-
Notifications
You must be signed in to change notification settings - Fork 12
Expand file tree
/
Copy pathBasic.html
More file actions
4927 lines (4918 loc) · 168 KB
/
Copy pathBasic.html
File metadata and controls
4927 lines (4918 loc) · 168 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml" lang="" xml:lang="">
<head>
<meta charset="utf-8" />
<meta name="generator" content="pandoc" />
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes" />
<title>Orcus Basic Rules</title>
<link rel="stylesheet" href="orcus.css">
<link rel="preconnect" href="https://fonts.googleapis.com">
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
<link href="https://fonts.googleapis.com/css2?family=League+Spartan:wght@400;600;700;800;900&display=swap" rel="stylesheet">
<style>
.layout-with-sidebar {
position: relative;
}
.layout-with-sidebar .sidebar {
width: 260px;
align-self: start;
position: sticky;
top: 1rem;
max-height: calc(100vh - 2rem);
overflow: auto;
padding: 12px 14px;
border: 1px solid #d0d0d0;
background: #f7f7f7;
border-radius: 6px;
margin: 0;
float: right;
margin-right: -300px;
}
.layout-with-sidebar .content {
min-width: 0;
}
.layout-with-sidebar .sidebar ul {
margin-left: 0;
padding-left: 0;
list-style: none;
}
.layout-with-sidebar .sidebar ul ul {
margin-left: 16px;
}
.layout-with-sidebar .sidebar ul ul ul {
display: none;
}
.layout-with-sidebar .sidebar a {
text-decoration: none;
}
.layout-with-sidebar .sidebar a:hover {
text-decoration: underline;
}
@media (max-width: 900px) {
.layout-with-sidebar .sidebar {
position: static;
max-height: none;
float: none;
width: auto;
margin-right: 0;
margin-bottom: 16px;
}
}
</style>
</head>
<body>
<div style="margin: 0 0 1rem 0; padding: 0.5rem 0; border-bottom: 1px solid #d0d0d0; font-size: 0.95rem;"><a href="index.html">← Back to main page</a></div>
<header id="title-block-header">
<h1 class="title">Orcus Basic Rules</h1>
</header>
<p>Orcus is a tabletop roleplaying game based on the fourth edition of
the world’s most popular roleplaying game.</p>
<p>Orcus is a work in progress. All feedback is welcome.</p>
<p>Version 0.2</p>
<div class="layout-with-sidebar">
<aside class="sidebar">
<h2>On this page</h2>
<p class="toc-level-1"><a href="#proudly-free-and-open-source">Proudly free and open source</a></p>
<p class="toc-level-0"><a href="#playing-orcus">Playing Orcus</a></p>
<p class="toc-level-1"><a href="#the-core-rule">The core rule</a></p>
<p class="toc-level-1"><a href="#other-general-rules">Other general rules</a></p>
<p class="toc-level-0"><a href="#character-details">Character details</a></p>
<p class="toc-level-0"><a href="#combat-encounters">Combat encounters</a></p>
<p class="toc-level-1"><a href="#surprise-round">Surprise round</a></p>
<p class="toc-level-1"><a href="#initiative">Initiative</a></p>
<p class="toc-level-1"><a href="#your-turn">Your turn</a></p>
<p class="toc-level-1"><a href="#free-actions">Free actions</a></p>
<p class="toc-level-1"><a href="#outside-of-your-turn">Outside of your turn</a></p>
<p class="toc-level-0"><a href="#actions">Actions</a></p>
<p class="toc-level-1"><a href="#action-descriptions">Action descriptions</a></p>
<p class="toc-level-1"><a href="#action-recharge">Action recharge</a></p>
<p class="toc-level-1"><a href="#action-required">Action required</a></p>
<p class="toc-level-1"><a href="#targeting">Targeting</a></p>
<p class="toc-level-1"><a href="#attack-roll">Attack roll</a></p>
<p class="toc-level-1"><a href="#critical-hits-and-fumbles">Critical hits and fumbles</a></p>
<p class="toc-level-1"><a href="#effects">Effects</a></p>
<p class="toc-level-1"><a href="#duration">Duration</a></p>
<p class="toc-level-1"><a href="#universal-actions">Universal actions</a></p>
<p class="toc-level-0"><a href="#conditions">Conditions</a></p>
<p class="toc-level-0"><a href="#combat-statuses">Combat statuses</a></p>
<p class="toc-level-0"><a href="#movement-and-positioning">Movement and positioning</a></p>
<p class="toc-level-1"><a href="#speed">Speed</a></p>
<p class="toc-level-1"><a href="#size">Size</a></p>
<p class="toc-level-1"><a href="#unwilling-movement">Unwilling movement</a></p>
<p class="toc-level-1"><a href="#difficult-terrain">Difficult terrain</a></p>
<p class="toc-level-1"><a href="#mounted-combat">Mounted Combat</a></p>
<p class="toc-level-1"><a href="#underwater-combat">Underwater Combat</a></p>
<p class="toc-level-0"><a href="#hit-points-and-healing">Hit points and healing</a></p>
<p class="toc-level-1"><a href="#hit-points">Hit points</a></p>
<p class="toc-level-1"><a href="#damage-types">Damage types</a></p>
<p class="toc-level-1"><a href="#hit-points-or-below">0 hit points or below</a></p>
<p class="toc-level-1"><a href="#healing">Healing</a></p>
<p class="toc-level-1"><a href="#persistent-damage">Persistent damage</a></p>
<p class="toc-level-1"><a href="#resting">Resting</a></p>
<p class="toc-level-0"><a href="#equipment">Equipment</a></p>
<p class="toc-level-1"><a href="#coinage">Coinage</a></p>
<p class="toc-level-1"><a href="#selling-treasure">Selling Treasure</a></p>
<p class="toc-level-1"><a href="#armor">Armor</a></p>
<p class="toc-level-1"><a href="#weapons-1">Weapons</a></p>
<p class="toc-level-1"><a href="#focuses">Focuses</a></p>
<p class="toc-level-1"><a href="#adventuring-gear">Adventuring Gear</a></p>
<p class="toc-level-0"><a href="#abilities-and-skills">Abilities and skills</a></p>
<p class="toc-level-1"><a href="#ability-and-skill-checks">Ability and skill checks</a></p>
<p class="toc-level-1"><a href="#abilities">Abilities</a></p>
<p class="toc-level-1"><a href="#using-each-ability">Using Each Ability</a></p>
<p class="toc-level-2"><a href="#strength">Strength</a></p>
<p class="toc-level-2"><a href="#constitution">Constitution</a></p>
<p class="toc-level-2"><a href="#dexterity">Dexterity</a></p>
<p class="toc-level-2"><a href="#intelligence">Intelligence</a></p>
