100%(1)100% found this document useful (1 vote) 1K views16 pagesThe Solo Adventure Guidebook
A guide for Oracle solo adventures.
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- Guide Introduction
- Creating a Character
- Core Skills and Abilities
- Talents and Spells
- Spell List
- Equipments and Gear
- Adventuring Rules
- Combat Instructions
- Monster Combat Mechanics
INTRODUCTION
[RACLE IS AN ADVENTURE GAME INSPIRED BY
the 1d Schoo! Renaissance (OSR)
series of books and resources. Unlike
). the OSR, Oracle requires no game
| master and can be played completely,
solo or shared with a friend. This
manual is a guidebook to adventuring in
the world of Phaedra, the main setting for Oracle.
Oracle solo adventures draw on the rich history of
fantasy gamebooks that began in the 1980's. These
books include Steve Jackson's Fighting Fantasy, Joe
Dever's Lone Wolf, and Dave Morris and Jamie
Thompson's Fabled Lands series. However, unlike
older gamebooks, Oracle adventures are non-linear
and uses miniature based combat with polyhedral
dice.
‘What you need to play:
‘+ Traditional gaming dice: 4, 6, 8, 10, 12, and 20-
sided. These are abbreviated as d4, d6, d8, d10,
12, and d20, Roll 1d6 means ‘roll one six-sided
di
+ Percentile dice (d100). You can also roll two d10's
as percentile dice. One die represents ‘10's’, and
the second die represents ‘I's
* Anotebook to take notes.
‘+ Miniatures and terrain features. If you don't have
any miniatures, you can use graph paper instead.
How TO PLAY THE SOLO
ADVENTURES
1, CREATE A CHARACTER,
Follow the instructions in this guide to create the right
adventurer for you. You may wish to ereate an
‘optional second character as a companion to your
main character.
2,PIGK YOUR STARTING LOCATION
All points of interest on the world map has its own
‘tory to tell. Place a token on the map or make a note
of your location in a notebook.
3.TURN TO THAT LOCATION’S
CHAPTER IN THE ADVENTURE
Turn to the location's chapter, start at numbered
paragraph 1 and follow the instructions. Solo
adventures are divided into numbered paragraphs.
You play the game by moving from one numbered.
paragraph to the next and following the instructions in
the paragraph,
‘When instructed to leave the area, you can turn to the
map and go to another point of interest. You can only
leave an area when you're instructed to do so by the
adventure.
CREATING A CHARACTER
To create a character, do the following:
1. Decide on your race and character concept.
2. Determine your ability scores.
3. Choose your skills.
4. Choose your talents and spells.
5. Choose your gear.
1. RAGE AND CHARACTER CONCEPT
Oracle doesn't use classes, but instead relies on skills,
talents, and character concepts. You can play a
‘warrior, mage, rogue or any combination of character
types. The player is free to choose any combination of,
skills, spells or equipment to fit their ideal character
concept. There are eight races to choose from, each
with a racial bonus.
‘+ Dark Elves - Descendants of high elves and
dragons, dark elves are among the most powerful
spelicasters in Phaedra, Dark elves receive a +1
bonus to Magic checks,
+ Dwarves - Hailing from the frozen mountains of
Midgard, dwarves are master smiths and hardy
warriors, Dwarves receive +1 health points.
‘+ Gnomes - Clever and inventive, gnomes are known
as great academics and doctors. Gnomes receive
+1 to Healing checks.
‘+ Goblins - Inventors and traders, goblins provide
the frontier towns of Phaedra with magical and
technological devices. Goblins receive 1 extra free
action during combat.
‘+ Halflings- Gentle folk that hail from the Asheron
valley in the human empire of Caledonia. Halflings.
can go unseen where others can't. Halflings
receive +1 to Stealth checks.
‘+ High Elves - Exiles from the realm of Facrie, the
high elves are known for being masters of the bow
and other ranged attacks. High elves receive +1 to
all ranged attacks,
+ Humans- Humans are the most numerous and
adaptable of the races of Phaedra. Humans have
settled everywhere in Phaedra and are found in.
every kingdom. Humans gain +1 to a skill check of
the player's choice, chosen at character creation,
+ Ores - Powerful and proud warriors. Ores are
known for their prowess in battle, their family
bonds, and large banquets. Ores receive +1 to
melee attack rolls.2. ABILITY SCORES
All characters have six ability scores (Strength,
Agility, Health, Intellect, Wits, and Charisma). Ability
scores are rated from 1 to § and characters start with
abilities scores of 1
Players get six points to spend at character creation
to increase their ability scores. Starting characters
cannot have an ability score above 3,
‘+ Strength (St). The measure of your character's
raw physical strength. The higher your Strength.
score, the more powerful your melee and unarmed,
attacks become.
