Actions

Aim / Focus

Aim your weapon, or focus on a specific task.


Cost: 1 Action Point (AP) + 1 Mind Point (MP)



Details: The Aim / Focus action allows a character to roll the Critical Hit die, which can dramatically improve the results of most actions.

Aim / Focus is used in conjunction with other rolls. Assuming sufficient AP and MP, a character may use Aim / Focus with an Attack roll, a Defend roll, a Skill roll, or another roll at Zaldar's discretion. In the case of a Defend roll made outside of that character's turn, the AP cost is 0.

To use Aim / Focus, roll the black Critical Hit die along with your Attack / Defend / Skill roll. Calculate the total as normal. If the white Critical Hit image is rolled, the total is doubled.

Chained Criticals: If you're feeling lucky, upon a successful Critical Hit roll you may choose to keep the doubled total, or continue rolling the Critical Hit die. For every consecutive Critical Hit that is rolled, the total is doubled again; however, if a blank space is rolled, then the roll concludes and all bonuses accrued are discarded. The results of the Attack / Defend / Skill roll conclude as normal, using the original total.

Attack

Make a physical attack against a target.


Cost: 2 Action Points (AP)



Details: An Attack will inflict physical damage on a target, reducing the target's HP (Health Points). Factors affecting the amount of damage include the attacker's stats and skills, the weapon used, as well as various skill-based or magical bonuses. An attacked character immediately makes a Defend roll, countering some or all of the damage caused by the attack.


Making an Attack Roll


1. The attacker must have at least 2 AP (Action Points) to spend.

2. The target must be within range of the attacker, and the attacker must have a clear shot at the target (i.e., the target is not behind a wall or other total obstruction).

Different weapons have different ranges; in the case of an Unarmed Attack, or an attack with the Dagger, the range is 1. This means that the target of the attack must be in a space directly adjacent to the attacker, or otherwise 1 space away from the space occupied by the attacker.

You may attack through a friendly-occupied space at no penalty, but not through a space occupied by a neutral party or foe, nor through a wall or other physical obstruction.




The Dwarf's attack with a Dagger (Range: 1) is valid, as his Goblin target is 1 space away.


The Dwarf's unarmed attack (Range: 1) is invalid, as his Goblin target is 2 spaces away.


The Dwarf's attack with the Spear (Range: 3) is valid, as his Goblin target is 3 spaces away.


3. Roll the appropriate dice based on the attack, and total the results.

For example, an Unarmed Attack is (Base Attack + STR), so in order to attack Mondo the Goblin, Thurig the Orc rolls a d8 and adds his Strength (STR), which is 3. The d8 roll is a 5, so Thurig's total attack roll is 5 + 3, or 8.


4. The target rolls their Defend dice, and totals the results.

By default, a creature's Defend roll is their (Base Defense + DEX). In our example with Thurig, his target Mondo has a Base Defense of d4 and a Dexterity (DEX) of 2. Mondo's d4 roll is a 1, so his total defense roll is 1 + 2, or 3.


5. If the Defend total is greater than or equal to the Attack total, then the attack concludes without inflicting any damage. Otherwise, deduct that Defend total from the Attack total, then reduce the target's HP by this amount. If a target's HP drops below 0, they are immediately DOWN (see DOWN under Statuses).

In our example with Thurig's attack against Mondo, Thurig's attack total of 8 is reduced by Mondo's defense total of 3. The remaining amount, in this case 5, is deducted from Mondo's Hit Points (HP). Since this attack didn't reduce Mondo's HP below 0, he may continue as normal. Otherwise, Mondo's status would immediately change to DOWN.


Attack - Unarmed

Roll your Base Attack die and add your STR. Add any other modifiers, and total the result.


Attack - Melee Weapon

Check the weapon description to determine the damage dealt. The weapon must be equipped (i.e., currently held in hand) by the attacking character. Add any other modifiers, and total the result.


Specialty Attacks

Back Attack: In your next Unarmed / Melee / Ranged Attack roll, if you can target a creature's back (the side of their figure opposite whichever side they're facing) you may re-roll a die once. This can be any one die, including the Critical Hit die, the Ranged Attack Roll d20, or any damage die. You may only do this once per Back Attack.

Flank Attack: If a character is targeted by more than one attacker (i.e. they are within range of multiple opponents, and one those opponents has already attacked them since their last turn), then every attacker is allowed to re-roll one die per attack against the flanked target. This can be any one die, including the Critical Hit die, the Ranged Attack Roll d20, or any damage die. You may only do this once per Flank Attack.

