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DRAGON DICE Role Playing Game
Rulebook
Forward:
Dragon Dice RPG is a role-playing game wherein Players will create characters, and a Game
Master (GM) will create scenarios that challenge them and provide a venue to create a collective story.
Dragon Dice RPG (DDRPG) also gives you another way to use your collection of Dragon Dice in addition
to the base game. The base Dragon Dice game is a unique battle game in a setting all its own. Whole
armies clash, where each dice represents an individual warrior. This RPG diverges from both the
mechanics & from the setting of the base game. You will create a character and use multiple dice to
represent their talents and abilities. You will breathe life into your creation by choosing what they do,
how they grow and progress, and by telling their story. Someone in your gaming group will take on the
role of the Game Master and provide challenges and interesting settings for this narrative to take place
in. Multiple players will gather to experience the story and the excitement together and all involved will
pool their creative powers to evolve something exciting. The game does require a significant amount of
these specialized dragon dice to provide choices among all the options available to characters and
monsters in the game. If youre missing a particular dice please feel free substitute to your hearts
contentas long as youre playing & having fun doing it.
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Table of ContentsCharacter Creation ............................................. 3
Ability Scores ...................................................... 5
Race & Background ............................................ 7
Races .............................................................. 7
Human ........................................................ 7
Elf ............................................................... 7
Dwarf .......................................................... 8
Backgrounds ................................................... 9
Class ................................................................. 10
Warrior ......................................................... 11
Rogue ........................................................... 15
Multi-classing ............................................... 18
Skills ................................................................. 20
Feats ................................................................. 23
Dragon Dice ...................................................... 24
Selecting your dice ....................................... 24
Your Character Pool ..................................... 24
Modifiers based on the CP ........................... 25
Using Dragon Dice ........................................ 26
Special Action Icons: ................................ 26
TAbs .......................................................... 27
Advancement ................................................... 29
Combat ............................................................. 30
Game Round ................................................ 30
TAbs.............................................................. 30
Action Quality .............................................. 30
Saves ............................................................ 31
Opportunity Attack ...................................... 31
Recovery Roll................................................ 31
Initiative Roll ................................................ 31
Movement ................................................... 32
Actions ......................................................... 32
Reactions ..................................................... 32
Threatened Squares ..................................... 33
Fleeing.......................................................... 33
Adventuring ..................................................... 34
Social challenges .......................................... 35
Equipment ....................................................... 39
GM Section ...................................................... 40
Monsters ...................................................... 42
Extra Monster Abilities ................................ 43
Level based modifiers & defenses ............... 43
Monster Creation......................................... 44
Experience ................................................... 45
Glossary ........................................................... 47
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Character CreationYour questing will reward you with experience,
riches, and stories to tell around the campfire.
Throughout this adventure, your character will
gain levels, called leveling up. Each level
carries different rewards, and some of these are
based on factors you have chosen, such as race
or class. All classes share common elements of
advancement detailed in the table below.
Creation
When starting a new character, follow the steps
below. Rules for creating characters which have
already advanced beyond first level are detailed
in the GM section.
Roll ability scores Choose a race Choose a class Choose dragon dice to represent your
character (see table X-1)
Spend skill points Choose feats Purchase equipment
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Player Campaign Experience Points
Character Race Class
Height Weight Age
Details:
HP Bloodied Initiative
Presence Conscientiousness Conviction
Ability Scores Modifier Defenses Total lvl + Key Stat
+ Dice Pool
Bonus
+ Class
Bonus
Power AC (agility)
Agility FORT (power)
Insight REF (agility)
Intelligence WILL(insight or
intelligence)
Character Pool Skill Total Ability +Training + Misc.
Die Race Type HealthOrigin
(Class/Race/Free) Athletic
Craft
DiplomacyHealing
Nature
Nimble
Overwhelm
Perception
Scholar
Streetwise
Thievery
Wizardry
Equipment
Items
Wealth
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Ability ScoresAbility Scores show your strengths or
weaknesses. The higher your strength score,
the more you are able to overpower your
competition. Conversely, the lower your
perception score, the less likely you are to
notice hidden things. Scores that result in
negative modifiers are below average for a
normal humanoid while scores with positive
modifiers are above average. Modifiers greater
than 4 represent incredible, abnormal or
astonishing, abilities.
Generating Ability Scores
Roll 4d6 and keep the best three. Do this 4times and assign each of these values to a
different ability.
Determining modifiers
Each ability score has an accompanying
value known as an ability modifier. Both the
score and the modifier will be tracked on your
character sheet. These modifiers will apply in
many circumstances, including skills, TAbs, and
all manner of actions.
Score
value
MODIFIER Score
value
MODIFIER
2 to 3 -4 14 to 15 +2
4 to 5 -3 16 to 17 +3
6 to 7 -2 18 to 19 +4
8 to 9 -1 20 to 21 +5
10 to 11 +0 22 to 23 +6
12 to 13 +1 Continue pattern
Power Strength and stamina, your sword cuts
deeply, you continue on after your companions
are tired. While each warrior possesses
different skills the source for which is rooted
in their power.
Agility Striking accurately, dodging an enemy
blow, leaping through the air yet landing safely.
Insight The powers of perception yield many
rewards. This represents the ability to discern
truth from falsehood, to see clearly intodarkened corners, to think broadly and
understand consequences.
Intelligence There are as many was to be
erudite as there are deep thinkers. Intelligence
powers not only the quest for knowledge and
answers but also provides the energy to
manifest magical effects.
The social triangle Presence,
Conscientiousness, Conviction
Presencestatistics value associated w/race &
class (each has a modifier), also players choose
a value between 1 and 3 for each character.
Great when seeking notoriety, bluff your way
past lesser beings, promote your way to
leadership. Terrible when hiding from
authority, sneaking anywhere, anytime you
want to be unremarked or unobtrusive.
Sometimes good when attempting to swayopinion. Typically the higher your presence, the
easier it will be to get someone with a
sympathetic viewpoint to agree and the
harder it will be to sway the already
antagonistic. Presence may be changed by the
GM throughout an adventure.
Conscientiousness a value selected by the
player. A measure of the amount you think
about, help, or cater to others. Though typicallyused on its own, may modify your presence
value in certain circumstances. Negative values
indicate you only have time for you and the
things you care about high values indicate
your needs are less important than those of
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others. Other players may change your
conscientiousness score based on your actions.
Conviction a value selected by the player. A
measure of the amount you care about or are
aligned to a cause. Prepare to explain yourviewpoints to both your fellow players and your
GM. Negative conviction values mean youll sell
your sword to the highest bidder, you will back
out of a contract, you arent part of any
organizations, and often youll scoff at those
who dont share your views. High conviction
values mean your life is guided by inflexible
principles, that your cause may be more
important even than your safety, that you
would do anything to keep your word. Thosewith a high conviction look down on or feel
sorry for those who dont. Typically used on its
own, this value may modify your presence value
in certain circumstances. Other players may
change your conviction score based on your
actions.
Think about how the three values interact and
relate. Someone with a high presence, high
conscientiousness, and high conviction may bea leader in their religious order, or a famous
hero out to save the world. Someone with a
low presence, but high conscientiousness &
conviction may be an unsung hero, a quiet
monk, or a lowly scribeall dedicated to their
quest. High P, low CS, high CV = someone
famous in an organization thats just too
important to bother with others. Low P, low CS,
high CV = someone so dedicated to their ideals
that they dont have time for you even societyhardly knows they exist. High P, high CS, low CV
= someone who is likeable and wants to help
others, but may not stick around long and may
be actively looking for a better situation
possibly at your expense. Low P, high CS, low
CV = someone who is flying under the radar by
accident or by design, theyre very aware of
others but they may not mean them well. High
P, low CS, low CV = someone who is probably an
evil super-villain; theyre hard to miss and they
certainly dont care about anyone else and will
do anything at any time. Low P, low CS, low CV
= if this person isnt you, then theyre probably
trying to backstab you right now. They dont
stand out of a crowd, are only interested in
their own agenda, and have no qualms about
getting what they want. These all represent the
extremes of the various componentsyou may
very well have a low P, low CS, and a low CVif
theyre not all rock bottom values, then you
may be a self-absorbed forest dweller without a
care for the rest of the world. Or even, a low P,
moderate CS, low CVmeaning you are gentle
and quiet, would help someone in a pinch, but
dont trust large organizations. Maybe youve
even left that life behind after a bad experience.
