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Exiled in Eris

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Exiled in Eris
Skill checks
The success or failure of a skill check is determined by compar- Examples
ing the sum of a characters attribute (1 to 8, or higher for non- A Routine task (difficulty 4) has almost no chance of failure. Ex-
humans), applicable skill bonus (+1 to +8), any bonuses from amples include walking across a well lit room, reloading a weap-
specialties (+0 to +2), any situational modifiers (-2 to +2), and on, spotting a person standing in the open, and ripping paper.
the result of a d20 (1-20) to a difficulty set by the Game Master.
A Simple task (difficulty 12) has very little chance of failure, but
Difficulty a tiny element of risk still exists. Examples include climbing a
The relative challenge presented by any given skill check affects ladder, jumping across a small creek, and breaking out of a card-
the odds of its outcome. Challenge is represented as a number board box.
between 4, nearly automatic, and 40, nearly impossible, called
An Easy task (difficulty 16) can be consistently performed with
the difficulty. A skill check that meets or exceeds the difficulty
a better than even chance of success. Examples include climbing
is a success. Any other result is a failure or partial success. Game
a tree, swimming across a lake, busting a wooden board with a
masters set the difficulty for all skill checks.
hammer, and throwing a rock through a window.
Opposed Actions A Difficult task (difficulty 20) generally has a less than even
Skill checks that might be opposed by another living being are chance of success and is the most common type of skill check in
known as Opposed Actions. Examples include punching some- Exiled in Eris. Examples include climbing a rock face, throwing
one in the face, winning an argument, or convincing someone of a ball through a hoop, swimming across a river, breaking a 2x4
a lie. The game master should assign a difficulty equal to the sum with your bare hands, and finding food in the forest.
of the opponents applicable attribute, skill bonus any specialty,
and ten. A Challenging task (difficulty 24) presents a greater amount of
risk. A trained professional might expect a less-than-even chance
Unopposed Actions of success. Examples include climbing a stone wall, throwing a
All other skill checks are known as Unopposed Actions. Exam- ball 60 feet to a receiver, swimming across a fast-flowing river,
ples include climbing a rock face, picking a lock, or finding a lost breaking a brick with your bare hands, and running across the
item. The game master should assign a difficulty based on the pitching deck of a ship during a storm.
relative challenge or complexity of the task. The following table
provides example situations and their corresponding Difficulty. A Formidable task (difficulty 28) should be considered danger-
ous to attempt even for professionals. Examples include climbing
Challenge Difficulty a sheer cliff in high winds, walking across a tight rope, breaking a
Routine 4 boulder with your bare hands, running a marathon, and leaping
Simple 12 from stone to stone over boiling lava.
Easy 16
Difficult 20 A Daunting task (difficulty 32) has almost no chance for success
Challenging 24 unless you are the best in the world at the task with optimal con-
Formidable 28 ditions and few distractions. Examples include leaping from one
Daunting 32 aircraft to another in mid-air, climbing a metal cable underneath
Inconceivable 40 a water fall, breaking a stone block with your bare hands, running
two marathons in a row, and catching a flying hummingbird.

An Inconceivable task (difficulty 40) is effectively impossible.


Only the best in the world have a chance of achieving 40 on a
skill check. Examples include catching an arrow in flight, bend-
ing a metal girder with your bare hands, surviving a fall from a
ten story building, and diving to the depths of the ocean.

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Situational Modifiers Skill Check Format
In addition to Difficulties, a game master may apply situational Skill checks are generally expressed in the following format:
modifiers to a characters skill check. Situational modifiers are
small advantages of disadvantages, no more than plus or minus Description of the skill check
two.
Prerequisite: Any conditions that must be met in order to at-
Situational Modifier Action Bonus tempt the skill check.
Minor bonus +2
Action Type: Minor, Major, Full, Reaction, or Free Reaction
Slight bonus +1
Slight penalty -1 Time Required: the amount of time necessary to perform the
Minor penalty -2
action
Results Movement: the number of feet the character can move while
Fumble performing this action.
When rolling a d20 for a skill check, a roll of 1 is called a fum-
ble. A fumble automatically results in a failure, regardless of Skill Check: Attribute + Skill Bonus (Applicable Specialty) +/-
the skill check total or the difficulty of the action. In addition, Any Situational Modifiers + 1d20
a fumble usually entails some catastrophic failure on the part of
Difficulty: the player must score this number or higher to suc-
the character, often resulting in injury, broken equipment, or em-
ceed at the skill check.
barrassment.
Restrictions: any constraints placed upon the skill check or its
Failure outcome.
Any skill check total that is less than the difficulty is called a fail-
ure. A failed skill check usually means nothing more than the Fumble: what happens in the event of a natural 1 on the d20.
simple inability to complete the task as desired. However, certain Generally a misdirection of the intended effect or 1d4 damage
situations may mean that a failure is actually a partial success caused to you or a random nearby being.
with limited results. Sometimes a failure may result in conse-
quences such as injury. Fail: what happens in the event of not meeting or exceeding the
Difficulty.
Success
A skill check total that meets or exceeds the difficulty is called a Success: what happens in the event of meeting or exceeding the
success. This usually means the desired result has been achieved. Difficulty.

Critical: what happens in the event of a natural 20 on the d20.


Critical Generally a doubling of effect or an award of 1 temporary Luck
When rolling a d20 for a skill check, a roll of 20 on the die is Points.
called a critical. A critical automatically results in a success,
regardless of the skill check total or the difficulty of the action. Notes: Any other relevant information pertaining to the skill
In addition, a critical often entails spectacular or unanticipated check.
results that are beneficial to the character. The Expert advantage
modifies the result needed to qualify for a critical (see Expert, For example, forcing open a door requires the following skill
page 44). check.

Luck Points Example Skill Check


A player can spend their characters Luck Points to modify the Force Open a Stuck Door
result of the d20 roll. The roll cannot be increased below 1 or Prerequisite: You must be using both hands.
above 20. A result of 20 as a consequence of Luck Points does not Time: Minor Action Movement: 5
result in a critical. The unmodified die roll result must qualify in Skill Check: Strength + Athletics (Strong) + 1d20
order be considered a critical. Difficulty: 24 (Challenging)
Fumble: You sprain your shoulder muscles trying to open the door
A player may only spend Luck Points on skill checks for minor and take 1d4 damage. The door remains unopened.
actions, major actions, full actions, and reactions. Fail: You fail to open the door.
Success: You open the door.
Critical: You open the door and are awarded 1 temporary Luck Point.
Note: You can try to open the door with only one hand, but the Dif-
ficulty is increased by +4.

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Fighting

Fights between multiple characters are resolved through the use Turn Order (Initiative)
of competing physical skill checks such as punching, shooting, Turn Order, sometimes called Initiative, is the order in which
or grappling. Each skill check is performed in an orderly cycle each character acts during a round. Turn order is determined
of rounds and turns in order. Successfully executing these skill once at the beginning of the first round of every fight by compar-
checks against your enemies will have consequences in the form ing each characters Initiative Score (Initiative Bonus + 1d20, see
of damage points which are subtracted from their hit points. Initiative Bonus, page 34). Each turn is then resolved in order of
descending Initiative Score.
Rounds
Fights in Exiled in Eris are played out using rounds. Each round It is important to note that a characters turn order can change as
represents six seconds of time in the game world. During the a result of actions taken during the turn.
course of each round, each character involved in a fight will re-
ceive a turn. During a characters turn, the game master or player Actions
controlling that character will choose and verbally describe, usu- A character may perform one Minor Action and one Major Ac-
ally with the assistance of gesticulations, funny voices, hand-held tion on their turn, or they may instead perform a single Full Ac-
props, or playing pieces, each of the actions taken by that char- tion. Characters may perform Minor Actions and Major Actions
acter. in any order, or they may perform a Major Action at any point
during the execution of their own Minor Action.
Once every character has had a turn, the round ends and a new
round begins. The cycle repeats until the fight is over. In addition, each character receives one or more Reactions which
they may use in response to specific situations when it is not their
turn.

