You are on page 1of 49

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.

Movement ................................................... 32

Table of Contents
Character 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

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

Character Creation
Your 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

Player Character Height Details: HP Presence Ability Scores Modifier Power Agility Insight Intelligence Character Pool Die Race

Campaign Race Weight Bloodied Conscientiousness Defenses AC FORT REF WILL Type Health Origin
(Class/Race/Free)

Experience Points Class Age Initiative Conviction + Dice Pool Bonus

Total

lvl

+ Key Stat
(agility) (power) (agility) (insight or intelligence)

+ Class Bonus

Skill Athletic Craft Diplomacy Healing Nature Nimble Overwhelm Perception Scholar Streetwise Thievery Wizardry

Total

Ability +Training + Misc.

Equipment

Items Wealth

Ability Scores
Ability 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 4 times 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 2 to 3 4 to 5 6 to 7 8 to 9 10 to 11 12 to 13 MODIFIER -4 -3 -2 -1 +0 +1 Score MODIFIER value 14 to 15 +2 16 to 17 +3 18 to 19 +4 20 to 21 +5 22 to 23 +6 Continue pattern

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 into darkened 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 Presence statistics 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 sway opinion. 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 typically used 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

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.

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 your viewpoints 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. Those with 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 be a 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 society hardly 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.

Race & Background


Your 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). Human Humans are the most numerous race in most regions (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: Speed Size: Vision: Languages:

52 64 105 270lbs 10 / 20 / 40 / 75 ancient 6 Medium Normal Common, One addition language of your choice

Bonuses Ability Score +1 to one (your choice) Skills +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. Elf Elves 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.

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: Speed Size: Vision: Languages: Bonuses Ability Score Skills

slowing down. Roleplay a dedicated, community oriented, individual. Dwarf Traits Typical height: Typical weight: Lifespan: Speed Size: Vision: Languages: Bonuses Ability Score Skills

36 53 110 240lbs 14 / 25 / 50 / 90 ancient 5 Medium Low Light Common, Dwarvish +1 to Power +1 to XX / +1 to XX

57 7 120 210lbs 20 / 60 / 120 / 215 ancient 7 Medium Low Light Common, Elvish +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 singleminded, 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

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

Traits Typical height: Typical weight: Lifespan: Speed Size: 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 Driven youre on a quest of your own Warden intimately familiar with an area dear to you, usually one that others value less. Often a forest dweller or elf.

Class
Your 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 from among 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.

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 choice

Dice: Heavy Melee Weapon Proficiency: Simple/Martial

LVL AC FORT REF WILL Special Qualities 1 0 5 5 5 Warrior Tactics 2 0 5 5 5 3 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 target affected by a warriors successful OA gains a familiarity with the ebb and flow of the stops moving. battlefield. They intimately understand that Warrior Instinct before determining damage damage dealt is as important as damage from a successful attack, a warrior may add a avoided. A warrior may make an Opportunity number of damage to the roll equal to the Attack roll against a target which leaves a space number of normal power icons on one die used they control using two dice instead of one. A in the action roll.

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 is poor 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 Close - Weapon Target: 1 Opponent Icons: 3 Power / 1 Skill Attack: POW vs. AC 1 [W] + POW + 2

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 Close - Weapon Target: 1 Opponent 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 Action Close - Weapon Target: 1 Opponent Icons: 5 Power Cost: Attack: POW +1 vs. AC 1 [W] + POW + 5

Jab Warrior TAb 1 You unleash your quickest jab at your opponent before they have time to react. Standard Action Close Weapon Target: 1 Opponent (Slashing) Icons: 3 Power / 1 Skill Attack: POW +2 vs. AC 1 [W] + POW

Slice

Warrior - TAb 4

Standard Action Close - Weapon Target: 1 Opponent (Piercing) Icons: 5 Power Cost: Attack: POW+3 vs. AC 1 [W] + POW + 3

Cleave Warrior - Push TAb 1 You hit multiple foes. Standard Action Close - Weapon Target: 2 Opponents 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.

Enrage Warrior - Push TAb 4 When your attack slides past the enemys guard, you gain their full attention. Standard Action Close - Weapon Target: 1 Opponent 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).

