Crossroads MVP
Lists
Range and Duration
Range
- All Ranges are given in rough approximations. These are defined below, though these may be changed if you wish.
Duration
- All Durations are given in rough approximations. These are defined below, though these may be changed if you wish.
- You may also allow certain factors such as environment or character attributes affect the Duration.
Ranged | |
Adjacent | melee range (approx 1 metre) |
Close | up to 10 metres |
Far | up to 20 metres |
Very Far | more than 20 metres |
Radius | |
Personal | anything touching the target |
Small | up to 1 metre radius around the target (melee range) |
Medium | up to 5 metre radius around the target |
Large | up to 10 metre radius around the target |
Duration | |
Short | until end of encounter |
Medium | until the end of scene |
Long | until the end of day |
Conditions
Blind
- Unable to see. Gain Disadvantage on any Action that requires sight.
Bound
- Two levels — Bound and Completely Bound.
- Bound:
- Unable to move bound limbs.
- Completely Bound:
- Unable to move at all.
- See BINDING TABLE for additional details.
Broken
- Broken Items cannot be used properly.
- See Equipment Damage for additional details.
Damaged
- May still be used but with Disadvantage until repaired.
- See Equipment Damage for additional details.
Deafened
- Unable to hear.
- Gain Disadvantage on any Action that requires hearing.
Disarmed
- Count as unarmed until weapons are retrieved.
Disoriented
- Get only a Single Action each turn. Also gain Disadvantage on all actions.
- See DISORIENT TABLE for additional details.
Fear
- Must act according to Instincts.
- For most, will drop carried items and run away or hide.
Grappled
- Unable to move or act until the Grapple is broken.
Prone
- Lying prone or crawling. Gain Disadvantage on many Actions, but become harder to hit with ranged attacks.
Silenced
- Unable to speak or cast spells. May be able to use non-verbal communication.
Stunned
- Unable to act. May lose one or both Actions.
- See STUN TABLE for additional details.
Surprised
- Unable to act during the Surprise Round.
- See Conflict - Surprise Round for additional details.
Tripped
- Lose movement or fall Prone.
- See TRIP TABLE for details.
Unconscious
- Unable to act. Out-of-Action. May be revived by certain items or abilities.
Shrunk/Grown
- Size category is changed. May cause Advantage or Disadvantage on certain actions.
Injured
- A certain part of the body is unable to be used properly.
- Gain Disadvantage on any Action that uses this body part.
- Examples:
- An injured eye (from dust or light) reduces [p]
- An injured leg reduces [a]
- An injured finger reduces [d]
- A mild concussion reduces [k]
- All injuries should be temporary, and the effects are removed when the character heals.
- Sometimes, all Major Wounds ( D ) are accompanied by an Injury.
Fatigued
- May be Mental, Physical, or Both.
- Two levels — Fatigued and Exhausted.
- At the Third level, the Character is knocked Unconscious.
◼ Fatigued: Reduce Statistics by 1. ◼ Exhausted: Reduce Statistics by 2. Weakened
- May be Mental, Physical, or Both.
- Two levels — Weakened and Drained.
- At the Third level, the Character is knocked Unconscious.
◼ Weakened: Reduce Statistics by 1. ◼ Drained: Reduce Statistics by 2. Concentrating
- Effort must be spent to maintain Concentration.
- Two levels — Concentration and Total Concentration.
- Concentration
- Must spend 1 Action per turn to maintain Concentration.
- Must make a [w] Skill Check if interrupted.
- If this is failed, Concentration is lost.
- See Concentration Table
- Total Concentration
- Must spend entire turn concentrating to maintain Total Concentration.
- Must make a [w] Skill Check every turn.
- Total Concentration is lost if interrupted.
- See Concentration for additional details.
Creature Types
See Bestiary for more information.
Abomination
- Creatures that have been altered through magical or alchemical means.
Anthropoid
- Humanoid creatures deemed too savage for civilised society.
