Ruins & Raiders

quick reference

Attribute checks

  • The attribute check is the fundamental mechanic of the game: 2d6 + Trait/Skill
  • This is compared to the opponent's trait + 7 or a challenge level set by The Adversary.
  • The difference between the trait check and the challenge level is the margin of success or failure (mox for short).
  • A roll of 2 is an automatic failure.
  • A roll of 12 is an automatic success with a minimum mox of 1.
  • If a situation does not require a roll (because success is trivial), then the character's trait level is the mox.

Combat

  • Combat is handled by dividing time and space into discrete units.
  • Time is measured in rounds. Each round is six seconds in duration.
  • Space is measured in spaces. Each space is an area two meters across.
  • Characters have a number of combat values based on their traits, gifts, and equipment:
    • Movement is equal to Athlete + 10. The character's encumbrance and armor penalty are subtracted from this.
    • The Trait or Skill check used for offense is based on the type of attack.
      • Missile weapons use Archer.
      • Hand-to-hand and thrown attacks use Warrior.
      • Mage spells use Intellect.
      • Sorcerer spells use Presence.
    • Dodge is equal to 7 + Athlete - armor penalty.
    • Parry is equal to 7 + Warrior + weapon defense.
    • Defiance is equal to 7 + max(Intellect or Intuition).
    • Protection is equal to Fortitude + armor.
  • To attack a foe, the player rolls his Offense vs the defense of the target (Dodge or Parry, whichever is higher).
  • On a hit, damage is calculated by adding the mox of the attack roll to the attacker's Brawn and weapon power. Subtracting the target's Fortitude and armor gives the number of wounds inflicted.
  • Characters normally get two actions per round. One or both can be sacrificed for bonuses:
    • One action:
      • Aim: +3 to the next attack
      • Defend: +3 to Dodge and Parry for the round
      • Haymaker: +10 damage to the next melee attack
      • Resist: +3 to Defiance
      • Look: +3 to Perception
    • Two actions:
      • Cast a Mage or Sorcerer spell
      • Total Defense: +6 to Dodge and Parry
      • Total Defiance: +6 to Defiance
      • Watch: +6 to Perception

Injury

  • Wounds represent physical damage. A person who has ten or more wounds is incapacitated and may die.
  • Shocks represent mental damage caused by psionic attacks or psychological trauma. A person who has ten or more shocks is bordering on madness and may lose his mind for good.

Fortune

  • Improve a Trait and Skill check: sacrifice 1-5 points of Fortune for an equal bonus to a roll.
  • Haste: sacrifice up to 5 points of Fortune for an equal bonus to initiative.
  • Run like the wind: sacrifice up to 3 Fortune for an equal number of spaces in a movement action.
  • Rapid attack: sacrifice 3 Fortune to make two attacks with a single action.
  • Absorb Wounds and Shocks: a player may use Fortune to absorb wounds and shocks: 1 point of Fortune per point of damage avoided.
  • Heal: Adventurers with the Mystic gift may burn Fortune to heal themselves and others, 1 point per wound or shock healed.
  • Increase supernatural power: A player may sacrifice Fortune to power a spell, 1 point of Fortune for 1 point of energy.

Spells

  • Use of a spell takes a full round. The caster may do nothing else except move one space.
  • Every spell requires a certain amount of energy. A Mage or Sorcerer may increase the intensity, range, area, or duration of a spell by expending extra energy.
  • A spell user's base power level is the amount of energy he can channel per round: 10 + Willpower
  • A caster may gain extra energy for a spell by sacrificing Fortune, taking extra time, or inflicting damage on himself.