Cost: Attack: POW vs. AC Shove Warrior - Push TAb 4 Warrior - TAb 13 Standard Action Target: Icons: Cost: Attack: POW vs. AC Close - Weapon

Standard Action Close - Weapon Target: 1 Opponent 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 13 Standard Action Target: Icons: Cost: Attack: POW vs. AC Close - Weapon

Warrior - TAb 8 Standard Action Target: Icons: Cost: Attack: POW vs. AC Close - Weapon

Warrior - Push TAb 13 Warrior - TAb 8 Standard Action Target: Icons: Cost: Attack: POW vs. AC Close - Weapon Standard Action Target: Icons: Cost: Attack: POW vs. AC Close - Weapon

Warrior - Push TAb 13 Warrior - Push TAb 8 Standard Action Target: Icons: Cost: Attack: POW vs. AC Close - Weapon Standard Action Target: Icons: Cost: Attack: POW vs. AC Close - Weapon

Warrior - TAb 17 Warrior - Push TAb 8 Standard Action Target: Icons: Close - Weapon Standard Action Target: Icons: Cost: Close - Weapon

Attack: POW vs. AC

Warrior - Push TAb 17 Standard Action Target: Icons: Cost: Attack: POW vs. AC Close - Weapon

Warrior - Mastery TAb 17 Standard Action Target: Icons: Cost: Attack: POW vs. AC Close - Weapon

Warrior - Mastery TAb 17 Standard Action Target: Icons: Cost: Attack: POW vs. AC Close - Weapon

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 choice

Dice: 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 Mesmerize 6 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 any number, but only in the denominations opponent, you may place one class token on shown below. the opponent. Place these tokens after Tokens Spent Effect resolving the ability that caused the damage 1 +1 dmg and only if you have Combat Advantage against 2 +3 dmg them. Place an additional token if you are also 3 +7 dmg flanking the opponent. Tokens may be spent Mesmerize When you have combat for various effect including additional damage advantage, during damage rolls you may add (see the following table). You may only place the Skill results on one Active Dice to your tokens if you did not spend any class tokens this damage result. turn. When you spend tokens, you may spend

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.

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. 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 a depletion 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.

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?

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.

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 been started, 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 is available 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.

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.

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 are not 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 their nature, the multi-class character should be mindful of how the process works and how this affects them. No special rules exist for multiclass 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 may exchange 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.

Skills
Skills 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 to the 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.

Skill Arcana Athletic Craft Diplomacy Healing Nature Nimble Overwhelm Perception Scholarly Stealth Streetwise Subterfuge Arcana Retry - None

Key Ability Intelligence Power Agility Insight Insight Insight Agility Power Insight Intelligence Agility Intelligence Intelligence

Example actions Identify spell, locate magic effects Run, Jump, Climb, Endure environmental factors, Grab an opponent Make something Sway opinion, read anothers body language, forge a long-term solution to a difference of opinions Perform first aid, heal diseases Track, survive outside, improvise shelter Escape, tumble, balance Intimidate, bluff, get your way without control of the consequences Spot, listen, smell, notice things History, religion, mathematics, skilled labor Avoid detection Determine where to go or not to go, find a contact Lift, pickpocket, disarm defenses 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

Arcana is an aggregate term for the study and understanding 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

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 item

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 has rained 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

Locate 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 can locate 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 being held. Athletic Craft Diplomacy Healing Nature Retry Special The ability to navigate outdoors, locate food, create simple structures and tools from natural materials, speak with/relate to wild creatures, track signs.

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 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Low Skill Result Untrained Trained 1 3 2 4 2 4 4 6 4 6 5 7 5 7 6 8 6 8 8 10 8 10 9 11 9 11 10 12 10 12 11 13 11 13 12 14 12 14 13 14 Average Skill Result Untrained Trained 3 5 4 6 4 6 6 8 6 8 7 9 8 10 9 11 9 11 11 13 11 13 12 14 12 14 13 15 13 15 14 16 14 16 15 17 15 17 16 18 High Skill Result Untrained Trained 5 7 6 8 6 8 8 10 9 11 10 14 10 14 11 15 11 15 14 18 14 18 15 20 16 21 17 22 17 22 18 23 18 24 19 26 19 26 20 27

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 of those 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 Close - Weapon Target: you successfully make an Opportunity Attack on an adjacent opponent. 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.

Dragon Dice
Many 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 noncombat 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 other defenses - provide HP - and mediate fatigue

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. Most actions 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 on recruiting 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.

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 pool tablefor 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

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) (1 health) and has six sides the medium size is an uncommon (U) (2 health) and has six sides the largest six sided dice is a rare (R) (3 health) while the 10 sided die is a monster (Mon) (4 health).

