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Armor provides a protection rating (PR), which is subtracted from incoming damage, meaning you have the potential to reduce incoming damage to zero.
Shields give you advantage to defense tests when parrying.
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Armor can degrade over time. All armor has a d6 Armor value (AV) dice, the number of which may differ depending on the type of armor. Whenever you roll a critical failure to defend yourself, one of your AV is removed and considered "broken."
After a rest, a player can try to fix broken armor by rolling their broken AV dice. If they roll above the armor's AV, the die is no longer broken. If they roll on or below the armor's AV, the die is broken permanently until repaired. If all AV are broken, the armor is destroyed.
If a character wears armor that is not listed in their class, or that they have not gained proficiency for in some other manner - they should add its AV to the d20 result when making any ability test (including those to attack and defend).
Weapons come in a number of basic categories, and can largely be flavored how you please (up to mod discretion). Every character will have 1 key weapon. This is their primary weapon, and can have 3 weapon skill from the beginning. You may only weild one key weapon at a time.
✧ Two-handed Weapons give an extra 1d4 to Attack Damage rolls, but also add 1d3 to Ability Tests, Attack, and Defend (Parry) rolls.
One-Handed
Sword
Dagger
Axe
Mace
Club
✧Flail
✧Whip
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Two-Handed
Greataxe
Greatsword
Quarterstaff
✧Pike
Spear
✧Poleaxe
Trident
✧ These weapons have reach: you can attack enemies that are nearby as well as close.
Sling
Bow
Crossbow
Flintlock firearm
Pistol
Rifle
Musket
There are many items that you may be able to obtain, through scouring ruins, stealing, or buying. When gauging how much inventory space an item will take up, consider its size. Most items will take up only one slot. However, particularly large or heavy items may take up more. Large quantities of items will also take up more slots.
For example, a sword will take up only one slot. But a greataxe will take up two. A bundle of arrows will take only one slot. But all the gold retrieved from a lindworm's horde will take up two - or even three!
Throwing knives (1d4, lacerate)
Hatchet (rend)
Bola (inflicts target with stuck for 2 turns)
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Anesthetics (Succeed at a CON test or fall asleep). Witchdrop, Snowseed
Death (Succeed at a CON test or die). Blackseal, Nooseberries
Hallucinations (Succeed at a CON test or lost touch). Prophet's thistle, Dragonweed
Healing (heals d6 HP). King's laurel, Angel tail
Pain (Succeed at a CON test or suffer Disadvantage on all tests and rolls). Trollbark, Blood ash
Stimulant (get same result as a short rest). Hawkleaf, Steel seeds
Weakness (Disadvantage on all rolls). Spider cress, Plague root
At the GM discretion, high or low quality drugs can affect the CON test (Disadvantage for high quality drugs, Advantage for cheap ones).
Equipment skills are special traits that equipment may have. When creating equipment, you may create your own equipment skill using these as a guide or inspiration, or choose one of the effects below.
All equipment skills take an action to use, unless specified otherwise.
Equipment skills are subject to GM approval.
✧ Some equipment effects are draining to use, and cause you fatigue. Each fatigue takes 1 inventory slot, and can be cleared by resting.
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✧ Some equipment effects require a magical component tagged Lustre, which can be fulfilled through the user channeling (such as in the case of Starlings) or require rime-infused items. These items must specifically state they are rime-infused to possess these effects.
Higher levels of Lustre require hire Usage Die in infused items. They also require the Lustre die to be rolled the Lvl number of ties after usage.
Ud20 → Ud12 → Ud8 → Ud6→ Ud4
Lvl 5 → Lvl 4 → Lvl 3 → Lvl 2 → Lvl 1
Backstab. Dash behind your enemy and inflict a critical strike (DEX test, 2 fatigue)
Success: strike your target for double damage
Failure: your target immediately attacks in retaliation, imposing disadvantage on your defense
Barrier. (reaction, Lustre[1]) Raise a magical shield to negate all damage from the attack (WIS or INT test, 1 fatigue)
Success: Raise a magical shield to negate all damage from the attack.
Failure: Impose damage disadvantage on the target’s attack.
Block. (reaction) Raise shield Close; Str save to avoid all physical damage (Fatigue).
