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  1. Character creation
  2.  
  3. Attributes
  4. Place 4 points into attributes. The starting maximum is 3. You may take a penalty to reduce an attribute to -1 to gain another point to spend. You may if you choose, take a specialization(for example finesse"manual dexterity", mind"languages" or toughness"willpower") but if you do, you must take a negative specialization. The final maximum for an attribute is 6.
  5.  
  6. Finesse
  7. Strength
  8. Toughness
  9. Mind
  10. Social
  11.  
  12.  
  13. Background
  14. Choose a background for your character. This is a profession, social class, etc. What your character does when they're not adventuring, how they were raised.
  15. You gain 5 skill points. You also gain a roleplay bonus. These skill points must be placed into skills relevant to your background. The starting maximum is two and the final maximum is 6 for any skill.
  16.  
  17. Extra Skills
  18. You gain 5 extra skill points.
  19.  
  20. Skills
  21. Athletics
  22. Deception
  23. History
  24. Insight
  25. Intimidation
  26. Geography
  27. Gather Information
  28. Medicine
  29. Nature
  30. Perception
  31. Perform
  32. Manipulation
  33. machinery
  34. Stealth
  35. Melee
  36. Ranged
  37. Brawl
  38. Defense(choose attribute)
  39. Mysteries(choose a subfield)
  40. Knowledge/occupation(choose a subfield)
  41.  
  42.  
  43. Feats
  44. Choose two feats. Describe your character, what special things you want for them, what specializations you want for them and I'll create two feats for you. Magic specials are a magical ability or type of magic such as necromancy, healing, wizard eyes, etc. rather than just magic.
  45.  
  46. Non-Human
  47. Playing a non-human requires the use of one special
  48.  
  49. Equipment
  50. Choose 1 set of armor, 1 shield, 3 weapons, general equipment based on your background. A player only starts with mundane equipment. Choose whatever items you wish but you should glance at the encumberance rules before you make final decisions on your inventory.
  51.  
  52. Hit Points
  53. Your starting hit points equals (toughness*5)+15 or 12. Whichever is higher.
  54.  
  55.  
  56. Task Resolution
  57. All tasks are rolled as 2d10+attribute+skill. On a roll of 10, the action succeeds. Difficulty or the defense being targeted is subtracted from the roll.
  58.  
  59. Advantage/Disadvantage
  60. A player takes 3d10 drop the lowest or drop the highest. Advantage cancels out disadvantage.
  61.  
  62. You now have everything required to play. The rest of the rules are presented for edification on the players part but knowledge of the following isn't truly necessary to play.
  63.  
  64.  
  65.  
  66.  
  67.  
  68.  
  69. To hit roll: Add bonus and subtract difficulty/defense from the roll.
  70. 2 always miss if natural
  71. 3
  72. 4
  73. 5 -6 dice category failure with extreme complication
  74. 6 -4 dice category
  75. 7 -3 dice category
  76. 8 -2 dice category
  77. 9 -1 dice category
  78. 10 normal damage success with complication
  79. 11
  80. 12 +1 dice category
  81. 13
  82. 14 +2 dice category
  83. 15 success with no complication
  84. 16 +3 dice category
  85. 17
  86. 18 +4 dice category
  87. 19
  88. 20 +5 dice category(+2 dice if natural) succeed with an additional bonus
  89. 25 success that's just ridiculously good, gain an additional action
  90.  
  91. A dice category is the type of dice used. A +1 dice category would increase a 1d4 to a 1d6 for example.
  92.  
  93. +5 very easy task
  94. 0 normal task
  95. -5 difficult task
  96. -10 difficult for an expert task
  97. -15 heroic task
  98. -20 heroic task
  99. -25 legendary/demigod task
  100.  
  101.  
  102.  
  103.  
  104.  
  105.  
  106.  
  107.  
  108.  
  109.  
  110. Action Economy/The order of a round
  111.  
  112.  
  113. Determine suprise and distance
  114.  
