|
Architecture (non-Dwarf)
|
1 in 6
|
|
Architecture (Dwarf)
|
3 in 6
|
|
Bushcraft (non-Halfling)
|
1 in 6
|
|
Bushcraft (Halfling)
|
3 in 6
|
|
Climb
|
1 in 6
|
|
Languages
|
1 in 6
|
|
Search (non-Elf)
|
1 in 6
|
|
Search (Elf)
|
2 in 6
|
|
Sleight of Hand
|
1 in 6
|
|
Sneak Attack
|
1 in 6
|
|
Tinker
|
1 in 6
|
|
When use of an ability is attempted the player must roll a D6, if the result is equal to, or less than the ability score then the action is successful. If the player knowing the dice result would potentially influence their character's behaviour then the GM will roll the dice.
|
|
If a specialist has a 6 in a skill then 2D6 are rolled, they only fail if both dice come up as a 6.
|
|
Sneak Attack: For each point a Specialist puts in Sneak attack the damage increases by 1, if a Specialist has any points in Sneak Attack then they also get a +2 bonus to hit.
|
|
Character is wearing chain armour*
|
+1 Point
|
|
plate armour*
|
+2 Points
|
|
Character is carrying 6 or more different items overall**
|
+1 Point
|
|
11 or more different items overall**
|
+1 Point
|
|
16 or more different items overall**
|
+1 Point
|
|
21 or more different items overall**
|
+1 Point
|
|
Character is carrying an oversized item *
|
+1 Point per Item
|
|
Points
|
Movement per Turn (Exploration)
|
Movement per Round (Combat)
|
Miles Per Day
|
|
0-1
|
120'
|
40'
|
24
|
|
2
|
90'
|
30'
|
18
|
|
3
|
60'
|
20'
|
12
|
|
4
|
30'
|
10'
|
6
|
|
5
|
0'
|
0'
|
0
|
|
Terrain
|
Adjustment
|
|
Jungles, Mountains, Swamp
|
x 1/3
|
|
Desert, Forest, Hills
|
x 1/2
|
|
Clear, Plains, Trail
|
x 2/3
|
|
Road
|
x 1
|
|
Conditions
|
Adjustment
|
|
High winds or Precipitation
|
x 1/2
|
|
Storm conditions
|
x 1/3
|
|
Enemy Hit Dice
|
XP Award
|
|
<1
|
5
|
|
1
|
10
|
|
2
|
25
|
|
3
|
50
|
|
4
|
75
|
|
5
|
100
|
|
6
|
250
|
|
7
|
500
|
|
8
|
750
|
|
9
|
1000
|
|
10
|
1250
|
|
11+
|
1500
|
|
The primary method for gaining XP in the game. The following will gain the characters wealth but do NOT gain them XP:
|
|
- Coins looted from the bodies outside of adventure locations.
|
|
- Rewards.
|
|
- Selling equipment stripped from foes.
|
|
- Selling magical items that have been used by a PC or a retainer.
|
|
- Tax income.
|
|
- Theft of wealth from mundane merchants, rulers and citizens.
|
|
- Trade, commerce, and other business activity.
|
|
The following treasures DO count for XP purposes:
|
|
- All valuable objects recovered from uncivilised or abandoned areas.
|
|
- Money hoarded by creatures who have no actual use for it.
|
|
When a character gains enough XP to gain a level, the change happens next time they reach a secure location.
|
|
Characters can gain a maximum of one level per gaming session. Any Experience Points over half way to the next level earned from a single session are lost.
|
|
When a character (or creature) suffers damage it is deducted from their current Hit Points.
|
|
When his Hit Points reach 0, the character becomes unable to take any action and, in most cases, falls unconscious.
|
|
The character becomes mortally wounded at -3 HP and will die in 1d10 minutes. No healing, magical or otherwise, can prevent death at this point.
|
|
Death is instantaneous at -4 HP.
|
|
Roll
|
Reaction
|
|
2
|
Hostile
|
|
3-5
|
Unfriendly
|
|
6-8
|
Indifferent
|
|
9-11
|
Talkative
|
|
12
|
Helpful
|
|
A character can move up to a 1/3 or his normal move in feet every Round and can also attack.
|
|
Alternately a character can charge, moving his full rate and doing double damage, but suffering a -2 AC penalty that Round.
|
|
Cover
|
AC Bonus
|
|
25%
|
+2
|
|
50%
|
+4
|
|
75%
|
+7
|
|
90%
|
+10
|
No comments yet.
Cheatography n. The art of mapping complex subjects into clear, instantly navigable reference guides.