Rules Summary
Cairn
ACTIONS
On their turn, a character may move up to 40ft and take up to one action. Actions may include casting a spell, attacking, making a second move, or other reasonable activities. Actions, attacks, and movements take place simultaneously. Whenever turn order is uncertain, the PCs should make a DEX save to see if they go before their enemies. Retreating from a dangerous situation always requires a successful DEX save, as well as a safe destination to run to.ABILITIES
STR: Brawn, prowess & resistance.DEX: Dodging, sneaking & reflexes.
WIL: Persuasion, intimidation & magic. SAVES
- Roll a d20 equal to or under an ability.
- 1 is always a success, 20 is always a failure.