Agility (Agi). This ability score is the measure of
your character's agility and manual dexterity.
Characters with high Agility make skilled thieves,
archers, and assassins.
+ Stamina (Sta). Stamina shows your resistance to
‘wounds and disease. The higher your Stamina
level, the more health points you have and the
quicker your character heals naturally.
‘+ Intellect (Int). Intellect is the measure of your
character's intelligence and mental acumen.
Intellect is also used to cast spells through the
Magic ski.
‘+ Charisma (Chr). Your character's Charisma
indicates your character's social skills. The higher
your Charisma, the better you're at working with
NPCs and getting what you want.
+ Wits (Wit). Wits shows how wise, insightful, and
perceptive your characteris. Characters with high
Wits spot hidden information, secret doors, and
hidden clues.
‘HEALTH AND HEALTH FOINTS
Health points (HP) are the measure of your
character's toughness. The more health points your
character has, the more damage they can take during
combat. Your base health points are determined by
your Stamina score. You can gain bonus HP by buying
the Robust talent with experience points.
Certain spells can change a character's base health
points, The Enlarge Person spell can change a
targets size along with their health points. The
Blessing spell can also change the player's Stamina
‘score, resulting in more health points.
HEALTH Points
stamina Base Health
1 4
2 6
3 3
4 10
3 2
3. SKILLS
In Oracle solo adventures, player characters (PCs)
have 13 skills to choose from. Like abilities, skills are
rated from 1 to 5. All skills are linked to an ability
score shown in brackets next to the skill. A skill can
never be higher than it’s linked ability, All skills start
at O and starting characters get twelve points to spend
on improving them. Starting characters cannot have a
skill higher than 3,
‘+ Acrobatics (Agi). Acrobats can perform acrobatic
acts of all kinds, ranging from parkour to circus
performances. In combat you can use Acrobatics to
provide advantage to your attacks.
‘+ Athletics (Str). You can throw objects in combat
like knives and spears. Athletics can also be used
to cover larger distances in combat.
+ Fighting (Sts). The fighting skill covers all kinds of
melee combat. The higher your Fighting skill, the
better you're at combating an opponent with melee
weapons and unarmed attacks.
‘+ Healing (Int). With the Healing skill you can heal
‘wounds through medical treatment, The better
your character is at Healing the more easily they
can heal health points after combat.
‘+ Intimidation (Str). Through threats and menacing.
behaviour, you can give enemies disadvantage
during combat.
‘+ Knowledge (Int). You're an academic and has
studied at a school or university. You have
knowledge of history, religion, archaeology,
philosophy and other academic subjects.
‘+ Magic (Int). The Magic skill gives your character
the ability to use spells. The Magic skill determines.
how powerful your spells are and how skilled you
are at their use
‘+ Perception (Wit). Characters with high Perception
spot details and see what others miss. They can.
see hidden clues, see secret doors, and spot hidden
+ Persuasion (Chr). You can persuade NPCs and get
them to do what you want. Persuasion attempts.
can range from friendly to threatening, depending
on how it's used.
‘+ Shooting (Agi). The Shooting skill is used for
bows, crossbows, black powder weapons and other
ranged attacks. The exception are thrown objects,
like knives and spears, and magical attacks. The
higher your Shooting skill, the more accurate your
ranged attacks become.
‘© Stealth (Agi). Stealth allows the user to move
around unseen. In roleplaying situations the
character can avoid enemies, give pursuers the
slip, or perform any stealthy action. Stealth can
also be used in combat to strike unseen and gain
advantage
‘+ Survival (Wit). Your character can track, hunt, and
avoid environmental hazards such as blizzards and
storms. This skill allows the character to rest and,
regain HP in wilderness locations instead of
resting at an inn.+ Taunt (Chr). Taunting allows characters to gain the
upper hand in combat through mockery and
insults. By getting under your opponent's skin you
can give them disadvantage on their attacks and
spells.
‘+ Thievery (Agi). Thievery covers all the skills of the
rogue or thief. You can scale walls, pick pockets,
‘open locks, and disarm traps or alarms,
4. TALENTS AND SPELLS
Players receive three points to spend on talents and.
spells. Each talent costs one point each. Talents allow
you to customize your character and their abilities.
Below is a list of talents and their requirements. The
requirement for the talent is listed with its description.
Improved Arcane Resistance, for example, requires
Arcane Resistance before yout can select it. Talents
can only be purchased once, unless stated otherwise.
