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RotLW - RPG Book - Full Volume
RotLW - RPG Book - Full Volume
1. Magic System
1. Introduction 2. Mind Health
2. First Era 3. Magical Energy
3. Second Era 4. Spell Learning
4. Third Era 5. Spell Types
i. Natural Spells
ii. Control Spells
iii. Summoning Spells
1. Known Lands Cultures iv. Enchanting
2. Known Lands Kingdoms v. Curses
3. Wild Lands Cultures 6. Spell List
4. Wild Lands Kingdoms
1. Races
2. Underworld Resources
1. Character Creation Rules
2. Ability Scores
i. Ability Scores & Modifiers
ii. Advantage and
Disadvantage
iii. Proficiency Bonus
iv. Ability Checks
v. Uses of Each Ability
vi. Saving Throws
3. Travelling
i. Time
ii. Speed
iii. Travel Activities
iv. Terrain
v. Short Rest & Long Rest
4. Combat
i. Turn Order
ii. Position & Movement
iii. Actions & Reactions
iv. Making an Attack
v. Terrain
vi. Damage & Healing
vii. Status Ailments
Character Creation
While not as physically imposing as
some of the other races, humans
Races: possess a natural affinity for magic that
sets them apart. They are one of the
strongest users of magic in Middle
Human Realm, and human mages and their
magical artillery have dominated
battlefields across the realm since the
In the beginning, humans were not early first era. However, not all humans
native to Middle Realm. Most arrived are mages, and many pursue other
through the Gateway, a divine device paths, such as art, commerce, or
created to transport weapons to the warfare.
Celestial Realm, but some arrived by Despite their successes, humans are
other means, such as magical portals or not universally loved. Some races view
fractures in reality during the Celestial them as ruthless conquerors who will
War. stop at nothing to expand their
Despite being newcomers, humans influence, while others see them as
quickly established themselves as the crass and materialistic. Nevertheless,
most prolific and widespread race in humans continue to thrive in Middle
Middle Realm. They were adaptable Realm, building upon their past
and ambitious, building settlements and achievements and striving towards new
forging alliances with other races. As a ones.
result, they now control most of the
main continent and the Far Eastern
Islands.
The Far Eastern Islands are home to
humans who were transported from
Earth through magical instability during
early human history. These humans
primarily originated from China and
Japan, and their culture and traditions
are a unique blend of their ancestral
roots and their new home in Middle
Realm. The people of the Far East have
a reputation for their martial arts skills
and their mastery of enchanting spells.
In the south, amid the Wild Lands, there
are humans who are the descendants
of the ancient humans from before the
First Era who came through the
Gateway. These people have been
isolated for centuries and have
developed their own distinct cultures
and traditions. They are often referred
to as the "lost world" and are
considered to be mysterious and
enigmatic by those who encounter
them.
Base Ability Score Bonus Hunter
Dexterity +0
Intelligence +0 Unstable
Base Stats
Health Points 24
Focus 10
Intelligence +1
Aware
Strength -1
You are very aware of your
Magical Affinity +1 surroundings.
Base Stats
Health Points 24
Focus 16
Strength +1
Clever
Magical Affinity -3
You are quite intelligent, able to solve
Resistance +3 logical problems fast.
Base Stats
Health Points 28
Focus 10
Dexterity +2
Health Points 20
Focus 10
Resistance +2
Magical Affinity +3
Celestial Blessing
Resistance -3
You received a blessing from the
Charisma +2 celestial gods, boosting your magical
power.
Intelligence +1
Demonic Senses
Strength +0
Your half-monster eyes are harder to
Magical Affinity +3 use, but they can see further.
Focus 12
General Traits
Title
Text
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RPG Rules
Ability Scores
There are nine fundamental abilities that describe a creature's inherent traits and
abilities:
▪ Vitality, which measures a creature's health and overall energy levels.
▪ Mind, which assesses a creature's mental acuity and intelligence.
▪ Endurance, which measures a creature's ability to withstand physical stress
and endure hardship.
▪ Dexterity, which measures a creature's speed and agility in movement and
reaction.
▪ Intelligence, which measures a creature's knowledge, reasoning, and learning
abilities.
