Action Rolls
Action rolls are used to determine the outcome of important tasks. They are always tied to one specific attribute.
To make an action roll, you roll 1d20 plus any bonus dice granted by your relevant attribute. Any dice that roll the maximum possible explode, which means you can roll them again and add the new total to your action roll as well. Continue rerolling dice until none of them explode. Add all of the dice together to find your total action roll.
Advantage & Disadvantage
When you make an action roll within a particularly favorable situation, you have advantage on the action roll. For example, in this combat, a character who successfully swings from a vine could gain advantage because of the extra momentum behind the attack. When you have advantage, roll one extra attribute die and remove the lowest attribute die before calculating your total.
You have disadvantage when you are acting with significant hindrance. For example, a character who gets stuck in quicksand might have disadvantage on attacks until escaping. When you have disadvantage, roll one extra attribute die and remove the highest attribute die before calculating your total.
Roll for Initiative
When combat starts, each PC and each group of enemies makes an Agility action roll to determine their turn order. Characters and enemies take turns starting with the highest initiative. Once all combatants have taken their turns, a new round starts at the top of the initiative order.
Turns
A combatant’s turn consists of one move action and one normal action.
Your normal action can be used to make a damaging attack, inflict a bane, or invoke a boon. Alternatively, you can trade your normal action for an extra move action.
Make a Damaging Attack
To damage a target, make an action roll. If you are using a weapon with the precise property, use your Agility for the roll. If your weapon is forceful, use your Might. Supernatural attacks use the relevant supernatural attribute (e.g., Energy to shoot a ray of fire). Your attack roll is resisted by a specific defense of your target, as explained below:
• Precise weapons target Evasion
• Forceful weapons target Toughness
• Supernatural melee attacks target Toughness
• Supernatural projectile attacks target Evasion
Your total damage dealt equals your attack roll minus the target’s defense.
Damage is subtracted from the target’s hit points. When HP reach 0, a combatant falls unconscious. If an unconscious creature takes damage, it must make a Fortitude action roll greater than or equal to the damage or else it dies.
Inflict a Bane
Choose one bane from the bane list for which you have the required attribute score. Make an action roll against your target’s defense indicated in the bane description. If you equal or exceed your target’s defense, you target suffers the bane.
A bane typically remains in effect until the target resists it using a move action (see below). If a target fails three resist rolls against a bane, the bane can no longer be resisted. It persists for an extended duration indicated in the bane description.
Invoke a Boon
Choose one boon from the boon list for which you have the required attribute score. Make an action roll against the Challenge Rating equal to 10 + twice the boon’s power level. If your roll equals or exceeds the CR, designate an ally (or yourself) to receive the boon.
Boons typically remain in effect until you cease sustaining them. You may only sustain one boon at a time. If you invoke a boon while you are already sustaining one, the old boon is immediately dispelled.
Move Actions
You can use your move action to move up to your maximum speed (30 feet for most PCs).
Alternatively you can use your move action to resist any banes from which you are suffering. Roll 1d20 for each bane affecting you. On a 10 or higher, the bane is removed 10.
At the end of combat, characters who are conscious and take at least ten minutes to rest will regain all of their hit points. Unconscious characters (those at zero hit points) require more time to recuperate, regaining consciousness and all their hit points in 2d4 hours. If an unconscious character receives any healing (suchas from the heal boon), he immediately regains consciousness.
