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	<updated>2026-04-26T01:12:00Z</updated>
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	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=95</id>
		<title>D1001-combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=95"/>
		<updated>2026-02-02T04:30:27Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Attacks &amp;amp; Damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Combat ==&lt;br /&gt;
Combat decides the outcome of small-scale skirmishes between individuals or groups.  When combat breaks out, time compresses down to Combat Turns of about 10 seconds each&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
Each turn is comprised of two distinct phases, the &amp;lt;b&amp;gt;Status Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Status Phase ====&lt;br /&gt;
The Status Phase marks the beginning of a new combat Turn.  Each Status Phase, perform the following:&lt;br /&gt;
# Players and DM roll for Initiative.  This happens every Status Phase&lt;br /&gt;
# Other stuff that says it happens in the Status Phase &lt;br /&gt;
&lt;br /&gt;
Initiative is rolled by each player character individually.  The DM, however, rolls a single time for all enemy combatants (though some particularly fast or powerful foes may get extra Initiative dice to represent extra Rounds they get each Turn).  Both sides roll the same way, a [[d1001-core|Chance Roll]] of a single d6.  Each Player that rolls higher than the DM gets to take their Round before the enemies while each Player that rolls lower goes after them.  Anyone (Players or DM) rolling the exact same number takes their action simultaneously.&lt;br /&gt;
&lt;br /&gt;
For characters with multiple Initiative Dice, slot the result of their die into order as best as is possible.  For instance if the DM rolls a 5 for Initiative and a Blink Dog in the fray  rolls a 2 on their extra Initiative Die, then any PC rolling 6 or more goes first, any PC rolling 3 or 4 goes after the bulk of the enemy forces but before the Blink Dog&#039;s second Round and any PC rolling 1 or less goes after all DM-controlled characters.&lt;br /&gt;
&lt;br /&gt;
Followers of the PCs take their turn at the same time as their PC leader.  For friendly DM-controlled NPCs, they take their turn alongside other DM-controlled characters, ie at the same time as the monsters.&lt;br /&gt;
&lt;br /&gt;
==== Action Phase ====&lt;br /&gt;
The Action Phase makes up the bulk of every Combat Turn and is when each combatant will have a &amp;lt;b&amp;gt;Round&amp;lt;/b&amp;gt; in which to take their actions.  During each Action Phase each participating character gets one Round, which consists of two phases itself, the &amp;lt;b&amp;gt;Upkeep Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Main Phase&amp;lt;/b&amp;gt;.  These are nested inside the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Rounds ====&lt;br /&gt;
===== Upkeep Phase =====&lt;br /&gt;
# Check for expiry of effects that last until the character&#039;s &amp;quot;next Upkeep&amp;quot;&lt;br /&gt;
# Spells with a duration of Concentration can be kept up by the mage who cast them at this point, otherwise they will expire as well&lt;br /&gt;
# Other stuff that says it happens in the Upkeep Phase&lt;br /&gt;
&lt;br /&gt;
===== Main Phase =====&lt;br /&gt;
The vast majority of all time spent in combat is done during the characters&#039; Main Phases.  This is the time in which each character takes their actions, including movement, attacking, casting spells, interacting with the environment, etc&lt;br /&gt;
&lt;br /&gt;
=== Combat Actions ===&lt;br /&gt;
During each Combat Round, characters can take any combination of two &amp;lt;b&amp;gt;Simple Actions&amp;lt;/b&amp;gt; and one &amp;lt;b&amp;gt;Reaction&amp;lt;/b&amp;gt; (characters with more than one Round each Turn will specify what specific actions can be taken during these extra Rounds).  These actions can be taken in any order. A character can also combine forfeit their two Simple Actions and instead take a &amp;lt;b&amp;gt;Complex Action&amp;lt;/b&amp;gt; during their Round.&lt;br /&gt;
&lt;br /&gt;
One limitation on choice of how a character can act is that only one &amp;lt;b&amp;gt;Limited&amp;lt;/b&amp;gt; Action can be taken each Round unless specified otherwise.  This means that while a character could both Aim and Attack with a ranged weapon, they cannot generally both Attack and Cast a Spell in the same Round.&lt;br /&gt;
&lt;br /&gt;
==== Example Simple Actions ====&lt;br /&gt;
*Make a single Basic Attack with a ranged or melee weapon (Limited)&lt;br /&gt;
*Cast a Spell (Limited)&lt;br /&gt;
*Move within about 30&#039; &lt;br /&gt;
*Use an equipped or Readied magic item (some items may have Limited abilities)&lt;br /&gt;
*Most class abilities will take a Simple Action unless otherwise noted&lt;br /&gt;
*Quickly interact with an object without being too precise&lt;br /&gt;
*Hit the deck or take cover&lt;br /&gt;
*Drink a potion, apply an oil, or use some other item that has been Readied&lt;br /&gt;
*Aim a ranged attack&lt;br /&gt;
*Any other relatively small, easy to perform action&lt;br /&gt;
&lt;br /&gt;
==== Example Complex Actions ====&lt;br /&gt;
*Make a Bull Rush&lt;br /&gt;
*Make a Reckless Attack&lt;br /&gt;
*Ready a Stowed item&lt;br /&gt;
*Interact with an item with more intention&lt;br /&gt;
*Perform a complicated action, usually if it requires an Action Roll, it will be a Complex Action in Combat&lt;br /&gt;
&lt;br /&gt;
=== Attacks &amp;amp; Damage ===&lt;br /&gt;
;Attacks&lt;br /&gt;
Melee attacks use melee weapons and the Close Range Combat stat.  Ranged attacks use ranged weapons and the Long Range Combat stat.  An Attack Roll is a Conflict Roll resolved as:&lt;br /&gt;
 2d6 + (CRC or LRC) + modifiers&lt;br /&gt;
 If the total is equal to or greater than the target&#039;s Defense, the attack hits&lt;br /&gt;
If the two dice in a successful Attack Roll show the same face (both 3, both 5, etc), the attack is a Critical Hit.  Similarly, if an unsuccessful attack has two dice showing the same face, it is a Critical Miss. Without other abilities that specifically trigger off of Critical Hits, this does not have any special effects.  However many attacks may cause a Critical: Knockdown or a Critical: Burning effect.  If an Attack Roll has any dice modifications, then at least two of the dice use to calculate the final total must match to be a Critical ie: the dropped die on an Edge does not count towards Criticals, a Boosted roll does not require all three dice to match, etc.&lt;br /&gt;
;Damage&lt;br /&gt;
A successful attack deals damage to its target according to both the weapon used by the attacker and the armor of the target. A Damage Roll is a Conflict Roll resolved as:&lt;br /&gt;
 2d6 + Damage Rating of the weapon + modifiers. &lt;br /&gt;
 Subtract the target&#039;s Armor from this total.  The difference is the amount of HP the target loses&lt;br /&gt;
Because of the way damage is calculated, it is very possible for particularly weak weapons to deal no damage on a successful attack against heavily armored opponents.&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
Status Effects&lt;br /&gt;
damage types&lt;br /&gt;
fatigue&lt;br /&gt;
attack modifiers&lt;br /&gt;
bull rush/reckless attack&lt;br /&gt;
keywords&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=94</id>
		<title>D1001-combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=94"/>
		<updated>2026-02-02T04:28:33Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Attacks &amp;amp; Damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Combat ==&lt;br /&gt;
Combat decides the outcome of small-scale skirmishes between individuals or groups.  When combat breaks out, time compresses down to Combat Turns of about 10 seconds each&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
Each turn is comprised of two distinct phases, the &amp;lt;b&amp;gt;Status Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Status Phase ====&lt;br /&gt;
The Status Phase marks the beginning of a new combat Turn.  Each Status Phase, perform the following:&lt;br /&gt;
# Players and DM roll for Initiative.  This happens every Status Phase&lt;br /&gt;
# Other stuff that says it happens in the Status Phase &lt;br /&gt;
&lt;br /&gt;
Initiative is rolled by each player character individually.  The DM, however, rolls a single time for all enemy combatants (though some particularly fast or powerful foes may get extra Initiative dice to represent extra Rounds they get each Turn).  Both sides roll the same way, a [[d1001-core|Chance Roll]] of a single d6.  Each Player that rolls higher than the DM gets to take their Round before the enemies while each Player that rolls lower goes after them.  Anyone (Players or DM) rolling the exact same number takes their action simultaneously.&lt;br /&gt;
&lt;br /&gt;
For characters with multiple Initiative Dice, slot the result of their die into order as best as is possible.  For instance if the DM rolls a 5 for Initiative and a Blink Dog in the fray  rolls a 2 on their extra Initiative Die, then any PC rolling 6 or more goes first, any PC rolling 3 or 4 goes after the bulk of the enemy forces but before the Blink Dog&#039;s second Round and any PC rolling 1 or less goes after all DM-controlled characters.&lt;br /&gt;
&lt;br /&gt;
Followers of the PCs take their turn at the same time as their PC leader.  For friendly DM-controlled NPCs, they take their turn alongside other DM-controlled characters, ie at the same time as the monsters.&lt;br /&gt;
&lt;br /&gt;
==== Action Phase ====&lt;br /&gt;
The Action Phase makes up the bulk of every Combat Turn and is when each combatant will have a &amp;lt;b&amp;gt;Round&amp;lt;/b&amp;gt; in which to take their actions.  During each Action Phase each participating character gets one Round, which consists of two phases itself, the &amp;lt;b&amp;gt;Upkeep Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Main Phase&amp;lt;/b&amp;gt;.  These are nested inside the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Rounds ====&lt;br /&gt;
===== Upkeep Phase =====&lt;br /&gt;
# Check for expiry of effects that last until the character&#039;s &amp;quot;next Upkeep&amp;quot;&lt;br /&gt;
# Spells with a duration of Concentration can be kept up by the mage who cast them at this point, otherwise they will expire as well&lt;br /&gt;
# Other stuff that says it happens in the Upkeep Phase&lt;br /&gt;
&lt;br /&gt;
===== Main Phase =====&lt;br /&gt;
The vast majority of all time spent in combat is done during the characters&#039; Main Phases.  This is the time in which each character takes their actions, including movement, attacking, casting spells, interacting with the environment, etc&lt;br /&gt;
&lt;br /&gt;
=== Combat Actions ===&lt;br /&gt;
During each Combat Round, characters can take any combination of two &amp;lt;b&amp;gt;Simple Actions&amp;lt;/b&amp;gt; and one &amp;lt;b&amp;gt;Reaction&amp;lt;/b&amp;gt; (characters with more than one Round each Turn will specify what specific actions can be taken during these extra Rounds).  These actions can be taken in any order. A character can also combine forfeit their two Simple Actions and instead take a &amp;lt;b&amp;gt;Complex Action&amp;lt;/b&amp;gt; during their Round.&lt;br /&gt;
&lt;br /&gt;
One limitation on choice of how a character can act is that only one &amp;lt;b&amp;gt;Limited&amp;lt;/b&amp;gt; Action can be taken each Round unless specified otherwise.  This means that while a character could both Aim and Attack with a ranged weapon, they cannot generally both Attack and Cast a Spell in the same Round.&lt;br /&gt;
&lt;br /&gt;
==== Example Simple Actions ====&lt;br /&gt;
*Make a single Basic Attack with a ranged or melee weapon (Limited)&lt;br /&gt;
*Cast a Spell (Limited)&lt;br /&gt;
*Move within about 30&#039; &lt;br /&gt;
*Use an equipped or Readied magic item (some items may have Limited abilities)&lt;br /&gt;
*Most class abilities will take a Simple Action unless otherwise noted&lt;br /&gt;
*Quickly interact with an object without being too precise&lt;br /&gt;
*Hit the deck or take cover&lt;br /&gt;
*Drink a potion, apply an oil, or use some other item that has been Readied&lt;br /&gt;
*Aim a ranged attack&lt;br /&gt;
*Any other relatively small, easy to perform action&lt;br /&gt;
&lt;br /&gt;
==== Example Complex Actions ====&lt;br /&gt;
*Make a Bull Rush&lt;br /&gt;
*Make a Reckless Attack&lt;br /&gt;
*Ready a Stowed item&lt;br /&gt;
*Interact with an item with more intention&lt;br /&gt;
*Perform a complicated action, usually if it requires an Action Roll, it will be a Complex Action in Combat&lt;br /&gt;
&lt;br /&gt;
=== Attacks &amp;amp; Damage ===&lt;br /&gt;
;Attacks&lt;br /&gt;
Melee attacks use melee weapons and the Close Range Combat stat.  Ranged attacks use ranged weapons and the Long Range Combat stat.  An Attack Roll is a Conflict Roll resolved as:&lt;br /&gt;
 2d6 + (CRC or LRC) + modifiers&lt;br /&gt;
 If the total is equal to or greater than the target&#039;s Defense, the attack hits&lt;br /&gt;
