Quick start quide

Quick start guide

Making your character

A simple introduction to the character options

Your stats are simple: They each improve the strength of any action that relates to the state, except for HP, which is your health. The stats are strength, wisdom, magic, speed, charisma, and HP.

In addition, you have a defense stat. This stat is affected by your strength and HP stat, your health and any armour you have on. We will tell you how to calculate it later

For this guide, Strength is ST, Speed is S, Wisdom is W, magic is M, charisma is C, Defense is D, and HP, well its just HP

You get to pick your race from the options of Homo Amicus, Homo Velox, and Homo Fidelis.

You have a lot of class options. Some simple ones to know are Apprentice (for characters aged 6-18) and for adults, Traveler, Mage, Swordsperson, Archer, and Medic. Traveler is a rounded class, so I highly suggest it.

Your age affects your class options and total stat point pool (which you can distribute amongst the stats)

Your abilities are special actions your character can do and special characteristics. For active abilities or role abilities, you need to use skill points. When starting the game and every time you rest in the game, you are reset to 10 skill points. It costs 1 skill point to use an ability. If it costs skill points, the effect will wear off by the next roll. If you didn't need to use skill points, it is inactive and the effect will wear off once the conditions that activated it are no longer met.

Setting your class, race, and age

First, pick your race. Each has different effects. For the ones saying "or", you get to pick between the stats. Their ability is work hard, which adds +1 to each stat

Homo Velox: +2 S or C

Homo Fidelis: +2 ST or HP

Homo Amicus: +2 W and M, -1 ST

For age, pick between 6 and 75.

Then, pick your class. I suggest Traveler. Traveler gives you +1 for everything. If you want something else check out the classes section. If you want to have a character between 6-18, pick apprentice and then apprentice to Traveler. You get the same effects.

Set your abilities

I suggest the following. You must pick three.

Inactive:

Herbalist: Can heal with plants. Heals depend on the plant: Flowers +2, Leaves +1, Moss +2, Ferns +1, (unusual) Grass +1, Normal grass 0

Frugal: Pays 25% less in any actions with a cost


Active:

Smart: Gains +2 wisdom

Strong: Gains +2 strength

Fast: Gains +2 speed

Lucky: Gains +1 in a stat of your choice or an extra roll, determined by flipping a coin. Heads: Stat Tails: Roll

Distribute Skillpoints

Now, distribute your skill points. You have 20. You cannot distribute equally.

Speed: Whichever character has the highest speed stat will go first

Magic, Strength: Affects strength of abilities relating to them

Charisma: Improves success of interactions with other characters and NPCs

Wisdom: Improves decision making ability and logic

HP: Improves health. Each stat point is worth 5 max health

Defense: affects how much damage your character will take from attacks. You dont need to distribute points to your defense stat

After you have done this, apply your race and class modifiers (NOT ABILITY MODIFIERS)

Now, calculate your defense. You need to add your HP and Strength points (not max health). Then add two. Now you have your defense stat!

Finish character

Give your character a name, and either draw a picture or describe how they look. Then, create a short backstory for them, and some motives and goals

Basic rules

Whoever runs your game will explain the plot and story of your campaign. They will tell you where you are. They may give you decision options, or they may let you come up with them. Either way, with each action you take, different opportunities will depend on your score.

You will first decide whether or not to use an ability usable before you roll, or if one will be used. Then, roll a d20 die to decide how successful you were. Then add on your stats, and any area/decision modifiers (ex: You ate a bad mushroom, now you get -5 to your roll or ability modifiers),, and if you have a modifier where you can roll twice, roll a second time and pick the highest roll. If you do not have a second roll, you can use an ability that is meant to be used after you roll. The gamemaster will tell you whether or not you were successful, based on whether or not you reached the target number, which the gamemaster can choose whether or not to tell you, and if so, how much. Generally speaking, the higher the number is, the better. The gamemaster will explain what the outcome is, then describe the scenario, then give you another decision. Play continues until you decide to quit. In Combat, whoever has the highest speed stat goes first. You will roll a d20 and add on your relevant stats and modifiers. Depending on how your roll compares to their defense stat, you either fail or succeed in the attack. If you succeed, you subtract their defense stat from your total roll and then you have dealt that damage to them, and then subtract that from their current health. The next one to go is whoever has the next highest speed stat. The gamemaster rolls for NPCs.

If you reach 0 health at any time, you are out until the rest of the party reaches a resting point, such as a camp or a hospital, or a healer heals you. Your HP stat is the maximum amount of health you can have, their health is how much you have left.

Resting will restore your skill points and health.

Along the way, you will meet NPCs. These NPCs may talk to you, fight with you, and more. If the NPC sells something, you can pick to barter them, buy it at list price, or leave. You start with 100 Gulina, the currency in this world. You can get more by doing tasks for NPCs and exchanging items. If you barter, you must roll a d20, then add your charisma stat and any modifiers. If your roll is higher than their charisma plus the difference between what you are asking to pay compared to what they want you to pay, the barter is successful and you get the item. Then, you lose the amount of Gulina you paid for it. If you failed to barter, you cannot barter again. If you want to bribe a guard, they will ask for a price and it continues as if the NPC was selling something.

You can also ask NPCs for info. Then you roll a d20, and if it reaches a set amount, they give you the info. If not, they don't. During the game, you or the gamemaster can check the rules, and the articles. The gamemaster may describe the world and your options however they would like. When ending the game, I suggest stopping at a resting point and writing down where you were.

You have a defense stat. If you have less than half health, subtract 1 from your defense. If you have less than a quarter health, subtract 2 more. If you have any armour on, you will add points to equal to the level of the armour plus 1