You are on page 1of 1

Abilities and tests Combat

AGILITY Defend, balance, swim, flee INITIATIVE D6:


PRESENCE Perceive, aim, charm, wield Powers
1–3  Enemies begin
STRENGTH Crush, lift, strike, grapple
4–6  Player Characters begin
TOUGHNESS Resist poison/cold/heat, survive falling
individual: Agility + d6
TESTS DIFFICULTY RATINGS (DR)
Roll d20 ± ability equal 6 incredibly simple
to or greater than DR 8 routine MELEE DR12 STRENGTH
to succeed. Creatures 10 pretty simple RANGED DR12 PRESENCE
don’t add any ability, 12 normal DEFENCE DR12 AGILITY
only roll an unmodified 14 difficult
d20 against the DR. 16 really hard
18 should not be possible
CRIT (NATURAL 20)
Attack: ×2 damage, armor/

Adventuring protection reduced one tier.


Defence: PC gains a free attack.

REACTION (2D6) REST FUMBLE (NATURAL 1)


2–3 Kill! Catch breath heal d4 HP Attack: Weapon breaks or is lost.
4–6 Angered A night's sleep heal d6 HP Defence: PC takes double
7–8 Indifferent damage, armor is reduced
9–10 Almost friendly Infection: No healing when one tier.
11–12 Helpful resting. Take d6 damage each day.

MORALE (2D6) ROLL MORALE IF ARMOR TIERS


If you roll over the • The leader is killed 1. light 2. medium* 3. heavy**
creature's Morale, d6: • Half the group is eliminated −d2 −d4 −d6
1–3 Flees • Lone enemy has 1/3 HP left *+2 DR Agility tests
4–6 Surrenders **+4 DR Agility tests (Defence +2 DR)

BROKEN (0 HP) D4:


1 Fall unconscious for d4 rounds,
Powers /scrolls awaken with d4 HP.
2 Roll a d6: 1–5 = Broken or
severed limb. 6 = Lost eye.
AMOUNT PER DAY WIELD A POWER
Can’t act for d4 rounds then
A PC can use their Make a Presence DR12 test. become active with d4 HP.
Powers a total of Failure means the Power doesn't 3 Haemorrhage: death in d2
Presence + d4 times work and the caster takes d2 HP hours unless treated. All tests
per day. Roll the total damage, becomes dizzy for an hour are DR16 the first hour. DR18
amount every day. and cannot use Powers during that the last hour.
time. For fumbles, see page 44. 4 Dead.

You might also like