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Basic Rules

The FOTR TTRPG Basic Rules document outlines character creation, leveling up, and gameplay mechanics including combat, skill checks, and resting. Players create characters by selecting a class, race, and faction, and manage attributes and special points to enhance abilities. The document also details the consequences of damage, carrying capacity, and the effects of different types of rest on health and mana recovery.

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0% found this document useful (0 votes)
7 views15 pages

Basic Rules

The FOTR TTRPG Basic Rules document outlines character creation, leveling up, and gameplay mechanics including combat, skill checks, and resting. Players create characters by selecting a class, race, and faction, and manage attributes and special points to enhance abilities. The document also details the consequences of damage, carrying capacity, and the effects of different types of rest on health and mana recovery.

Uploaded by

ilekovicteo
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

FOTR TTRPG BASIC RULES

CHARACTER CREATION
In this game you create a character first by choosing a class, a race and a
faction.
From the race you gain attribute bonuses, skill tiers, base speed, evasion and
initiative, along with some special features. Select your attributes, they all start
at 0 and you start with 2 attribute points, you can spend them to improve your
attributes by 1, upgrading to +2 or lower costs 1 atp, upgrading to +3 or +4
costs 2 atp and upgrading above costs 3 atp. You can lower an attribute by -1 to
get 1 atp but having them below -2 incurs penalties. Then choose a class and
gain its level 1 abilities along with its base hp, at level 1, you will have hp equal
to the max roll of twice the base hp + 2 * Fortitude. Your starting spell slots are
equal to your INT and maximum mana is equal to twice your INT. Then you get 3
special points which can upgrade most things. You start with a set of common
clothes and a pouch with 50 gp in it.

Feature SP cost
+1 max HP 1
+1 max MP 1
Skill Tier I 2
Skill Tier II 4
Skill Tier III 6
+1 attribute 4 to get to +1
or less, 4 more
for each
upgrade after
that
+1 spell slot 2 for the first
one bought,
each next one
costs 2 more
Tier I Affinity 3, -1 for each
adjacent Tier I
Affinity
Tier II Affinity 6, -2 for each
adjacent Tier II
Affinity
Tier III Affinity 9, -3 for each
adjacent Tier II
Affinity
LEVELING UP
When you level up, you gain features according to your class and your max hp
increases by rolling your base hp + fortitude (or you can choose the safe option,
being half of your base hp dice, rounded down, + fortitude). Additionally, you
gain an amount of SP as shown on the table below, you can spend them as
shown on the table below, excess SP will be saved for the next level up.

Level SP
1 3
2 4
3 6
4 8
5 11
6 14
7 18
8 22
9 27
10 32

When you reach level 4, you choose a subclass and when you reach level 7, you
choose a specialization.
When you reach level 5, your AP per turn increases to 4, and, at level 8, it
increases to 5.

PLAYING THE GAME


This chapter explains the use of each element on the character sheet. A lot of
this is heavily based off of Dungeons and Dragons.

Advantage and Disadvantage


When rolling dice, sometimes the situation can be set up in your favor (for
example, attempting to hit an unconscious enemy) or against you (for example,
trying to land an attack while blindfolded), for these situations Advantage and
Disadvantage are used. When you have Advantage on a roll, you will roll two dice
instead of one and take the higher result, and when rolling with Disadvantage,
you will roll two dice instead of one and take the lower result. In rare cases, you
can have things like double Advantage, in which case you roll three dice and take
the highest result.
Feats of skill
Firstly, doing anything outside, and sometimes during combat, will require skill
rolls. You can see the list of skills on the character sheet, along with the stats
each skill corresponds to. Whenever you attempt something, like jumping over a
pit, or convincing a guard to let you into the place he is guarding, your DM will
decide what skill is appropriate for that action or it will sometimes be written in
the module you are running, but, as with everything, your DM has the final say.
The skill roll will have a difficulty class (or DC), which is a number that
determines how difficult succeeding in that action is, the higher the number, the
harder it is. You will roll a d20 and add your skill modifier to the roll and then
check if you met or exceeded the DC. If you have no tiers in that skill (signified
by colored circles next to it), you will just add the number of the attribute that
corresponds to it. If you do have tiers, you get certain bonuses. Skills are divided
into minor and major skills (major skills being bolded on the character sheet). For
major skills, you add a +1 to the roll for each tier you have (up to +3), and you
add +2 to the roll to minor skills (up to +6).