▪ Strength, which measures a creature's raw physical power and ability to
perform feats of strength.
▪ Magical Affinity, which measures a creature's innate ability to harness and
control magical energy.
▪ Resistance, which measures a creature's ability to resist or mitigate the effects
of physical or magical attacks.
▪ Charisma, which measures a creature's personality, social skills, and overall
likability.
Each ability is represented by a score, which is a numerical value that reflects the
creature's innate capabilities and the development of that ability throughout its lifetime.
The score for each ability ranges from 1 to 40, with higher scores indicating greater
proficiency or strength in that area. For example, a creature with a high score in
Strength would be physically powerful and capable of great feats of athleticism and
combat, while a creature with a high score in Intelligence would be knowledgeable and
capable of reasoning and problem-solving. The ability score is used to determine the
outcome of ability checks, as well as certain other aspects of gameplay, such as
spellcasting and combat.
The average ability score for most races falls around 10-11, representing the typical
range of innate potential for that race. However, exceptional individuals and
adventurers are known to surpass these norms, achieving scores well beyond what is
considered average.
In addition to the ability score, each ability also has a corresponding modifier that is
derived from the score. These modifiers can range from -5 for an ability score of 1, to
+15 for an ability score of 40. These modifiers are important in determining a
character's or creature's capabilities and are often used to adjust rolls and calculations
during gameplay.
1 -5 22-23 +6
2-3 -4 24-25 +7
4-5 -3 26-27 +8
6-7 -2 28-29 +9
18-19 +4 40 +15
In certain situations, circumstances such as a skill, spell, or environment may grant you
an advantage or disadvantage on an ability check, saving throw, or attack roll. In such
cases, you must roll two dice instead of one and use the higher value if you have an
advantage or the lower value if you have a disadvantage. For example, if you roll a 20
and a 1 and have advantage, you will use the 20, but if you have disadvantage, you will
use the 1.
It's important to note that advantages and disadvantages are not cumulative. If you have
multiple advantages or disadvantages, you still only roll two dice, but if you have one
advantage and two disadvantages, you balance them out to have a single disadvantage.
Similarly, if you have an equal number of advantages and disadvantages, you aren't
considered to be in either state and will roll the normal number of dice.
There are many factors that can grant you an advantage or disadvantage, such as
spells, skills, environment, status conditions, and actions. Ultimately, the GM has the
final say on whether a situation grants an advantage or disadvantage.
Proficiency Bonus
Proficiency is a key factor in defining a character's unique set of skills and abilities. It
determines what a character can do better than the average person and applies to a
variety of dice rolls in specific situations.
▪ Your proficiency applies to the following situations:
▪ Attack rolls using weapons with which you are proficient.
▪ Attack rolls with spells you cast.
▪ Ability checks using abilities you are proficient in.
▪ Ability checks using tools with which you are proficient.
▪ Saving throws you are proficient in.
Your proficiencies are determined by your race, specialization, and certain traits. At 1st
level, the bonus for a proficiency is +2, but this value increases as your character
develops and gains experience.
Ability Checks
Difficulty DR Hard 25
Easy 15 Severe 40
Average 20 Ambitious 45
To make the ability check, roll a d20 and add the applicable modifiers.
Final Score = [Dice Value + Ability Modifier + Proficiency Bonus + Other Modifiers]
Passive Checks:
Passive checks are a useful tool for GMs to keep the game flowing smoothly without
having to call for constant rolls from the players. It's a way to simulate a character's
ongoing attention and awareness without requiring them to actively declare what
they're doing or roll for every single action.
For example, if a character is walking down a dark hallway and the GM wants to see if
they notice a trap, they could make a secret passive Perception check using the
character's Perception modifier. If the modifier is +3, then the passive Perception score
would be 10 (base) + 3 (modifier) = 13. If the trap's DR is 12, then the character would
notice the trap without having to make a roll. If the character had an advantage, +5
would be added to the final value. If the character had a disadvantage -5 would be
added to the final value.
Passive checks can also be used for tasks that characters do over and over again, such
as keeping watch, listening for danger, or searching for clues. This saves time and
avoids repetition by assuming that the character is always trying, even if the player
doesn't specifically say they're doing so.
