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The Solo Adventure Guidebook

A guide for Oracle solo adventures.

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100% found this document useful (1 vote)
1K views16 pages

The Solo Adventure Guidebook

A guide for Oracle solo adventures.

Uploaded by

pitewow
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
  • 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 roll First 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 foe 5. 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 10 COMBAT 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 is determined 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.

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