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SOTDL RULES REFERENCE PART 1: GENERAL INFORMATION

ATTACK ROLLS TAKING DAMAGE TURN ORDER


Melee: d20 + Str modifier. When you take damage, add the amount taken During each round of combat, you can
Ranged/Finesse: d20 + Agi modifier. to your Damage total until Damage = Health. choose to take a fast turn or a slow turn.
Spell: d20 + varies (often Int/Will modifier). When Damage = Health: You become disabled Rounds are resolved in the following order:
until you are healed, and taking any further 1. Player fast turns (move or act).
CHALLENGE ROLLS damage while disabled/dying will kill you. 2. Enemy fast turns (move or act).
Not directly opposed but boons/banes may Massive damage: If you take a single amount of 3. Player slow turns (move AND act).
apply. All challenge rolls automatically succeed damage that is ≥ your Health score, you die. 4. Enemy slow turns (move AND act).
on a 10+. 5. End of round effects.
DISABLED
BOONS/BANES When you are disabled, you fall prone, your TRIGGERED ACTIONS
Boons and Banes are situational advantages and Defense is 5, you cannot use actions, and you In addition to what you can do on your turn,
disadvantages that can alter a d20 roll. auto-fail challenge rolls involving attributes. You you also get one triggered action every
- Boons: Roll 1d6 for each boon and add can, however, still perceive your surroundings round. It can be used at any time for specific
the highest die to your total. and make perception challenge rolls as normal. actions with a trigger condition.
- Banes: Roll 1d6 for each bane and Fate rolls: At the end of each round, roll a d6.
subtract the highest die from your total. - On a 6: Heal 1 damage and gain the FREE ATTACKS
Boons and banes cancel each other out impaired condition for 1 minute. When a creature willingly moves out of your
one-for-one. - On a 2-5: Nothing happens. If you roll this reach, you can use a triggered action to
option 3 consecutive times, you become instantly make a melee attack against them.
SOCIAL CONFLICT unconscious for 1d3 hours and stop
Befriend/Persuade: Will Attack vs target’s Will. making fate rolls. SITUATIONAL BANES TO ATTACK ROLLS
Intimidate: Will or Str Attack vs. target’s Will. - On a 1: You start dying instead. Certain penalties might apply if the target is:
Deceive: Int Attack vs. target’s Int. Half covered: 1 bane.
Taunt: Int Attack vs. target’s Will. DYING Three-quarters covered: 2 banes.
When you are dying, you fall prone and are Totally covered: Automatic failure.
RANGE AND DISTANCE unable to act, move, or perceive your Partially obscured: 1 bane.
You: Yourself. surroundings. Your Defense is 5 and you Heavily obscured: 2 banes.
Reach: # of yards = your Size, minimum 1 yard. auto-fail challenge rolls. Totally obscured: 3 banes and you must
To touch an unwilling target, (Str or Agi) vs Agi. Fate rolls: At the end of each round, roll a d6. guess the target’s location.
Short: 5 yards. - On a 6: Go back to being disabled. A worn or carried object: 2 banes and the
Medium: 20 yards. - On a 2-5: Nothing happens. GM gets to decide if the object is immune or
Long: 100 yards. - On a 1: You die. resistant to that form of attack. For example,
Extreme: 500 yards. an arrow isn’t going to break a sword.
Sight: Whatever can be seen. HEALING
When you heal damage, reduce your Damage WEAPON PROPERTIES
FORTUNE total by the amount healed. Cumbersome: Attack with 1 bane.
The GM can give out Fortune for good Defensive +#: Add the number to your
roleplaying. You can spend a point of fortune to RESTING Defense when you wield this weapon.
do one of the following: 8 hour rest: Heal up to your healing rate. Finesse: Choose Str OR Agi to attack.
- Turn a roll you failed into a success. 24 hour rest: Heal up to twice your healing rate. Misfire: If the total of an attack roll is 0 or
- Give another player 2 boons on their roll. You can rest once every 24 hours, and the rest less, the weapon misfires. Roll d6:
- Treat any d6 roll as a 6. fails if interrupted for more than 1 minute. - If the result is even, the weapon
misfires and can only be fired after 1
INSANITY minute of repair.
Gaining Insanity: You gain Insanity by experiencing horrifying things. When you gain Insanity, you - If the result is odd, the weapon
become frightened for a number of rounds equal to your new Insanity total. If you are already explodes, causing you 2d6 damage.
frightened, you must instead make a Will challenge roll. On a failure, become stunned for 1 round. Range (Short, Medium, Long): The weapon’s
Going mad: If your Insanity total = your Will score, roll on the madness table (page 35) and reduce length of range.
your Insanity total by 1d6 + your Will modifier. Reach +#: Add the number to your reach.
