Adventuring

Advantage / Disadvantage

  • Advantage
    • Sources of Advantage
    • Roll an additional die, keep the two highest rolls
      • The additional die starts at d6 and increases by one step to a maximum of d12 for each source of advantage.
        • 1 Source = 1d6
        • 2 Sources = 1d8
        • 3 Sources = 1d10
        • 4 Sources = 1d12
  • Disadvantage
    • Sources of Disadvantage
    • Roll an additional die, keep the two lowest rolls
      • The additional die starts at d12 and decreases by one step to a minimum of d6 for each source of disadvantage.
        • 1 Source = 1d12
        • 2 Sources = 1d10
        • 3 Sources = 1d8
        • 4 Sources = 1d6

Combat Round

  1. Initiative Phase
  2. Movement Phase
  3. Battle Phase
  4. End Phase

Initiative Phase

  1. Each player rolls INT + AGI
  2. Low rolls MOVE first
  3. High rolls BATTLE first
  4. In the event of a tie, roll a d6 until a winner is determined.

Movement Phase

During the Movement Phase, the adventurer or monster with the lowest initiative moves first. However, an adventurer or monster may seize the initiative and move first, but by doing so, they are forced to act last during the Battle Phase and grant advantage to any attackers until the end of the round.

The list below is the default set of movement powers available to all adventurers and monsters. Some monsters and adventurers however, may have additional powers usable during the movement phase available to them from their calling or role.

  • Shift
  • Walk
  • Hustle
  • Run
  • Charge
  • Disengage

Movement Phase Notes

  • Difficult terrain costs two squares of movement for each square moved through.
  • If you are Slowed at any point during your movement, you lose all remaining squares of movement and end your turn.
  • Adventurers and monsters threaten each square adjacent to them. If you move out of a threatened square while moving, you provoke an opportunity attack from any monster or adventurer that threatens that square.

Battle Phase

Battle Actions

  • Attack - Select a power from your list of available powers and roll 2d6 + attack (ATK) modifier. If the result is greater than or equal to the targets defense (DEF), the attack is a success.
    • Attackers gain advantage/suffer disadvantage for each tier of difference between them and the target.
      • Tier 1 vs Tier 1 = No adv/dis
      • Tier 1 vs Tier 2 = 1 source of disadvantage
      • Tier 1 vs Tier 3 = 2 sources of disadvantage
      • Tier 2 vs Tier 1 = 1 source of advantage
      • Tier 3 vs Tier 1 = 2 sources of advantage
  • Activate Item - Use an item to activate its power.
  • Delay - Delay your action until after the GM or another player has finished their turn. You may not interrupt their turn and must declare that you are acting before the GM or another player takes their turn.
  • Defend - Until the start of the next turn, attacks against you are at a disadvantage.
  • Disengage - Shift 2 squares without provoking any opportunity attacks. Your attacks are at a disadvantage until the end of the next round.

End Phase

  • Saving Throws - If you have any status effects that require a saving throw to end or sustain the effect, roll 2d6 for each effect. A 7 or higher ends/sustains the effect.