Attributes
Character abilities are represented by 3 attributes: fortitude, reflex, and will. These attributes are used to save against various ill effects and are tests against the attribute’s score.
- Fortitude (FOR): physical punishment, constitution, and illness
- Reflex (REF): agility, reactions, and mental acuity
- Will (WIL): willpower and mental resilience
Tests & Save
There are two types of rolls where the outcome of an action is uncertain. The acting party, either player or referee, rolls 2d6:
-
Test: roll equal to or above a target number, typically 7
- Contest: two or more characters attempt conflicting actions, both roll and compare the results. The higher number wins. Players win on a tie
- Save: roll equal to or under a target number determined by items and attributes
Advantage and Disadvantage
Situations may be advantageous or disadvantageous to the characters or NPCs, as determined by the referee. You may have more than one source of advantage or disadvantage at a time.
| Test | Save | |
|---|---|---|
| Advantage | Increase target by 1 | Roll an extra d6 and use the best 2 results |
| Disadvantage | Reduce target by 1 | Roll an extra d6 and use the worst 2 results |
Non-combat situations should be resolved automatically if there is more than one net source of advantage or disadvantage.
Inventory
Characters can comfortably carry bulky items in a total of 10 inventory slots: 1 for each hand, 1 worn on the body, 1 on the head, and 6 in a backpack or other similar container or set of containers. Carrying additional bulky items makes a character encumbered.
Characters can swap bulky items carried in their hands with an item in their inventory or on the ground once per round and still act. If they swap more than one item they cannot take other actions that round. Armor and any body slot items, including magical accoutrements or liturgical vestments takes a full turn to don or doff.
Any item that isn’t bulky is a trinket. These do not contribute to being encumbered but be reasonable about what you’re carrying
Encumbrance
For every item carried over the maximum normal amount, a character’s speed is reduced by 25% (see exploration procedures)
Trinkets
Small or minor items that are worn like jewelry, clothing, or cloaks should be tracked separately and character cannot carry or wear more than 5 total before they start counting towards encumbrance. All other trinkets are free to carry.
Stamina and Wounds
A character’s ability to continue adventuring is represented by their stamina and wounds:
- Stamina (STA): a character’s endurance, energy to continue, and staying power
- Wounds (WND): the physical hits a character can withstand before being knocked unconscious or dying
Characters must rest to recover lost stamina and wounds.
Stress
Actions and situations which may fatigue, burden, or otherwise overwhelm a character may cause them stress. Stress takes up 1 inventory slot. If all inventory slots are filled with stresses, the character dies.
Time and Actions
Time is measured in the following ways:
- Rounds: 10 seconds, tracks time during encounters and combat
- Turns: 10 minutes, used during dungeon exploration
- Watches: lasts 4 hours, used during overland travel and exploration
- Days, Weeks, Months, Seasons: 24 hours, 7 days, 30 days, and 4 months, respectively