How to Play
Saves
Roll a d20. If it’s equal to or under the relevant Ability Score, you succeed. 1 always succeeds. 20 always fails.
Turns & Actions
Players go before enemies, unless surprised.
Roll a DEX Save to act on the first turn.
Players take turns in any order.
Actions
On your turn, you can move and take one action:
attack, flee, move, etc.
Saves
For risky actions, roll a Save.
- STR Save: Lifting something heavy
- DEX Save: Dodging
Attacks
Do not roll to hit, instead roll your weapon’s damage die, unless:
- Impaired (bad angle or grappled): roll d2.
- Enhanced (helpless target or cool stunt): roll d12.
When someone attempts a non-damaging maneuver, like throwing mud or sand in an enemy’s eyes, the target makes a DEX Save.
Damage
Lose HP first. If HP hits 0, subtract further damage from STR. When you take STR damage, roll a STR Save or suffer Critical Damage.
Critical Damage
When you take Critical Damage you are unable to act until after a short rest.
Death
If STR hits 0, you’re dead.
Generate a new character and have them pop in as soon as possible. Don’t worry about making their arrival realistic. Waiting at the table is boring.
Environmental Damage
In most cases, environmental damage ranges from d4 to d12. Use d20 for truly deadly stuff like big falling boulders.
Fire deals d6 damage per round while a creature or PC is exposed to the flames.
Resting & Recovery
One ration and a sip of water restores all HP. A week of downtime in safety restores all damage dealt to STR or DEX.
Deprived
Without water or food you will be Deprived and gain no benefits from resting.