Spells allow for even further customization of your
adventurer. Spells can be purchased by any player
character and cost one point each.
PERSONAL TALENTS
Personal talents are perks that affect the personal
characteristics of character. These perks affect
natural traits such as perceptiveness, attractiveness,
and health.
ARCANE RESISTANCE
+ Difficulty to Monster special attacks and abilities
targeting the player.
IMPROVED ARCANE RESISTANCE
+2 Difficulty to Monster special attacks and abilities,
targeting the player. Requires Arcane Resistance
ATTRACTIVE
+1 to Persuasion checks.
‘Very ATTRACTIVE
+42 to Persuasion checks. Requires Attractive
CHARISMATIC
One Free reroll on Persuasion checks.
Fast
‘The character gains a+2 speed bonus.
QaseRvANT
+42 to Perception checks.
Rogust
+1 bonus health points. This talent can be purchased
multiple times.
CoMBAT TALENTS
Combat Talents changes the way your character
fights. These talents can add damage, extra attacks,
and various other combat abilities.
ARCANE ALACRITY
You can cast one spell as a free action per round,
However, you may not add your ability score or skill
level to the roll.
IMPROVED ARCANE ALACRITY
You can cast a second spell as a free action. However,
you may not add your ability score or skill level to the
roll. Requires Arcane Alacrity.
BERSERKER RACE
Roll a second damage die equal to your weapon's
damage for one melee attack per round. However, all
attacks made against the player have advantage until
their next turn.
IMPROVED BERSERKER RAGE
‘The same as Berserker Rage, but for two melee
attacks per round. Opponents have advantage on all
attacks against the user. Requires Berserker Rage.
Biock
+1 to Armor.
Improven BLOCK
+2to Armor. Requires Block,
COUNTERATTACK
Free attack against one foe per turn who failed a
melee attack roll against you.
IMPROVED COUNTERATTACK
As Counterattack, but against three failed attacks per
turn. Requires Counterattack.
DuaL WieLo
Make one extra attack roll with a second melee
‘weapon. You may not add your ability score or skill
level to the second attack rollFirst STRIKE
Get one free melee attack the moment a for enters
melee range.
IMPROVED FIRST STRIKE
Gain a melee attack against up to three foes when
they move within melee range. Requires First Strike.
Fast RELOAD
You can use a free action to reload a heavy crossbow
or black powder weapon.
FLURRY OF BLOWS
Make one extra attack roll when making an unarmed
attack.
Fast HANDS
‘The character can use potions, scrolls, magical items,
and other objects as a free action.
MARKSMAN
+1 to all ranged attack rolls.
IMPROVED MARKSMAN
42 to all ranged attack rolls. Requires Marksman.
MarmiAt Artist
You can make unarmed attack rolls that do 1d4
damage.
MaRTIAL WARRIOR
You can make unarmed attack rolls that do 146
damage. Requires Martial Artis
RAPID FIRE
Make a second ranged attack when attacking with a
ranged or thrown weapon,
x
‘This talent also enables players to dual wield hand,
crossbows and flintlock pistols.
‘You may not add your ability score of skill level to
the second attack roll. This talent does not apply to
heavy crossbows or black powder weapons that need
tobe reloaded.
SNEAK ATTACK
Roll one extra weapon damage die when gaining.
advantage on an attack roll
Unarmored DEFENSE
When not wearing any armor, your Armor score is 10
+ your Stamina score.
Improven UNARMoRED DEFENSE
‘When not wearing any armor, your Armor score is 10
+ Stamina + Agility. Requires Unarmored Defense.
‘PROFESSIONAL TALENTS
Professional talents reflect the occupation of a
character. Is your character, a thief, medic, or another
occupation?
INVESTIGATOR
+2 to when making Perception checks.
THIEF
+1 to Thievery, Stealth, and Acrobatics checks.
Mepic
+2 to Healing checks and Healing checks heal 2HP
WoopsmMaN
+42 to Survival and Stealth checks in the wilderness.Srett List
Characters can purchase any of the following spells.
‘These spells can also be purchased later with
experience points. The spells listed below contain the
name, Difficulty, Range, and Duration of the spell in
combat rounds. The range of the spell in units is equal
to the caster’s Intellect, plus any modifiers (see Magic
Rules below),
ANIMATE DEAD
Difficulty: 14
Range: Int
Daratios
hour per success
Create a zombie from a humanoid corpse or a
skeleton with spectral weapons from humanoid
bones. This power can only be attempted once per
corpse. The caster can have a maximum of two
zombies or skeletons under their control
Backlash The corpse is animated, but the zombie or
skeleton immediately turns on the caster's party. The
effect persists for | hour per success or until the
animated dead is destroyed,
ARCANE BOLT
Difficulty: 12
Range: Int x2
Duration: Instant
A olt of pure eldritch energy strikes the target. The
target takes 1 damage per success,
Backlash The arcane bolt rebounds and inflicts 1
damage per success to the caster.
