Abilities Usage Dice
Strength: Melee, Brute Force, Physicality Whenever an item is used in a way that
Dexterity: Reflexes, Speed, Stealth expends a resource or risks damage, roll the
Constitution: HP, Item Slots, Disease Resist items Usage Die. On a 1 or 2, reduce the die
Intelligence: Magickal Resistance, Runes size by 1 (ex. Ud8 to Ud6).
Wisdom: Ranged, Perception, Intuition
Charisma: Persuade, Deceive, Intimidate Actions
A Ranger can take up to two Actions on
Tests & Saves each of their turns, including attacking,
Test: Roll a d20 + Ability Bonus to beat the using/retrieving an item, moving, or anything
Difficulty (13, 15, or 17). else deemed appropriate by the GM.
Save: Roll a d20 under you Ability Defense.
Advantage & Disadvantage
Hit Points A Ranger with advantage rolls 2d20 and
HP is how much damage a Ranger can takes the better result. A Ranger with
sustain before they risk death. At 0 HP a disadvantage rolls 2d20 and takes the worse
Ranger is unconscious, but stable. At -1 HP result.
or fewer, they are critically wounded and
must succeed on a Constitution save or die. Combat
Each Ranger rolls for Initiative at the start of
Injuries each turn. Succeeding on a DEX save means
A Ranger can suffer an Injury in addition the Ranger goes before NPCs, failing means
to/instead of damage. An injury affects one they go after NPCs.
ability, causing all d20 rolls using that ability
to be rolled at disadvantage until healed. Melee attacks use STR and ranged attacks use
WIS. Both creatures involved in melee
Bravery combat roll their attacks, with the higher roll
A Ranger has an amount of Bravery equal to succeeding. If the high roll beats the low
1 + their Level. They can spend a bravery to roller’s Defense, damage is rolled or a
add or subtract a d6 roll from any d20 roll maneuver is made. In the case of a rolled tie,
they make or that is made against them. One both attackers get the chance to deal damage
bravery is restored every tenday. or use a maneuver.
Item Slots In ranged combat, the attacker goes first, then
A Ranger has a number of Item Slots based the target can make a counter-attack if they
on their Constitution, broken down into: have a weapon with the appropriate range.
Back: 5 + CON bonus. 1 Action to retrieve.
Chest: 1 + CON bonus. 1 Action to retrieve If the attacker rolls a natural 20 or the
if prone. defender rolls a natural 1, a Critical Hit is
Hips: 1 + CON bonus. No action to retrieve. scored and the defender suffers an additional
die of damage.