Contested Actions:
In situations where characters or monsters are in direct opposition, such as when they
are both trying to achieve the same goal, a contest can be used to determine the
outcome. Both parties would make ability checks appropriate to their efforts, applying
all relevant bonuses and penalties. Instead of comparing their total to a DR, they would
compare their total to the total of the other participant's check. The participant with the
higher total wins the contest and either succeeds at the action or prevents the other
from succeeding.
Expertise:
Each ability has one or more expertise related to it, except Vitality and Resistance,
which represents a more specific aspect of that ability. A proficiency in such expertise
determines a more focused approach on that aspect.
Mind
▪ Religion
▪ Insight
▪ Perception
Endurance
▪ Survival
Dexterity
▪ Acrobatics
▪ Deceit
▪ Stealth
Intelligence
▪ Investigation
▪ History
▪ Nature
▪ Medicine
Strength
▪ Athletics
Magical Affinity
▪ Magic Manipulation
Charisma
▪ Deception
▪ Intimidation
▪ Performance
▪ Persuasion
For example, if a character needs to climb up a dangerous cliff, the GM might ask for
an Athletics check. When a character has proficiency in Athletics, they can add their
proficiency bonus to the Strength check. If the character is not proficient in Athletics,
they make a normal Strength check without the bonus.
Vitality
▪ Health Points:
Your HP is defined by your race’s base HP plus your Vitality modifier. Each dice rolled
for defining your HP will add your vitality modifier when leveling up. If your Vitality ability
score increases during a level up, you add your new modifier points to your total HP.
For example, if you leveled up with a +1 Vitality modifier to a +2 Vitality modifier, you
would add +2 to your HP.
Mind
▪ Mind Checks:
A Mind check is used in situation where a character uses instinct, will, or faith to
accomplish an action.
A Religion check is used when recalling deities, rites and prayers, divine symbols, or
religious practices.
An Insight check is used when attempting to determine someone’s true intention by
reading body expressions and changes on behavior.
A Perception check is used when attempting to hear, see, or sense something or
someone.
▪ Focus Points:
Your Focus is determined by your race’s base Focus plus you Mind modifier. Each dice
rolled for defining your Focus will add your Mind modifier when leveling up. If your Mind
ability score increases during a level up, you add your new modifier points to your total
Focus, same as Vitality.
Endurance
▪ Endurance Checks:
An Endurance check is used in situations where a character is attempting to use his
physical stamina to push beyond your typical limits.
A Survival check is used when your body attempts to survive a harsh situation, such as
dehydration, starvation, or temperature changes.
Dexterity
▪ Dexterity Checks:
A Dexterity check is used in situations where a character is attempting to move quickly,
nimbly, or quietly or when attempting to use your coordination to accomplish a task.
An Acrobatics check is used when attempting to balance or to perform acrobatic
stunts.
A Deceit check is used when attempting an act of legerdemain or manual trickery.
A Stealth check is used when attempting to conceal yourself or sneak up without being
notice, seen or heard.
▪ Evasiveness:
Your evasiveness is defined by your Dexterity ability score. Every time you use the
Dodge reaction, you make an evasiveness check and add your dexterity modifier. To
succeed your result must be greater or equal to your opponent’s dexterity ability score.
▪ Attack Rolls:
Every time you use a ranged physical attack, add your Dexterity modifier to your
damage roll. Some melee weapons may use the Dexterity modifier, such as daggers,
knives, rapiers, or foils.
▪ Speed:
Your speed is determined by your race’s base speed plus your Dexterity modifier times
0.5 m/s. The minimum speed is 0.
Intelligence
▪ Intelligence Checks:
An Intelligence check is used in situations where a character is attempting to use logic,
memory, or reasoning to accomplish a task, such as solving a puzzle, crafting an item,
deducting a mystery, or stipulating a price for an item.
An investigation check is used when you look around for clues and make deduction
based on them.
A History check is used when recalling historical events, ongoing wars, and legends.
A Nature check is used when recalling geographical and biological information about
somewhere or something.