Flanked Back Attack: If a character is targeted by more than one attacker (i.e. they are within range of multiple opponents, and one those opponents has already attacked them since their last turn), AND you can target their back, then you are allowed two re-rolls per attack against the flanked target. These can be any two dice, including the Critical Hit die, the Ranged Attack Roll d20, or any damage die.

Unexpected Attack: Any character that is attacked unexpectedly (i.e. from a hidden assailant, when a friendly negotiation suddenly turns ugly, etc.) as per Zaldar's discretion treats their Base Defense roll as if they rolled a 1, with all other relevant modifiers applying as normal.


Attack - Ranged Weapon

Assuming the weapon is equipped and loaded, fire a ranged weapon (i.e. Shortbow) at a target.


Unlike Melee Attacks, which require only one dice roll, a Ranged Attack is broken into two parts: the Ranged Attack Roll and the Ranged Damage Roll.


Ranged Attack Roll

1. Roll a d20. This is your base Ranged Attack Roll.

2. Count the number of spaces between you and the target. For every space beyond the weapon's range, deduct -1 from the Ranged Attack Roll.

3. Untrained archers will deduct -5 from their Ranged Attack Roll. Creatures with the Archery skill will add their Archery bonus to the Ranged Attack Roll (+4 for Archery Basic, +6 for Archery Advanced, +8 for Archery Advanced, and +10 for Archery Expert).

4. Include any other relevant modifiers (spells, statuses, artifacts, etc.) to the Ranged Attack Roll.


If the calculated total of the Ranged Attack Roll is 10 or greater, your ranged attack has hit, and you can determine the damage inflicted with the Ranged Damage Roll. If the Ranged Attack Roll total is less than 10, the Ranged Attack misses, and the action is concluded. The projectile used (i.e. arrow) is deemed lost.

When using Aim / Focus with a Ranged Attack, roll the Critical Hit die along with the Ranged Attack Roll. A successful Critical Hit will double only the Ranged Attack roll.


Ranged Damage Roll

The Ranged Damage roll varies based on the weapon and projectile used, as well as the attacker's skill. A target struck by a Ranged Attack rolls their Defense as normal, unless otherwise noted.


Coup de Grace

Kill a character or render them unconscious.


Cost: 1 Action Point (AP)



Details: If a character is DOWN and within range of your Unarmed or Melee Attack, you can spend 1 AP to either kill them or knock them UNCONSCIOUS.

Defend

Defend from a direct attack, or take on a defensive stance.


Cost: Variable Action Points (AP)

0 AP: Defend against an attack
1 AP: Gain +1 on your next Defense roll
2 AP: Gain +2 on your next Defense roll
3 AP: Gain +3 or +LEVEL on your next Defense roll

All defense bonuses expire at the start of your next turn, at which point you may use the Defend action again.



Details: Defending is an action that can be done reactively when another creature attacks you, or proactively in anticipation of harm.

When a character is attacked, their Defend roll is their Base Defense plus their Dexterity, or (Base Defense + DEX). Armor, spells, and other modifiers can also add or subtract a character's Defend roll.

When using Defend as an action on one's turn, a character may add a bonus (based on the number of Action Points spent) to their next Defend roll. This bonus expires at the start of that character's next turn.


Defending against an unexpected attack: Any character that is attacked unexpectedly (i.e. from a hidden assailant, when a friendly negotiation suddenly turns ugly, etc.) as per Zaldar's discretion treats their Base Defense roll as if they rolled a 1, with all other relevant modifiers applying as normal.

Dodge

Pass through a space occupied by a hostile creature.


Cost: 1 Action Point (AP) + at least 2 Move Points



Details: Pass through occupied space:
Base Attack + STR + DEX

Occupied space character:
Base Defense + DEX (Normal Defense)

Success and the character moves through the space(s), assuming sufficient Move points; failure and they stay put.

Equip / Inventory

Retrieve, exchange, or store an item in your personal inventory.


Cost: 1 Action Point (AP)



Details: Without any pockets, sheaths, or pouches, a bipedal character only has use of their two hands to carry items and weapons. If you have anything stored on a belt, in a travel pack, scabbard, quiver, or any other container on your person, you may spend 1 AP to retrieve it from your inventory and place it into one of your open hands. Exchanging a held item with another item from inventory also costs 1 AP. Placing a currently-held item into inventory costs 1 AP.

