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Dice required: six sided dice.

any d6 that rolls 4 or higher counts as a success. any dice that roll on a 6 cou
nts as having +1d6 to roll. rolling a 1 on a d6 removes a success.
all stats start at 2d6 per person. the stats are in the following of Physique, S
tamina, Cunning, and Spirit. Each player gets 8d6 to spread among the 4 stats.
No stat can go higher than 6 at the start. All stats max out at 10 in the end.
Physique: Bonuses per rank.
+1d6 to/against physical attacks
+1d6 to physical skill challenges
+3 item carrying capacity
+1 movement per action (-1 movement action per 3 items above carrying capacity)
Stamina: Bonuses Per Rank.
+1 health
+1d6 to stamina skill challenges
+1 minute underwater
+1 minute of running without rest (-1d6 to all dice for each minute of running b
eyond the max. Requires full rest equal to double the number of minutes ran beyo
nd the max.)
Cunning: Bonuses Per Rank
+1d6 to/against cunning attacks
+1d6 to cunning skill challenges
+1 action per round
+1 range to cunning attacks (-1d6 to cunning attacks per range increment beyond
the first)
+1 range to field of vision (-1d6 to cunning skill challenges based on vision pe
r increment beyond the first)
Spirit: Bonuses Per Rank
+1d6 to/against spirit attacks
+1d6 to spiritual skill challenges
+1 spell prepared for the day
+2 spells known
+1 range to spell effects
To gain more dice, you must gain experience points to advance your character. XP
costs for each rank in a stat is equal to the current stat plus the next rank i
n that stat.
Example:
a physique stat of 3 would cost 3 + 1 to raise to Physique stat 4
Equipment:
armors and weapons come in bonus's of +1 to +5. Stat requirements are as follows
.
Armor and Shields:
Armor:
+1 bonus against physique/cunning attacks. -1 to movement per bonus. requires 2
physique per bonus to wear.

Shields:
+1 bonus against physique/cunning attacks. requires 2 physique per bonus to wiel
d.
Weapons:
Melee:
+1 bonus to physical attacks. requires 2 physique per bonus
Ranged:
+1 bonus to cunning attacks. requires 2 cunning per bonus
Magic:
+1 bonus to spirit attacks. requires 2 spirit per bonus
Tools:
Tools help with a variety of ways to assist the player in their needs.
+1 bonus to a specific skill challenge. requires 2 ranks in a stat per bonus to
use.
ROT:
Being infected by rot requires either a poison or falling to a raven or corrupte
d enemy. Resisting rot requires a spirit skill challenge of at least 1 success.
Infected:
Being infected causes you to take 1 point of health damage per day that you are
infected by rot.
Enemies of higher rot level gain +1d6 for/against attacks with you per level of
rot you have.
Resisting health damage, and resisting further infection, requires a spirit skil
l challenge - 1 per level of rot you have.
Corrupted:
Rules of Infected apply to corrupted but with the following extras.
Being corrupted means you take 1 point of health damage for every 12 hours inste
ad of every 24 hours.
You restore 1 health when killing a target while corrupted.
All dice explode on a 1 rather than a 6, and successes are determined by rolls o
f 3 or lower on a d6 instead of 4 or higher. rolling a 6 on a d6 removes a succe
ss.

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