Rolling Dice
Each character has five attributes: Agility (reflexes, speed, dexterity), Charisma (charm, deception, force of personality), Intellect (knowledge, willpower, spirit), Perception (alertness, aim, sharp senses), and Strength (physical might, endurance, stamina). Each of these is rated between -3 and +3 at character creation; they can eventually go higher, but never lower.
Most of the die rolling you do will be as a chack, which is 1d20 plus your modifier in a single ability. You may sometimes have additional bonuses or penalties, but this is rare. You may also sometimes have Advantage (roll 2d20, keep higher) or Disadvantage (roll 2d20, keep lower). How well you do depends on the roll:
- Natural 20: Critical Success. You do it with extra effect. If this was an attack roll, you score a critical hit.
- 16 or higher: Full Success. You do it perfectly. If this was an attack roll, you hit.
- 10-15: Partial Success. You succeed, but with some drawback. If this was an attack roll, you hit but suffer a mishap, such as being hit in return.
- 9 or less: Failure. You don't succeed. If this was an attack, you miss and suffer a a mishap.
- Natural 1: Critical failure. Expect the worst. If this was an attack, you miss and suffer a serious mishap.
When you roll a failure or critical failure, put an X in the "Failure" column next to that attribute on your character sheet. This will be important when you return to town - it's worth XP and a chance to increase that attribute.
Sometimes, you may be able to roll a Skilled check. This normally happens when you attempt something that's related to your background, (e.g., mixing a potion if your background is Alchemist). In these cases, you treat a Failure result as a Partial Success, but still mark the Failure column.
Assisting: Up to two characters can assist a PC with an ability check. Each assistant provides a +1 bonus to the roll but is exposed to any risks or mishaps.
Inventory Management
Every item you carry takes up an item slot. You can't carry more items than you have available slots.
Some items are Heavy. You can carry a maximum number of Heavy items equal to 1 plus your Strength (minimum 0). For each item above this limit, you suffer a -1 penalty to Strength and Agility checks (maximum penalty -3). In addition, some items are Very Heavy; these count as 2 Heavy items.
You have six Equipment slots, which represent items close at hand: a sheathed weapon, a shield slung across your back, etc. You can access these items quickly and easily.
Containers allow you to carry additional items. A bag holds 3 items and a backpack holds 6. Both types of containers can hold Heavy items, but not Very Heavy items. To access items in a container, you must Rummage for them, leaving yourself briefly open and vulnerable.
Pouches and pots hold very tiny items like coins and gems. They take up an item slot.
A quiver can hold up to 3 stacks of ammo, and a scroll case can hold up to 3 magical scrolls. These don't require Rummaging.
You have a single Apparel slot, which contains everything you're wearing: armor, boots, a cloak, etc. Unworn items take up another slot.
Tiny things like keys and slips of paper can be held in your pockets. These don't take up a slot but require Rummaging to retrieve.
Your pockets can hold up to 100 coins. Any more than that has to be stored in an item slot. A single slot can hold up to 500 coins, and counts as Heavy if holding more than 250.
Supply Dice: Some items, like ammunition, are expendable, and represented using a supply die (d4, d6, d8, d10, or d12). When you buy such an item, either gain a d4 stack of it, or increase your existing stack by one die size. When you use the stack (e.g., by firing ammunition from a ranged weapon), roll your supply die for it. On a 1-2, the stack's supply die drops by one size, or is completely expended if the supply die was a d4.
Other Rules
Weapon Range: Every weapon has one or more ranges at which it is best (Close, Near, Far, and/or Distant). Using a weapon outside its ideal range incurs Disadvantage, if you can use it at all. (A sword cannot typically be used on a faraway enemy.)
Dual Wielding: If you are wielding two weapons at once, you can choose which one to use on a given attack. All your attacks suffer Disadvantage unless at least one of the weapons has the Off-hand property.
Armor: Wearing armor provides you with an Armor Rating (AR). This value is subtracted from the damage you take from an attack. Holding a shield gives you +1 AR. You can also try to roll to block threats with your shield.
Death Checks: If you drop to 0 HP, roll a d20. You can't go below 0 HP, but for each point of damage you would have taken beyond that, take a -1 penalty to the roll.
- Natural 20: You're fine. You're not even unconscious, though taking more damage will necessitate another Death Check.
- 16 or higher: You're unconscious.
- 10-15: You're unconscious and wounded.
- 6-9: You're unconscious, wounded, and dying.
- 5 or less: You're dead. RIP.
- Natural 1: You're dead, but somehow it's even worse than that. I'll tell you how.
Restoring HP: You can restore your HP by resting. Sleeping one watch (half a night) restores 1d4 HP, while sleeping two watches (a full night) restores 2d4. If you're sleeping in safe lodging, such as in an inn or at home, double the number of dice. During downtime (between adventures), you reover all your HP unless you're wounded. You can take the Recuperate downtime action to remove that condition, in which case you regain all HP, as normal.
There are six watches in a day - dawn, morning, afternoon, evening, dusk, and night - and each is about 4 hours long.
This message was last edited by the GM at 00:07, Thu 20 July 2023.