If the two dice in a successful Attack Roll show the same face (both 3, both 5, etc), the attack is a Critical Hit.  Similarly, if an unsuccessful attack has two dice showing the same face, it is a Critical Miss. Without other abilities that specifically trigger off of Critical Hits, this does not have any special effects.  However many attacks may cause a Critical: Knockdown or a Critical: Burning effect.  If an Attack Roll has any dice modifications, then at least two of the dice use to calculate the final total must match to be a Critical ie: the dropped die on an Edge does not count towards Criticals, a Boosted roll does not require all three dice to match, etc.&lt;br /&gt;
;Damage&lt;br /&gt;
To calculate the damage of a successful attack:&lt;br /&gt;
 2d6 + Damage Rating of the weapon + modifiers. &lt;br /&gt;
 Subtract the target&#039;s Armor from this total.  The difference is the amount of HP the target loses&lt;br /&gt;
Because of the way damage is calculated, it is very possible for particularly weak weapons to deal no damage on a successful attack against heavily armored opponents.&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
Status Effects&lt;br /&gt;
damage types&lt;br /&gt;
fatigue&lt;br /&gt;
attack modifiers&lt;br /&gt;
bull rush/reckless attack&lt;br /&gt;
keywords&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=93</id>
		<title>D1001-combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=93"/>
		<updated>2026-02-02T04:28:09Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Attacks &amp;amp; Damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Combat ==&lt;br /&gt;
Combat decides the outcome of small-scale skirmishes between individuals or groups.  When combat breaks out, time compresses down to Combat Turns of about 10 seconds each&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
Each turn is comprised of two distinct phases, the &amp;lt;b&amp;gt;Status Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Status Phase ====&lt;br /&gt;
The Status Phase marks the beginning of a new combat Turn.  Each Status Phase, perform the following:&lt;br /&gt;
# Players and DM roll for Initiative.  This happens every Status Phase&lt;br /&gt;
# Other stuff that says it happens in the Status Phase &lt;br /&gt;
&lt;br /&gt;
Initiative is rolled by each player character individually.  The DM, however, rolls a single time for all enemy combatants (though some particularly fast or powerful foes may get extra Initiative dice to represent extra Rounds they get each Turn).  Both sides roll the same way, a [[d1001-core|Chance Roll]] of a single d6.  Each Player that rolls higher than the DM gets to take their Round before the enemies while each Player that rolls lower goes after them.  Anyone (Players or DM) rolling the exact same number takes their action simultaneously.&lt;br /&gt;
&lt;br /&gt;
For characters with multiple Initiative Dice, slot the result of their die into order as best as is possible.  For instance if the DM rolls a 5 for Initiative and a Blink Dog in the fray  rolls a 2 on their extra Initiative Die, then any PC rolling 6 or more goes first, any PC rolling 3 or 4 goes after the bulk of the enemy forces but before the Blink Dog&#039;s second Round and any PC rolling 1 or less goes after all DM-controlled characters.&lt;br /&gt;
&lt;br /&gt;
Followers of the PCs take their turn at the same time as their PC leader.  For friendly DM-controlled NPCs, they take their turn alongside other DM-controlled characters, ie at the same time as the monsters.&lt;br /&gt;
&lt;br /&gt;
==== Action Phase ====&lt;br /&gt;
The Action Phase makes up the bulk of every Combat Turn and is when each combatant will have a &amp;lt;b&amp;gt;Round&amp;lt;/b&amp;gt; in which to take their actions.  During each Action Phase each participating character gets one Round, which consists of two phases itself, the &amp;lt;b&amp;gt;Upkeep Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Main Phase&amp;lt;/b&amp;gt;.  These are nested inside the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Rounds ====&lt;br /&gt;
===== Upkeep Phase =====&lt;br /&gt;
# Check for expiry of effects that last until the character&#039;s &amp;quot;next Upkeep&amp;quot;&lt;br /&gt;
# Spells with a duration of Concentration can be kept up by the mage who cast them at this point, otherwise they will expire as well&lt;br /&gt;
# Other stuff that says it happens in the Upkeep Phase&lt;br /&gt;
&lt;br /&gt;
===== Main Phase =====&lt;br /&gt;
The vast majority of all time spent in combat is done during the characters&#039; Main Phases.  This is the time in which each character takes their actions, including movement, attacking, casting spells, interacting with the environment, etc&lt;br /&gt;
&lt;br /&gt;
=== Combat Actions ===&lt;br /&gt;
During each Combat Round, characters can take any combination of two &amp;lt;b&amp;gt;Simple Actions&amp;lt;/b&amp;gt; and one &amp;lt;b&amp;gt;Reaction&amp;lt;/b&amp;gt; (characters with more than one Round each Turn will specify what specific actions can be taken during these extra Rounds).  These actions can be taken in any order. A character can also combine forfeit their two Simple Actions and instead take a &amp;lt;b&amp;gt;Complex Action&amp;lt;/b&amp;gt; during their Round.&lt;br /&gt;
&lt;br /&gt;
One limitation on choice of how a character can act is that only one &amp;lt;b&amp;gt;Limited&amp;lt;/b&amp;gt; Action can be taken each Round unless specified otherwise.  This means that while a character could both Aim and Attack with a ranged weapon, they cannot generally both Attack and Cast a Spell in the same Round.&lt;br /&gt;
&lt;br /&gt;
==== Example Simple Actions ====&lt;br /&gt;
*Make a single Basic Attack with a ranged or melee weapon (Limited)&lt;br /&gt;
*Cast a Spell (Limited)&lt;br /&gt;
*Move within about 30&#039; &lt;br /&gt;
*Use an equipped or Readied magic item (some items may have Limited abilities)&lt;br /&gt;
*Most class abilities will take a Simple Action unless otherwise noted&lt;br /&gt;
*Quickly interact with an object without being too precise&lt;br /&gt;
*Hit the deck or take cover&lt;br /&gt;
*Drink a potion, apply an oil, or use some other item that has been Readied&lt;br /&gt;
*Aim a ranged attack&lt;br /&gt;
*Any other relatively small, easy to perform action&lt;br /&gt;
&lt;br /&gt;
==== Example Complex Actions ====&lt;br /&gt;
*Make a Bull Rush&lt;br /&gt;
*Make a Reckless Attack&lt;br /&gt;
*Ready a Stowed item&lt;br /&gt;
*Interact with an item with more intention&lt;br /&gt;
*Perform a complicated action, usually if it requires an Action Roll, it will be a Complex Action in Combat&lt;br /&gt;
&lt;br /&gt;
=== Attacks &amp;amp; Damage ===&lt;br /&gt;
;Attacks&lt;br /&gt;
Melee attacks use melee weapons and the Close Range Combat stat.  Ranged attacks use ranged weapons and the Long Range Combat stat.  An Attack Roll is a Conflict Roll resolved as:&lt;br /&gt;
 2d6 + (CRC or LRC) + modifiers&lt;br /&gt;
 If the total is equal to or greater than the target&#039;s Defense, the attack hits&lt;br /&gt;
If the two dice in a successful Attack Roll show the same face (both 3, both 5, etc), the attack is a Critical Hit.  Similarly, if an unsuccessful attack has two dice showing the same face, it is a Critical Miss. Without other abilities that specifically trigger off of Critical Hits, this does not have any special effects.  However many attacks may cause a Critical: Knockdown or a Critical: Burning effect.  If an Attack Roll has any dice modifications, then at least two of the dice use to calculate the final total must match to be a Critical ie: the dropped die on an Edge does not count towards Criticals, a Boosted roll does not require all three dice to match, etc.&lt;br /&gt;
;Damage&lt;br /&gt;
To calculate the damage of a successful attack:&lt;br /&gt;
 2d6 + Damage Rating of the weapon + modifiers.  Subtract the target&#039;s Armor from this total.  The difference is the amount of HP the target loses&lt;br /&gt;
Because of the way damage is calculated, it is very possible for particularly weak weapons to deal no damage on a successful attack against heavily armored opponents.&lt;br /&gt;
==== Special Rules ====&lt;br /&gt;
Status Effects&lt;br /&gt;
damage types&lt;br /&gt;
fatigue&lt;br /&gt;
attack modifiers&lt;br /&gt;
bull rush/reckless attack&lt;br /&gt;
keywords&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=92</id>
		<title>D1001-combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=92"/>
		<updated>2026-02-02T04:24:59Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Attacks &amp;amp; Damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Combat ==&lt;br /&gt;
Combat decides the outcome of small-scale skirmishes between individuals or groups.  When combat breaks out, time compresses down to Combat Turns of about 10 seconds each&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
Each turn is comprised of two distinct phases, the &amp;lt;b&amp;gt;Status Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Status Phase ====&lt;br /&gt;
The Status Phase marks the beginning of a new combat Turn.  Each Status Phase, perform the following:&lt;br /&gt;
# Players and DM roll for Initiative.  This happens every Status Phase&lt;br /&gt;
# Other stuff that says it happens in the Status Phase &lt;br /&gt;
&lt;br /&gt;
Initiative is rolled by each player character individually.  The DM, however, rolls a single time for all enemy combatants (though some particularly fast or powerful foes may get extra Initiative dice to represent extra Rounds they get each Turn).  Both sides roll the same way, a [[d1001-core|Chance Roll]] of a single d6.  Each Player that rolls higher than the DM gets to take their Round before the enemies while each Player that rolls lower goes after them.  Anyone (Players or DM) rolling the exact same number takes their action simultaneously.&lt;br /&gt;
&lt;br /&gt;
For characters with multiple Initiative Dice, slot the result of their die into order as best as is possible.  For instance if the DM rolls a 5 for Initiative and a Blink Dog in the fray  rolls a 2 on their extra Initiative Die, then any PC rolling 6 or more goes first, any PC rolling 3 or 4 goes after the bulk of the enemy forces but before the Blink Dog&#039;s second Round and any PC rolling 1 or less goes after all DM-controlled characters.&lt;br /&gt;
&lt;br /&gt;
Followers of the PCs take their turn at the same time as their PC leader.  For friendly DM-controlled NPCs, they take their turn alongside other DM-controlled characters, ie at the same time as the monsters.&lt;br /&gt;
&lt;br /&gt;
==== Action Phase ====&lt;br /&gt;
The Action Phase makes up the bulk of every Combat Turn and is when each combatant will have a &amp;lt;b&amp;gt;Round&amp;lt;/b&amp;gt; in which to take their actions.  During each Action Phase each participating character gets one Round, which consists of two phases itself, the &amp;lt;b&amp;gt;Upkeep Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Main Phase&amp;lt;/b&amp;gt;.  These are nested inside the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Rounds ====&lt;br /&gt;
===== Upkeep Phase =====&lt;br /&gt;
# Check for expiry of effects that last until the character&#039;s &amp;quot;next Upkeep&amp;quot;&lt;br /&gt;
# Spells with a duration of Concentration can be kept up by the mage who cast them at this point, otherwise they will expire as well&lt;br /&gt;
# Other stuff that says it happens in the Upkeep Phase&lt;br /&gt;
&lt;br /&gt;
===== Main Phase =====&lt;br /&gt;
The vast majority of all time spent in combat is done during the characters&#039; Main Phases.  This is the time in which each character takes their actions, including movement, attacking, casting spells, interacting with the environment, etc&lt;br /&gt;
&lt;br /&gt;
=== Combat Actions ===&lt;br /&gt;
During each Combat Round, characters can take any combination of two &amp;lt;b&amp;gt;Simple Actions&amp;lt;/b&amp;gt; and one &amp;lt;b&amp;gt;Reaction&amp;lt;/b&amp;gt; (characters with more than one Round each Turn will specify what specific actions can be taken during these extra Rounds).  These actions can be taken in any order. A character can also combine forfeit their two Simple Actions and instead take a &amp;lt;b&amp;gt;Complex Action&amp;lt;/b&amp;gt; during their Round.&lt;br /&gt;
&lt;br /&gt;
One limitation on choice of how a character can act is that only one &amp;lt;b&amp;gt;Limited&amp;lt;/b&amp;gt; Action can be taken each Round unless specified otherwise.  This means that while a character could both Aim and Attack with a ranged weapon, they cannot generally both Attack and Cast a Spell in the same Round.&lt;br /&gt;
&lt;br /&gt;
==== Example Simple Actions ====&lt;br /&gt;
*Make a single Basic Attack with a ranged or melee weapon (Limited)&lt;br /&gt;
*Cast a Spell (Limited)&lt;br /&gt;
*Move within about 30&#039; &lt;br /&gt;
*Use an equipped or Readied magic item (some items may have Limited abilities)&lt;br /&gt;
*Most class abilities will take a Simple Action unless otherwise noted&lt;br /&gt;
*Quickly interact with an object without being too precise&lt;br /&gt;
*Hit the deck or take cover&lt;br /&gt;