Set your values, think about how they interact,
and use them to more fully incorporate your
character into the story.
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Race & BackgroundYour origin not only explains your essential
nature, but the past often has an uncanny knack
for cropping up in your present. The race you
portray will generate different connotations in
each story, or game world, but will usually
provide the most generic guidelines for who
your character is. Unless a particular race is
very rare, persecuted, key to a prophecy, etc.,
there will be little reason for the choice of race
to greatly influence your characters destiny.
Similarly, your background is a generic
collection of terms intended to help visualize
and portray your character without holding
them fast to any rigid track or preconceived
notion.
A suite of races and accompanying rules is
found in this section which will modify your
abilities, statistics, and other capabilities. At the
end of the section are a group of background
that which are recommended, but ultimately
entirely optional, to allow for a more powerful
description of the character. Both the races,
and the backgrounds may be considered
archetypical and as such modified, added to
or limited. For example, in your world a
particular race from this guide may not be
presentit may be modified very slightly or
even copied and THEN modified slightly to
create two related but distinct sub races. An
orc, described here as being strong and often
belligerent, might instead become a diminished
stone giantthese kind of cosmetic choices put
little or no strain on the rules and are entirely
encouraged. Creating new abilities requires
ensuring that a balance of power is maintained
and is only successful with experienced GMs
and established groupsAFTER discussion &
consensus from all involved.
Races
Ages child / adult / elder / ancient (most of
your race are dead after reaching elder status).
HumanHumans are the most numerous race in mostregions (and settings). This is a position held
largely due to their higher than normal
adaptability. A human can, with proper
training, excel at any task.
Play a human if you want to excel at any class or
have the widest range of options. Your roleplay
options are truly unlimited; with all types of
personalities or predilections available for you
to portray.
Human Traits
Typical height:
Typical weight:
Lifespan:
52 64
105 270lbs
10 / 20 / 40 / 75 ancient
Speed
Size:
Vision:
Languages:
6
Medium
Normal
Common, One addition
language of your choice
Bonuses
Ability Score
Skills
+1 to one (your choice)
+1 to two (your choice)
Racial Ability Adaptability
Racial Dice Amazon
Adaptability: before an action you may spend
dice from your AP, and exchange that amount
of health , with dice currently in your RP.
ElfElves are wise and aloof, and often removed
from society at large. Because their lives are so
much longer than other races, they often prove
incomprehensible to other individuals - and the
feeling can be mutual.
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Play an elf if you like ranged combat, dedication
to your own personal cause, or watching the
exploits of the less permanent. Roleplay
options emphasize your individuality, wisdom
and generosity, and elves more than most
understand the natural order (having seen so
many seasons) and their place in it.
Elf Traits
Typical height:
Typical weight:
Lifespan:
57 7
120 210lbs
20 / 60 / 120 / 215 ancient
Speed
Size:
Vision:
Languages:
7
Medium
Low Light
Common, ElvishBonuses
Ability Score
Skills
+1 to Agility
+1 to XX / +2 to XX
Racial Ability Elven Accuracy
Racial Dice Coral Elf
Elven Accuarcy: when your quality is poor or
less on any action with a ranged weapon, you
may reroll 1 die of your choice and reassess the
quality of action.
Dwarf
A Dwarf is tough and stalwart. While they have
a reputation for being gruff or very single-
minded, not every dwarf makes themselves a
chore to be around. Similarly, not all dwarves
are in love with caverns. However, dwarf
communities are typically found in the
mountains, and features buildings made of
stone. These are constructed above and below
ground with many members of the community
dedicated to the working, or shaping, or this
resource.
Play a dwarf if you want to shrug off a hit or
wear the most excellent heavy armor without
slowing down. Roleplay a dedicated,
community oriented, individual.
Dwarf Traits
Typical height:
Typical weight:Lifespan:
36 53
110 240lbs14 / 25 / 50 / 90 ancient
Speed
Size:
Vision:
Languages:
5
Medium
Low Light
Common, Dwarvish
Bonuses
Ability Score
Skills
+1 to Power
+1 to XX / +1 to XX
Racial Ability Dwarven Resilience
Racial Dice Dwarf
Dwarven Resilience: you may use one dice from
your AP as though it were in their RP when
rolling a reaction to reduce damage taken. Your
speed is not reduced when wearing heavy
armor.
Nix (lava elf) the pixie gnome, with an
acrobatic bent
Orc (goblin) strong and brutal
Shifter (feral)
Planarii (firewalker) good, planar ancestry,
mischievous, magical
Eldaroq (undead) devious, stealthy,
implacable
Saevrtorum (treefolk) - Dragon Trees strong,
slow, elemental, story of Immansuetus
Likely will not have playable races based off
these dice
Scalder Frostwing Swamp Stalker
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Traits
Typical height:
Typical weight:
Lifespan:
SpeedSize:
Vision:
Languages:
Bonuses
Ability Score
Skills
Racial Ability
Racial Dice
Backgrounds
Exile self-imposed / enforced
Brat just finished schooling
Tradesman a laborer striking out for more
excitement
Provincial the unenlightened, seeing it all for
the first time
Leader already have experience giving
direction, village elder/union/religious figure
Loner alienated in your surroundings
Pastoral farmer / small town
Studious the current student, often magical
Drivenyoure on a quest of your own
Warden intimately familiar with an area dearto you, usually one that others value less. Often
a forest dweller or elf.
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ClassYour class determines many details about how
you act. You gain access to TAbs by choosing a
class, and as you gain levels these choices grow
and deepen. Many of the choices you make
when leveling your character are governed by
your class. This section covers each class with
specifics on the capabilities available to each.
The abilities (TAbs), while different for each
class, rely on the dragon dice available to that
character. These dice exist in the Character
Pool which is the total pool of dice available
to that individual. These dice are recruited and
upgraded and represent that unique individuals
talents and areas of expertise. Details on how
the character pool is determined are found in
table 2-1.
Your class determines your HP gained. The
class you choose at first level will combine with
your Power stat to provide your level 1 HP.
Each level after that, you gain HP equal to the
#/lvl for your class. Additionally, when you
choose your first, and any subsequent levels
where skills may be trained, you choose fromamong the skills available to your class. These
skills are picked from within a list that is unique
to each class, as is the number of additional
skills of your choice that are allowed to be
trained.
Your class also determines the type of class dice
that your character is allowed to choose from,
and any proficiencies they have with weaponry.
Using the class table is essential for creating
your character and also when leveling up. The
first four columns describe the bonuses your
character obtains to their defenses. The next
three columns describe the bonuses to various
action types. The special qualities column is
where you'll find abilities that make your class
unique. Each line on the table corresponds to a
character level, determine which line applies to
your character and use those statistics.
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Warrior
Warriors have a nose for battle and prefer to be
where the action is thickest. They develop their
own particular code and strive to live by this in
every circumstance, often using their prowess
to keep their friends and companions from
harm. A warrior is adept with a variety of
weapons. Key stats include power & agility, and
key icons include melee and defense. They
have a good armor and fortitude, average
reflexes, and lower will. A warrior can manage
multiple enemies, imposing their will on the
pace of the battle, and is adept at causing and
taking damage.
HP: Initial - 15+Power; 6/lvl
Skills:
2 from the following list (Athletic,Healing, Nimble, Overwhelm)
1 of your choiceDice: Heavy Melee
Weapon Proficiency: Simple/Martial
LVL AC FORT REF WILL Special Qualities
1 0 5 5 5 Warrior Tactics
2 0 5 5 53 1 5 5 5
4 1 6 6 6
5 1 6 6 6 Warrior Instinct
6 1 7 7 7
7 2 7 7 7
8 2 7 7 7
9 2 7 7 7
10 2 8 8 8 Superior Warrior Tactics
11 2 8 8 8
12 3 9 9 9
13 3 9 9 9
14 3 9 9 9
15 3 10 10 10 Attuned to Combat
16 3 10 10 10
17 4 11 11 11
18 4 11 11 11
19 4 11 11 11
20 4 11 11 11
Warrior Tactics Starting at first level, a warrior
gains a familiarity with the ebb and flow of the
battlefield. They intimately understand that
damage dealt is as important as damage
avoided. A warrior may make an Opportunity
Attack roll against a target which leaves a space
they control using two dice instead of one. A
target affected by a warriors successful OA
stops moving.
