Rules

General Rules

Advantage

Advantage lets you reroll the lowest result of a dice roll and keep the higher result. Multiple instances of advantage let you reroll more dice. For example, if you roll 3 dice at once and have 2 advantage, you will choose the two lowest rolls and reroll them, keeping the higher rolls. If you roll 1 die with 2 advantage, you will reroll it twice and keep the highest result. Note that if you have advantage on a roll, you must use it unless the skill granting advantage specifies otherwise.

Disadvantage

Disadvantage works the same way as advantage, but instead of rerolling the lowest die and keeping the higher, you reroll the highest die and keep the lower.

Morale

Morale is simply added to every attribute check or clash. Every character starts with their morale at 0 by default. Morale can go up or down with a maximum of +3 and a minimum of -3. Your morale can change when impactful things happen to the party; this decision is usually made by the GM. If something like a spell effect causes morale to change, it will be specified in the description. Flawless successes, incredible discoveries, deaths, and quest failures are some things that might cause morale to go up or down. If morale is not 0, it will automatically move 1 point toward 0 at the end of each long rest.

Defense

Defense starts at zero and increases based on the armor you’re wearing. Some skills can also affect defense. When a creature is hit, the damage they take is reduced by their defense rating. Damage-over-time effects are not reduced by armor. Defense can go below zero, in which case the effects of armor penetration are ignored.

Weight Limits

Inventory limit: The maximum total weight you can carry at once is equal to your body weight. Remember that if your carried items are in a bag, you can drop the bag to free up inventory space. This is useful during combat.

One-hand weight limit: The maximum weight, in pounds, you can pick up and wield with one hand is equal to 5 plus your strength stat. Note that you can still pick up heavier objects, you just won't be able to wield weapons or use skills with a weight limit if the limit is exceeded.

Two-hand weight limit: Double your one-hand weight limit.

Leveling Up

The GM decides when players level up. Generally this will happen every 2-3 play sessions, though it's okay to level faster or slower depending on the pace of the campaign. Leveling up can only happen during long rests.

Step 1: Spend Attribute Points

You gain 2 attribute points on every even level. Both points cannot be spent on the same attribute.

Step 2: Spend Skill Points

You gain 2 skill points every level. These can be spent to unlock any skill that you have access to and meet the requirements for. If unlocking a curriculum skill, you must be nearby the person or school that teaches that curriculum. Alternatively, you can "queue" the point into that skill, and the skill will be unlocked the next time you take a short or long rest in the proper location.

Step 3: Health and Stamina Increases

Your health and stamina are recalculated upon leveling up. For health, calculate your level times your strength, and your level times 5. Add each result, then add 30. That's your health. Do the same for stamina, but use dexterity instead of strength.

Skill Mastery

Every skill has a mastery requirement that is specific to that skill set. Your skill mastery within a skill set is equal to the number of skills you've unlocked in that set. Some skills also require some mastery in one or more other skill sets.

Upgrades

If a skill says "Upgrades from: (skill)," you must have the referenced skill unlocked. When you unlock the upgrade, the referenced skill is replaced with the upgrade. Note that if a skill is mentioned in the requirements, it is NOT an upgrade. You still need to have that skill unlocked, but it is not replaced with the new skill.

Combat

Beginning of Combat

The GM decides when combat begins. First, all participants roll initiative with a d20. If a party is surprised/ambushed, all members of that party roll with disadvantage. All start-of-combat effects are applied in initiative order, then the first participant begins their turn.

Taking a Turn

Before anything else on your turn, you regain 50% of your maximum stamina, rounded up. Then all start-of-turn effects are applied in initiative order. After all effects have resolved, the current player may begin taking actions. Note that if you and another participant's effects trigger at the same time at any point, the one who is higher in initiative order will resolve first.

There are two resources to keep track of during your turn: stamina and time. Every turn lasts 3 seconds by default, but there are ways to increase this. There are two ways to take an action on your turn: activating skills and combat actions. You can take as many actions as you want as long as you have the resources; it’s up to you to decide when to end your turn. Once you decide to end your turn, all end-of-turn effects are applied in initiative order.

Combat Actions

Combat actions are special skills that all characters have access to by default, and can be activated during combat as you would any other skill.

Move

Stamina: 5. Duration: 1s. The maximum distance the player can travel in one second, in feet, equals 10 plus their speed bonus.Takes an extra 1s and 3 stamina if you have to climb to reach your destination.

Jump

Multitask. Stamina: 5. Duration: 1s. If Multitasked during the move skill, Jump has no duration and movement is spent based on distance jumped. The distance jumped can exceed your remaining movement. The height of a ledge the player can reach and the width of a gap they can cross, in feet, is equal to their character’s height plus their strength bonus.

Push

Stamina: 7. Duration: 0.5s. Attempt to push a creature or object that is within melee range of the player. Make a Strength check against the target’s strength rating. If the target weighs more than twice the player’s weight, roll with disadvantage. Roll with advantage if they’re less than half of their weight. Pushes are only reactable if the target is facing the player. For inanimate objects, make a strength check with a DC of the GM's choosing.

Throw

Stamina: 6. Duration: 1s. Throw an object or creature in the specified direction. The maximum weight is equal to your one-hand weight limit. The maximum distance is 20 feet. If aiming for a target, make a dexterity check with DC equal to the distance of the target, in feet. You miss if you fail the check. If an object or creature is struck, both victims take damage equal to the weight of the thrown object divided by 5 plus your strength stat.

Attack

Make an attack with a weapon or body part at melee range. Each weapon has different attack stats, see the WEAPONS section of the skill book for information on each weapon.

Help

Stamina: 5. Time: 1s. Help someone onto a ledge or from the toppled position. Help can be used as a reaction to an ally requesting help onto a ledge if they are within melee range.

Skill Tags

Some skills have additional modifiers, which will be noted at the beginning of the description in bold. They cause the skill to behave differently.

Multitask

Allows the skill to be activated while you are performing another skill. It may be activated at any point during the duration unless otherwise specified (eg. Multitask after 0.5sec means that you must wait 0.5 seconds after activating a skill to be able to multitask this skill).

Pause

Only appears with Multitask and is always underlined. When a Pause skill is activated, it is not performed alongside your other skills, but stops them at their current state. The Pause skill is performed and any effects resulting from it resolve, then all currently active skills finish. You may not activate a Pause skill while focusing a skill.

Tandem

Can only be activated at the same time as another skill. The effect is added onto the first skill along with the stamina cost and duration. Activating a skill alongside a Tandem skill only counts as activating one skill, because Tandem skills are essentially just extra effects for a cost.

Halt

Stops all active skills from all participants until the Halt action is resolved. Does not break concentration.

Reaction

Can be activated in reaction to a specific event or skill being activated, whether it's your turn or not.

Quick

Can be activated at any time during combat.

Status Effects