<p class="toc-level-2"><a href="#wisdom-1">Wisdom</a></p>
<p class="toc-level-2"><a href="#charisma-1">Charisma</a></p>
<p class="toc-level-1"><a href="#the-skills">The skills</a></p>
<p class="toc-level-0"><a href="#monsters">Monsters</a></p>
<p class="toc-level-1"><a href="#creating-new-monsters">Creating new monsters</a></p>
</aside>
<div class="content">
<h2 id="proudly-free-and-open-source">Proudly free and open source</h2>
<p>Orcus Basic Rules is licensed under the Creative Commons Attribution
4.0 International License. License available at <a
href="https://creativecommons.org/licenses/by/4.0/legalcode">https://creativecommons.org/licenses/by/4.0/legalcode</a>.</p>
<p>This work includes material taken from the System Reference Document
5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at <a
href="https://dnd.wizards.com/resources/systems-reference-document">https://dnd.wizards.com/resources/systems-reference-document</a>
and the A5E System Reference Document (A5ESRD) by EN Publishing and
available at A5ESRD.com, based on Level Up: Advanced 5th Edition,
available at www.levelup5e.com. The SRD 5.1 and A5ESRD are licensed
under the Creative Commons Attribution 4.0 International License.</p>
<p class="subtitle">Playtest Edition</p>
<p><img src="Compatible with Fourth Edition.png"
style="width:3.925in;height:0.95833in"
alt="Compatible with Fourth Edition" /></p>
<h1 id="playing-orcus">Playing Orcus</h1>
<p>Orcus is a collaborative tabletop role-playing game that involves
imagination and creativity. The Game Master (GM) acts as the storyteller
and referee for a group of players. The game works best with one GM and
four to five players, though smaller or larger groups can also enjoy the
experience.</p>
<p>Each player controls a player character (PC), also called a hero.
Each PC is a hero with special abilities and features that are defined
by the rules of the game, as well as a personality and backstory which
is up to the player’s imagination.</p>
<p>The heroes will end up fighting monsters, and these combats are best
represented on a grid of squares with miniature figures or tokens to
represent the heroes and monsters.</p>
<p>You will need</p>
<ol type="1">
<li><p><strong>Dice:</strong> At least one d4, d6, d8, d10, d12 and
d20.</p></li>
<li><p><strong>Character Sheets:</strong> Each player needs a character
sheet for their hero.</p></li>
<li><p><strong>Tokens or miniatures:</strong> Something to represent
each hero and any enemies they will fight. A size Medium creature (like
a human) occupies a space about 1" by 1" by 1".</p></li>
<li><p><strong>Grid map:</strong> Every inch represents five
feet.</p></li>
</ol>
<h2 id="the-core-rule">The core rule</h2>
<p>The twenty-sided die (d20) is at the heart of the action resolution
mechanic. To make an attack, ability check, skill check, or saving
throw, players roll a d20 and add their relevant modifiers. Apply any
bonuses and penalties, and compare the total to the appropriate
difficulty rating (Armor Class, defense, Difficulty Class, and so
on).</p>
<p>If the total equals or exceeds the rating, the roll is a success.</p>
<p>Otherwise, it’s a failure.</p>
<h2 id="other-general-rules">Other general rules</h2>
<ol type="1">
<li><p>Round down, unless specifically told to round up.</p></li>
<li><p>If there is a contradiction between a specific rule and a general
one, follow the specific rule.</p></li>
<li><p>You will be told to roll a lot of dice, of various sizes. The
code “xdy” means “roll x dice of y sides and add them together”. For
example, 3d10 means “roll 3 dice of 10 sides and add them together”, for
a final result of somewhere between 3 and 30 (inclusive).</p></li>
</ol>
<h1 id="character-details">Character details</h1>
<p>“Character” and “creature” are used interchangeably to mean all
people, animals and monsters in the game.</p>
<p>“Hero”, “adventurer” or “player character” describe a character that
belongs to a player, and “monster” a character controlled by the Game
Master.</p>
<h3 id="alignment">Alignment</h3>
<p>Each creature has an alignment that broadly describes its moral and
personal attitudes.</p>
<p><strong>Lawful good</strong> creatures can be counted on to do the
right thing as expected by society and follow a strict code.</p>
<p><strong>Good</strong> folk do the best they can to help others.</p>
<p><strong>Unaligned</strong> people prefer to steer clear of moral
questions and don’t take sides.</p>
<p><strong>Evil</strong> is the alignment of those who do whatever they
can get away with, without compassion or qualms.</p>
<p><strong>Chaotic evil</strong> creatures act with arbitrary violence,
spurred by greed, hatred, or bloodlust.</p>
<h3 id="senses">Senses</h3>
<p>Some creatures have special senses. If none are identified, assume
the creature can sense things about as well as a human can.</p>
<p><strong>Low-Light Vision</strong> The creature can see in dim light
as if it were bright light.</p>
<p><strong>Darkvision</strong> A creature with darkvision can see in the
dark. The creature can see in dim light as if it were bright light, and
in darkness as if it were dim light. The creature can’t discern color in
darkness, only shades of gray.</p>
<h3 id="experience-levels-and-tiers">Experience, levels and tiers</h3>
<p>The primary way that adventurers are rewarded is with experience
points (gaining new character levels the more they accrue) and treasure
like gold or magic items. Most heroes begin at level 1, the start of the
“adventurer” tier.</p>
<p>Adventures that take place with Adventurer tier monsters, traps, and
player characters (in other words, those between levels 1 and 10) will
likely be focused on more local issues, like rescuing a village or
defeating a clan of orcs. Prestige tier adventures might involve more
dramatic concerns, like the fate of kingdoms. You might end up fighting
a dragon or rooting out an extraplanar plot to control an entire city.