Warrior Instinct before determining damage
from a successful attack, a warrior may add a
number of damage to the roll equal to the
number of normal power icons on one die used
in the action roll.
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Superior Warrior Tactics As Warrior Tactics,
except it may be used twice a round, and when
successful, allows the warrior to immediately
recover one dice from their AP.
Attuned to Combat when a warriors action ispoor quality, they may elect a number of health
from the action roll equal to half their level.
Reroll these dice and replace the original results
with the rerolled results, these dice may not be
rerolled again.
Weapon Strike Warrior TAb 1
You turn to your enemy and attack them with
your weapon.
Standard Action
Target: 1 Opponent
Close - Weapon
Icons: 3 Power / 1 Skill
Attack: POW vs. AC
1 [W] + POW + 2
Jab Warrior TAb 1
You unleash your quickest jab at your opponent
before they have time to react.
Standard Action
Target: 1 Opponent
Close Weapon
(Slashing)
Icons: 3 Power / 1 SkillAttack: POW +2 vs. AC
1 [W] + POW
Cleave Warrior - Push TAb 1
You hit multiple foes.
Standard Action
Target: 2 Opponents
Close - Weapon
Icons: 3 Power / 1 Skill - roll separately for
each opponent
Cost: 1 active die
Attack: POW vs. AC
1 [W] + POW
Special: if your quality on the first attack is good
or better, deal additional damage equal to your
Power icons from the die you spent to use this
ability.
Sunder Warrior - Push TAb 1
Your blows hammer into your opponents armor
so effectively that you momentarily turn its very
presence to your advantage.
Standard Action
Target: 1 Opponent
Close - Weapon
Icons: 3 Melee
Cost: 1 active die
Attack: POW vs. AC
When determining the quality of the attack,
dont count the opponents armor. Deal
additional damage equal to their armor value.
Improved Weapon
Strike
Warrior - TAb 4
Standard ActionTarget: 1 Opponent
Close - Weapon
Icons: 5 Power
Cost:
Attack: POW +1 vs. AC
1 [W] + POW + 5
Slice Warrior - TAb 4
Standard Action
Target: 1 Opponent
Close - Weapon
(Piercing)Icons: 5 Power
Cost:
Attack: POW+3 vs. AC
1 [W] + POW + 3
Enrage Warrior - Push TAb 4
When your attack slides past the enemys
guard, you gain their full attention.
Standard Action
Target: 1 Opponent
Close - Weapon
Icons: 3 Power / 2 Skill
Cost: 1 active die
Attack: POW vs. AC
1 [W] + POW + Power icons from two active
dice
Special: if your quality is good or better, the
target of this abilities next action must target
you (unless they possess no abilities w/targets).
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Shove Warrior - Push TAb 4
Standard Action
Target: 1 Opponent
Close - Weapon
Icons: 3 Power / 2 Agility
Cost: 1 active dice
Attack: POW vs. AC
1 [W] + POW + Power icons from two active
dice
Special:Move the opponent up to two squares
if your category was good, or three if it was
fantastic.
Warrior - TAb 8
Standard Action
Target:
Close - Weapon
Icons:
Cost:
Attack: POW vs. AC
Warrior - TAb 8
Standard Action
Target:
Close - Weapon
Icons:
Cost:
Attack: POW vs. AC
Warrior - Push TAb 8
Standard Action
Target:
Close - Weapon
Icons:
Cost:
Attack: POW vs. AC
Warrior - Push TAb 8
Standard Action
Target:
Close - Weapon
Icons:
Cost:
Attack: POW vs. AC
Warrior - TAb 13
Standard Action
Target:
Close - Weapon
Icons:
Cost:
Attack: POW vs. AC
Warrior - TAb 13
Standard Action
Target:
Close - Weapon
Icons:Cost:
Attack: POW vs. AC
Warrior - Push TAb 13
Standard Action
Target:
Close - Weapon
Icons:Cost:
Attack: POW vs. AC
Warrior - Push TAb 13
Standard Action
Target:
Close - Weapon
Icons:
Cost:
Attack: POW vs. AC
Warrior - TAb 17
Standard Action
Target:
Close - Weapon
Icons:
Cost:
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Attack: POW vs. AC
Warrior - Push TAb 17
Standard Action
Target:
Close - Weapon
Icons:
Cost:
Attack: POW vs. AC
Warrior - Mastery TAb 17
Standard Action
Target:
Close - Weapon
Icons:
Cost:Attack: POW vs. AC
Warrior - Mastery TAb 17
Standard Action
Target:
Close - Weapon
Icons:
Cost:
Attack: POW vs. AC
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Rogue
A Rogue utilizes their skills in and out of battle.
They can pick a lock, find a trap, or stab for an
enemys vitals. Rogues are adept at dealing
heavy amounts of damage to single foes and
possess an ability to distract a foe and then
strike with deadly force when the time is right.
HP: Initial - 12+Power; 5/lvl
Skills:
4 from the following list (Athletic,Nimble, Overpower, Perception,
Stealth, Streetwise, Subterfuge)
2 of your choiceDice: Light Melee
Weapon Proficiency: Simple/Martial
LVL AC FORT REF WILL Special Qualities
1 0 5 5 5 Stealthy Positioning
2 0 5 5 5
3 0 5 5 5
4 1 6 6 6
5 1 6 6 6 Mesmerize6 1 7 7 7
7 1 7 7 7
8 2 7 7 7
9 2 7 7 7
10 2 8 8 8 Rogue 3
11 2 8 8 8
12 2 9 9 9
13 3 9 9 9
14 3 9 9 9
15 3 10 10 10 Rogue 4
16 3 10 10 10
17 3 11 11 11
18 4 11 11 11
19 4 11 11 11
20 4 11 11 11
Stealthy Positioning whenever you damage an
opponent, you may place one class token on
the opponent. Place these tokens after
resolving the ability that caused the damage
and only if you have Combat Advantage against
them. Place an additional token if you are also
flanking the opponent. Tokens may be spent
for various effect including additional damage
(see the following table). You may only place
tokens if you did not spend any class tokens this
turn. When you spend tokens, you may spend
any number, but only in the denominations
shown below.
Tokens Spent Effect
1 +1 dmg2 +3 dmg
3 +7 dmg
Mesmerize When you have combat
advantage, during damage rolls you may add
the Skill results on one Active Dice to your
damage result.
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Rogues do situation/positional damage in
addition to their weapon attacks. This allows
them to be viciously effective in most situations
as long as they ensure that a superior tactical
advantage is available to them during the
course of battle. The added damage is
essentially capped at the maximum
effectiveness of the rogue rather than
increasing over the duration of the encounter.
They may either remove their class tokens from
an enemy to generate an effect, OR place a
token (or tokens). +1 token for Combat
Advantage, +1 token for flanking (cumulative
w/CA). Remove 1 / 2 / 3 tokens for 1 / 3 / 7
dmg or alternate effects based on TAbs,
equipment, etc.
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Paladin
Make an RR when taking damage. Reduce the
amount of damage based on the amount of
Save icons obtained. Effects vary by level.
Call out target, target suffers a +1 penalty to the
difficulty of the primary threshold of their TAbs
until they engage you.
Monk
Once per turn, when making an attack roll, add
movement icons to the result
Float Softly: Dmg and a +2 to acrobatics for the
duration of the round.
Causes damage can hit 2 enemies that are
several squares apart due to superior mobility.
Majority of attacks cause some type of
debilitating status effect, i.e. stun/stagger/etc.,
on hit.
Druid
Has abilities that hamper opponents plans, like
entangle or control of elements (wind: zone of
difficult terrain and save vs. prone). Also
damage from natural sources like a versatile
natural weapon (flame, spikes, etc. from clubs)
and direct damage blast of flames or lightning
bolts, etc. They have an alternate form they
can assume to deal damage at the expense of
magic. What does the pet do? Shared HP?Perhaps a separate class, like Warg / Empath
would better allow a pet both for reasons of
complexity and also for rolehow can a druid
bring the ability to control the battlefield but
also have an always on form of damage (their
pet) w/o also being the star of the show?
Ranger
Choose a favored enemy (insert Table). When
you target your favored enemy with a TAb, you
may include one additional common die in your
pool (if one is available).