Bloodthirst. When you land a killing blow, heal for 1d4. If the kill was a Nat 1, also heal 1 wound (fatigue)
Charge. (reaction) Drive your shoulder into your opponent, moving up to Nearby; STR test to disrupt the attack and take no damage (Fatigue).
Cleave. Deliver a devastating sweeping attack (STR test, 1 fatigue)
Success: Strike for double damage
Failure: your target attacks in retaliation with advantage. Crit success: make an extra attack against the nearest nearby target.
Clobber. Smash the enemy’s head with damage advantage; character must make a successful STR test to daze the target, causing their opponent to lose their next turn (Fatigue).
Crush. Target the enemy’s limb for enhanced damage (d12); make a Dex test to Impair target until their turn next round. (Fatigue).
Dash. (reaction) when you defend(dodge), the effects are as follows: (DEX test, fatigue)
Success: avoid all damage and move a range band. Failure: Impair the enemy's attack, reducing by d4 damage.
Disarm. Hook your opponent’s weapon hand; make a DEX test to disarm them (1 Fatigue).
Distraction. When an ally will be rolling defense with disadvantage, make a successful CHA test to distract their opponent and instead allow your ally to roll as normal. (CHA test)
Flameshield. (reaction, Lustre[1]) Manifest a fiery shield in your offhand to deflect an attack; success WIS test avoids all damage, otherwise half (WIS test, Fatigue).
Frenzy. The ferocity of your attack staggers your opponent; a successful CHA test causes your target to falter momentarily, allowing you to make an extra attack (Fatigue).
Greystone. (Lustre[1]) Cast a magical stone as if from a sling for d4 damage, Faraway range.
Guard. (reaction) When a member of your party is injured, you may expend your action to protect them, moving towards them up to Faraway, giving them your armor points. If your action has already been used this round, you lose your turn next round. Can be used once per encounter.
Hack. Attack your opponent in a frenzy for double damage (Fatigue).
Critical Success: Make a Str save to stagger your opponent from the ferocity of the attack, moving back a range band and losing their next turn.
Heal. (Lustre[1]) Call upon the light to heal your wounds; restore 1d6 HP to yourself or a nearby target (Fatigue).
Ignite. (Lustre[2]) Channel ancient magic to ignite your weapon (or gloves) in blazing fire; for the duration of the fight, melee attacks do double damage and ignore armor less than 3 armor protection (Fatigue).
Inspire. On a successful CHA test, grant an ally an extra action (CHA test, fatigue).
Lacerate. Slice a deep wound in the enemy for initial d6 damage; target takes ongoing damage (1 fatigue).
Lightning Spear. (Lustre[1]). Summon a crackling bolt of lightning; strike a foe in distant range for d8 damage (Fatigue).
Rage. Call upon your animal spirit which imbues you with bestial strength; for d4 rounds, gain 3 PR as if wearing armor, and make all melee attacks at double damage. When the rage ends, make WIS test (you can choose to fail):
Success: The animal spirit departs and you regain control; add 2 Fatigue.
Failure: The beast takes control; gain 2 Fatigue and continue to rage with a 50% chance to attack friendly targets.
Rend. Inflict a vital wound for d6 damage; successful DEX test halves speed for your target for the duration of the fight. For flying targets, it removes their ability to fly for Ud4 rounds (Fatigue).
Retaliation. When attacking a target that has inflicted damage on you in the past turn, deal direct damage+1 (fatigue)
Rime spear. (Lustre[2]). Propel a spear of pure energy; strike your foe with the spear for d10 damage, up to faraway range (Fatigue).
Shout. (reaction, Lustre[1]). Your voice propels a shockwave that staggers a foe within melee range; CON or CHA test to disrupt an attack and take no damage (Fatigue).
Shove. (reaction). Take your weapon in both hands and push back against an enemy, halting their strike and knocking them prone (Str test, Fatigue).
Smash. Bludgeon your opponent with advantage; make STR test to knock them down and cause them to miss their next turn (Fatigue).
Sunder. Tear through your opponent’s armor for d4 damage; first occurrence causes target to lose 1 protection (Fatigue).
Supernova. (Lustre[1]) On a hit, causes an explosion of light. Deals 1d10 damage and blinds the target for 1 round (fatigue)
Thrust. Lunge forward to extend double the range of your weapon (fatigue).
Volley. Fire two arrows without hesitation; roll damage twice (1 Fatigue).
Crit Success: Fire another arrow and roll an extra damage die.