Base Rules (RoR- Fresh Awakening)

## Overview

The following article contains the rules of *Realms of Rebirth: Fresh Awakening*, a simpler and more role-playing heavy system than the base one.

## Dice Rolls

Dice Rolls should only be used in critical or important situations and aren´t as necessairy as in other systems. The Storyteller should aim to require them as rarely as possible, as not to obstruct the narrative.

When making a Roll the character will combine an Attribute + Talent + Knowledge and roll an equal amount of 6-sided dice (D6). Any result of 4 or higher is considered a success. Usually the Storyteller will give a set difficulty, a number of successes that must be scored, or make a contested Roll between two players. Any success over the difficulty/the opponents successes is considered margin.

### Focus

Some actions will require Focus, meaning it will be harder or impossible to perform other actions simultaneously.

* *Intense Focus-* The character can still perform other actions while investing this focus, but any Roll not used for the primary action is made with half the amount of dice.
* *Absolute Focus-* The character invests all their focus into an action and is not able to perform any other action; they won´t even properly recognise their surroundings.

### Evocation Rolls

When casting necromancy, the character is required to make an Evocation Roll. This requires them to roll two 10-sided dice (2D10). The result of these combined must exceed the current Veil rating of an area. Should they succeed the power will be cast, otherwise it fails. Should they roll a double they will gain a point of Aberration.

### Binding

Binding represents an Afflicteds vigor and connetion to the underworld. As they grow hungrier, more exhausted or disconnected from the powers of death their Binding will begin to be lowered; while feeding, prolongued meditation or a connection to their innermost self will increase it.

A character can spend a point of Binding to reroll any Roll, allowing them to choose the higher of both results.

In order to regain Binding the character must consume large amounts of their preferred sustenance (like through a hunt), meditating for a long amount of time or perform a great feat of roleplaying.

## Combat

Combat is split into Rounds, during which characters may take turns to perform their actions. After every character has used up all their Initiative a new round begins.

### Initiative

At the beginning of each round every character restores their Initiative, before comparing it to determine at what order actions are made. Making an action requires the character to spend Initiative, which reduces them in the Initiative Order. It is always the character with the highest Initiative that makes an action, which is repeated until all combatants have used up their Initiative.

### Combat Actions

* **Offensive Actions** [5 Initiative]- Attacks of any kind cost 5 Initiative. Melee attacks require a Dexterity + Martial + (Knowledge) Roll, ranged attacks require a Perception + Martial + (Knowledge) Roll. Should the target be able to defend themselves this is turned into a contested Roll, otherwise the attack is made against difficulty 1.
* **Defensive Actions** [3 Initiative]- When attacked a character may immedeatly defend themselves. Dodging requires a Dexterity + Athletics + (Knowledge) Roll, blocking requires a Strength + Martial + (Knowledge) Roll. Defense actions can´t be made against Stealth Attacks.
* **Necromancy** [5 Initiative]- Any necromantic cast requires 5 points of Initiative.
* **Movement** [3 Initiative]- Characters are allowed to move up to 5 meters to perform an offensive action or a cast. Any other form of movement will require Initiative and allows them to move their Strength + Dexterity + Athletics Rating in meters.

### Damage

When successfully hitting a target with an attack the character will cause their Margin + Strength + Weapon Damage as damage for melee attacks, and Margin + Weapon Damage for ranged attacks. The damage is then compared to their targets Toughness:

* **Lower than Toughness**: The attack is ingored
* **Equal or higehr than Toughness:** A single wound is caused
* **Twice (+) the Toughness:** A single wound is caused. Additionally either custom wound effect is applied to the target (*eg. overwhelming pain, heavy bleeding, breaking a bone, severing a limb, blindness etc*.); or a second wound is caused.

Should a characters Health be reduced to 0, or should they suffer too many wound effects, they will no be able to continue fighting. Mortals will require immeadate medical attention, Afflicted can regenerate if given enough time. Any further blow will result in death.

### Healing

Afflicted are able to mend any wound or injurie given enough time and rest. Smaller injuries can be healed within a scene, heaver ones may require up to a week. Out of combat a character can spend a point of **Binding** to heal up to 3 wounds immedeatly.

## Backgrounds

### Resources

The usage of money and exchange of goods is done through Resource Points. These can be spend to gain assets, weapons or anything else money or influence can buy. A Resource Points worth can range from 100 to 3.000 $ and is used to simply the managing of money.

Once every week every character earns a point of Resources, as long as their savings do not exceed their Income. Should .