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Dec 30th, 2014
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  1. Roll HP for the day: d12 with Advantage
  2.  
  3. ===
  4.  
  5. Non-combat resolution/Skill check
  6.  
  7. Roll d20, adding d12 if it's your class skill
  8. <10: setback
  9. 10-14: no change
  10. 15-19: success
  11. 20+: success with benefit
  12.  
  13. ===
  14.  
  15. Initiative: Use any of the following skill checks, keeping in mind possible class skills for Advantage
  16.  
  17. Deception / AGIL: become Hidden on a success, unless someone else uses Detection for their initiative and rolls higher
  18. Athletics / FORT or AGIL: become Engaged with an enemy with lower initiative on a success
  19. Detection / WIS: reveal a Hidden enemy with lower initiative on a success
  20. Knowledge / INT or WIS: on a success, you or another ally of your choice have Advantage on Defense rolls against enemies with lower initiative than you, for the first round
  21.  
  22. ===
  23. Combat
  24.  
  25. You get one Move and one Action
  26.  
  27. Move: become Engaged with one target
  28. Move: Disengage from one target
  29.  
  30. Action - Basic Attack: roll d20, 10 or higher hits, roll [d12 with Advantage] for damage. Makes you Engaged with your target
  31. Action - Power Attack: roll d20-d12, 10 or higher hits, roll d12+d12 for damage. Makes you Engaged with your target
  32. Action - Rage: d20 rolls for Attacks have Advantage, d20 rolls for Defense have Disadvantage. Rage ends when you are Dropped or all enemies are Dropped
  33.  
  34. Passive - Cleave: on successful hits, also deal your d12 class die in damage to a second Engaged enemy
  35. Passive - Cleave: if you Drop an enemy during your turn, you can make another Basic Attack or FORT check against any other enemy
  36.  
  37. Action - Active Defense: roll [d20 with Advantage]+d12, 15 or higher means no damage, else lose 1 HP. You and your attacker become Engaged
  38.  
  39. Passive - Basic Defense: roll d20+d12, 15 or higher means no damage, else lose 1 HP. You and your attacker become Engaged
  40.  
  41. Action - Skill checks in combat:
  42.  
  43. Athletics / AGIL: Disengage from all targets currently Engaged with
  44. Deception / AGIL: on a success, become Hidden; requires you to not be Engaged with anyone
  45. Detection / WIS: on a success, detect one Hidden enemy, allowing them to be attacked/engaged by you and your allies
  46. Athletics / FORT: on a success, Restrain a target that's Engaged with you
  47. Athletics / AGIL or FORT: on a success, break from a grapple
  48. Influence / FORT: on a success, force a Restrained target to surrender
  49. Influence: on a success, convince a Hidden enemy to reveal themselves, or convince an Engaged enemy to Disengage from you and all party members currently engaged with
  50.  
  51. ===
  52. Terminology:
  53.  
  54. Dropped: when a character reaches 0 HP
  55. Restrained: the character cannot move, and attack and defense rolls against them have Advantage
  56. Hidden: a character cannot be attacked nor Engaged. This lasts until the character makes an attack, or is detected, or is convinced to reveal themselves
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