Base Rules (ANB)

## Dice Rolls

### Advantage

Depending on the circumstances a character may gain Advantage or Disadvantage on their actions. Characters are encouraged to go into detail when describing their actions. Utilising ones enviroment, the right angle, perperation or certain insights can provide them with Advantage; while exhaustion, an exposed position or a careless approach can give them Disadvantage.

Advantage aswell as Disadvantage range from 1 to 5, although they rarely exceed 3. An Advantage of 1 will provide the character with a single automatic success, while a Disadvantage of 1 will reduce their total successes by 1.

## Character Stats

### Constitution

A characters Constitution determines their resistance against damage, the enviroment aswell as plagues. Constitution consists of their **Current** and **Total Constitution**.

Enough comfortable sleep and a balanced diet will keep their **Current Constitution** equal to their **Total**. An infection, a lack of sleep, a poor diet or a long and troublesome journey will continously decrease a characters Constitution. Usually it can not be changed within a session but rather between them. Exeptional sleep and food quality or drugs can temporarily increase **Current Constitution** above its **Total** value.

#### Constitution Checks

When faced with certain threats to ones health a character may be required to make a Constitution Check. When doing so they must roll one D6 and add its result to their current Constitution. This is used against diseases, parasites, poison or the curse; of which each has its own difficulty. Should the result be lower the harmful influence will take effect, otherwise the character will resist it. (eg. *A character is trying to drink polluted water. They make a constitution check, rolling a 3 and adding it on their current Constitution of 2. The total of 5 is not enough to resist the "Water Pest" inside the water, which has now successfully infected them*)

## Combat

#### Armor and Clothing

A character can equip themselves with armor to better protect themselves. Armor can be placed on a characters **Head, Torso** and **Limbs.** Every Armor has Resistances against certain types of damage, halfing the damage when recieving it on the respective body part.

Clothing has certain effects and is always placed on the entire body. For every body area up to two pieces can be worn, be they armor or clothing.

### Damage

There exist several types of damage. Most of them, like *Cutting, Piercing* or *Blunt* Damage, have no other rules than the Resistances that exist against them. More advanced and rare types of damage are:

* *Shock*- This damage ignores Metal Armor. When causing a Bone Wound, remove the damage and make the character unable to move for a Full Round instead
* *Fire-* This damage ignores Organic Armor. When causing a Bone Wound, replace it with a Flesh Wound and make the target catch fire. As long as it burns it suffers (X) points of Fire Damage every round.
* *Explosive-* This damage ignores Armor without Blast Resistance. When causing a Bone Wound, replace it with a Flesh Wound and damage their hearing

### Wounds

The higher the damage recieved from an attack, the worse the resulting Wound will be:

* 1-2 No Damage
* 3-4 Flesh Wound
* 5-6 Bone Wound
* 7+ Lethal Wound