Physical
Agility
Lv. 1
Lv. 2: Demoralized, Persistent Damage I, Silenced, Slowed
Lv. 3: Disarmed I
Lv. 4: Blinded, Persistent Damage II, Stunned
Lv. 5: Incapacitated I
Lv. 6: Disarmed II, Persistent Damage III
Lv. 7: Incapacitated II
Lv. 8
Lv. 9: Death, Incapacitated III
Might
Lv. 1
Lv. 2: Demoralized, Forced Move I, Knockdown, Silenced, Slowed
Lv. 3: Disarmed I
Lv. 4: Forced Move II, Intimidated I, Stunned
Lv. 5: Fear, Intimidated II
Lv. 6: Disarmed II, Forced Move III, Intimidated III
Lv. 7: Intimidated VI
Lv. 8: Forced Move IV, Intimidated V
Lv. 9, Intimidated VI
Social
Deception
Lv. 1
Lv. 2:
Lv. 3
Lv. 4: Intimidated I
Lv. 5: Intimidated II
Lv. 6: Intimidated III
Lv. 7: Intimidated IV
Lv. 8: Intimidated V
Lv. 9: Intimidated VI
Presence
Lv. 1
Lv. 2: Demoralized
Lv. 3
Lv. 4: Intimidated I
Lv. 5: Intimidated II
Lv. 6: Intimidated III
Lv. 7: Intimidated IV
Lv. 8: Intimidated V
Lv. 9: Intimidated VI
Persuasion
Lv. 1
Lv. 2: Demoralized
Lv. 3
Lv. 4: Intimidated I
Lv. 5: Intimidated II
Lv. 6: Intimidated III
Lv. 7: Intimidated IV
Lv. 8: Intimidated V
Lv. 9: Intimidated VI
Supernatural
Abjuration
Lv. 1: Dispel I
Lv. 2
Lv. 3
Lv. 4:
Lv. 5
Lv. 6: Banished, Dispel II
Lv. 7
Lv. 8
Lv. 9
Alteration
Lv. 1
Lv. 2: Silenced
Lv. 3: Disarmed I
Lv. 4:
Lv. 5: Polymorph I
Lv. 6: Disarmed II, Polymorph II
Lv. 7
Lv. 8: Polymorph III
Lv. 9: Polymorph IV
Creation
Lv. 1
Lv. 2
Lv. 3
Lv. 4: Blinded, Intimidated I
Lv. 5: Fear, Intimidated II
Lv. 6: Intimidated III
Lv. 7: Intimidated IV
Lv. 8: Intimidated V
Lv. 9: Intimidated VI
Divination
Lv. 1:
Lv. 2: Mind Dredge I
Lv. 3
Lv. 4: Mind Dredge II
Lv. 5: Scrying
Lv. 6: Mind Dredge III
Lv. 7:
Lv. 8: Mind Dredge IV
Lv. 9: Mind Dredge V
Enchantment
Lv. 1
Lv. 2: Demoralized
Lv. 3: Charmed I, Disarmed I, Dominated I
Lv. 4: Charmed II, Intimidated I
Lv. 5: Dominated II, Fear, Incapacitated I, Intimidated II, Memory Alteration I, Truthfulness
Lv. 6: Charmed III, Disarmed II, Intimidated III, Memory Alteration II
Lv. 7: Incapacitated II, Intimidated IV, Stupefied
Lv. 8: Intimidated V, Memory Alteration III
Lv. 9: Dominated III, Incapacitated III, Intimidated VI
Energy
Lv. 1
Lv. 2: Demoralized, Forced Move I, Knockdown, Persistent Damage I, Slowed
Lv. 3: Disarmed I
Lv. 4: Blinded, Forced Move II, Intimidated I, Persistent Damage II, Stunned
Lv. 5: Intimidated II
Lv. 6: Disarmed II, Forced Move III, Intimidated III, Persistent Damage III
Lv. 7: Intimidated IV
Lv. 8: Forced Move IV, Intimidated V
Lv. 9: Intimidated VI
Entropy
Lv. 1
Lv. 2: Demoralized, Persistent Damage I, Silenced, Slowed
Lv. 3: Disarmed I, Sickened
Lv. 4: Blinded, Persistent Damage II, Stunned
Lv. 5: Fatigued, Fear, Incapacitated I, Life Drain
Lv. 6: Disarmed II, Persistent Damage III
Lv. 7: Incapacitated II
Lv. 8
Lv. 9: Death, Incapacitated III
Illusion
Lv. 1: Phantasm I
Lv. 2: Demoralized, Phantasm II
Lv. 3: Phantasm III
Lv. 4:
Lv. 5:
Lv. 6: Phantasm IV
Lv. 7
Lv. 8
Lv. 9
Movement
Lv. 1
Lv. 2: Forced Move I
Lv. 3: Disarmed I
Lv. 4: Forced Move II
Lv. 5:
Lv. 6: Disarmed II, Forced Move III
Lv. 7
Lv. 8: Forced Move IV
Lv. 9
Physical
Agility
Lv. 1
Lv. 2:
Lv. 3:
Lv. 4:
Lv. 5:
Lv. 6:
Lv. 7:
Lv. 8
Lv. 9:
Might
Lv. 1
Lv. 2:
Lv. 3:
Lv. 4:
Lv. 5:
Lv. 6:
Lv. 7:
Lv. 8:
Lv. 9:
Social
Deception
Lv. 1
Lv. 2:
Lv. 3
Lv. 4:
Lv. 5:
Lv. 6:
Lv. 7:
Lv. 8:
Lv. 9:
Presence