  115. Surprise round
  116. If a side is surprised then the attacking side acts for one turn and then initiative is rolled. Combatants which are not aware of the presence of enemies until they are attacked cannot make reactions at the end of the surprise round.
  117.  
  118. The start of the round
  119. Declare spells and declared reactions. Spellcasters must state if they are casting spells. When declaring a reaction, the player must declare what action they are reacting to.
  120.  
  121. Determine initiative
  122. GM rolls a 1d6. On a 4-6, npc's have winning initiative. On a 1-3, the players have winning initiative.
  123. The winning initiative has their turn occur first in the round.
  124.  
  125. Momentum: Anytime over half of a side goes unconscious or dead in one round, their initiative range(4-6 for npcs, 1-3 for players)is reduced by one for that rounds roll.
  126.  
  127. On turn
  128. During a sides turn, combatants on that side may make a movement, an attack, an interact with environment action and a bonus action. Bonus actions are only granted under special circumstances. Spells declared at the start of a round are cast at the start of the combatants turn and replace their attack action. If a spellcasters spell is interrupted before their sides turn begins, then declaring a spell during their turn uses an attack action. Said spell is cast at the end of their next turn. Movement may be split up between other actions as wished.
  129.  
  130. Off turn
  131. During the other sides turn, combatants may use their reaction. A declared reaction is triggered if the predicted action occurs. Each combatant only has one reaction which may only be used once during a round.
  132. End of other sides turn
  133. Any undeclared reactions can be only made at the end of a sides turn, after all opponents have completed their turn. An undeclared reaction can only be used if a player has not made a declared reaction.
  134.  
  135. At the end of the round, roll initiative again
  136.  
  137.  
  138.  
  139. Movement
  140. A character has 30 feet of movement in a round. Movement may be split up between other actions in any order or amount desired.
  141. Difficult terrain: On a failed attribute+athletics roll, extra movement is spent moving across difficult terrain
  142. Disengage: A player may sacrifice an attack action to move out of an enemies threat range and gain advantage on initiative.
  143. Dash: A player sacrifices an attack action to have double movement.
  144. Prone: All attacks made against a prone character have advantage. Standing from prone requires half a turns movement.
  145. Threat range: A combatant has a threat range of any who are in the range of it's melee attacks(generally 5 feet). A character can use a reaction to attack any opponents who leave their threat range without declaring such.
  146.  
  147.  
  148. Reaction
  149. A reaction can be used to perform any one discrete action such as an attack, movement, a dodge, etc.
  150.  
  151. A declared reaction is declared at the start of the round. The player must declare what action they will react to. When the predicted action occurs, the player makes an interrupt roll. An interrupt roll occurs by having the player and the opponent both roll a 1d8+finesse. If the player rolls higher than the opponent, they may make a reaction before the opponent. On a failure, they act after the opponents action.
  152. An undeclared reaction occurs after all opponents in a side have taken their actions.
  153. Defending: You may use a declared reaction to make a defense roll. Declare which attribute you are defending. If an attack, spell, trap or effect targets that attribute then you may flip the facing of the roll. Instead of having your attribute+defense(attribute) modify the opponents roll, roll 2d10+attribute+defense(attribute) and subtract the opponents defense. Flip the roll(a 7 becomes a 13, a 16 becomes a 4) to determine damage and effects.
  154.  
  155.  
  156. Attack
  157. An attack is made with 2d10+attribute+skill and the opponents attribute+defense(attribute) is subtracted from the roll. A normal attack targets the finesse attribute.
  158.  
  159. Melee attacks use strength+melee or finesse+melee and strength is added to the damage
  160. Ranged attacks use finesse+ranged and do not add finesse to damage. Strength is added to the damage of thrown weapons.
  161. Melee weapons and bows have the endless cleave feature. Endless cleave allows a combatant to gain an extra attack which does not count against their action economy if they slay a foe with one attack.
  162.  
  163.  