Arcans DEFLECTION
Difficulty: 12
Range: Int
Duration: 5 rounds
-1 damage per success from all weapon and unarmed
attacks.
Backlash The spell attracts weapons to the target's
vulnerable spots. For the duration of the spell, they
take +1 damage per success from weapon and
unarmed attacks.
Arcane Hand
Difficulty: 13
Range: Int x2
Duration: 5 rounds
The spelleaster conjures a hand fashioned from
arcane energy. The user can move a target 1 size
category per Magic level up to 1 unit per spell success.
Unwilling targets can resist the arcane hand with a
saving throw at Difficulty 14.
‘The arcane hand can turn into a fist and attack
enemies, inflicting 1 damage per success.
Backlash The arcane hand grasps the caster making
it impossible to move a muscle. For the duration of
the spell, the caster cannot move, take any actions, or
even speak.
BLESSING
Difficulty: 12
Range: Int
Duration: 3 rounds
Add 1 to a target's ability score per success. The
caster must choose the ability prior to casting the
spell
Backlash The caster must choose one of the target's
ability scores at random. The chosen ability score is
reduced by one per success per for the duration of the
spell
Bunk
Difficulty: 14
Duration: Instant
Disappear and reappear up to 1 unit away per
Backlash The caster is teleported in a random
direction and dazed. Until the end of the caster's next
turn, they have disadvantage on all actions.
CLOAK OF FIRE
Difficulty: 14
Range: Int
Duration: 3 rounds
Armagical aura that does 1 HP damage per success to
all adjacent enemies from the target.
Backlash The target is consumed by the cloak and
burns for 1 HP damage per success for the duration
of the spell.
‘Dracon's BREATH
Difficulty: 14
Range: 9
Duration: Instant
Accone of arcane fire that's 9 units long and 3 units
‘wide. All targets in the area take 1 damage per
Backlash The dragon’s breath spell misfires. The
caster and everyone within 3 units of them take 1
damage per success.ExprrrcH ARMOR
Difficulty: 12
Range: Int
Duration: 5 rounds
The caster creates a cloak of magical armor that gives
+1 Armor per success to the target.
Backlash The spell creates vulnerabilities in the
target's armor. Their armor is reduced by-1 Armor
per success,
EMPATHIC BOND
round per success
‘The caster can add their Magic level to Charisma-
based skill checks
Backlash The caster completely misunderstand
others. The caster deducts their Magic level from
Charisma based skill checks,
ENTARGE PERSON
Difficulty: 15
Range: Int
Duration: 5 rounds
Increases the target's size by 1 per success. The
target's base health points increase as a result of their
Target Size Base HP
Tiny 4
Small 6
Medium 8
Large 10
Huge 2
Gargantuan 20
Backlash Reduce the target's size by 1 per success for
the duration of the spell. Furthermore, the target's
base health points change to reflect the size change.
ENTANGLING ROOTS
Difficulty: 14
Range: Int
Duration: 1 round per success
‘The target is restrained and cannot move. To break
free the victim must take a combat action and succeed
at saving throw at Difficulty 10 + caster's Magic level
‘The victim can repeat the saving throw at the start of
it’s turn,
Backlash Instead of the target, the caster is
restrained, To break free, they must roll a Strength
saving throw.
FEAR
Difficulty: 14
Range: Int
Duration: 1 round per success
‘The target is terrified and unable to act unless they
succeed in a saving throw at Difficulty 10 + caster’s
Magic level. Succeeding in the saving throw ends the
effect.
Backlash The caster is terrified and cannot act for the
duration of the spell.
FIREBALL
Difficulty: 14
Range: Int x2
Duration: Instant
The caster creates a fireball that explodes and deals
damage in a 4x4 unit area. The explosion does 1
damage per success to everyone in the target area,
Backdash The fireball detonates at the casters
location. The fireball does 1 damage to the caster and
everyone around them within a 4x4 area.
HasteSLow
Difficulty: 14
Range: Int
Duration: 3 rounds
Increase/decrease the target's speed by I per success.
Backlash The caster is slowed to a crawl, For the
duration of the spell, the caster's speed is reduced by
1 per success.