*Drink a potion, apply an oil, or use some other item that has been Readied&lt;br /&gt;
*Aim a ranged attack&lt;br /&gt;
*Any other relatively small, easy to perform action&lt;br /&gt;
&lt;br /&gt;
==== Example Complex Actions ====&lt;br /&gt;
*Make a Bull Rush&lt;br /&gt;
*Make a Reckless Attack&lt;br /&gt;
*Ready a Stowed item&lt;br /&gt;
*Interact with an item with more intention&lt;br /&gt;
*Perform a complicated action, usually if it requires an Action Roll, it will be a Complex Action in Combat&lt;br /&gt;
&lt;br /&gt;
=== Attacks &amp;amp; Damage ===&lt;br /&gt;
;Attacks&lt;br /&gt;
Melee attacks use melee weapons and the Close Range Combat stat.  Ranged attacks use ranged weapons and the Long Range Combat stat.  An Attack Roll is a Conflict Roll resolved as:&lt;br /&gt;
 2d6 + (CRC or LRC) + modifiers&lt;br /&gt;
 If the total is equal to or greater than the target&#039;s Defense, the attack hits&lt;br /&gt;
If the two dice in a successful Attack Roll show the same face (both 3, both 5, etc), the attack is a Critical Hit.  Similarly, if an unsuccessful attack has two dice showing the same face, it is a Critical Miss. Without other abilities that specifically trigger off of Critical Hits, this does not have any special effects.  However many attacks may cause a Critical: Knockdown or a Critical: Burning effect.  If an Attack Roll has any dice modifications, then at least two of the dice use to calculate the final total must match to be a Critical ie: the dropped die on an Edge does not count towards Criticals, a Boosted roll does not require all three dice to match, etc.&lt;br /&gt;
;Damage&lt;br /&gt;
To calculate the damage of a successful attack:&lt;br /&gt;
 2d6 + Damage Rating of the weapon + modifiers.  Subtract the target&#039;s Armor from this total.  The difference is the amount of HP the target loses&lt;br /&gt;
Because of the way damage is calculated, it is very possible for particularly weak weapons to deal no damage on a successful attack against heavily armored opponents.&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
damage types&lt;br /&gt;
fatigue&lt;br /&gt;
attack modifiers&lt;br /&gt;
bull rush/reckless attack&lt;br /&gt;
keywords&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=91</id>
		<title>D1001-combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=91"/>
		<updated>2026-02-02T04:24:15Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Attacks &amp;amp; Damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Combat ==&lt;br /&gt;
Combat decides the outcome of small-scale skirmishes between individuals or groups.  When combat breaks out, time compresses down to Combat Turns of about 10 seconds each&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
Each turn is comprised of two distinct phases, the &amp;lt;b&amp;gt;Status Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Status Phase ====&lt;br /&gt;
The Status Phase marks the beginning of a new combat Turn.  Each Status Phase, perform the following:&lt;br /&gt;
# Players and DM roll for Initiative.  This happens every Status Phase&lt;br /&gt;
# Other stuff that says it happens in the Status Phase &lt;br /&gt;
&lt;br /&gt;
Initiative is rolled by each player character individually.  The DM, however, rolls a single time for all enemy combatants (though some particularly fast or powerful foes may get extra Initiative dice to represent extra Rounds they get each Turn).  Both sides roll the same way, a [[d1001-core|Chance Roll]] of a single d6.  Each Player that rolls higher than the DM gets to take their Round before the enemies while each Player that rolls lower goes after them.  Anyone (Players or DM) rolling the exact same number takes their action simultaneously.&lt;br /&gt;
&lt;br /&gt;
For characters with multiple Initiative Dice, slot the result of their die into order as best as is possible.  For instance if the DM rolls a 5 for Initiative and a Blink Dog in the fray  rolls a 2 on their extra Initiative Die, then any PC rolling 6 or more goes first, any PC rolling 3 or 4 goes after the bulk of the enemy forces but before the Blink Dog&#039;s second Round and any PC rolling 1 or less goes after all DM-controlled characters.&lt;br /&gt;
&lt;br /&gt;
Followers of the PCs take their turn at the same time as their PC leader.  For friendly DM-controlled NPCs, they take their turn alongside other DM-controlled characters, ie at the same time as the monsters.&lt;br /&gt;
&lt;br /&gt;
==== Action Phase ====&lt;br /&gt;
The Action Phase makes up the bulk of every Combat Turn and is when each combatant will have a &amp;lt;b&amp;gt;Round&amp;lt;/b&amp;gt; in which to take their actions.  During each Action Phase each participating character gets one Round, which consists of two phases itself, the &amp;lt;b&amp;gt;Upkeep Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Main Phase&amp;lt;/b&amp;gt;.  These are nested inside the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Rounds ====&lt;br /&gt;
===== Upkeep Phase =====&lt;br /&gt;
# Check for expiry of effects that last until the character&#039;s &amp;quot;next Upkeep&amp;quot;&lt;br /&gt;
# Spells with a duration of Concentration can be kept up by the mage who cast them at this point, otherwise they will expire as well&lt;br /&gt;
# Other stuff that says it happens in the Upkeep Phase&lt;br /&gt;
&lt;br /&gt;
===== Main Phase =====&lt;br /&gt;
The vast majority of all time spent in combat is done during the characters&#039; Main Phases.  This is the time in which each character takes their actions, including movement, attacking, casting spells, interacting with the environment, etc&lt;br /&gt;
&lt;br /&gt;
=== Combat Actions ===&lt;br /&gt;
During each Combat Round, characters can take any combination of two &amp;lt;b&amp;gt;Simple Actions&amp;lt;/b&amp;gt; and one &amp;lt;b&amp;gt;Reaction&amp;lt;/b&amp;gt; (characters with more than one Round each Turn will specify what specific actions can be taken during these extra Rounds).  These actions can be taken in any order. A character can also combine forfeit their two Simple Actions and instead take a &amp;lt;b&amp;gt;Complex Action&amp;lt;/b&amp;gt; during their Round.&lt;br /&gt;
&lt;br /&gt;
One limitation on choice of how a character can act is that only one &amp;lt;b&amp;gt;Limited&amp;lt;/b&amp;gt; Action can be taken each Round unless specified otherwise.  This means that while a character could both Aim and Attack with a ranged weapon, they cannot generally both Attack and Cast a Spell in the same Round.&lt;br /&gt;
&lt;br /&gt;
==== Example Simple Actions ====&lt;br /&gt;
*Make a single Basic Attack with a ranged or melee weapon (Limited)&lt;br /&gt;
*Cast a Spell (Limited)&lt;br /&gt;
*Move within about 30&#039; &lt;br /&gt;
*Use an equipped or Readied magic item (some items may have Limited abilities)&lt;br /&gt;
*Most class abilities will take a Simple Action unless otherwise noted&lt;br /&gt;
*Quickly interact with an object without being too precise&lt;br /&gt;
*Hit the deck or take cover&lt;br /&gt;
*Drink a potion, apply an oil, or use some other item that has been Readied&lt;br /&gt;
*Aim a ranged attack&lt;br /&gt;
*Any other relatively small, easy to perform action&lt;br /&gt;
&lt;br /&gt;
==== Example Complex Actions ====&lt;br /&gt;
*Make a Bull Rush&lt;br /&gt;
*Make a Reckless Attack&lt;br /&gt;
*Ready a Stowed item&lt;br /&gt;
*Interact with an item with more intention&lt;br /&gt;
*Perform a complicated action, usually if it requires an Action Roll, it will be a Complex Action in Combat&lt;br /&gt;
&lt;br /&gt;
=== Attacks &amp;amp; Damage ===&lt;br /&gt;
Melee attacks use melee weapons and the Close Range Combat stat.  Ranged attacks use ranged weapons and the Long Range Combat stat.  An Attack Roll is a Conflict Roll resolved as:&lt;br /&gt;
 2d6 + (CRC or LRC) + modifiers&lt;br /&gt;
 If the total is equal to or greater than the target&#039;s Defense, the attack hits&lt;br /&gt;
If the two dice in a successful Attack Roll show the same face (both 3, both 5, etc), the attack is a Critical Hit.  Similarly, if an unsuccessful attack has two dice showing the same face, it is a Critical Miss. Without other abilities that specifically trigger off of Critical Hits, this does not have any special effects.  However many attacks may cause a Critical: Knockdown or a Critical: Burning effect.  If an Attack Roll has any dice modifications, then at least two of the dice use to calculate the final total must match to be a Critical ie: the dropped die on an Edge does not count towards Criticals, a Boosted roll does not require all three dice to match, etc.&lt;br /&gt;
;Damage&lt;br /&gt;
To calculate the damage of a successful attack:&lt;br /&gt;
 2d6 + Damage Rating of the weapon + modifiers.  Subtract the target&#039;s Armor from this total.  The difference is the amount of HP the target loses&lt;br /&gt;
Because of the way damage is calculated, it is very possible for particularly weak weapons to deal no damage on a successful attack against heavily armored opponents.&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
damage types&lt;br /&gt;
fatigue&lt;br /&gt;
attack modifiers&lt;br /&gt;
bull rush/reckless attack&lt;br /&gt;
keywords&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=90</id>
		<title>D1001-combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=90"/>
		<updated>2026-01-29T04:40:09Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Attacks &amp;amp; Damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Combat ==&lt;br /&gt;
Combat decides the outcome of small-scale skirmishes between individuals or groups.  When combat breaks out, time compresses down to Combat Turns of about 10 seconds each&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
Each turn is comprised of two distinct phases, the &amp;lt;b&amp;gt;Status Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Status Phase ====&lt;br /&gt;
The Status Phase marks the beginning of a new combat Turn.  Each Status Phase, perform the following:&lt;br /&gt;
# Players and DM roll for Initiative.  This happens every Status Phase&lt;br /&gt;
# Other stuff that says it happens in the Status Phase &lt;br /&gt;
&lt;br /&gt;
Initiative is rolled by each player character individually.  The DM, however, rolls a single time for all enemy combatants (though some particularly fast or powerful foes may get extra Initiative dice to represent extra Rounds they get each Turn).  Both sides roll the same way, a [[d1001-core|Chance Roll]] of a single d6.  Each Player that rolls higher than the DM gets to take their Round before the enemies while each Player that rolls lower goes after them.  Anyone (Players or DM) rolling the exact same number takes their action simultaneously.&lt;br /&gt;
&lt;br /&gt;
For characters with multiple Initiative Dice, slot the result of their die into order as best as is possible.  For instance if the DM rolls a 5 for Initiative and a Blink Dog in the fray  rolls a 2 on their extra Initiative Die, then any PC rolling 6 or more goes first, any PC rolling 3 or 4 goes after the bulk of the enemy forces but before the Blink Dog&#039;s second Round and any PC rolling 1 or less goes after all DM-controlled characters.&lt;br /&gt;
&lt;br /&gt;
Followers of the PCs take their turn at the same time as their PC leader.  For friendly DM-controlled NPCs, they take their turn alongside other DM-controlled characters, ie at the same time as the monsters.&lt;br /&gt;
&lt;br /&gt;
==== Action Phase ====&lt;br /&gt;
The Action Phase makes up the bulk of every Combat Turn and is when each combatant will have a &amp;lt;b&amp;gt;Round&amp;lt;/b&amp;gt; in which to take their actions.  During each Action Phase each participating character gets one Round, which consists of two phases itself, the &amp;lt;b&amp;gt;Upkeep Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Main Phase&amp;lt;/b&amp;gt;.  These are nested inside the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Rounds ====&lt;br /&gt;
===== Upkeep Phase =====&lt;br /&gt;
# Check for expiry of effects that last until the character&#039;s &amp;quot;next Upkeep&amp;quot;&lt;br /&gt;
# Spells with a duration of Concentration can be kept up by the mage who cast them at this point, otherwise they will expire as well&lt;br /&gt;
# Other stuff that says it happens in the Upkeep Phase&lt;br /&gt;
&lt;br /&gt;
===== Main Phase =====&lt;br /&gt;
The vast majority of all time spent in combat is done during the characters&#039; Main Phases.  This is the time in which each character takes their actions, including movement, attacking, casting spells, interacting with the environment, etc&lt;br /&gt;
&lt;br /&gt;
=== Combat Actions ===&lt;br /&gt;
During each Combat Round, characters can take any combination of two &amp;lt;b&amp;gt;Simple Actions&amp;lt;/b&amp;gt; and one &amp;lt;b&amp;gt;Reaction&amp;lt;/b&amp;gt; (characters with more than one Round each Turn will specify what specific actions can be taken during these extra Rounds).  These actions can be taken in any order. A character can also combine forfeit their two Simple Actions and instead take a &amp;lt;b&amp;gt;Complex Action&amp;lt;/b&amp;gt; during their Round.&lt;br /&gt;
&lt;br /&gt;