In Epic tier, you may fight the devils that run Hell or save the entire
world from devastation.</p>
<p>Tiers do not have a mechanical effect in and of themselves, but they
represent a new stage in the player characters’ journeys.</p>
<h5 id="table-levels-and-their-benefits">Table – Levels and Their
Benefits </h5>
<table>
<colgroup>
<col style="width: 0%" />
<col style="width: 0%" />
<col style="width: 0%" />
</colgroup>
<thead>
<tr>
<th style="text-align: center;">Level</th>
<th style="text-align: center;">XP to Reach Next Level</th>
<th style="text-align: center;">Cumulative XP</th>
</tr>
</thead>
<tbody>
<tr>
<td colspan="3" style="text-align: center;">Adventurer Tier</td>
</tr>
<tr>
<td style="text-align: center;">1</td>
<td style="text-align: center;">1,000</td>
<td style="text-align: center;">-</td>
</tr>
<tr>
<td style="text-align: center;">2</td>
<td style="text-align: center;">1,250</td>
<td style="text-align: center;">1,000</td>
</tr>
<tr>
<td style="text-align: center;">3</td>
<td style="text-align: center;">1,500</td>
<td style="text-align: center;">2,250</td>
</tr>
<tr>
<td style="text-align: center;">4</td>
<td style="text-align: center;">1,750</td>
<td style="text-align: center;">3,750</td>
</tr>
<tr>
<td style="text-align: center;">5</td>
<td style="text-align: center;">2,000</td>
<td style="text-align: center;">5,500</td>
</tr>
<tr>
<td style="text-align: center;">6</td>
<td style="text-align: center;">2,500</td>
<td style="text-align: center;">7,500</td>
</tr>
<tr>
<td style="text-align: center;">7</td>
<td style="text-align: center;">3,000</td>
<td style="text-align: center;">10,000</td>
</tr>
<tr>
<td style="text-align: center;">8</td>
<td style="text-align: center;">3,500</td>
<td style="text-align: center;">13,000</td>
</tr>
<tr>
<td style="text-align: center;">9</td>
<td style="text-align: center;">4,000</td>
<td style="text-align: center;">16,500</td>
</tr>
<tr>
<td style="text-align: center;">10</td>
<td style="text-align: center;">5,000</td>
<td style="text-align: center;">20,500</td>
</tr>
<tr>
<td colspan="3" style="text-align: center;">Prestige Tier</td>
</tr>
<tr>
<td style="text-align: center;">11</td>
<td style="text-align: center;">6,000</td>
<td style="text-align: center;">25,500</td>
</tr>
<tr>
<td style="text-align: center;">12</td>
<td style="text-align: center;">7,000</td>
<td style="text-align: center;">31,500</td>
</tr>
<tr>
<td style="text-align: center;">13</td>
<td style="text-align: center;">8,000</td>
<td style="text-align: center;">38,500</td>
</tr>
<tr>
<td style="text-align: center;">14</td>
<td style="text-align: center;">10,000</td>
<td style="text-align: center;">46,500</td>
</tr>
<tr>
<td style="text-align: center;">15</td>
<td style="text-align: center;">12,000</td>
<td style="text-align: center;">56,500</td>
</tr>
<tr>
<td style="text-align: center;">16</td>
<td style="text-align: center;">14,000</td>
<td style="text-align: center;">68,500</td>
</tr>
<tr>
<td style="text-align: center;">17</td>
<td style="text-align: center;">16,000</td>
<td style="text-align: center;">82,500</td>
</tr>
<tr>
<td style="text-align: center;">18</td>
<td style="text-align: center;">20,000</td>
<td style="text-align: center;">98,500</td>
</tr>
<tr>
<td style="text-align: center;">19</td>
<td style="text-align: center;">24,000</td>
<td style="text-align: center;">118,500</td>
</tr>
<tr>
<td style="text-align: center;">20</td>
<td style="text-align: center;">28,000</td>
<td style="text-align: center;">142,500</td>
</tr>
<tr>
<td colspan="3" style="text-align: center;">Epic Tier</td>
</tr>
<tr>
<td style="text-align: center;">21</td>
<td style="text-align: center;">32,000</td>
<td style="text-align: center;">170,500</td>
</tr>
<tr>
<td style="text-align: center;">22</td>
<td style="text-align: center;">40,000</td>
<td style="text-align: center;">202,500</td>
</tr>
<tr>
<td style="text-align: center;">23</td>
<td style="text-align: center;">48,000</td>
<td style="text-align: center;">242,500</td>
</tr>
<tr>
<td style="text-align: center;">24</td>
<td style="text-align: center;">56,000</td>
<td style="text-align: center;">290,500</td>
</tr>
<tr>
<td style="text-align: center;">25</td>
<td style="text-align: center;">64,000</td>
<td style="text-align: center;">346,500</td>
</tr>
<tr>
<td style="text-align: center;">26</td>
<td style="text-align: center;">80,000</td>
<td style="text-align: center;">410,500</td>
</tr>
<tr>
<td style="text-align: center;">27</td>
<td style="text-align: center;">96,000</td>
<td style="text-align: center;">490,500</td>
</tr>
<tr>
<td style="text-align: center;">28</td>
<td style="text-align: center;">112,000</td>
<td style="text-align: center;">586,500</td>
</tr>
<tr>
<td style="text-align: center;">29</td>
<td style="text-align: center;">128,000</td>
<td style="text-align: center;">698,500</td>
</tr>
<tr>
<td style="text-align: center;">30</td>