Quirks: You can reduce your Insanity by 1d6 + your Will modifier once per rest by taking a quirk. A Reload: Can attack with the weapon only if
quirk is a compulsive behavior, a phobia, or another permanent condition that negatively affects it’s loaded; must Reload between shots.
your character. Size 1: You must be Size 1+ to wield it.
Uses [ammunition]: The weapon uses a
CORRUPTION piece of ammunition of the type indicated.
Gaining corruption. You gain Corruption by doing horrifying things. When you gain Corruption, roll 1 ammo per attack.
a d20. If the result is lower than your total Corruption, you gain a Mark of Darkness (page 36). Thrown: The weapon can be thrown as a
Corruption effects: If your Corruption total is 4 or higher, you experience certain effects (page 36). ranged attack.
SOTDL RULES REFERENCE PART 2: ACTIONS IN COMBAT
MELEE ATTACK CONCENTRATE HIDE
You make a melee attack vs a target's Defense. Concentrate to prolong certain spells and Make an Agi challenge roll to hide when
Alternatively, you can choose one of the effects. If you take damage or gain Insanity, you’re not being observed and are either
following options: make a Will challenge roll. On a failure, you stop heavily obscured or in at least three-quarters
Driving Attack: Attack with 1 bane. On a concentrating and the effect ends immediately. cover. While hidden, you make all attack rolls
success, you and the target move a number of with 1 boon against the Defense or Agi of
yards equal to your Str modifier in the same DISARM targets from which you are hidden. A
direction. Make a Str or Agi attack roll against the higher creature can guess at your location, making
Guarded Attack: Attack with 1 bane. The next of the target’s Str or Agi to make them drop one the attack roll with 3 banes only if they
creature to make an attack roll against your object they’re holding. If you are unarmed, you guess correctly.
Defense before the end of the round does so make this roll with 2 banes.
with 1 bane. KNOCK DOWN
Lunging Attack: Increase your reach by 1 yard DISTRACT Make a Str attack roll vs. the target’s Agi
and attack with 1 bane. Make an Int attack roll against the Int of a target with 1 bane per size difference if it is larger,
Shifting Attack: Attack with 1 bane. On a that can see you within short range. On a or 1 boon if it is smaller. On a success, the
success, your movement does not trigger free success, the target makes its next target falls prone.
attacks from the target until the end of the attack/challenge roll before the end of the
round. round with 2 banes. PREPARE
Unbalancing Attack: Attack with 1 bane. On a You prepare an action to go off as a
success, if the target is your Size or smaller, it DEFEND triggered action when a specified event
must make an Agi challenge roll or fall prone. Until the end of the round, all attacks against occurs during this round. You make any
you suffer 1 bane and all challenge rolls you attack roll or challenge roll during the
RANGED ATTACK make to resist attacks are made with 1 boon. triggered action with 1 boon.
You make a ranged attack vs a target's Defense.
Alternatively, you can choose one of the ESCAPE PULL
following options: Free yourself from a grab by making a Str or Agi Make a Str attack roll vs. the Str of a target
Called Shot: You attack a specific location on the attack roll vs. targets Str. On a success, you are you are grabbing if it is smaller than you. On
target’s body with 2 banes for an additional freed and can move up to half your speed a success, you move up to half your Speed,
effect as determined by the GM. without triggering free attacks. taking the target with you.
Distant Shot: Attack up to double your
weapon’s range with 1 bane. END AN EFFECT RELOAD
Staggering Shot: Attack a target that is your Size End an ongoing effect from your spells/talents. Reload a weapon.
or smaller with 2 banes. On a success, they
must make an Agi challenge roll or fall prone. FEINT RETREAT
Make an Agi attack roll vs the Perception of a Move up to half your Speed without
ATTACK WITH 2 WEAPONS target within short range that can see you. On a triggering free attacks.
You can attack with two weapons you’re holding success, choose one of the following:
if neither is cumbersome. If you attack with a - The next attack you make vs the target’s RUSH
shield, the shield loses the defensive property Defense or Agi by the end of the next Move up to twice your Speed.
until the end of the round. round is made with 2 boons.
