Core Rules
Rolling
When characters take an action in LoT they often need to make a roll to see how well they do. This will almost always include the roll modifier from a skill or attribute.
Attribute modifiers are equal to the attribute -5.
I.E. a character with 10 Vigor has +5 to all vigor rolls.
Skill modifiers start at -5 plus the modifier of the related attribute, and increase by 1 for every 10 skill points in the skill.
I.E. a character with 10 vigor and 50 unarmed with have +5 to all rolls using all unarmed attacks.
Critical Threshold
Each attribute and skill has its own Critical Threshold (CT).
The base CT for each attribute and skill starts at 20.
If a character rolls a natural 20 the roll is a critical and is increased by 5. This does not mean they succeed an impossible task, but improves the likelihood of success and can grant additional benefits.
In combat this allows you to deal additional damage, see Combat and Initiative for more information.
When using a skill such as alchemy this can have a variety of effects depending on the skill, perks, and situation.
The CT for each attribute decreases by 1 if you have 10 points in that attribute and by an additional 1 if you have 15 in that attribute.
The CT for all skills is equal to your fortune CT before any modifiers, such as perks.
No CT can go below 16.
Helping
When someone is performing an action, an adjacent character can choose to help them. Depending on the knowledge of the helper, the person performing the action gains different benefits.
No Knowledge: +3
Knowledgeable: Advantage and +5
Expert: Advantage and +10
These bonuses are on top of whatever bonuses the character performing the action already has.
Hinderance
When someone is performing an action, an adjacent character can choose to subtly hinder them. Depending on the knowledge of the 'helper', the person performing the action gains different penalties.
No Knowledge: -3, make an SR 20 persuasion, performance, or sleight of hand roll to hide your actions.
Knowledgeable: Disadvantage, make an SR 15 persuasion, performance, or sleight of hand roll to hide your actions.
Expert: Disadvantage, -5, and make an SR 10 persuasion, performance, or sleight of hand roll to hide your actions.
These penalties are on top of whatever bonuses the character performing the action already has.
What is a Die?
In Legends of Tarrem a variety of dice are used. The dice that you will need are a D4, D6, D8, D10, D12, D20, and D100. This is a standard array of dice for a table top RPG.
In addition, several different terms are used that need to be defined before going forwards.
Die of damage: This is referring to the number of die used when rolling damage. A spell that deals 4D10 damage uses 4 dice of damage. A weapon that deals D100 damage uses one die of damage. An ability that deals 4D4 + 2D6 + D12 damage uses seven dice of damage.
If something says "deals an additional die of damage" or something similar, this means that any size of die used to roll damage is increased by 1.
A spell that deals 4D10 damage would now deal 5D10 damage.
A weapon that deals D100 damage would now deal 2D100 damage.
An ability that deals 4D4 + 2D6 + D12 damage would now deal 5D4 + 3D6 + 2D12 damage.
Currency
There are six materials used for currency in Legends of Tarrem, with each being worth 10x the value of the previous material.
There are two categories of currency traded in Legends of Tarrem, coins and bars. Bars are worth 100 of the corresponding coins.
Item Rarities
Common
These are items that everyone can have at least one of. They offer very small bonuses or effects and are sold at any store in even the smallest villages.
Uncommon
These are items that aren’t normally found in the homes of peasants and commoners. Soldiers, merchants, new travelers, and the like are the target for these goods. Uncommon items are slightly better than common items, offering a much greater variety of bonuses.
Rare
Rare artifacts are coveted and sought out by many. They have significant bonuses with unique abilities that grant anyone with them an edge over their peers.
Epic
Epic items are often one of a kind, or very difficult to create. Anyone with money or power is on the search for as many of these as they can, further adding to their rarity as dragon hordes and kingdom treasuries are filled.
Legendary
Legendary items are as they sound, myths and legends surround these items. Anyone with one closely guards it, often dying and taking its location to their grave. The rarity of these items leads many to believe some never existed at all, but those lucky enough to find one are blessed with mind bending powers.
Holding Your Breath
A character can hold their breath for 2 Rotations
This increases by 1 rotation per size tier above average.
This increases by 1 rotation if you take one rotation to prepare yourself.
This decreases by 1 rotation if the character is swimming.
This decreases by 2 rotations if the character is swimming quickly or attacks.
After this time, the character must begin rolling vs suffocation.
Strangulation:
If you are being actively strangled:
If conscious, make an SR 12 Fortitude roll. On failure, take D100 damage that ignores DR.
If you fail this roll, make a second SR 12 Fortitude roll. On failure, take an additional D10and pass out on a failure
Both SR increase by 1 each Rot.
If unconscious, you do not make Fortitude rolls and take D100 damage per Rotation that ignores DR.
During your turn, you may spend a full action to attempt to free yourself. Make a Vigor roll to break the attacker’s hold, or a Dexterity roll to wriggle free. The attacker rolls their Vigor, and if their roll is lower than yours, the grip breaks.
