Some preamble words on how to play RPGs.
Core Rulebook
Character Creation
Order, first stats (and what those are).
Class
Speciality, career, occupation, etc.
Attributes
- Strength
- Intelligence
- Charisma
- Arcana
- Dexterity
-
Roll 4d4, assign. Class boosts stats.
Score | Bonus |
---|---|
1-4 |
-2 |
5-6 |
-1 |
7-8 |
0 |
9-12 |
+1 |
13-15 |
+2 |
16 |
+3 |
>16 |
+4 |
Defense
To hit (AC). Modified by class and armor.
Hit Points
Hit points (HP). Measure of health, pass out at zero. Can heal during adventures (skills, items, etc) but not above max.
Roll 4d4 to determine starting HP. Minimum of five. Do not add stat bonus. Some classes add extra HP.
Gain 2d4+4 per level.
Resistance/Weakness
Resistance takes half damage, weakness take double damage. Applies to PCs, NPCs, and enemies. Can gain from class, equipment, etc.
Advantage/Disadvantage
Advantage roll 2d20 and take higher, disadvantage roll 2d20 and take lower.
GM adjucate as well as equipment, classes, etc.
Skills
Class special abilities. Unlimited use per encounter/day/etc.
Passive skills are always active.
Saves.
Proficiency
Items your class is proficient with grant a +1 bonus to d20 rolls.
Gameplay
Initative
Flat d20, same for enemies (GM).
Turns
Move, major, and minor actions.
- Action
-
One major action per turn (unless class, etc says otherwise). Examples include attack, class skill, another major action. GM enforcement.
Attack
Physical. Choose enemy within range. Roll d20. Compare to defense. If higher, roll and deal damage.
Beast Mode
Rolling a 20 on any check (attack, skill, etc) results in the best possible outcome.
Additionally, in combat you automatically hit and deal maximm damage plus an additional die of damage. You also gain advantage on your next roll.
Least Mode
Rolling a 20 on any check (attack, skill, etc) results in the worst possible outcome.
In combat, this results in a miss and may hurt yourself or allies.
Movement
You can move up to 25 feet on your turn. You can choose to use a movement in place of your major action allowing you to move a total of 50 feet.
Breakout
Disengage adjacent enemy, avoids Opportunity Attack from enemy. Takes major action.
Minor Action
Closing a door, other examples. Skills can only be used in this way if explicitly stated.
Opportunity Attack
If an adjacent enemy leaves a neighboring square without using Break Out you get a free attack. Also, vice versa.
Falling Down
If you fall prine to the ground, it takes a move action to stand back up. Attacking a prone character gives you advantage but if you miss you fall down.
Resting
Short rest (one hour?), regain 1d6 HP.
Long rest (time dependent), regains all HP.
Dual Wielding
While weilding a weapon in two hands you make attack with both in a single action. Roll each strike separately. If you miss on the first attack, you also mis on the second.
Adventuring
Adventure mode (vs rounds). Skill checks.
Items
Item | Price | Attribute |
---|---|---|
Blanket |
1g |
|
10ft Rope |
1g |
|
Torch |
2g |
Animals
Animal | Price | HP | Attack | Damage | Movement |
---|---|---|---|---|---|
Horse |
15g |
10 |
Trample |
1d8 |
Movement speed x 2 |
Donkey |
10g |
12 |
Kick |
1d6 |
Movement speed + 1.5 |
Mule |
8g |
15 |
Shove |
1d4 |
Movement speed + 1.5 |
Item | Price | Attribute |
---|---|---|
Lemondade |
7g |
Heals 1d8 HP |
Strawberry Lemondade |
10g |
Heals 1d12 HP |
Chicken Nugget |
5g |
Heals 1d4 HP |
Item | Price | Attribute |
---|---|---|
Basic Pole |
2g |
Catch successful on a d20 roll of 16 or higher |
Advanced Pole |
5g |
Catch successful on a d20 roll of 13 or higher |
Master Pole |
10g |
Catch successful on a d20 roll of 10 or higher |
Armor
Description and proficency.
Armor | Price | Type | Protection |
---|---|---|---|
Basic |
12g |
Light |
+1 Defense |
(Wizard) Robes |
15g |
Light |
+1 Arcana |
Weapons
Description and usage.
Weapon | Price | Damage | Type | Thrown Range |
---|---|---|---|---|
? |
1g |
1d4 |
Light |
45ft |
Knife |
2g |
1d4 |
Light |
60ft |
Orders
Arcane Orders
Subtitle.
Monk
Description.
Base Defense |
12 |
---|---|
Additional HP |
+1 additional hit point to your character |
Other Bonuses |
+1 additional point to your Arcana stat |
Skilled With |
Light armors (cloth/leather), robes, staff, light weapons and throwing weapons |
Cannot Use |
Heavy or medium armors and heavy weapons |
Skills by Level
Level 1
- Flame Touch
-
Attack. Deals d4+1 heat damage. Casting Distance: 5 feet.
- Flame Wave
-
Target makes a saving throw (Strength) against 13. Upon failure, they take one point of ongoing heat damage. Increases to 3 points of ongoing heat damage at level 3. Casting Distance: 90 feet.
- Smokescreen
-
Definition.