This is a simple pen-and-paper RPG in which players build their characters, adding custom rules specific to their abilities. The ruleset below describes the basics that players should be aware of, however there may be additional information specific to running the game as a game master.
We suggest printing a character sheet from the character tab, or using the digital one available on this site.
The first step to character creation is assigning base stats.
Roll one six-sided die (1d6) and subtract one four-sided die (1d4) to get a base value.
Do this four times, then assign three of the four values to your character's STR, DEX, and WIS in any order.
Alternate rule: Point BuyYou may opt to not roll stats, and instead start with -3 to each stat, and increase your character's scores by 12 points.
Stat scores increased this way cannot exceed +4.
Next, choose a race to apply to your character. This may alter their base stats, as well as add some racial abilities that should be recorded under your character's 'abilities' section.
Determines physical attack effectiveness, as well as maximum health.
Determines ability to dodge attacks, as well as ability to connect ranged strikes.
Determines spell effectiveness and targeted spell resistance, as well as general perception.
To determine maximum HP, roll your racial HP die and add 10 + STR.
Each base stat (STR, DEX, WIS) has a resource associated with it. The maximum of the resource is the base stat. A character's max SP is their STR, max WP is their WIS, and max DP is their DEX.
All resources have a minimum cap of 1, so having 0 or less in a base stat still yields a resource of 1.
A background determines starting equipment and has other potential bonuses. If you would rather skip this step for more customization, take the 'free agent' background.
Gain +1 AP and 50 gold. For every WIS you have over 0, gain an additional 10 gold.
Characters start with 2 AP and may spend 1 ap to gain an ability, which includes spells and techniques.
Once abilities are selected, the character is ready for play.
Before starting, characters may use any available gold to purchase items that they start with.
Passive abilities are something true about the character at all times. They don't include a resource cost to activate, and impact the character's ability to do something.
Spells cost 1 action and 1 resource to cast. The resource used also determines the DC of the spell. If you cast a spell that requires SP, the save will be 10 + your STR.
Spell range is affected by WIS, and the save is determined by the type of targeting it does. All ranges are minimum 1 square, even if WIS is negative.
When casting a spell, any creature within an AOE's threatened squares rolls the appropriate check. On success, it takes half of the damage.
Creatures that save against targeted spells take no damage and ignore any effects, unless specified otherwise.
Spell damage does not add any base stats, unless otherwise specified.
Techniques, like spells, cost a resource to use. However, they are nonmagical effects, and usually involve making a successful attack instead of allowing the opponent to make a save.
WIS Save
Range: 10 + WIS squares
DEX Save
Range: 5 + WIS squares in a line, threatens every square
DEX Save
Range: Targets a point 1+ WIS squares away, threatens a radius between 1 and WIS squares.
Characters gain Ability Points (AP) as a form of progression. These can be spent during a rest period to gain abilities.
On the first short or long rest after gaining AP, characters may do the following:
Reroll their Racial HP die and recalculate their max HP from that roll
Update their stats:
Characters have a base of 3 actions per turn, which can be used for any action type noted below.
Characters move a base 3 squares (3 meters) per action. Statuses like Quickened and Slowed increase and decrease this number, as well as potential racial abilities and abilities taken.
Characters may make an attack with a weapon against a target. Multiple attacks within the same turn gain a cumulative penalty of -5 per strike after the first one.
To-Hit: 2d10 + STR
Damage: Weapon damage + STR
To-Hit: 2d10 + DEX
Damage: Weapon damage
To-Hit: 2d10 + STR
Damage: STR
Characters making an attack roll a to-hit against the opponent's dodge (10 + DEX + Armor Bonus). If the to-hit meets or exceeds the dodge, it is considered a hit. If not, it is considered a miss.
Melee attack misses instead perform a 'Glancing Blow', which deals 1 weapon damage, and still applies poison levels and on-hit technique effects.
GrapplingIt is possible to attempt to grab and hold a creature of the same size or lower. Roll a melee attack, and on hit, they roll a STR check against 10 + your STR. On a success, they break the grapple. Otherwise, they remain grappled.
While grappling, you may make attacks with one-handed weapons. While grappled, a creature making any action that is not a STR to break a grapple can have its action cancelled by the grappler spending an action that it did not use in the previous turn.
Attack critical hits are described further under the 'Checks' section.
Some actions may not be explicitly movement or attack actions. Anything that takes a non-zero amount of time or effort can be considered an action, and takes an action to complete.
This includes actions like drawing a weapon, picking up an item, or searching through a container.
Things that don't require an action include looking at something, dropping a held item, or speaking (with some exceptions).
The types of damage that can be dealt are:
PhysicalBludgeoning
Piercing
Slashing
MagicalFire: Ignites target on max damage or crit
Ice: Applies Slowed 1 to target on max damage or crit
Electric: Applies full elemental damage on glancing blow
Light: Deals an extra die of damage against undead
When performing an action, a character may be required to roll a check.
Checks are rolled as two ten sided dice (2d10), plus whatever stat is requested for the check.
If the check is rolled and both dice show the same number, the roll is considered a dramatic roll. The value of the check is increased by 5, and on success, the check is considered a critical success, and on failure, the check is considered a critical failure.
Critical HitsAttacks that roll a critical to-hit deal maximum weapon damage, plus an additional weapon damage die roll.
If a creature is resistant to a specific type of damage, it takes half of that damage, rounded down. Creatures having multiple sources of resistance to a damage type does not increase the damage reduction further.
If a creature is weak to a specific type of damaage, it takes double that damage. Multiple sources of weakness do not further increase the damage.
Characters rest for a total of 6 hours over an 8 hour rest period in order to recover. This reduces all status levels by 1, restores SP/DP/WP all to maximum values, and increases current HP by STR + racial die roll, up to the maximum HP value.
Short RestCharacters may rest over the course of an hour in order to regain 1 of each resource. They can perform out of combat actions like forging and foraging during this time.
If a character does not eat over the course of a day, at the end of the next rest period, they are applied a level of 'weakened', which reduces their max HP by a roll of their racial HP die.
Hunger induced weakened levels can be removed if the character eats twice their ration requirement, removing one level per additional meal eaten.
If a character does not rest within 24 hours of the end of the last rest period, they gain a level of Fatigue, which reduces their SP, DP, WP, and maximum HP by 1. This can bring resources to a maximum of 0.
Characters can remove levels fatigue by resting an additional 3 hours per level at the end of a successful rest.
Characters can carry 15 kg plus 5kg/STR they have.
This is set to a minimum total of 10kg.
Characters are applied Slowed 1 for every 10 kg above their carrying capacity they are carrying.
Weapons have a base damage die that is applied on an attack hit.
Ranged weapons require ammunition; Bows require arrows, and crossbows require bolts.
Chain weapons use DEX to-hit and apply STR to damage, but increase their range by 1 square.
Armor increases base dodge by its dodge bonus.
The amount of DEX that can be applied to a character's dodge is limited by the DEX Max of the armor.
Armor with a STR Requirement applies Slowed 1 to a creature that does not have at least that much STR.
Creatures and characters die when their HP reaches 0.
At that point, healing effects can no longer increase their HP.
A character afflicted by a status effect is impacted by that effect in some way. Statuses have 'levels' that may increase the effect.
Status levels are additive, multiple applications of the same status sum the levels that are applied to the creature. All status effects are reduced by 1 level at the end of each rest period.
Effect | Description |
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