretation.

Ability Checks

To make an ability check, roll the die associated with the relevant ability score and any bonuses (such as a skill). The GM will interpret the result.

Contests

When two characters are competing against each other with mutually exclusive goals, they both make an ability check. The character who gets the higher result succeeds.

Combat

Whenever a situation becomes hostile, and members of two or more parties are attempting to inflict physical harm upon one another, combat begins and those involved enter initiative.

Actions

On each character’s turn, they can perform 1 action and move a number of squares less than or equal to their movement.

Every character has access to the following actions.

Attack (varies). Attack another character within range. Your initiative is equal to the damage die of your wielded weapon ( i.e. your initiative is 1d6 when wielding a club) unless otherwise noted.

Use Technique (varies). Use a technique you have prepared using a number of unexpended technique dice you have. Your initiative is equal to the technique dice you spent ( i.e. your initiative is 2d6 when using a technique with 2d6 technique dice) unless otherwise noted.

Defend (1d4). Gain +2 to AR until the beginning of your next turn.

Help (1d6). Help another non-hostile character. The character you aid gains advantage on the next ability check they make to perform the task you are helping with, provided that they make the check before the start of your next turn.

Run (1d6). Double your movement until the end of the round.

Reevaluate (varies). Choose a new action to perform on your turn and roll initiative. Add your new initiative to your current initiative. You may not use your movement until your new initiative.

Damage

When you deal damage with an ability, weapon, technique, or anything else, you roll the specified damage dice and add any appropriate modifiers. This is how much damage you deal to your target or targets (before resistances).

Damage is subtracted from the target’s HP.

It is possible to deal 0 damage, but no less.

Each time a character takes damage and is left with 0 or fewer hit points, they gain a level of exhaustion and fall prone if they aren't already.

When attacking with a weapon, you add your Strength modifier to the damage unless otherwise noted. Techniques and abilities will specify any modifiers.

When you deal damage to more than one target with one action, roll the damage once and apply it to all targets.

Modifiers

In certain circumstances, damage may be calculated differently.

Critical Hits. When you roll the highest result on a damage die, you may roll an additional damage die of the same size and add it to the result.

Resistance. If you have resistance to a type of damage, you reduce any incoming damage of that type by half.

Vulnerability. If you have vulnerability to a type of damage, you double any incoming damage of that type.

Exhaustion

Exhaustion has 4 levels. Whenever you take a level of exhaustion, you incur the penalty of your current level of exhaustion in addition to all the levels below your current level.
1 Your speed is halved.
2 Your HP maximum is halved.
3 You are unconscious.
4+ Roll 1d8 on the death & dismemberment table.

Death & Dismemberment

1 Your weapon or armor breaks.
2 You lose an arm.
3 You lose an eye.
4 You lose a leg (movement is 1).
5 You lose your voice (permanent mute).
6+ You are dead.


Inventory

Inventory slots represent how much physical weight you can carry. The number of inventory slots you have is equal to 10 + median STR (rounded down), to a minimum of the number of hands you have.

Regardless of how many inventory slots you have, if you don’t have a bag to hold your stuff in, you can only hold a maximum of 1 item per hand.

Each item will say how many slots it takes up. Most items will take up one slot (like a one-handed weapon) and larger items will take of two (like a two-handed weapon) or more.

Multiple bundled items can be carried in one slot, defined by the item. Items can only be bundled with other items that are reasonably similar.

Quick Slots

The items you carry take an action to retrieve from your bag unless they are stored in a quick slot. The number of your inventory slots that are quick slots is equal to 4 + DEX, to a minimum of the number of hands you have and a maximum of the number of inventory slots you have.

An item that occupies a quick slot and a non-quick slot is treated as if it occupies a non-quick slot.

Encumbrance

You must make a saving throw versus exhaustion every 15 minutes to carry more items than you have slots. You make this roll minus the number of extra slots you’re attempting to carry.

Initiative

Initiative is used whenever the order in which actions are taken matters. This typically happens whenever the passing of seconds becomes important (i.e. whenever things start to happen all at once). The most common time initiative is used is during combat or when a trap is triggered, butit can be used for things like games or heated conversations as well.

During initiative, time is measured in rounds, which are further divided into turns. Unless otherwise noted, each participant in initiative has one turn per round. Each round takes about six seconds in game time, so each minute has ten rounds.

At the beginning of every round, each character decides which action they will take on their turn. Then, everyone rolls initiative, which determines the order of actions for the round. The die you roll for initiative is determined by your chosen action. Lower numbers go first. In case of a tie, the character with higher Dexterity goes first, and in case of further ties, the character who rolled the smaller die for initiative goes first. Any further ties are determined by the GM.

Resting

Siesta

You can spend 1 uninterrupted hour at any time to take a siesta. This allows you and your party to lick your wounds and decompress. You may regain a number of hit points equal to half your HP maximum at the end of a siesta.

Full Rest

You can spend 8 uninterrupted hours at any time to take a full rest. This allows you and your party to fully recover. You regain all your hit points and technique dice at the end of a full rest.

Status

Afraid

You cannot willingly move or take an action that results in you being closer to the sourceof your fear.


Bleeding

You take 1 damage at the beginning of each of your turns.


Blind

You cannot see. You have disadvantage on anything that requires sight and -1 to AWR.


Dead

Your soul departs your body. Roll a new character.


Deaf

You cannot hear. You have disadvantage on anything that requires hearing and -1 to AWR.


Drenched

You have fire resistance and lightning vulnerability.


Frozen

You have -1 to STR and DEX.


Hallucinating

You percieve things that aren't there. The GM will narrate for you separately.


Immobile

Your speed is 0'.


Mute

You cannot speak and have disadvantage on anything that requires a voice.


Nauseated

You have blunt vulnerability , slash vulnerability , and stab vulnerability.


Prone

Your movement is halved, you cannot fly, and your AR is 0.


Scorched

You have -1 to AWR and WIL.


Unconscious

Your movement is 0, you cannot take actions or perceive anything happening around you, and your initiative is 10d10.


Die Size

Refer to the chart below for die size comparison.
0 Minimum
1d4 v
1d6 v
1d8 v
1d10 v
1d12 v
2d6 v
2d8 v
2d10 v
2d12 v
3d8 v
3d10 v
3d12 v
4d10 v
4d12 v
5d10 v
5d12 Maximum