Rules & Reference

Game rules and reference materials.

Rules

PART 1: CORE SYSTEM

1.1 Philosophy Aedelore uses a flexible D10-based system inspired by the Storyteller System. The Dungeon Master (DM) always has the final say - rules are guidelines, not laws. Focus on: Fast, intuitive mechanics; Creative problem-solving; Narrative-driven gameplay; DM flexibility. 1.2 The

PART 2: CHARACTER CREATION

2.1 Step by Step 1. Choose Race (gives base HP, Worthiness, bonuses) 2. Choose Class (gives HP bonus, equipment, abilities) 3. Choose Religion (optional, gives bonuses) 4. Distribute 10 extra points among talents 5. Note starting equipment Important: No single talent may exceed 5 points a

PART 3: ATTRIBUTES & SKILLS

3.1 Core Abilities Strength: Melee attacks, lifting, breaking, blocking Dexterity: Ranged attacks, dodging, sneaking, fine motor skills Toughness: Resisting damage, endurance, bleeding Intelligence: Knowledge, logic, magic (Mage) Wisdom: Intuition, perception, willpower Endurance: Stamina,

PART 4: COMBAT

PART 4: COMBAT 4.1 Initiative At the start of combat: - 6 or fewer participants: Roll 1D6 (1 = slowest, 6 = fastest) - More than 6 participants: Roll 1D10 instead On tie: DM decides or reroll.   4.2 Attack Step 1: Attack Check Build your attack pool: Attack Pool = Core Ability + Weapon At

PART 5: MAGIC

5.1 Arcana (Magic Points) Mage: Max Arcana 20, Starting Arcana 10 Druid: Max Arcana 16, Starting Arcana 8 Others: Max Arcana 0, Starting Arcana 0 Regeneration: +1 Arcana per round, +2 Arcana on rest. 5.2 Casting Spells Spell Check: Pool = 1D10 per point in relevant ability (Arcana for M

PART 6: ABILITIES

Melee classes (Warrior, Thief, Hunter, Outcast) have access to special abilities that cost Weakened to use. Usage: 1. Check the abilitys Check (e.g., Stealth, min 2 success) 2. Roll 1D10 per point in the relevant skill 3. On successful check, pay the Weakened cost 4. Gain the abilitys Gain (b

PART 7: DAMAGE & STATUS EFFECTS

7.1 Weakened (Exhaustion) Each character has 6 Weakened Points.   Consumption: - Using abilities costs Weakened - Certain extreme actions may cost Weakened - DM may require Weakened cost for strenuous activities When Weakened = 0, roll 1D10 + Toughness: Result 1-2 = Death (Total collaps

PART 8: RESOURCES

8.1 Food & Water   Resources are tracked with dice. Daily Consumption - At the start of each day, roll your food/water die: On D10: Roll 6-10 = Keep current die, Roll 1-5 = Reduce to next die size On D6: Roll 4-6 = Keep D6, Roll 1-3 = Out of resource Without Food/Water: - 1 day without:

PART 9: WORTHINESS & REPUTATION

9.1 Worthiness Worthiness represents your characters reputation and standing in society. Effects: - High Worthiness: Respected, welcomed in cities, better prices - Low Worthiness: Suspicious, may be denied service, guards watchful - Negative Worthiness: Wanted, may be attacked on sight Cha

PART 10: MISCELLANEOUS

10.1 Healing & Rest Natural Healing: - Short rest (1 hour): +1D6 HP, +1 Weakened - Long rest (8 hours): All HP restored, all Weakened restored Magical Healing: According to the spells description. Medicine - Roll Medicine check: - 1 success: +1D6 HP to patient - 2+ successes: +2D6 HP

Reference

Quick reference materials and guides.

First time guide

Welcome to the World of Aedelore first time guide. It will walk you through creating your first character. **We Highly recommend to use the online tool on Character Sheet Go to Character Sheet and print it, usually your DM will have done this for you. Have a look at the Character creati

Abilities cheat sheet

Abilities and When to Use Them: Strength – Measures physical power.  Athletics – Determines how physically capable you are in athletic feats, like running, climbing, or jumping. Example: Want to slide under a table and slice an enemy? Roll Athletics to see if you can pull it off smoothly. Raw P

Character Sheet

We Highly recommend to use the online tool on Character Sheet DOWNLOAD PDF:  Aedelore_Character_Sheet.pdf

Character Creation Sheet

We Highly recommend to use the online tool on Character Sheet Egenskap Halfling Human Dwarf High Elf Night Elf Orc Troll Warrior Thief Druid Mage Hunter Outcast Strength   +1 +2 +1 +1 +1   +1 +1       +1 Dexterity +2 +1 +1   +2   +1   +2 +1

Weapons

Simple Melee Weapons Weapon Ability Atk Bonus Damage Range Break Cost Club Str +1 1d4 1 1 1 sp Dagger Dex +1 1d4 1 0 2 gp Greatclub Str +2 1d8 2 3 2 sp Handaxe Str +1 1d6 1 2 5 gp Javelin Str +1 1d6 3/10 1 5 sp Light Hamm

Armor & Shields

Head Armor Name Type HP Block Disadvantage Cost Cloth Hood Light 1 0+block None 2 sp Leather Cap Light 2 0+block None 5 sp Chain Coif Medium 4 1+block Stealth, -1D10 Perception 15 gp Light Helmet Medium 5 1+block -1D10 Perception 25 gp H

DM SPELLS & ABILITIES CHEAT SHEETS

MELEE ABILITIES THIEF Ability Check Weak Gain Condition Lockpicking Sleight of Hand 1 4D10 Not in battle Sneaking Stealth 2 3D10 Not in battle Awareness Third Eye 4 4D10 Not in battle Vanish Stealth 4 4D10 Not in battle Footloose Dexterity 5

DM CHEAT SHEET

DICE BASICS Points Dice   Roll Result 1-2 1D10   1-5 Failure 3-4 2D10   6-7 Barely (minimal) 5-6 3D10   8-9 Success 6-7 4D10   10 Critical (reroll) 8-9 5D10       10+ 6D10       MAX 8 DICE per action (unless class ability al