One limitation on choice of how a character can act is that only one &amp;lt;b&amp;gt;Limited&amp;lt;/b&amp;gt; Action can be taken each Round unless specified otherwise.  This means that while a character could both Aim and Attack with a ranged weapon, they cannot generally both Attack and Cast a Spell in the same Round.&lt;br /&gt;
&lt;br /&gt;
==== Example Simple Actions ====&lt;br /&gt;
*Make a single Basic Attack with a ranged or melee weapon (Limited)&lt;br /&gt;
*Cast a Spell (Limited)&lt;br /&gt;
*Move within about 30&#039; &lt;br /&gt;
*Use an equipped or Readied magic item (some items may have Limited abilities)&lt;br /&gt;
*Most class abilities will take a Simple Action unless otherwise noted&lt;br /&gt;
*Quickly interact with an object without being too precise&lt;br /&gt;
*Hit the deck or take cover&lt;br /&gt;
*Drink a potion, apply an oil, or use some other item that has been Readied&lt;br /&gt;
*Aim a ranged attack&lt;br /&gt;
*Any other relatively small, easy to perform action&lt;br /&gt;
&lt;br /&gt;
==== Example Complex Actions ====&lt;br /&gt;
*Make a Bull Rush&lt;br /&gt;
*Make a Reckless Attack&lt;br /&gt;
*Ready a Stowed item&lt;br /&gt;
*Interact with an item with more intention&lt;br /&gt;
*Perform a complicated action, usually if it requires an Action Roll, it will be a Complex Action in Combat&lt;br /&gt;
&lt;br /&gt;
=== Attacks &amp;amp; Damage ===&lt;br /&gt;
keywords&lt;br /&gt;
status effects&lt;br /&gt;
damage types&lt;br /&gt;
fatigue&lt;br /&gt;
attack modifiers&lt;br /&gt;
bull rush/reckless attack&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=89</id>
		<title>D1001-combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=89"/>
		<updated>2026-01-29T04:39:53Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Combat Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Combat ==&lt;br /&gt;
Combat decides the outcome of small-scale skirmishes between individuals or groups.  When combat breaks out, time compresses down to Combat Turns of about 10 seconds each&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
Each turn is comprised of two distinct phases, the &amp;lt;b&amp;gt;Status Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Status Phase ====&lt;br /&gt;
The Status Phase marks the beginning of a new combat Turn.  Each Status Phase, perform the following:&lt;br /&gt;
# Players and DM roll for Initiative.  This happens every Status Phase&lt;br /&gt;
# Other stuff that says it happens in the Status Phase &lt;br /&gt;
&lt;br /&gt;
Initiative is rolled by each player character individually.  The DM, however, rolls a single time for all enemy combatants (though some particularly fast or powerful foes may get extra Initiative dice to represent extra Rounds they get each Turn).  Both sides roll the same way, a [[d1001-core|Chance Roll]] of a single d6.  Each Player that rolls higher than the DM gets to take their Round before the enemies while each Player that rolls lower goes after them.  Anyone (Players or DM) rolling the exact same number takes their action simultaneously.&lt;br /&gt;
&lt;br /&gt;
For characters with multiple Initiative Dice, slot the result of their die into order as best as is possible.  For instance if the DM rolls a 5 for Initiative and a Blink Dog in the fray  rolls a 2 on their extra Initiative Die, then any PC rolling 6 or more goes first, any PC rolling 3 or 4 goes after the bulk of the enemy forces but before the Blink Dog&#039;s second Round and any PC rolling 1 or less goes after all DM-controlled characters.&lt;br /&gt;
&lt;br /&gt;
Followers of the PCs take their turn at the same time as their PC leader.  For friendly DM-controlled NPCs, they take their turn alongside other DM-controlled characters, ie at the same time as the monsters.&lt;br /&gt;
&lt;br /&gt;
==== Action Phase ====&lt;br /&gt;
The Action Phase makes up the bulk of every Combat Turn and is when each combatant will have a &amp;lt;b&amp;gt;Round&amp;lt;/b&amp;gt; in which to take their actions.  During each Action Phase each participating character gets one Round, which consists of two phases itself, the &amp;lt;b&amp;gt;Upkeep Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Main Phase&amp;lt;/b&amp;gt;.  These are nested inside the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Rounds ====&lt;br /&gt;
===== Upkeep Phase =====&lt;br /&gt;
# Check for expiry of effects that last until the character&#039;s &amp;quot;next Upkeep&amp;quot;&lt;br /&gt;
# Spells with a duration of Concentration can be kept up by the mage who cast them at this point, otherwise they will expire as well&lt;br /&gt;
# Other stuff that says it happens in the Upkeep Phase&lt;br /&gt;
&lt;br /&gt;
===== Main Phase =====&lt;br /&gt;
The vast majority of all time spent in combat is done during the characters&#039; Main Phases.  This is the time in which each character takes their actions, including movement, attacking, casting spells, interacting with the environment, etc&lt;br /&gt;
&lt;br /&gt;
=== Combat Actions ===&lt;br /&gt;
During each Combat Round, characters can take any combination of two &amp;lt;b&amp;gt;Simple Actions&amp;lt;/b&amp;gt; and one &amp;lt;b&amp;gt;Reaction&amp;lt;/b&amp;gt; (characters with more than one Round each Turn will specify what specific actions can be taken during these extra Rounds).  These actions can be taken in any order. A character can also combine forfeit their two Simple Actions and instead take a &amp;lt;b&amp;gt;Complex Action&amp;lt;/b&amp;gt; during their Round.&lt;br /&gt;
&lt;br /&gt;
One limitation on choice of how a character can act is that only one &amp;lt;b&amp;gt;Limited&amp;lt;/b&amp;gt; Action can be taken each Round unless specified otherwise.  This means that while a character could both Aim and Attack with a ranged weapon, they cannot generally both Attack and Cast a Spell in the same Round.&lt;br /&gt;
&lt;br /&gt;
==== Example Simple Actions ====&lt;br /&gt;
*Make a single Basic Attack with a ranged or melee weapon (Limited)&lt;br /&gt;
*Cast a Spell (Limited)&lt;br /&gt;
*Move within about 30&#039; &lt;br /&gt;
*Use an equipped or Readied magic item (some items may have Limited abilities)&lt;br /&gt;
*Most class abilities will take a Simple Action unless otherwise noted&lt;br /&gt;
*Quickly interact with an object without being too precise&lt;br /&gt;
*Hit the deck or take cover&lt;br /&gt;
*Drink a potion, apply an oil, or use some other item that has been Readied&lt;br /&gt;
*Aim a ranged attack&lt;br /&gt;
*Any other relatively small, easy to perform action&lt;br /&gt;
&lt;br /&gt;
==== Example Complex Actions ====&lt;br /&gt;
*Make a Bull Rush&lt;br /&gt;
*Make a Reckless Attack&lt;br /&gt;
*Ready a Stowed item&lt;br /&gt;
*Interact with an item with more intention&lt;br /&gt;
*Perform a complicated action, usually if it requires an Action Roll, it will be a Complex Action in Combat&lt;br /&gt;
&lt;br /&gt;
=== Attacks &amp;amp; Damage ===&lt;br /&gt;
keywords&lt;br /&gt;
status effects&lt;br /&gt;
damage types&lt;br /&gt;
fatigue&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=88</id>
		<title>D1001-combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=88"/>
		<updated>2026-01-29T04:00:15Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Example Simple Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Combat ==&lt;br /&gt;
Combat decides the outcome of small-scale skirmishes between individuals or groups.  When combat breaks out, time compresses down to Combat Turns of about 10 seconds each&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
Each turn is comprised of two distinct phases, the &amp;lt;b&amp;gt;Status Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Status Phase ====&lt;br /&gt;
The Status Phase marks the beginning of a new combat Turn.  Each Status Phase, perform the following:&lt;br /&gt;
# Players and DM roll for Initiative.  This happens every Status Phase&lt;br /&gt;
# Other stuff that says it happens in the Status Phase &lt;br /&gt;
&lt;br /&gt;
Initiative is rolled by each player character individually.  The DM, however, rolls a single time for all enemy combatants (though some particularly fast or powerful foes may get extra Initiative dice to represent extra Rounds they get each Turn).  Both sides roll the same way, a [[d1001-core|Chance Roll]] of a single d6.  Each Player that rolls higher than the DM gets to take their Round before the enemies while each Player that rolls lower goes after them.  Anyone (Players or DM) rolling the exact same number takes their action simultaneously.&lt;br /&gt;
&lt;br /&gt;
For characters with multiple Initiative Dice, slot the result of their die into order as best as is possible.  For instance if the DM rolls a 5 for Initiative and a Blink Dog in the fray  rolls a 2 on their extra Initiative Die, then any PC rolling 6 or more goes first, any PC rolling 3 or 4 goes after the bulk of the enemy forces but before the Blink Dog&#039;s second Round and any PC rolling 1 or less goes after all DM-controlled characters.&lt;br /&gt;
&lt;br /&gt;
Followers of the PCs take their turn at the same time as their PC leader.  For friendly DM-controlled NPCs, they take their turn alongside other DM-controlled characters, ie at the same time as the monsters.&lt;br /&gt;
&lt;br /&gt;
==== Action Phase ====&lt;br /&gt;
The Action Phase makes up the bulk of every Combat Turn and is when each combatant will have a &amp;lt;b&amp;gt;Round&amp;lt;/b&amp;gt; in which to take their actions.  During each Action Phase each participating character gets one Round, which consists of two phases itself, the &amp;lt;b&amp;gt;Upkeep Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Main Phase&amp;lt;/b&amp;gt;.  These are nested inside the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Rounds ====&lt;br /&gt;
===== Upkeep Phase =====&lt;br /&gt;
# Check for expiry of effects that last until the character&#039;s &amp;quot;next Upkeep&amp;quot;&lt;br /&gt;
# Spells with a duration of Concentration can be kept up by the mage who cast them at this point, otherwise they will expire as well&lt;br /&gt;
# Other stuff that says it happens in the Upkeep Phase&lt;br /&gt;
&lt;br /&gt;
===== Main Phase =====&lt;br /&gt;
The vast majority of all time spent in combat is done during the characters&#039; Main Phases.  This is the time in which each character takes their actions, including movement, attacking, casting spells, interacting with the environment, etc&lt;br /&gt;
&lt;br /&gt;
=== Combat Actions ===&lt;br /&gt;
During each Combat Round, characters can take any combination of two &amp;lt;b&amp;gt;Simple Actions&amp;lt;/b&amp;gt; and one &amp;lt;b&amp;gt;Reaction&amp;lt;/b&amp;gt; (characters with more than one Round each Turn will specify what specific actions can be taken during these extra Rounds).  These actions can be taken in any order. A character can also combine forfeit their two Simple Actions and instead take a &amp;lt;b&amp;gt;Complex Action&amp;lt;/b&amp;gt; during their Round.&lt;br /&gt;
&lt;br /&gt;
One limitation on choice of how a character can act is that only one &amp;lt;b&amp;gt;Limited&amp;lt;/b&amp;gt; Action can be taken each Round unless specified otherwise.  This means that while a character could both Aim and Attack with a ranged weapon, they cannot generally both Attack and Cast a Spell in the same Round.&lt;br /&gt;
&lt;br /&gt;
==== Example Simple Actions ====&lt;br /&gt;
*Make a single Basic Attack with a ranged or melee weapon (Limited)&lt;br /&gt;
*Cast a Spell (Limited)&lt;br /&gt;
*Move within about 30&#039; &lt;br /&gt;
*Use an equipped or Readied magic item (some items may have Limited abilities)&lt;br /&gt;
*Most class abilities will take a Simple Action unless otherwise noted&lt;br /&gt;
*Quickly interact with an object without being too precise&lt;br /&gt;
*Hit the deck or take cover&lt;br /&gt;
*Drink a potion, apply an oil, or use some other item that has been Readied&lt;br /&gt;
*Aim a ranged attack&lt;br /&gt;
&lt;br /&gt;
=== Attacks &amp;amp; Damage ===&lt;br /&gt;
keywords&lt;br /&gt;
status effects&lt;br /&gt;
damage types&lt;br /&gt;
fatigue&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-equiment&amp;diff=87</id>
		<title>D1001-equiment</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-equiment&amp;diff=87"/>
		<updated>2026-01-29T03:53:09Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Inventory Slots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Inventory ==&lt;br /&gt;
=== Inventory Slots ===&lt;br /&gt;
Items and encumbrance are not tracked with weight directly, but rather by Slots.  Most items take a single Slot, whether they are a shovel, a book, a sword or a roast ham.  Some items, such as large weapons or armor, may take more Slots; similarly, particularly small items, such as potions or arrows may be able to fit 3 or even 12 to a Slot.&lt;br /&gt;
&lt;br /&gt;
Your &#039;&#039;Stowed&#039;&#039; and &#039;&#039;Readied&#039;&#039; Inventory are determined by your Pack, modified by any Class Features or other effects.  Stowed items cannot be accessed during a Combat Round without taking a Complex Action to Ready them.  Readied items can be accessed and used at will.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
