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=1 X=2 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 dies.
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 pain Agility: speed, balance, flexibility Perception: senses, cognitive memory, calm Mentality: concentration, organization, detail memory
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 test.
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).
BOWS Bow Type Cost Maximum Range thrown as weapon 1 sling 5s 2 small bow 1g 3 bow 2g 4 longbow 4g 5
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.
SKILLS