<td style="text-align: center;">N/A</td>
<td style="text-align: center;">826,500</td>
</tr>
</tbody>
</table>
<h1 id="combat-encounters">Combat encounters</h1>
<p>Combat is divided into “rounds”, in which each participant (each hero
and each monster) takes their “turn”. A round represents about six
seconds in the story.</p>
<h3 id="combat-step-by-step">Combat step by step</h3>
<ol type="1">
<li><p><strong>Determine surprise.</strong> The GM determines whether
anyone involved in the encounter is surprised.</p></li>
<li><p><strong>Establish positions.</strong> The GM decides where all
the creatures are located. Given the adventurers marching order or their
stated positions in the room or other location, the GM figures out where
the adversaries are how far away and in what direction.</p></li>
<li><p><strong>Roll initiative.</strong> Everyone involved in the combat
encounter rolls initiative, determining the order of combatants’
turns.</p></li>
<li><p><strong>Take turns.</strong> Each participant in the battle takes
a turn in initiative order.</p></li>
<li><p><strong>Begin the next round.</strong> When everyone involved in
the combat has had a turn, the round ends. Repeat step 4 until the
fighting stops.</p></li>
</ol>
<h2 id="surprise-round">Surprise round</h2>
<p>Adventurers sneak up on a bandit camp, springing from the trees to
attack. A gelatinous cube glides down a dungeon passage, unnoticed until
the cube engulfs a hero. In these situations, one side of the battle
gains surprise over the other.</p>
<p>The GM determines who might be surprised.</p>
<p>In a surprise round, those who are <em>not</em> surprised get a
single standard action on their turn (which they can change for a move
or swift action, as normal).</p>
<h2 id="initiative">Initiative</h2>
<p>Initiative determines the order of turns during combat. When combat
starts, every participant makes an initiative check. The GM makes one
roll for an entire group of identical creatures, so each member of the
group acts at the same time.</p>
<p>The GM ranks combatants in order from the one with the highest
initiative check result to the one with the lowest. This is the order in
which they act during each round. The initiative order remains the same
from round to round.</p>
<p>If a tie occurs, the GM decides the order among tied GM-controlled
creatures, and the players decide the order among their tied characters.
The GM decides the order if the tie is between a monster and a player
character.</p>
<h2 id="your-turn">Your turn</h2>
<p>When the initiative order for the round reaches your initiative check
result, you take your turn. At the start of your turn, take any
persistent damage you are subject to.</p>
<p>On your turn, you can take four types of action, in any order you
like, but unless otherwise noted you have to finish one action before
you can take another.</p>
<ul>
<li><p><strong>One standard action:</strong> For example, a basic
attack. Alternatively, use your standard action to take another move or
a swift action.</p></li>
<li><p><strong>One move action:</strong> For example, walking.
Alternatively, use your move action to take another swift
action.</p></li>
<li><p><strong>One swift action:</strong> For example, drawing or
sheathing a weapon.</p></li>
<li><p><strong>Any number of free actions (within reason):</strong> For
example, talking.</p></li>
</ul>
<p>You can forgo taking one or more actions, or doing anything at all on
your turn.</p>
<h3 id="action-points">Action points</h3>
<p>Heroes and elite and boss monsters have action points. Once per
encounter (but not during a surprise round), a hero can spend an action
point during their turn to take one additional standard, move or swift
action.</p>
<p>Monsters are not limited to one action point per encounter, but they
still cannot use more than one action point per round.</p>
<p>A hero’s action points are reset to 1 after each long rest. A
character gains an additional action point after every second encounter
they have between long rests.</p>
<h3 id="saving-throws">Saving throws</h3>
<p>A saving throw – also called a save – represents an attempt to shake
off an effect. You don’t normally decide to make a saving throw; you are
forced to make one because your character or monster is at risk of harm
or trying to shake off a condition, persistent damage or other negative
effect.</p>
<p>To make a saving throw, roll a d20. If specified, add other bonuses.
If the result is 10 or higher, the save succeeds. Typically, a success
means the effect ends.</p>
<h5 id="special-saving-throw-riders">Special saving throw riders</h5>
<p><em>Aftereffect:</em> An aftereffect takes place after the target
succeeds on its saving throw against the initial effect.</p>
<p>For example, “blinded (save ends); <em>Aftereffect:</em> dazed (save
ends)” means the target is blinded until it succeeds on a saving throw.