In addition to simply shoving items into a pack, you can equip items to gain additional benefits.  For instance, equipping a sword allows you to attack with it.  Equipped armor blocks damage.  Equipping a magic ring might improve your Defense or give you the ability to control fire.  Each character can have a limited number of pieces of Equipment of each type as follows:&lt;br /&gt;
;Main Hand&lt;br /&gt;
:A substantial hand-held item, usually a weapon, though farm implements, books and even an umbrella would fit this type of slot.  Any sort of magical device being activated would also need access to a character&#039;s free Main Hand to function properly&lt;br /&gt;
;Off-Hand&lt;br /&gt;
: Very similar to a Main Hand, but not as coordinated.  While weapons can be equipped here, usually his is only done with two-handed weapons or the rare character who uses a main-guache fighting style.  Shields are common Off-Hand hands as well&lt;br /&gt;
;Armor&lt;br /&gt;
: Any substantial combat gear from which a character intends to gain a bonus.  This is often reinforced animal hides or interlocked steel rings, but can also be a particularly well-enchanted undershirt in the right circumstances&lt;br /&gt;
;Accessory&lt;br /&gt;
: This is a catch-all for any sort of miscellaneous equipment.  Boots, helmets, cloaks, rings, necklaces and even crowns would all count as Accessories&lt;br /&gt;
;Accessory&lt;br /&gt;
: Same as above, but due to the open nature of this type of equipment, a character can benefit from multiple Accessories at once&lt;br /&gt;
These items still take up Inventory Slots.  Even if put in Stowed Slots, anything actively equipped is still counted as Readied and can be used at will.  For this reason, there is usually no benefit to putting Equipment into a character&#039;s rare and valuable Readied Slots&lt;br /&gt;
=== Equipment Lists ===&lt;br /&gt;
melee weapons, ranged weapons, armor, bags, belts, accessories, general items, lifestyle items, hirelings&lt;br /&gt;
== Crew ==&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=86</id>
		<title>D1001-combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=86"/>
		<updated>2026-01-29T03:43:50Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Combat ==&lt;br /&gt;
Combat decides the outcome of small-scale skirmishes between individuals or groups.  When combat breaks out, time compresses down to Combat Turns of about 10 seconds each&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
Each turn is comprised of two distinct phases, the &amp;lt;b&amp;gt;Status Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Status Phase ====&lt;br /&gt;
The Status Phase marks the beginning of a new combat Turn.  Each Status Phase, perform the following:&lt;br /&gt;
# Players and DM roll for Initiative.  This happens every Status Phase&lt;br /&gt;
# Other stuff that says it happens in the Status Phase &lt;br /&gt;
&lt;br /&gt;
Initiative is rolled by each player character individually.  The DM, however, rolls a single time for all enemy combatants (though some particularly fast or powerful foes may get extra Initiative dice to represent extra Rounds they get each Turn).  Both sides roll the same way, a [[d1001-core|Chance Roll]] of a single d6.  Each Player that rolls higher than the DM gets to take their Round before the enemies while each Player that rolls lower goes after them.  Anyone (Players or DM) rolling the exact same number takes their action simultaneously.&lt;br /&gt;
&lt;br /&gt;
For characters with multiple Initiative Dice, slot the result of their die into order as best as is possible.  For instance if the DM rolls a 5 for Initiative and a Blink Dog in the fray  rolls a 2 on their extra Initiative Die, then any PC rolling 6 or more goes first, any PC rolling 3 or 4 goes after the bulk of the enemy forces but before the Blink Dog&#039;s second Round and any PC rolling 1 or less goes after all DM-controlled characters.&lt;br /&gt;
&lt;br /&gt;
Followers of the PCs take their turn at the same time as their PC leader.  For friendly DM-controlled NPCs, they take their turn alongside other DM-controlled characters, ie at the same time as the monsters.&lt;br /&gt;
&lt;br /&gt;
==== Action Phase ====&lt;br /&gt;
The Action Phase makes up the bulk of every Combat Turn and is when each combatant will have a &amp;lt;b&amp;gt;Round&amp;lt;/b&amp;gt; in which to take their actions.  During each Action Phase each participating character gets one Round, which consists of two phases itself, the &amp;lt;b&amp;gt;Upkeep Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Main Phase&amp;lt;/b&amp;gt;.  These are nested inside the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Rounds ====&lt;br /&gt;
===== Upkeep Phase =====&lt;br /&gt;
# Check for expiry of effects that last until the character&#039;s &amp;quot;next Upkeep&amp;quot;&lt;br /&gt;
# Spells with a duration of Concentration can be kept up by the mage who cast them at this point, otherwise they will expire as well&lt;br /&gt;
# Other stuff that says it happens in the Upkeep Phase&lt;br /&gt;
&lt;br /&gt;
===== Main Phase =====&lt;br /&gt;
The vast majority of all time spent in combat is done during the characters&#039; Main Phases.  This is the time in which each character takes their actions, including movement, attacking, casting spells, interacting with the environment, etc&lt;br /&gt;
&lt;br /&gt;
=== Combat Actions ===&lt;br /&gt;
During each Combat Round, characters can take any combination of two &amp;lt;b&amp;gt;Simple Actions&amp;lt;/b&amp;gt; and one &amp;lt;b&amp;gt;Reaction&amp;lt;/b&amp;gt; (characters with more than one Round each Turn will specify what specific actions can be taken during these extra Rounds).  These actions can be taken in any order. A character can also combine forfeit their two Simple Actions and instead take a &amp;lt;b&amp;gt;Complex Action&amp;lt;/b&amp;gt; during their Round.&lt;br /&gt;
&lt;br /&gt;
One limitation on choice of how a character can act is that only one &amp;lt;b&amp;gt;Limited&amp;lt;/b&amp;gt; Action can be taken each Round unless specified otherwise.  This means that while a character could both Aim and Attack with a ranged weapon, they cannot generally both Attack and Cast a Spell in the same Round.&lt;br /&gt;
&lt;br /&gt;
==== Example Simple Actions ====&lt;br /&gt;
*Make a single Basic Attack with a ranged or melee weapon (Limited)&lt;br /&gt;
*Cast a Spell (Limited)&lt;br /&gt;
*Move within about 30&#039; &lt;br /&gt;
*Use a magic item&lt;br /&gt;
*Most class abilities will take a Simple Action unless otherwise noted&lt;br /&gt;
*Quickly interact with an object without being too precise&lt;br /&gt;
*Hit the deck or take cover&lt;br /&gt;
*Grab an item from &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Attacks &amp;amp; Damage ===&lt;br /&gt;
keywords&lt;br /&gt;
status effects&lt;br /&gt;
damage types&lt;br /&gt;
fatigue&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=85</id>
		<title>D1001-combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=85"/>
		<updated>2026-01-29T03:38:09Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Combat ==&lt;br /&gt;
Combat decides the outcome of small-scale skirmishes between individuals or groups.  When combat breaks out, time compresses down to Combat Turns of about 10 seconds each&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
Each turn is comprised of two distinct phases, the &amp;lt;b&amp;gt;Status Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Status Phase ====&lt;br /&gt;
The Status Phase marks the beginning of a new combat Turn.  Each Status Phase, perform the following:&lt;br /&gt;
# Players and DM roll for Initiative.  This happens every Status Phase&lt;br /&gt;
# Other stuff that says it happens in the Status Phase &lt;br /&gt;
&lt;br /&gt;
Initiative is rolled by each player character individually.  The DM, however, rolls a single time for all enemy combatants (though some particularly fast or powerful foes may get extra Initiative dice to represent extra Rounds they get each Turn).  Both sides roll the same way, a [[d1001-core|Chance Roll]] of a single d6.  Each Player that rolls higher than the DM gets to take their Round before the enemies while each Player that rolls lower goes after them.  Anyone (Players or DM) rolling the exact same number takes their action simultaneously.&lt;br /&gt;
&lt;br /&gt;
For characters with multiple Initiative Dice, slot the result of their die into order as best as is possible.  For instance if the DM rolls a 5 for Initiative and a Blink Dog in the fray  rolls a 2 on their extra Initiative Die, then any PC rolling 6 or more goes first, any PC rolling 3 or 4 goes after the bulk of the enemy forces but before the Blink Dog&#039;s second Round and any PC rolling 1 or less goes after all DM-controlled characters.&lt;br /&gt;
&lt;br /&gt;
Followers of the PCs take their turn at the same time as their PC leader.  For friendly DM-controlled NPCs, they take their turn alongside other DM-controlled characters, ie at the same time as the monsters.&lt;br /&gt;
&lt;br /&gt;
==== Action Phase ====&lt;br /&gt;
The Action Phase makes up the bulk of every Combat Turn and is when each combatant will have a &amp;lt;b&amp;gt;Round&amp;lt;/b&amp;gt; in which to take their actions.  During each Action Phase each participating character gets one Round, which consists of two phases itself, the &amp;lt;b&amp;gt;Upkeep Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Main Phase&amp;lt;/b&amp;gt;.  These are nested inside the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Rounds ====&lt;br /&gt;
===== Upkeep Phase =====&lt;br /&gt;
# Check for expiry of effects that last until the character&#039;s &amp;quot;next Upkeep&amp;quot;&lt;br /&gt;
# Spells with a duration of Concentration can be kept up by the mage who cast them at this point, otherwise they will expire as well&lt;br /&gt;
# Other stuff that says it happens in the Upkeep Phase&lt;br /&gt;
&lt;br /&gt;
===== Main Phase =====&lt;br /&gt;
The vast majority of all time spent in combat is done during the characters&#039; Main Phases.  This is the time in which each character takes their actions, including movement, attacking, casting spells, interacting with the environment, etc&lt;br /&gt;
&lt;br /&gt;
=== Combat Actions ===&lt;br /&gt;
During each Combat Round, characters can take any combination of two &amp;lt;b&amp;gt;Simple Actions&amp;lt;/b&amp;gt; and one &amp;lt;b&amp;gt;Reaction&amp;lt;/b&amp;gt; (characters with more than one Round each Turn will specify what specific actions can be taken during these extra Rounds).  These actions can be taken in any order. A character can also combine forfeit their two Simple Actions and instead take a &amp;lt;b&amp;gt;Complex Action&amp;lt;/b&amp;gt; during their Round.&lt;br /&gt;
&lt;br /&gt;
One limitation on choice of how a character can act is that only one &amp;lt;b&amp;gt;Limited&amp;lt;/b&amp;gt; Action can be taken each Round unless specified otherwise.  This means that while a character could both Aim and Attack with a ranged weapon, they cannot generally both Attack and Cast a Spell in the same Round.&lt;br /&gt;
&lt;br /&gt;
==== Example Simple Actions ====&lt;br /&gt;
*Make a single Basic Attack with a ranged or melee weapon (Limited)&lt;br /&gt;
*Cast a Spell (Limited)&lt;br /&gt;
*Move within about 30&#039; &lt;br /&gt;
*Use a magic item&lt;br /&gt;
*Most class abilities will take a Simple Action unless otherwise noted&lt;br /&gt;
*Quickly interact with an object without being too precise&lt;br /&gt;
*Hit the deck or take cover&lt;br /&gt;
*Grab an item from&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Attacks &amp;amp; Damage ===&lt;br /&gt;
keywords&lt;br /&gt;
status effects&lt;br /&gt;
damage types&lt;br /&gt;
fatigue&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=84</id>
		<title>D1001-combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=84"/>
		<updated>2026-01-29T03:35:08Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Combat ==&lt;br /&gt;
Combat decides the outcome of small-scale skirmishes between individuals or groups.  When combat breaks out, time compresses down to Combat Turns of about 10 seconds each&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
Each turn is comprised of two distinct phases, the &amp;lt;b&amp;gt;Status Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Status Phase ====&lt;br /&gt;
The Status Phase marks the beginning of a new combat Turn.  Each Status Phase, perform the following:&lt;br /&gt;
# Players and DM roll for Initiative.  This happens every Status Phase&lt;br /&gt;
# Other stuff that says it happens in the Status Phase &lt;br /&gt;
&lt;br /&gt;
Initiative is rolled by each player character individually.  The DM, however, rolls a single time for all enemy combatants (though some particularly fast or powerful foes may get extra Initiative dice to represent extra Rounds they get each Turn).  Both sides roll the same way, a [[d1001-core|Chance Roll]] of a single d6.  Each Player that rolls higher than the DM gets to take their Round before the enemies while each Player that rolls lower goes after them.  Anyone (Players or DM) rolling the exact same number takes their action simultaneously.&lt;br /&gt;