Beast
- The animals of the world.
Celestial
- Creatures from a higher plane of existence.
Chthonic
- Creatures of the underworld present in many Epics and Legends.
Construct
- Unliving creatures made of science and magic.
Demon
- Soul-devouring creatures of the Void.
Dragon
- Majestic and intelligent serpentine creatures with deadly breath attacks.
Elemental
- Creatures made of pure magic.
Fae
- Strange otherworldly folk that seem to defy reason or logic.
Humanoid
- The civilised races of the world.
Undead
- Dark constructs of Necromancy created using corpses.
Damage Types
Acid
- acid damage might be caused by spells, alchemical concoctions, or the natural acid of certain monsters.
Bleed
- bleed damage cannot be prevented by Armour or Barriers.
- See Bleed Damage for additional details.
Blunt
- acid damage might be caused by hammers, maces, fists, or even rocks.
Poison
- poison damage cannot be prevented by Armour or Barriers.
- See Poison Damage for additional details.
Puncturing
- puncturing damage might be caused by spears, arrows, teeth, spines, or shrapnel.
Sharp
- sharp damage might be caused by blades, claws, axes, or spells.
Magic
- magic damage is caused by all spells, in addition to the other types below.
Electric
- electric damage is typically caused by spells from the Path of the Storm.
Fire
- fire damage is caused by natural fires as well as spells from the Path of Flame.
- fire damage caused by natural fires is not also magic damage.
Frost
- frost damage is typically caused by spells from the Path of Frost.
Holy
- holy damage is typically caused by spells from the Path of the Light.
Necro
- necro damage is typically caused by spells from Necromancers, Death Mages, and Undead creatures.
Shadow
- shadow damage is typically caused by spells from the Path of the Shadow.
Void
- void damage is typically caused by spells from the Path of the Void.
Non-Lethal
- non-lethal damage causes targets to fall Unconscious.
Sizes
Tiny
- Anything smaller than Small.
Small
- Approximately half the size of an adult human.
Medium
- Approximately the size of an adult human.
Large
- Approximately twice the size of an adult human.
Huge
- Twice the size of a Large creature.
Enormous
- Twice the size of a Huge creature.
Gargantuan
- Twice the size of an Enormous creature.
Titanic
- Too large to properly interact with. More like a location than a creature.
Races
Dwarf
- Renowned for being particularly tough, albeit slow, the sturdy stature of Dwarfs also allows them to carry heavy weights without being encumbered. This natural ability often makes them particularly stout warriors and front-line fighters.
Elf
- Fast but fragile, Elves are well known for being able to train their senses to higher levels than other Humanoids. Therefore, Elves are particularly renowned for their archers and scouts, often providing such services even to the other Humanoids.
Halfling
- Halflings are typically small and soft, but are amazing learners with a fantastic ability to remember details and seem to be unnaturally lucky, as if blessed by some higher power. While physically weaker than the other Humanoids, Halflings are well able to handle themselves in various situations.
Human
- Humans are deemed average in terms of speed and size, but are regarded as having minds tuned towards understanding social cues in any race. This makes them particularly successful merchants and diplomats, and it is no coincidence that Tradespeak began as a Human language.
Orc
- Orcs are well known for being larger and stronger than the other Humanoids. While commonly believed to be stupider than the other Humanoids, this is blatantly untrue, though many Orcs use this prejudice to their advantage when outsmarting foes. When wits fail, however, Orcs frequently have the muscle to compensate.
Roles
Unit Roles
- Below is the list of roles a Unit may have, along with a quick summary of the role.
Boss Roles
- Text.