Then it is dazed until it succeeds on a saving throw.</p>
<p>For another example, “The target is dazed until the end of your next
turn; <em>Aftereffect:</em> The target takes damage equal to your
Charisma modifier” means that the target is dazed until the end of your
next turn, then they stop being dazed but they take damage.</p>
<p><em>First Failed Save:</em> This effect applies to the target the
first time they fail a saving throw.</p>
<p>For example, “rattled (save ends); <em>First Failed Save:</em> The
target is instead blinded (save ends)” means the target is rattled until
it succeeds on a saving throw. If it fails a saving throw, it becomes
blinded instead of rattled.</p>
<p><em>Grappled (save ends):</em> Most grapples last until the target
breaks the grapple or the grappler chooses to end the grapple. When a
power says the target is “grappled (save ends)”, as well as those
methods to end the grapple the target also makes a saving throw each
turn and breaks the grapple on a success.</p>
<h3 id="the-end-of-your-turn">The end of your turn</h3>
<p>At the end of your turn you make saving throws against any effects
that require them.</p>
<p>Any effects that require an action to maintain concentration, which
you have not spent, end now.</p>
<p>Other effects may also resolve at the end of your turn as noted in
their descriptions. You choose in which order to resolve effects that
happen at the end of your turn.</p>
<h2 id="free-actions">Free actions</h2>
<p>You can use free actions to:</p>
<ul>
<li><p>Communicate however you are able, through brief utterances and
gestures, as you take your turn or on other characters’ turns.</p></li>
<li><p>Drop an item.</p></li>
<li><p>Drop prone.</p></li>
<li><p>End a grapple (if you are the grappler).</p></li>
<li><p>Spend an action point.</p></li>
</ul>
<p>There are also some powers that require a free action.</p>
<h2 id="outside-of-your-turn">Outside of your turn</h2>
<p>There are three types of action you can take outside of your turn:
immediate actions, opportunity attacks and free actions that have a
trigger that is met outside of your turn.</p>
<h3 id="immediate-actions">Immediate actions</h3>
<p>Certain special abilities, powers, and situations allow you to take a
special action called an immediate action. It must occur on someone
else’s turn, and you can only take one immediate action between each of
your turns.</p>
<p>Immediate actions come in two varieties:</p>
<ul>
<li><p><strong>Counter action:</strong> These immediate actions
interrupt the other creature’s action. When your immediate action is a
counter action to another creature’s action, their action pauses while
your immediate action is resolved. Then that creature can continue its
action right after the immediate action ends.</p></li>
<li><p><strong>Reaction:</strong> These immediate actions are reactions
to the other creature’s action, and occur after the creature completes
their action. That creature can continue its turn right after the
immediate action.</p></li>
</ul>
<h3 id="opportunity-attacks">Opportunity attacks</h3>
<p>In a fight, everyone is constantly watching for a chance to strike an
enemy who is fleeing or passing by. Such a strike is called an
opportunity attack.</p>
<p>You can make an opportunity attack when an adjacent hostile creature
that you can see moves to no longer be adjacent to you. Movement in the
form of a step or a teleport does not “provoke” (trigger) opportunity
attacks. The attack occurs right before the creature leaves the
square.</p>
<p>Some types of movement do not provoke opportunity attacks: stepping
(for example, by taking the Step action), teleporting and unwilling
movement.</p>
<p>You can also make an opportunity attack when an adjacent hostile
creature uses a far or ranged power.</p>
<p>You can only take one opportunity attack per turn, even if they
provoke an attack multiple times.</p>
<p>On rare occasions, you can perform a non-attack action when someone
provokes an opportunity attack. These are called “opportunity
actions”.</p>
<h1 id="actions">Actions</h1>
<p>Actions are discrete things that creatures can do. Each action
describes the type of action it is – with standard, move and swift
actions being the most common – and what happens when the creature
performs the action. Some actions can only occur if certain requirements
are met, or when the action is “triggered” by something else.</p>
<p>Powers are actions that only certain characters can use. For example,
only spellcasters can use <em>tangles</em> (and not even all
spellcasters can do so). Powers are <em>in</em> <em>lower-case and
italics</em>, while other actions are Usually In Capitals.</p>
<h2 id="action-descriptions">Action descriptions</h2>
<p>When a character uses an action, the same basic rules are
followed.</p>
<p>Each action description begins with a block of information, including
the action’s name, category, tags, frequency, action required, range and
targets, and effects.</p>
<p>The rest of an entry describes the action’s effects.</p>
<p>For example, <em>tangles</em> is an at-will attack power:</p>
<h4 class="Heading-4---At-Will" id="tangles-at-will">Tangles
(at-will)</h4>
<blockquote>
<p><strong>Standard Action</strong> ● <strong>Spell</strong><br />
<strong>Far</strong> burst 1 within 10, every creature in area<br />
<strong>Attack</strong> vs Fortitude<br />
<strong>Hit</strong> 2d6 + your level damage.<br />
<em>Level 21</em> 3d6 + your level damage instead.<br />
<strong>Effect</strong> The area becomes difficult terrain until the end
of your next turn.</p>
</blockquote>
<h3 id="category">Category</h3>
<p>An <strong>attack action</strong> is directed against one or more
targets, typically enemies (although you can catch allies in friendly
fire in some cases). It usually involves an attack roll which, if it
hits, has some kind of negative effect on the target. Some actions also
have effects when they miss, or regardless of whether they hit or
miss.</p>
<p>A <strong>utility action</strong> may affect you, an ally, the
environment, etc., but typically not an enemy. They can still serve a
function in combat, however.</p>
<h3 id="tags">Tags</h3>
<p>An action’s tags tell you various information about it, which can be
relevant for other parts of the game. For example, if you get a +2 bonus
on attack rolls with fire powers, that refers to powers with the Fire
tag.</p>
<p>A power with the Weapon tag uses a weapon you are wielding to
determine some of its effects (damage, and often range). If you are
proficient with the weapon, add its proficiency bonus to the attack
