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.