  164. Defensive action
  165. Prepare action: Sacrifice an attack to gain advantage on the roll for your next action
  166. Parry: Sacrifice an attack to subtract your melee+finesse or ranged+finesse from the next attack made against you this round
  167.  
  168. Flanking
  169. If an opponnet is already being attacked in melee, then any attack made from their sides or back has advantage
  170.  
  171. Damage
  172. The damage dice used on an attack increases by one category for every 2 points the attack was above the defense roll to a maximum of 1d12.
  173. The damage dice used on an attack decreases by one dice category for every point the attack was above the defense roll. If a miss would bring the attack below a 1d4 then no damage is dealt.
  174. A natural roll of 20 does two additional dice of damage.
  175. A natural roll of two always misses
  176.  
  177. *possible damage overflow?
  178.  
  179. Special maneuvers
  180. Make an attack at disadvantage and reduced dice category for damage
  181. The attacker chooses a defense to target and does additional effects based on how much over 10 they roll
  182. Trip: finesse/strength roll. Become prone Every 4 above 10, reduce movement by 5 feet.
  183. Force Back: Mind/Strength roll. Be pushed back 5 feet for every 4 points above 10.
  184. Bluff: Mind roll. Disadvantage on defense roll and take additional 3 damage for every 4 above 10.
  185. Disarm: Finesse/Mind. Drop 1 item.Every 4 above 10, an additional item is dropped or the item is moved 5 feet.
  186.  
  187. *DCC mighty deed style system instead?
  188. Precision shots
  189. Blinding
  190. Rallying
  191.  
  192.  
  193.  
  194. Ranged combat
  195. Ranged attacks may use any special maneuver except force back, and parry. Disarm is every 6 over 10 rather than 4.
  196.  
  197. Attacks made beyond range have disadvantage
  198. If you are within melee range of an enemy then your attacks have disadvantage
  199.  
  200. Firing into melee: Firing into melee has disadvantage on the roll. On a miss roll a d8. Other combatants are numbered starting with one. If their number is rolled, the attack targets them instead.
  201. Cover: Cover goes from 1/4th to total cover.
  202. Hard cover: Roll a d4. If the number rolled is equal to the amount of cover(1/4th equals 1, 1/2 equals 2 etc.) then the attack misses.
  203. Soft Cover: Soft cover is a penalty of -1 to -4 to the attack.
  204. Roll perception+mind and subtract opponents stealth+finesse to see through soft cover.
  205. On a roll of 10, remove a point of soft cover. Remove another point of soft cover for every 5 points above 10. On a roll below 10, the attack has disadvantage as well. The enemy must be in the location being attacked.
  206.  
  207. Brawl
  208. Any unarmed or improvised attacks use strength or finesse+brawl for attack and strength for damage.
  209. Unarmed attacks do damage as the following
  210.  
  211. Brawl skill damage
  212. 1 1
  213. 2 1d2
  214. 3 1d3
  215. 4 1d4
  216. 5 1d6
  217.  
  218. Brawl can be used for any special maneuver and in addition the following may be used. Any brawl special maneuver has disadvantage or -2 on the attack if only one hand is free. If both hands are occupied, the disadvantage also applies to damage.
  219.  
  220. Pin: A pinned opponent may be standing or forced prone. If forced prone, both the attacker and defender are prone. A pinned opponent may make no movement until they incur damage against the attacker and any attacks they make have disadvantage. Any attacks the attacker makes against a pinned opponent have advantage.
  221. Throw: The opponent is thrown 5 feet. The opponent is then prone. They are thrown 5 more feet for every 2 points.
  222. Use as weapon: The opponent is weilded as an improvised weapon for one round. For every 2 points, this lasts for one more round. An opponent counts as an improvised weapon of one dice category larger. The opponent takes half of the damage they incur when being used as a weapon.
  223.  
  224. Rending: When an opponent is slain, roll a brawl+strength roll and on a success, an interact with environment action to gain an improvised weapon.
