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When Fatigue is empty, you are **Exhausted**: –2 dice on all rolls until resting. Used when sprinting, enduring harsh environments, or overexerting. | +| **Speed** | Agility × 2 | Determines how far you move per turn. 1 point = 1m (or 1 square). Used for chase scenes and battlefield positioning. | +| **Burden** | Might + Fortitude | Maximum _heavy items_ you can carry without penalties. Each item beyond your Burden imposes –1 die to all actions and halves Speed. | ## Skills Skills represent areas of training, expertise, or honed instinct. They define **what your character knows** and **what they can do well**. Like attributes, skills are rated from **0 (untrained)** to **5 (mastery)**. @@ -168,16 +178,16 @@ Most abilities allow you to mark **1–3 dice**. Some legendary techniques may a ### Marked Dice Modifiers -| Modifier | Effect | | -| --------------- | ----------------------------------------------------------------------- | --- | -| **Powerful** | On success, add this die’s face value to the action’s impact or damage. | | -| **Exploding** | If this die rolls a 6, roll one additional die. | | -| **Lucky** | If this die fails (no success), you may reroll it once. | | -| **Risky** | On success, gain a stronger effect. On a roll of 1, suffer backlash. | | -| **Persistent** | Save this die’s result and use it once later in the same scene. | | -| **Cooperative** | On success, grant an ally a bonus or share the benefit. | | -| **Corrupted** | Required for dark or void-based abilities. May attract danger. | | -| **Locked** | A neutral die that cannot carry any other modifier. | | +| Modifier | Effect | +| --------------- | ----------------------------------------------------------------------- | +| **Powerful** | On success, add this die’s face value to the action’s impact or damage. | +| **Exploding** | If this die rolls a 6, roll one additional die. | +| **Lucky** | If this die fails (no success), you may reroll it once. | +| **Risky** | On success, gain a stronger effect. On a roll of 1, suffer backlash. | +| **Persistent** | Save this die’s result and use it once later in the same scene. | +| **Cooperative** | On success, grant an ally a bonus or share the benefit. | +| **Corrupted** | Required for dark or void-based abilities. May attract danger. | +| **Locked** | A neutral die that cannot carry any other modifier. | >[!danger] Example: A Risky Spell >Talia, a spirig-binding sorcerer, attempts to freeze use a bound spirit of ice to freeze an approaching bandit. diff --git a/Rules/Character Creation.md b/Rules/Character Creation.md index 6f1940b..67ceb71 100644 --- a/Rules/Character Creation.md +++ b/Rules/Character Creation.md @@ -36,7 +36,7 @@ Your species defines the roots of your character’s identity. It shapes their p | **Akumei** | Fortitude, Spirit, Focus | Presence | **Stealth**, **Occultism**, **Intimidation** | **Void’s Whisper**, **Unnerving Presence**, **Witchblood Endurance** | -## **Step 3: Choose a Culture** +Re## **Step 3: Choose a Culture** Your culture is the environment and traditions that raised you. **What You Gain**: @@ -86,11 +86,11 @@ Your age shapes the balance between raw potential and accumulated expertise. ## **Step 6: Distribute Marks** Each character starts with a pool of **Attribute Marks (X)** and **Skill/Ability Marks (Y)** based on **Starting Level**. Then apply your **Age Category modifiers** from Step 5. -|Start Level|Attribute Marks (X)|Skill/Ability Marks (Y)| -|---|---|---| -|**Gritty**|**80**|**20**| -|**Standard**|**100**|**30**| -|**Veteran**|**120**|**40**| +| Start Level | Attribute Marks (X) | Skill/Ability Marks (Y) | +| ------------ | ------------------- | ----------------------- | +| **Gritty** | **90** | **20** | +| **Standard** | **110** | **30** | +| **Veteran** | **130** | **40** | ### **Spending Marks** | Type | Formula | diff --git a/Rules/Combat.md b/Rules/Combat.md index ecbc829..e7cf252 100644 --- a/Rules/Combat.md +++ b/Rules/Combat.md @@ -228,13 +228,13 @@ Then, both attacker and defender roll their pools and compare results. ### The Defense Roll Defenders have options, and choosing the right one matters. Whenever a creature is attacked, they may declare one of the following reactions **before** the attacker rolls: -|Defense Option|AP Cost|Roll|Notes| -|---|---|---|---| -|**Evade**|1 AP|**Agility + Dodge**|Avoid the attack entirely and position yourself. Reduce the damage taken by the number of successes rolled. When you have a positive Success Margin you can choose to reduce the defense penalty for the rest of the round.| -|**Counterattack**|1 AP|**Agility + Weapon Skill**|A risky maneuver. If you win the roll, the attacker takes the Success Margin as damage. If you lose you gain additional injuries to the missing successes.| -|**Block**|1 AP|**Agility + Shields**|Solid and reliable. Reduce the damage taken by the number of successes. Any Success Margin reduces the attackers dice on the next action. Can include marked dice from shield traits.| -|**Parry**|1 AP|**Agility + Weapon Skill**|You deflect an incoming blow with your weapon. Reduce the damage by the number of successes. Any Success Margin may be used as bonus dice against your next attack against the enemy until end of your next turn.| -|**Rely on Armor**|- |**Flat dice from armor**|Passive. Always usable. It does not stop the hit, but you reduce the damage taken by the successes.| +| Defense Option | AP Cost | Roll | Notes | +| ----------------- | ------- | -------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | +| **Evade** | 1 AP | **Agility + Dodge** | Avoid the attack entirely and position yourself. Reduce the damage taken by the number of successes rolled. When you have a positive Success Margin you can choose to reduce the defense penalty for the rest of the round. | +| **Counterattack** | 1 AP | **Agility + Weapon Skill** | A risky maneuver. If you win the roll, the attacker takes the Success Margin as damage. If you lose you gain additional injuries to the missing successes. | +| **Block** | 1 AP | **Agility + Shields** | Solid and reliable. Reduce the damage taken by the number of successes. Any Success Margin reduces the attackers dice on the next action. Can include marked dice from shield traits. | +| **Parry** | 1 AP | **Agility + Weapon Skill** | You deflect an incoming blow with your weapon. Reduce the damage by the number of successes. Any Success Margin may be used as bonus dice against your next attack against the enemy until end of your next turn. | +| **Rely on Armor** | - | **Flat dice from armor** | Passive. Always usable. It does not stop the hit, but you reduce the damage taken by the successes. | Each additional active defense after the first in a round imposes cumulative penalties of -2 dice to the rolle: @@ -337,6 +337,7 @@ Each **rest period**, which is typically a full night of sleep or a day of secur A character trained in **Medicine** can attempt to treat Injuries during downtime or after combat. **Treat Injury Roll:** Roll for Wits + Medicine. This can be done once a day and takes about an hour to apply. Treating injuries requires to have according materials (e.g. bandages, herbs, desinfectants, tools, etc.) and a quiet environment. + |Result|Effect| |---|---| |1 Success|The patient gains +1 die to their next Fortitude roll to recover that Injury and the risky die is removed from the recovery roll.|