Havoc
Difficulty: 13,
Range: Int
Duration: Instant
‘Targets in a 4x4 area must succeed in a saving throw
at Difficulty 10 + caster’s Magic level. Ifthe rolls fal,
The target is thrown away from the center of the
explosion, 1 unit per success. The target takes 1
damage per success if they strike walls, objects, or
terrain,
Backlash The spell turns on the caster. Instead of an
enemy, the caster and everyone in a 4x4 unit area
around them is affected by the spell.
‘HEAL WOUNDS
Difficulty: 12
Range: Int
Duration: Instant
Restores 1 HP per success. This power can be used
during or after combat.Backlash The spell harms the target instead of
healing them. The target takes 1 damage per success.
INCORPOREAL FORM
Difficulty: 16
Range: Int
Duration:
round per success.
The target becomes incorporeal and immune to all
damage. The caster can end this effect at any time
Backlash The target is stuck in their incorporeal form.
They are immune to all damage, but cannot attack,
cast spells, or interact with the physical world.
Inruct BunpnEss
Difficulty: 12
Range: Int
Duration:
round per success
‘The target has disadvantage on all spells and attack
rolls that target a character.
Backlash The caster is blinded instead for 1 round,
per success. They have disadvantage on all spells and
attack rolls that targets another person.
Invistsriiry
Difficulty: 14
Range: Int
Duration: 1 round per success
The target becomes invisible. Their Stealth checks
automatically succeed and attacks against the target
have disadvantage.
Backlash Instead of becoming invisible to others,
everyone becomes invisible to the target. The target
has disadvantage on all spells and attack rolls that
require a target.
MELD INTO THE EARTH
Difficulty: 12
Range: Int
Duration:
The target can meld into raw earth and move 1 unit
per success. The target avoids all damage and isn't a
target for enemies while submerged. However the
target cannot attack or cast spells when melded with
the earth.
Backlash The target melds into the earth and is
trapped on the spot. They cannot move and are stuck
inside the earth for the spell’s duration
PHANTASMAT IMAGE
Difficulty: 12
Range: Int
Duration: 1 round per success
Creates illusions of the target, 1 per Magic level.
Illusions trick an enemy and are also seen as
opponents during combat. However, they disappear
when struck or touched,
Backlash The illusions attack the caster. The caster
has disadvantage on all spells and attacks that target
an enemy for the duration of the spell.
PUPPETRY
Difficulty: 16
Range: Int
Duration: 1 round per success
Control a target's movement for the duration of the
spell. The spellcaster can make the target move in any
direction up to the target's speed. However, they
cannot force the target to attack or use spells and
special abilities. The target can end the power by
succeeding in saving throw at Difficulty 10+ caster's
Magic level.
Backlash The caster becomes frozen in space and
cannot move for 1 round per success.
REGENERATION
Difficulty: 14
Range: Touch
Duration: 1 round per success
‘The recipient of the spell heals for 1 HP per the
caster's Magic level per round. While the spell is
active, the recipient cannot be knocked out when
reduced to 0 HP.
Backlash The regeneration is corrupted and inflicts
harm on the recipient. Every round the target takes 1
HP per Magic level of damage for the duration of the
spell
SHAPE CHANGE
Difficulty: Variable
Range: Self
Duration: 1 round per success.
‘The caster can shape change into various monsters.
You can only shape change into monsters you've
encountered previously, and with a XP level that’s
equal to or less than your Magic level, The more
powerful the monster the more difficult the spell.‘The casters granted all the attacks and abilities on
the monster's stat block. When the caster is reduced
to 0 HP while shape changed, they immediately revert
to their natural form with their current normal HP.
Spell Difficulty Monster XP.
2 1
“4 2
16 3
8 4
20 5
Backlash The caster loses control and starts to attack
everyone in combat, For the duration of the spell, the
caster must use the AI steps in their new form's stat
block. However, everyone is a potential target, friend,
and enemy.
SLEEP
round per success
Places the target in a deep sleep. Attacking or
harming the target immediately wakes them up.
Backlash The caster falls asleep for the duration of
the spell until attacked or harmed.
SumMMON MonsTER
Difficulty: Variable
Range: Int
Duration: 1 round per success.
‘Summon a monster of your choice that you've
encountered previously. You can only summon a
monster with a XP level that’s equal to or less than
your Magic level. For the duration of the spell the
monster is under the caster’s complete control. The
monster will attack any and all enemies until dead if
commanded to do so. However, the more powerful the
monster, the more difficult the spell. The caster can,
also only control one monster at a time.
Spell Difficulty
2
“
16
1B
20
Monster XP.