  225. On a critical hit, rending may be attempted on an opponent who has not yet been slain. If successful, the attack does an extra dice of damage and the rending does not use an interact with environment action.
  226.  
  227. *possibly combine unarmed into melee. Would this make ranged underpowered?
  228.  
  229.  
  230.  
  231.  
  232.  
  233.  
  234.  
  235.  
  236.  
  237.  
  238.  
  239.  
  240.  
  241.  
  242.  
  243. Weapons and Armor
  244.  
  245. concealable light one handed two handed
  246. Swords 1d4+1 *t 1d6+1 1d8+2 2d6+2 or 1d12+2
  247. Axes 1d6 *t 1d8 1d12
  248. Blunt 1d4 1d6(2) 1d8(3) 2d6(4) or 1d12(4)
  249. Polearm 1d6 *t 1d8 *t *r 1d10 *r
  250.  
  251. *t weapon can be thrown. When throwing use finesse for attack and strength for damage. Range equals 20+5 per a point of strength.
  252. *r reach: This weapon has a reach of 10' rather than 5' and gives advantage on attempts to interrupt when an opponent enters your threat range.
  253. Two handed weapons and axes do an extra dice of damage on a roll of 19 and 20. Two handed axes do an extra dice of damage on an 18.
  254. Axes roll twice and take the highest of any one damage dice when the opponent is unarmored.
  255. Blunt weapons ignore (x) of damage reduction.
  256. Wielding a one handed weapon two handed brings the damage dice up to a 1d10
  257. Wielding a light weapon two handed gives it the effects of a one handed weapon but does not increase the damage.
  258.  
  259. Finesse:Any one handed, light or concealable melee weapon may be used with finesse instead of strength. Finesse is added to the attack but either 0 or strength is added to the damage.
  260. Two weapon fighting: A light weapon may be held in the offhand and attacks may be made with it as a bonus action. The offhand weapon has no bonus to damage.Both weapons must be used with finesse.
  261.  
  262. Weight: One handed weapons and lower have item wieght of one. Two handed weapons have an item weight of two.
  263.  
  264. damage range
  265. Shortbow 1d6 60
  266. Longbow 1d8 80
  267. Bows count as melee weapons for the purpose of having endless cleave
  268.  
  269.  
  270. Hand crossbow 1d6(3)
  271. Light crossbow 1d8(4)
  272. heavy crossbow 1d10(5)
  273. Crossbows must be loaded for one attack action between attacks and ignore (x) damage reduction
  274. Hand crossbows can be fired with one hand. Heavy crossbows have item weight 2.
  275.  
  276. Slings 1d4 60
  277. When attacking with a sling you may make a second attack as a bonus action
  278.  
  279.  
  280.  
  281.  
  282. light Armor damage reduction armor penalty
  283. gambeson 1 0
  284. leather 2 1
  285.  
  286. medium armor
  287. brigandine 3 2
  288. chain shirt 4 2
  289.  
  290. heavy armor
  291. hauberk 5 3
  292. lamellar 7 4
  293. plate 8 4
  294.  
  295.  
  296. Shield type damage reduction armor penalty attacks
  297. buckler 2 0 1
  298. round 3 1 2(light) 3(heavy)
  299. large 4 2 2(light) 4(heavy)
  300.  
  301. Damage reduction reduces any damage taken by attacks. This amount cannot be reduced below one.
  302. Armor penalty is applied to defense(finesse). Strength is subtracted from this penalty.
  303. Shields can be used to block to halve the damage of an attack. A block uses a reaction and does not need to be declared. The attacks number is how many times this block can be performed before the shield is broken.
  304. Bucklers may be used while wielding an weapon in the same hand. Attacks with said weapon are made with disadvantage.
  305. Bucklers and light shields count as one item weight. A round heavy or a light large shield counts as two item weight. A heavy large shield counts as 3 item weight.
  306.  
  307.  
  308. Improvised Weapons
  309. Improvised weapons are rated according to their size
  310. Concealable Light One handed Two handed
  311. +1(as unarmed) 1d3 1d4 1d6
  312.  