Name | Focus | Role |
Bruiser | Melee | Sustained Damage |
Brawler | Melee | Group Damage |
Duellist | Melee | Single-target Damage |
Artillery | Ranged | Sustained Damage |
Marksman | Ranged | Accuracy |
Skirmisher | Ranged | Movement |
Brute | Defence | High Health |
Tank | Defence | High Armour |
Juggernaut | Defence | Unstoppable |
Defender | Defence | High Avoidance |
Guardian | Defence | Defend Others |
Warden | Defence | Special Defence |
Vanguard | Defence | Front-line fighter |
Controller | Skills | Summons minions or otherwise controls participants. |
Support | Skills | Buffs or heals allies. |
Leader | Skills | Supports Allies with actions. |
Deceiver | Skills | Tricks or debuffs opponents. |
Slayer | Skills | Specialises in killing a certain foe. |
Ambusher | Tactic | Hides from enemies and strikes when they are unaware. |
Assassin | Tactic | Deals large bursts of damage to defeat high value targets. |
Harasser | Tactic | Darts in and out of combat and avoids a fair fight. |
Scout | Tactic | Watches out for threats before notifying others. |
Goon | Other | Serves as simple enemies that are easily defeated. |
Civilian | Other | Civilians are the backbone of society. |
Mount | Other | Serves to carry another. |
Beast | Other | Beasts often lack easily defined roles. |
Swarm | Other | A large group of smaller creatures that overwhelm enemies. |
Environments
Forest
- Text.
Mountain
- Text.
Settlement
- Text.
Seaside
- Text.
Dungeon
- Text.
Castle
- Text.
Camp
- Text.
Mine
- Text.
Ruins
- Text.
City
- Text.
Crypt
- Text.
Plains
- Text.
Underground
- Text.
Rule Lists
Bleed Damage
- Bleed Damage escalates over time if not treated.
- At certain intervals:
- Roll vs. [B].
- On Success, no damage is taken.
- Otherwise, take damage.
- Take D bleed damage.
- Roll:
- At the start of every turn in combat.
- When making a Skill Roll that uses [b] or [a].
- Bleed ends if:
- The wound is properly treated.
- Magical Mending is received.
- A Relief Potion is imbibed.
Poison Damage
- Poison escalates over time if not treated.
- At certain intervals:
- Roll vs. [B].
- On Success, the poison has no effect.
- Otherwise, apply the Poison Effect.
- If this is damage, take D poison damage.
- Roll:
- At the start of every turn in combat.
- If afflicted by more of the same Poison.
- Poison Effect ends if:
- A character scores two Success in a row.
- An antivenin or antidote is administered.
- Magical effects might also affect Poison.
Concentration
- Effort must be spent to maintain Concentration.
- Two levels — Concentration and Total Concentration.
- Concentration
- Must spend 1 Action per turn to maintain Concentration.
- Must make a [w] Skill Check if interrupted.
- If this is failed, Concentration is lost.
- See Concentration Table
- Total Concentration
- Must spend entire turn concentrating to maintain Total Concentration.
- Must make a [w] Skill Check every turn.
- Total Concentration is lost if interrupted.
- Concentration may be interrupted by:
- Being hit or pushed.
- Being affected by certain spells.
- Rolling an Attack Avoidance Roll.
- Losing sight of the target.
- Concentration ends if:
- Concentration is lost.
- Interrupted by an anti-magic effect.
- Spell Duration ends.
- Target goes outside of the Range, or is put Out of Action.
- Caster is unable to cast spells, such as by certain Conditions or loss of their Focus Charm.
- Caster is put Out of Action.
- Caster chooses to end spell.
- Certain spells may have special effects if Concentration ends suddenly.
Damage Resistance
- Two levels — Resistance and Immunity.
- Resistance
- All incoming damage of that type gains d1.
- Gain a1 on any Resist Avoidance Rolls made against spells or effects of this type.
- If a weapon or effect deals more than one type of damage, it will still receive d1.
- Immunity
- All incoming damage of that type is reduced to 0.
- Automatically succeed on Resist Avoidance Rolls made against spells or effects of this type.
- If a weapon or effect deals more than one type of damage, it might receive d1 instead.