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Minor Actions Escape
What follows are some examples of Minor Actions. A character You are being held by an opponent. You use strength or agility to
may always forego a Minor Action in exchange for an additional break or escape the hold.
Reaction.
Prerequisite: You are being held by an opponent against your will.
Aim Time: Minor Action. Movement: None.
The character takes careful aim before making their attack. Skill Check: (Strength or Agility, Players Choice) + Unarmed Fighting
+ 1d20
Difficulty: Opponents Strength + Unarmed Fighting + 10
Time: Minor Action Movement: None Fumble: You take 1 point of non-lethal damage.
Effect: +2 situational bonus to next attack. Fail: You fail to escape.
Restrictions: the attack must be made on either this or next turn; Success: You escape the hold.
if you perform any reactions between aiming and making the at- Critical: You escape the hold and can immediately move up to half
tack, the aiming bonus is lost. your Move.

Change Stance Feint


You may stand up from a crouched, kneeling, or prone position You perform a false combat maneuver in order to trick their op-
or may crouch, kneel, or go prone from a standing position. ponent into thinking they are performing a different maneuver.
Time: Minor Action Movement: Half MR before or after Time: Minor Action. Movement: 5
Effect: If you were standing, you become prone. If you were prone, Skill Check: Charisma + Unarmed Fighting + 1d20
you are now standing. The difficulty of any ranged attack made Difficulty: Opponents Insight + Unarmed Fighting + 10
against a prone combatant is increased by +4. The difficulty of any Effect: Based on skill check result (see below).
melee or unarmed attack against a prone combatant is decreased Fumble: -4 Difficulty to hit you with any attack until the end of your
by -4. next turn.
Fail: You fooled no one.
Crawl Success: You attack with surprise until the end of your next turn (see
You can stay prone and move along the ground using a belly- Surprise, page 77).
crawl or by rolling horizontally. Critical: As Success, and you gain +1 Temporary Luck Point.

Prerequisite: You are prone. Jump


Time: Minor Action Movement: Half MR You perform a running or standing jump.

Dash Time: Minor Action Movement: Quarter MR


You move hurriedly in a cautious semi-crouched position, pos- Skill Check: Strength + Athletics (Jumper) + 1d20
sibly performing evasive maneuvers, in an attempt to present a Difficulty: Based on height and distance desired.
more difficult target to ranged attackers. Height Distance Difficulty
2 feet 4 feet 16 (Easy)
Time: Minor Action Movement: Half MR 3 feet 6 feet 20 (Difficult)
Skill Check: None normally. Agility + Athletics (Running) + 1d20 may 4 feet 8 feet 24 (Challenging)
be required for difficult terrain, obstacles, or conditions. 5 feet 10 feet 28 (Daunting)
Difficulty: set by game master.
Effect: The difficulty to hit you with a ranged attack is increased by Fumble: You fall prone and take 1 point of damage.
your Agility + Evasion until the beginning of your next turn. Fail: You jump less than 1 foot.
Restrictions: Movement must end a number of feet from their start- Success: You jump the desired distance.
ing position equal to quarter their MR, ignoring fractions. Critical: You jump the desired distance plus an additional 1d4 feet.

Draw or Holster a Weapon Lock or Unlock a Door


You may draw a weapon from or return it to its holster or scab- You lock or unlock a closed door.
bard.
Time: Minor Action Movement: Half MR
Effect: A locked door is unlocked. An unlocked door is locked.
Time: Minor Action Movement: Half MR before or after
Effect: The holstered weapon is in-hand or a held weapon is stowed.

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Open or Close a Door Major Actions
You open or close a door. What follows are some examples of Major Actions. A character
may always forego a Major Action in exchange for an additional
Time: Minor Action Movement: Half MR Reaction.
Effect: A closed and unlocked door is opened. An open door is closed
and unlocked. Any Minor Action
You may perform any Minor Action as a Major Action.
Pick Up a Small Object
You lift a small light-weight object that can be held in one hand Time: Major Action Movement: per Minor Action
off the ground. Effect: per Minor Action

Time: Minor Action Movement: Half MR Close Attack


Effect: The item is in hand. Any attempt to injure an opponent through direct contact. Close
combat maneuvers may be performed armed or unarmed.
Reload a Weapon
You reload a weapon using easily available ammunition. Melee Attack
You attack an opponent using a hand-held melee weapon such as
Time: Minor Action Movement: Half MR a club, sword, axe, or spear.
Effect: the weapon is reloaded.
Prerequisite: You attacks with a melee weapon
Retrieve or Use a Small Piece of Equipment Time: Major Action Movement: 5
You retrieve a small easily available piece of equipment from a Skill Check: Dexterity + Melee Fighting + 1d20
convenient storage place or use any item already at hand. Difficulty: 20 (Difficult)
Fumble: You miss, regardless of difficulty. You may cause damage to
yourself or an ally, break your weapon, lose 1d4 Luck Points, or
Time: Minor Action Movement: Half MR suffer another similar misfortune.
Skill Check: usually none. Fail: You miss.
Effect: The item is in hand or activated. Success: You hit, roll damage normally.
Critical: You hit and do double damage dice.
Run
You run, flat-out, without stopping. See also Dash, Disengage, Unarmed Attack
Hide/Sneak, Sprint, and Squeeze. You strike an opponent using your hands, elbows, feet, knees,
shoulders, or head.
Time: Minor Action Movement: MR
Skill Check: None normally. Agility + Athletics (Running) + 1d20 may Prerequisite: You attack with your empty hands, feet, head, or other
be required for difficult terrain, obstacles, or conditions. appendage.
Difficulty: set by game master. Time: Major Action Movement: 5
Skill Check: Dexterity + Unarmed Fighting + 1d20
Search Difficulty: 20 (Difficult)
You are moving slowly, actively scanning the area for anything Fumble: You miss, regardless of difficulty. You may cause damage to
out of place, sneaking, or hiding. yourself or an ally, break your weapon, lose 1d4 Luck Points, or
suffer another similar misfortune.
Fail: You miss.
Time: Minor Action Movement: Half MR Success: You hit, roll damage normally.
Skill Check: Wits + Awareness (Intuitive) + 1d20 Critical: You hit and do double damage dice.
Difficulty: Hide/Sneak skill check total of anyone within range
Fumble: You are oblivious. +4 Difficulty to any subsequent Search
attempts until the end of your next turn.
Fail: You find nothing.
Success: You find any sneaking or hidden opponents within a num-
ber of feet equal to your Intellect (see Hide/Sneak, page 75).
Critical: As Success, and You are awarded 1 temporary Luck Point.

Squeeze
You can squeeze into a space meant for a creature one size cat-
egory smaller than it, making a large creature effectively medium
or a medium creature effectively small.

Time: Minor Action Movement: Half MR


Skill Check: None normally. Agility + Athletics (Running) + 1d20 may
be required for especially difficult or tight spaces.
Difficulty: set by game master.

