Rules
Cairn
Abilities
Each of the three abilities are used in different circumstances (see saves, below). Strength (STR): Used for saves requiring physical power, like lifting gates, bending bars, resisting poison, etc. Dexterity (DEX): Used for saves requiring poise, speed, and reflexes like dodging, climbing, sneaking, balancing, etc. Willpower (WIL): Used for saves to persuade, deceive, interrogate, intimidate, charm, provoke, manipulate spells, etc.Saves
A save is a roll to avoid bad outcomes from risky choices and circumstances. PCs roll a d20 for an appropriate ability score. If they roll equal to or under that ability score, they pass. Otherwise, they fail. A 1 is always a success, and a 20 is always a failure.Healing
Resting for a few moments and having a drink of water restores lost HP but leaves the party exposed. Ability loss (see Critical Damage) can usually be restored with a week's rest facilitated by a healer or other appropriate source of expertise. Some of these services are free, while magical or more expedient means of recovery may come at a cost.Deprivation & Fatigue
A PC deprived of a crucial need (such as food or rest) is unable to recover HP or ability scores. Anyone deprived for more than a day adds Fatigue to their inventory, one for each day. Each Fatigue occupies one slot and lasts until they are able to recuperate (such as a full night's rest in a safe spot). PCs can also gain Fatigue by casting spells or through events in the fiction.Armor
Before calculating damage to HP, subtract the target's Armor value from the result of damage rolls. Shields and similar armor provide a bonus defense (e.g. +1 Armor), but only while the item is held or worn.No one can have more than 3 Armor.
Shields, gauntlets, and helms may provide additional benefits according to their use.