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WHAT DO I ROLL

Your most used roll will be your ACTION DIE. The die type is written on your sheet. In
almost every case this will be a D20. Other rolls, such as damage, will require different
die on the DICE CHAIN. Sometimes your roll will be MODIFIED by the judge.

HOW DO I HIT STUFF?


Tell your Judge who you want to hit, and with what. Roll your ACTION DIE (D20 in
most cases) and add your appropriate ABILITY MODIFIER (STRENGTH or AGILITY)
and your ATTACK BONUS (WARRIORS and DWARVES have a DEED DIE instead of an
attack bonus). Tell the Judge What your total is and they will compare it to the
enemy's ARMOR CLASS. If you rolled a 20 on the die, that's a CRITICAL HIT. If you
rolled a 1 on the die, that's a FUMBLE.

CRITICALs and fumbles


When you roll a 20 you will have to make an additional roll. You will roll your CRIT DIE
which is listed on your sheet, and add your LUCK MODIFIER. The Judge will tell you
what your mighty thews have wrought.

When you roll a 1 you will have to make an additional roll. You will roll your FUMBLE
DIE which is determined by the ARMOR TYPE you are wearing. NO ARMOR rolls a D4,
LIGHT ARMOR a D8, MODERATE ARMOR a D12, HEAVY ARMOR a D16. Add the
OPPOSITE of your LUCK MODIFIER (a +1 becomes a -1 for example). Your judge will
tell you what misfortune befalls you.

HOW DO I GET HIT


when enemies strike at you they make the same roll to hit that you do. The Judge will
make an ATTACK ROLL and compare the total to your ARMOR CLASS, or AC. Your
ARMOR CLASS is 10 plus your AGILITY MODIFIER plus your ARMOR MODIFIER. If the
attack roll hits you, you will take damage. REDUCE your CURRENT HIT POINTS by the
amount of DAMAGE done.

HOW DO I DO OTHER STUFF


Most other tasks fall under a SKILL CHECK or an ATTRIBUTE CHECK. SKILL CHECKS
must first be determined to be either TRAINED or UNTRAINED. TRAINED CHECKS are
tasks your character may be practiced at, as determined by their profession, class,
and discourse with your JUDGE. UNTRAINED CHECKS are things that don't fall into
the above. TRAINED CHECKS roll a D20 and add the appropriate modifier ,
UNTRAINED CHECKS roll a D10 and add the appropriate modifier. ATTRIBUTE
CHECKS roll a D20, you want to roll UNDER the appropriate ATTRIBUTE. For all of
these rolls the appropriate ATTRIBUTE is decided by discussion with your Judge.
HOW DO I HIT/DO STUFF BETTER?
There are two ways to improve your odds of success. The easiest and fastest is to
BURN LUCK. You can elect to PERMANENTLY REDUCE YOUR LUCK. Each point of
LUCK you BURN will give you (and only you, barring few exceptions) a +1 to any task.
You can burn multiple LUCK points on any given task and you may do so once the
test has been rolled. Your LUCK may come back, but you must please the fickle gods.

The second way is often more useful. You can get creative. Think of any way you can
improve your chances. Tell your Judge you would like to try what you've thought of
and they will tell you if it gets you a bonus or not. For Example, jumping up on a table
during a fight will net you a +1 to Melee Attack Rolls. Get Creative.

HOW DO I DIE?
Easily and with much gore, those who live by the sword often die by it. If you fall to 0
HP you are dead. You fall down. You die. However, dead is not necessarily DEAD.

HOW DO I NOT DIE?


When you fall to 0 HP you are dead, but only kinda dead. If someone can get some
healing done to you within one round per CLASS LEVEL, you can be saved. But you
lose a PERMANENT point of STAMINA and gain a nasty scar. If that fails, you are
considered mostly dead. If, at the end of the combat, your body is mostly intact and in
some way recoverable, your compatriots have a bit of time to check if you are all-the-
way-dead. They flip over your body and you make a LUCK CHECK. Roll a D20, and if
you get under your current LUCK SCORE, you cough and come to. You LOSE one
point of a randomly determined PHYSICAL ATTRIBUTE PERMANENTLY. If neither of
these happen successfully you are DEAD.

HOW DO I CAST SPELLS


Pick the spell you want to cast and have your GRIMOIR ready. DECLARE the spell you
are casting and make a D20 roll plus your CLASS LEVEL. Add your INT MODIFIER for
WIZARDS and ELVES, or your PER MODIFIER for CLERICS. Look to the spell in your
grimoire and resolve the result you rolled. BURN LUCK to improve your check. You
may also SPELLBURN (lose points of other attributes as though they were luck), but
you must declare your intention to do so. Spell burned attributes will heal over time.

OTHER STUFF
you might have some things on your sheet which alter the above. For example, Clerics
have TURN UNHOLY, or Halflings have GOOD LUCK CHARM. Ask your Judge about
these.

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