Extinguish Flame

Stop, drop, and roll in an effort to extinguish a character engulfed in flames.


Cost: 3 Action Points (AP) + 3 Move Points



Details: If a character is burning, they have the Status of On Fire. A character on their turn may attempt to extinguish their flames by rolling on the ground, remaining in their occupied space and the figurine being set to face-down on the board. This action requires 3 Action Points and 3 Move Points. Upon using the action, a character must perform a Difficulty 6+ DEX skill check. If the character passes the skill check, their fire is extinguished. Otherwise, their 'On Fire' persists into the next round.

Extra Movement

Spend Action Points to increase your movement.


Cost: Variable Action Points (AP)



Details: On your turn, you may use an Action Point as if it were a Move Point. So, if walking, you would be able to spend your 1-3 Action Points to move 1-3 extra spaces; or, if running, you could spend your 1 Action Point to move 1 additional space. This does not apply in reverse -- you may not use a Move Point as if it were an Action Point.

Give / Take

Exchange an item with another character.


Cost: 1 Action Point (AP)



Details: Assuming you're holding an item in your hand, you may spend 1 AP to give that item to an adjacent character, assuming the other character has agreed to accept the item. You may also spend 1 AP to retrieve an item from an adjacent character, assuming they have agreed to give it to you and are currently holding the object.

Leave a Quest Map

The party may immediately exit the Quest Map if certain conditions are met.


Cost: 1 Action Point (AP)



Details: If the Heroes have a clear path to an exit point (i.e. a stairwell, path, etc.) on a Quest Map, and they can reach this point without Zaldar (i.e. monsters) interfering, then the Heroes can immediately all exit the map through the chosen point. This is done at Zaldar's discretion, as there may be unsprung traps, monsters, or other hidden circumstances that prevent the Heroes from leaving the location.

If a Hero reaches an exit on a Quest Map, they can remove their figurine from play, and give their turn to any other Hero of their choosing.

Load / Reload

Load and arm a ranged weapon.


Cost: 1 Action Point (AP)



Details: Move an arrow from quiver to bow, or a rock from sack to sling / slingshot, arming the ranged weapon.

Look

Take a look at something.


Cost: 1 Action Point (AP)



Details: A Hero may spend 1 Action Point to look around the room, or at one thing in particular. Zaldar will repeat the description of the room from the Quest Book, or provide a description of something, if none is written in the Quest Notes.

Loot Corpse

Browse the belongings of an adjacent dead or unconscious character, taking what you wish.


Cost: 1 Action Point (AP)



Details: Browse the belongings of an adjacent dead or unconscious character, taking what you wish.

Move Silently / Stealth

Attempt to sneak about without creating noise or alerting suspicion.


Cost: 1 Action Point (AP)



Details: Spend 1 AP and roll your d12 and add your Dex, that's your untrained Move Silently

It creates a Difficulty. Any character in earshot rolls a Perception check, which untrained is d12 + INT. If their Perception check is greater than or equal to the Move Silently roll, then the character who succeeded at the Perception check immediately becomes aware of the character who failed the Move Silently check, and reacts accordingly.

Open / Close

Attempt to open or close an adjacent unlocked door, drawer, cupboard, window, etc.


Cost: 1 Action Point (AP)



Details: Attempt to open or close an adjacent unlocked door, drawer, cupboard, window, etc.

Pick Up / Drop

Pick up or put down an object.


Cost: 1 Action Point (AP)



Details: PICK UP: Stand on or adjacent to a square occupied by an item and spend 1 AP to pick the item up and add it to your inventory.

DROP: Leave an item from inventory on an adjacent blank space or beneath your character.

Recovery

Attempt to regain composure after being critically wounded.


Cost:



Details: A character who is Down cannot Stand Up, can only move 1 Move space, can only spend 1 Action Point. At the start of their turn, at a cost of 0 Action Points, a Down character may roll a d20 for their Recovery Roll. If the result of the Recovery Roll is greater than or equal to that character's Recovery attribute, they are restored to 1 HP, and may immediately make a full regular turn (i.e. with normal Movement and 3 Action Points).

Shove

Attempt to shove an adjacent creature away from you.


Cost: 1 Action Point (AP)



Details: Shoving is useful in situations where you want to displace an adjacent creature. It's similar to making an unarmed attack, but it doesn't yield any damage. If an adjacent creature is successfully shoved, they are moved 1 square away from the shover, as illustrated below.