  313. Improvised weapons use the brawl skill+strength or finesse for attack and strength for damage.
  314. At both 2 and 4 points of brawl, the dice category increases by one for all improvised weapons.
  315.  
  316.  
  317.  
  318.  
  319.  
  320.  
  321.  
  322.  
  323.  
  324.  
  325. Death, Healing and HP
  326. Your starting hp equals 15+(5*toughness) or 12. Whichever is higher.
  327. Death occurs at -2*toughness or -1, whichever is lower.
  328.  
  329. Dying
  330. When at 0 or below HP a character rolls 2d10+toughness+defense(toughness). The players current hp is added to this roll. On a roll below 10, the player falls unconscious and loses one hp. On a roll of 10 or above, the player gains 1 hp. When a player returns to 1hp they gain consciousness.
  331.  
  332. Natural Healing
  333. On a short rest(5 minutes) you gain toughness or 1 hp. The benefits of a short rest cannot be received until damage is taken again. It cannot move hit points to higher than they were at the last short rest.
  334. On a long rest(8 hours) the character heals 3*toughness or 2hp. Whichever is higher.
  335.  
  336.  
  337.  
  338.  
  339. Disease
  340. Infection Roll: A characters rolls 2d10+toughness+defense(toughness) modified by the diseases difficulty and contracts the disease on a roll below 10.
  341. An infected character is a disease vector. Momentary contact requires a roll modified by the infection DC-5. Long term contact requires a roll modified by the infection difficulty.
  342. Overcoming Disease: The disease requires a success of defense(toughness) plus disease difficulty to overcome. Treating an illness requires a mind+medicine roll modified by the disease difficulty and success gives advantage on the next roll the patient makes to overcome the disease.
  343. Acute:Rolls are made daily Minor:One success of 2 rolls given to overcome or avoid infection
  344. Intermediate:Rolls are made weekly Moderate:One success of one roll given
  345. Chronic:Rolls are made monthly Severe:two success of 3 rolls given
  346.  
  347. Medicine
  348. A medicine roll is made with either mind or mind+medicine.
  349. Daily Use: On a natural roll of 2 the patient loses 2 hp. On a roll of 5 or under the patient loses 1 hp. On a roll of 10 they gain half their toughness or 0. On a roll of 15 the character heals 1 or their toughness in additional hp. On a roll of 20 they gain 2*toughness or 2. On a roll of 25 they gain 3*toughness or 3.
  350. Short rest use: Using medicine to heal on a short rest requires one unit of medical supplies. On a natural roll of 2 the patient loses 2 hp. On a roll of 5 or under the patient loses 1 hp. On a roll of 10 they gain 1(if toughness is 2+) or 0. On a roll of 15, they gain +1 hp. On a roll of 20, they gain +2 hp. On a roll of 25, they gain +3 hp.
  351.  
  352. Stabilization: When a character is at negative hp, another character may use medicine to aid them. They roll 2d10+medicine+mind+patients current hp. On a roll of 10, the patient has advantage on their next toughness roll. On a roll of 15, they also gain 1 hp. On a roll of 20, they also gain 2 hp. On a roll of 25 they also gain 3 hp. On a roll of 30, they also gain 5 hp.
  353.  
  354. Attribute Damage: A medicine roll of 15-20 is required to heal 1 point of attribute damage in a day depending on the severity of the damages source. Healing attribute damage requires one unit of medical supplies and severe diseases may require additional medical supplies to heal.
  355.  
  356. Medical supplies: A unit of medical supplies counts as one item weight for encumberance purposes. Not using medical supplies when it is required incurs disadvantage to the medicine roll.
  357.  
  358.  
  359.  
  360.  
  361.  
  362.  
  363.  
  364.  
  365.  
  366. Resource Management/Inventory
  367.  