Attacking 1 target with both weapons: You - Your movement does not trigger free SHOVE
attack with 2 banes using the weapon in your attacks from the target for 1 round. Make a Str attack roll vs. the target’s Str with
main hand. On a success, you deal normal 1 bane per size difference if it is larger, or 1
damage from that weapon plus unmodified FIND boon if it is smaller. On a success, you move
damage from the weapon in your off hand. Make a Perception challenge roll to search for a the target 1 + Str modifier yards (minimum
Attacking 2 different targets: You attack one hidden object, or make a Perception attack roll of 1 yard).
target using the weapon in your main hand, and against the Agi of a hidden creature to reveal it
then you attack a different target using the to you and your allies. STABILIZE
weapon in your off hand. You make both attack Make an Int challenge roll on an
rolls with 3 banes. GRAB incapacitated/disabled/dying creature. If the
If you have a free hand and aren't grabbing creature is dying, make the roll with 1 bane.
CAST A SPELL another creature, make a Str or Agi attack roll On a success, it heals 1 damage.
You cast a spell you know and resolve its effects. vs. the target’s Agi to grab it for 1 round. If you
choose a creature you are already grabbing, you USE AN ITEM
CHARGE automatically get a success. You interact with an item you can reach.
Move up to your speed and make one melee Using incantations: If you use an incantation
attack, Knock Down, or Shove. For the rest of HELP of an equal or higher rank than your Power,
the round, all attack/challenge rolls you make Make an Int challenge roll to provide 1 boon to make an Int challenge roll with 1 bane per
have a 1 bane penalty. a target within 5 yards on the next difference level. On a failure, the spell fails
attack/challenge roll they make this round. and the incantation is lost.
SOTDL RULES REFERENCE PART 3: AFFLICTIONS
ASLEEP GRABBED
A sleeping creature is prone and unconscious. Another creature that The effects of the affliction depend on the creature’s Size.
can reach it can use an action to wake it up. Unless otherwise noted, - If the grabbed creature’s Size is equal to or smaller than that of
taking damage removes this affliction. the creature grabbing it, the grabbed creature cannot move away
from the creature that grabbed it.
BLINDED - If the grabbed creature’s Size is larger than that of the creature
A blinded creature cannot see. It treats its surroundings as totally grabbing it, whenever the grabbed creature moves, the creature
obscured. Other creatures make attack rolls with 1 boon against a grabbing it can choose to move with it (by clinging onto the
blinded creature’s Defense or Agi. Perception challenge rolls that rely grabbed creature’s body) or end the grab.
on sight automatically result in failure. Additionally, the blinded
creature’s speed becomes 2 unless their normal speed is lower. IMMOBILIZED
An immobilized creature has a Speed of 0 and cannot benefit from
CHARMED bonuses to speed. Other creatures make all attack rolls against the
A charmed creature sees the source of the affliction as a trusted friend immobilized creature with 1 boon.
and ally. The charmed creature cannot choose the creature that
bestowed the affliction as the target of its attacks. IMPAIRED
An impaired creature makes all attack/challenge rolls with 1 bane.
COMPELLED
A compelled creature cannot use actions or move. Instead, during each POISONED
fast turn, the creature that bestowed the affliction can force the A poisoned creature makes all attack/challenge rolls with 1 bane.
compelled creature to move up to its Speed or use an action. The
creature that bestowed the affliction makes all decisions on the PRONE
compelled creature's behalf. A prone creature lies on the ground. Other creatures can move through
its space. While prone, the creature can move by crawling or it can use
DAZED its move to stand up. The prone creature makes Str and Agi rolls with 1
A dazed creature cannot use actions. bane. Creatures that can reach the prone creature make all attack rolls
against it with 1 boon, while creatures that cannot reach it make attack
DEAFENED rolls against its Defense with 1 bane.
A deafened creature cannot hear. Perception challenge rolls made to
listen automatically result in failure. SLOWED
A slowed creature can only take a slow turn, its Speed is halved, and it
DEFENSELESS cannot gain bonuses to speed.
A defenseless creature’s Defense is 5, it cannot use actions, and it
automatically fails any challenge rolls involving attributes. The creature STUNNED
can still perceive its surroundings, however, and make Perception A stunned creature cannot move or use actions. The creature
challenge rolls as normal. automatically gets a failure on any challenge rolls it would make. Other
creatures make all attack rolls against the stunned creature with 1 boon.
DISEASED
A diseased creature makes all attack/challenge rolls with 1 bane. SURPRISED
A surprised creature cannot use actions, cannot move, and
FATIGUED automatically gets a failure on any challenge rolls it would make.
A fatigued creature makes all attack/challenge rolls with 1 bane.
UNCONSCIOUS
FRIGHTENED An unconscious creature is unable to act, move, or perceive its
A frightened creature makes attack rolls and challenge rolls with 1 surroundings. The creature’s Defense is 5 and it automatically fails any
bane, or 3 banes if it can see the source of this affliction. challenge rolls it would make.

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