Class Die (C) Promote (C) Racial Die (U) Promote (C) Recruit (C) Promote (C) Racial Dice (R) Promote (U) Class Die (U) Promote (U) Class Die (C) Promote (C)

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

Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9 Level 10 Level 11 Level 12 Level 13 Level 14 Level 15 Level 16 Level 17 Level 18 Level 19 Level 20

4 5 4 4 4 3 4 3 3 3 3 3 3 3 3 3 4 3 3

1 2 2 3 3 4 4 4 4 3 3 4 4 3 3 4 4

1 1 2 2 2 2 3 3 3 3

4 5 5 6 6 6 7 7 7 8 8 8 8 9 9 9 10 10 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. Determine the 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 skill icons/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)

Racial Die x2 (C), Class Die (C), Recruit (C) Level 1

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.

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 magic results 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 your choice 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.

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 rerolled 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

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 and count 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 the chasm 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

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. These TAbs 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 Melee Weapon Target: 1 Opponent Icons: 3 Power / 1 Skill Attack: 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 and determine 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.

Advancement
XP
0 1000 2250 3750 5750 8250 11500 15500 20500 26750 34550 44300 56500 71750 90750 114500 144500 182000 228500 286500

Lvl 1

TAbs Known 3

Feats 1

Character Pool Racial Die x2 (C), Class Die (C), Recruit (C) Class Die (C) Promote (C) Racial Die (U) Promote (C) Recruit (C) Racial Dice (R) Promote (C) Promote (U)

C 4 4 5 4 4 4 3 4 4 4 4 3 4 4 4 4 4 4 3 3

Total Dice 4 4 5 5 6 6 6 7 7 8 8 8 9 9 9 10 10 10 10 10

2 3 1 3 3 1 4 3 2 5 3 2 6* 3 2 7 4 3 8 4 3 9 4 3 10 4 4 11 4 4 12* 4 4 13 4 5 14 4 5 15 4 5 16 4 6 17 4+1 6 18 4+1 6 19 4+1 6 20 4+1 6 *Levels at which skills are trained. The +1 denotes a mastery TAb.

Class Die (U) Promote (U) Promote (C)

1 2 2 3 3 3 3 3 4 3 3 3 4 3 3 4 4

1 1 1 2 2 2 2 3 3 3 3

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, begin normal combat rounds. Each normal combat round use the following structure, which continues for the duration of the encounter. Start of Round o Roll Monster Die o Save for ongoing effects o Recovery Roll Turn(s) - in initiative order End of Round

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, and fantastic. 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 (a fantastic 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.

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.

Range

Abysmal Equal to or less than: Target 2X Ability Minimum Damage No secondary effects, spend an additional die

Poor Less than Target damage

Good Target or greater Normal effects

Fantastic Equal to or more than: Target + #Health rolled Maximum Damage May refresh a Reaction Die

Result

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.

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.

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 the attack 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.

Initiative Roll
Roll one die from your action pool and add your initiative bonus to the number of Agility/Skill icons obtained. If your initiative result is lower than a nonminion 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 an opposed 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.

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.

Movement
Characters 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 characters speed. 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; see skill descriptions

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.

Actions
You 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

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

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.

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.

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.

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.

Adventuring
A 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 in your 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). 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.

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. Not only 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. Winded 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 Winded condition, place at least two dice in your reaction pool. When you make 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. Fatigued 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 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 minimum of 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 end encounters 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 into the 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

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 the roll. Each Aspect is related to one another. Once the dice have been placed the thought processes of all involved become visual. Closely aligned ways of thinking mean it is easier to influence the target. If the dice you roll are of an Aspect adjacent to the target, then the number of icons obtained will provide a bonus to the roll. However, if your Aspect is opposite that of the target, the number of icons obtains results in a penalty to the roll. You can never be sure how even the most carefully reasoned argument will come across. The normal bonus or penalty can be reversed. The connections between each color specify an

icon typeand this icon type reverses the normal interaction between the colors. Ivory dice may be placed with other colors, and other colors with ivorya player nominating all ivory dice would be required to place them in the center of the template. Versatility is in the center of the template and receives no bonuses or penalties. Example: if an interaction takes place between an individual that has chosen the green Vigor aspect, and the target which has chosen the blue Poise aspect, they receive a bonus to their roll equal to the number of icons they obtain (in addition to the bonus if they roll the aligned iconAgility). After all dice have been placed by player characters, dice are placed by NPCs (their opponents). NPCs roll their dice first, then each player who nominated two dice will determine their success individually. Finally, all players who nominated one dice will roll together to determine their combined success. In this way, the party may obtain a maximum number of successful outcomes equal to the number of playersor a minimum of 1. They also risk that number of failures any time that failed interactions have a negative effect on the outcome and though this is determined by the GM, it can be expected to apply in most social situations. Each player will act in every round the GM will determine when multiple rounds are applicable.