  368. Encumbrance
  369. Items which are held in one hand count as 1 item weight. Items which are held in 2 hands count as two item weight, etc. Medium armor counts as 2 item weight, heavy armor counts as 3.
  370. Every 6 item weight in the backpack counts as 1 encumbrance point(ep). Every 4 readily accessible or worn item weight counts as 1 encumbrance point.
  371. Drawing an item out of a backpack. If 1ep is in backpack, a one in four chance of drawing the item out of the backpack in one action. 2 EP 1 in 6. 3 EP 1 in 8, etc. Every consecutive action spent to draw an item out of the backpack adds a plus one to the roll.
  372. When over 20 points of damage is taken by a player, the GM rolls a d20. That number item on the players inventory list is damaged. The inventory list is counted with readily accessible items first and then backpack items.
  373.  
  374. Every EP lowers movement by 5, penalizes rolls affected by encumbrance by one and reduces overland travel points by one.
  375.  
  376. Players ignore EP as follows
  377. -1 0 1 2 3 4 5
  378. ignore 1EP| ignore 1EP |ignore 1st ep|ignore first 2 ep | ignore first 2 ep | ignore first 2 ep | ignore first 3 ep
  379. ignore 3rd ep|ignore 4th ep | ignore 4th ep | ignore 4th ep | ignore 5th ep
  380. | ignore 6th ep | ignore 5th ep | ignore 6th ep
  381.  
  382. Mounts and carts: Every 10 items in a cart counts as one EP. A 4 legged mount can carry 10 items per an EP and pull 15 per an EP
  383.  
  384. Torches/Lanterns
  385. Time lit: The GM rolls 2d6 take the highest in secret for a torch. This amount of exploration actions/encounters/rooms explored until the torch goes out.
  386. Dropping a torch: A dropped torch has a one in four chance of going out when dropped.
  387. Light Radius: A torch provides enough light for the bearer+2 other characters or 30 feet.
  388.  
  389. Lanterns: A lantern lasts 3d8 take the highest, goes out on a 1 in 12 if dropped and provides light for the bearer+3 characters or 40 feet. A lantern requires a unit of oil to relight if it goes out and no additional oil if it goes out from being dropped.
  390.  
  391. Darkness: A character can operate in low light conditions but incurs disadvantage to any attacks outside melee range as well as perception rolls. A character in complete darkness has disadvantage on any action requiring sight as well as an additional -2 to any attack.
  392.  
  393. Ammo
  394. When a one is rolled on either dice when making a ranged attac,k ammo points are reduced by one.
  395. A pouch or quiver counts as one item weight and holds 2 ammo points.
  396. An ammo point is equivalent to 10 arrows or bullets.
  397. When scavenging used ammo roll a 1d10. On a 1, gain 1/2 ammo points. Additional exploration turns can bring the chance of gaining ammo points up to either a 2 or perception.
  398.  
  399. Rations
  400. Each day the player spends a ration which counts as 1/2 item weight.
  401. Half rations: The character must roll toughness+defense(toughness) versus -5-every day of eating half rations or gain exhaustion until they eat a full days amount of rations.
  402. Quarter rations: The character must roll toughness+defense(toughness) versus -10-every day of eating quarter rations or gain exhaustion until they eat 2 days of full rations.
  403.  
  404.  
  405.  
  406.  
  407.  
  408. Morale
  409. Whenever the first ally is killed or half of all allies have been killed, npc's make a morale roll. An npc's morale score is the DC the roll is made against and represents will to fight, training, etc. On a failure all combatants flee. The leader of a unit adds their social to the roll made.
  410.  
  411.  
  412.  
  413.  
  414. *Magic*
  415.  
  416. Rituals
  417. A player may gain rituals by spending experience points at a cost of 1xp per a ritual.
  418.  
  419. Rituals come in three categories.
  420.  
  421. Tier One Difficulty:-10
  422. tier one rituals take anywhere from a minute to an hour to cast. They rarely require ritual components. This is for the category of magick which make up the bulk of a magicians repretiore.
