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.

Starting Equipment

Money

Description

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


Table 1. Standard Stables
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

Table 2. Speciality Items
Item Price Attribute

Lemondade

7g

Heals 1d8 HP

Strawberry Lemondade

10g

Heals 1d12 HP

Chicken Nugget

5g

Heals 1d4 HP

Table 3. Fishing Poles
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.

General description.

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.

Martial Orders

Divine Orders