Each starting thangie is given 5 gold coins, (50 silver).
If there is a person or monster trying to stop the
task, use the challenge system.
Otherwise, use the test system.
Roll a six sided die and add your thangie's RISK rating.
Subtract the RISK rating of the action being attempted.
Positive numbers indicate how easily your thangie
accomplished the task. Negative results indicate how
disastrously the thangie failed. A zero indicates success
but with negative side effects.
Specific results will be given on the adventure page
Roll a six sided die and add the result to the attacking
monster's danger rating. If the result is higher than your
thangie's RISK number then the difference is the number of
damage points done to the thangie, AND the
monster is killed. If the result is lower than the thangie's
RISK, the monster is killed without causing harm.
Each monster attacks X times before dying
X=the number of thangies present
Each damage point reduces one of the thangie's damage
reservoirs by one. The first damage points reduce the
agility reservoir. Once the agility reservoir is
reduced to zero, the physique reservoir is used, (certain
monsters can affect physique directly).
If your thangie's physique reservoir falls below zero, it
Agility reservoir is healed to full capacity immediately
after battle. Physique only heals in a town/city.
One of these statements is true
Agility damage represents cuts and bruises
Agility reservoir represents a monster's size
Physique reservoir represents strength
Physique damage represents cuts and bruises
The four abilities of thangies are:
Physique: muscle mass, bone strength, resistance to
Agility: speed, balance, flexibility
Perception: senses, cognitive memory, calm
Mentality: concentration, organization, detail
When a roll is called for, the allowed abilities will be
specified on the adventure page.
Some common situations:
Breaking things uses physique
Feats of balance use agility
Avoiding traps uses perception
Runelore, (reading/writing), uses mentality
Magic amber can be used to double mentality for spellcasting
purposes. Amber costs 1g and only works for 1 battle or skill
When your thangie uses a bow add perception, terrain
rating or the bow rating, (whichever is lowest), to the RISK
rating of the hand weapon used.
Armor:is added to agility or physique reservoir in a fight.
There are five positions of armor. Add fractional values only
when they are next to other armor for the same reservoir.
If your thangie removes a piece of armor while wounded, you
have two choices.
If current damage points are removed with the armor, (ex. A
knight with 2Physique + 2 from a breastplate with 1 point
damage removing it can elect to "be healed" of the damage),
but the armor is ruined and can never be worn again.
Or the damage can stay with the thangie in which case the
armor can be re-used (by the same thangie only).
Hand weapons and bows must be replaced to get the effect of
ability increases, do not calculate RISK using the new
physique or agility score until this is done.