Cairnacter Pocketbook A4

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Principles for Players Rules Summary Scars

Agency: ABILITIES ACTIONS


� Attributes and related saves do not define your STR: Brawn, prowess & resistance. On their turn, a character may move up to 40ft 1 Lasting Scar: Roll 1d6 | 1: Neck, 2: Hands,
character. They are tools. DEX: Dodging, sneaking & reflexes. and take up to one action. Actions may include 3: Eye, 4: Chest, 5: Legs, 6: Ear.
� Don’t ask only what your character would do, WIL: Persuasion, intimidation & magic. casting a spell, attacking, making a second move, or Roll 1d6. If the total is higher than your max
ask what you would do, too. other reasonable activities. HP, take the new result.
� Be creative with your intuition, items, and SAVES 2 Rattling Blow: You’re disoriented and
connections. Roll a d20 equal to or under an ability. Actions, attacks, and movements take place shaken. Describe how you refocus.
1 is always a success, 20 is always a failure. simultaneously. Whenever turn order is Roll 1d6. If the total is higher than your max
Teamwork: uncertain, the PCs should make a DEX save to HP, take the new result.
� Seek consensus from the other players before HIT PROTECTION see if they go before their enemies. 3 Walloped: You’re sent flying and land flat on
barreling forward. HP indicates a PC’s ability to avoid getting hurt. your face, winded. You are deprived until you
� Stay on the same page about goals and limits, It is lost during combat & recovered after a few Retreating from a dangerous situation always rest for a few hours. Then, roll 1d6. Add that
respecting each other and accomplishing more moment’s rest. requires a successful DEX save, as well as a safe amount to your max HP.
as a group than alone. destination to run to. 4 Broken Limb: Roll 1d6 | 1-2: Leg, 3-4: Arm,
INVENTORY 5: Rib, 6: Skull.
Exploration: PCs have 10 inventory slots: four on their body COMBAT Once mended, roll 2d6. If the total is higher
� Asking questions and listening to detail is and six in their backpack (which acts as a The attacker rolls their weapon die and subtracts than your max HP, take the new result.
more useful than any stats, items, or skills you sleeping bag if emptied). Most items take up one the target’s Armor value, then deals the 5 Diseased: You’re afflicted with a gross,
have. slot, but smaller items can be bundled. Bulky remaining total to their opponent’s HP. uncomfortable infection.
� Take the Warden’s description without items take up two slots and are awkward or When you get over it, roll 2d6. If the total is
suspicion, but don’t shy away from seeking difficult to carry. Filling all ten item slots reduces Shields and similar armor provides a bonus higher than your max HP, take the new result.
more information. a PC to 0 HP. PCs cannot carry more than their defense (e.g. +1 Armor), but only while the item is
held or worn. No one can have more than 3 6 Reorienting Head Wound: Roll 1d6 | 1-2: STR,
� There is no single correct way forward. inventory allows, though carts & horses may 3-4: DEX, 5-6: WIL.
provide an increase in slots. Armor.
Roll 3d6. If the total is higher than your
Talking: current ability score, take the new result.
� Treat NPCs as if they were real people, and rely DEPRIVATION Unarmed attacks always do 1d4 damage. If
multiple attackers target the same foe, roll all 7 Hamstrung: You can barely move until you
on your curiosity to safely gain information Deprived PCs cannot recover HP. If deprived for
damage dice and keep the single highest result. If get serious help and rest.
and solve problems. more than a day, they add a Fatigue to inventory.
attacking with two weapons at the same time, After recovery, roll 3d6. If the total is higher
� You'll find that most people are interesting and Fatigue occupies one slot and lasts until they can
roll both damage dice and keep the highest. than your max DEX, take the new result.
will want to talk things through before getting recover in safety. This effect is cumulative.
violent. 8 Deafened: You cannot hear anything until
If an attack is impaired, the damage die is you find extraordinary aid. Regardless, make
HEALING
reduced to 1d4, regardless of weapon. If the a WIL save. If you pass, increase your max
Caution: A moment’s rest and a swig of water will restore
attack is enhanced, the attacker rolls 1d12. WIL by 1d4.
� Fighting is a choice and rarely a wise one; lost HP, but may leave the party vulnerable.
consider whether violence is the best way to Ability loss requires a week’s rest and the aid of a Attacks with the blast quality affect all area 9 Re-brained: Some hidden part of your
achieve your goals. skilled healer. targets, rolling separately for each. psyche is knocked loose.
� Try to stack the odds in your favor and retreat Roll 3d6. If the total is higher than your max
when things seem unfavorable. SPELLBOOKS DAMAGE WIL, take the new result.
Spellbooks contain a single spell and take up one If an attack takes a PC’s HP exactly to 0, they are 10 Sundered: An appendage is torn off, crippled
Planning: item slot. Anyone can cast a spell by holding a uniquely impacted. Look up the result on the or useless. The Warden will tell you which.
Spellbook in both hands and reading its contents Scars table based on the total damage taken. Then, make a WIL save. If you pass, increase
� Think of ways to avoid your obstacles through
reconnaissance, subtlety, and fact-finding. aloud. Casting a spell adds Fatigue to the PC’s your max WIL by 1d6.
inventory. Damage that reduces a target’s HP below 0 11 Mortal Wound: You are deprived and out of
� Do some research and ask around about your
decreases their STR by the remainder. They must action. You die in one hour unless healed.
objectives.
Given time and safety, PCs can enhance a spell then make a STR save to avoid critical damage. Upon recovery, roll 2d6. Take the new result
without any additional cost. If they are deprived or Failure takes them out of combat, dying if left as your max HP.
Ambition:
in danger, a WIL save may be required to avoid untreated. 12 Doomed: Death seemed ever so close, but
� Set goals and use your meager means to take
steps forward. terrible consequences. somehow you survived. If your next save
Having 0 STR means death; having 0 DEX is against critical damage is a fail, you die
� Expect nothing. Earn your reputation.
paralysis; having 0 WIL is delirium. horribly. If you pass, roll 3d6. If the total is
� Keep things moving forward and play to see
what happens. higher than your max HP, take the new result.

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