Staying Alive
Your HP has a max value and, whenever you take damage, is lowers by that
amount, it can go into the negative and when it reaches 0 or below, you enter
Death’s Door, while in this state, your speed is halved, you cannot cast spells
and all your d20 attack and skill rolls have disadvantage. Whenever you take
damage while in this state, you must make an Endurance roll equal to 10 + (the
damage you took / 5), if you fail, you instantly die, if you ever reach negative HP
equal to your max HP, you instantly die. Whenever you are healed from death’s
door, you gain 1 exhaustion, which will give you negative effects that stack if you
gain more exhaustion, if you ever reach 5, you instantly die. If you are at Death’s
Door while starting a short or long rest, you will finish the rest with 1 HP.
Also, others can pull you off death’s door by making a DC 10 + (negative hp you
are at) medicine check, raising you to 1 HP on a success but also giving you an
exhaustion.
Additionally, every day that you go without food while doing tiring physical
activity you gain an exhaustion and every three days you go without food
without doing physically tiring activity you gain an exhaustion.

Level of Effect
exhaustion
1 Your speed is halved (min 1).
2 You have disadvantage on all attacks.
3 You have disadvantage on all skill rolls.
4 Your speed is set to 1 and your only movement option is
to crawl.
5 Death

Carrying Capacity
A creature can only carry with them as much as their carrying capacity allows.
Everything has a weight, a number symbolizing the mass of that thing. One unit
of weight is roughly equal to 1 pound or 0.5 kg. A creature’s carrying capacity is
as follows: 50 + ten times their Athletics skill. So, a strong orc with a +6 to
Athletics would have a carrying capacity of 110. If a character carries more than
that, they will have -1 SPD for each 10% over the capacity, so that same orc
would have -2 SPD if it was carrying 132 weight of items. A character carrying
items equal to or more than twice their capacity cannot move and cannot take
actions except getting rid of the weight. All items and creatures have a weight, if
it is not specified, assume the weight for items is 1, 50 gold also has a weight of
1. It is usually not important to keep track of carrying capacity, only when it
seems the character is getting near theirs is when you should start paying
attention to it, for example if they are carrying 3 sets of armor on their back.

Taking Inventory
When the party is going around the world adventuring, they will undoubtedly be
carrying supplies and loot with them. There is a difference between carrying
something and having it equipped. Whatever they have equipped, such as their
weapons, they can use immediately, but for everything else in their inventory,
they will have to dig around in their pockets, bags and such to search for it so
they can equip it. The only difference is with armor, equipping and unequipping it
takes 1 min for each 5 weight it has. A character typically has 2 arms (maybe
more) in each of which they can have one item equipped and they have
equipped anything they are wearing. A character cannot wear more than one
item of the same type. So a character cannot wear two sets of armor at the same
time, two sets of clothes, two pairs of boots or anything else that fall into these
categories, the only exception being jewellery.

Time for Rest


After fighting and spellcasting for some time, the party is bound to be injured
and exhausted, in need of recovering health and mana. The players do this
through resting. There are levels to resting, with different times and
environments in which particular types of rest can be completed, they are
outlined below.

Level of rest Rations Minimum length Typical


consumed price
Filthy 1 4 hours 2 gold
Poor 1 6 hours 4 gold
Modest 2 8 hours 8 gold
Comfortable 2 12 hours 12 gold
Wealthy 3 16 hours 18 gold
Extravagant 3 20 hours 24 gold

Filthy
This rest is taken on the street of in the wild without any camping gear. No
specific place to stay is needed and completing this rest replenishes HP to 50% -
one HP dice.

Poor
This rest is taken in ruined buildings or basic camps. It replenishes HP to 50%
and MP to 25%.