&lt;br /&gt;
For characters with multiple Initiative Dice, slot the result of their die into order as best as is possible.  For instance if the DM rolls a 5 for Initiative and a Blink Dog in the fray  rolls a 2 on their extra Initiative Die, then any PC rolling 6 or more goes first, any PC rolling 3 or 4 goes after the bulk of the enemy forces but before the Blink Dog&#039;s second Round and any PC rolling 1 or less goes after all DM-controlled characters.&lt;br /&gt;
&lt;br /&gt;
Followers of the PCs take their turn at the same time as their PC leader.  For friendly DM-controlled NPCs, they take their turn alongside other DM-controlled characters, ie at the same time as the monsters.&lt;br /&gt;
&lt;br /&gt;
==== Action Phase ====&lt;br /&gt;
The Action Phase makes up the bulk of every Combat Turn and is when each combatant will have a &amp;lt;b&amp;gt;Round&amp;lt;/b&amp;gt; in which to take their actions.  During each Action Phase each participating character gets one Round, which consists of two phases itself, the &amp;lt;b&amp;gt;Upkeep Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Main Phase&amp;lt;/b&amp;gt;.  These are nested inside the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Rounds ====&lt;br /&gt;
===== Upkeep Phase =====&lt;br /&gt;
# Check for expiry of effects that last until the character&#039;s &amp;quot;next Upkeep&amp;quot;&lt;br /&gt;
# Spells with a duration of Concentration can be kept up by the mage who cast them at this point, otherwise they will expire as well&lt;br /&gt;
# Other stuff that says it happens in the Upkeep Phase&lt;br /&gt;
&lt;br /&gt;
===== Main Phase =====&lt;br /&gt;
The vast majority of all time spent in combat is done during the characters&#039; Main Phases.  This is the time in which each character takes their actions, including movement, attacking, casting spells, interacting with the environment, etc&lt;br /&gt;
&lt;br /&gt;
=== Combat Actions ===&lt;br /&gt;
During each Combat Round, characters can take any combination of two &amp;lt;b&amp;gt;Simple Actions&amp;lt;/b&amp;gt; and one &amp;lt;b&amp;gt;Reaction&amp;lt;/b&amp;gt; (characters with more than one Round each Turn will specify what specific actions can be taken during these extra Rounds).  These actions can be taken in any order. A character can also combine forfeit their two Simple Actions and instead take a &amp;lt;b&amp;gt;Complex Action&amp;lt;/b&amp;gt; during their Round.&lt;br /&gt;
&lt;br /&gt;
One limitation on choice of how a character can act is that only one &amp;lt;b&amp;gt;Limited&amp;lt;/b&amp;gt; Action can be taken each Round unless specified otherwise.  This means that while a character could both Aim and Attack with a ranged weapon, they cannot generally both Attack and Cast a Spell in the same Round.&lt;br /&gt;
&lt;br /&gt;
==== Example Simple Actions ====&lt;br /&gt;
*Make a single Basic Attack with a ranged or melee weapon (Limited)&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Attacks &amp;amp; Damage ===&lt;br /&gt;
keywords&lt;br /&gt;
status effects&lt;br /&gt;
damage types&lt;br /&gt;
fatigue&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=83</id>
		<title>D1001-combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=83"/>
		<updated>2026-01-27T05:30:07Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Combat Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Combat ==&lt;br /&gt;
Combat decides the outcome of small-scale skirmishes between individuals or groups.  When combat breaks out, time compresses down to Combat Turns of about 10 seconds each&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
Each turn is comprised of two distinct phases, the &amp;lt;b&amp;gt;Status Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Status Phase ====&lt;br /&gt;
The Status Phase marks the beginning of a new combat Turn.  Each Status Phase, perform the following:&lt;br /&gt;
# Players and DM roll for Initiative.  This happens every Status Phase&lt;br /&gt;
# Other stuff that says it happens in the Status Phase &lt;br /&gt;
&lt;br /&gt;
Initiative is rolled by each player character individually.  The DM, however, rolls a single time for all enemy combatants (though some particularly fast or powerful foes may get extra Initiative dice to represent extra Rounds they get each Turn).  Both sides roll the same way, a [[d1001-core|Chance Roll]] of a single d6.  Each Player that rolls higher than the DM gets to take their Round before the enemies while each Player that rolls lower goes after them.  Anyone (Players or DM) rolling the exact same number takes their action simultaneously.&lt;br /&gt;
&lt;br /&gt;
For characters with multiple Initiative Dice, slot the result of their die into order as best as is possible.  For instance if the DM rolls a 5 for Initiative and a Blink Dog in the fray  rolls a 2 on their extra Initiative Die, then any PC rolling 6 or more goes first, any PC rolling 3 or 4 goes after the bulk of the enemy forces but before the Blink Dog&#039;s second Round and any PC rolling 1 or less goes after all DM-controlled characters.&lt;br /&gt;
&lt;br /&gt;
Followers of the PCs take their turn at the same time as their PC leader.  For friendly DM-controlled NPCs, they take their turn alongside other DM-controlled characters, ie at the same time as the monsters.&lt;br /&gt;
&lt;br /&gt;
==== Action Phase ====&lt;br /&gt;
The Action Phase makes up the bulk of every Combat Turn and is when each combatant will have a &amp;lt;b&amp;gt;Round&amp;lt;/b&amp;gt; in which to take their actions.  During each Action Phase each participating character gets one Round, which consists of two phases itself, the &amp;lt;b&amp;gt;Upkeep Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Main Phase&amp;lt;/b&amp;gt;.  These are nested inside the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Rounds ====&lt;br /&gt;
===== Upkeep Phase =====&lt;br /&gt;
# Check for expiry of effects that last until the character&#039;s &amp;quot;next Upkeep&amp;quot;&lt;br /&gt;
# Spells with a duration of Concentration can be kept up by the mage who cast them at this point, otherwise they will expire as well&lt;br /&gt;
# Other stuff that says it happens in the Upkeep Phase&lt;br /&gt;
&lt;br /&gt;
===== Main Phase =====&lt;br /&gt;
The vast majority of all time spent in combat is done during the characters&#039; Main Phases.  This is the time in which each character takes their actions, including movement, attacking, casting spells, interacting with the environment, etc&lt;br /&gt;
&lt;br /&gt;
=== Combat Actions ===&lt;br /&gt;
During each Combat Round, characters can take any combination of two &amp;lt;b&amp;gt;Simple Actions&amp;lt;/b&amp;gt; and one &amp;lt;b&amp;gt;Reaction&amp;lt;/b&amp;gt; (characters with more than one Round each Turn get a set of two Simple Actions and a Reaction &amp;lt;i&amp;gt;for each&amp;lt;/b&amp;gt; Round they have).&lt;br /&gt;
&lt;br /&gt;
Limited Actions**&lt;br /&gt;
&lt;br /&gt;
=== Attacks &amp;amp; Damage ===&lt;br /&gt;
keywords&lt;br /&gt;
status effects&lt;br /&gt;
damage types&lt;br /&gt;
fatigue&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=82</id>
		<title>D1001-combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=82"/>
		<updated>2026-01-27T04:36:45Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Action Phase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Combat ==&lt;br /&gt;
Combat decides the outcome of small-scale skirmishes between individuals or groups.  When combat breaks out, time compresses down to Combat Turns of about 10 seconds each&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
Each turn is comprised of two distinct phases, the &amp;lt;b&amp;gt;Status Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Status Phase ====&lt;br /&gt;
The Status Phase marks the beginning of a new combat Turn.  Each Status Phase, perform the following:&lt;br /&gt;
# Players and DM roll for Initiative.  This happens every Status Phase&lt;br /&gt;
# Other stuff that says it happens in the Status Phase &lt;br /&gt;
&lt;br /&gt;
Initiative is rolled by each player character individually.  The DM, however, rolls a single time for all enemy combatants (though some particularly fast or powerful foes may get extra Initiative dice to represent extra Rounds they get each Turn).  Both sides roll the same way, a [[d1001-core|Chance Roll]] of a single d6.  Each Player that rolls higher than the DM gets to take their Round before the enemies while each Player that rolls lower goes after them.  Anyone (Players or DM) rolling the exact same number takes their action simultaneously.&lt;br /&gt;
&lt;br /&gt;
For characters with multiple Initiative Dice, slot the result of their die into order as best as is possible.  For instance if the DM rolls a 5 for Initiative and a Blink Dog in the fray  rolls a 2 on their extra Initiative Die, then any PC rolling 6 or more goes first, any PC rolling 3 or 4 goes after the bulk of the enemy forces but before the Blink Dog&#039;s second Round and any PC rolling 1 or less goes after all DM-controlled characters.&lt;br /&gt;
&lt;br /&gt;
Followers of the PCs take their turn at the same time as their PC leader.  For friendly DM-controlled NPCs, they take their turn alongside other DM-controlled characters, ie at the same time as the monsters.&lt;br /&gt;
&lt;br /&gt;
==== Action Phase ====&lt;br /&gt;
The Action Phase makes up the bulk of every Combat Turn and is when each combatant will have a &amp;lt;b&amp;gt;Round&amp;lt;/b&amp;gt; in which to take their actions.  During each Action Phase each participating character gets one Round, which consists of two phases itself, the &amp;lt;b&amp;gt;Upkeep Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Main Phase&amp;lt;/b&amp;gt;.  These are nested inside the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Rounds ====&lt;br /&gt;
===== Upkeep Phase =====&lt;br /&gt;
# Check for expiry of effects that last until the character&#039;s &amp;quot;next Upkeep&amp;quot;&lt;br /&gt;
# Spells with a duration of Concentration can be kept up by the mage who cast them at this point, otherwise they will expire as well&lt;br /&gt;
# Other stuff that says it happens in the Upkeep Phase&lt;br /&gt;
&lt;br /&gt;
===== Main Phase =====&lt;br /&gt;
The vast majority of all time spent in combat is done during the characters&#039; Main Phases.  This is the time in which each character takes their actions, including movement, attacking, casting spells, interacting with the environment, etc&lt;br /&gt;
&lt;br /&gt;
=== Combat Actions ===&lt;br /&gt;
attack, move, react&lt;br /&gt;
distances&lt;br /&gt;
=== Attacks &amp;amp; Damage ===&lt;br /&gt;
keywords&lt;br /&gt;
status effects&lt;br /&gt;
damage types&lt;br /&gt;
fatigue&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=81</id>
		<title>D1001-combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=81"/>
		<updated>2026-01-27T04:36:09Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Action Phase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Combat ==&lt;br /&gt;
Combat decides the outcome of small-scale skirmishes between individuals or groups.  When combat breaks out, time compresses down to Combat Turns of about 10 seconds each&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
Each turn is comprised of two distinct phases, the &amp;lt;b&amp;gt;Status Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Status Phase ====&lt;br /&gt;
The Status Phase marks the beginning of a new combat Turn.  Each Status Phase, perform the following:&lt;br /&gt;
# Players and DM roll for Initiative.  This happens every Status Phase&lt;br /&gt;
# Other stuff that says it happens in the Status Phase &lt;br /&gt;
&lt;br /&gt;
Initiative is rolled by each player character individually.  The DM, however, rolls a single time for all enemy combatants (though some particularly fast or powerful foes may get extra Initiative dice to represent extra Rounds they get each Turn).  Both sides roll the same way, a [[d1001-core|Chance Roll]] of a single d6.  Each Player that rolls higher than the DM gets to take their Round before the enemies while each Player that rolls lower goes after them.  Anyone (Players or DM) rolling the exact same number takes their action simultaneously.&lt;br /&gt;
&lt;br /&gt;
For characters with multiple Initiative Dice, slot the result of their die into order as best as is possible.  For instance if the DM rolls a 5 for Initiative and a Blink Dog in the fray  rolls a 2 on their extra Initiative Die, then any PC rolling 6 or more goes first, any PC rolling 3 or 4 goes after the bulk of the enemy forces but before the Blink Dog&#039;s second Round and any PC rolling 1 or less goes after all DM-controlled characters.&lt;br /&gt;
&lt;br /&gt;
Followers of the PCs take their turn at the same time as their PC leader.  For friendly DM-controlled NPCs, they take their turn alongside other DM-controlled characters, ie at the same time as the monsters.&lt;br /&gt;
&lt;br /&gt;