Poise
Arcane

Vigor
Agility

Negation
Defense

Versatility

Valor
Skill

Passion
Power

To make a check in a social encounter compare the following to the DC: roll your dice and add a bonus equal to the icons that match your chosen color aspect to a modifier, calculated by comparing your chosen color to your targets where the icons are positive or negative based on the relationship between the colors and the specific icons obtained, to your skill bonus. The DC is equal to targets diplomacy score plus a modifier based on the difference between your conscientiousness and conviction scores, and a modifier based on the relationship of the targets chosen color and the icons obtained on their roll. Note: the aspect matching bonus is only applicable to players. Skill bonus + aspect match bonus + modifier (compare colors/icons) vs. DC DC = Targets Diplomacy bonus + modifier (compare conscientiousness/conviction scores) + modifier (compare colors/icons) Example, two players attempt to intercede with the King. One nominates two red dice thinking

that the king is likely incensed by incursions to his borders and will appreciate a passionate speaker.

Poise
Arcane

Vigor
Agility

Negation
Defense

Versatility

Valor
Skill

Passion
Power

Equipment
Martial Weapons Name Longsword Spear Damage d8 d6 Type S P Range -10 Weight 3lb 5lb Cost 10 gp 9 gp Proficiency 4 heavy melee dice 2 dice w/melee icons

Weapon properties allow placement of additional class tokens on successful hit (makes rogues/rangers better) Medium Armor requires 2 dice with saves in your CP to wear Name Hide Leather Scale Armor Bonus 2 3 Maximum Check Speed Agility Penalty Modifier 3 -2 1 -Weight 14lb 19lb Cost 8 gp 30 gp Proficiency 2 dice w/defense icons 2 dice w/defense icons

Heavy Armor requires 4 dice with saves in your CP in order to wear it Light Armor allows either smallest but two dice avg Mov to be added to your AC, or smallest but 3 dice from your CP avg Mag to be added to your AC Exotic Weapons, X# dice with melee (some require melee # mov), or X# dice with Y# icons. Armor properties command; better damage dice for commanded animals under your control

GM Section
The GM section contains both essential details on running your campaign (how to create a scenario, amount of XP to award) and to this factual and very math based information, this section also addresses the more philosophical side to functioning as the GM for your group. These softer skills come primarily from experience, so this sections advice is meant to supplement your own learning and provide food for thought as you get started and whenever you want to upgrade your game with new ideas. Most of these ideas come from the experience of the writer, especially during creation of the game--where decisions were made between various options for each game mechanic; so the advice functions also as a window into how those mechanics were ultimately chosen.

instead. An individual game isnt quite the spirit of a group storytelling experience, but they can be great or terrible like anything else. For those persistent players that just must have something different and wont be appeased by a cosmetic change, first look at the balance of whats being described. Then, note that further increases in power over the written material cannot typically be balanced by a corresponding negative modification in another area. Much effort was used to ensure that each written item (race particularly) was not only equivalent respecting their in game power--but also to ensure that it was balanced. Very unbalanced theme (say a +4 POW/-4 INT) just result in that individual doing their best to avoid the situations in which they would perform very poorly. The moderate penalties assessed to the written versions were chosen primarily because a moderate penalty discourages a character from focusing on that area without completely preventing them from being effective in that way should the need arise. And believe it--the need will often arise in a story telling game. When it comes to making a great story and a compelling experience, these minor penalties prevent disaster for your characters, they provide things you can focus on (maybe someone is gently teased about their short stature, or has to overcome a lack of strength to meet their goals). Modifications - particularly to have an effect on the statistics arena tell you that you have a player who understands rules, wants to be effective in combat, and you can cater to their interests in how you build your adventures...without necessarily allowing them free reign to unbalance the game for the entire group. Dealing with a hog

Allowing Alternate Class/Race variants As seen in the chapter on races, cosmetic variants (variations in how the race is described or portrayed w/o actually changing the numerical rule components) are wholly encouraged as a way to tell the story or meet player interest. Some cosmetic variants would result in stretching that oh-so-tenuous suspension of disbelief a little farther than you might be comfortable. A player who really must play a dragon might not be satisfied having the mechanics of an orc... First, dialog with those players about what they really want and see how best to incorporate that into the game--but someone who wants to be a dragon MIGHT want to be one just because theyre archetypically powerful. Unfortunately, theres no way to accommodate that in a group game and they might need an individual game