Modest
This rest is taken in shabby inns, poor guest lodges or in more competent camps.
It replenishes HP to 50%, MP to 50% and removes one level of exhaustion.

Comfortable
This rest is taken in standard taverns or bathhouses. It replenishes HP to 100%
and MP to 50% + INT and removes two levels of exhaustion.

Wealthy
This rest is taken wealthy hotels or guest houses. It replenishes HP and MP to
100% and removes three levels of exhaustion.

Extravagant
This rest is taken in the riches of places to stay with the most expensive food and
services. It replenishes HP and MP to 100%, removes all exhaustion and gives
Invigorated (2) for the next fight.

Enemies will also rest in the background if they are left alone for long enough,
but you can just fill their health and mana to full and recharge their abilities.

Combat
When combat begins, all players will roll initiative, adding their initiative bonus to
the roll. This will decide the turn order, however, every turn, any creature may
delay their turn, if they do, their turn moves to the next time an allied creature
would take their turn, where they take their turn together. At the start your turn,
you get a number of action point (or AP) specified by your level. You can use AP
to perform a variety of actions during combat; however, you cannot use the
same type of action more than 2 times (so, you cannot move thrice in a turn,
hide thrice, attack with the same weapon thrice and anything similar) and you
lose all unspent AP at the end of your turn. Additionally, at the end of your turn,
you get a reaction until the start of your next turn which can only be used in
specific cases, most commonly opportunity attacks. When you move within
range 1 of a creature, you are now engaged in combat with it, if you ever
willingly move out of range 1 of a creature you are engaged with, that creature
may use its reaction to perform a melee attack of any type, but you can partially
or fully disengage to prevent this (which is specified later).

Type of action AP
cost
Move 1
Protect 1
Partial disengage 1
Full disengage 2
Ready 1
Light attack 1
Medium attack 2
Heavy attack 3
Make a skill roll 2
Condition check 2
Equip an item 1
Store an item 1
Opportunity attack reactio
n
Intercept reactio
n
Use an item depend
s
Cast a spell depend
s

Condition check
You may spend 2 AP to try to end a condition the same way you would at the end
of each of your turns.

Equip an item
You may spend 1 AP to equip an item from your inventory or surroundings if you
have space.

Full disengage
The creatures you are moving away from cannot use their reaction to attack you
that turn.

Move
When you take the move action, move your character a number of tiles in any
path equal to its speed.

Partial disengage
If the creatures you are moving away from use their reaction to make an attack,
they roll with Disadvantage that turn.

Protect
When you take the protect action, you enter a defensive stance, focusing only on
staying alive, you gain +1 ARM and +1 EVS until the start of your next turn.

Ready
You ready yourself to strike soon, you will have +1 AP on your next turn, when
initiative is rolled, all readied actions are cancelled.

Store an item
You may spend 1 AP to store an item into your inventory, thereby unequipping it.

Attacking
When you make an attack there are a four things you need to look at. Firstly, you
check if you have enough AP to make the attack, secondly, you look if you are in
range of the target, if the weapon if ranged, its range is increased by your AGL.
Then you make the attack by rolling a skill check, fighting if you are swinging a
melee weapon, shooting if you are making a ranged attack, If your result
exceeds the targets evasion, you hit it. Roll of damage, the apply damage
preventing effects in this order: immunity, resistance, armor. If you are attacking
with a ranged weapon in range 1, you have Disadvantage on the roll. If you rolled
a natural 20, you automatically hit and deal double damage and if you roll a
natural 1, you automatically miss and hit the nearest ally instead or, if none are
available, you hit yourself.

Using reactions in combat


You can use your reaction in one of two ways during combat.

Intercept
When a creature within 1 tile of gets hit with a non-area physical spell or attack,
if you are aware of it, you may use your reaction to redirect the attack or spell to
yourself. If the target you are intercepting for does not try to resist, you take the
damage or whatever other effects the spell had, otherwise, the original target
takes it.

