Moore Rules

This page is created for use in my online games as a resource for players.

GENERAL -------------
Critical Success Side Effects
This guideline is used for minor narrative control of the story. When you roll an even critical success, 22, 44, etc. something beneficial happens determined by the player. This benefit may be used on yourself or given to an ally. The GM is the final attributor if such a benefit can be given.

When you roll an odd critical success, 11, 33, etc. something beneficial happens determined by the GM.

SKILLS -------------
2-Weapon Fighting
If you are wielding two 1-handed weapons, you gain a bonus to attacking and physical resistance checks.

Each even-level warrior level (2, 4 and 6)

  • +10 to your melee score
  • +10 to physical resistance checks

Cleric Smite
While wielding a specific weapon favored by your deity you may cause 1D +1D per cleric level radiant damage each day. This damage is in addition to the weapons normal damage and will only effect evil creatures. The damage can be distributed into multiple attacks. For instance, at cleric level 2 you have 2D radiant damage and may choose to do normal-weapon plus 1D radiant to a vampire saving 1D for use later that day.

SITUATION -------------
Mounted Combat

  • x2 damage when striking a non-mounted foe while charging
  • -40 shooting from horseback while moving
  • Disadvantage, non-mounted melee creatures are at a disadvantage while attacking you.

Each even warrior level (2, 4 and 6)

  • Shooting from horseback - negate the penalty by +10.
  • Dismounted - gain +10 to remain mounted in situations that threaten to dismount the rider.

COMBAT -------------
Getting Healed in Combat
During combat, make a successful DEX check to treat a wound restoring 1BP of damage recently taken. You may restore up to 3BP during an encounter, each requires a separate DEX check. After a fight use the Getting Healed guidelines on page 27.

High Scholar: Physician
During combat, make a successful scholar check to treat a wound restoring 2BP of damage recently taken. You may restore up to 6BP during an encounter, each requires a separate scholar check. After a fight use the Getting Healed guidelines on page 27.

Bones
Each player gets 2 bones at the start of a game session. Halflings receive an additional bone (representing their Luck ability). During game play, a player may cash in a bone for any of the following effects:

  • Bone-up: Reroll a crappy roll you just made, to pretend you don't suck.
  • Bone of Contention: Force the GM to reroll something you don't like.
  • Sticks & Stones: Assumes you roll a successful resistance check without having to actually roll or take an action
  • Cuts to the Bone: Add 1D to damage you roll against a foe you just successfully hit.
  • Bad to the Bone: your moves are so freakishly cool anyone who witnesses them (friend and foe) tell the tale far and wide. That is, if you let them live... Even if you get a beating, you look cool taking it.
  • Bone Crazy: Guarantee that for one round, no action you take or that is taken against you will result in your death so you can try something TRULY stupid and be sure to live long enough to hear the cheers or jeers.
  • Flesh & Bones: Heal your character by 10 BP. It's just a flesh wound!
  • Bon App├ętit: your characters will come upon an inn or friendly home willing to give food and shelter to weary travelers. Use when lost, starving, dehydrating, or in need of rest (great way to get rid of that Fatigued condition!)
  • Bone to Pick: use when the GM has you bored and your character is in an inn, tavern, store, town, village, or anywhere there are NPCs. Gets a brawl started, with you and your characters in the midst.

So You Rolled a Critical Failure, or I Rolled a Critical Success
Your Roll
Condition - flip them a condition card and smile

My Roll
Half DR - ouch, your armor is ripped and must be repaired by an armorer.
Bleeding - ut oh, you are bleeding 1BP at the start of your turn until treated.
Watch Your Step - big hit, pushed back damage-total/10 spaces.