100867_RAA_Quill & Codex_R1_PROOF
Quill & Codex
bUMpING A DIE
T he use of Adventure Points, magic, or other special abilities allow Adventurers to “Bump” a die up or down. For example, if you are supposed to be rolling a D8 during a Challenge, bumping the die will allow you to roll a D10 in stead. You may also bump a Game Master’s die down. For example, if the Game Master is rolling a D12, you may Bump it down to a D10. Players may spend multiple points to Bump a die several steps up or down. A die can be Bumped as low as a D4 or as high as a D20.
with heightened senses, though, she must make a D20 Agility Challenge. It’s important that she evades her kin and reaches her friend Bernice, so she uses 2 Adventure Points to Bump the GM’s dice down by two spots. Now she must make a D10 Agility Challenge. The GM rolls a 7. Priscilla rolls a D12+2 and scores a 11. Her kinfolk dart past without noticing her. The Ranger wants to make doubly sure she hits her target, so she uses two Ad venture Points to Bump her shot from a D12 Challenge to a D8 Challenge.
EXAMPLE 1 – Priscilla the goblin is hiding from her ob noxious kinfolk. She has an D12 Agility and a Hiding +2 Skill, so that’ll help. In order to hide from a pack of Goblins
COMbAT
Springing into action, the Warrior attacks before the Skeleton, finishing it off before it get a chance to fight back.
Beyond determination of who goes before and after the NPCs, Adven turers can decide amongst them selves who goes first within their designated Initiative Phase. If mul tiple NPCs are involved in the bat tle, the GM can decide each Round who goes first amongst them during their Phase. COMbAT rOUNDS c ombat is divided into Rounds. During each Combat Round, each Adventurer and NPC gets a Turn. Once all Adventurers and NPCs have taken their turn, a new Combat Round begins.
INITIATIVE phASES T he Initiative Phases are, then, BEFORE NPC PHASE, NPC PHASE, AFTER NPC PHASE. At the beginning of Combat, the Game Master Rolls a D12. Each Adventurer rolls their Agility Trait (adding in any appropriate modifi ers) against the Game Master’s roll. A success means the Adventurer acts before the NPC during each Combat Round (the Before NPC Phase). A failure means the Adven turer acts after the NPC each Com bat Round (the After NPC Phase).
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