Printable QRG


| PERILOUS ADVENTURES WARBANDS GUIDE || QUICK REFERENCE RULES |


--- Core Mechanics ---

  • Roll d100 (2d10: tens + units) under target (skill - Difficulty).
  • Margin of Success = Target - Roll (adds to damage/effect).
  • Critical: 01-05 (doubles damage or GM effect) | 96-00 (wastes action).

--- Character Creation ---

  • Attributes: 340 points, max 80 (STR, DEX, CON, INT, WIS, CHA).
  • Skills: 90 points—Base = Attribute + Points (1:1 to 50, 2:1 to 75, 3:1 to 100+).
  • HP: (CON + STR) x 2 | Mana: WIS + INT | Movement: 30 ft + 5 per 10 DEX over 20.
  • Distinctions: 2 at start—species + one chosen.

--- Combat ---

  • Initiative: Roll under DEX + Perception—lowest acts first.
  • Actions: 1 Move (up to Movement) + 1 Standard (attack, spell) + 1 Reaction (dodge/brace, once/round).
  • Melee Attack: STR + Melee Weapons (STR/10 + weapon + Margin) or DEX + Melee Weapons (finesse: DEX/20 + weapon + Margin).
  • Ranged Attack: DEX + Ranged Weapons (DEX/20 + weapon + Margin).
  • Spellcasting: WIS or INT + Spellcasting - Difficulty (full Mana success, half failure).
  • Defense: Reaction—DEX + Acrobatics (dodge) or CON + Endurance (brace, min 5)—reduce damage by Margin + DR.

--- Conditions ---

  • Fatigue: -10 rolls/level (5 = unconscious).
  • Downed: HP 0—Unconscious (1 HP post-fight), Dying (CON + Endurance Difficulty 60/hour), or Dead (GM call).
  • Environmental: Dim (-20 attack/Perception), Rugged (half Movement).

--- Advancement ---

  • XP: 5-10/session—Attributes: 5 XP/+1 | Skills: 1 XP to 50, 2 XP to 75, 3 XP to 100+ | Distinctions: 20 XP | Spells/Maneuvers: 15 XP.

--- Gear ---

  • Carry Capacity: STR x 2 lbs (-10 rolls/10 lbs over, max -50).
  • Finesse Weapons: Rapier, Dagger, Short Spear (DEX)—others STR.
  • Damage Reduction (DR): Cloth 2, Leather 5, Chainmail 10, Shield +5/+8.