Backlash The monster is summoned, but breaks free
and attacks everyone. For the duration of the spell
the summoned monster will attack everyone taking.
part in combat, friend or foe5. GEAR
Characters receive 500 gold pieces (gp) o purchase
starting gear from the list below. As you adventure.
through Phaedra, you will procure better and more
exotic items
GEAR NOTES
Cost. How much the gear piece costs in gold pieces.
‘Damage. The damage the weapon deals when making
a successful attack roll
Armor Suits of armor provides improvement to your
‘Armor score. The higher your Armor the harder you
are to injure.
MELEE WEAPONS
Name Cost
Axe, Hand 100 gp
‘ee, Batlle 300 gp
Club, Light 25 ep
Club, War 100 gp
Dagger/Koife 25 6p
Spear 100 gp
Staff log.
‘Sword, Long 300 gp
‘Sword, Short 100 gp
Warhammer 350 gp
RANGED WEAPONS
Name Cost
Axe, Hand 100 gp
Crossbow, Hand 150 gp
Crossbow, Heavy 450 gp
Flintlock Pistol 250 ep
Dagger/Kife ep
Longbow 300 gp
Shortbow 25g
Sling tog
Spear 100 gp
ARMOR
Name Cost Armor
Padded Armor 7g u
Studded Leather 200 gp 2
Chain Shirt, 475 ep B
SHIELDS
Name cost ‘Armor
‘Small Shield 50 gp a
Mediurn Shield 100 gp #2
Shields modify Armor by adding a bonus. The larger
and more powerful the shield, the higher the bonus
added to your Armor.
AP (Armor Penetration) Deduct the weapon's AP.
from an enemy's Armor when making an attack roll
with the weapon. Ifa weapon has AP 2 and an enemy
has an Armor of 12, then the AP lowers the enemy's
Armor to 10,
Range This number shows a ranged weapon's
effective range in units.
‘Two hands. The weapon needs both of the character's
hands in combat. The player cannot carry a shield or
dual wield while using this weapon.
Damage Notes
1¢6 =
110 =
14 =
es =
14 =
16 Two Hands
14 ‘Two Hands
168 =
16 =
168 apy
Damage Range Notes
id6 6 =
idt 2 ap
aio 8 AP
ids 10 Ap?
ide 6 =
143 2 ap
1d6 2 =
ide 6 =
16 6 =RULES
SKILL CHECKS
‘Do you sneak past the guards or get caught? Can you
pick the lock to the treasure vault or will you fail? The
success or failure of all actions are determined by
whether you succeed in a skill check.
‘To see whether an action succeeds:
1. Roll a 1420 and add your skill level and the skill's
linked ability score to the roll. 'you lack the
required skill and want to make an unskilled
check, roll a 1420, but don't add anything.
2. Add any circumstantial modifiers to the skill check.
Spells, talents or special situations give a bonus or
penalty to a roll during a skill check
3. Compare the total to a target number. To see
whether the skill check succeeds, compare the
total of the roll to the correct target number. If the
total is equals or exceeds the target number, the
skill check is successful.
Dirricury AND ARMOR
‘There are two types of target numbers. The Difficulty
score is the target number for skill checks and spells,
When using a skill or casting a spell, the player will
use the Difficulty score as a target number during a
skill check. Armor is the target number for weapon
and unarmed attacks. Whenever you attack an
opponent with a melee or ranged weapon, you'll use
your opponent's Armor as the target number.
ExaMPLe:
‘You are questioning the patrons of a tavern about the
whereabouts of a fugitive. The adventure instructs you to
roll a Persuasion check at Difficulty 13. This means the
player must roll a 1420 and add their Charisma
Persuasion tothe result. if the final result equals or
‘exceeds 13, then the Persuasion check succeeded
ADVANTAGE AND DISADVANTAGE
Due to certain skills, spells, or special circumstances,
a skill check can have advantage or disadvantage on a
roll. Advantage represents favourable circumstances,
that make a skill check of attack rolls more likely to
succeed. Disadvantage represents the opposite and.
imposes a penalty on a skill check.
Whenever you have advantage, roll the 1420 a
second time and choose the highest number. Ifyou
have disadvantage roll the 1420 again, but choose the
lower number of the two. For example, if you have
advantage and roll a 17 and a 3, you will use 17. If
instead you have disadvantage and roll 15 and 2, you
will use 2 for the check.
Assistinc Sx. CHEOKS
Player characters can assist another character's skill
check if they have the same skill as their ally. If the PC
‘wants to assist another character, they can add their
skill evel to their ally's skill check.