  423. A magician may gain advantage on the roll by spending an hour to perform a tier one ritual or using a ritual component.
  424. Examples: Using the skull of a recently diceased corpse to speak to its soul. Spending an hour in conversation with a man and beguiling him. Levitating up a stone wall. Hiding in a tree and then appearing to be one with it.
  425.  
  426. Tier two Difficulty:-15
  427. Tier two rituals always require a ritual component which is of a generally accessible nature. These spells require an hour to a day of time to cast. Tier two rituals are powerful spells which are the stuff of stories.
  428. A magician may gain advantage on the roll by deciding to spend an entire day casting the spell.
  429. Examples: Summoning a rain storm on the eve of battle. Summoning a spirit to make a contract with it. Flying for several minutes. Throwing a bone melting fireball.
  430.  
  431. Tier three Difficulty:-20
  432.  
  433.  
  434. Concentration: Any ritual or spell with a long lasting effect requires concentration. A ritual can in some cases be prepared in an enchanted object to be released later. While the ritual is prepared, concentration is used.
  435. Damage and attacks:Anytime a caster is attacked when casting a spell, the spell roll has disadvantage. Anytime a caster takes damage in combat, the spell or ritual fails and any concentration is lost.
  436. Casting Dangerously: Casting dangerously incurs a random magical effect in addition to the spell and gives a +5 bonus to the roll.
  437. Extending the time: A ritual may be cast at its maximum time period(except for teir three rituals) or the casting time may be extended by a full round. Doing so gives advantage on the roll.
  438.  
  439. Spell casting
  440. To cast spells spontaneously, the player must spend a special on a specific category of magic. For example, size changing, vocal and audial enchantment, teleportation, communicating with animals and minerals, lightning, healing, divination, etc.
  441. The power of spontaneous spells range from creating a flicker to light ones pipe with to throwing balls of fire. From making oneself more likeable/imposing to commanding a soldier to impale himself. A spell is cast at tier one to three with examples given concerning their category of magic.
  442. The player must declare spell intention and then roll against the difficulty of their spell.
  443.  
  444. Casting bonus: A player uses their mind+mystery as the bonus to the roll to cast rituals and spells.
  445. Failing a spell roll: A player who fails the roll to cast a spell or ritual has magical backlash. At 8-10, this is merely a random magical effect. Below that, there are further negative consequences depending on the power of the magic and the failure extent of the roll. Example: A player failing a tier three ritual to become a lich draws the notice and ire of the god of death.
  446.  
  447.  
  448.  
  449.  
  450.  
  451.  
  452.  
  453.  
  454.  
  455.  
  456.  
  457.  
  458.  
  459.  
  460.  
  461. Additional rules to create
  462. Tier one
  463. Wilderness travel, status effects
  464. Tier two
  465. Alchemy, herbalism, downtime turn actions
  466. Tier three
  467. hireling rules, crafting, mass combat, economics
  468. Tier four
  469. town leadership, domain leadership, business ownership, church leadership, magical research
  470. Tier five
  471. Generations,
  472.  
  473.  
  474.  
  475.  
  476.  
  477.  
  478.  
  479.  
  480.  
  481.  
  482.  
  483.  
  484.  
  485.  
  486.  
  487.  
  488.  
  489.  
  490. a way to adjucate when to eat, possible hit point gain rather than keeping track of time
  491. Rework special attack rules
  492. Momentum mechanic
  493.  
  494. innkeeper
  495. knight
  496. miller
  497. Reeve
  498. Lawyer
  499. cook
  500. Friar
  501. Summoner
  502. Clerk
  503. Merchant
  504. Franklin
  505. Yeoman
  506. Sailor
  507. Physician
  508. Steward
  509. Parson
  510. Tradesman
  511. Peasant
  512. Sage
  513. Lumberjack
  514. Hunter
  515. Fool
  516. Pilgrim
  517. Soldier
  518. Thug
  519.  
  520.  
  521. Burden
  522. Drive
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