AX&X: Core Rules

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Character Creation

Roll abilities, pick a kindred, class, and alignment, buy gear, then roll a Tie. Lifepaths adds a Trinket and a fuller past.

Abilities

Roll 3d6 in order. Modifier: 3: −3 | 4–5: −2 | 6–8: −1 | 9–12: 0 | 13–15: +1 | 16–17: +2 | 18: +3.

Classes

Level 1 HP is the maximum of one Hit Die + CON. A weapon outside your class list attacks at −2. Your track sets attack bonus and XP; your class adds a Hit Die, a save boon, a kit, and a signature.

Kindred

Any kindred, any class. One trait each.

Alignment

Law, Neutrality, or Chaos. Undead, demons, and most monsters are Chaotic. Protection from Evil and Turn Undead work against Chaos. Act against your alignment and the GM may strip a Cleric’s spells until atonement.

Gear

Take your class kit to start, or roll 3d6 x 10 GP and shop. AC is 10, or the armor value, plus a DEX edge: +1 at DEX 16–17, +2 at 18. Slots equal STR with a pack worn, fewer without; a heavy hoard of coin costs slots at the GM’s call, about one per 100. Each weapon is blunt, edged, or piercing, chosen when bought.

Playing the Game

The Core Roll

Time

Exploration

Encounters

Combat

Healing & Injury

Conditions

Magic

Advancement

Running the Dungeon

1d6 Threat

HD Hit Dice, AC Armor Class, Atk attack bonus and damage type. Attack bonus equals HD. Mindless is immune to Sleep, Charmed, Poisoned, and Frightened. The Bestiary holds the heavier foes and the full list of keywords.
  1. Giant Rats: HD 1/2, HP 2, AC 12, Atk +0 (1d3 piercing). 2d6 rats. A bite on a 20 also gives disease: Poisoned.
  2. Goblin Band: HD 1, HP 4, AC 13, Atk +1 (1d6). 1d6 goblins ambush from cover.
  3. Skeleton Guard: HD 1, HP 5, AC 13, Atk +1 (1d6). 1d6. Mindless. Resistant to piercing and edged, vulnerable to blunt.
  4. Orc Patrol: HD 1, HP 5, AC 13, Atk +1 (1d8). 1d4 warriors demanding blood or toll.
  5. Ghoul: HD 2, HP 10, AC 14, Atk +2, two claws and a bite (1d3). Any hit: Body save or Paralyzed. Mindless.
  6. Giant Spider: HD 2, HP 9, AC 14, Atk +2 (1d6 piercing). A hit: Body save or Poisoned. Webs: Dodge save or stuck 1d4 rounds.

1d6 Treasure

  1. Loose Pouch: 2d6 x 10 GP.
  2. Coin Cache: 1d6 x 100 GP.
  3. Chest: 1d6 x 100 GP and 1d4 gems (50 GP each). Locked.
  4. Art: Silverware, idols, or a tapestry worth 300 GP. Two slots.
  5. Gems: 2d6 cut stones at 50 GP each, in one pouch. One slot.
  6. Magic Item: Roll 1d6: 1–4 a Potion (Healing 1d8 HP, or Giant Strength, +2 melee attack and damage for 6 turns) | 5–6 a Charm (a Scroll of one level 1–3 spell, or a +1 weapon or armor, which counts as magic and silver). Plus 1d6 x 100 GP. Named relics and the full roster are in the Relics and Wonders supplement.

1d6 Ties to the World

Roll once. Also roll 1d6 for home: 1 the Free City | 2 a hill fort | 3 the dwarf halls | 4 the elf wood | 5 the river shires | 6 the orc marches. Home gives shelter and one named contact.
  1. Ally: A named NPC owes you their life. They will come once if called.
  2. Enemy: Someone wants you dead, and knows where you drink.
  3. Debt: You owe 200 GP to someone who collects.
  4. Patron: A temple, guild, or noble pays 50 GP for each map you bring back.
  5. Mentor: An old adventurer. One question answered per delve, by letter.
  6. Kin: A relative went into the dungeon and never came back.

1d6 Brush with Death

Rolled at 0 HP. +1 per earlier Brush today; 7+ is Slain.
  1. Close Call: Negate the blow that felled you and any effect it carried.
  2. Close Call: As above.
  3. Scarred: −1 CHA checks or +1 intimidate. Back to full HP, ailments cleared.
  4. Shaken: Drop your gear. 1 HP. Injured until a Haven.
  5. Grievous Wound: Out until healed by magic or sleep. Injured until a Haven.
  6. Maimed: Lose a limb or eye. Out 1d4 turns, then 1 HP. Injured for good.