Rules

Rules

Stealth, Trickery, Darkness & Light

Stealth & Trickery Adventurer can declare that their character is hiding or sneaking at any time. Tests for success are made when character is in danger of being spotted. This can be due to attempting to sneak past a foe, causing loud noise or being actively searched. On success character is Hidden.Hidden: Hidden being or […]

Rules

Distance & Pace

Distance Distance is abstracted to units that describe characters relations to things in their vicinity. With distance questions are; Is it within reach? If not what does it take to reach it?Things can be out of reach due to distance or obstacles. Attempt to reach something not within reach requires either an Action, a Test

Rules

Time

Time is very flexible in tabletop roleplaying games. Days of travel can be followed by seconds of fighting followed by an hour of conversation and planning. All taking an equal amount of time at the table.Most important thing about time becomes; What changes when time passes? Mechanically three concepts are used to measure this change;

Rules

Trouble Check

While adventuring in dangerous places Bearer makes Trouble Checks for unexpected Setbacks. Trouble Check is made:• Every Round of Conflict to check if an adversary is able to recover dangerous abilities• When Significant or Long Time passes. See Time for details• When Trouble Rating increases Trouble Check is made with a six-sided-die (D6). When the

Rules

Burden & Exhaust

Burden Burden is accumulated strain from mortal and mystical sources. Backbreaking weight, lack of food, creeping dread, Curses and pushing your limits increase Burden.• When a character faces a source of Burden their Burden increases by strength of the source• Strength of the source is often rated from 1 to 5, but can come from

Rules

Advantage, Disadvantage & Teamwork

Advantage & Disadvantage Advantage and Disadvantage are benefits and complications that dramatically alter chances of success. Advantage: Roll an additional die for each Advantage and choose the highest result.Example sources for Advantage:• Dedicating Significant Time• Successful preparation• Situational advantage such as surprise Disadvantage: Roll an additional die for each Disadvantage and choose the lowest result.Example

Rules

Dice, Numbers & Notes on rules

When dice are rolled, they decide the outcome all have to live with.Cursebearer uses a suite of dice from four-sided to twenty-sided (D20). Twenty-sided die is reserved for Tests, the rest are used for effects like damage and healing.Dice rolls are abbreviated to formula “number of dice D sides on a die”, 1D20 means roll

Rules

Tests

To make a Test roll 1D20 and add bonuses to the roll. If the result is equal or greater than Difficulty the Test succeeds.There are three types of Tests.Prowess Test: Prowess tests jumping, fighting, tracking and action in general. Adventurer describes the action and Bearer chooses Prowess to add as a bonus to the Test.Defense

Rules

Challenges

Challenges are storied moments in the adventure. For there to be a Challenge there has to be an obstacle or threat and significant stakes.When faced with a Challenge Adventurers describe their approach. Bearer then considers whether approach fits one of three categories.Fitting: The Adventurers approach to the challenge is fitting, they overcome the challenge.Searching from

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