100867_RAA_Quill & Codex_R1_PROOF
Quill & Codex
Challenge roll remains the same. • Completely avoid damage from any single attack. • Take an additional action in a Combat Round. • Automatically succeed a roll to avoid dying. • Asking the Game Master for a clue to a current riddle or mys tery. • Paying the Challenge Threshold to face exceptionally tough NPCs.
◦ Skill – Cost is Current Modifi er Level +1 ▪ So… if you have a First Aid skill at +3, it will cost 4 points to raise it to +4. ◦ Advantage – Cost is Current Modifier +3. ▪ So… if you have a +1 Always Land on Your Feet Advan tage, it will cost 4 points to raise it to +2. • Acquire a new Skill – A new +1 Skill costs 2 Adventure Points
You can only spend your Ad venture Points for yourself, not for other Adventurers.
Traits, Skills, and Advan tages can only be enhanced ONE STEP at a time.
Adventure Points CANNOT be spent to Bump a Spell craft Challenge Die, but they can be used to re–roll magic– related Challenges.
CULLEN SAYS – Adventur ing Points are a vital part of this game system. In fact, I al most threw everything out the window EXCEPT Adventuring Points. These points can make a game even more thrilling, so don’t be afraid to dish them out! CULLEN ALSO SAYS – Don’t spend all your Adven turing Points if you can help it! You might want to save a few in reserve. You’ll need them to even think about facing some of the tougher foes in the game!
At the end of any Gaming Ses sion, Adventure Points may also be banked to be used for the following purposes: • Enhance a Trait Bonus, Skill, or Advantage for the following costs: ◦ Trait – Cost is Current Modifi er Level +3. ▪ So… if you have a +1 Muscle Bonus, it will cost 4 points to raise it to +3. If you have a +3 Muscle Bonus, it will cost 6 points to raise it to +4.
16
Made with FlippingBook - professional solution for displaying marketing and sales documents online