Core Rules

Ilaria is simple in its mechanics due to the complexity of its lore. You should find this is a very easy and straightforward game to play.

## Character Creation

Your character is the most important part of the game. Once your party has chosen what region they will be playing in, you must pick a society and then a class/profession. This determines your starting skills, playstyle and special abilities. Each society and class combination is unique and has there own special advantages and disadvantages.

Classes are organized into categories: Casters, who can use magic; Warriors, who defend there nation in various ways; Commoners, which encompasses the common folk of the land; Rogues, who are the criminals and conman's of Ilaria; Tradesmen, who provide a service and hold up economies; Nobles, the rulers of the society and all there helpers; Academics, which includes healers and priests; and Rangers; which include lawmen and explorers.

Your character has nine different **attributes** that spell out there capabilities. These are Ranged Skill, Melee Skill, Strength, Toughness, Agility, Intelligence, Perception, Fellowship, and Resolve. You determine these by rolling 1d100 (2d10s) and then subtracting 25, ignoring a roll that lands you anywhere under 30 and over 75.

* Ranged and Melee skills determine how good the characters are with weapon's. Ranged and Melee respectively.
* Strength determines how physically strong the character is. This is applied to improvised melee weapons and unarmed combat.
* Toughness determines how much damage and illness the character can physically take. This determines health and resistances.
* Agility determines how quickly the character can move and how flexible they are. This determines stealth abilities
* Intelligence determines how smart the character is, which can mean a lot of different things. This determines how good the magical ability of the character is.
* Perception determines how keen the characters sense are. This determines improvised ranged weapons and sense-based checks.
* Fellowship determines how well the character can communicate with others. This is the core of NPC interaction.
* Resolve determines how much damage and trauma the character can mentally take. This determines fear, magical ability and resistances.

The first digit of your attribute is your Bonus, this is subtracted or added to a roll based on the situation. For example, in combat, ranged or melee skill bonuses are always applied to the damage roll of your attack.

The attributes are the main component in the core of the game, the **Skill Check**. A skill check is done during combat, during casting, during character interaction and every other part of the game. It is a very simple mechanic, simply roll a 1d100. If it is under your attribute you are rolling for, you passed the check. If you roll above, you failed the check. Rolls of below 15 are considered Criticals, and a buff or special event is applied. Rolls above 85 are considered Fumbles and a debuff or event is applied.

**Modifiers** are on a fixed scale based on difficulty. These numbers are simply applied to either your roll or aptitude when dealing with various things. This is the base for how diseases, immunities and skills work.

* Easy: -30 to Roll. +30 to Aptitude
* Routine: -20 to roll. +20 to aptitude
* Ordinary -10 to roll. +10 to aptitude
* Difficult: +10 to roll. -10 to aptitude
* Hard: +20 to roll. -20 to aptitude
* Very Hard: +30 to roll. -30 to aptitude

Your **health** is 100 + your toughness aptitude. Once you hit zero, you fall unconscious and can only take a number of hits equal to your toughness aptitude. Any advanced healing action at this stage will restore you to 5 HP Once that number hits zero, your character is dead and can only be revived through necromantic magic. See the Health and healing page for more information about health

**Movement** is how many tiles of space you can move in a turn. This is equal to your agility bonus. Charge is 2 more than your move and Run is double your charge.

You size, as a human, is average. The other sizes are tiny, small, large, very large and gigantic. This can effect some times, and how much space the creature takes up.

When creating a character, you can pick 3 additional skills as well as 4 additional items for starting with.

### Non Human characters

Not all inhabitants of Agea are human! A large number of humanoids co-exist amongst the societies of Agea. In each societies page, there will be a list of the non-human race options you can choose from. Special rules for each of these races will be noted in the description of the race.

## Combat

Combat is very simple, first a d10 (or other appropriate sized die.....) is rolled to determine combat order. This is called rolling for initiative

Each person can make one Action per turn (unless they have an ability that says otherwise), this can be many different things but is mainly an Attack, which is one full action. Note that some things are half actions, and some have no action (regular movement, for example)

Order of Combat

* Attacker rolls to hit. This is done by rolling a 1d100 and if it is over the enemies Armor Score, the attack hits. A roll of above 85 is considered a critical, and an extra attack is gained (one still has to roll to hit for this attack) and a roll of below 15 is considered a fumble and the Combat Fumble table must be rolled on.
* The enemy can parry or dodge an attack using an agility test (dodge) or a melee skills test (parry).
	+ Successful parries get a bonus attack.
* Damage is calculated and applied. The attack role determines what part of the enemies body is hit. Injury severity can be rolled on or decided by the GM.

Damage is categorized and causes different injuries respectively. Links on the damage types links to tables for determining injury.

Acid, Bludgeon, Fire, Magic, Blast, Necrotic, Piercing/Stabbing, Psychic/Mental, Slash,

Your armor score is equal to the cumulative points from the pieces of clothing or armor you wear. So if a set of leather shin guards and knee pads is 15 and a breastplate is 40, your armor score is 55.

More advanced combat rules can be found in the Combat section