Everest
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Everest

The Story:

Chapter 1plugin-autotooltip__defaultChapter 1: Juanda's Cave
Chapter 2plugin-autotooltip__defaultChapter 2: Chicken Soup
Chapter 3plugin-autotooltip__defaultChapter 3: Laying Traps
Chapter 4plugin-autotooltip__defaultChapter 4: Time to Make a Deal

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roleplay:campaign:everest:quickrules [2018-10-24 02:23]
eli created
roleplay:campaign:everest:quickrules [2018-10-24 02:27] (current)
eli
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 {{ :​roleplay:​campaign:​everest:​nerds_.pdf |Printable character sheet}} {{ :​roleplay:​campaign:​everest:​nerds_.pdf |Printable character sheet}}
  
-===== Rolls ===== +<​poem>​ 
-To do anything, roll 2d6 + related primary attribute + any related skill.+**Most rolls**: ​2d6 + related primary attribute + any related skill. 
 +**Damage**: 1d6 + strength or agility. 
 +**Dying**: If you reach 0 HP, roll Strength. On a 10+, you have 1 HP. 
 +**Having equipment**:​ Roll Luck. Difficulty is determined by the GM. 
 +**Armor**: Light armor: -1 Agility, -1 damage taken. Heavy armor: -2 Agility, -2 damage taken. 
 +**Luck Points**: Equal to your Luck attribute. Renewed each game session. Use to change the current scene to your advantage, or re-roll a die. Bad luck points are used against you by the GM. 
 +**Combat**: Do what you want, but you can only attack or cast a spell once, and you can't move more than 50 feet or so. 
 +</​poem>​
  
-Damage rolls: 1d6 + strength or agility. +==Magic==
- +
-To find out if you have equipment, roll Luck. Difficulty is determined by the GM. +
- +
-Light armor reduces your Agility score by 1, and reduces all damage taken by 1. Heavy armor reduces your Agility by 2, and all damage taken by 2. +
- +
- +
-== Luck Points == +
-Equal to your Luck attribute. Renewed each game session. Use to change the current scene to your advantage, or re-roll a die. Bad luck points are used against you by the GM. +
- +
- +
-===== Hit Points (HP) ===== +
-If you reach 0 HP, roll 2d6 + strength. On a 10+, you have 1 HP. +
- +
- +
-===== Magic =====+
   * Earth: The physical world. Create or manipulate materials and energy.   * Earth: The physical world. Create or manipulate materials and energy.
   * Life: The living world. Encourage plants to grow, communicate with animals, or enhance or detract from living things. Heal wounds, or cause them.   * Life: The living world. Encourage plants to grow, communicate with animals, or enhance or detract from living things. Heal wounds, or cause them.
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   * Ether: Connect to mystical worlds. Detect magical auras, or manipulate existing magic. See hidden things, including spirits, fey or shadows. See into the future.   * Ether: Connect to mystical worlds. Detect magical auras, or manipulate existing magic. See hidden things, including spirits, fey or shadows. See into the future.
   * Alchemy: Create potions and permanent magical objects. Usually requires materials. Simple, short-lived items cost the least. Sometimes, you can offset the cost by using more spell points. Alchemy works best when combined with other types of magic.   * Alchemy: Create potions and permanent magical objects. Usually requires materials. Simple, short-lived items cost the least. Sometimes, you can offset the cost by using more spell points. Alchemy works best when combined with other types of magic.
- 
- 
-===== Combat ===== 
-Do whatever you want, with limitations:​ 
-  * You can't attack or cast a spell more than once. 
-  * You can't move more than 50 feet or so. 
-  * The GM might stop you if you try to do too many things on your turn. 
-  * Particularly complex actions might take more than one turn to finish.