==== Action Phase ====&lt;br /&gt;
The Action Phase makes up the bulk of every Combat Turn and is when each combatant will have a &amp;lt;b&amp;gt;Round&amp;lt;/b&amp;gt; in which to take their actions.  Each character gets one Round each Action Phase, which consists of two phases itself, the &amp;lt;b&amp;gt;Upkeep Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Main Phase&amp;lt;/b&amp;gt;.  These are nested inside the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Rounds ====&lt;br /&gt;
===== Upkeep Phase =====&lt;br /&gt;
# Check for expiry of effects that last until the character&#039;s &amp;quot;next Upkeep&amp;quot;&lt;br /&gt;
# Spells with a duration of Concentration can be kept up by the mage who cast them at this point, otherwise they will expire as well&lt;br /&gt;
# Other stuff that says it happens in the Upkeep Phase&lt;br /&gt;
&lt;br /&gt;
===== Main Phase =====&lt;br /&gt;
The vast majority of all time spent in combat is done during the characters&#039; Main Phases.  This is the time in which each character takes their actions, including movement, attacking, casting spells, interacting with the environment, etc&lt;br /&gt;
&lt;br /&gt;
=== Combat Actions ===&lt;br /&gt;
attack, move, react&lt;br /&gt;
distances&lt;br /&gt;
=== Attacks &amp;amp; Damage ===&lt;br /&gt;
keywords&lt;br /&gt;
status effects&lt;br /&gt;
damage types&lt;br /&gt;
fatigue&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=80</id>
		<title>D1001-combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=80"/>
		<updated>2026-01-27T03:58:32Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Combat ==&lt;br /&gt;
Combat decides the outcome of small-scale skirmishes between individuals or groups.  When combat breaks out, time compresses down to Combat Turns of about 10 seconds each&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
Each turn is comprised of two distinct phases, the &amp;lt;b&amp;gt;Status Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Status Phase ====&lt;br /&gt;
The Status Phase marks the beginning of a new combat Turn.  Each Status Phase, perform the following:&lt;br /&gt;
# Players and DM roll for Initiative.  This happens every Status Phase&lt;br /&gt;
# Other stuff that says it happens in the Status Phase &lt;br /&gt;
&lt;br /&gt;
Initiative is rolled by each player character individually.  The DM, however, rolls a single time for all enemy combatants (though some particularly fast or powerful foes may get extra Initiative dice to represent extra Rounds they get each Turn).  Both sides roll the same way, a [[d1001-core|Chance Roll]] of a single d6.  Each Player that rolls higher than the DM gets to take their Round before the enemies while each Player that rolls lower goes after them.  Anyone (Players or DM) rolling the exact same number takes their action simultaneously.&lt;br /&gt;
&lt;br /&gt;
For characters with multiple Initiative Dice, slot the result of their die into order as best as is possible.  For instance if the DM rolls a 5 for Initiative and a Blink Dog in the fray  rolls a 2 on their extra Initiative Die, then any PC rolling 6 or more goes first, any PC rolling 3 or 4 goes after the bulk of the enemy forces but before the Blink Dog&#039;s second Round and any PC rolling 1 or less goes after all DM-controlled characters.&lt;br /&gt;
&lt;br /&gt;
Followers of the PCs take their turn at the same time as their PC leader.  For friendly DM-controlled NPCs, they take their turn alongside other DM-controlled characters, ie at the same time as the monsters.&lt;br /&gt;
&lt;br /&gt;
==== Action Phase ====&lt;br /&gt;
The Action Phase makes up the bulk of every Combat Turn and is when each combatant will have a Round in which to take their actions.  Each character gets one Round each Action Phase, which consists of two phases itself, the &amp;lt;b&amp;gt;Upkeep Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Main Phase&amp;lt;/b&amp;gt;.  These are nested inside the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combat Rounds ====&lt;br /&gt;
===== Upkeep Phase =====&lt;br /&gt;
# Check for expiry of effects that last until the character&#039;s &amp;quot;next Upkeep&amp;quot;&lt;br /&gt;
# Spells with a duration of Concentration can be kept up by the mage who cast them at this point, otherwise they will expire as well&lt;br /&gt;
# Other stuff that says it happens in the Upkeep Phase&lt;br /&gt;
&lt;br /&gt;
===== Main Phase =====&lt;br /&gt;
The vast majority of all time spent in combat is done during the characters&#039; Main Phases.  This is the time in which each character takes their actions, including movement, attacking, casting spells, interacting with the environment, etc&lt;br /&gt;
&lt;br /&gt;
=== Combat Actions ===&lt;br /&gt;
attack, move, react&lt;br /&gt;
distances&lt;br /&gt;
=== Attacks &amp;amp; Damage ===&lt;br /&gt;
keywords&lt;br /&gt;
status effects&lt;br /&gt;
damage types&lt;br /&gt;
fatigue&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-core&amp;diff=79</id>
		<title>D1001-core</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-core&amp;diff=79"/>
		<updated>2026-01-27T03:44:40Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Chance Roll */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Almost anything a character does that has a chance of failure is decided by rolling 2d6 and comparing the result to a difficulty value&lt;br /&gt;
= Types of Rolls =&lt;br /&gt;
== Action Roll ==&lt;br /&gt;
;Simple&lt;br /&gt;
: Used for most rolls outside of combat.  Simply state what you are trying to do, determine any modifiers and add them to 2d6.  If total is:&lt;br /&gt;
 &amp;lt;6: the GM decides exactly what happens&lt;br /&gt;
 7-9: there is an okay outcome - you either attain a portion of your goal or you succeed but it happens at a cost&lt;br /&gt;
 10+: full success, you do more or less what you described&lt;br /&gt;
;Extended&lt;br /&gt;
:Used to advance progress bars/clocks for rolls that can&#039;t be resolved in one go.  For extended action, there will need to be a certain amount of progress made to complete the task.  Common tasks may require 4 or 6 units of progress to complete, where especially complicated ones may be up to 8 or even 12.  The time between rolls, and therefore between making progress, is determined by the type of task being performed.  Picking a lock may be only minutes between rolls during Crawling Turns, but formulating a new potion may take weeks between rolls during Downtime. The amount of progress made is based on the total of the Action Roll: &lt;br /&gt;
 &amp;lt;6: no  progress&lt;br /&gt;
 7-9: one unit of progress&lt;br /&gt;
 10+: two units of progress&lt;br /&gt;
&lt;br /&gt;
== Reaction Roll == &lt;br /&gt;
Used when success/fail is not granular enough.  Uses a table of results to determine outcome &lt;br /&gt;
 Upon meeting a strange NPC in risky circumstances, their initial feelings toward a player may be determined by a Reaction Roll of 2d6&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Roll !! Monster Reaction&lt;br /&gt;
|-&lt;br /&gt;
| 2 or less || Hostile&lt;br /&gt;
|-&lt;br /&gt;
| 3-5|| Unfriendly, suspicious&lt;br /&gt;
|-&lt;br /&gt;
| 6-8|| Cautious, may consider offers&lt;br /&gt;
|-&lt;br /&gt;
| 9-11|| Indifferent, ready to parley&lt;br /&gt;
|-&lt;br /&gt;
| 12 or more|| Friendly&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Conflict Roll ==&lt;br /&gt;
For rolls that are strictly pass/fail, with no degrees of success.  Attacks, damage, saves, etc.  If the target is number is met or exceeded, the roll succeeds, otherwise the action is a failure&lt;br /&gt;
 A character with CRC of +2 attacks a character with 11 DEF.  They grab 2d6 and roll, getting a 4 and a 3.  Combining the two and adding the attacker&#039;s CRC value results in 9, which does not score a hit.  There is no success at a cost or partial success possible, the attack simply misses and the combat continues&lt;br /&gt;
&lt;br /&gt;
== Chance Roll ==&lt;br /&gt;
A roll using a single die that usually doesn&#039;t have modifiers.  A d3 roll to determine a value, rolling for [[d1001-combat|Initiative]]], etc&lt;br /&gt;
&lt;br /&gt;
= Roll Modifiers =&lt;br /&gt;
The most common modifiers to rolls are applying Traits and Distinctions, which are very similar and function mostly identically.  The biggest difference is the freedom that PCs have in application of their personal Distinctions and the fact that Traits are generally just specific keywords whereas Distinctions are longer statements and have more broad applicability&lt;br /&gt;
== Distinctions ==&lt;br /&gt;
Standard modifiers that the PCs can apply to Action Rolls when applicable.  These act as a replacement for attributes, ability scores, backgrounds and racial skill bonuses.  When a Distinction could apply to a roll, choose from the following options:&lt;br /&gt;
*Gain a +1 to the roll.  This option stacks, so if two Distinctions would apply, gain a +2 to the roll, etc&lt;br /&gt;
*Remove all modifiers to the roll, both positive and negative.  The Distinction must be directly applicable to the situation to be chosen&lt;br /&gt;
*Give yourself -1 to the roll and gain a Conviction&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
Positive or negative descriptions of character, scene, item, environment, etc.  These can come from nearly any source, but just a regular description doesn&#039;t have a mechanical effects - just being big is not the same as being Big.  The narrative weight of the description is what makes it a Trait.  These grant a -1 or +1 to any Action roll in which they would apply and stack to a maximum of -3 or +3 regardless of the amount of Traits in the scene that would apply to the roll.  Common sources include:&lt;br /&gt;
*&#039;&#039;&#039;Descriptions&#039;&#039;&#039;: a Reinforced door, a Clumsy porter&lt;br /&gt;
*&#039;&#039;&#039;Skills&#039;&#039;&#039;: Lockpicking, Stealth, Horsemanship&lt;br /&gt;
*&#039;&#039;&#039;Status Effects&#039;&#039;&#039;: Burning, Bleeding, Deprived&lt;br /&gt;
== Die Modifications ==&lt;br /&gt;
Most modifiers are just static bonuses, but many effects can introduce modifications to the die roll itself:&lt;br /&gt;
;Edge&lt;br /&gt;
: Roll an extra die and drop one of the roller&#039;s choice before determining the result.  A roll can only benefit from one Edge no matter how many would apply&lt;br /&gt;
;Boost&lt;br /&gt;
: Roll an extra die and keep an extra die for the result.  A roll can only benefit from one Boost no matter how many would apply&lt;br /&gt;
;Raise&lt;br /&gt;
: The same as a Boost, but can stack indefinitely, allowing for rolling and keeping 4, 5 or more dice for a single 2d6 roll&lt;br /&gt;
;Setback&lt;br /&gt;
: Roll an extra die and keep the least favorable before calculating the total.  A roll can only be hindered by one Setback no matter how many would apply&lt;br /&gt;
&lt;br /&gt;
== Convicton ==&lt;br /&gt;
Conviction can be spent to increase a character&#039;s chance of success in the following ways:&lt;br /&gt;
*Before rolling any dice, a point of Conviction can grant a player a Boost on any Action or Conflict roll&lt;br /&gt;
*After rolling the dice, a point of Convinction can be spent to reroll all the dice used for an Action, Reaction or Conflict roll&lt;br /&gt;
*A point of Conviction can be used to negate all Wound Penalties currently affecting a character for one turn&lt;br /&gt;
*Additionally, many class abilities require a point of Conviction to be activated.  &lt;br /&gt;
&lt;br /&gt;
Only one point of Conviction can be spent on any given roll.&lt;br /&gt;
&lt;br /&gt;
Gaining Conviction is most commonly done by using one of a character&#039;s Distinctions as penalty during an Action roll, but particularly interesting roleplay moments or clever choices may also reward Conviction by table fiat.  The DM may also offer a point of Conviction to Compel a player to accept a worse outcome despite their roll, though this is always up to the player to accept or deny.  A proper rest will also reset all characters&#039; Conviction to one point regardless of their total, whether they had none or even the maximum when going into Downtime.&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=78</id>
		<title>D1001-combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=78"/>
		<updated>2026-01-27T03:19:36Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Combat ==&lt;br /&gt;
Combat decides the outcome of small-scale skirmishes between individuals or groups.  When combat breaks out, time compresses down to Combat Turns of about 10 seconds each&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
Each turn is comprised of two distinct phases, the &amp;lt;b&amp;gt;Status Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===== Status Phase =====&lt;br /&gt;
The Status Phase marks the beginning of a new combat Turn.  Each Status Phase, perform the following:&lt;br /&gt;
# Players and DM roll for Initiative&lt;br /&gt;
# Other stuff that says it happens in the Status Phase &lt;br /&gt;
&lt;br /&gt;
===== Action Phase =====&lt;br /&gt;
=== Combat Actions ===&lt;br /&gt;
attack, move, react&lt;br /&gt;
