Play
Tal: Okay, now the rules?
Ref: So this is a bit more complex than Into the Odd, but the core is the same. Wait, were you both here when we played that?
Tal: Yeah I think I remember all the rules.
Moss: No, I missed that week.
Ref: Okay I’ll start from scratch then. When you do something risky I’ll ask you to roll a Save, so you’ll roll a d20 and try to get equal or less than your relevant Virtue. So, Moss, if you made a Vigour Save then you’d need to roll 6 or less on a d20.
Moss: Got it. I guess I’ll be avoiding those.
Ref: Combat is… you know what, we’ll deal with combat when it happens. For now you just need to know that the die type next to your weapon is the die you roll when you Attack with it. So Moss your cudgel does d8 Damage. Oh, and you have a shield which gives you Armour 1, meaning you’ll take 1 less Damage from attacks against you. You can bash with it too for extra Damage.
Moss: Right. Does my bad Vigour score make my attacks weaker too?
Ref: No actually. There are times when it will matter, but it won’t affect your Damage.
Moss: Oh right, that’s good then.
Ref scans over some of the other pages of rules and prepared notes.
Ref: Yeah the rest we’ll just deal with as we get to it. I’ll give you plenty of warning so I won’t just drop a horrible rule on you!
Tal: What about this Ability on my sheet?
Ref: Right, right. Your Ability is a special thing that only you can do. There are also Feats linked to combat but… you know what let’s just get started and we’ll do a little combat brief when it happens.
Moss: Sounds good, let’s go.