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Kal Arath Reference

The KAL-ARATH reference document outlines daily procedures for gameplay, including rolling for weather, encounters, and foraging results. It details combat mechanics such as initiative, actions per turn, and various attack types, along with rules for morale checks and spell casting. Additionally, it provides guidelines for health, healing, and the consequences of critical successes and failures during gameplay.

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0% found this document useful (0 votes)
36 views

Kal Arath Reference

The KAL-ARATH reference document outlines daily procedures for gameplay, including rolling for weather, encounters, and foraging results. It details combat mechanics such as initiative, actions per turn, and various attack types, along with rules for morale checks and spell casting. Additionally, it provides guidelines for health, healing, and the consequences of critical successes and failures during gameplay.

Uploaded by

jamesrenga
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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KAL-ARATH REFERENCE

Daily Procedures: ORACLES Combat:


1. Roll For Weather For yes/no questions, simply roll a d6.
Initiative: Group Combat: Can use side
2. Getting Lost (1-2) 1 No, and... If the answer is likely, • Roll d6 + AGI for initiative. initiative (group acts as one) or
3. Forage* (Half move for the day) 2 No! roll 2d6 and take the • 4+ = Player goes first; otherwise, enemies act first. individual activation (one unit
4.Roll for POI (5-6) 3 No, But... higher value. ▪ Natural 1 = Always lose initiative. at a time).
5. Roll for Encounter ( 5-6) 4 Yes, but..
6. Camp, spend resources, recover If the answer is unlikely, Actions Per Turn:
5 Yes! roll 2d6 and take the Move and attack, drink a potion, throw something, or perform any reasonable action
(Encounter on 1-2) 6 Yes, and... lower value.
7. End of Day Attacking and Defending:
For insight questions, roll 1-3 times on the • Melee/Brawling Attack: Roll 2d6 + STR vs. 8 to hit.
*Foraging is optional • Ranged Attack: Roll 2d6 + AGI vs. 8 to hit.
following tables and ascertain a meaning
from the words generated. • Magical Attack: Roll 2d6 + INT vs. 8 to hit.
Critical Success: Double damage dice.
Forage Results ORACLE A - Story, Turning Points, and Situations Critical Failure: Setback (e.g., lost weapon, fall to prone).
1 Scarcity: 0 ORACLE B - People, Places, and Things
2 Hard Luck: 0 Damage: Roll weapon damage dice, subtract modifiers for armor, and apply to HP.
3 Adequate Forage:
4 Good Harvest:
1 Rations
3 Rations
A B Dodging: Roll 2d6 + AGI to dodge attacks.
5 Bountiful: 5 Rations
11 Alliance 11 Ancient
12 Despair 12 Gleaming • Failure: Take full damage.
6 Rare Bounty: 5 Rations + Herbs • Critical Success: Potential bonus action (with certain weapons).
13 Betrayal 13 Strange • Critical Failure: Enemy doubles their damage dice.
Herbs 14 Hope 14 Ruined
1 Zhar’um Restore 1d6 HP 15 Revelation 15 Dark Grappling and Brawling:
2 Gruul +1 AGI for 1 day (15s) • Brawling: Deals d6/d (roll 2, take the lowest).
3 Tarnak Berry (5s)
16 Separation 16 Majestic • Grappling: Opponent can only use light weapons or brawl.
4 Valkash (20s) 21 Competition 21 Shining Roll STR to break free or maintain hold each round.
5 Mor Blossom +2 INT bonus for 1 hour 22 Union 22 Desolate
6 Thun Spore Regain 1 spent fate point 23 Victory 23 Helpful Exploding Dice:
• Damage Dice Explode: Roll of 6 on a damage die allows one reroll, adding the new result to the total.
24 Mystery 24 Enchanted
25 Tragedy 25 Angry Level Modifiers (Optional):
• Modify attack and dodge rolls by +1 for every level difference between opponents.
ng st
Fo ting ed

26 Corruption 26 Savage
gi o
e
ra L
Ge l Sp

Morale Checks:
Weather 31 Deception 31 Abandoned
e

• Enemies must make a morale check (2d6) under the following conditions:
av

32 Assault 32 Fertile
t
Tr

▪ Reduced by 50% of total numbers.


1 Clear Skies 0 +1 +1 33 Courage 33 Crowded ▪ Takes 50% or more HP damage in one hit.
34 Defense 34 Barren
Spring

2 Partly Cloudy 0 +1 0 ▪ Leader is lost.


3 Lightly Cloudy 0 0 0
4 Unexpected Rain
35 Sacrifice 35 Distant • Failure means the enemy flees or surrenders.
0 0 -1 Spell Tiers:
5 Heavy Rain 0 -2 -1 36 Retreat 36 Sacred Casting Spells:
41 Temptation 41 Hidden A caster can only cast spells up
6 Storm 0 -2 NO • Roll 2d6 + INT vs. Spell Difficulty to cast. to the tier equal to their INT.
1 Clear Skies 42 Negotiation 42 Profane ▪ Spell Difficulty:
0 +1 +1
43 Discovery 43 Luminous ◦ Base difficulty is 8.
Summer

2 Partly Cloudy 0 +1 0
◦ Increases by +1 for each spell tier (e.g., Tier 1 = 8, Tier 2 = 9, etc.).
3 Light Rain 0 0 0 44 Capture 44 Opulent • Critical Success: Spell's effect is doubled.
4 Thuderstorm 0 -1 -1 45 Obstacle 45 Menacing
5 Heatwave* 1/2 0 -2
• Failure: Caster takes 1 damage and cannot cast again until rested.
6 Storm/Tornado NO -2 NO
46 Release 46 Stark • Critical Failure: Results in an Arcane Disaster.
51 Triumph 51 Vibrant
1 Clear Skies 0 +1 +1 Health and Death:
52 Renewal 52 Flourishing • At 0 HP, roll on the Death and Wounding Table:
Autumn

2 Partly Cloudy 0 +1 0
3 Light Rain 0 0 0 53 Loss 53 Decaying ▪ 2: Instant death.
4 Heavy Rain 1/2 -1 -2 54 Decline 54 Crumbling ▪ 3: Fatal wound, die in d6 rounds.
5 Storm 1/2 -1 NO 55 Escape 55 Silent ▪ 4-6: Severe injuries (e.g., limb loss, permanent stat reductions).
6 First Snow* 0 -2 NO ▪ 7-8: Unconscious or stunned.
56 Intrigue 56 Peaceful ▪ 9-10: Knocked down or stunned.
1 Light Snow 0 0 +1 61 Pursuit 61 Bustling ▪ 11: Reeling but still fighting.
Winter

2 Clear Skies 0 0 -1 62 Corruption 62 War-torn ▪ 12: Adrenaline surge, gain d6 HP, blackout after combat.
3 Heavy Snow 1/2 -2 -2
4 Freezing Fog 63 Transformation 63 Forbidden • Permanent HP Loss: Any permanent HP reduction that drops HP below 1 = death.
0 -2 -2
5 Ice Storm 1/2 -2 NO 64 Enlightenment 64 Hospitable
Healing:
6 Blizzard NO -3 NO 65 Conflict 65 Tranquil • Recover 1 + TOU HP at the end of battle (min 1).
*Extra ration needed this day 66 Collapse 66 Foreboding • Full rest recovers d6 + TOU HP (no rest if interrupted or without rations).

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