Turn StructureTurns are divided into two general types: Settlement and Adventure.
Settlement Mode involves performing settlement actions: Building structures, harvesting resources, seducing peasants, and other "in town" activities. This is generally the default mode for anyone not currently out in the wilderness.
Adventure Mode involves performing adventure actions: Investigating a peculiar jumble of rocks, climbing a tree to get a better view of the surroundings, being eaten alive by radioactive jackals, and other "on an adventure" activities. This tends to happen when players strike out on an expedition, either to another plane of reality or just in the land around an existing settlement.
Under normal circumstances, both turn types run simultaneously, so a given player's current activities have little bearing on how often they get to act. In the event of high player load, players may be cycled into and out of temporary inactive mode, wherein they amass perfectly average results rather than roll for their complex multi-stage plans.
BasicsMost rolls use standard RTD results.
Roll | Outcome |
6 | Overshot. You succeed a little too enthusiastically, causing unintended side effects. |
5 | Flawless Success. You succeed about as well as could be hoped. |
4 | Success. You succeed more or less as intended. |
3 | Partial Success. You accomplish some of your goal but not all of it, or it suffers a flaw of some sort. |
2 | Failure. You fail. |
1 | Critical Failure. You ruin everything. |
Modifiers can apply to rolls, usually from traits and raw materials. End results of 7+ or 0- are progressively more extreme versions of 6 and 1, respectively.
Experience and SkillsSkills represent your talent in a given field, or more specifically the number of units worth of effort you can apply in an action. For instance, someone with +3 Woodcutting can harvest 3 units of lumber per turn.
Note that not all skills are created equally. Narrower skills tend to have a deeper range of effects, while shallower skills tend to have a broader range of effects. In addition, players tend to be far more talented and... unrestrained than normal people, and as such tend to wield far more potent versions than their peasant fellows.
Skills increase through experience gain. Any time you perform an action, you have a chance to gain experience in its relevant skill.
Roll | XP Gain |
5-6 | +2 |
3-4 | +1 |
1-2 | +0 |
The experience needed to increase a level is equal to the skill's current bonus. For instance, +4 Carpentry requires 4 points of xp to raise to +5 Carpentry.
TraitsTraits are relatively unique facets of a character, be it a biological quirk, special magical talent, or simply bizarre obsession. Traits can have a wide range of effects, but are notably a common source of modifiers to rolls.
Every three levels you acquire among all of your skills, you will receive a choice of several traits based on your actions and achievements. You may only select one, though it is possible for unselected traits to appear in later selections.