Rules Summary
ACTIONS
On their turn, a character may move up to 40ft and take up to one action. Actions may include casting an incantation, attacking, making a second move, or other reasonable activities. Actions, attacks, and movements take place simultaneously. Whenever turn order is uncertain, the PCs should make a TEK save to see if they go before their enemies.
Retreating from a dangerous situation always requires a successful TEK save, as well as a safe destination to run to.
ABILITIES
- KRA: Brawn, prowess & resistance.
- TEK: Dodging, sneaking & reflexes.
- THU: Persuasion, intimidation & magic.
SAVES
- Roll a d20 equal to or under an ability.
- 1 is always a success, 20 is always a failure.
STAMINA
STA indicates a PC’s ability to avoid getting hurt. It is lost during combat & recovered after a few moment’s rest.
INVENTORY
PCs have a total of inventory slots equal to their KRA. Most items take up a one slot, but smaller items can be bundled. Bulky items take up two slots and are awkward or difficult to carry.
Filling all ten item slots reduces a PC to 0 STA. PCs cannot carry more than their inventory allows, though carts & horses may provide an increase in slots.
DEPRIVATION
Deprived PCs cannot recover STA. If deprived for more than a day,they add a Fatigue to inventory. Fatigue occupies one slot and lasts until they can recover in safety. This effect is cumulative.
HEALING
A moment’s rest and a swig of water will restore lost STA, but may leave the party vulnerable. Ability loss requires a week’s rest and the aid of a skilled healer.
MAGIC In the world of Thálassa there are two kinds of magic: Eukhé is the invocation of divine powers and Goïteia is reciting incantations.
Everyone may use magic and Thumos is the power source. Each time an incantation, invocation, curse or divination is casted, the magic-user consumes THU equal to 1d6 points. This determines the current level of THU until recovered (the same rule for STA in Healing do apply).
COMBAT
The attacker rolls their weapon die and subtracts the target’s Armor, then deals the remaining total to their opponent’s STA.
Before calculating damage to STA, subtract the target’s Armor value from the result of damage rolls. Shields and similar armor provides a bonus defense (e.g. +1 Armor), but only while the item is held or worn.
No one can have more than 3 Armor.
Unarmed attacks always do 1d4 damage. If multiple attackers target the same foe, roll all damaged ice and keep the single highest result. If attacking with two weapons at the same time, roll both damage dice and keep the highest.
If an attack is impaired , the damage die is reduced to 1d4, regardless of weapon. If the attack is enhanced , the attacker rolls 1d12. Attacks with the blast quality affect all area targets, rolling separately for each.
DAMAGE
If an attack takes a PC’s STA exactly to 0, the player rolls on the Scars table.
Damage that reduces a target’s STA below 0 decreases their KRA by the remainder. They must then make a KRA save to avoid critical damage. Failure takes them out of combat, dying if left untreated.
Having KRA 0 means death; having TEK 0 is paralysis; having THU 0 is delirium.