Skills 3 of 4 + 2 of your choice (Stealth /
Nature / Nimble / Athletics)
Climbing damage over time relative to
focusing on a single enemy. Each hit (or
attack?) allows placement of a class token.
These tokens fit with the TAb to grant X
dmg/token and/or +W dmg/X tokens.Placement of additional bonus tokens relative
to favored enemy is available; typically when
first placing a token to represent the Ranger
having instinctive knowledge of the specific
enemys weaknesses due to repeated study of
that type of creature. This damage increases
steadily during combat as the rangers skills in
exploiting advantage over a foe come into
effect.
Barbarian
May always add melee icons to the result of
damage rolls.
Barbarian Rage: Movement and Save icons
count as melee icons for the duration of Rage.
Drained: after the duration of Rage expires, a
barbarian makes all AR rolls at -1 die.
Lethargy: Following a Rage, a barbarian makes adepletion check.
Break Asunder: Ignore shield bonus to AC
When a barbarian misses an attack, they may
spend a dice to reroll any number of dice of
their choice.
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Wind resistance: when a barbarian is about to
make a depletion check as a result of a push
TAb they have just resolved, place the spent die
in the AP, however, do not roll it during the
depletion checkinstead, consider its result to
be a non-icon result.
Cleric
A cleric may make an AR to heal themselves or
allies within range. Dice rolled and
requirements to achieve success vary by
domain and level.
Mage
At the beginning of an encounter, make an AR
to determine the number of spell-points
available and the maximum level of spell that
can be cast.
Skills 3 of the following 4 + 2 of your choice.
Wizardry / Scholarship / Craft / Perception
Archer
When making attack or damage rolls, take an
AR and add the missile icons to the result.
Leaders leaders to things like grant extra class
tokens, sometimes do healing, refresh dice,grant attacks, provide beneficial party effects,
anything that makes other classes better.
Bonuses to longevity for the tanks, greater
ability to control the battlefield, more attacks or
damage for the strikers.
Multi-classing
When you decide later that your character
should obtain an even greater diversity of
options than those available in their chosen
class, or that there is a story driven reason for
you to be slinging spells as well as swinging an
axe, or even just because you want to, you can
become a multi-class character.
You may even create a multi-class character
above starting level (one thats multi-classed as
they enter their first game session).
To create a multi-class character, you must
determine your starting class. For characters
that multi-class once the game has beenstarted, it is simple to determine which class
you had first. For those that multi-class prior to
the game, one must be chosen. You combine
all levels in their starting class and determine
statistical bonuses. Next, compare any other
classes (in descending numerical order of levels
taken, with ties broken chronologically by
duration) at the combined level of that class
and any other classes already accounted for to
determine if a greater statistical bonus isavailable at that combined level. If not - your
character will need to wait until their current
classes bonus to that stat rises above any prior
bonus to that stat before applying the higher
bonus--your bonus does not decrease as a
result of multi-classing although there are
numerous situations where the bonus to that
particular stat will have already risen above the
value obtainable in the new class at any level.
Class abilities that require a certain number of
levels in the class are not triggered by your
character level rising--they only take effect
when you have accumulated the required
number of levels of that specific class.
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TAbs may be relearned during multi-classing to
represent your character steeping themselves
in new skills and lore. When you learn a new
class you may replace any of your current TAbs
with ones from your new class. Remember, this
only takes effect when you first learn the new
class. If you really must switch back and forth
between two classes, be careful about
unlearning all the TAbs of your previous class,
because you will have only the default
relearning (one single TAb at odd levels) to rely
on after that point. A Warrior who drops all of
their current abilities for new Wizard abilities
will only slowly be able to add them back to
their portfolio. If they later want to become a
Cleric as well, they will only have the
opportunity to swab their current TAbs for
Cleric class abilities, and are unable to freely
regain their original Warrior abilities.
Although it can be helpful to plan ahead, these
rules are intended mainly to preserve the
balance between characters of one class and
multi-class characters as well as provide some
inherent realism for how the learning of broad
swathes of capabilities would work. They arenot intended to cause a huge book-keeping
hassle for players choosing these options, so
keep in mind that even if you do make a
mistake, your GM can provide some help and
there is also retraining available to every
character at periodic intervals. This retraining
gives both access to improved abilities as well
as provide an outlet to change and customize
your character.
Your HP increase at the rate of your current
class each time you choose a level in that class.
When skills are trained, you learn them
according to your current class. For characters
multi-classing prior to play, both initial starting
HP (above), and initial skill training are specific
to class and are further important reasons to
clearly nominate your starting class.
Dragon Dice in your CP accrue by race, class,
and those freely chosen. Because upgrading
your dice requires them to maintain theirnature, the multi-class character should be
mindful of how the process works and how this
affects them. No special rules exist for multi-
class characters concerning the CP. Racial dice
offer the multi-class character a good deal of
flexibility. These dice must stay the same color
(that specified by your race), but you may
change the type of the dice each time you
upgrade it. Therefore, a Dwarf Warrior with a
common heavy melee dwarven die mayexchange it for an uncommon magic die of the
same color according to the standard CP
improvement table.
Class dice specify the required type of die (and
may possibly specify color as well), and while
these may be upgraded, their nature will not
change. A heavy melee die gained through your
class will stay a heavy melee die as long as you
run that character.
Dice that are freely chosen by the player also
maintain both their type and color once chosen,
although again, these dice may be upgraded
from one size to another when specified by the
advancement table.
Special qualities are determined by class level -
not by character level. Therefore, a 7th level
character with 4 levels of Warrior does not yet
possess the Warrior Instinct ability, but will gain
it when they next gain a warrior level.
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SkillsSkills are groupings of talents around related
areas. Players will likely have bonuses to
specific actions (or more limited groups) within
that skill. Example, Rangers have situational
bonuses to their Nature Skill when tracking.
Example, Druids have situational bonuses to
their Nature Skill when conversing with animals.
Skill checks: level + skill rank + the skill icons
from skill roll.
Perform the skill check, then compare the total
results of your roll to the DC of the check. If
your result is equal to, or greater than, the DC
then the check is a success.
Some checks allow rolls to be made over
multiple rounds - with bonuses or penalties tothe roll / additions or subtractions to the
number of dice allowed to be rolled.
Retry - only some actions allow another
attempt. Each skill specifies when additional
attempts are allowed.
Arcana
Retry - None
Arcana is an aggregate term for the study andunderstanding of magic. If an opponent is using
a magical effect, Arcana can also be used to
gain information about the effect.
Identify a Spell(or spell-like ability) - make a skill
check and Arcane icons to your score. Compare
the results to the level of the spell. For each
threshold that is met, you obtain information in
that category about the spell.
Spell level +3 = name (or colloquial name)of the effect
Spell level +6 = duration of the effect Spell level +10 = full description of spell,
including relevant DC or ways to avoid the
effect
Skill Key Ability Example actions
Arcana Intelligence Identify spell, locate magic effects
Athletic Power Run, Jump, Climb, Endure environmental factors, Grab an
opponent
Craft Agility Make something
Diplomacy Insight Sway opinion, read anothers body language, forge a long-term
solution to a difference of opinions
Healing Insight Perform first aid, heal diseases
Nature Insight Track, survive outside, improvise shelter
Nimble Agility Escape, tumble, balance
Overwhelm Power Intimidate, bluff, get your way without control of the
consequences
Perception Insight Spot, listen, smell, notice things
Scholarly Intelligence History, religion, mathematics, skilled labor
Stealth Agility Avoid detection
Streetwise Intelligence Determine where to go or not to go, find a contact
Subterfuge Intelligence Lift, pickpocket, disarm defenses
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Identify latent magic - when an object has
magical properties (but is not currently
manifesting a magical effect), you can use your
Arcana skill to gain information. Make a check
as per Identifying a Spell.
Level + 3 = item is/is not magical Level + 6 = magic is harmful / benign Level + 11 = items function / abilities Level +13 = keywords to use the itemLocate the direction of a magical effect- when a
magical effect is currently active, a player with
training in the Arcana skill may determine its
existence as per passive perception. If you
become aware of a magical effect, you canlocate its direction (cardinal) with a successful
check (lvl+3), and its distance (accurate to 50%
of distance, or general) with a check (lvl+6), and
its exact location (lvl+10) either described or
such that you can follow your intuition to its
location. This doesnt allow you to
automatically disarm any traps, locks, secret
doors, etc. related to the item being hidden.