SavING THROWS
In certain situations, you may have to dodge a
dragon’s breath, resist a spell, or break free from a
special ability. To perform a saving throw, roll a 1d20
and add the required ability score. Ifthe final result
equals or exceeds the Difficulty, the saving throw
succeeded. Monsters use their Trait score for saving
throws.
CRITICAL SUCOESS AND MOMENTUM
Whenever you roll a natural 20 during a skill check,
attack roll, or casting a spell, you gain a point of,
momentum. Ifyou spend a momentum point during
an attack roll, spell cast, or skill check, you gain.
advantage. You can spend momentum to give you
advantage on any roll except damage rolls and spell
success rolls.
RouND DOWN
Whenever you're asked to divide a number, round it,
down. You should always round down, even if the
fraction you're left with is one-half or greater.
CHARACTER ADVANCEMENT AND
EXPERIENCE POINTS
Whenever a player character rolls a successful skill
check of slays a monster, the player receives
experience points (XP),
Players receive XP for the following actions:
+ Aplayer receives 1 XP per successful skill check.
PC's that assist in the skill check also receive 1
XP. This doesn’t include attacks rolls, casting
spells, or rolling to rest in the wild.
‘+ When defeating monsters, each PC in the party
receives XP equal to a monster's XP rating,
Players can spend XP to improve their character in
various ways. When the character meets the XP
requirements they can improve a skill or ability score
by 1. Spells and talents are also purchased through
experience points. See the table below for the
experience point costs for improving abilities
EXPERIENCE POINT COST
Character Trait Experience Point Cost
Ability Score ‘current ability score x5
Skil Level current sil level x3
New Skill 3
New Talent 10
New Spel 10COMBAT FOR ADVENTURERS
SEQUENCE OF PLAY FOR ADVENTURERS
1. Determine initiative. The players roll 1420 for
every party member and monster to determine
‘who goes first. Combatants take turn from the
highest to lowest roll
2. During their turn the player declares what action
they will take. A player can take the following.
actions:
‘+ Perform a movement action. A character can move
the same amount of units as their speed
+ Take a free action such as, handing an object to an
adjacent party member, or talking to the villain. A
player character can take 2 free actions during
combat round.
‘Take one combat action such as attacking an
enemy, casting a spell, or using an object. Objects
include potions, scrolls, magic items, or special
ear.
+ Reloading weapons such as heavy crossbows and
black powder weapons.
3. When it's a monster's turn, the player looks at the
enemy's stat block to determine what actions the
monster takes,
‘MOVEMENT AND RANGE
Oracle uses units to determine range. You can use a
square grid, hex grid, or a ruler/tape measure for
combat. A unit equals 1 square on a square grid, 1 hex
fon a hex grid, or 1 inch on a ruler/tape measure. In-
game, a unit equals 5 feet.
‘All players have a base speed of 6 during combat.
‘This means they can move 6 units. Your base speed
can be changed by a talent, spell or an Athletics skill
check.
«Asa free action, characters can roll a Difficulty 13
Strength + Athletics skill check to sprint across the
battlefield, Ifthe skill check succeeds, the player
may add their Athletics skill level to their speed
when moving on a battlemap.
Characters can split their movement during their
attack round, For example, ifthe player has a speed of
6, they can choose to move 3 units to attack an
opponent, and then move another 3 units.
‘Line OF SIGHT
Line of sight determines whether an enemy can see
you or not. This is important for enemy movement as
‘well as skills like Stealth,
Line of sight is defined as being able to draw a
straight imaginary line between two characters on the
battlefield. If this imaginary line is blocked by a terrain
feature occupying at least 2 units, then line of sight is
broken. Combatants ean only shoot at opponents if
they have line of sight.
REIOADING
Bows and hand crossbows can be reloaded in battle
quickly after an attack. There are no penalties for
drawing an arrow or loading a hand crossbow. Heavy
crossbows and black powder weapons reload more
slowly than bows and hand crossbows. A player needs
to spend a combat action to reload and ready the
‘weapon to use it again after an attack.
ATTACK ROLIS
‘There are 3 types of attack roll: Melee, Ranged and
Unarmed, Melee and unarmed attacks can only strike
adjacent enemies. Enemies are adjacent to you when
they are within 1 unit of your character. Ranged
attacks can strike enemies within the range of the
‘weapon. However, combatants cannot fire at an
enemy if they are blocked by another character or
terrain feature.
The attacker rolls a 1d20 and add the following ability
scores and skill levels to the result:
‘© Melee attack roll: Strength + Fighting.
+ Ranged attack roll: Agility + Shooting for bows,
guns, and other ranged weapons. Strength +
Athletics for throwing weapons such as knives,
throwing axes, and spears.
