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"Skilled Weapons" require a Training Perk in that category.
Small Weapons
Aberration
Aquatic
Blighted
Celestial
Construct
Dragon
Etherborn
Elemental
Fauna
Fey
Flora
Fury
Giant
Humanoid
Infernal
Monstrosity
Ooze
Outsider
Shapeshifters
Undead
Aquatic
Blighted
Celestial
Construct
Dragon
Etherborn
Elemental
Fauna
Fey
Flora
Fury
Giant
Humanoid
Infernal
Monstrosity
Ooze
Outsider
Shapeshifters
Undead
- Dagger. Cost: 4 SP | Reach: 5ft./Throw 30ft. | Damage: (1d8/2) | Slashing | Critical Effect: Quick. Make another free attack immediately after this one. Limit once per weapon, per round.
- Blackjack. Cost: 4 SP | Reach: 5ft. | Damage: (1d8/2) | Slashing | Critical Effect: Quick. Make another free attack immediately after this one. Limit once per weapon, per round.
- Sickle. Cost: 4 SP | Reach: 5ft. | Damage: (1d8/2) | Slashing | Critical Effect: Quick. Make another free attack immediately after this one. Limit once per weapon, per round.
Small Skilled Weapons
Medium Weapons
Medium Skilled Weapons
Large Skilled Weapons
Giant Skilled Weapons
Improvised Weapons
Ranged Weapons
In Relict, as in many tabletop RPGs, a Game Master (GM) crafts the world, sets the story in motion, and presents challenges and rewards to a party of players.
The GM controls the events, environment, non-player characters (NPCs), monsters, villains, and much more. Players control a character that they create and interact with the world, the GM, and each other to share in a collaborative story. Dice rolls introduce elements of chance and risk, while the players' decisions and their characters' abilities try to sway the outcome in their favor.
Gameplay alternates between periods of roleplaying, where player characters make decisions, explore, interact, and much more, and what we'll call Fast Paced encounters, where players and GM-controlled elements take structured turns.
Fast Paced encounters are usually combat, but may include any situation in which timing and resource management are crucial, like climbing a dangerous mountainside, escaping from a burning building, tailing a bad guy from the shadows, etc.
The GM controls the events, environment, non-player characters (NPCs), monsters, villains, and much more. Players control a character that they create and interact with the world, the GM, and each other to share in a collaborative story. Dice rolls introduce elements of chance and risk, while the players' decisions and their characters' abilities try to sway the outcome in their favor.
Gameplay alternates between periods of roleplaying, where player characters make decisions, explore, interact, and much more, and what we'll call Fast Paced encounters, where players and GM-controlled elements take structured turns.
Fast Paced encounters are usually combat, but may include any situation in which timing and resource management are crucial, like climbing a dangerous mountainside, escaping from a burning building, tailing a bad guy from the shadows, etc.
Armor
When players attempt various tasks in the world, the GM can call for dice rolls (called Checks), with the appropriate stat added to the result of the roll.
Example: to pick a lock, the GM may ask for a Precision Check, whereas to persuade a guard to let the party pass, the GM may determine if a Might or Cleverness Check is more appropriate based on the character's approach.
We will discuss how Checks work in "Checks, Attacks, & Crits," below.
Example: to pick a lock, the GM may ask for a Precision Check, whereas to persuade a guard to let the party pass, the GM may determine if a Might or Cleverness Check is more appropriate based on the character's approach.
We will discuss how Checks work in "Checks, Attacks, & Crits," below.
Consumables
When you create a character, your the stats and bonuses you choose will determine many things; including Stamina Capacity, Mana Capacity, Stamina Regeneration, and Mana Regeneration. Don't worry--this is all noted on your character sheet!
Stamina is spent to make physical attacks and use Martial abilities. Mana is spent to cast spells. You will determine your maximum Stamina and Mana Capacity on your character sheet--typically, you cannot gain more than this amount at any time.
In fraught situations, you will often spend most of your Mana or Stamina during a turn. Your Regeneration rate determines how much you get back during the Recovery Step of your next turn -we'll cover that more in "Turn Phases," below.
Stamina is spent to make physical attacks and use Martial abilities. Mana is spent to cast spells. You will determine your maximum Stamina and Mana Capacity on your character sheet--typically, you cannot gain more than this amount at any time.
In fraught situations, you will often spend most of your Mana or Stamina during a turn. Your Regeneration rate determines how much you get back during the Recovery Step of your next turn -we'll cover that more in "Turn Phases," below.
Adventuring Gear
Fast Paced situations are divided into Rounds. Each Round lasts approximately six seconds. During a Round, each player involved gets one turn, as do the GM-controlled creatures or elements.
Players and the GM roll initiative to determine turn order for Fast Paced encounter.
After rolling initiative, but before taking its first turn, a creature can opt to move to a later place in the initiative order. This change lasts for the rest of the encounter, so choose wisely!
Players and the GM roll initiative to determine turn order for Fast Paced encounter.
- Each player and GM creature rolls 1d12. Highest result goes first.
- To resolve ties, the creature with the lower Armor Class goes first.
- If Armor Class is tied, the creature with the higher Speed goes.
- If Speed is tied, roll off.
After rolling initiative, but before taking its first turn, a creature can opt to move to a later place in the initiative order. This change lasts for the rest of the encounter, so choose wisely!
Below, we'll get into the general rules and how the game works. If you've played other Tabletop RPGs before, you probably have a good sense for the basics of Relict already. Note that the humble d12 is the primary die for this system, but a full set will still be useful.
Required Materials:
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Recommended Materials
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