roll. You need a weapon (or unarmed strike) to use a Weapon power.</p>
<p>A power with the Focus tag may use the focus you are currently
wielding to determine some of its effects.</p>
<h5 id="traditions">Traditions</h5>
<p>Tradition tags specify the power source for a power. The main four
are Arcane, Divine, Martial and Spirit.</p>
<h2 id="action-recharge">Action recharge</h2>
<p>Some actions can be used any number of times. Other actions, once
used, only recharge after a rest.</p>
<ul>
<li><p><strong>At-will:</strong> Take this action any number of
times.</p></li>
<li><p><strong>Encounter:</strong> After taking this action, you must
have a short rest before you can use it again.</p></li>
<li><p><strong>Daily:</strong> After taking this action, you must have a
long rest before you can use it again.</p></li>
</ul>
<p>Most actions that recharge per encounter or daily are powers, but
there are some other actions (like Rally) that are usable once per
encounter.</p>
<h3 id="unusual-recharge-conditions">Unusual recharge conditions</h3>
<p>Some powers, particularly those belonging to monsters, may recharge
on a different schedule to encounter and daily powers:</p>
<p><strong>Recharge X–Y</strong> The notation "Recharge X–Y" means a
monster can use a power once and that the power then has a random chance
of recharging during each subsequent round of combat. At the start of
each of the monster's turns, roll a d6. If the roll is one of the
numbers in the recharge notation, the monster regains the use of the
power. The power also recharges when the monster finishes a short or
long rest.</p>
<p>For example, "Recharge 5–6" means a monster can use the power once.
Then, at the start of the monster's turn, it regains the use of that
power if it rolls a 5 or 6 on a d6.</p>
<p><strong>Recharge if …</strong> This means a monster can use a power
once, and then the power recharges if the condition is described. For
example, “Recharge if the creature takes lightning damage” means the
power recharges each time the creature takes lightning damage. The power
also recharges when the monster finishes a short or long rest.</p>
<h2 id="action-required">Action required</h2>
<p>Actions will specify whether they are standard actions, move actions,
swift actions, free actions, immediate actions or opportunity actions.
This determines when they can be used.</p>
<p>Some actions have a “<strong>Trigger</strong>” listed. You can only
use such actions if the trigger is satisfied, although you do not have
to use the action just because you are able to do so. If the action is a
counter, its effects commence before the trigger is resolved, and may
prevent the trigger from taking place. If the action is a reaction or
free action, the effects of the power commence after the trigger is
fully resolved.</p>
<p>For example, if you have a counter power with the Trigger “You take
damage” or “You would take damage,” the effects of the power take place
before the damage, and may prevent the damage from taking place (if the
power gives you resistance or allows you to move away, for example). If
you have a reaction power with the same Trigger and effect, the effects
of the power take place after you take damage; they cannot stop you from
taking that damage.</p>
<h2 id="targeting">Targeting</h2>
<p>There are four elements to targeting: origin of effect, area of
effect, range, and targets.</p>
<h3 id="origin-of-effect">Origin of effect</h3>
<p>The five origins of effect for actions are:</p>
<p><strong>Melee:</strong> The effect originates with the user, and
targets one or more creatures the user can reach with a melee weapon or
their body (like a longsword cut, a healing touch or a kick).</p>
<p><strong>Ranged:</strong> The effect originates with the user, and
either targets one or more creatures the user can reach with a ranged
weapon, or targets one or more creatures at a range specified by the
power (like an arrow shot from a longbow or a beam of fire).</p>
<p><strong>Near area:</strong> The effect originates in or adjacent to
the user’s space and targets squares from there, or creatures in those
squares (like an aura emanating from you or a cone of fire you have
breathed out).</p>
<p><strong>Far area:</strong> The effect originates in a distant square
and targets squares from there, or creatures in those squares (like a
ball of fire exploding from a location you point at).</p>
<p><strong>Self:</strong> The effect originates with you and affects
only you. You are always within range of yourself.</p>
<p>The first four origins can be sorted two different ways: whether the
action affects those near the user (melee, near) or far from them
(ranged, far); or whether the action targets creatures directly (melee,
ranged) or targets an area of effect (near, far).</p>
<p>Making a ranged attack or a far attack provokes an opportunity attack
from adjacent enemies.</p>
<h3 id="areas-of-effect">Areas of effect</h3>
<p>Areas of effect only apply to near and far actions.</p>
<p>Each near or far action describes its area of effect, usually by
giving its size and one of the following area types:</p>
<ul>
<li><p><strong>Burst:</strong> A burst targets the origin space and
squares around it, for a number of squares in all directions equal to
the burst size. A Near burst does not affect the user of the
power.</p></li>
<li><p><strong>Spray:</strong> A spray affects squares adjacent to the
origin space, in a quadrilateral of sides equal to the spray
size.</p></li>
<li><p><strong>Wall:</strong> A wall affects a square adjacent to the
origin space, and a square adjacent to that square, and so on until a
number of squares equal to the wall’s size have been affected. The wall
does not have to be in a straight line, but no wall square can share
more than two edges with other wall squares. The user of a wall power
can halve the length of the wall to double its height (or third it to
triple it, etc).</p></li>
</ul>
<p>When an area of effect attack affects multiple targets you make a
separate attack roll for each of them, but you only roll damage once and
apply that amount as the damage for each target that is hit. Damage that
depends on the attack roll, such as critical hit bonus damage, is rolled
separately for each target.</p>
<p>If a creature that is Large or larger is affected by an area of
effect power it is only affected once, even if more than one of its
squares is within the area of effect.</p>
<p>When you make an area of effect attack with a ranged weapon you need
one projectile or thrown weapon for each target.</p>
<p>Special sizes for area of effect are “eyesight” and “earshot”.