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Close Maneuvers Push or Shove
Close maneuvers are variations on conventional close attacks. If You give a quick push or shove to the opponent, hoping to shift
a maneuver is performed using weapons, it is considered a Melee their position.
Attack for the purposes of Reactions. If performed unarmed, it
is considered an Unarmed Attack for the purposes of Reactions. Time: Major Action Movement: 5
Skill Check: per Melee or Unarmed Attack
Disarm Difficulty: 20 (Difficult)
A skilled close combatant can attempt to force an opponent to Fumble: You miss, and the opponent may use a reaction to make a
drop their weapon. free attack against you.
Fail: You miss.
Success: Your opponent is moved a number of feet equal to your
Time: Major Action Movement: 5 Strength or falls prone, your choice.
Skill Check: per Melee or Unarmed Attack Critical: As Success but your opponent also takes 1d4 damage.
Difficulty: 24 (Challenging)
Fumble: You miss, and the opponent may use a reaction to make a
Trip
free attack against you.
Fail: You miss. You shove something between the opponents legs, causing them
Success: Your opponent is disarmed. to lose their balance and fall prone.
Critical: Your opponent is disarmed and takes 1d4 damage, falls
prone, or is moved a number of feet equal to twice your Strength, Time: Major Action Movement: 5
at your option. Skill Check: per Melee or Unarmed Attack
Difficulty: 20 (Difficult)
Grab Fumble: You miss, regardless of difficulty. You may cause damage to
Grabbing involves grasping and immobilizing an opponents yourself or an ally, break your weapon, lose 1d4 Luck Points, or
body or limbs with the intent of restricting their movement and/ suffer another similar misfortune.
or actions. Fail: You miss.
Success: Your opponent falls prone.
Critical: Your opponent falls prone and takes 1d4 damage.
Time: Major Action Movement: 5
Skill Check: per Melee or Unarmed Attack
Difficulty: Varies, based on part of body targeted. Defend
You forego an attack to concentrate on avoiding injury.
Target Difficulty Result
Immobilizes opponent and limb,
Arm or Time: Major Action Movement: 5
24 opponent may still attack, parry, or
Hand Skill Check: None
block at -4.
Body 20 Immobilizes opponent. Effect: The difficulty of all attacks made against you are increased by
Immobilizes opponent and leg, +2 until the beginning of your next turn.
Leg or 24 opponent may still attack, parry or
Foot block Delay
Neck or Immobilizes opponent may still at- You hesitate, holding your action for a few seconds. You might
28
Head tack, parry, or block at -4.
be just waiting for some condition, such as for an opponent to
Restrictions: When grabbing, the attacker must specify if they are stick their head around the corner or to draw their weapon, or
grabbing an opponents arm, leg, neck, or body. The opponent you may be waiting for an ally to do something first, or you may
may attempt to block, parry, or dodge before the attack roll is be in some kind of hostage stand-off, or might just be waiting for
made. just the right moment.
Fumble: You miss, regardless of difficulty. You may cause damage to
yourself or an ally, break your weapon, lose 1d4 Luck Points, or
suffer another similar misfortune. Time: Major Action Movement: None
Fail: You miss. Skill Check: None
Success: You hit, roll unarmed damage, opponent held but may es- Effect: You may take a different major action at a lower initiative
cape. score later in the round.
Critical: You hit, doing double-dice unarmed damage, opponent Special: In the case of ties, combatants act in order of descending
held and cannot escape for 1 round. Initiative scores. If one character sacrifices their reaction for this
round, that character goes first instead. Other combatants may,
in turn, sacrifice their reaction also. This may continue until one
side or the other stops interrupting or runs out of reactions for
the round.

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Perform a skill check Thrown Weapon Attack
You perform any action not otherwise specified that requires a You throw a weapon directly at an opponent, such as throwing a
skill check (see Skill Checks, page 65). knife, javelin, or axe. Alternatively, you indirectly hurl an object,
such as a grenade, at a spot on the ground, into a room, or over
Time: Major Action Movement: MR a wall.
Skill Check: varies
Difficulty: varies, set by game master Time: Major Action Movement: 5
Fumble: The task is spectacularly unsuccessful, character may cause Skill Check: Dexterity + Marksmanship + 1d20
damage to themselves or an ally, breaks equipment, lose Luck Difficulty: varies, based on the distance to the opponent, see below.
points, or other similar misfortune. See also Dash, Cover and Concealment, Firing into Melee, Light
Fail: The task is unsuccessful. and Environment, and Size.
Success: The task is performed successfully. Weapon Feet Difficulty
Critical: The task is performed successfully and spectacularly with Close-Range 1-5 16
maximum results, unanticipated benefits, bonus Luck points, or
Short-Range 6-30 20
similar boon.
Medium-Range 31-60 24
Long-Range 61-90 28
Psychic Attack Very Long-Range 91-120 32
Characters with psychic abilities may attack using the powers of Extreme-Range 121-150 40
their mind.
Fumble: You miss, regardless of difficulty. You may cause damage to
Prerequisite: You are attacking with a psychic attack. yourself or an ally, break your weapon, lose 1d4 Luck Points, or
Time: Major Action Movement: 5 suffer another similar misfortune. Determine deviation (see fail).
Skill Check: Intellect + Tradition skill* + 1d20 Distance of deviation is doubled.
Difficulty: Range in feet divided by 5. Fail: You miss, the weapon lands nearby. Area effect weapons such
Fumble: You miss, regardless of difficulty. You may cause damage to as grenades may still have an effect on opponents depending on
yourself or an ally, break your weapon, lose 1d4 Luck Points, or the scale of the deviation. Roll 1d8 to determine the direction of
suffer another similar misfortune. deviation.
Fail: You miss.
Success: You hit, roll damage or effect normally. 2 1 3
Critical: You hit, double damage dice or maximum effect.
*Tradition skills include TaOudh and Sorcery. Intended
4 space 5
Ranged Attack
You attack an opponent using a ranged weapon such as a spear, 6 8 7
bow and arrow, ballistic pistol, or ray pistol.
The distance of deviation depends on the range thrown. The dis-
Prerequisite: You attack with a ranged weapon or ranged attack.
tance is doubled in the event of a fumble.
Time: Major Action Movement: 5
Skill Check: Dexterity + Ranged Weapon + 1d20 Range Distance
Difficulty: Varies, based on the range of the weapon and the dis- 1-5 1d4
tance to the opponent, see below. See also Dash, Cover and Con- 6-30 1d4 x 5
cealment, Firing into Melee, Light and Environment, and Size. 31-150 1d10 x 5
Weapon Feet Difficulty Success: You hit, roll damage normally.
Close-Range Critical: You hit, doing double damage dice.
(Long and V. Long-range weapons 1-5 20
are impractical at this range)
Short-Range
Retrieve an Inconvenient Piece of Equipment
6-30 16 You retrieve an item that is stored in an inconvenient location
(Thrown, Stunners)
Medium-Range such as from inside a backpack.
31-150 20
(Pistols, Bows, Crossbows)
Long-Range Time: Major Action Movement: Half MR
151-500 24
(Rifles, Laser Pistols) Skill Check: none
Very Long-Range Effect: The item is in hand.
501-1000 32
(Heavy Weapons, Laser Rifles)
Extreme Range 1000+ 40 Use a Large Piece of Equipment
You use any large item that requires both hands to hold.
Fumble: You miss, regardless of difficulty. You may cause damage to
yourself or an ally, break your weapon, lose 1d4 Luck Points, or Time: Major Action Movement: Half MR
suffer another similar misfortune. Skill Check: usually none. The game master may call for a skill check
Fail: You miss. if the environment is distracting or dangerous enough to warrant
Success: You hit, roll damage normally. a risk of failure.
Critical: You hit, doing maximum damage. Difficulty: determined by the game master if a skill check is required.
Effect: The item is activated.

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Block
You may use an arm or leg to deflect a close attack.