Instead, you can follow your intuition to the
object of furniture in which the object is beingheld.
Athletic
Craft
Diplomacy
Healing
Nature
RetrySpecial
The ability to navigate outdoors, locate food,
create simple structures and tools from natural
materials, speak with/relate to wild creatures,
track signs.
Track- opposed by the Stealth of the creature
which left the tracks - higher check wins the
opposed check. No retry.
+2 for the creature being tracked for every day
which has passed, cumulative with + 5 if it hasrained since the tracks were made. Creatures
actively concealing their tracks move at half
speed. Active concealment adds +10 to their
side of the check.
Forage creatures trained in Nature
automatically forage for themselves in normal
environments, and may forage for an additional
creature(s) of their size at +5*(# creatures being
fed). The check takes 1 hr for themselves or 3
hours if feeding multiple creatures. In inimical
environments, these times are doubled, as is
the DC and even trained creatures need to
count themselves in the # creatures being fed
category. Retry none, a new check is
performed each 24 hours.
Create structure if inclement weather
threatens and no premade shelters are
available, the nature skill is used to identify
natural elements that can be used to create a
shelter. Successful completion of a shelter
allows those using it to avoid the additional
fatigue checks that result from lack of shelter.
Improvise natural trap nature often provides
many materials and features that can be turned
into a trap with time and proper craft.
Nimble
Overwhelm
Perception
Scholarly
Stealth
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Streetwise
Subterfuge
Use the following table to determine level
appropriate skill or ability checks. Skills are
trained at the 1st, 6th, and 12th levels. Each
training grants a +2 bonus with the skill. You
may train the same skill multiple times. The
default difficulty setting for skill DCs not
specified in the rules is specified in the Average
column using the trained skill value. This value
should be modified by -2 for easy tasks (as
though no specific skill training were required)
or +1 for more difficult tasks, or ones the
characters have incomplete information or
tools to undertake. The GM will utilize the table
to pick more appropriate DC values at their
discretion for any actions they for which they
feel the standard difficulty does not - or should
not - apply.
Table X-1; skill values by level
Lvl Low Skill Result Average Skill Result High Skill Result
Untrained Trained Untrained Trained Untrained Trained1 1 3 3 5 5 7
2 2 4 4 6 6 8
3 2 4 4 6 6 8
4 4 6 6 8 8 10
5 4 6 6 8 9 11
6 5 7 7 9 10 14
7 5 7 8 10 10 14
8 6 8 9 11 11 15
9 6 8 9 11 11 15
10 8 10 11 13 14 18
11 8 10 11 13 14 1812 9 11 12 14 15 20
13 9 11 12 14 16 21
14 10 12 13 15 17 22
15 10 12 13 15 17 22
16 11 13 14 16 18 23
17 11 13 14 16 18 24
18 12 14 15 17 19 26
19 12 14 15 17 19 26
20 13 14 16 18 20 27
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Feats
3 or more dice show an SAI - apply results of
one SAI to all adjacent enemies
3 or more dice show an SAI - apply results of
one SAI to all enemies in burst
3 or more dice show an SAI - Add two normal
results of your choice to the result of the roll
Combat expertise - All active dice show melee
results - add one melee to result per dice to the
result of the roll
Combat versatility - melee results in excess ofthose needed to be an equal amount of ONE
type of normal result of your choice. These dice
are considered to be of that normal result for
the remainder of the resolution.
Press On Take 1+1/2 lvl damage, nominate a
dice from your reaction pool to be considered
as in your action pool for your next action. This
dice returns to your reaction pool after
resolving the action.
Buoyed by Success when you obtain a
fantastic result, you may consider the result a
good result and add 3 normal icons to your next
action roll.
Forceful Negotiator a character nominating all
dice of the same color for a social encounter
gains a +1 bonus on the result of each dice.
Effective Negotiator - a character nominating all
white dice for a social encounter may eliminate
penalties incurred by another character.
Teamwork (X) While class tokens belong to
the player that placed them, a character with
this feat may place a token of (X) class for
another player. When spending a class token,
you may elect to consider any players tokens of
class (X) as though they were placed by you.
Forewarning prerequisite; 1 heavy melee dice.
Forewarning Advantage TAb 4
An enemy tries to slip past your guard, but you
interfere with them - and prepare your
companions.
Triggered
Target: you
successfully make an
Opportunity Attack on
an adjacent opponent.
Close - Weapon
Icons: N/A
Cost: N/A
Effect: choose an ally to receive a +2 bonus to
AC and defenses until the end of your next turn.
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Dragon DiceMany different icons are found on dragon dice.
The most prevalent are normal icons. Normal
icons come in 5 different varieties. The text in
parenthesis indicates the icons description in
the base Dragon Dice game for reference.
Power (melee) - power icons are a measure of
strength--the ability to do damage--and martial
prowess.
Agility (missile) - agility icons are associated
with quickness and speed - ability to cause
damage at a distance - be accurate - and
sometimes include acrobatic or tactical
maneuvers
Skill (movement) - skill icons unlock the most
difficult tactical maneuvers - are used to make
skill checks (and provide bonuses to most non-
combat tasks)
Arcane (magic) - arcane icons represent magical
prowess, including divinely sourced power
Defense (save) - defense icons function as a
means to avoid damage - to boost AC or otherdefenses - provide HP - and mediate fatigue
Selecting your dice
Initial creation of a first level character entitles
you to pick four dice. See the table on
character pools. Two dice will be chosen of a
type specified by your race, another will be
specified by your class, and your final selection
may be from any dice you choose. The size of
these dice is dictated by the character pooltablefor a first level character, they are all
common dice.
Your Character Pool
These are the dice which you use to take
actions, perform reactions to an opponent, or
to execute skills and other sundry. The entire
amount of dice possessed by your character
form the character pool. These dice will
originate from different sources, namely those
you choose, those specified by your class or by
your race. When you level up, you may select
additional dice from one of the listed sources,
or upgrade dice already present in your pool to
larger sizes. The character pool table specifies
when this occurs and which dice are involved.
Your characters total pool of dice is referred to
as the Character Pool. Only very rarely will all
the dice in your Character Pool be available for
any given action. You will typically pick a
selection of these dice to roll in order to
determine the success of your action. Mostactions require dice to exist in your Action Pool
(AP), while some require the dice to be in your
Reaction Pool (RP). Further, actions often
require dice to be spent from the AP into the RP
where they are not available for subsequent
actions until restored to the AP. The game
mechanics that determine these processes are
found throughout the following sections as
applicable skills, feats, combat, and
adventuring. You will want to focus onrecruiting a selection of dice into your character
pool that will contribute the abilities you desire
that your character use. For the types of
actions you will undertake most repeatedly, it is
advisable to create some redundancy in the
available dice. Certain taxing situations will
result in some dice being unavailable, while the
more strenuous actions will require the
spending of dicesimilarly rendering these dice
unavailable when they might otherwise be
needed.
Dragon Dice these come in varying color
combinations, sizes (called health from
common to monster), and types.
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Color - the color of a die is the combination of
colors it is formed of. Amazon and Undead dice
are considered to be a single color (ivory and
black respectively) while other die are
composed of two colors.
Health Dice come in 4 denominations three
6 sided (d6) and one 10 sided d10)
the smallest die is a common (C) (1health) and has six sides
the medium size is an uncommon (U) (2health) and has six sides
the largest six sided dice is a rare (R) (3health)
while the 10 sided die is a monster (Mon)(4 health).
Type the glossary lists the type of each die. A
given set of color combinations (called a race in
the dragon dice game) has 5 types. The most
typical distribution of types for one color set is,
heavy melee, light melee, missile, cavalry, and
magic.
Racial Dice (X) each race has an accompanying
color of die. When you recruit a racial die, you
may recruit a die of the listed health (X) from
among any dice specified by your race.
Class Dice (X) - each class has an accompanying
type of die. When you recruit a class die, you
may recruit a die of the listed health (X) from
among any dice specified by your current class.
Promote (X) When you promote a dice you
must preserve both its color and its type.
