RULES AND STUFF
Roll a number of d4s, and take the highest result:
HIGHEST RESULT
1 Absolute Failure. You don’t get what you want and things get a lot worse.
2 Partial Failure. You don’t get what you want.
3 Partial Success. You get what you want, but things get complicated.
4 Absolute Success. You get what you want — and more.
STATS
Forceful. Roll to resolve risky actions of strength and/or toughness and/or melee combat.
Agile. Roll to resolve risky agility actions and/or ranged combat.
Insightful. Roll to resolve rigorous mental actions.
Charming. Roll to resolve precarious social interactions.
Start out with 1 in each stat. (No stat can go above 3.)
This number represents how many d4s you roll for each stat.
Health:
Everyone has 4 health to start. Decide what happens when you take damage at 1 health, as well as how characters die (if at all).
LOSE ALL HEALTH: Roll +Forceful.
--Highest result is 4: You're still in this for now. If you take damage AGAIN, you're unconscious.
--Highest result is 3: You're still awake, but you're on the ground and can't move. You can yell "Look out!" or "Finish him!" or whatever, but you can't move or do anything active.
--Highest result is 2: You're unconscious. You'll regain consciousness in 5d4 minutes.
--Highest result is 1: You're unconscious. You'll regain consciousness in 1d4 hours.
If the whole party falls unconscious, you could be captured or killed.
XP POINTS:
The party levels up each time it resolves a goal it's been working toward.
LEVEL UP: When you level up a PC: increase a Stat by 1 (maximum 3), get 1 extra maximum HP, and you will add a new ability to your character sheet (see GM).
COMBAT:
--Roll Forceful (for melee (unless you have a melee weapon that lets you use Agile, like a fencing foil)), Agile (for ranged combat), or some other stat or combination of stats that your character sheet says you can use to inflict damage.
--Highest result is 1: You take 1 damage as the opponent counters your attack.
--Highest result is 2: You take 1 damage, OR you take no damage, but you're forced into a worse position (rolling -1 die on your next roll.) (OR, if Ranged attack, you might run out of ammo.)
--Highest result is 3: You deal 1 damage.
--Highest result is 4: You deal 2 damage.
KEEP WATCH:
When you take watch (example: while camping for the night) and something approaches, roll+Insightful.
--On a 4, you notice in time to alert everyone and prepare; everyone in the camp takes +1 forward.
--On a 3, you notice in time to alert everyone and is prepared.
--On a 2, you’re a few moments too late; you manage to alert everyone, but nobody has time to prepare. They have weapons and armor but little else.
--On a 1, whatever lurks outside the campfire’s light has the drop on you.
--REST:
When you rest for a few hours (at least 4), you may roll 1d4 plus your Forceful modifier. Your highest result is how many HP you get back.
ALSO:
The average Healing Potion, if and when you find one, heals 1d4 hp.
There will also be Bandages-- Bandages let you add 1 die to your REST roll.
--Adventuring Gear: 3/3 uses. Need a rope, grappling hook, crowbar, torch, any sort of basic equipment? Just mark off a use of Adventuring Gear, and you pull it out of your pack.
--A Pack. All adventurers have a pack to keep their stuff in. It includes a bedroll and blanket and small tent and tent-stuff for camping, and basic blah food rations.
NOTE: All items can break (unless their description says so).
Everyone starts with:
--1 weapon (ranged or melee),
--1 armor OR an extra weapon of the opposite type from the first weapon,
--1 Adventuring Gear OR a shield.
--1 Pack.
Example: Harran the Wise, Wandering Uglolla Spirit Shaman, starts with
--1 staff (melee)
--1 sling (ranged)
--1 Adventuring Gear (3/3)
--1 pack
This message was last edited by the GM at 14:36, Sun 03 July 2022.