Every character has 3 actions they can use on their turn. These can range from drawing a weapon, to attacking a foe, or charging at a dragon. What about getting a hit off on an enemy who’s running by you, or maybe blocking with a shield you’re using to brace against that attack? These are Reactions, and you get 1 of these for free every turn. Anything that can be done without requiring your attention, is free! Yelling “Watch out” to an ally, dropping a weapon, or letting go of an enemy you’re grappling with are all free.

Rolling System:

Almost all rolls for skill checks, attacks, and most other things is using 2d10. Certain situations may dictate that you roll with advantage or disadvantage. If you have advantage such as flanking or having a specially crafted tool for a certain lock, you instead roll 3d10 instead of 2d10 and keep highest 2. If you are at disadvantage, such as trying to pick poor lock with a study stick and not tools, you’d roll 3d10 and keep the lowest 2. Rolling High is always preferable to rolling low.

If you would would gain advantage or disadvantage from multiple sources, increase the number of dice rolled by 1 but still only keep the highest two.

Difficulty Class:

For purposes of determining if an action is successful the Othea system, you roll 2d10 + your modifier for the task you are attempting. For example if you have  +2 from your proficiency in Athletics, and your strength is +4 (Strength is the attribute used for climbing) and you’re trying to climb a rock wall. The GM would look at the charts to determine how hard of a climb it is. You have decided to try and climb a rock wall, that has many handholds and is sturdy so the Difficulty Class (DC) is set at 15. You roll 2d10+2 (Proficiency in Athletics) + 4 (Modifier from strength.) You roll a 9, which with your two other modifiers turns into a 15. If you met the target DC you succeeded.


Proficiency Bonus :

At many points throughout the book you will hear the same 6 proficiency mentioned.

Untrained : You have received no training in this and are relying purely on instinct.

Novice : You have minor training, such as a few lessons with a town guard, or perhaps you were taught some basic spells through scrolls.

Trained : You have gone through enough training to be considered competent at your craft.

Skilled : You are known as an above average person of skill.

Expert : You are well known as someone who has great skill.

Master : You are hailed as one of the best of the discipline you have devoted your life to.


Strength: This represents your character's physical strength. This skill is used for skills such as climbing and swimming. It is also used to determine how strong your swing is with a weapon.


Dexterity: Your characters precision while swinging a weapon, how nimble their fingers are with a lockpick, or their balance while riding a horse all depend on this skill.


Constitution: How many hits you can take, beer you can drink, time you can hold your breathe and more endurance related feats are dependent on your characters constitution.

Intelligence: Levels of magic, how much you know about the undead your fighting and many other skill pertaining to your mind all rely on your intelligence.


Wisdom: Your ability to use the information at your disposal, and also the primary ability for using elemental and nature magic.


Charisma: How well you interact with people, your natural charm, and the power of your personality are represented by your Charisma.


The average stat is 0, and anything above that adds a +1 to associated skills, and anything below it applies a -1. If any of your attributes reaches -5 you are put into the dying state.


Game Master:

The Game Master (GM) is who runs the world. They help dictate the story being written by the players, as well as being an arbiter of the rules. It is the role of a GM to ensure that fun is being had at the table, and that everyone is playing fairly. After all overcoming a difficult encounter through teamwork from your players is more interesting than letting them roam around without consequence.



Your class represents your profession of choice while exploring the world of Othea. Every time you gain a level in your class you unlock new abilities, gain more Hit Points, and become more powerful.



A Feat is an ability gained from either your level, race, skill training, or background. Many of these grant unique actions to use in both combat and social encounters. Every class gains 1 technique at level 1 and 2, and every even level thereafter.

Hit Points:

Hit points represent your characters ability to take damage before succumbing to death. These decrease on a 1-to-1 basis from damage, and are increased at the same rate by healing. You also add your constitution modifier X your Level to your HP.



At the start of an event, combat or otherwise participants will be asked to roll initiative. This represents your ability to act in a situation and can use many different skills, though the most common is dexterity.


A numerical representation of your characters breadth of experience and power. When used with martial techniques or spells, it represents the general strength of the ability used.

Maneuvers :

These refer to special abilities such as attacking multiple times, moving 4x your speed in a single action, or gaining a large boost to a single attack. For more about maneuvers see Combat.

Martial Skills : 

This are special combat tricks you can do to help control and manipulate the battle field. Explanations and details are found here : Martial Skills.

Overland Movement

Swimming across a river, moving stealthily down an ancient corridor or climbing a steep slope are all important types of movement that take place in fantasy adventures. More often for longer forms of movement the GM summarize long periods of movement without needing to calculate distances or times.  Even in a dungeon, you often can overlook the amount of time it takes to walk from one end of the hall to the other. In Combat or situations requiring time management, tracking distance speed becomes very important.

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