A Medicine check is used when identifying illnesses, utilizing medical equipment, or
performing a medical procedure. It is also used when stabilizing a dying character or
creature.
Strength
▪ Strength Checks:
A Strength check is used in situations where a character is attempting to use physical
power to accomplish a task, such as lifting a heavy object, breaking through a door, or
pushing a heavy cart.
An Athletics check is used when climbing, jumping, or swimming.
▪ Attack Rolls:
Every time you use a melee physical attack, add your Strength modifier to your damage
roll.
▪ Carrying Capacity:
Your carrying capacity is defined by a base of 20kg plus your Strength modifier times
5kg. Carrying more weight than your capacity will make you over encumbered and will
result in a disadvantage on Dexterity checks. Your speed will also be halved.
Magical Affinity
▪ Attack Rolls:
Every time you use a spell, either damaging or healing, add your Magical Affinity
modifier to your roll.
▪ Magical Capacity:
You can memorize up to 3 plus your Magical Affinity modifier spells per long rest. Each
long rest you may change these spells with ones you have previously learned but didn’t
memorize.
Resistance
▪ Invulnerability:
By performing the Block reaction, you can take an enemy’s hit with minimal
consequences. You must roll 1d20 and add to the total value your Resistance modifier.
If the final value is greater than your enemy’s Strength ability score, you will not take
damage. If its equal to your enemy’s Strength ability score, you will take half damage. If
it is lower than your enemy’s Strength ability score you will take full damage and waste
your reaction.
Charisma
▪ Charisma Checks:
A Charisma check is used in situations where a character is attempting to use their
social skills to influence or entertain others, make an artistic performance, lie, or
bargain.
A Deception check is used when attempting to hide the truth.
An Intimidation check is used when attempting to threat someone to accomplish an
action.
A Performance check is used when attempting to entertain someone through the use of
art, such as music, acting or dancing.
A Persuasion check is used when attempting to negotiate with someone to accomplish
an action.
Saving Throws
A saving throw is your character’s attempt to resist an immediate threat, such as a trap,
a spell, a status condition, or other similar threats. You are generally forced to make a
saving throw by someone’s action.
When making a saving throw, you must roll a d20 and add the appropriate modifier. For
example, when making a Mind saving throw you must add your Mind modifier.
The DR depends on what is causing you to make a saving throw. The effect for success
or failure is also dependent on what is causing the save throw.
Travelling
Time
Travelling around Middle Realm and the Underworld is done in various time scales.
Usually, long distance travel is measured in days, medium distance travel is measured
in hours and short-term travel and combat are done in seconds or minutes. How long a
travel lasts depends on the character’s speed, pace, and terrain.
Speed
A character’s speed is defined as how long they can travel in one round (6 seconds of
in-game time), and it changes depending on what race and Dexterity the player has, as
described on the previous section.
Usually, a character can travel for a limited number of hours without getting exhausted.
The number of hours you can travel is determined as 5 hours plus your dexterity
modifier.
You may travel for longer periods of time than your limit, but you are required to make
and succeed an Endurance saving throw. For each extra hour of travel +1 is added to
the base 12 DR of the saving throw.
Failing the saving throw will result in half the distance traveled an exhaustion.
Mounts and vehicles can be used to speed up travel. Although they cannot cross rough
terrain nor rivers.
When using a horse or similar mount, your character changes its speed to 24 m/s, but
you can only travel for 8 hours at a time, separated by short rests. If the horse is
carrying two characters, its speed is reduced to 20 m/s.
When using a carriage (must be carried by at least 2 horses), all characters in the party
change their speed to 16 m/s and can carry extra equipment and items without a speed
penalty. Vehicles can travel for up to 10 hours, separated by long rests.
Fast – Adds 4 m/s to your speed but reduces 3 hours of travel time limit. Also, you gain
a -5 penalty to passive Perception checks.
Slow – Reduces by 4 m/s your speed but gains 3 hours of travel time limit. Also, you
gain a +5 bonus to passive Perception checks.
Travel Activities
When travelling without a mount, your party can decide the order of where they would
be, either in the front, middle, or back ranks. This allows more control if combat starts.
People in the front rank are the closest to the enemy (if they attack from the front) and
are the ones that can notice enemies or traps. They also must have space in between
them to be side by side.