Trigger: You are the victim of a close attack.


Prerequisite: You are unarmed.
Time: Reaction Movement: 5
Skill Check: Stamina or Agility (Defender chooses) + Unarmed Fight-
ing + 1d20
Difficulty: Opponents Skill Check.
Fumble: Opponent hits automatically.
Fail: Opponent attacks normally.
Success: You block the attack.
Critical: You block the attack and may counterattack (see Counterat-
tack).
Note: If you successfully blocks a melee attack while unarmed, you
still take half damage from the attack.

Catch
You can attempt to catch in one or both hands any object thrown
at or near you, any object you may have dropped, or any object
dropped within five feet of you.

Trigger: Something is thrown at you.


Time: Reaction Movement: 5
Skill Check: Agility + Athletics (Dextrous) + 1d20
Difficulty: Attackers Skill Check if thrown at you, 15 if dropped.
Fumble: You stumble and become prone.
Reactions Fail: You fail to catch the object.
A Reaction is a reflexive defensive action you perform in re- Success: You catch the object.
sponse to a sudden and immediate stimulus. A reaction can take Critical: You catch the object and may re-throw it as an immediate
the form of jumping out of a way, ducking behind cover, catch- Free Attack.
ing a hurled object, or simply shielding ones face and head with Note: If you successfully catch a bladed weapon, you take half dam-
ones forearms. In any event, a reaction is an attempt to avoid or age from the attack.
mitigate injury.
Counterattack
You perform a reaction in response to a triggering event. Reac- You may counterattack any close attach made against you that
tions may be performed at any time during a round, even during resulted in a fumble.
another characters turn.
Trigger: You scored a critical while blocking or parrying an attack.
You may ordinarily perform one reaction per round. The Light- Time: Free Reaction Movement: None
ning Reflexes advantage provides additional reactions. Free reac- Effect: You may make an immediate close (melee or unarmed) attack
tions do not count against this limit. against the attacker.

Avoid Dive
You have a chance to freeze, reflexively pull away, or jump back to You throw yourself prone in order to mitigate the effects of an
avoid an imminent danger to which you are exposed. Examples explosion or caught in the line of fire of a ranged attack.
include an electrified object, a dangerously hot or cold surface, a
hidden pit trap, a trip-wire, or other surprising stimulus. Trigger: You are the victim of a ranged or area effect attack.
Prerequisite: You cannot already be prone.
Trigger: You are exposed to unexpected danger. Time: Reaction Movement: 5
Time: Reaction Movement: 5 Skill Check: None
Skill Check: Agility + Evasion (Reflexive) + 1d20 Effect: You throw yourself prone, increasing the Difficulty to hit you
Difficulty: Set by the game master. with a ranged attack by +1d8.
Fumble: The effect is maximized. Note: If you are able to move or dive behind usable cover the Diffi-
Fail: The effect is not modified (game masters option). culty may be further increased (See also Cover and Concealment,
Success: The effect is halved, minimized, or negated (game masters page 76). IF you become prone, you must either use the Change
option). Stance to stand back up or Crawl action in order to move.
Critical: The effect is negated.

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Dodge Free Attack
You move your body, or body part, out of the way of a close at- You may make a close attack against any opponent that moves
tack in order to avoid injury. more than five feet away from you without disengaging or dodg-
ing.
Trigger: You are the victim of a close attack.
Prerequisite: You must move five feet in any direction other than Trigger: An opponent that started their turn or at any time moved
directly towards or away from the attacker. within five feet of you moved more than five feet away from you
Time: Reaction Movement: 5 without Disengaging or Dodging.
Skill Check: Agility + Evasion (Evasive) + 1d20 Time: Reaction Movement: None
Difficulty: Attackers Skill Check Effect: You may make a close attack against the opponent.
Fumble: Opponent hits automatically.
Fail: Opponent attacks normally. Parry
Success: You dodge the attack.
You use a hand-held shield or melee weapon to deflect a close
Critical: You dodge the attack and gain 1 temporary Luck Point.
Note: You cannot dodge in reaction to a ranged or area attack. The attack made against you.
only effective way to avoid getting hit by a ranged attacks is the
Dash action or the Dive and Duck reactions. Dodging away from Trigger: You are the victim of a close attack.
your attacker does not provoke a free attack. If by dodging away Prerequisite: You are armed with a melee weapon or shield.
from one attacker, you move more than five feet away from a sec- Time: Reaction Movement: 5
ond attacker, the second attacker may make a free attack against Skill Check: Agility + Melee Fighting (Guarded) + 1d20
you for moving more than five feet away (see Free Attack). Difficulty: Opponents Skill Check
Fumble: Opponent hits automatically.
Duck Fail: Opponent attacks normally.
Success: You parry the attack.
You quickly hide behind nearby cover, such as a bolder, wall, or
Critical: You parry the attack and may counterattack (see Counterat-
carried shield, in order to avoid or mitigate injury from an explo- tack).
sion or ranged attack. Note: Successfully parrying an unarmed attack with a weapon (not
a shield) will do half the damage of the parrying weapon to the
Trigger: You are the victim of a ranged or area effect attack. attacker.
Prerequisite: You must have cover within five feet or a shield ready.
Time: Reaction Movement: 5 Resist
Skill Check: None You focus your willpower and resolve in order to stand firm in
Effect: The Difficulty to hit You is increased by the benefit of the
the face of intimidation, seduction, corruption, mind-control, or
cover or shield parry modifier.
Note: If you are able to move or dive behind usable cover the Diffi- psychic attacks.
culty may be further increased (See also Cover and Concealment,
page 76). IF you become prone, you must either use the Change Trigger: You are the victim of a psychic attack, intimidation, or mind
Stance to stand back up or Crawl action in order to move. control.
Time: Free Reaction Movement: None
Endure Skill Check: Willpower + Resistance (Disciplined or Resilient, game
masters choice) + 1d20
You take a deep breath, grit your teeth, and persevere through a
Difficulty: Opponents Skill Check or Difficulty set by the game mas-
dangerous, painful, or uncomfortable environment or situation ter
that cannot be avoided. Examples include noxious gas, electrical Fumble: The effect is maximized.
shot, toxins, poisons, venoms, deafening noises, extreme heat, Fail: The effect is not modified or halved (game masters option).
and extreme cold. Success: The effect is halved, minimized, or negated (game masters
option).
Trigger: You are exposed to a painful or uncomfortable environment. Critical: The effect is negated.
Time: Free Reaction Movement: None
Skill Check: Stamina + Athletics (Indefatigable) or Resistance (Resil- Other Reactions
ient) + 1d20 Many harmful scenarios such as noxious environments or at-
Difficulty: Attackers Skill Check or Difficulty set by the game master tacks, traps, or special abilities will provide characters with the
Fumble: The effect is maximized. opportunity to mitigate or avoid the effects using a reaction.
Fail: The effect is not modified (game masters option).
These custom reactions are detailed with the description of the
Success: The effect is halved, minimized, or negated (game masters
option). attack or environment.
Critical: The effect is negated.

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Full Actions Full Defense
A Full Action is a single action that requires the entire round to You forego all other actions this round in order to concentrate
complete. on not getting hurt.

