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Exhume2.2b ENG A5 PDF

1. The document provides instructions for creating and equipping an adventurer character, including assigning attributes, hit points, equipment, and special abilities based on character type. 2. Combat rules are outlined, such as initiative, taking turns to move, attack, or use special actions/magic. Damage is reduced by armor, and critical hits do additional damage. 3. Monster levels determine stats like hit points, damage, and special abilities. Higher level monsters are more difficult to defeat.

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0% found this document useful (0 votes)
434 views1 page

Exhume2.2b ENG A5 PDF

1. The document provides instructions for creating and equipping an adventurer character, including assigning attributes, hit points, equipment, and special abilities based on character type. 2. Combat rules are outlined, such as initiative, taking turns to move, attack, or use special actions/magic. Damage is reduced by armor, and critical hits do additional damage. 3. Monster levels determine stats like hit points, damage, and special abilities. Higher level monsters are more difficult to defeat.

Uploaded by

ikerk1han
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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8.

Write down your adventuring gear; roll 2d6 and keep the lowest 8. Remember to always reduce
1 weapon, 1 armor, 2 torches, 3 result. On the contrary, if you damage by wearers armor
food rations, 4 gear points and are on disadvantage, keep the or monster level.
2d6x5 gold coins. highest result. 9. If you ever get to 0 HP, you die.
9. Lastly, name your character and • After resting 8+ hours, Create another adventurer.
give it an appropriate tittle. recover 1d6 HP.
• After resting 8+ hours, each Monsters
Leveling Up adventurer rolls 1d6, if the
result it’s 6; One of the items • The level of Monsters represents
Every adventurer begins at level 1, the adventurer it’s carrying get how strong and how many
and every 4 sessions they level up. broke, useless or spend. armor monsters got.
Every time an adventurer level up • Every 10+ hours of adventuring, • Monster Skill represents
he gets the following benefits; Add every adventurer has to eat, all their statistic into
1d6 to your HP, gain one special drink and rest. For every one one single number.
ability, make one up. of these activities that you • Monster Damage tells you how many
don’t meet, you get -1 to every dice they roll when monsters get
Equipment statistic. If your STR statistic to inflict damage.
By Irvin Morales reaches 0, you die. The moment • Some monsters might have
Version 2.2b • Gear points can be trade for you complete every activity, you special abilities.
adventurer gear any time during recover your normal statistics.
a game; Basic gear cost 1 point,
Creating an Adventurer like torches, food, ropes etc. Combat LEVEL SK HP DMG EXAMPLE
Advanced gear its more expensive,
1. Get some paper and a pencil, or for example, a thieves tools 1. Determine initiative; Every 1 2 8 1d6 Animals
something to write down your would cost 4+ gear points. adventurer makes a DEX roll, 2 3 16 1d6 Skeleton
adventurer attributes. • Every weapon does 1d6 of damage. those who succeed get to act
2. To determine your attributes, • Armor reduces the damage that you first, then the enemies and 3 3 24 2d6 Lycan
throw 1d6 (repeating 1’s and take, each piece that you wear lastly the adventurers who
4 4 32 3d6 Medusa
6’s) once for every attribute; reduces the damage by -1. You fail the DEX roll.
Strength (STR) Dexterity (DEX) can wear up to 3 pieces; Helmet, 2. During combat each adventurer and 5 5 40 4d6 Hydra
and Will (WIL). chest armor and a shield. In enemy get a turn, during your
3. To get your Hit Points sum up total you can get -3 from these. turn you can move to a reasonable
your statistics. • Mages cant use armor. place, and you can make one 1d6: 1-2 Friendly, 3-4
4. Your highest attribute determines • Your adventurer can carry objects attack roll, you can also replace Indifferent, 5-6 Hostile
what type of adventurer you up to his STR x2. You can your attack for another action of
are; STR = Warrior / DEX = carry 5 more items if you are your choosing.
Thief / Will = Mage. using a backpack. 3. To make a melee attack; Make a
5. Every adventurer type has a STR Roll, if you succeed, inflict
special ability. Each time you Adventuring damage on the enemy.
use it, throw 1d6; If the result 4. To make a ranged attack; Make a
it’s 5+ you can’t use that • Making rolls; At times, when DEX Roll, if you succeed, inflict
ability again until you have a adventurers actions are damage on the enemy.
rest of 8+ hours. uncertain, and the consequences 5. Using Magic; Make a WILL Roll if
6. Special Abilities; Warrior can of failure are interesting, you succeed, your magic works.
attack twice in a turn during roll 1d6 and compare it with 6. Enemies use their Skill statistic
combat / Thief can immediately the relevant statistic, if the to make attacks.
hide from sight / Mage can use result is equal or less than 7. Critical Damage; If you get a
magic (attacking with magic does the statistic, you succeed result of 1 when making an attack
1d6 x Mage level of damage) on your action. roll, you receive the following
7. If you don’t want to use one of • If some object or situation benefits; Inflict 1d6 + 6 of
these types of adventurers, you gives you an upper hand on your damage and destroy one point of
should totally create your own. action, it counts as Advantage, armor from the enemy.

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