Sometimes, you can split up the party for scouting ahead or to move in different
speeds.
Terrain
Terrain is literally all the places you are travelling into, be it a jungle or a city. Distinct
types of terrain impose different challenges.
Falling from a place higher than 2.5m will result in fall damage. Every 0.5m beyond the
limit adds a 1d4 physical damage, to a maximum of 30d4. Also, you must make an
Endurance saving throw (DR 12) to avoid breaking a leg (detailed further on Status
Conditions).
Lighting Conditions:
Complete Brightness – All stealth rolls have a -5 penalty. Most creatures can see
pretty well.
Dim Lighting – All stealth rolls have a +3 bonus. Only some creatures can see.
Complete Darkness – All stealth rolls have a +5 bonus. Only creatures that can
echolocate or have other ways to ‘see’ can sense their surroundings, such as thermal
vision or a spell.
Supplies:
Each character needs at least 0,4 kg of food per day. If they don’t eat for at least 7 days
plus their endurance modifier, they start starving.
They also need at least 2 liters of water per day. If they don’t drink water for 3 days,
they become dehydrated.
Drinking or eating less than the daily intake will result in the character gaining one level
of exhaustion each day.
A short rest is defined as at least 15 minutes of rest. During this time, you may heal
your wounds and restore your focus. Healing and restoring focus are done by using
1d4 for each attribute, adding the Endurance modifier to HP and the Mind modifier for
Focus, never surpassing half of their total HP.
A long rest is defined as at least 8 hours of rest. During this time, the character sleeps
for at least 6 hours and may completely heal their Focus (if there are no permanent
damages). They also heal 4d4 plus their Endurance modifier for their HP, never
surpassing half of their total HP.
If a long rest is interrupted, and at least 4 hours of rest were made, you gain only half
the positive effects of the rest.
Combat
Turn Order
At the start of the round, the person with the highest Dexterity ability score goes first,
unless it is a surprise attack. If there’s a tie, each roll a d8, until one gets a result higher
than the other. The one who got the highest number goes first.
In a surprise attack, the surprised party must make a DR 20 Mind saving throw. If failed,
the Dexterity ability score of the surprised party is lowered by half on the first turn
(results are rounded to the lowest integer).
Before the start of the round, the GM defines your (and the enemy’s) positions in the
world. In a grid, each square measures 1x1 meters. You then can move your character
up to 3 times your speed. Your movement can also be broken down: Move 3m, make
an action, move again.
In a grid, moving one square forwards, sideways or backwards costs 1m. Moving
diagonally costs 1.5m.
Jumping, climbing, or swimming may require an Endurance check and costs double the
movement cost to perform.
Moving through difficult terrain such as a dense forest, a swamp, or deep snow,
requires double the movement cost to perform.
During your movement you can be in various positions: standing, crouching, crawling
or prone:
Going from standing to any of the other position doesn’t cost any movement though
getting back to standing costs half of your total movement.
Some positions allow you to pass through smaller spaces, depending on your size:
Small 1 sq Huge 16 sq
Attacking a creature whose size is smaller than yours will give the target +3 to their
Dodge reaction roll and -3 to their Block reaction roll.
Actions & Reactions
During your turn you may perform one action and one type of reaction. An action
usually doesn’t depend on someone else’s action, while a reaction depends on an
action made by someone else.
Actions
Attack
You make either a melee or ranged attack.
You may specify where to attack an enemy (head, arms, legs, torso).
Unspecified attacks will be directed at the enemy’s closest body part.
Cast a Spell
You cast a memorized spell. Some spells require multiple turns to finish casting. If a
spell is interrupted during cast, it fails. Taking damage while casting a non-instant spell
requires you to make a mind saving throw to continue to cast the spell.
Feint
You fake an attack, expecting a dodge, and follow it by an actual attack. If your target
attempted to dodge, it gets hit by a normal attack. Immediately fails if your target didn’t
perform the dodge reaction.
Only works with melee weapons.
Dash
You double your speed for the turn. You cannot perform this action again on the next
turn.
Disengage
You step away from combat, negating the Counter, and Opportunity Attack reactions.