Careful Aim Time: Full Action Movement: 5


You spend the entire round taking careful aim at the opponent. Skill Check: none
Effect: You may make double the normal number of reactions until
the start of your next turn. +4 to the Difficulty of all attacks made
Time: Full Action Movement: None
against you until the beginning of their next turn.
Skill Check: None
Effect: The difficulty of any attack made on the characters next turn
after aiming is reduced by -4. Grapple
Restrictions: If you perform any reactions between the end of the Grappling is putting a held opponent into a clinch or throw. Some
aiming turn and the beginning of the next turn, the aiming bonus grapples are holds. Holds keep the opponent in the attackers grip
is lost. until the attacker releases the opponent or until the opponent
breaks free. As long as the opponent is held, the opponent is im-
Charge mobilized and cannot move. The opponent may perform a melee
You run full-speed at an opponent in a reckless assault. or ranged attack if their weapon arm is free or an unarmed attack
if an arm, head, or leg is free. Opponents may also counter-grab
Time: Full Action Movement: twice MR and subsequently grapple their attacker right back.
Skill Check: per type of attack (Close or Ranged)
Difficulty: per type of attack Releasing the opponent is a free action that can performed at
Fumble: Miss, regardless of difficulty, may cause damage to self or any point in initiative order during the round. Escaping a hold
ally, break weapon, lose 1d4 Luck Points, or similar misfortune. requires the opponent succeed at the Escape minor action (see
Fail: Miss. Escape, page 68).
Success: Hit, roll damage normally.
Critical: Hit, maximum damage. To initiate a grapple, the attacker selects a maneuver from the list
Restrictions: You may perform no reactions until the end of their below corresponding to the body part held and must succeed at
next turn.
the following skill check.
Cover
Prerequisite: Opponent must be held as a result of a grab attack
You hold position and forego any other action in favor of cover- Time: Full Action Movement: 5
ing an arc of ninety degrees or less with a ranged weapon. Skill Check: Strength + Unarmed Fighting + 1d20
Difficulty: per maneuver (see below)
Time: Full Action Movement: None Fumble: Opponent immediately escaped hold.
Skill Check: as Ranged Attack Fail: No effect.
Difficulty: as Ranged Attack Success: Per maneuver (see below); if a hold, the hold is maintained
Effect: You may interrupt the opponents movement to make an im- into the subsequent round.
mediate ranged attack at any point in initiative against any op- Critical: As success above plus double damage diceor maximum ef-
ponent you can see that moves through that arc. Afterwards, the fect; if no damage is inflicted, you are awarded 1 temporary Luck
opponent may continue with their movement. Point instead.

Full Attack
You throw caution to the wind and lower your guard in a fool-
hardy attack.

Time: Full Action Movement: 5


Skill Check: Dexterity + Melee Fighting + 1d20 or Dexterity + Un-
armed Fighting + 2 + 1d20
Difficulty: Opponents Agility + Evasion + 10
Fumble: You miss, regardless of difficulty. You may cause damage to
yourself or an ally, break your weapon, lose 1d4 Luck Points, or
suffer another similar misfortune.
Fail: You miss.
Success: You hit, roll damage normally.
Critical: You hit, doing double damage dice.
Restrictions: You may perform no reactions until the beginning of
your next turn.

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Exiled in Eris
Part Hide/Sneak
Grapple Difficulty Type Result
Held You hide behind cover or under concealment. Sneaking involves
Arm moving without being noticed.
or Agility +
Hand Arm is immobilized and
Arm Unarmed Hold cannot be used while Prerequisite: the opponent must not be previously aware of the
Lock Fighting the hold is maintained
+ 10 characters current position.
Time: Full Action Movement: Half MR
Skill Check: Intelligence or Agility (players choice) + Subterfuge
Agility + 1d6+Strength dam- (Stealthy) + 1d20
Break Unarmed age. Arm broken and Difficulty: if the opponent is actively searching for you, use the total
Break
Arm Fighting rendered useless if 6+
+ 14 damage. of the opponents search skill check; however, if the opponent is
not actively searching, use the opponents Wits + Awareness (In-
tuitive) + 5 modified by the following conditions:
Agility + Situational Modifier Difficulty
Unarmed Opponent drops Opponents On Guard +2
Disarm Break
Fighting weapon Opponents Wary +1
+ 10
Opponents Inattentive -1
Opponent is thrown a Opponents Distracted -2
number of feet equal
Stamina + Fumble: You are detected. -2 Difficulty to attack you until the begin-
to twice the attackers
Throw Athletics Throw ning of your next turn.
Strength. Opponent is
+6 prone. 1d6+Strength Fail: You are detected.
damage. Success: You are undetected.
Body Critical: You are undetected; You are awarded 1 temporary Luck
Agility + Point.
Bear Unarmed Hold 1d6+Strength damage.
Hug Fighting
+6 Recover
You attempt to regain your faculties after being paralyzed,
stunned, or otherwise incapacitated.
Opponent is thrown
Stamina +
Body to the ground. Time: Full Action Movement: None
Athletics Throw
Slam 1d6+Strength damage.
+ 10 Skill Check: Stamina + Athletics (Indefatigable) + 1d20
Opponent is prone.
Difficulty: 20 (Difficult)
Fumble: As Fail but you take 1 point of damage.
Attacker physically Fail: You remain incapacitated.
Stamina + picks up and moves the Success: You are no longer incapacitated.
Carry Athletics Hold opponent a number of
+6 feet equal to half their Critical: As success but you are awarded 1 temporary Luck Point.
Movement Rate.
Sprint
Agility + You run at full speed, ignoring all else.
Unarmed Opponent remains im-
Hold Hold
Fighting mobilized. Time: Full Action Movement: MRx3
+ 10 Skill Check: None normally. Agility + Athletics (Running) + 1d20 may
be required for difficult terrain, obstacles, or conditions.
Leg Difficulty: set by game master.
or Agility + 1d6+Strength dam-
Foot Break Unarmed age. Leg broken and Restrictions: You may perform no reactions until the beginning of
Break your next turn.
Leg Fighting rendered useless if 6+
+ 14 damage.
Withdraw
You carefully withdraw from close combat from a single oppo-
Agility + nent.
Leg is immobilized and
Leg Unarmed Hold cannot be used while
Lock Fighting the hold is maintained
+ 10 Prerequisite: You are within reach of an opponents close combat
attack.
Neck Time: Full Action Movement: MR
or 1d6+Strength damage. Skill Check: None
Head Stamina +
Break Opponent is killed or Effect: You can move away from their opponent without triggering
Athletics Break
Neck permanently crippled if
+ 18 a Free Attack
6+ damage.
Restriction: You may never turn your back on your opponent.

1d6+Strength damage.
Stamina +
Choke Opponent is rendered
Athletics Hold
hold unconscious if 6+ dam-
+ 10 age.

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Exiled in Eris

Combat Conditions Cover and Concealment


The following rules apply to all types of attacks: Unarmed, Melee, Attacking an opponent hiding behind cover is more difficult
and Ranged. than attacking exposed opponents.

Area Effect Attacks Example Difficulty


Area effect attacks radiate outwards from a central point of ori- Half or less of the opponent is obscured +4
gin, affecting all opponents within the area of effect, defined as More than half the opponent is obscured +8
a radius in feet. The attacker makes a ranged or thrown attack A small part of the opponent is visible +12
against the intended point of origin, usually a fixed location on The opponent is almost completely hidden +16
the ground (see Ranged Attack and Thrown Attack). Before the If using miniatures, use the following definitions to determine
attack is made, any characters that can see the attack and/or the cover:
point of origin may attempt a Dive or Duck reaction to mitigate
the damage theyre about to take (see Reactions, page 72). Half or Less: the attacker can draw a line from any corner of
their space to three corners of the opponents space.
Blindness
If you are blind, you are unable to see your surroundings, either More than Half: the attacker can draw a line from any corner of
because of total darkness conditions or some visual affliction. their space to two corners of the opponents space.
You may not take reactions. In addition, attackers score a critical
hit on any natural roll of 19-20 against you. A Small Part: the attacker can draw a line from any corner of
their space to only one corner of the opponents space.
You may make close attacks, but the Difficulty is increased by
+16. In order to attack at range, you must use a Search action. Almost Completely Hidden: the opponent is only visible
The Difficulty to locate your opponent is increased by +8. If you through a small aperture, such as through an arrow slit, small
succeed, you may attack the opponent, but the Difficulty is in- window, or slightly-opened door.
creased by +16. Blind attackers fumble on any natural roll of 1-2.