Lv. 1: Heal I (Continues through to IX)
Lv. 2:
Lv. 3
Lv. 4: Aid I
Lv. 5:
Lv. 6: Aid II
Lv. 7:
Lv. 8: Aid III
Lv. 9:
Persuasion
Lv. 1
Lv. 2:
Lv. 3
Lv. 4:
Lv. 5:
Lv. 6:
Lv. 7:
Lv. 8:
Lv. 9:
Supernatural
Abjuration
Lv. 1: Dispel I
Lv. 2
Lv. 3
Lv. 4:
Lv. 5
Lv. 6: Banished, Dispel II
Lv. 7
Lv. 8
Lv. 9
Alteration
Lv. 1: Regeneration I
Lv. 2: Haste I
Lv. 3: Regeneration II
Lv. 4: Aid I, Haste II
Lv. 5: Blindsight, Flight I, Regeneration III
Lv. 6: Absorb Object, Aid II, Flight II, Haste III
Lv. 7: Insubstantial, Regeneration IV
Lv. 8: Aid III, Flight III, Haste IV
Lv. 9: Regeneration V
Creation
Lv. 1: Heal I (Continues through to IX), Light I (Continues through to IX), Regeneration I
Lv. 2
Lv. 3: Genesis I, Regeneration II
Lv. 4: Aid I
Lv. 5: Regeneration III
Lv. 6: Animation I, Aid II
Lv. 7: Regeneration IV
Lv. 8: Animation II, Aid III, Genesis II
Lv. 9: Genesis III, Regeneration V
Divination
Lv. 1: Augury I, Detection
Lv. 2:
Lv. 3: Augury II
Lv. 4: Aid I
Lv. 5: Augury III, Blindsight, Reading I
Lv. 6: Aid II, Reading II
Lv. 7: Augury IV, Reading III
Lv. 8: Aid III, Reading IV
Lv. 9: Reading V
Enchantment
Lv. 1
Lv. 2:
Lv. 3:
Lv. 4:
Lv. 5:
Lv. 6:
Lv. 7:
Lv. 8:
Lv. 9:
Energy
Lv. 1: Light I (Continues through to IX)
Lv. 2:
Lv. 3:
Lv. 4:
Lv. 5:
Lv. 6:
Lv. 7:
Lv. 8:
Lv. 9:
Entropy
Lv. 1: Darkness I (Continues through to IX)
Lv. 2:
Lv. 3:
Lv. 4:
Lv. 5: Blindsight
Lv. 6: Animation I
Lv. 7: Insubstantial
Lv. 8: Animation II
Lv. 9:
Illusion
Lv. 1: Darkness I (Continues through to IX)
Lv. 2:
Lv. 3:
Lv. 4:
Lv. 5:
Lv. 6: Invisible
Lv. 7
Lv. 8
Lv. 9
Movement
Lv. 1
Lv. 2: Haste I
Lv. 3:
Lv. 4: Haste II
Lv. 5: Flight I
Lv. 6: Absorb Object, Flight II, Haste III
Lv. 7
Lv. 8: Flight III, Haste IV
Lv. 9
Post WIP~
General Changes
Every fourth stack of advantage/disadvantage affects the D20 rather than the attribute dice
The dice of NPC allies and enemies no longer Explode, unless specifically stated in their abilities.
Using Magical Items
Magical items can be invoked to mimic banes or boons, usually a major action, or along with a weapon attack. You always use the minimum power level indicated in for your attack roll, unless your personal skill in the noted attribute is higher, at which point you substitute your own.
Weapon Changes
Longsword loses the Forceful Property
Reason: Longsword having both forceful/precise makes the battleaxe useless in comparison.
Greataxe gains the Stunned Bane
Reason: To line up with the Maul
Crossbow now has range 100
Reason: Easy balancing.
Dagger now has swift 4
Hatchet now has swift 2
Scimitar now has swift 2
Shortsword now has swift 2
Hand Crossbow now has swift 2
Shortbow now has swift 2
Reason: Init bonuses too low?
I am experimenting with ways to make looting more interesting, given that wealth is abstract in this system.
Drops
Elemental
Essence of Air=Agility, Movement
Essence of Fire=Might, Energy, Alteration
Essence of Earth=Abjuration, Fortitude, Protection
Essence of Water=Perception, Prescience
Essence of Life=Creation
Essence of Death=Entropy
Mind
Pinch of Curiosity=Learning, Logic
Pinch of Deceit=Deception, Persuasion
Pinch of Courage=Will, Presence
Base Ingredients
Fresh Food=Stat Boost (Physical Stat Boost)
Purified Water=Stat Boost (Social+Mental Stat Boost)
Raw Magic=Stat Boost (Supernatural)
Recipes
Fresh Meat+Essence of Fire=Spicy Meat