100867_RAA_Quill & Codex_R1_PROOF
Quill & Codex
• Always Land on Your Feet • Animal Empathy • Barbarian Rage • Calm Under Pressure • Fearless • Fleet–Footed • Green Thumb • Gorgeous • High Pain Threshold • Intimidating • Lightning Reflexes • Magic Resistance • Musically Gifted • Natural Outdoorsman • Nimble • Sexy • Silent • Tough as Nails
EXAMPLE – Horror movie fan turned vigilante Jumpscare has “Lightning Reflexes” +2. That means that for any roll involving acting fast, such as Initiative, she gets a +2 Bonus. She also has “Tough as Nails” +1. That means when she makes a Challenge roll involving re sisting Damage and the like, she gets a +1. EXAMPLE – Blood magician Roman Black is a warlock with a “Blood Magician” +10 Ad vantage (he’s been around a while). He can cast all sorts of spells with his Spellcraft, but when he casts a spell involving Blood Magic, he gets a +10 bo nus.
hEAlTh pOINTS
A t the beginning of every Gam ing Session, roll to deter mine an Adventurer’s Health Points. This is determined by the Adventuring Class. This is the amount of Health Points you have for the session. Sometimes you will have more, sometimes less. Tread carefully! You can lose Health Points from a variety of sources. Combat damage,
getting fried by a spell, traps, falling off a cliff, stubbing your toe, anger ing the Game Master, etc. Any damage taken (if it doesn’t kill the Adventurer) is healed at the end of the Game Session. Yell, “It was just a flesh wound!” and be glad you survived. At the beginning of the next Ses sion, determine your Health Points again.
DYING
I f you are reduced to 0 Health Points, the Adventurer falls un conscious. The Adventurer is dying. Every round thereafter, until a Health Point is healed, the Play er may roll either a MUSCLE or WILL Trait Challenge. It’s the Play er’s choice. Some Adventurers are tough enough to shrug off the pain.
Others have the willpower to keep on fighting. On any roll other than a Natural 1, the Adventurer keeps on breath ing. On a Natural 1, the Adventurer dies. If the Max Number is rolled on the die, the Adventurer heals 1 Health Point and awakens.
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