When one player consistently takes actions for the whole group without allowing or encouraging discussion, you need to dealt with the problem on a campaign level. Suggest nominating a group leader for their characters (out of game), or place them in a herb gathering contest in town that requires a group name and leader to be placed on the wooden leaderboard in the town square (in-game solution). If the group wants them in charge then it might be problem solved. If the group doesnt nominate them, then theyll have to put their desire to go down that particular hallway...right now...on the table for the groups consideration prior to it actually happening. Also problem solved. If they still wont behave like theyre playing with a group--then at least they (and the group, via having forged them into a cohesive entity using the above strategy) know theyre not behaving. Self-policing usually will arise. If it does not and youve still got an issue, create a way to foil them temporarily without requiring rescue from the other players. Example, one character constantly adventures alone, they think theyre the group scout, but they do it without bothering to get any input before they take an action. Dont have that player trigger an adventure encounter (monsters you had planned), or run into a damaging trap--theyre not going to learn by taking damage, and the group will just have to babysit them further. Instead, say they walked into an immobilization trap and provide the key for releasing them at the end of the next encounter for the group-my favorite immobilization trap (for the irony) is a mirror. Hello Narcissus. Other variants, spectral hands fly through the wall and pull the character through, slide opens down into a holding room. If these bunch up your party too much, or send the wrong message about caution - then un-bunch them with area of effect damage or cause the dungeon to fall

apart and theyve only got so many turns before it collapses. Riding the wave of monster psychology The monster die in each encounter functions only partially as a way to provide a tangible bonus to your forces. By rolling it at the beginning of the round prior to any actions, your players will begin to anticipate what is in store for them. Roll a ranged icon, theyre going to expect the bows to get pulled out. Your creatures ensconced in a defensible position and raining ranged attacks onto the PCs? Roll a melee icon or tactic and you should strongly consider acting on it. Have those goblins put down their javelins and mob the nearest few PCs. This allows the monster die to help mediate the psychology of the encounteradding both an element of surprise (as you relinquish some degree of control over the direction of the encounter) and also of anticipation as the players see the roll and begin to act in anticipate for what they expect the enemies to do during that turn. In sum, acting in accordance with the monster die allows you to reap an easy benefit in terms of bonus icons you can apply to the primary icon of actions taken during that turn, while also deepening the roleplaying (and gameplay) experience for your group. Campaign style The type of campaign you run will have a noticeable effect on the relative benefit of certain rules. If your campaign features a lot of traps, not only will players with these skills shine--but many players will opt to be that kind of character. If your fights typically involve only a single level, combatants are placed on a grid without many other terrain elements or objects to interact with, then your fighters will find little

use for the athletics skill. However, if you constantly have tables to vault, open stairways to jump from, pits to cross, then many players will find a need to be trained in this skill. While the rules are the same for everyone, the type of game you run dictates how the game plays. In general, keep the challenges varied and while so doing, create situations that cater to each characters skills...and each players tastes.

Monsters
Monsters are one of the main challenges that a GM will employ to challenge players. They range from simple patsies to shambling hulks, to scheming masterminds and everything in between. Monsters share many gameplay similarities to characters. Each monsters entry will specify their statistics and abilities as well as what Dragon Dice should be used to represent them. Monsters will typically have 5 Dragon Dice of similar sizes to those possessed by players for which the monster is designed to provide an appropriate challenge. In addition to a selection of six sided dice forming the Monster Pool (similar to the Character Pool), most every monster has access to a Monster Dice. These dice are the large 10 sided dice in the Dragon Dice battle game, these are 4 health units with an incredible variety of abilities. Because monster dice are so inconsistent in what type of results they generate, the monster dice is not used during rolls for abilities (in addition, these dice contain an additional pool of SAIs that would generate significantly higher complexity if say, the player characters were to incorporate them into their suite of abilities). Instead, the GM will choose one monster dice from among those specific to the monsters in the encounter. Unless otherwise specified, only one monster