Character Pool Advancement
Table 2-1 Level C U R CP
Size
Racial Die x2 (C),
Class Die (C),
Recruit (C) Level 1 4 4
Level 2 4 4
Class Die (C) Level 3 5 5
Promote (C) Level 4 4 1 5
Racial Die (U) Level 5 4 2 6
Level 6 4 2 6
Promote (C) Level 7 3 3 6Recruit (C) Level 8 4 3 7
Promote (C) Level 9 3 4 7
Level 10 3 4 7
Racial Dice (R) Level 11 3 4 1 8
Level 12 3 4 1 8
Promote (U) Level 13 3 3 2 8
Level 14 3 3 2 8
Class Die (U) Level 15 3 4 2 9
Level 16 3 4 2 9
Promote (U) Level 17 3 3 3 9
Class Die (C) Level 18 4 3 3 10
Promote (C) Level 19 3 4 3 10
Level 20 3 4 3 10
Modifiers based on the CP
Review your character pool initially at character
creation and each time the number, size, or
type change. One dice may be nominated for
each of five different types of bonus. The same
dice may be chosen multiple times. Determinethe number of icons of a given type on the
chosen dice. Divide this number by 2--this
calculation will yield the modifier or bonus.
Power - choose one dice in your CP - the # of
power icons/2 is added to your power score.
Agility - choose one dice in your CP - the # of
agility icons/2 is added to your agility score.
Skill - choose one dice in your CP - the # of skillicons/2 is added, divided as you choose, among
the defense(s) of your choice (example a +3
bonus means you could add +2 to FORT and +1
to REF)
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Arcane - choose one dice in your CP - the # of
arcane icons/2 is added to your choice of either
your Insight or your Intelligence score.
Defense - choose one dice in your CP - the # of
save icons/2 is added to your AC.
Defense choose one dice in your CP the # of
defense icons is added to your pool of HP.
Using Dragon Dice
Critical Miss: When you roll 3 or more dragon
dice, if all results showing are Icon results, a
critical miss has occurred! Re-roll the dice,
continuing to re-roll any dice that show an Icon
result until no Icon results are obtained.
Determine which category of result is greatest
and consult the Critical Miss table. Example,
when rolling for damage, 2 icons are obtained.
These dice are rolled again, and 3 power and 1
Icon result are obtained. The Icon result is re-
rolled and obtains 2 agility. 3 power is the
greatest category, so the Critical Miss result for
3 power is applied.
Critical Success: When you roll 3 or more
dragon dice and obtain the same normal result
on all dice, add one to the result of each dice.
Note: SAIs are not normal results and so would
only count as a critical success if the SAI
specified that it counted as normal results, or if
all dice were showing SAIs.
Special Action Icons:
Flaming Shield the shields possessed by the
Firewalker racial dice count both as normal
Shield icons or, during a reaction roll against an
adjacent target, as normal Melee icons.
Fly Fly icons count as either movement or
saves
Scorching Shield/Wings Save icons possessed
by Scalder racial dice count as saves or instead
may generate 1 point of damage per icon to the
attacker when the attacker is adjacent. All
icons obtained must be counted either as saves
or as icons of no type that generate damage.
This damage only occurs when the scorching
icons are obtained during a reaction ability.
Rend Rend generates melee results. If the
target has already taken damage or is bloodied,
count the results obtained and roll this dice
again.
Smite Smite generates melee results. Smite
also lowers the AC and Reflex defense of the
target by the half number of smite icons
obtained. This effect is ongoing and requires a
save to end. New smite results replace prior
smite results only if the value obtained is higher
or if the previous effect has ended.
Trample Trample generates melee results or
movement results.
Cantrip Cantrip generates magic results.
During an attack roll, Cantrip counts as magicresults and increases the users MP by 1. This
increase is not cumulative, and a maximum of 1
MP may be obtained per turn. When either 3
die or all die obtain a Cantrip icon, determine
the magic overload by consulting the Magic
Overload section of the relevant class.
Counter Counter generates save results.
During a damage roll, Counter adds an
additional +2 damage and adds +2 to yourchoice of AC or reflex until the beginning of
your next turn. This damage is cumulative, the
+2 bonus to AC or reflex is not cumulative &
may only be applied to one of the two defenses
at a given time.
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Bullseye Bullseye generates missile results.
During an attack roll, Bullseye counts as missile
results and subtracts 1 from the targeted
defense.
Double Strike Choose 1: Roll this die twice andcount both results (further Double Strike results
have no effect), or roll any die in your action
pool and double the number of normal results
generated by that die.
Volley Volley icons count as either missile or
saves.
Flaming Arrow Flaming Arrow generates
missile results. During an attack roll, Flaming
arrow counts as missile results and adds +2
damage to the damage of that attack.
Poison Poison generates missile or melee
results
Coil (cavalry) Coil generates melee or
movement results, and may also generate 4
points of immediate damage against an enemy
who is grappled.
Wild Growth (light melee) Wild Growth
generates melee results. During an attack roll it
may instead add +2 to the attack and increase
the damage die by 1 step (maximum d12) for
the characters next damage roll. Add +2
damage if increasing the size of the damage die
is not possible; this increase is cumulative.
Scare Scare generates normal melee results
and may also give a creature within 3 spaces of
the target the Frightened condition.
Vanish Vanish generates normal save results,
and also gives +1 to all defenses until the
beginning of the characters next turn.
Wither Wither generates melee results, or
may instead give the target (or originator of the
attack, if rolled as a reaction) the Sickened
condition.
Convert (light magic) if this action reduces an
enemy to 0 or fewer HP, regain your choice of 5
HP or 2 MP.
TAbs
Several varieties of TAbs are available to you.
Most TAbs are general TAbs. In the rulebook, a
TAb without a subtype is considered to be a
general TAb as the default type. There are also
advantage TAbs, and mastery TAbs. When
reading the advancement table, a character
with 3/2/1 TAbs known would know three
general TAbs, two advantage TAbs, and one
mastery TAb.
General TAbs represent attacks and other
simple actions your character can undertake.
While there is no restriction on using a TAb
outside of combat, most general TAbs have no
effect. For example, breaking a structural
object may happen either in - or out - of combat
and does require a means to determine
whether your character does sufficient damage
to cause an effect. However, breaking such an
object carries its own rules, and therefore, even
a character with such a colorfully worded TAb
as Break Asunder would use the standard
object breaking rules and not this TAb.
As another example, a character wants to cross
a chasm reviews their arsenal and asks their GM
about Float Softly. This TAb generates a
temporary bonus to acrobatics. The one round
duration does not pose a problem, since thechasm can be crossed in one movement
(although the adventuring party is currently not
acting in initiative). However, the target of this
TAb is one opponent, and as there are none it
cannot be used in this situation. Further, the
bonus is granted as a secondary effect from a
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hit. Again, as there are no opponents - this TAb
cannot function in this situation.
Push TAbs function nearly identically to general
tabs but almost always require the expendature
of resources - usually by spending a dice. TheseTAbs may be viewed as your character
accessing resources above their level, which -
while truly awesome - comes at a cost.
Bonuses that the a character may find a use for
at any given time, often in or out of combat, are
typically found in advantage TAbs. These use
the same structure as a general TAb, but
typically do not involve an attack or any kind of
damage. Also, most advantage TAbs do not
require a standard action, and serve primarily to
modify a characters other abilities or as part of
the resolution of another TAb.
Mastery TAb represent the accumulation of
experience and acumen over the course of a
long and dangerous career. At the pinnacle of
your abilities a new layers of talents is revealed
for you to explore. A mastery TAb is a special
action that often unfolds over multiple rounds
of combat and is truly devastating - making you
a force to be reckoned with.
A sample TAb follows - each TAb is labeled with
its name, class, and level.
Weapon Strike Warrior TAb 1
You turn to your enemy and attack them with
your weapon.
Standard Action
Target: 1 Opponent
Melee Weapon
Icons: 3 Power / 1 SkillAttack: POW vs. AC 1 [W] + POW
Weapon Strike is a tab from the Warrior class,
and it a level 1 TAb (available to first level
characters.
Requirements for the TAb are listed - it takes 1
standard action, targets one creature with a
melee weapon (adjacent creature unless the
weapon has reach). No dice are specified, so
roll the default amount of 4. The primary value
is 3, and there is a single secondary value of 1.
In order to successfully use the TAb, roll up to 4
dice, needing 3 power icons and 1 skill icon on
the active dice. Because there is no miss
effect, failing to obtain these icons ends the
action.