‘+ Unarmed attack: Strength + Fighting.
Ifthe final result of the attack roll is equal to or
greater than the Armor of the enemy, then the attack
roll succeeds.
ARMOR
Armor shows the level of protection a character has
against attacks. The higher a character's Armor score,
the more difficult they are to injure in an attack. If an
attack roll is equal to or greater than an opponent's
Armor, the attack deals damage.
Completely unprotected characters have an Armor:
score of 10, To improve their Armor, characters can
wear armor pieces, equip shields, and purchase
talents or spells that improve their Armor score.
Acharacter’s final Armor score is calculated by:
‘+ Taking the Amor value of a suit of armor, and
adding bonuses provided by shields, talents, or
spells.
ATTAOK DAMAGE
After an attack roll succeeds, the attacker must roll a
damage die to determine the damage to an opponent's
health points. The damage die of the attack isdetermined by the weapon the attacker uses.
Unarmed attacks do 1 damage unless the attacker has
the Martial Artist or Martial Warrior talents.
‘The different attacks use the following damage dice:
+ Melee attack: Melee weapon's damage die.
+ Ranged attack: Ranged weapon's damage die.
+ Unarmed attack: 1 damage, or the damage die
granted by the Martial Artist and Martial Warrior
talents.
Damage rolls are not affected by advantage or
disadvantage (see below).
COMBAT ADVANTAGE AND DISADVANTAGE
Certain skills allow the character to gain advantage or
disadvantage on an attack roll. Advantage allows you
to re-roll your attack roll and choose the better result.
This does not affect damage or spell success rolls.
You gain advantage in one of the following ways
during a combat round:
‘+ Skill checks to gain advantage.
‘+ Flanking an opponent.
‘+ Attacking a prone opponent.
‘+ Spending momentum during combat.
SKILL CHECKS TO GAIN ADVANTAGE
Acskill check to gain advantage during combat is a
free action. Players can roll to gain advantage and still
perform another action if they choose. However,
players only get two free actions.
Players can gain advantage by:
‘+ Bysneaking up on an opponent through a
successful Stealth check. Attacks made from
stealth gives advantage to all melee and ranged
attacks. The Stealth check can be repeated as a
free action every time the player breaks line of
sight, Roll Agility + Stealth vs. Difficulty 10 plus
the opponent's Trait score.
‘Through dodging and diving attacks by making a
successful Acrobaties check during melee combat.
The Acrobatics check is a free action that can be
done any time during a melee attack roll. Roll
Agility + Acrobatics vs. Difficulty 10 plus the
‘opponent's Trait score.
Rolling a skill check to gain advantage is entirely
optional. Ifthe player fails the skill check they gain
disadvantage for that combat round. Ifthe player has
disadvantage they need to re-roll their attack roll and
choose the worst of the two rolls.
GIVING ENEMIES DISADVANTAGE
Players can give opponents disadvantage as a free
action, in two ways:
‘+ By distracting enemies with insults and verbal
assault through a Taunt check. The player rolls
Charisma + Taunt vs. Difficulty 10 plus the
opponent's Trait score.
dating them through an Intimidation
the player rolls Strength + Intimidation vs.
Difficulty 10 plus the opponent's Trait score.
‘TAKING ENEMIES BY SURERISE.
Unless an enemy is ouright attacking the party, the
player can try to take an enemy by surprise. To take
an enemy by surprise, each party member must
succeed in a Stealth check with a Difficulty of 10 + the
enemy's Trait score. If there is more than one enemy.
and they all have different Trait scores, choose the
highest number.
Ifevery party member succeeds, the party gets a
free combat round before combat starts. Players can
g0 in any order during this surprise round. After party
members have taken their actions, combat starts,
normally.
Ifa party member fails the Stealth check then they’
are spotted by the enemy and revealed. The party
doesn't gain a surprise round and combat starts
normally. However, the party members that did
succeed in the Stealth check have advantage on their
next attack.
FLANKING AN OFFONENT
‘When an attacker and at least one ally are within 1
unit of the same enemy on opposite sides, that enemy
flanked, Flanking attackers gain advantage on all
attack rolls made against the target.
PRONE CHARACTERS
Characters are unable to attack while prone and all
attacks made against them have advantage. Getting
up from a prone position takes a movement action.
‘DEATH AND DYING
Ifa party member is reduced to 0 health points, they
are immediately knocked out. A party member can
revive a knocked out comrade after combat. If all
party members are knocked out and no one else can
revive them, then the entire party is dead and it's,
game over.
Healing a knocked out party member during
combat with the Heal Wounds spell causes the party
member to revive immediately.