die can be nominated each encounter. At the beginning of each initiative round, the GM will publicly roll the monster die of their choosing (this die can change every round among those available to one of the monsters still active in the encounter). Normal results, or SAIs that generate normal results create a pool of additional results that the GM may utilize any time during the round at their discretion to complete TAbs. SAIs may generate effect in addition to or instead of normal results, and these additional tactics or other such abilities may be utilized by the GM during that turn. See the combat example for more details. The monster die is rolled each round and the die chosen at the start of the encounter is used for the duration of the encounter. Monster entries will also specify their starting condition, i.e. which dice begin in their action or reaction pools, and any other relevant abilities, information about tactics, etc. How to read a monster entry follows. Sample monster entry Goblin XP 100 Lvl 1 Lvl: 1 Speed: 6 Init: +0 HP: 20 Bloodied: 10 HD: d6 AC: 8 REF: 6 FORT: 7 WILL: 5 POW: AGL: INS: INT: 12 (+2) 10 (+0) 8 (-1) 10 (+0) Monster Pool: Pelter (AP) Goblin Ranged Pelter (AP) Goblin Ranged Monster Die: Mudman Goblin Skills: Athletics / Nimble / Stealth / Perception Equipment: Short spear Treasure: Normal

Silent Fusillade Spears from the shadows. Standard Action Ranged - Weapon

Target: 1 Creature Attack: +2 vs. REF Icons: 2 Agility

Range 6 d6-1 Qualities other than abysmal are considered fantastic if the target has not yet activated this round.

towards actions taken on their turn whose mode matches the icons shown on the terrain. Vicious Each time this creature damages an opponent refresh 1 dice from RP to AP (or allow a refresh roll).

Level based modifiers & defenses


Set most targets (AC & Defenses) at the 50% success level. This is a benchmark value based on an approximate 50% likelihood on the most prevalent key icon (melee) + 1/2 level + ability bonus (ex: POW). Note: ability bonus assumes optimal progression of target dice (heavy melee type in this example) when determining ability score bonus. Currently the table is built with no discretionary increases to statistics. The 80% column shows the point at which a character would be expected to achieve success 80% of the time. The 5% values have an approximate success ratio of 0.5% to 10%, typically 5% or less. Because the defense values dont determine the success of the TAbs, it is possible to raise or lower these values without influencing the players ability to conduct their own actions--however, as higher or lower results on the defense check result in higher or lower assessed effects, it is recommended to stay within the following parameters in order to assure reasonable expectations of success and also to generate a sense of mathematical continuity for the players. And, the quality of the action has many effects in addition to the very important factor of preserving consistent damage expectations. While average defenses (and component stats from which the defense is derived) should typically be set at the 50% value, higher or lower values merely modify the expected damage amount. Adding two to the 50% value tends to halve the damage taken by actions

Ambush Strike The only good enemy is a wounded one. Standard Action Close - Weapon Target: 1 Creature Attack: POW vs. AC Icons: 1 Agility / 1 d6-1, or d6+3 when Defense the target is already wounded.

Alignment / Psychology Goblins are small and ugly. They are boisterous and disagreeable with each other. They tend to acquiesce to the stronger members of their tribe, and lie quietly in wait for their prey. Environment: any, often swamp and caves. Number, group (5), or tribe (8). Tactics: goblins attack with ranged weapons until characters get closer and they switch to using their spears for attacks and attempt to defend themselves against overwhelming aggression. They are easily spooked and tend to run away on rounds following those in which one or more have been slain. If players enter a potential goblin lair, often they will be able to access a chest or other secret before encountering the main goblin force because goblins frequently use this tactic to lure in prey while the main group waits lurking in ambush.

Extra Monster Abilities


Monster ability - Savvy Tactics - This monster may roll a major or minor terrain at the beginning of its turn and obtain bonus points

targeting that defense (poor or worse quality expected), while subtracting two roughly doubles this damage value. Table 5-1 - defenses by level Lvl 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 80% 7 8 8 10 10 12 12 13 13 15 15 16 18 19 19 20 21 22 22 23 50% 8 9 9 11 12 13 13 14 14 17 17 18 20 21 21 22 23 24 24 25 5% 10 11 11 13 14 15 16 17 17 20 20 21 22 23 23 24 25 26 26 27