After escaping strangulation, you have a movement speed penalty of -15 feet until your next turn.
Suffocation and drowning:
Once you run out of air you must begin rolling Fortitude every Rotation.
If conscious make an SR 15 Fortitude roll, on a failure take D100 damage that ignores DR
If you fail this roll make a second SR 12 Fortitude and pass out on a failure
Both SR increase by 1 each Rot.
If unconscious you do not make Fortitude rolls and take D100 damage per Rotation that ignores DR.
If you are conscious, taking a breath of air ends both Drowning and Suffocating.
If you are unconscious, taking a breath of air ends Suffocating. Each rotation make an SR 10 Fortitude roll, on success you wake up.
If you are unconscious and Drowning you must be removed from the water and an ally must succeed an SR 16 Medicine roll. The roll can be made once per rotation.
Sneaking
When a character or enemy enters stealth they roll using their sneak bonus, record this roll.
A character cannot enter stealth if an enemy has them in their line of sight.
If a character or enemy is sneaking, all characters and enemies that have line of sight to the sneaking character must roll Cognition or awareness with an SR equal to the sneaking character’s sneak roll. This must be done at the beginning of each character’s turn before taking any actions.
Only characters that succeed the roll can see the sneaking character
If a character or enemy attacks while sneaking, and the target has failed to see them, the attacker rolls with advantage.
Different actions can affect your sneak roll, anyone that is sneaking must roll sneak again at the end of their turn and apply any of the following modifiers incurred during their turn:
Moving greater than half your movement speed in a single full action gives a -3 to sneak.
Flying causes the character to have -5 to sneak, unless they have stealth soaring or hovering wings
Damaging an enemy, running into an enemy, triggering a trap, casting a spell, or speaking to someone more than 5 feet away reveals you and causes your stealth to end.
Overshield
Overshields are magical barriers that grant your character special benefits.
Overshield is a second health bar that takes damage before your actual health.
While you have overshield your health can only be damaged after your overshield has been removed or if an attack ignores overshield.
Any attack that does not break your overshield cannot apply status effects. This does not affect attacks and effects that do not deal damage or target a character’s willpower.
Overshield is not restored by healing spells or potions and can only be restored by items, spells, or abilities that specifically grant or restore overshield.
Overshield does not benefit from the DR of the character, only its own DR.
If you have an overshield, gaining a new overshield replaces your current one if the new one is larger or has a different effect than your current one.
Gaining a new overshield does not restore or stack on top of your existing overshield.
Overshields that do not grant additional health instead last until the conditions listed are met, however they still count as as an overshield and are lost if a new overshield is gained
Traveling
While traveling your mount and terrain affect how quickly you can travel.
The following table shows the miles per day a character can travel over certain terrain using a type of mount.
If the mount can fly, treat all terrain like clear terrain, unless weather would prevent flight.
While pulling a cart, mounts cannot fly and all speeds are reduced by 1 mile per hour.
Damage Types
Standard damage types (affected by DR):
Damage
Standard or lethal damage, this is the most common damage type and is basic damage that would be dealt by weapons. Only general DR applies to this.
Non-lethal damage
This is similar to standard damage, but does not kill the character.
Non-lethal damage builds up, but does not affect a character’s health.
If a character’s current health is equal to or less than the amount of non-lethal damage they have taken, the character is knocked out.
Bleed damage
Bleed damage is damage dealt by cutting deeply into a target. This usually causes the bleeding status and can cause hemorrhaging.
Healing
This is the opposite of damage. The target regains health equal to the amount of healing received. However Undead enemies take damage equal to the amount of healing received. Corrupt dead enemies take damage equal to 2x the amount of healing received.
Elemental damage types (affected by elemental DR):
Elemental damage is caused by a variety of spells, creatures, and weapons
The effects listed here apply to all uses of the element unless otherwise specified. Specific spells and abilities will often list durations, effects, and SRs. If there is no effect listed (Such as poison damage with no duration, or acid with no armor removal listed)
Acid
Acid damage is caused by caustic acid and usually removes armor and DR for anyone affected.
Air
Air damage is caused by focused air impacting or cutting a target. It usually knocks the target back.
Disease
Disease damage is caused by toxic magic and curses. It can cause the diseased and sickened statuses.
Earth
Earth damage is most often dealt by razor sharp stone and usually ignores Armor and DR.
Electric
Electric damage is caused mostly by spells. It tends to stun anyone affected.
Fire
Fire damage is dealt by extreme heat or objects covered in fire. It can cause the Burned or Ignited status.
Ice
Ice damage is dealt by extreme cold or objects made or covered in ice. It can cause the chilled or frozen statuses.
Poison
Poison damage is dealt by poisons and venoms. These can be magic or mundane in nature. It can give the poisoned status.
Sonic
Sonic damage is caused by high pitched, focused, or loud sounds that are capable of causing physical harm. Sonic damage is usually low, but dealt in an AOE, is capable of ignoring DR and is sometimes unable to be avoided.