Eyesight means the target(s) can be anywhere that the user has line of
sight. Earshot means the target(s) can be any creature that can hear the
user.</p>
<h3 id="range">Range</h3>
<p>The range of attacks involving a weapon (the action will indicate
this with the Weapon tag) is the reach of the melee weapon (usually 1,
in other words adjacent squares only) or the range of the ranged
weapon.</p>
<p>Ranged weapons usually have a “short range” and a “long range”
(Ranged 24/48 means short range of 24 squares and long range of 48
squares, for example). Attacks at long range suffer a -2 penalty.</p>
<p>Ranged actions that do not involve a weapon will usually specify the
range in squares.</p>
<p>Melee “touch” actions have a range equal to the user’s reach. Medium
and Small creatures typically have a reach of 1, and the rules will
specify if the creature has a longer reach. This is separate to the
user’s weapon’s reach.</p>
<p>Near powers have no range; they originate with the user and have a
set area of effect.</p>
<p>Far powers have a range specified; the origin square of the area of
effect must be within that range.</p>
<p>To calculate range, count the squares between the user and the
target, plus a square to actually reach the target. Remember that
diagonal squares are adjacent to one another when you count range.</p>
<h5 id="attacks-with-ammunition">Attacks with ammunition</h5>
<p>When you use an action that allows you to make multiple attacks, with
a weapon that consumes ammunition, you use one piece of ammunition per
attack.</p>
<p>Reloading between these attacks is free, even if the weapon normally
requires an action to reload. However, after the attack is complete the
normal reload action is then required before another attack can be made
with the weapon.</p>
<h3 id="targets">Targets</h3>
<p>Melee and ranged actions will specify whether they have one or more
targets.</p>
<p>Unless otherwise mentioned, area of effect powers target all
creatures in the area of effect. Other example targets are:</p>
<table>
<colgroup>
<col style="width: 0%" />
<col style="width: 0%" />
</colgroup>
<tbody>
<tr>
<td><strong>Nearest ally</strong></td>
<td>the nearest ally in the area of effect</td>
</tr>
<tr>
<td><strong>Nearest enemy</strong></td>
<td>the nearest enemy in the area of effect</td>
</tr>
<tr>
<td><strong>All enemies</strong></td>
<td>only enemies in the area of effect</td>
</tr>
<tr>
<td><strong>All allies</strong></td>
<td>only allies in the area of effect</td>
</tr>
<tr>
<td><strong>One ally</strong></td>
<td>one ally in the area of effect of the user’s choice</td>
</tr>
<tr>
<td><strong>One enemy</strong></td>
<td>one enemy in the area of effect of the user’s choice</td>
</tr>
<tr>
<td><strong>Any</strong></td>
<td>one or more targets of the user’s choice in the area of effect.</td>
</tr>
</tbody>
</table>
<p><strong>Attacks with multiple targets:</strong> Make one attack roll
for each target, but roll damage once and do that much damage to every
creature you hit (unless there is a reason why it would take more
damage, such as you scored a critical hit against it).</p>
<p><strong>Allies and enemies:</strong> The person taking the action
chooses who their allies are for the purpose of that action. Enemies are
any creatures not chosen as an ally. A creature can choose to not count
as an ally (and therefore count as an enemy) for the purposes of an
action.</p>
<p>For example, Dunca casts a spell that heals all allies. But her
berserker friend Flynn gets a benefit when he stays at low hit points.