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Critical Hits Types of Terrain Effective MR
Any unmodified roll of 20 on an attack skill check is a critical hit. Road, even surface, packed
A critical hit is a success regardless of the skill check total or the Full
earth
difficulty. A critical hit doubles the damage dice of any attack but Plowed field, sand, dense
does not double any other modifiers. For example, a weapon that brush, forest, mud, rubble, Half
does 1d8+8 damage would do 2d8+8 on a critical hit. snow, water (<2 feet deep)
Dense brush, forest,
Quarter
Firing into Melee water (2-5 feet deep)
The difficulty to shoot someone engaged in melee is increased Water (>5 feet deep) Swim Only (Quarter)
by +2 per adjacent combatant, friend or foe. If the attack total is
less than range difficulty, the attacker has missed entirely. If the
Off-Hand Weapons
attack total is greater than range difficulty but less than the ad-
Attacks and parries made with a weapon in a your off-hand in-
justed difficulty, the attacker has instead hit a random combatant
crease the difficulty of the action by +4. Shields wielded in the
other than the intended opponent.
off-hand are not affected.
For example, if you make a ranged attack at medium range
against a target engaged in melee with 4 other combatants, the Size
difficulty to hit is 16 for the range + 8 for the four combatants (+2 Attacking a smaller opponent is more difficult than attacking a
per combatant) for a total difficulty of 24. Your skill check total larger opponent.
to hit is 20, which is greater than the range difficulty but less than
Height/ Difficulty to
the adjusted difficulty. You have hit one of the four combatants. Size Footprint
Length Hit
The game master may roll 1d4 to determine which one. Tiny 1-2 1x1x1 +4
Small 3-4 2x2x2 +2
Fumbles Medium 5-7 5x5x5 +0
Any unmodified roll of 1 on an attack roll of any kind indicates a 10x10x10 to
miss, regardless of difficulty and other modifiers. Large 8-15 -2
15x15x15
20x20x20 to
Light and Environment Huge 16-20 -4
25x25x25
Attacking a opponent in dim or distracting lighting conditions Giant 20-25 30x30x30 -6
is more difficult than attacking a opponent in broad daylight. Monstrous 26-30 35x35x35 -8
Fighters in complete darkness are effectively blind (see Blind- Gargantuan 31-40 40x40x40 -12
ness, page 76).
An opponents footprint represents the amount of effective
Light Example Difficulty space they occupy. For instance, a huge creature cannot fit in a
Twilight, moonlit 10x10 room, they are simply too big. Footprint is not an actual
Dim night, room lit from +4 measure of volume, it is simply the area considered the oppo-
outside nents personal space.
Dark Nighttime, Starlight +8
Complete Darkness Dark room or cave +16 Stance
The difficulty to hit a prone target with a ranged attack is in-
Luck Points creased by +4 while the difficulty to hit the same prone target
Luck Points may be spent to increase any d20 roll associated with with a close attack is decreased by -4.
a Minor, Major, or Full action or any Reaction. Using Luck Points
in this manner can increase the result of a roll up to 20. Scoring a Surprise
20 using Luck Points does not result in a critical hit. Luck Points Attacking with the element of surprise provides a strong advan-
cannot alter a natural roll of 1. Luck Points cannot be spent on tage to the attacker. In order to attack with surprise, you must
any action that takes longer than one round to perform. The de- be hidden (see Hide/Sneak, page 75). As long as you are hid-
cision to use Luck Points can be made after the die is rolled but den, you may perform the Cover full action (see Cover, page 74)
must be made before the end of your turn. Luck Points cannot be or Delay major action (see Delay, page 70), holding your attack
transferred to other characters. until your opponent enters your field of fire or comes into range.
Once the opponent is within range, you may attempt to interrupt
Luck Points can also be spent to reduce damage from attacks, the opponent and attack. The opponent may not react. The act of
making them a kind of bonus Hit Points. attacking means you are no longer hidden. You must hide/sneak
again in order to become hidden once more.
Movement and Terrain
The distances given for movement are assuming clear unob- Two-Weapon Fighting
structed terrain. Rough ground, gravel or sand, boulders, debris, Characters may wield two weapons, one in each hand, and may
foliage, and other obstructions will impede movement and ham- attack with either. Characters with the Florentine specialty may
per or prohibit certain actions. parry with the weapon in their off-hand at no penalty as if they
were using a shield.

77
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78
Exiled in Eris
Injury and Damage
Those living the dangerous lifestyle of an artifact hunter eventu- Damage Severity
ally suffer traumatic injury. You may be stabbed, shot, punched, An attacks damage severity can be classified as lethal or non-
electrocuted, slashed, hacked, fall, suffer concussions, have acid lethal.
thrown on you, or meet any other kind of gruesome fate. Injury
is represented by points of damage which are subtracted from Lethal Damage
your characters Hit Points (see below). Any injury (or injuries) that usually results in the death of the
victim is represented by lethal damage points. Lethal damage is
Damage caused by bullets, arrows, blades, spinal trauma, etc. In short, any
Weapons are designed to inflict injury on an opponent by slash- injury that can cause your character to die from loss of blood or
ing, stabbing, cutting, crushing, incinerating, or electrocuting. lack of oxygenated blood to the brain is considered lethal dam-
Such injury is reflected in game terms as points of damage. age. Lethal damage is subtracted from a characters Hit Points.
Lethal damage is more difficult to recover from and takes time
Each weapon or type of attack is defined by the number of points to heal.
of damage it can do to an opponent, represented as a variable
amount determined by die rolls. The damage of hand-held melee Non-Lethal Damage
weapons is also increased by the Strength of the wielder. Injuries that cause pain and unconsciousness but that are not
necessarily life-threatening are represented by Non-Lethal dam-
For example, a short bow does 1d8 points of damage, indicat- age points. Punches, sleeper holds, concussions, stun weapons,
ing that an arrow shot from the bow can deliver 1 to 8 points and any injury that causes pain and/or unconsciousness with-
of damage to its victim. Meanwhile, a mace does 1d6+Strength, out threatening major blood loss or brain death is considered
indicating that it inflicts 1 to 6 points plus an additional number non-lethal damage. Non-lethal damage is subtracted from a
of points equal to the wielders Strength. characters Hit Points like regular lethal damage. However, any
character that loses all their hit points from non-lethal damage is
When your character takes damage from an attack, you subtract rendered unconscious instead of dying or dead.
the damage from your characters Hit Points.
Armor Value
There are two ways to describe damage in Exiled in Eris: its Type Protection, whether worn or part of your natural exterior, is de-
and its Severity. A damages type includes Psychic Damage, Phys- fined by its Armor Value. Your Armor Value is subtracted from
ical Damage, and Energy Damage. A damages severity can be any damage dealt by an attack after it is rolled but before it is
described as lethal or non-lethal. subtracted from your Hit Points.
Damage Type For example, your character is hit by a medium sword that does 7
An attacks damage type generally describes the source of injury. points of damage. You are wearing leather armor with an Armor
Damage type is generally only important for determining an op- Value of 3. You subtracts 7-3=4 points from the characters Hit
ponents immunity, resistance, or vulnerability to a certain type Points.
of damage.
Ordinarily, You can wear only one type of armor at a time. Ex-
Acid: damage from chemical burns and corrosive ma- ceptions include characters with natural armor and ballistic
terials.
cloth armor. In these cases, you may wear additional armor. The
Cold: damage from exposure to very low temperatures. armor with the higher AV protects at full value while the armor
Dakazi are vulnerable to cold damage. with the lesser AV protects at half value, ignoring fractions. In
Heat: damage from fire, plasma, and extreme heat. addition, you receive full AV protection from any armor worn
Electricity: damage from lightning or electric shocks. under a force field.
Cyberdroids and Aya are especially vulnerable to elec-
trical damage. Luck Points
Poison: internal damage from poisons and venoms. Your Luck Points represent your ability to avoid injury based on
chance and good fortune. Since Luck Points can be spent to re-
Physical: damage from kinetic force, cutting, crushing,
or piercing. Many weapons do physical damage. Most duce damage taken from a successful attack, they serve as a kind
forms of armor typically only protect against physical of bonus Hit Points.
damage.
Lost Luck Points return at a rate of 1 Luck Point per level per
Psychic: damage done directly to the brain by psychic hour per wound so long as you spend the time resting.
powers. Cyberdroids are immune to psychic damage.
Radiation: damage as a result of exposure to radiated All lost Luck Points return after a rest of 6-8 hours (overnight).
energy including gamma rays and laser weapons. Lost Luck Points may be restored with first aid, potions, or eso-
Sonic: damage from intense sound waves and ultra- teric science (see Healing below).
sonic weapons.