Water
Damage caused from water. This can be in the form of a powerful jet, a slash, impact, or other such form. This can reduce dodge, movement speed, or resistance to the frozen status.
Arcane damage types (affected by arcane DR):
Aether Damage
This is damage caused by creatures and weapons influenced genesis magic from the space between realms.
Anytime a character deals aether damage they gain dissonance equal to the damage dealt.
Blight Damage
This is damage caused by certain corrupt creatures and by direct exposure to blight
Anyone hit with blight damage gains radiation equal to the damage dealt.
Chaos Damage
Damage born from Jaged himself. Chaos damage benefits from all bonuses that affect elements, even bonuses that affect only a single element (such as fire overwhelmed).
Anytime a character takes chaos damage, it also counts as all damage types for status effects (such as bleeding, poisoned, ignited, etc.)
Corrupt Blight Damage
This is damage caused by certain corrupt creatures and by direct exposure to corrupt blight
Anyone hit with Corrupt blight damage gains Enervation equal to the damage dealt.
Magic Damage
This is damage dealt by pure magic. This tends to deal higher damage than other damage types.
Order Damage
This is damage that is absolute, it ignores all resistances, Armor, and Dodge. There is no rolling as the damage dealt is always a specific value.
Followers of Belladonna deal this damage with their offensive spells.
Psionic Damage
Damage dealt to the mind. It is just as dangerous if not more than physical injury. This ignores Armor, Dodge, and general DR.
If an attack deals only psionic damage, the attacker rolls vs the target’s willpower.
If an attack deals partial psionic damage, the attacker still rolls vs the target’s armor or dodge, but the psionic damage is applied as long as the attacker beats the target’s willpower.
This damage also deals non-lethal damage to the target equal to ½ the Psionic damage dealt to them.
Solar Damage
The damage is caused by a few specific creatures and sources.
Solar damage causes the target to take fire damage and gain radiation equal to half the damage dealt.
Fall Damage
Anyone falling takes 5+D20 damage per 5 feet they fall.
Purposefully jumping converts the first 10 feet of damage to non-lethal
Water over 10 feet causes the first 20ft of falling to deal no damage, the next 20ft deal nonlethal damage
If water is 30ft deep then the player takes no damage on a purposeful dive or if they succeed an SR 15 Dexterity roll
The SR decreases by 1 for every 10ft you fall to a minimum of SR 10
Tunneling
Some species are able to tunnel through dirt and sand at ½ movement speed. Digging requires a full action to start the hole, once dug if your race is able to burrow. Burrowing through sand does not require an initial hole.
Cave-ins
Cave ins can happen in two ways
Someone on the surface stands above the tunnel and succeeds an SR 15 vigor roll, +5 per 5 feet deep the tunnel is.
The character digging critically fails their roll to dig.
The digger must succeed an SR 15 Fortune roll or the cave begins to spread at a rate of 5 feet per turn in every direction.
Each turn the digger makes an additional SR 15 Fortune roll to see if the cave-in continues to spread.
The SR decreases by 2 for every 5ft away from the initial cave-in
If a character is caught in a cave-in, they begin suffocating. After 1 rotation they can begin digging at ½ speed if they succeed an SR 15 Vigor roll.
Areas of Effect
Many things have areas of effect that are described in several specific ways. This page details what each AoE type means.
There are 5 types of Areas of Effect (AoEs or AOEs) Each is dictated by a different symbol:
In these examples 1 box is 5 feet.
The creator of an AOE (such as the caster of a spell) must roll to hit as normal. Anyone in the AOE that they would fail to hit takes half damage from the AOE and is not affected by any status effects it would give.
Circle AOEs
Circle AOEs are represented with a ()
This indicated everything in a circle that the dictated radius is affected.
So 20 ft() means everything within a 20 foot circle of the target is affected.
The red is the target and the yellow is the affected area
Square AOEs
Square AOEs are represented with a []
This indicated everything in a square the the dictated radius is affected.
So 15 ft[] means everything within a 15 foot square of the target is affected.
The red is the target and the yellow is the affected area.
Cone AOEs
Cone AOEs are represented with a < or >
These affect a line the dictated length and the squares on either side of the line.
Every 10 feet after the first 5 feet the width of the cone increases by 5 feet on each side.
This should make a pyramid with a 1x1 ‘top’ and each ‘level’ being 2 squares long
So 25 ft < means everything within a 25 foot cone is affected.
The Green is the Caster and the yellow is the affected area
So 35 ft < means everything within a 35 foot cone is affected.
The Green is the Caster and the yellow is the affected area
Wave AOEs
Wave AOEs are represented with a ) or (
This indicated everything in an arc the dictated radius is affected.
So 15 ft( means everything within a 15 foot arc of the caster is affected.
The green is the caster and the yellow is the affected area
Line AOEs
Line or ray AOEs are represented with a |
This indicates everything in a line from the caster is affected.
So 15 ft| means everything within a 15 line from the caster is affected.
The green is the caster and the yellow is the affected area