Attacking a building

Melee attacks auto succeed against inanimate objects such as furniture or fortress walls. Ranged attack must succeed in a difficulty 10 attack roll.

Damages to inanimate targets aren’t affected by deltas. Instead a damage die is added for bludgeoning damages.

Battle sense dices

After each full rest, you regain a number of battle sense dices equal to your battle sense skill. You may use them on any battle test to gain advantage.

Fatigue

A long period of physical and/or mental exertion, a lack of sleep, or serious damage can greatly reduce your capabilities. There are three levels of fatigue :

Gaining a fatigue level when you are already at the 3rd result in a total collapse. You fall to the ground and are immobilized and toppled.

You gain a level of fatigue for each night not sleeping. You lose one by sleeping at least 4 hours, and lose two by sleeping at least 8 hours.

When your endurance reaches 0 you gain a fatigue level and restore half of your endurance.

In an extreme situation, and only once between your became fatigue and a full recovery, adrenaline can let you ignore fatigue. You may chose when to trigger this surge that will last for 1d10 turns.

Hunger

All living beings must eat at regular intervals (at least once a day) in sufficient quantities to function.

After constitution (minimum 1) days without food, you suffer a -1 modifier to all tests.

After constitution x2 (minimum 2) days without food, you suffer a -4 modifier to all tests.

After constitution x3 (minimum 3) days without food, you suffer a level of fatigue that cannot be removed before eating your fill.

After constitution x4 (minimum 4) days without food, you fall unconscious (cf. |Survive or die).

In an environment offering no reasonable water sources, and in the absence of water supplies, thirst triggers the same negative effects but at the minimum intervals of 1, 2, 3, and 4 days.

Magical items

Magical items are pieces of equipment with abilities unexplained by mortals’ understanding of magic. They are often the creation of heroism, manifestation, or mages who surpassed their peers.

Passive magical items

Magical items whose effects are continuous exert a strain on the wearer Ether and soul. You can only benefit from the effects of 3 passive magical items at the same time.

Removing a passive magical item from your person disabled its effects.

A passive magical item can be enabled, disabled, or substituted by thought in a quick action. If an passive magical item you wear becomes active by any other mean, you must remain under the limit of 3 active passive magical item by freely disabling another.

Any sapient creature of positive intelligence can forcefully activated a passive magical item you wear. It requires an action and physical contact with the magical item. Any passive magical item enabled in this way cannot be disabled by thought. No more than 3 passive magical items can be forcefully activated on the same individual.

Active magical items

Active magical items list their activation rules in their descriptions.

Rest

Short rest

Long rest

Size

Stealth

Taming an animal

Before attempting to train an animal, or to deescalate an encounter with a wild beast, you need to succeed an Animal handling skill test. The base difficulty is 10, and varies as follows :

Negative modifiers

  • The animal suffers from Minor wounds : +5
  • The animal suffers from Major wounds : +5
  • The animal was recently attacked : +5
  • The animal was recently attacked by a member of your party : disadvantage
  • The animal is starving : disadvantage
  • The animal feels threatened or trapped : disadvantage
  • The animal has been trained, using Tamer - War beasts, by another being of similar race to you : +10
  • Another animal of the same pack is present : +10
  • A leader of the same pack is present : disadvantage

Positive modifiers

  • The animal is accustomed to your presence : -5
  • The animal has been trained, without using Tamer - War beasts, by another being of similar race to you : -10
  • The animal is hungry or starving and you offer an adequate food : Advantage

Gaining an animal trust doesn’t equate to having tamed it. However it won’t attack you without reason and you may guide it unless it feels threatened or trapped.

Travelling