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Temporary Luck Points While you are dying, you will lose one point of Stamina at the
Through the course of play, you may be awarded temporary end of your turn unless you are somehow able to stave off death.
Luck Points, usually by scoring a critical result on a skill check.
Temporary Luck Points may be spent and used like regular Luck Stave Off Death
Points, but they are lost at the end of the game day. Prerequisite: You are dying.
Time: Free Reaction Movement: None
Hit Points Skill Check: Stamina + Resistance + 1d20
Your Hit Points indicate how much damage you can take before Difficulty: 20 (Difficult)
dying or falling unconscious. If your Hit Points are reduced to Fumble: You lose two points of Stamina.
Fail: You lose one point of Stamina.
zero, you are dying (see Death, below).
Success: You regain one point of lost Stamina.
Critical: You have stabilized and are no longer dying.
Lost Hit Points return at a rate of 1 Hit Point per level per day per
wound so long as the wound received medical treatment and the If you are dying, once you have has reached zero Stamina, you are
character spends the day resting and recuperating. irrevocably dead and cannot be revived short of metamorphic
First aid, metamorphic potions, or supernatural abilities (see potions, taoudh, or advanced technology.
Healing below) will also restore lost Hit Points.
Stabilized
Wounds Once you are stabilized, you are near death and incapacitated.
Each time you are damaged by an attack, you have sustained in- You have zero hit points but are no longer losing points of Stam-
jury from a wound. You must track each wound and its associ- ina. You can be stabilized by a critical result on the skill check to
ated lost Hit Points of damage separately as healing is performed stave off death or by someone providing first aid.
on a wound-by-wound basis. If you have suffered four wounds,
each wound must be treated separately. Healing
Luck Points and Hit Points return as a result of natural recupera-
Minor Wounds tion. You may also recover lost Hit Points as a result of of first aid,
Minor wounds are any wounds from attacks that do less than six medical treatment, metamorphological potions, and advanced
points of damage. technology.

Major Wounds Natural Recuperation


Any wound caused by an attack that does six or more points of 24 hours of rest and recuperation will restore 1 lost Hit Point
damage is considered a Major Wound. Each Major Wound suf- per level per minor wound with or without the application of
fered incurs a cumulative -1 minor penalty to all skill checks and first aid. Recuperation will also restore 1 lost Hit Point per major
defenses. wound that has received medical treatment. Any major wound
that has not received medical treatment will not heal and may
Unconsciousness instead become infected (see Infection). Proper recuperation re-
If you lose all your Hit Points as a result of non-lethal damage, quires you to rest in a comfortable location for 24 hours. You
you fall unconscious. Characters that are rendered unconscious must remain bed-ridden and may perform no strenuous activity.
immediately fall prone and may take no actions. Infection
Without medical treatment, a major wound will heal no lost Hit
Paralyzed Points. After a number of days equal to your Stamina bonus,
A paralyzed combatant is considered conscious and able to act the major wound(s) will become infected causing an additional
but the difficulty of all actions is increased by +4 and the combat- point of damage per major wound per day.
ant is unable to move, though they can go prone. The combatant
may not attack or perform any reactions. A paralyzed combatant Binding Wounds
may attempt the Recover action to end the effect. Allies can provide immediate aid by staunching blood flow, ap-
plying ointments and antiseptics, binding wounds, and applying
Stunned splints.
A stunned combatant is considered conscious but unable to act.
The combatant may only move at half speed, crawl, crouch, kneel, Bind Wounds
go prone, or recover. The combatant may not attack or perform Prerequisite: the patient is suffering from a minor wound.
any reactions. A stunned combatant may attempt the Recover Time: 10 minutes Movement: None
action to end the effect. Skill Check: Dexterity + Healing (Surgeon) or General Knowledge
(Medic) + 1d20
Difficulty: 16 (Easy) if using a first aid kit or trauma kit; 20 (Difficult)
Dying if using inappropriate tools such as mechanics tools; 24 (Challeng-
If your Hit Points are reduced to zero as a result of lethal damage, ing) if using no tools at all.
you are dying. Fumble: You inflict a point of damage to the patient.
Fail: No effect.
Damage will never reduce your Hit Points to a negative number. Success: You restore 1d4 lost Hit Point to the patient.
Even if you have 10 Hit Points and take 20 points of damage from Critical: You restore 2d4 lost Hit Points to the patient.
an attack, you are reduced to zero Hit Points. Restriction: can only be performed once per minor wound.

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Medical Treatment Restoring Consciousness


Providing medical treatment takes several hours and requires the You can try to rouse an ally who has been rendered unconscious.
character providing the treatment to properly diagnose and then
treat the malady. Rouse
Prerequisite: You are adjacent to the unconscious character.
Medical Diagnosis Time: Minor Action Movement: None
Prerequisite: the patient is suffering from a major wound. Skill Check: None
Time: Full Action Movement: None Result: The unconscious character is awakened.
Skill Check: Intellect + Healing (Surgeon) + 1d20
Difficulty: 20 (Difficult) Stabilize the Dying
Fumble: You inflict a point of damage to the patient You can try to save characters from the brink of death.
Fail: No effect
Success: You have determined the proper course of treatment.
Prerequisite: the patient is dying. You possess Healing as a Primary,
Critical: As Success, plus the Difficulty to subsequently treat the pa-
Secondary, or Tertiary skill.
tient is reduced by -4.
Time: Full Action Movement: None
Restriction: can only be performed once per major wound.
Skill Check: Dexterity + Healing (Surgeon) or General Knowledge
(Medic) + 1d20
Medical Treatment Difficulty: 20 (Difficult)
Prerequisite: the patient is suffering from a major wound and you Fumble: The patient immediately and irrevocably dies
have previously diagnosed the malady (see above). Fail: No effect
Time: 30 minutes Movement: None Success: The patient is stabilized but unconscious.
Skill Check: Dexterity+ Healing (Surgeon) + 1d20 Critical: As success, plus the patient regains 1 lost Hit Point.
Difficulty: 20 (Difficult) if using a first aid kit or trauma kit; 24 (Chal-
lenging) if using inappropriate tools such as mechanics tools; 28 Metamorphic Potions
(Daunting) if using no tools at all. Metamorphic Potions are special concoctions brewed by special-
Fumble: You inflict a point of damage to the patient. ly trained alchemists. Of special note are potions of regeneration,
Fail: No effect. which trigger an accelerated healing rate when imbibed. Potions
Success: You restore 1d6 lost Hit Point to the patient. of regeneration temporarily give characters the regeneration mu-
Critical: You restore 2d6 lost Hit Points to the patient.
tation, allowing them to heal their Stamina in lost Hit Points per
Restriction: can only be performed once per major wound.
round for 1d8 rounds.

