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Core Mechanic
Core Mechanic
You need 2d6 and choose one as your Wild Die. If the Wild Die rolls a 6, the die is rerolled and added to the total, any additional rolls of 6 are not rerolled added to the
total. If both your dice roll comes up as 1s, it is a critical failure (a 2.7% chance). If your result is above 0, you succeed, otherwise you fail.
Superiority – +2 Bonus
Hindered – -2 Penalty.
ANYDICE
set "explode depth" to 1
output 1d[explode d6]+1d6 named "2d6"
If skills are 0-10. Then add 2 to easy difficulty, then 3 to normal maximum, and six to the most extreme of difficulties.
For every ten you beat the difficulty, you can determine a minor positive addition to the narrative.
MEL
Unarmed Strike -1D Blunt Unarmed strikes use the Wild Die to attack.
EE
One-Handed Weapons
Axe 2 Cut
Dagger 1 Stab This is a light weapon.
Gauntlet 0 Blunt This is a light weapon.
Hammer 1 Blunt This is a light weapon.
L Longsword 2 Cut
Mace 2 Blunt
Spear 2 Stab Can be thrown up to six squares.
Shortsword 1 Cut This is a light weapon.
Trident 1 Stab No melee penalties fighting underwater.
Whip 0 Cut The whip can attack a target three squares away. This is a light weapon.
Two-Weapon (2 Light) You cannot wield two non-light weapons in both hands at the same time. The damage types are determined by
Two-Weapon (1 Light) the weapons chosen and treated as both damage types. Take 2d6/2 and add it to your roll, using your primary
Two-Weapon (0 Light) hand as the damage type. The combination you have determines you attack penalty.
Two-Handed Weapon Both dice in the Attack Pool become Wild Dice.
Greataxe 5 Cut
Greatsword 5 Stab
Longspear 4 Stab
Maul 5 Blunt
Staff 3 Blunt Double (1d6/2)
Thrown Weapon Table
Weapons Throw Weapon Die Properties
set "explode depth" to 1
Armor Table
DEFENSE = Armor + Shield
Armors Defense
Light Armor 3
Medium Armor 5
Heavy 7
Shield 2
SKILLS (0-10)
A character starts with 10 points to distribute among their skills, up to two. Your Archetype and Job can increase your skill ranks above two.
When you are rolling your skill, your GM sets your Obstacle Value, attempting to roll over the value.
COMBAT
Melee
Ranged
Throw
EXPERTISE
Examine
Survival
Thievery
LORE
Arcane
Geography
History
MAGIC
Nature
Piety
Spellcraft
PROWESS
Agility
Might
Willpower
SPEECH
Deceive
Intimidate
Persuade
You must fail skills to increase them, creating an organic advancement to each character.
//Look up Burning Wheel and see how they do that in there.
STRENGTH POINTS
Acting as your pool, when a character takes damage, it is subtracted from their Strength Points. This allows them to use abilities, while also creating the reality that as
they use their abilities, they become more and more tired. Then cannot drop themselves below 0 with their abilities however.
Rolling a 1 on a d6 regains one Strength Point, regardless of whether it is in on the Initial Roll or not.
ARCHETYPE
Buy into an Archetype, levels 1-20.
Archetype Hit Points Skills (//6 ranks in total per class)
Bard 15 + 2d6 +1 Examine, +2 Lore, +1 Occult, +2 Speech
Berserker 25 + 3d6 +1 Melee, +2 Might, +1 Perception, +1 Nature, +1 Throw
Hunter 15 + 2d6 +2 Marksman, +1 Melee, +2 Nature, +1 Stealth
Mage 10 + 1d6 +2 Examine, +2 Lore, +2 Occult
Priest 15 + 2d6 +1 Insight, +2 Medicine, +1 Nature, +1 Occult, +1 Speech
Thief 10 + 1d6 +1 Examine, +1 Might, +2 Stealth, +2 Thievery
Warrior 20 + 3d6 +1 Endurance, +2 Marksman, +2 Melee, +1 Might
MAGIC
Rolling a critical failure causes twice the mana points to be expended. \
XP IDEAS
Your Job determines your XP path? XP for Gold?
TALENTS
Talents increase the
JOBS
Job Skill Job Feature
Courier
Witch Hunter +1 Intellect, +1 Occult
ACTION ECONOMY
Action + 2 Minor Actions
Slow Action
Attack
Convert to Fast Action
LINEAGE
Human
+1 to all abilities
+2 Skill Ranks
Speed – 2 + Agility
Dwarf
+1 Prowess
+1 Intellect
Speed – 1 + Agility
Elf
+1 Agility
+1 Intellect
Speed – 3 + Agility
Halfling
+1 Agility
+1 Empathy
+1 Intellect
-1 Prowess
Speed – Agility
Kobold