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Fatigue

Players must keep track of how fatigued their characters are. Characters with poor stamina will get tired quickly, which will impair their effectiveness in combat. Any roll based on a physical attribute has a Challenge requirements equal to the fatigue, on the result before adding potential. This means that the roll must be equal to or higher then the fatigue of your character.

Combat basics

During combat, characters take turns to move against their opponents. The order in which characters take their turns is based on how high they roll initiative. During their turn character's can perform Combat actions, such as move, draw an arrow, make an attack, charge an enemy, etc.

Even though characters take their turns in sequence. In the game world, the turns of players occur almost simultaneously. Every turn lasts two seconds.

Abilities

Abilities have been briefly introduced in Characters. Abilities are based on attributes and characters can train in them. Also there is no fixed set of abilities. Players write down the abilities of their characters as they gain training in them.

Health

A character's health is of critical importance. Once a character has zero or less hit points, they become injured, which will likely require medical attention. You can restore hit points by taking a short rest, as long as you are uninjured.

Effects

Effects are ways in which a character is influenced by the game. Effects can be called by players (only with a corresponding skill) and by a Game master. Effects have a number associated to them, this is either two (as in seconds) or one (as in point). If a number is called with the effect, use this number instead of the default. For example "Stumble four" is a stumble effect that lasts four seconds and "hit two" is a hit effect that costs two hit points. The following effects are known in this system:

Dice challenges

Most of the challenges put to the players will be resolved by dice roles. The Heimr Tabletop RPG Core uses one six-sided die (d6) and multiple ten-sided (d10) dice, where number range 1 to 6 or 1 to 10. Every dice roll in the Heimr Tabletop system follows the same basic format. To make a dice challenge in this system you need to know two things, the consistency (C) of the challenge and the potential (p). These values can be either positive, zero or negative. The dice challenge works as follows:

Using the grid

Both inside and outside of combat, players use a grid of at least three by three squares. Each square in the grid represents a location. While moving around in the game, players should move character identifiers of the characters they control, to indicate the current location of a character. During combat this helps to get a general feeling of where characters are in relation to each other and their surroundings. Outside of combat the grid helps players to keep track of where all the characters are, and thus who they can talk to.

Characters

Characters in the Heimr Tabletop RPG are similar to characters created for the LARP. They have hit points, willpower, skills, conditions and items. In addition to these, the Tabletop RPG core also has two additional properties which are used in dice challenges: Attributes and abilities.

Heimr Tabletop RPG Core

Document maintainer: Brian Bors

About this document

This document is written for people familiar with the basic concepts of Role Playing and Tabletop Role Playing. No previous knowledge about Heimr is required to understand this document.

For any campaign taking place in the Heimr setting, extra documents are available in which skills, conditions, rules on character creation and rules about NPCs can be found. These documents, as well as the Heimr Tabletop RPG Core can be found at http://www.heimr.nl/rulebooks/.

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