If sufficient primary and secondary icons are
obtained to satisfy each primary and secondary
value, determine the actions quality. To do so,
add the number of primary icons (power)
obtained on your AR to your POW and 1/2 lvl,
compare to AC of the target opponent anddetermine the quality on the standard table.
Using the required quality modifier, roll for
damage. A good quality on this TAb would
allow you to roll 1 weapon damage and add
your POW modifier to the damage roll. A
warrior with a +3 POW and a longsword would
roll 1d8+3 damage in this example.
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Advancement
XP LvlTAbs
KnownFeats Character Pool C U R Total Dice
0 1 3 1 Racial Die x2 (C), Class Die (C),Recruit (C)
4 4
1000 2 3 1 4 4
2250 3 3 1 Class Die (C) 5 5
3750 4 3 2 Promote (C) 4 1 5
5750 5 3 2 Racial Die (U) 4 2 6
8250 6* 3 2 4 2 6
11500 7 4 3 Promote (C) 3 3 6
15500 8 4 3 Recruit (C) 4 3 7
20500 9 4 3 4 3 7
26750 10 4 4 Racial Dice (R) 4 3 1 8
34550 11 4 4 4 3 1 844300 12* 4 4 Promote (C) 3 4 1 8
56500 13 4 5 Promote (U) 4 3 2 9
71750 14 4 5 4 3 2 9
90750 15 4 5 4 3 2 9
114500 16 4 6 Class Die (U) 4 4 2 10
144500 17 4+1 6 Promote (U) 4 3 3 10
182000 18 4+1 6 4 3 3 10
228500 19 4+1 6 Promote (C) 3 4 3 10
286500 20 4+1 6 3 4 3 10
*Levels at which skills are trained.
The +1 denotes a mastery TAb.
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Combat
Game Round
A round consists of the turns of each player,
and their enemies. Each creatures turn is taken
in descending order of initiative. When all
creatures have acted or passed their turn, the
round ends and a new round begins.
Initiative and surprise are handled
simultaneously during the Initiative Roll. At the
beginning of an encounter, perform an Initiative
Roll & determine which combatants are
surprised. Once these factors have been
determined, conduct a surprise round if
needed. Following the surprise round, beginnormal combat rounds. Each normal combat
round use the following structure, which
continues for the duration of the encounter.
Start of Roundo Roll Monster Dieo Save for ongoing effectso Recovery Roll
Turn(s) - in initiative order End of Round
TAbs
A threshold ability is the engine for most
combat actions. Roll the specified number of
dice from your action pool; the default number
of dice is four. Other ability may specify an
alternate value. Only dice from the action pool
can be selected.
Determine whether or not the Threshold ability
succeeds by rolling the nominated dice if a
number of icons the requires type(s) are
obtained that is equal or greater than the
values listed in the TAb description, then the
TAb succeeds. If the TAb succeeds, determine
the quality of the action.
Action Quality
In combat, the ability is compared to the target
defense. Add lvl + relevant ability modifier +
number of primary icons and compare to target
defense. This determines the quality of the
action.
There are 4 qualities, abysmal, poor, good, andfantastic. The quality is based on the relative
comparison of your results with the target.
Failure is often up to you, therefore, the
difference between a slight failure (poor
quality) and abject failure (abysmal quality)
is based on your own relevant statistics. The
higher your statistics, the less chance you have
of failing miserablythis is due to your training.
Similarly, when you exceed the target value,
you may hope to do exceptionally well (afantastic quality instead of the default good
quality), and the better your training; the more
likely it is for this to occur. Some abilities that
cause no damage will specify alternate results
for varying qualities.
Abysmal Poor Good Fantastic
RangeEqual to or less than:
Target 2X Ability
Less than
Target
Target or
greater
Equal to or more than:
Target + #Health rolled
Result
Minimum Damage
No secondary effects, spend
an additional die
damageNormal
effects
Maximum Damage
May refresh a Reaction Die
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An abysmal quality requires an additional die to
be spent in the event that game effects
require more dice to be spent than a character
is able, all available dice are spent AND any
other effects that would cause the character to
regain dice on that turn have no effect.
Saves
Saves are allowed for ongoing effects without a
specified duration. Roll the dice in your
reaction pool before determining which dice are
refreshed. You may cancel a number of
ongoing effects of equal to (or less) than the
number of ID icons obtained. The save roll is
entirely separate from the refresh roll, no dice
may be refreshed during a save roll regardless
of the results of the save roll, all dice can be
rolled normally in the refresh roll.
Opportunity Attack
Opportunity Attacks are made when the
circumstances present themselves. These
attacks do not deal damage, but rather sap the
resources of the target. When an Opportunity
Attack occurs, from the time it is triggered, to
the time it is resolved, the figure provoking theattack becomes the reacting (or defending)
figure, and the figure making the Opportunity
Attack (OA) becomes the attacking figure. To
make an Opportunity Attack, make an opposed
roll with one die from the attackers action pool
vs. one die from the reaction pool of the target
provoking the attack. The roll is melee vs.
defense (other OAs are possible and specified in
certain abilities or feats). If the action roll
meets or exceeds the reaction roll, the OA is a
success. To resolve the attack, the target
provoking the attack spends one dice from their
action pool into their reaction pool. If this is not
possible, they exhaust one die from their
reaction pool.
Recovery Roll
The recovery roll allows dice to be refreshed
from the reaction pool to the action pool. At
the beginning of your turn, after an optional
save against ongoing effects, make a recovery
roll. Roll all the dice in the RP, any that obtain
an ID icon may be returned to the AP.
Additionally, you may nominate a lower health
die to be returned to the AP instead of a dice
that rolled an ID icon. Example: you roll 2
commons, 1 uncommon and 1 rare die in your
RP. The rare die and one common roll ID
iconsyou elect to return the uncommon die
instead of the rare die along with the common
dice that rolled an ID.
Also, forfeit of movement allows dice in the RP
to be used as though they were in the AP (they
return to the RP following any action), while
forfeiting an action allows 1 die to be recovered
automatically, and a recovery roll may be made
if any dice remain in the RP.
Initiative Roll
Roll one die from your action pool and add your
initiative bonus to the number of Agility/Skillicons obtained.
If your initiative result is lower than a non-
minion Monster, make an Insight check vs. the
highest Passive Perception of Monsters whose
initiative result is greater than yours. Should
this check fail, you are surprised. If there are 3
or more monsters in the combat and your
initiative result is lower than all of them, you
are automatically surprised; do not make anopposed Insight check.
If your initiative result is higher than all
monsters, you gain a surprise round where you
can take one single action prior to the beginning
of the first normal round of combat.
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Creatures who are surprised cannot voluntarily
place dice in their reaction pool at the
beginning of combat, and grant combat
advantage to all enemies until you take a turn.
MovementCharacters move on a 1 grid, where each
square represents 5. On each movement you
may move a number of squares equal to your
speed. Every diagonal movement alternates
between 5 and 10 of move--the first diagonal
counts as 5. Difficult terrain adds an additional
5 to each square of movement.
Movement actions can be conducted as part of
a move action at the expense to a charactersspeed. Note that being incapacitated prevents
both movements and actions from being taken
by the affected creature.
Drink a potion - 3 squares Open an unlocked door - 2 squares Disengage (first move of turn; only
when engaged already) 4 squares
Stand from prone 4 squares
Perform a movement skill - varies; seeskill descriptions
Example, a character with a movement of 7
squares wants to drink a potion knows they can
move a maximum of 4 squares and still
complete this movement action. If they move 4
squares and any other effect reduces their
remaining movement before they drink the
potion - they will not have enough movement
remaining to do so.
Gaining extra movement
At the end of your movement, you may attempt
to obtain extra squares of movement. This
additional movement may only be used to
move in single square increments, cannot be
used to perform any other movement actions.
Roll up to 4 dice from your AP. This check uses
skill icons, and the difficulty is set at 1/2 current
speed + 2 for each square (cumulative). After
the second square, spend 1 dice for each
attempt. A character with a speed of 7 would
need to obtain 5 skill icons for their first square
of movement, and perform a separate check at
a difficulty of 7 if they wished to move an
additional square. If they succeed on both
these checks and wish to attempt to move a 3rd
additional square, the difficulty becomes 9 skill
icons and costs 1 dice whether the attempt is a
success or failure.
ActionsYou may take one standard action on your turn.
