Mechanics

Seeker's Zeal has a few mechanics that or present throughout the game. This is a brief explanation of these elements. More detail explanations will be given in later sections.

Tests

Test are used in situations where failure is a possiblity. Many types of Tests exist with Attack Test, Skill Tests, and Saves being the most common.

Skill Tests

The Skills you have created are used in situations that can possibly fail. This is known as a Skill Test. A test is passed if you meet or exceed the Test Number (TN) on the roll of a D20 to succeed on the Test. The formula for a Skill Test is as follows:

Test Number (TN) = 10 - Skill Used + Difficulty

The difficulty of the Skill Test is set by the Game Master based on how hard it would be to succeed.

Opposed Skill Tests

An opposed skill test is when you are using a skill against a target that gets a chance to prevent the effect. TN = 10 - Aggressor Skill + Defender Skill. The most common kind of opposed skill test is Making an attack against a target. Example: Test Number 8 = 10 - Attacker’s Ranged Skill of 6 + Defender's Defense of 4

Actions and Action Times

Your turn in combat is split up into various types of Actions. Most types of Actions are pretty self explanatory, such as Move Actions and Attack Actions.

Each Action takes part of your turn. How much is based on its Action Time. Action timing is Quarter Actions (1/4), Half Actions (1/2), Full Actions (1), Quick Actions (Q), and Reactions(R). Quick Actions are something your character can do during another action, and Reactions have conditions called Triggers that let you act outside of your turn.

You get one free Quick Action during your turn and one Reaction in between your turns. Additional Quick Actions are 1/4 Actions.

Some abilities may specify that they are or grant a Free Action. Free Actions can be used without using a part of your turn to do so.

Exhertion

Certain Abilities will put strain on the character's body. This strain is tracked via Exhertion. There is no limit to the amount of Exhertion a character may have, but for each point over their Physique they take a -1 penalty to all tests. One point Exhertion is removed at the start of your turn.

Spellcasting

Some Classes in this game are able to Manifest Spells via the use of a Magic Skill. The Stats that their Magic Skill uses is specified by the class itself.

To Manifest a Spell the following steps must be taken.

  1. Declare what Spell you are casting
  2. Allocate Mana for the Spell
  3. Roll your Mana Pool
  4. Compare your Result to the Spell's Manifest Rating

By meeting a Spell's Manifest Rating te spell is successfully cast, otherwise the mana is spent but the Spell fizzles.

This process will be explained in detail in the Magic Chapter of the rules.

<<Skill Overview
Character Creation>>