(shove example image)


To perform a Shove:

1. The shover rolls their Unarmed Attack (Base Attack + STR), and adds their Size / 10. (All creatures have Size values that are evenly divisible by 10.) Add an additional +5 if the shover is Running. The Aim / Focus action may not be used with this roll.


2. The target of the shove rolls their Standard Defense (Base Attack + DEX), and adds their Size / 10, as well as any other defense modifiers (armor, spells, etc.) The Aim / Focus action may not be used with this roll.


3. Successful Shove: If the shover's total is greater than or equal to the target's total, the shove has succeeded, and the target is moved accordingly.


4. Failed Shove: If the shover's total is less than the target's total, the target remains in place, and the action concludes.



Skill Check

Use one of your character's Skills.


Cost: 1 Action Point (AP)



Details: Roll a d12 and add the appropriate Primary Attribute. For example, if you're doing a generic Strength check, roll the d12 and add your STR, along with any other modifiers. If your total is greater or equal to the Difficulty of the specific task, you have accomplished it.


• Difficulty Levels
Difficulty 1: Any sentient being can do this for 1 AP. No need to roll.
Difficulty 5: Pretty much anyone can accomplish this task their first or second try. Opening an old wooden window.
Difficulty 10: 1/5 chance that someone of 1 STR / CHA / INT / DEX could do this first try. A stubborn lid on a jar; a weak person could (given the right circumstances) open it on their first attempt, but this could require 7+ attempts for the weak person. A strong person could probably get it in the first 1-3 tries. An extremely strong person could do it instantly.
Difficulty 15: You'd need a minimum of ~6 in any Attribute Score to have a reasonable chance at this -- difficult for any untrained individual.
Difficulty 20: Extremely difficult for all, except for highly-trained individuals.
Difficulty 25: Only possible after rolling multiple CRITICAL HITs.



Steal

Try to steal an item from another character's inventory.


Cost: 1 Action Point (AP)



Details: (See Confluence)

Talk

Exchange words with a character controlled by Zaldar.


Cost: 1 Action Point (AP)



Details: • Talk
Hero initiates the conversation
Zaldar can either rate the initiation (-5 to +5), or have some chit chat to establish a rapport



• in conversation, TALK takes one Action Point. Zaldar can always say that continuing the conversation (at any point) requires an additional Action Point.

While in conversation, doing something like INT ROLL (Detect Motive, Body Language, etc) takes an Action Point.

Basically anything in a convo with an NPC that requires using an Action Point, you gotta have one.



• NPCs can choose to terminate a conversation with a PC at any time, for any reason. That NPC will refuse to talk to the Player for the remainder of the Player's turn.

Throw

Throw an object, with the accuracy decreasing the further you attempt to throw.


Cost: 1 Action Point (AP)



Details: 5 spaces plus your STR.


Whether it does damage or is blocked, roll the Direction Die to determine where it lands.

• When throwing an object, for every space out of the character's throwing range, roll the Direction Die. So you count the total distance, determine how many spaces out of range it is, and once it's out of range, you roll the Direction Die the number of spaces out of range it is, and move the thrown object that direction each roll.

Trip

Attempt to trip an adjacent creature to the ground.


Cost: 2 Action Points (AP)



Details: Tripping can be done to an adjacent creature, in an attempt to knock them to a vulnurable position on the ground. It's similar to making an unarmed attack, but it doesn't yield any damage. If an adjacent creature is successfully tripped, their figurine is set on its back, and it is considered to have the 'Tripped' status.

To perform a Trip:

1. The tripper rolls the following dice, and adds the results:

Base Attack + STR + DEX

( The Aim / Focus action may be used with this roll. )



2. The target of the trip rolls the following standard Defense dice, and adds the results:

Base Defense + DEX

( Add any relevant Defense modifiers to this roll.
The Aim / Focus action may not be used with this roll. )



3. Successful Trip: If the tripper's total is greater than or equal to the target's total, the trip has succeeded, and the target is affected accordingly.

4. Failed Trip: If the shover's total is less than the target's total, the target remains standing, and the action concludes.

Use Item

Use an item you're holding.


Cost: 1 Action Point (AP)



Details: Assuming you're holding an item in your hand, you may spend 1 AP to use it. I.e., if you're holding a potion, you can spend 1 AP to drink it. This may vary based on the item, or the complexity in using the item itself. In situations where the AP required to use an item are not clear, defer to Zaldar's discretion.