Additionally, the tables contents detail the HP range of characters in each level to explore the relationship between how many hits (of good quality or better) it takes for a character to defeat an adversary and vice versa. Damage tables comparing classifications of monsters (standard, elite, etc.) are found in the next section. Monster HP follows are more simply described trend multiply the standard HP by 1.5 to determine the HP of an elite monster, and by 2 for a solo monster. Note additionally that character damage values are expected to increase comparably with monster damage values if you wish to create alternative TAb materials for your players. Monster HP (standard) is 8/lvl + Power score. Weak monsters would have 6/lvl + Power remember, minions do not have an HP value. Very tough monsters have 10/lvl + Power, and even boss monsters are usually not above this valueas they already receive double the HP of a standard monster. Accounting for further HP can make a fight either unwinnable for the party, and/or make the encounter last for an excessively long time. Note, character values are based on an initial power score of 10, a class granting 12 HP, 4 hp/lvl, and 2 to 4 bonus HP over the characters career, with high HP being a power score of 18, a class with 15HP, 6 hp/lvl, and 2 to 6 bonus HP. This generates an initial ration between high HP and low HP characters of 1.6:1 and an ending ratio of 1.5:1.

Monster Creation
You may want to create additional monsters with which to challenge the players. Experience awards are tied to difficulty of encounter, so it pays to calculate these amounts as accurately as possible in order to fairly reward the players. Too much XP for too little challenge would leave a party feeling cheated, or possibly even a false sense of security would create difficulties later in the story. This table shows some general guidelines that monsters follow in this sourcebook so that modifications you make can be gauged against the standard pattern.

Lvl 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Character HP range 22 - 35 26 - 41 30 - 47 34 - 55 38 - 61 42 - 67 46 - 73 50 - 79 54 - 85 60 - 93 64 - 99 68 - 105 72 - 111 76 - 117 80 - 123 84 - 129 88 - 135 92 - 141 96 - 147 100 - 153

Damage Dice 1d8+4 1d8+5 1d8+6 2d6+5 2d6+6 2d6+7 2d8+6 2d8+7 2d8+8 2d8+9 3d6+9 3d6+10 3d6+11 3d6+12 3d6+13 3d8+11 3d8+12 3d8+13 3d8+14 3d8+15

Dmg # 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27

Avg # hits to character death 3-4 3-5 3-5 3-5 3-5 3-5 3-5 3-5 3-5 4-5 4-6 4-6 4-6 4-6 4-6 4-6 4-6 4-6 4-6 4-6

Monster Power score 16 16 16 16 16 16 16 18 18 18 18 18 18 18 18 20 20 20 20 20

Monster HP 22 28 34 40 46 52 58 66 72 78 84 90 96 102 108 116 122 128 134 140

Hits to kill monster 3 4 4 4 5 5 5 5 6 6 6 6 6 6 6 6 6 6 6 7

Experience
Experience is calculated based on approximately 10 encounters per level. The table in the advancement chapter details the amount of experience points (XP) needed for a character to be considered at that level. Encounters should generally consist of approximately the same number of monsters as PCs whenever the monsters are standard monsters. However, if the monsters are minions, elite, or solo monsters, this will not be the case. 2 to 6 minions may be added in the place of one normal monster. Elite monsters are twice as strong as a normal monster and correspondingly award twice the experience. Finally, solo monsters usually give an experience award four times that of a normal monster of that level. Some solo monsters are slightly stronger or weaker than this metric. Note that if a party faces challenges one level below theirs, it will take about 12 encounters to

gain a level, while a party that consistently faces encounters one level higher will gain a level in only 7 encounters. You are encouraged to vary the challenge level of encounterstry to maintain a balance of 10 encounters between levels gained by the players. To calculate the experience gained by the players in each encounter, add up the total experience awarded by all the monsters (or other challenges), and divide by the participating players. Again, using normal monsters of the players level equal in number to the players in the party, this calculation results in each player gaining an award exactly equal to the XP of a single monster. Experience awards at any given level is approximately 20% larger in value than an experience award of immediately previous level. Monster damage and HP scaling by level is covered in a separate section.

Lvl 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

XP (normal) 100 120 140 170 200 240 290 340 400 480 575 690 825 990 1190 1430 1720 2060 2475 2970

XP (minion) 25 30 35 40 50 60 70 85 100 120 140 170 205 245 300 360 430 515 620 740

XP (elite) 200 240 280 340 400 480 580 680 800 960 1150 1380 1650 1980 2380 2860 3440 4120 4950 5940

XP (solo) 400 480 560 680 800 960 1160 1360 1600 1920 2300 2760 3300 3960 4760 5720 6880 8240 9900 11880

