Rules
General Rules
Mechanics
Exertion
Certain abilities will cause your Character to gain Exertion. Exertion is a representation of physical strain caused by performing difficult actions in dangerous situations.
Abilities, Spells, or Actions with Exertion(X) will cause a character to gain Exertion points equal to the X value. At the start of the Character’s turn you remove one point of Exertion.
Roll made when you have more Exertion than your Physique take a -1 penalty per excess point of Exertion as your body is strained.
Skills
Your Skills are a collection of knowledge and techniques your character has earned in the life to aid them in tough spots. Skills are composed of three parts, two Stats and Mastery. The Stats represent natural talent while Mastery represents practice and education.
You gain your first Skills through Character Creation with more being earned with Experience later on.
Tests
The Skills you have learned 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 in the current situation.
Combat
Violent altercations are not uncommon in this world. Combat has a basic structure that is repeated until no one wants or needs to continue to fight.
- Determine Surprise.
- Roll Initiative and create a list of the results from highest to lowest.
- Play through Rounds until only one side remains.
- Resolve the Encounter.
Actions
During your turn your Character may take Actions. There are multiple types of actions with the most common being Attack, Move, and Skill Actions.
Attack Actions involve using Combat Skills (Melee, Ranged, Unarmed, Thrown) to inflict harm on another. Movement Actions allow you to reposition your Character in a variety of ways. Skill actions are earned by having Mastery in a Skill.
Reactions can be done in response to anothers action. Each Reaction has a trigger od stipulation on when they may be used. You may only use one Reaction inbetween each of your turns.
Quick Actions are minor things you Character can do while performing other Actions. You may use one Free Quick Action per turn. Each subsequent Quick Action takes a quarter of your turn.
Spellcasters may use the Manifest Action to attempt to cast a spell during their turn with the specific timing being determined by the spell.
Conditions
Your Character may become afflicted by various effects as they travel. You will defend yourself using your Mind and Body Save to resist negative effects. Some conditions are posistive effects.
Conditions last a certain amount of turns specified by a number after them while others still may have another number attached to them that interacts
Example: Slowed(3) means the character is slowed for three turns with the number reduced at the end of their turn. Poisoned(1,5) means that the Character with this condition takes one damage each turn for five turns.Exploration
The world is vast and full of wonders for those with the resolve to seek them.
Parties can travel through the world when they wish. Parties travel at a rate of one map unit (1mu) per hour under normal circumstances. Traveling along a road is faster due to the lack of natural obstacles. Your party travels at 1.5 times your normal speed while following them. Inversely, traveling through dense forests or similarly unwelcoming areas reduce the travel rate by 0.25. Riding animals can also effect the rate of travel.
More info on Exploration here.