Quickstart rules

Character Creation

  • Attributes

    • Pick a major and a minor attribute
      • Strength, Dexterity, Mobility, Vitality, Willpower
  • Class

    • Pick a class
  • Skills & Proficiencies

    • You roll 3d6/6 for skills. You succeed on a 5-6 instead if you are trained in the skill.
    • You roll an additional dice for each rank in the skill.
    • Pick up to 6 skills and proficiencies
      • Athletics
      • Acrobatics
      • Animal handling
      • Deception
      • Diplomacy
      • Heal
      • Knowledge (Arcana)
        • Each type of magic requires a skill point to unlock.
      • Knowledge (Local)
      • Knowledge (Nature)
      • Knowledge (Prime)
      • Perform
      • Sleight of hand
      • Stealth
      • Survival
    • Proficiencies
      • Weapons
      • Armor
      • Tools

Combat

  • Stamina

    • Your character has a stamina pool. It consists of pool of d6s. (i.e. 6d6, 8d6, 15d6 or however large it may be)
    • You roll this pool at the beginning of combat.
    • Stamina refreshes after a 5-minutes rest.
  • Movement

    • Your character moves 5 squares per turn, and then may attack. You must move and then attack.
    • He/she can also move 1 additional square at any point, such as during middle of an attack, or even after an attack.
    • He/she can move 7 squares instead if...
      • Movement is in a straight line.
      • You forgo the 1 square adjustment this turn.
  • Attack

    • An attack consists of some number of d6s. This number depends on your weapon. (A greatsword may be 5d6, where a dagger might be 2d6)
    • When you attack, you roll your attack roll, and count up the number of 6s you rolled.
      • Those represent successful hits, which you can then distribute to enemies within reach.
    • When you are hit, you must negate the hit or be knocked unconscious.
  • Defense

    • Dodging a hit costs 3 stamina dice from your pool.
    • Light armor/light shield negates a hit per round. Medium armor/heavy shield negates 2 hits per round. Heavy armor negates 3.
      • Shields cannot be used while surprised.
    • You can also parry a hit by expending a stamina dice that shows a 6.
    • You can use a shield or parry for an adjacent ally.
  • Inventory

    • You can have up to 4 items that are ready to be used immediately.
      • Two-handed weapons take up 2 slots.
      • E.g. a character might have a longsword, shield, and 2 potions within easy reach.
      • E.g. another layout might be a bow, quiver of arrows, a dagger, and a shield.

 

Magic

  • You may cast a spell instead of attacking.
    • Casting a spell initially costs 1 stamina.
    • You can initiate more than one spell simultaneously.
      • Each independent spell initially costs 1 stamina.
  • Your spell completes at the beginning of your next turn.
    • This is when you pay the stamina cost for your spell.
    • If you are interrupted before your spell is completed, your spell will fizzle.
  • There are 5 different types of magic. They each require different numbered stamina cost.
    • Energy generation (requires stamina dice that show an 1)
      • Examples
        • Light
        • Fire
        • Heat
        • Lightning
    • Summon inorganic matter (requires stamina dice that show a 2)
      • Examples
        • Stones, rock
        • Water
    • Summon creature (requires stamina dice that show a 3)
      • Examples
        • Summon creature
          • Summoned creatures disappear when their stamina hits zero.
        • Call creature
          • Called creatures share the caster's stamina pool.
        • Transformation
    • Kinetics (requires stamina dice that show a 4)
      • Examples
        • Pushing/pulling objects
        • Crush an object
        • Binding creatures
    • Banish/dispel (requires stamina dice that show a 5)
      • Examples
        • Making objects disappear
  • Spells have tiers. Low tier spell is simpler than high tier spells.
    • Each tier costs 1 stamina dice that shows the specific number.
      • E.g. tier 2 fire spell costs 2 stamina dice that shows an 1.
    • You can increase the spell's potency by spending additional stamina dice. (there is no limit on boosting this way)
      • E.g. you can cast a tier 2 fire spell and boost it 4 times, for total stamina expenditure of 2 1's and 4 random numbers.
    • Spells of tier 4 and higher are complicated and easy to lose control.
      • When you use tier 4 or higher magic, 
  • Spells have range. They are listed below. (Units are squares, and "n" is the number dice used to boost the spell.)
    • Tier 1 spell
      • 2 + 0.5n
    • Tier 2 spell
      • 4 + n
    • Tier 3 spell
      • 6 + 2n
    • Tier 4 spell
      • 8 + 4n
    • And so on.
  • Spells have area. They are listed below. (Units are squares, and "n" is the number dice used to boost the spell.)
    • You can always use multi-target versions of lower tier spell with a higher tier spell.
    • You can always use fine detail versions of lower tier spell with spells at least two tiers higher.
    • Tier 1 spell
      • Single target
    • Tier 2 spell
      • Burst 2 + 0.5n
      • Cone (90 degree cone, starts from the caster and can go up to half of the maximum range)
      • Ray (similar to ranged attack)
    • Tier 3 spell
      • Burst 3 + n
      • Line (starts from the caster and can go up to maximum range)
      • Single target: fine detail
    • Tier 4 spell
      • Burst 4 + 2n
  • Spells have damage. They are listed below. (Units are dice, and "n" is the number dice used to boost the spell.)
    • Energy generation
      • Tier squared + nd6
    • Summon inorganic matter
      • Tier squared + nd6 (can be blocked)
      • Fine detail allows the spell to hit on 5-6.
    • Summon creature
      • N/A
    • Kinetics (requires stamina dice that show a 4)
      • 2d6 per tier + nd6 + nd6
      • Also push/pull 1 square for every hit generated
    • Banish/dispel (requires stamina dice that show a 5)
      • 1 hit per tier + nd6
      • Remove Visualizations in the area.
  • Types of magic can be combined.
    • Examples
      • Creating and launching sharp spikes of ice (this involves summon inorganic matter and banish)

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