Cairn - One Page Character Sheets with Rules Summary.pdf

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Note
the portrait, description, traits etc are
purely for inspiration. You don't have to follow
them!
Each of the three
abilities
are used for
Saves
A save is a roll to avoid bad outcomes from risky
choices and circumstances. Roll a
d20
for an
appropriate ability ability. If they roll
equal to or
under that ability score,
they pass. Otherwise,
they fail. A 1 is always a success, and a 20 is
always a failure.
Strength (STR):Physical power and resilience.
Dexterity (DEX): Poise, speed, and reflexes.
Willpower (WIL): Persuade, deceive, intimidate,
charm, manipulate spells.
When you take
damage,
lower your
HP
(hit
protection) equal to the amount of damage
taken. Before calculating damage to HP,
subtract your
Armour
value from the damage
roll.
Damage that reduces a target’s HP
below zero
decreases a target’s
STR
by the amount
remaining. They must then make a
STR save
to
avoid critical damage.
.
Any PC that suffers critical damage cannot do
anything but crawl weakly, grasping for life. If
given aid and rest, they will stabilise. If left
untreated, they die within the hour.
A moment’s rest and a swig of water will restore
lost HP, but may leave the party vulnerable.
Ability loss requires a week’s rest and the aid of
a skilled healer.
If an attack reduces a PC’s HP exactly to
0,
refer
to the
Scars
table.
Deprived
characters cannot recover HP. If
deprived for more than a day,they add a
Fatigue
to inventory. Fatigue occupies one slot and lasts
until they can recover in safety. This effect is
cumulative.
Ability loss requires a week’s rest and the aid of
a skilled healer. Having STR 0 means death;
having DEX 0 is paralysis; having WIL 0 is
delirium.
INVENTORY
Characters have a total of
10 inventory slots:
a backpack with six
slots, one slot for each hand, and two slots for their upper body
(such as the belt, chest, or head). Most items take up a one slot, but
smaller items can be bundled.
Bulky
items take up
two slots
and are
awkward or difficult to carry.
Filling all ten item slots reduces a PC to 0 HP. PCs cannot carry
more than their inventory allows, though carts & horses may
provide an increase in slots.
CASTING SPELLS
Anyone can cast a spell by holding a
Spellbook
in both hands and
reading its contents aloud. They must then add a
Fatigue
to
inventory, occupying one slot. Given time and safety, PCs can
enhance a spell’s impact (e.g., affecting multiple targets, increasing
its power, etc.) without any additional cost. If the PC is deprived or
in danger, the Warden may require a PC to make a
WIL
save to
avoid any ill-effects from casting the spell. Consequences of failure
are on par with the intended effect, and may result in added
Fatigue, the destruction of the Spellbook, injury, and even death.
COMBAT
On their turn, a character may
move up to 40ft
and take up to
one
action.
Actions may include casting a spell, attacking,
making a second move, or other reasonable activities. Actions,
attacks, and movements take place simultaneously. Whenever
turn order is uncertain, the PCs should make a
DEX
save to see
if they go before their enemies.
.The attacker rolls their weapon die and subtracts the target’s
Armor, then deals the remaining total to their opponent’s HP.
Unarmed
attacks always do 1d4 damage. If
multiple attackers
target the same foe, roll all damage dice and
keep the single
highest result.
If attacking with
two weapons
at the same time,
roll both damage dice and keep the highest.
If an attack is
impaired
, the damage die is reduced to
1d4,
regardless of weapon. If the attack is
enhanced,
the attacker
rolls
1d12.
Attacks with the
blast
quality affect all area targets,
rolling separately for each.
Retreating
always requires a successful
DEX
save, as well as a
safe destination to run to.
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