Standard actions include TAbs (most require a
standard action), skills - where noted.
Some actions - notably mastery TAbs - may
replace your entire turn. This is noted in the
description of the ability. There are also
combat actions available to all creatures.
Grab
Push
Reactions
The number of actions you can take is
unlimited, however, you will be using dice (and
occasionally exhausting them) from your RP.
This means that whenever you have no dice in
your RP - you cannot make any reactions that
requires a reaction roll. Almost all reactions
require use of dice in this way.
When you are targeted with an action, you may
make a reaction roll to influence that action.
The basic reaction is called an Avoidance Check.
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Threatened Squares
A character threatens all adjacent squares
unless they are incapacitated or prone. See
grappling.
Fleeing
If the party wishes to flee an encounter, add up
the total athletics modifier of the party (or of
the party members fleeing), and the total
modifier of the opponents in the encounter.
Each player fleeing, and each opponent,
nominates a die - roll and add skill icons of each
group to their modifier. The players
successfully flee if the equal or exceed their
opponents result.
Fleeing immediately ends the encounter (if only
a portion of the party flees, continue the
encounter for the remaining members). After
successfully fleeing, each character makes a
check to avoid becoming winded. A character
who is already winded automatically becomes
fatigued and a character who is already fatigued
becomes exhausted.
Fleeing creatures that are not characters drop
any carried items when they flee. If the
monsters flee and the players want to pursue
them again, the GM will specify an amount of
time required for the task, and the difficulty
value of an endurance check (should be set at a
level appropriate DC - assuming the fleeing
parties are monsters near the players level). In
this event, the encounter can start again where
it ended with the same HP and dice pools. The
fleeing party and the pursuers may all have to
make depletion checks to determine if they
have tired further.
Avoidance Check: After an action roll has
been made which targets you, roll the dice in
your RP. If you obtain a number of Reaction
Icons equal or greater than the primary value
of the action you are reacting to, raise the
primary value by one. Actions with multiple
targets may only have their primary value
increased by one reacting target.
Reaction Icons by action type:
Close - Defense
Ranged - Defense / Agility
Blast - Arcane / Skill
Other - Skill
Icons from multiple categories are not
combined. Pick one category of your choice
after the roll has been made.
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AdventuringA powerful warrior can slay a dragon. Magic
can cause rocks too heavy to lift to fly through
the air, or allow the dying to fight on past their
last strength. However, nothing can make you
push you past the limits of yourself. Characters
who repeatedly reach to their core for their last
reserves need some time to recuperate and
recover their poise and skill. As you adventure,
you may find yourself being pushed to your
limits and see how this impacts your overall
effectiveness.
GMs should strive to create an environment
where players clearly understand their
objectives, and the consequences for delay or
failure. This allows them to make choices that
are meaningful to the narrative regarding how
far and how fast they need to push their
characters. In absence of such consequences,
any written roleplaying system allows or
possibly even encourages players to rest after
every encounter. Since death is the end of any
narrative, but lack of consequence creates one
just about as boring as being dead...good
consequences that encourage and contextualize
risk taking without resulting merely in physical
death are vital mechanical elements of this
rules-set and also of the adventures created
using it.
As you adventure, you will find not only your
consumable resources (potions, ammunition,
food) dwindle, but your personal reserve may
do so as well. In an encounter, any time the
majority (more dice than not) of your dice are inyour RP, make a depletion check. This may
happen multiple, or even many, times per
encounter. The GM may also require such a
check at narrative checkpoints, as you move
across a desert, spend time on another plane,
or even if youre negotiating with a blacksmith
during the creation of a special magical
weaponand the venue for that negotiation is a
blisteringly hot forge. These examples involve
some type of environmental duress, but since
these states also involve the expenditure of
resources, a depletion check may be called for
any time whenever circumstances are not in
your favor or your group is unprepared for their
current endeavor (not to mention magical
causes, like a field of enchanted flower or the
magical defenses surrounding a dragons lair).
Your character starts with a natural unaffected
state. As they spend resources, certain effects
occur. These affects are detailed below. When
your characters state worsens, they progress
along a continuum from: normal (default), to
winded, then fatigued, and finally exhausted.
Be mindful of the state of your character. Notonly are there penalties which accompany each
state, but lingering in the worst carries the
chance of an actual death for your character
and the accompanying end of their narrative.
Windeda condition that affects a characters
capabilities. It is temporary in nature and lasts
for the duration of an encounter. If you start an
encounter with the Winded condition, place at
least two dice in your reaction pool. When youmake an action roll, increase the value of the
primary ability of a TAb by one. If the action is
not a TAb, subtract 1 from your result following
the roll.
Fatigueda condition that affects a characters
capabilities. It is temporary in nature and lasts
Depletion Check: Roll the dice in your RP. If
the majority show an icon result, your state
worsens one category. If all dice show an icon
result, spend a die from your AP (if possible)
in addition to any other effects.
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for the duration of an encounter. If you start an
encounter with the Fatigued condition, place
at least half your CP dice in your reaction pool.
When you make an action roll, increase the
value of the primary ability of a TAb by 2. If the
action is not a TAb, subtract 2 from your result
following the roll.
Exhausted a condition that affects a
characters capabilities. It is temporary in
nature and lasts for the duration of an
encounter. If you start an encounter with the
Exhausted condition, place all but one dice in
your reaction pool. When you make an action
roll, the maximum amount of dice allowed for
the roll is reduced by one (always to a minimumof one), and the value of the primary ability of a
TAb increase by 2. If the action is not a TAb,
subtract 2 from your result following the roll.
Death: An exhausted character that finishes an
encounter with no remaining HP is dead. In an
initiative based encounter, additional rounds
may be added to the end of the encounter as
long as the revival process was initiated prior to
the end of the encounter (the GM should endencounters involving initiative when the
challenge is complete i.e. all enemies are
slain, a puzzle is solved, trap disarmed or
triggered, negotiations concluded, etc.)
When you are out of HP, you become
exhausted automatically.
Although there are other ways to revive a fallen
comrade, at least one option is available to all
characters. Reviving the fallen is an action
requiring a minimum of two rounds. First,
move adjacent to the fallen player, spend two
dice, and make a heal check. If you succeed on
this check, the fallen player will then make a
depletion check. Each attempt requires two
dice to be spent by the player attempting the
revival. On a successful heal check and the
fallen player not failing their depletion check,
the second stage can begin. In the second
phase, the reviving player and player being
revived each make a depletion check. If both
checks pass, the player being revived
immediately is considered prone, exhausted,
and regains HP to their starting amount.
Other effects may modify the amount of HP
regained.
Not-Death: after becoming exhausted, your rest
can restore your balance - but at a lowered HP
making it more likely that without extended
rests that youre falling into a cycle of
ineffectuality. This is easier to incorporate intothe story. If it takes 2 or more days to get it ALL
back once youve pushed to the brink of
disaster, even the least creative DM can tell
how thats affected the story. Provide
guidelines in the DM section, even if your
players want something simple like a weapon -
the shop keeper is gone right then. Or
otherwise something without a surplus of Deus
ex Machina.
Traps & Machinery - non-combatant challenges
Skill challenges - see the skill section
Social challenges
Sometime a sword or a spell is simply not what
is called for. On numerous occasions, you and
your adventuring companions should expect to
influence your opposition with the force of your
words and wit. When you engage in a social
encounter, you will do your best to sway the
existing opinions or preconceptions of your
opponent in your favor.
A social encounter involves each player
nominating dice placing them on the social
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wheel and 1 or more rounds of resolution to
determine the outcome.
To conduct a social encounter, each player
nominates 1 or 2 dice from their CP and places
them on an Aspect (a color) of the social wheel.The dice chosen do not need to share a color,
however, the color chosen must correspond to
a color present in one the nominated dice. All
of a players dice are placed on the same Aspect.
Players simultaneously choose and place their
dice first, followed by NPCs.
You should choose an Aspect that matches your
characters spirit or the type of rhetoric they
will employ. In addition, each Aspect is
associated with a type of icon as noted on the
social wheel. If your dice obtains normal icons
that match the icon associated with your
chosen Aspect chosen, you gain a bonus to your
roll equal to the number of health of dice
obtaining that icon type. Example: a character
chooses to place their dice on the Arcane, blue,
Aspect; when they roll their dice, a common die
obtains an Arcane result granting a +1 bonus to