no classes, all special will be used for checks
Strength - heavy weapons, +melee damage, +health/ lifting, climbing or intimidation check
Perception - better vision in dungeons, cities, not in cities, everywhere, / noticing things about
people check
Constitution - poison, fire, cold ect. resistance and natural health regeneration after battle /
endurance related check idk
Charisma - better prices for things, at 10 1 companion at 20 2 companion of you are playing 1
player 1 & DM / conversation checks and convincing people to do things
Intelligence - more skill points per skill level up +magic damage +magic ability, +mana /
outsmart other people
Dexterity - actions you can do per turn in combat, +ranged and throwing weapons, + steal /
quick checks ex: getting over an obstacle whilst running away from something
Skills 1-90 (so that rolls cannot be successful 100% of the time) needed for completing tasks
determined by die roll, skill goes up the more you use said skill. Skills start at 10, when
character creation choose 3 major skills to start with 30, minor skills start at 20
Martial Arts Melee - Martial Arts Melee weapons attack, parry, Level 0-19=D4 Level 20-39=D6,
Level 40-59 = D8, Level 60-89 = D12, Level 90+ = D20
Light Melee - light melee weapons attack, parry, every 10 = 1 more dice for weapon
Normal melee - normal melee weapons attack, parry, every 10 = 1 more dice for weapon
Heavy melee - Heavy melee weapons attack, parry, every 10 = 1 more dice for weapon
Musical magic - 11-30=level 1, 30-60=level 2, 60+ level 3
Priest magic - 11-30=level 1, 30-60=level 2, 60+ level 3
Mage magic - every 10 = 1 more spell slot, 11-30=level 1, 30-60=level 2, 60+ level 3
Fighter magic - every 10 = 1 more spell slot, 11-50=level 1, 50+=level 2
Scout magic - every 10 = 1 more spell slot, 11-50=level 1, 50+=level 2
Sneak - higher the better chance of successfully sneaking (subjective to GM to decide for
situation)
Throwing - throwing based ranged attack
Arrow Ranged - Arrow based ranged attack
Pickpocket - higher the better chance of successfully sneaking (subjective to GM to decide for
situation)
Steal - higher the better chance of successfully sneaking (subjective to GM to decide for
situation)
First aid - health regen 0-20 = 10%, 21-40 = 20%, 41-60=30%, 61-80=40%, 81-90=50%
Survival - better hunger, better random encounters
Shield - parry of ranged attack
Swapping weapons mid fight can lead to fumbling drawing weapon (D% of type of weapon
switching to)
Armour makes you slower but makes you take less damage
Parry mechanic - determined by 2D10 on type of melee skill for player and 1 D20 on perception
for enemy
Armour Stat - x2 on rule book armour
Nice clothing adds +5 cha modifier
Mirror tuxedo adds +5 perception modifier
Mage’s robe adds +5 constitution modifier
Scholar's robe adds +5 intelligence modifier
Fitness wear adds +5 agility modifier
Combat mechanic
IF PLAYING 1 PLAYER, DIVIDE ENEMY HIT POINTS AND ARMOUR BY 4 AND ROUND UP
Flow of Melee Combat (close range) Melee (light, normal, heavy) roll 2D10 as a % and if the
number is the same as skill level or under, then it is a hit (5 down from your skill level is a critical
hit). Add strength and roll weapon damage modifier and add that to the attack. If hit than parry, if
failed parry subtract Armour class from damage and deal calculated damage to enemy
Flow of Ranged Combat(long range) Ranged, roll 2D10 as a % and if the number is the same
as skill level or under, then it is a hit (5 down from your skill level is a critical hit). Add agility and
roll weapon damage modifier and add that to the attack. Subtract Armour class from damage
and deal calculated damage to enemy
Flow of Magic Combat (close range and far range)
Roll damage, add modifiers, subtract armour, deal calculated damage
1 Doubloon (1D) = 1gp
1 Adobe (1A) = 1sp
1 Lumpia (1L) = 1cp
1D=10A
1A=10L
Random encounter - every 20 km on road roll 1D4 1 merchant frog, 2 broken down wagon 1D4
1=bad loot 2=good currency 3=good loot 4=bandit attack, 3 edible vegetables on road, 4 tips.
Intersection roll 1D6 1=bandits, 6=merchant frog, anything else is nothing
Off road - every 20 km roll 1D6 1 wildlife attack, 3 ruins, 6 wild food
Health points - 15 starting and +10 per 1 strength
For enemy parry roll 1D20 and if the dexterity stat (NOT MODIFIER) is the same or less than
parry
Remove or make more interesting enemy stun moves paralysed, unconscious, incapacitated
Advantage - roll 2 dice and choose the higher one
Disadvantage - roll 2 dice and choose the lower one
For character creation, abilities are rolled by D20 and roll 1 D10 to add onto the any ability
Enemy Stat
Asemic - ac10
Hitpoints 10 (5D4 + poison) use spear range 10ft
Speed 30ft
Str 10(0), dex 10(0), con 20(+5), int 20(+5), per 7(-2), cha 10(0)
Weak to sharp weapons -5HP for sharp weapon hit
Fancy Pants ac-15
Hitpoints 15 (1d8+1)
Speed 30ft
Str 6(-2), dex 14(+2), con 10(0), int 24(+7), per 9(-1), cha 10(0)
Can use magic same as the level as player
Sithiche
Hitpoints 1 (1D4-3)
Speed 100ft
Str 1(-5), dex 30(+10), con 1(-5), int 30(+10), per 30(+10), cha 30(+10)
Roll D20, if above 1 then convinces player to stop fighting (if in city, walk to a prison)
Ramus - armour 10
Hitpoints 20 (2D12)
Speed 20ft
Str 20(+5), dex 6(-2), con 4(-3), int 10(0), per 13(+1), cha 13(+1)
Resistant to blunt weapons -5 damage for blunt weapons
Arnin - armour 20
Hitpoints 20 (2D12)
Speed - 30ft
Str 20(+5), dex 10(0), con 6(-2), int 10(0), per 12(+1), cha 4(-3)
Weak to blunt weapons -10HP for blunt weapons hit
Tengus
Hitpoints 10 (1D6)
Speed 20ft
Str 30(+10), dex 2(-4), con 14(+2), int 16(+3), per 10(0), cha 10(0)
Krygin - breaths underwater AC = 11 !
Hitpoints 11 (2d8 + 2)
Speed - 40f underwater 10 ft on land
Str 10(0), dex 13(+1), con 12(+1), int 11(0), per 11(0), cha 12(+1)
Spear - melee or ranged weapon attack: +2 to hit, reach 5ft. Or range 20/60ft. Hit: 3 1(d5)
piercing damage. Or 4(1d8) piercing damage if used with two hands to make a melee damage
Bāgha - armour - 13 !
Hitpoints 67 (9D8+27)
Speed - 30ft
Str 16(+3), dex 12(+1), con 17(+3), int 9(-1), per 11(0), cha 9(-1)
Has advantage using melee weapons, but players fighting Bagha using melee weapons also
have advantage
+5 to hit, reach 5ft, one target hit 9(1d12+3) slashing damage
Rinókeros - armour 19
Hitpoints 20
Speed - 15
Str 25(+7), dex 2(-4), con 14(+2), int 16(+3), per 10(0), cha 10(0)
Resistant to sharp weapons -5 damage for sharp weapons, weak to blunt -10HP for blunt hit
Leaghan
Hitpoints 50 (10D20)
Speed - 5ft
Str 1(-5) , dex 1(-5), con 30(10), int 15(+2), per 16(+3), cha 10(0)
Resistant to all magic -50 magic damage
Will eat you