Glossary
Action Pool (AP) The dice available to you to take actionsTAbs, and most other actions, require you to roll dice from your AP. Action Roll (AR) A roll utilizing dice from your action pool. Dice are selected from the AP up to the maximum allowed number and these dice are rolled. The selected dice are considered part of the AR while the action is being resolved and then return to the AP (dice originating from other sources return to their original pooland all spent dice go to the appropriate pool; typically the RP, following resolution) Active Die/Dice - dice currently in use for an AR or RR. Dice remain active for as long as it takes to completely resolve the action. Blast An action targeting a square within the maximum range of the effect. The effect originates from the targeted square and effects a number of squares as listed in the actions description. When listed numerically as Blast (X) the number of effected squares consists of every square within the listed number of squares away from the origin, counting diagonals as per movement (and ignoring difficult terrain). Character Pool (CP) the total number of dice possessed by a character. These dice describe the totality of the features possessed by that character. Class Token a token placed as a result of a class ability. Each token is a specific class (from the TAb or class feature that generated the token), and belong to the player that placed them. By default, the token can only be used by the player that placed it. Example, Scott makes a Ranger attack against an enemy that allows

him to place a class token. He places one Ranger token on that enemy. Later TAbs that he uses now include his Ranger token. Close An action targeting nearby creatures adjacent unless otherwise specified. If the action has a listed range, determine the affected squares by counting the first square as a square adjacent to the origin of the effect and determine diagonal distances as per movement (but ignoring difficult terrain). This action does not provoke attacks of opportunity. Exhaust move a die into your SP. Typically, die are exhausted from the reaction pool although occasionally rules will require you to exhaust dice directly from the active pool (see also Spend). 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 minimum of 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. Fatigued 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 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. Magic Points (MP) Magic points are a pool of resources which some spells require to be spent

in order to use. For characters that cast spells, make a check at the beginning of an encounter (rolling all dice in your AP) and determine the number of magic icons. The total number is your pool of MP. This number decreases as the points are spent and increases each turn using the specific magic recovery mechanism of your class. Modifier - a positive or negative value which is added when taking an action; making that action either easier or harder respectively Modifier [type] - the modifier type will be displayed within the brackets. Modifier values of the same type do not stack. Normal Icon - Icons of the type listed, ex: melee icons are melee icons. This is in contrast to ID faces or SAIs that count as a type of normal icon. Instances where an ID face or an SAI is considered to be a normal icon (typically in addition to other effects) will specify explicitly which type of normal icon they may be considered, and if needed the number of results also. Some types of icons count as two types of normal icons (example - fly). Fly is an SAI that counts as either normal movement icons or normal save icons. NPC Non-player character PC Player Character Primary Icon The type of icon required to execute a TAb. Some TAb have multiple icons, in this case the first icon listed in the TAb description is the primary icon. Example: a 2 melee / 1 ranged TAb requires three results2 melee and 1 ranged. The primary icon for this TAb is melee. Ranged An action with a target or targets up to a set distance away from the origin. The

action may choose legal targets from any distance less than or equal to the range of the effect. To determine the range, count the first square as a square adjacent to the origin of the effect with diagonals counted as per movement (ignoring difficult terrain). Ranged actions provoke attacks of opportunity from adjacent enemies. Ranged Weapon - Any weapon that has a ranged increment (including a dagger or spear, which can be thrown) is a ranged weapon. Reaction Pool (RP) the dice available to make reactionsthese dice are a combination of those placed (or left) voluntarily in the RP and those that are spent during the course of taking actions. Very occasionally other status effects will require the placement or retention of dice into the RP. Typically status effects, like fatigue, will create penalties or all dice or place dice in the Stasis Pool. Reaction Roll (RR) A roll that utilizes dice from your Reaction Pool. Surprised you cannot voluntarily place dice in the reaction pool at the beginning of combat, and grant combat advantage to all enemies until you take a turn. Special Action Icon (SAI) - SAIs are not normal icons unless explicitly specified otherwise. The SAI index contains details on each SAI and how they are used. Spend Move a die, or dice, from your AP to your RP (see also Exhaust). Stasis Pool Dice which are unavailable to your character due to current circumstances. An enemy may have subjected you to a stasis field placing one die of their choice into stasis or you may be extremely fatigued, etc. Place

these dice in an unambiguous locationusually with the GMuntil the situation requiring the dice to be located in the SP changes. TAb (Threshold Ability) Most actions or abilities in the game are TAbs. Each Threshold Ability specifies the type of action it is, when it can be used, how many dice to exhaust when using it, and the number of icons required for a success. The required number of icons must be obtained during a single rolland it is this value that provides the threshold of success. This threshold of success is why they are named Threshold Abilities. Winded 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 Winded condition, place at least two dice in your reaction pool. When you make 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.

You might also like