Hide
You make a Stealth check and attempt to hide from your enemies.
Search
You make an Investigation check and attempt to search for something or someone.
Interact
You interact with an object on your surroundings. Includes drinking potions, using
medical equipment, and using tools.
Reactions
Draw Weapon
You draw your weapon from your sheath, freeing it for an attack.
Dodge
You attempt to dodge an incoming attack. Make an evasiveness check, which must be
greater than your opponent’s dexterity ability score. Immediately fails if you weren’t
attacked, making you unable to dodge the next attack.
You must specify whose attack you are dodging.
This reaction can be performed multiple times during a turn.
If you are mid-air and cannot fly, or you are underwater, this reaction will fail.
Block
You use a shield, weapon, or armor piece to block an attack. You must roll 1d20 and
add to the total value your Resistance modifier. If the final value is greater than your
enemy’s Strength ability score, you will not take damage. If its equal to your enemy’s
Strength ability score, you will take half damage. If it is lower than your enemy’s
Strength ability score you will take full damage and waste your reaction. Immediately
fails if you weren’t attacked, making you unable to block the next attack.
You must specify whose attack you are blocking.
This reaction can be performed multiple times during a turn.
You may block attacks from adjacent allies if at most 1m away.
Counter
You make either a Dexterity or Strength check (depending on your weapon’s attribute)
with a DR specified by the GM. If successful, you may attack once your opponent, after
its own attack. Immediately fails if you weren’t attacked.
The opponent cannot block or dodge this attack.
Opportunity Attack
If an enemy moves in or out of your weapon’s reach during its movement, you may
attack it once.
This is a bonus reaction and may be performed if another reaction was already used.
Grapple
You make a Strength check attempting to hold your target. If successful, your target’s
speed drops to 0.
To escape a grapple, you must make a DR 20 Dexterity saving throw. If it fails, you stay
bonded to the grappler.
When engaged in a grapple, neither participant is able to take actions or reactions.
However, the grappler is still capable of movement and can drag their target along with
them.
Help – You help an ally to perform a task. This task in now made with advantage.
Making an Attack
First, the turn order is decided, it will not change throughout combat, except if another
creature joins the combat.
On your turn, you will decide who you will attack. Your target will decide it’s reaction
and if you were able to hit the target, you will roll your damage.
Critical Hit
If your target used a Dodge or a Block and rolled a 1, your attack will deal a Critical Hit,
meaning on top of your damage, you will add the maximum value of your hit dice. For
example, if your weapon dealt a d8 every attack, it would deal an extra of 8 damage.
Also, attacking while being unnoticed by your target will deal a Critical Hit.
Ranged Attack
Ranged attacks can only target within a specified limit-range. Any attack further than
the limit will always fail.
Some weapons have 2 limit-ranges, the smallest number is the furthest away you can
fire without disadvantage. Any attack targeted further than the smaller range will be at a
disadvantage.
Any target 2m away or closer will have a +5-bonus added to their Block and Dodge
reactions.
Melee Attack
Melee weapons have a reach, any attack targeted away from that number will fail.
Example: If a weapon has a 1-2m reach, any attack closer than 1m will fail and any
attack farther than 2m will also fail.
Terrain
Cover
Full Cover: The creature cannot be targeted. Area of Effect spells or items can hit
creatures on Full Cover.
Flight
Terrain Height
Being at a higher point than your enemy gives you an advantage on your melee and
ranged attack rolls and gives disadvantage on enemy melee and ranged attack rolls.
While using ranged weapons, each meter higher than your target adds 2 m to your
weapon’s range.
Underwater Combat
All damage is divided in two categories: physical and magical. Either one can be of any
damage type.
Types of damage:
Piercing
Any attacks that puncture and impale to deal damage.
Slashing
Any attacks that cut to deal damage.
Concussion
Any attacks that use blunt force to deal damage.
Energy
Any attack that uses pure magical energy to deal damage.
Fire
Any attack that uses fire to deal damage. Negated while Underwater.
Electrical
Any attack that uses electrical shock to deal damage.
Sound
Any attack that uses sound waves to deal damage.
Frost
Any attack that uses cold to deal damage.