Opportunity attack
You can make an opportunity attack when a creature that is within 1 tile of you
attempts to move somewhere further than 1 tile from you. If that happens, you
may use your reaction to make any type of attack against that creature before it
moves. This only works if the creature moves away from you in a continuous line,
so things like instant teleportation would not provoke opportunity attacks.

Spellcasting
At the end of every long rest, you may change your list of prepared spells. You
can have as many spells as you have slots (that number being INT + any
additional you unlocked with SP. You can only pick spells from attunements and
the tiers of those attunements you have unlocked. To cast a spell, look at its
weight, that is the number of AP you need, and you need to spend mana equal to
its cost to cast it. If you do, follow its effect. If you need to make an attack roll,
use your casting modifier for it, if the spell requires the targets to make a skill
check, the DC is 10 + casting. Some spells require you to hold concentration,
meaning that if you ever break concentration, the effect of the spell instantly
ends. You break concentration in four ways: losing consciousness, entering
death’s door, casting another spell that requires concentration and taking
damage. When you take damage, you do not instantly break concentration,
rather, you must make a DC 10 + (damage taken / 5) focus roll, breaking
concentration on failure.

The Tides of Battle


When the players are fighting the enemies and slay one so that (for example)
half or less remain, the enemies may react in an unpredictable way. When this
happens, choose whether the enemies will even react (for example, mindless
zombies probably won’t) and if they do, choose how they would react based on
what makes sense (for example, orcs would more likely react recklessly). Here
are some examples, and, if you aren’t sure, you can always simply roll for the
result.

D6 Result Effect
1 Cowardly
2 Demoralised
3 Reckless
4 Cautious
5 Focused
6 Avenging

Avenging
The enemies desire vengeance for their fallen allies, focusing their attacks on the
player who was overall most effective in killing them and having +1 AP for the
rest of the fight.

Cautious
The enemies will take less risks, making safer moves and having +1 EVN for the
rest of the fight.

Cowardly
The enemies lose all their bravery and attempt to run away to the nearest safe
place, having Disadvantage on all attacks for the rest of the fight.

Demoralised
The enemies will lose hope for victory, having -1 dmg for the rest of the fight.

Focused
The enemies will become acutely aware of their dire situation, focusing and
having +2 acc for the rest of the fight.

Reckless
The enemies will forget all caution and make the riskiest moves if it means
damaging the players, having -1 EVN and +1 dmg for the rest of the fight.

Speeding Up Fights
If your players are tired of constant fighting or have more important things to do,
you can use this very simplified fast battle system, which ignores most aspects
of combat in favour of it finishing faster. You should only use this when the fight
is an obstacle but not a challenge, for example an easy encounter while
travelling, a fight that you are almost certain the players can win with relative
ease and just want an approximation of how much damage they took during it.
However, if your players want to fight let them fight and it is not recommended
to use this for challenging fights or story important fights. The system works like
this, each player and each enemy decide who is going to be fighting in melee,
who at a range and who using magic. They also decide who is going to be most
in front, the second most in front and so on. Then every round consists of each
side rolling a d20 or another 50/50 method to see which side struck that turn.
The winner deals dmg to the opposing party equal to the Fighting skill of the
melee fighters, the Aiming skill of the ranged fighters and the Casting skill of the
magic users. When a side takes dmg equal to their combined HP, they are killed,
or when a side decide to try and run away or something similar, the fast battle
system stops, and we return to normal combat. When the fast battle is over, the
total dmg taken is divided among the member based on who is in front of whom.
The person in second place takes half as much dmg as the person in first (which
should be the tank), the person in third takes half as much damage as the person
in second and so on. Armor, mana, spells, AP and anything else not mentioned
does not affect the fast battles.

LISTS OF INFORMATION

Conditions
There are many conditions you can be affected with, they will usually have a
Fortitude roll against them, number of turns affected, and some have specific
numbers that apply to that condition. You may repeat the save at the end of each
of your turns unless the effect says otherwise.

Bleeding (X)
Lose X HP at the end of each of your turns, does not provoke Death’s Door.

Blessed (X)
Your d20 rolls are increased by X, this does not provoke critical hits.