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Other Dangers Falling
The life of an adventurer in the Cydorian Age is fraught with You take 1d6 points of lethal physical damage for every five feet
peril and characters are likely to encounter many types of dan- fallen, up to 375 feet.
gerous scenarios.
If you are pushed or fall over a precipice, you should be given the
Cold opportunity to scrabble to grab hold of something (see Avoid,
You will lose one point of Stamina for every hour exposed to be- page 72) or be caught by a fellow character (see Catch, page 72).
low freezing temperatures without proper clothing or protection.
Once your Stamina is reduced to zero, you have died of hypo- Fire and Extreme Heat
thermia. Stamina lost to exposure to the cold will return at a rate You will take heat damage whenever you are exposed to fire or a
of 1 per full day of rest in comfortable conditions. source of extreme heat. You can try to jerk away or shield your-
self in order to mitigate the effects (see Avoid, page 72).
Disease, Poisons, Venoms, and Toxins Whenever you are exposed to a general environment of intense
Diseases, venoms, poisons, and toxins can have one or more of
heat that cant be avoided or shielded against, such as in a burn-
the following effects: Death, Paralysis, Unconsciousness, or Ill-
ing room, you will take damage each round at the end of your
ness. You may try to mitigate the effects of the toxin as a free
turn. You can grit your teeth and ignore the pain to mitigate the
reaction immediately upon exposure and each round thereafter
effects (see Endure, page 73).
at the end of your turn.

Death: You take poison damage at the end of your turn every Food and Hunger
round until the toxin is stopped or you are dead. You may survive You will survive no more than three weeks without sustenance.
for a while if you are strong enough (see Endure, page 73). You will lose 1 point of Stamina every day you go without a full
days requirement of sustenance. The amount of Stamina lost is
Paralysis: You are paralyzed (see Paralyzed, page 77). It is pos- proportional and cumulative. Therefore, if you only ate half a
sible, however, to shake off the effects of the paralysis. (see Re- days requirement of sustenance, you lost half a point of Stamina.
cover, page 75). The Difficulty of all skill checks made that day is increased by the
amount of Stamina you have lost. As Stamina is reduced, so does
Unconsciousness: You are rendered unconscious (see Uncon- your Hit Points. Once your Stamina is reduced to zero, you have
sciousness, page 80) for 1d6 hours unless you are able to mitigate died of starvation. Stamina points lost to hunger can be restored
the effects of the toxin at the time of exposure (see Endure, page by consuming more than a full days requirement of sustenance.
73). For example, eating two full days worth of sustenance will re-
store 1 point of Stamina lost to hunger.
Illness: You are infected by a disease. You are effectively inca-
pacitated (see Stunned, page 77) by serious symptoms such as Environmental Heat
vomiting, diarrhea, fevers, chills, etc. You may fight the illness at You will lose one point of Stamina for every hour exposed to
the time of exposure (see Endure, page 73). If that fails you will extreme temperatures without proper protection. Once your
continue to be ill for 24 hours. You may check to see if you get Stamina is reduced to zero, you have died of heat stroke. Stamina
better once each morning after a full nights rest. lost to extreme heat will return at a rate of 1 per full day of rest in
comfortable conditions.
Recover from Illness
Time: Full Action Movement: None Suffocation
Skill Check: Stamina + Athletics (Indefatigable) + 1d20 You may hold your breath for a number of rounds equal to half
Difficulty: 20 (Difficult)
your Stamina. After that, you must endure suffocation each
Fumble: As Fail but you may not make another Recover action for
another 48 hours.
round or take 1d10 damage (see Endure, page 73).
Fail: You remain stunned for another 24 hours.
Success: You are no longer stunned. Water and Thirst
Critical: As success but you are awarded 1 temporary Luck Point. An average human character in a temperate environment must
consume one liter of water a day to survive. The amount required
Electricity varied by the environment.
You may use a reaction to recoil or jerk away from any exposure
to dangerous electric shocks (see Avoid, page 72). Environment Water Needed
Temperate, normal activity 1 liter/day
Exhaustion 4 hours of strenuous activity +1 liter
You can perform strenuous activity such as running, digging, Combat encounter +1 liter
climbing, swimming, or carrying a heavy load for a number of Extreme Heat or Cold +1 liter
hours equal to twice your Stamina before you require an 8 hour You will lose 1d4 points of Stamina every day you go completely
break. Pushing beyond this time without rest causes you to lose without water, but only 1 point of Stamina every day you con-
1 point of Stamina per hour. In addition, the Difficulty of all skill sume an insufficient amount of water. The Difficulty of all skill
checks made is increased by the amount of Stamina you have checks made that day is increased by the amount of Stamina you
lost. Half of the lost Stamina is returned after 8 hours of rest. have lost. You will survive no more than three days without wa-
ter. Once your Stamina is reduced to zero, you have died of thirst.

82
Exiled in Eris

Traps You may carefully search a 10 by 10 area for any traps.


Traps are essentially pre-programmed attacks made against char-
acters. Traps are defined by four factors: the difficulty to find the Search for Traps
trap, the difficulty to deactivate the trap, the difficulty to avoid Time: Full Action Movement: 5
the trap once it has been activated, and the damage done by the Skill Check: Wits + Awareness (Perceptive) + 1d20
trap. A game master may increase one factor of a trap by decreas- Difficulty: based on the level of the trap (see above).
ing another factor. Fumble: You immediately trigger the trap.
Fail: You fail to locate a trap, +4 Difficulty to subsequent attempts.
For example, a level 3 trap normally has a difficulty of 16 to lo- Success: You have located or identified a trap, if one is present.
Critical: as Success, plus the difficulty to deactivate or react to the
cate, a difficulty of 16 to deactivate, a difficulty of 16 to avoid,
trap is reduced by -4.
and does 2d6 damage. A game master may choose to increase the
damage to 2d8 by making the trap easier to deactivate. You may attempt to deactivate any trap you find.
Level Difficulty Damage Area of Effect
1 4 (Routine) 1d6 5x5
Deactivate a Trap
Time: Full Action Movement: none
2 12 (Simple) 1d8 10x10
Skill Check: Dexterity + Subterfuge (Lockpick) or Guild Mysteries
3 16 (Easy) 2d6 15x15 (Mechanic or other relevant specialty) + 1d20
4 20 (Difficult) 2d8 20x20 Difficulty: based on the level of the trap (see above).
5 24 (Challenging) 3d6 25x25 Fumble: You immediately trigger the trap.
6 28 (Formidable) 3d8 30x30 Fail: You fail to deactivate the trap, +4 Difficulty to subsequent at-
7 32 (Daunting) 4d6 35x35 tempts.
8 40 (Inconceivable) 4d8 40x40 Success: You have deactivated the trap.
Critical: as Success, plus the difficulty to react to the trap is reduced
by -4.

When you trigger a trap, you may make opt to get out of the way
(see Avoid, page 72) or just suffer the traps effects (see Endure,
page 73), as appropriate to the trap and depending on the situ-
ation.

83

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