Shadow
Any attack that uses shadows to deal damage. Negated in Complete Brightness.
Light
Any attack that uses light to deal damage. Negated in Complete Darkness.
Celestial
Any attack that uses power from the celestial dimension to deal damage.
Corrosive
Any attack that uses corrosion to deal damage. Double damage to durability.
Poison
Any attack that poisons a creature to deal damage.
Rot
Any attack that uses rotting to deal damage.
Mental
Any attack that deals Focus damage.
When a creature is Resistant to a damage type, any attacks with that damage type will
deal half the normal damage.
When a creature is Vulnerable to a damage type, any attacks with that damage type will
deal double the normal damage.
When a creature is Immune to a damage type, any attacks with that damage type will
deal no damage.
Armor Hardness
Armor reduces damage taken when wearing it. The damage reduction depends on the
Armor Hardness of each armor. Each point of armor hardness reduces 1 damage point.
Heavy Armor – Reduces your speed by half. Adds -4 to your Dodge reaction roll.
Reaching 0 HP
If your character reaches 0 HP, you will make two DR 10, Endurance saving throw. If
you fail both, your character will die. Succeeding in both will grant you 1 HP and make
you unconscious. Succeeding in one and failing the other will reset the saving throws
until you either regain HP or die.
If you failed one and succeeded in the other saving throw, your ally can stabilize you
with a Medicine check, regaining 1 HP and leaving you unconscious.
If a character takes damage that brings them to 0 hit points and there is still damage
remaining, equal to or greater than their maximum hit points, they will die immediately.
Reaching 0 Focus
If your character reaches 0 Focus, you will make a DR 15 Mind saving throw. If you fail
your character will be unconscious until a short rest. If you succeed, your character
won’t be able to cast any spells but will not be unconscious.
When a character's Focus points go below zero due to excessive use, they will take
damage equal to the absolute value of each negative Focus Point in their HP pool.
Status Ailments
Blinded
You fail all ability checks that require sight.
All your attack rolls have disadvantage.
All attacks directed at you have advantage.
Deafened
You fail all ability checks that require hearing.
Silenced
You fail all ability checks that require talking.
You fail all actions that require talking.
Infatuated
You cannot attack whoever infatuated you.
Poisoned
Depending on the poison’s severity, you take some damage each turn.
Mild – 1d4 each turn, until cured.
Light – 1d6 each turn, until cured.
Moderate – 1d8 each turn, until cured.
Severe – 1d12 each turn, until cured.
Bleeding
Depending on the bleed’s severity, you take some damage each turn.
Light – 1d4 each turn, for 4 turns.
Heavy – 1d8 each turn, until cured.
Burning
You take 1d4 damage each turn, until you succeed a DR 10 Dexterity saving throw.
You gain -2 on your Strength modifier.
Incapacitated
You cannot make any actions or reactions.
Stunned
You are incapacitated for 1 turn.
Paralyzed
You cannot move until healed.
You all ability checks that require movement.
You must make a DR 20 Endurance saving throw to make an Action/Reaction or move.
Exhausted
There are 4 levels of exhaustion each level adding a penalty on top of its predecessor:
Mild – Gain -1 on all modifiers.
Light – Disadvantage on ability checks.
Average – Disadvantage on physical attack rolls.
Severe – Speed drops to 0. The creature faints and cannot be woken up by
non-magical means.
Dehydrated
Every hour you take 1d10 damage.
Disadvantage on all Dexterity and Strength checks.
Starving
Every hour you take 1d4 damage.
All physical damage given is halved.
Unconscious
Your speed drops to 0.
You are incapacitated.
You fall prone and drop whatever you were holding.
Shock
Roll a d12 and receive any of these effects:
1-3 – You must use your turn to flee from where you are.
4-5 – You lose focus on the battle. Attacks made against you have advantage.
6-7 – You lose your senses and become incapacitated. Any damage received gets you
back to normal.
8-9 – You are incapacitated for 1 turn and silenced for 2d4 turns.
10-11 – You become frightened and cannot stop screaming. Any damage received gets
you back to normal.
12 – You are incapacitated and cannot move for 3d4 turns.