Blinded
You automatically fail all Perception checks that rely on sight and you cannot
take reactions. Your melee attacks have Disadvantage, and your ranged attacks
have double Disadvantage. Whenever you attempt to move, you must succeed
on a Perception roll, if you fail, you move in a random straight direction until you
take damage or reach an obstacle or another creature.

Confused
Whenever you attempt to cast a spell, you must succeed the check or the spell
fizzles. You have Disadvantage on INT and CHA rolls. The roll is Focus.

Deafened
You automatically fail all Perception rolls based on sound, all other creatures
have advantage on stealth rolls against you, and you have disadvantage on
reflex rolls for things surprising you (for example, traps triggering).
Frightened
Your rolls have Disadvantage while you are in line of sight of your source of fear
and double Disadvantage if they are made against the source of fear. Whenever
you attempt to move closer to the source of fear, you must succeed the check.
The roll is Discipline.

Invigorated (X)
Your STR and AGL rolls are increased by X.

Prone
Your speed is halved, and attacks have Advantage against you, you do not roll to
end the condition, instead, you must spend an action to get up.

Slowed (X)
Your speed is decreased by X but not below 1.

Stunned (X)
You have X less actions during your turn and you cannot take reactions.

Unconscious
You cannot take actions or reactions, and you fall Prone. You are no longer aware
of the world around you by normal means. You automatically fail all Perception
checks.

Weakened (X)
Your STR and AGL rolls are decreased by X.

Skills

Absorption (INT)
Measures the amount of passive mental protection your mind uses against magic
attacks. Your Absorption skill increases your MGC armor.

Acrobatics (DEX)
Used for jumping, balancing and similar things.

Aiming (DEX)
Increases the accuracy for ranged and agile weapons.

Athletics (STR)
Used for climbing, pushing, carrying and similar things.

Casting (INT)
Increases the accuracy for magical attacks and increases the power of some
spells.

Charm (CHA)
How well you can calm down others, build a rapport with them and convince
them not to be hostile toward you.

Crafting (INT)
Used for sculpting, blacksmithing, brewing, cooking and similar things.

Deception (CHA)
Measures how well you lie, both planned and on the spot.

Defence (STR)
How well you can take hits and maneuver yourself to take less damage from
strikes. You have any combination of crs, slc and stb armor equal to your
defence.

Discipline (CHA)
How well you can resist the charms and persuasions of others.

Endurance (STR)
How well you can resist force being acted upon you and cling on to life.
Evasion (DEX)
How well you can dodge attacks.

Fighting (STR)
Increases the accuracy for melee weapons.

Focus (INT)
How well you can resist mental attacks and hold concentration on spells.

Fortitude (STR)
How well you can resist conditions, diseases and poisons and increases the HP
you gain per level.

Initiative (DEX)
How quickly you can spring into battle.

Insight (CHA)
How well you can read others and determine if they are lying or acting
suspiciously.

Intimidation (CHA)
How much you can scare people into giving you what you want.

Lore (INT)
How much you know about history and legends of the world.

Medicine (INT)
How well you can stabilize fallen allies and use medical equipment and how
much you know about diseases.

Mysticism (INT)
How much you know about magic, magic items and how well you can detect
magic in the world.
Nature (INT)
How much you know about various types of creatures, plants, animals and their
biology.

Perception (INT)
How well you can spot small details, traps and hidden rooms.

Performance (CHA)
How well you can sing, dance and entertain and distract others.

Persuasion (CHA)
How well you can convince people to help you or do things for you.

Reflexes (DEX)
How quickly you react to sudden danger like dodging traps.

Religion (INT)
How much you know about different religions, gods, systems of belief and their
shrines and churches.

Speed (DEX)
How fast you can move, this increases your base speed.

Stealth (DEX)
How sneaky you are, how quietly you can hide, move and do things without
anyone noticing.

Survival (INT)
How well you can survive in the wild, forage, hunt, track and navigate your
surroundings.

Wrangling (CHA)
How well you can calm down and control wild monsters.

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