Dunca could count Flynn as an enemy to exclude him from the healing, or
Flynn could count himself as an enemy and decline the healing. They
immediately go back to being allies afterwards.</p>
<p><strong>Line of sight:</strong> Some effects require your target to
be within line of sight. To determine if a target is within line of
sight, draw a line from any corner of a square in your space to any part
of the target’s space. If you can draw such a line without passing
through something that blocks your vision, you can see the target.</p>
<p><strong>Line of effect:</strong> A line of effect is similar to a
line of sight, except it is only blocked by solid obstacles. Note that
an obstruction can be solid but transparent, meaning it blocks line of
effect but not line of sight.</p>
<p><strong>Targeting yourself:</strong> If a power targets a creature or
creatures of your choice, you can choose yourself. If it targets an
enemy or enemies only, you cannot choose yourself.</p>
<p>A power that targets an ally or allies does not target you; you are
not your own ally.</p>
<p><strong>Nearest:</strong> To determine the nearest target, determine
the range to each possible target and then pick the one at the shortest
range. If the range to two or more targets is equal the attacker can
choose which is the nearest.</p>
<h2 id="attack-roll">Attack roll</h2>
<p>Roll a d20 and apply your attack modifier plus any circumstantial
bonuses or penalties.</p>
<p>If the total of the roll plus modifiers equals or exceeds the
target’s defense (AC, Fortitude, Reflex or Will depending on the
attack), the attack hits.</p>
<p>On a hit, you apply the “Hit” effect of the attack, which usually
includes doing damage.</p>
<table>
<colgroup>
<col style="width: 0%" />
<col style="width: 0%" />
</colgroup>
<thead>
<tr>
<th>Circumstance</th>
<th>Attack Roll Modifier</th>
</tr>
</thead>
<tbody>
<tr>
<td>Target is off-guard</td>
<td>+2</td>
</tr>
<tr>
<td>Attacker is prone</td>
<td>-2</td>
</tr>
<tr>
<td>Attacker used the Charge action</td>
<td>+1</td>
</tr>
<tr>
<td>Target is in cover</td>
<td>-2</td>
</tr>
<tr>
<td>Target is in three-quarters cover</td>
<td>-5</td>
</tr>
<tr>
<td>Target has concealment, and the attack is melee or ranged</td>
<td>-2</td>
</tr>
<tr>
<td>Target has total concealment, and the attack is melee or ranged</td>
<td>-5</td>
</tr>
<tr>
<td>Ranged attack made at long range</td>
<td>-2</td>
</tr>
<tr>
<td>Attacker is restrained</td>
<td>-2</td>
</tr>
</tbody>
</table>
<p>There are some attacks that automatically hit, and therefore do not
involve an attack roll. Others involve a skill check rather than an
attack roll.</p>
<p><strong>Choosing to be hit:</strong> Unless otherwise specified, you
can choose to be hit by an attack instead of requiring the attacker to
make an attack roll. For example, <em>transplant senses</em> allows the
attacker to see out of your eyes. If the attacker is an ally, you may
allow them to do this without making an attack roll against your Will
defense first.</p>
<h2 id="critical-hits-and-fumbles">Critical hits and fumbles</h2>
<p>A natural 20 on an attack roll is a critical hit and is always
successful and does maximum damage (instead of rolling for damage).</p>
<p>Rolling a natural 1 on an attack roll is considered a critical fumble
and always misses.</p>
<h2 id="effects">Effects</h2>
<p>An attack can have three kinds of effects:</p>
<table>
<colgroup>
<col style="width: 0%" />
<col style="width: 0%" />
</colgroup>
<tbody>
<tr>
<td>Hit</td>
<td>If the attack roll meets or exceeds the target’s defense.</td>
</tr>
<tr>
<td>Miss</td>
<td>If the attack roll does not meet the target’s defense.</td>
</tr>
<tr>
<td>Effect</td>
<td>This applies regardless of the attack roll result, or if there is no
attack roll.</td>
</tr>
</tbody>
</table>
<p>Other actions either only have “Effect” listed, or they may have
“Success” and “Failure” listed if there is still an element of chance
involved (for example, a skill check against a DC).</p>
<p>Unless otherwise specified, a creature knows the effect of an action
that has affected it.</p>
<h3 id="damage-rolls">Damage rolls</h3>
<p>Each weapon, spell, and harmful monster ability specifies the damage
it deals. You roll the damage die or dice, add any modifiers, and apply
the damage to your target. Magic weapons, special abilities, and other
factors can grant a bonus to damage. With a penalty, it is possible to
deal 0 damage, but never negative damage.</p>
<p>If a spell or other effect deals damage to <strong>more than one
target</strong> at the same time, roll the damage once for all of them.
For example, when a wizard casts <em>fireball</em>, the spell's damage
is rolled once for all creatures in the blast.</p>
<h3 id="secondary-attacks">Secondary attacks</h3>
<p>If a power has a “Secondary Attack” listed, the user of the power can
make an attack, contingent on that effect occurring. For example, if
Secondary Attack is listed under the Hit entry, it only takes place on a
hit.</p>
<p>Secondary attacks use the same tags, attack, defense and range as the
original attack, unless otherwise specified.</p>
<h3 id="weapon-dice-dw">Weapon dice (“dW”)</h3>
<p>The term “dW” refers to weapon dice. Every weapon has a given damage
die. Roll that die as many times as specified, and add up the results.
For example, if you use a power with a longsword (weapon die: 1d10), and
the Hit effect is “3dW damage” that means you do 3d10 damage. If it is
“3dW + Strength modifier damage” and your Strength modifier is +2, you
roll three d10s, add them up and then add 2.</p>
<p>Rarely, a weapon will have multiple damage dice, for example 2d4 or
2d6. Multiply these by the number of dW to get the final dice total. For
example, a 3dW attack with a weapon that does 2d6 damage does 6d6
damage.</p>
<h2 id="duration">Duration</h2>
<p>The following are common durations:</p>
<ul>
<li><p>Until the end of the target’s next turn</p></li>
<li><p>Until the end of the user’s next turn</p></li>
<li><p>Until the start of the target’s next turn</p></li>
<li><p>Until the start of the user’s next turn</p></li>
<li><p>Save ends</p></li>
</ul>
<h3 id="maintain">Maintain</h3>
<p>Some actions have effects that continue as long as you maintain them.
On your turn, you must take the specified action to maintain them.
Otherwise, the effect ends at the end of your turn.</p>
<p>For example, <em>black tentacles</em> creates a zone of tentacles.
“Maintain Swift” means the zone disappears at the end of your turn
unless you take a swift action on your turn to maintain it until the end
of your next turn (during which turn you can spend another swift action,
and so on to maintain the effect indefinitely if you are prepared to pay
the action cost).</p>
<p>You can end an effect that requires maintenance at any time as a free
action.</p>
<p>You can maintain any number of effects, provided you have the actions
to do so.</p>