distances&lt;br /&gt;
=== Attacks &amp;amp; Damage ===&lt;br /&gt;
keywords&lt;br /&gt;
status effects&lt;br /&gt;
damage types&lt;br /&gt;
fatigue&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=77</id>
		<title>D1001-combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=77"/>
		<updated>2026-01-27T03:10:35Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Combat ==&lt;br /&gt;
Combat decides the outcome of small-scale skirmishes between individuals or groups.  When combat breaks out, time compresses down to Combat Turns of about 10 seconds each&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
Each turn is comprised of two distinct phases, the &amp;lt;b&amp;gt;Status Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===== Status Phase =====&lt;br /&gt;
The Status Phase marks the beginning of a new combat Turn.  Each Status Phase, perform the following:&lt;br /&gt;
# Players and DM roll for Initiative&lt;br /&gt;
=== Combat Actions ===&lt;br /&gt;
attack, move, react&lt;br /&gt;
distances&lt;br /&gt;
=== Attacks &amp;amp; Damage ===&lt;br /&gt;
keywords&lt;br /&gt;
status effects&lt;br /&gt;
damage types&lt;br /&gt;
fatigue&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=76</id>
		<title>D1001-combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=76"/>
		<updated>2026-01-27T03:06:19Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Combat ==&lt;br /&gt;
Combat decides the outcome of small-scale skirmishes between individuals or groups.  When combat breaks out, time compresses down to Combat Turns of about 10 seconds each&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
Each turn is comprised of two distinct phases, the &amp;lt;b&amp;gt;Status Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===== Status Phase =====&lt;br /&gt;
=== Combat Actions ===&lt;br /&gt;
attack, move, react&lt;br /&gt;
distances&lt;br /&gt;
=== Attacks &amp;amp; Damage ===&lt;br /&gt;
keywords&lt;br /&gt;
status effects&lt;br /&gt;
damage types&lt;br /&gt;
fatigue&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=75</id>
		<title>D1001-combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=75"/>
		<updated>2026-01-27T03:06:01Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Combat ==&lt;br /&gt;
Combat decides the outcome of small-scale skirmishes between individuals or groups.  When combat breaks out, time compresses down to Combat Turns of about 10 seconds each&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
Each turn is comprised of two distinct phases, the &amp;lt;b&amp;gt;Status Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===== Status Phase ====&lt;br /&gt;
=== Combat Actions ===&lt;br /&gt;
attack, move, react&lt;br /&gt;
distances&lt;br /&gt;
=== Attacks &amp;amp; Damage ===&lt;br /&gt;
keywords&lt;br /&gt;
status effects&lt;br /&gt;
damage types&lt;br /&gt;
fatigue&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=74</id>
		<title>D1001-combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=74"/>
		<updated>2026-01-27T02:55:57Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Combat ==&lt;br /&gt;
Combat decides the outcome of small-scale skirmishes between individuals or groups.  When combat breaks out, time compresses down to Combat Turns of about 10 seconds each&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
Each turn is comprised of two distinct phases, the &amp;lt;b&amp;gt;Status Phase&amp;lt;/b&amp;gt; and the &amp;lt;b&amp;gt;Action Phase&amp;lt;/b&amp;gt;&lt;br /&gt;
=== Combat Actions ===&lt;br /&gt;
attack, move, react&lt;br /&gt;
distances&lt;br /&gt;
=== Attacks &amp;amp; Damage ===&lt;br /&gt;
keywords&lt;br /&gt;
status effects&lt;br /&gt;
damage types&lt;br /&gt;
fatigue&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=Main_Page&amp;diff=73</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=Main_Page&amp;diff=73"/>
		<updated>2026-01-27T01:40:12Z</updated>

		<summary type="html">&lt;p&gt;Ray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Gaming Wiki =&lt;br /&gt;
&lt;br /&gt;
== [[d1001]] ==&lt;br /&gt;
&lt;br /&gt;
== One Shots ==&lt;br /&gt;
&lt;br /&gt;
== Testing ==&lt;br /&gt;
[[test-npc]]&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=Test-npc&amp;diff=72</id>
		<title>Test-npc</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=Test-npc&amp;diff=72"/>
		<updated>2026-01-26T14:17:19Z</updated>

		<summary type="html">&lt;p&gt;Ray: Created page with &amp;quot;{{Infobox royalty | name = John III Sobieski | title = Defender of the Faith | image = Schultz John III Sobieski.jpg | succession = King of Poland&amp;lt;br /&amp;gt;Grand Duke of Lithuania | caption = Portrait by Daniel Schultz, {{circa}} 1680 | reign = 19 May 1674 – 17 June 1696 | coronation = 2 February 1676 | cor-type = Poland | predecessor = Michael I | successor = Augustus II | spouse = {{marriage|M...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox royalty&lt;br /&gt;
| name = John III Sobieski&lt;br /&gt;
| title = [[Defender of the Faith]]&lt;br /&gt;
| image = Schultz John III Sobieski.jpg&lt;br /&gt;
| succession = [[King of Poland]]&amp;lt;br /&amp;gt;[[Grand Duke of Lithuania]]&lt;br /&gt;
| caption = Portrait by [[Daniel Schultz]], {{circa}} 1680&lt;br /&gt;
| reign = 19 May 1674 – 17 June 1696&lt;br /&gt;
| coronation = 2 February 1676&lt;br /&gt;
| cor-type = Poland&lt;br /&gt;
| predecessor = [[Michael Korybut Wiśniowiecki|Michael I]]&lt;br /&gt;
| successor = [[Augustus II the Strong|Augustus II]]&lt;br /&gt;
| spouse = {{marriage|[[Marie Casimire Louise de La Grange d&#039;Arquien]]|1665}}&lt;br /&gt;
| issue = {{plainlist|&lt;br /&gt;
* [[James Louis Sobieski|James, Duke of Oława]]&lt;br /&gt;
* [[Theresa Kunegunda Sobieska|Teresa, Electress of Bavaria]]&lt;br /&gt;
* [[Aleksander Benedykt Sobieski|Prince Aleksander]]&lt;br /&gt;
* [[Konstanty Władysław Sobieski|Prince Konstanty]]}}&lt;br /&gt;
| issue-link = #Family&lt;br /&gt;
| issue-pipe = among others...&lt;br /&gt;
| house = [[Sobieski family|Sobieski]]&lt;br /&gt;
| father = [[Jakub Sobieski]]&lt;br /&gt;
| mother = [[Teofila Zofia Sobieska|Zofia Teofillia Daniłowicz]]&lt;br /&gt;
| birth_date = {{birth date|1629|8|17|df=y}}&lt;br /&gt;
| birth_place = [[Olesko Castle]], [[Olesko]], [[Polish–Lithuanian Commonwealth]]&lt;br /&gt;
| death_date = {{death date and age|1696|6|17|1629|8|17|df=y}}&lt;br /&gt;
| death_place = [[Wilanów Palace]], [[Warsaw]], Polish–Lithuanian Commonwealth&lt;br /&gt;
| place of burial = [[Wawel Cathedral]], [[Kraków]]&lt;br /&gt;
| religion = [[Catholic Church|Roman Catholicism]]&lt;br /&gt;
| signature = John III Sobieski signature.svg&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-classes&amp;diff=71</id>
		<title>D1001-classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-classes&amp;diff=71"/>
		<updated>2026-01-23T03:43:28Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Agent */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Warrior ==&lt;br /&gt;
* Fighter&lt;br /&gt;
* Champion&lt;br /&gt;
* Dervish&lt;br /&gt;
* Zealot&lt;br /&gt;
== Rogue ==&lt;br /&gt;
* Thief&lt;br /&gt;
* Corsair&lt;br /&gt;
* Assassin&lt;br /&gt;
* Vagrant&lt;br /&gt;
== Agent ==&lt;br /&gt;
* Scoundrel&lt;br /&gt;
* Caitiff&lt;br /&gt;
* Noble&lt;br /&gt;
* Scholar&lt;br /&gt;
&lt;br /&gt;
== Thaumaturge ==&lt;br /&gt;
* Sorcerer&lt;br /&gt;
* Stormcaller&lt;br /&gt;
* Sandshaper&lt;br /&gt;
* Sahira&lt;br /&gt;
== Theurge ==&lt;br /&gt;
* Ish Ammon&lt;br /&gt;
* Ish Alara&lt;br /&gt;
* Ish Arum&lt;br /&gt;
* Seekers of the Way&lt;br /&gt;
* The Old Faith&lt;br /&gt;
* Shamans&lt;br /&gt;
&amp;lt;!-- (Reptile Gods) --&amp;gt;&lt;br /&gt;
== Misc ==&lt;br /&gt;
* Artificer&lt;br /&gt;
* Alchemist&lt;br /&gt;
* Chimera&lt;br /&gt;
* Vessel (Sha&#039;ir | Techno | Warlock)&lt;br /&gt;
== Hench ==&lt;br /&gt;
* Many Goblins&lt;br /&gt;
* Very Good Boy&lt;br /&gt;
* Really Angry Goose&lt;br /&gt;
* Toon&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-experience&amp;diff=70</id>
		<title>D1001-experience</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-experience&amp;diff=70"/>
		<updated>2026-01-23T03:40:02Z</updated>

		<summary type="html">&lt;p&gt;Ray: Created page with &amp;quot;experience, levels, perks&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;experience, levels, perks&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-followers&amp;diff=69</id>
		<title>D1001-followers</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-followers&amp;diff=69"/>
		<updated>2026-01-23T03:39:38Z</updated>

		<summary type="html">&lt;p&gt;Ray: Created page with &amp;quot;hirelings vs henchmen, follower limits, level 0 rules&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hirelings vs henchmen, follower limits, level 0 rules&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-spells&amp;diff=68</id>
		<title>D1001-spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-spells&amp;diff=68"/>
		<updated>2026-01-23T03:39:12Z</updated>

		<summary type="html">&lt;p&gt;Ray: Created page with &amp;quot;* Spell Descriptions  * Anatomy of a Spell  * Spells by Mage Tradition&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Spell Descriptions &lt;br /&gt;
* Anatomy of a Spell &lt;br /&gt;
* Spells by Mage Tradition&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-phb&amp;diff=67</id>
		<title>D1001-phb</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-phb&amp;diff=67"/>
		<updated>2026-01-23T03:38:42Z</updated>

		<summary type="html">&lt;p&gt;Ray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[d1001-chargen|Character Creation]]&lt;br /&gt;
&lt;br /&gt;
[[d1001-stats|Player Statistics]]&lt;br /&gt;
&lt;br /&gt;
[[d1001-classes|Classes]]&lt;br /&gt;
&lt;br /&gt;
[[d1001-experience|Experience &amp;amp; Advancement]]&lt;br /&gt;
&lt;br /&gt;
[[d1001-followers|Hired Help]]&lt;br /&gt;
&lt;br /&gt;
[[d1001-spells|Spells]]&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001&amp;diff=66</id>
		<title>D1001</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001&amp;diff=66"/>
		<updated>2026-01-23T03:37:28Z</updated>

		<summary type="html">&lt;p&gt;Ray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ruby Sun ==&lt;br /&gt;
* Campaign Log&lt;br /&gt;
* [[d1001-system|System]]&lt;br /&gt;
* [[d1001-phb|Player&#039;s Handbook]]&lt;br /&gt;
* Magic Items&lt;br /&gt;
&lt;br /&gt;
== Lore Info ==&lt;br /&gt;
* History&lt;br /&gt;
* Cultures&lt;br /&gt;
* Atlas&lt;br /&gt;
* Nassarid Gazetteer&lt;br /&gt;
* The Supernatural&lt;br /&gt;
&lt;br /&gt;
== Bestiary ==&lt;br /&gt;
* Creature Types &lt;br /&gt;
* Example Creature Listings&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001&amp;diff=65</id>
		<title>D1001</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001&amp;diff=65"/>
		<updated>2026-01-23T03:36:33Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Appendix */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ruby Sun ==&lt;br /&gt;
* Campaign Log&lt;br /&gt;
* [[d1001-system|System]]&lt;br /&gt;
* [[d1001-phb|Player&#039;s Handbook]]&lt;br /&gt;
* Magic Items&lt;br /&gt;
&lt;br /&gt;
== Lore Info ==&lt;br /&gt;
* History&lt;br /&gt;
* Cultures&lt;br /&gt;
* Atlas&lt;br /&gt;
* Nassarid Gazetteer&lt;br /&gt;
* The Supernatural&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
* Spell Descriptions &lt;br /&gt;
* Anatomy of a Spell &lt;br /&gt;
* Spells by Mage Tradition&lt;br /&gt;
=== Bestiary ===&lt;br /&gt;
* Creature Types &lt;br /&gt;
* Example Creature Listings&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001&amp;diff=64</id>
		<title>D1001</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001&amp;diff=64"/>
		<updated>2026-01-23T03:35:58Z</updated>

		<summary type="html">&lt;p&gt;Ray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ruby Sun ==&lt;br /&gt;
* Campaign Log&lt;br /&gt;
* [[d1001-system|System]]&lt;br /&gt;
* [[d1001-phb|Player&#039;s Handbook]]&lt;br /&gt;
* Magic Items&lt;br /&gt;
&lt;br /&gt;
== Lore Info ==&lt;br /&gt;
* History&lt;br /&gt;
* Cultures&lt;br /&gt;
* Atlas&lt;br /&gt;
* Nassarid Gazetteer&lt;br /&gt;
* The Supernatural&lt;br /&gt;
&lt;br /&gt;
== Appendix ==&lt;br /&gt;
=== Spell Descriptions ===&lt;br /&gt;
==== Anatomy of a Spell ====&lt;br /&gt;
==== Spells by Mage Tradition ====&lt;br /&gt;
=== Bestiary ===&lt;br /&gt;
==== Creature Types ====&lt;br /&gt;
==== Example Creature Listings ====&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-classes&amp;diff=63</id>
		<title>D1001-classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-classes&amp;diff=63"/>
		<updated>2026-01-23T03:23:47Z</updated>

		<summary type="html">&lt;p&gt;Ray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Warrior ==&lt;br /&gt;
* Fighter&lt;br /&gt;
* Champion&lt;br /&gt;
* Dervish&lt;br /&gt;
* Zealot&lt;br /&gt;
== Rogue ==&lt;br /&gt;
* Thief&lt;br /&gt;
* Corsair&lt;br /&gt;
* Assassin&lt;br /&gt;
* Vagrant&lt;br /&gt;
== Agent ==&lt;br /&gt;
* Scoundrel&lt;br /&gt;
* Caitiff&lt;br /&gt;
* Noble&lt;br /&gt;
* Factotum&lt;br /&gt;
== Thaumaturge ==&lt;br /&gt;
* Sorcerer&lt;br /&gt;
* Stormcaller&lt;br /&gt;
* Sandshaper&lt;br /&gt;
* Sahira&lt;br /&gt;
== Theurge ==&lt;br /&gt;
* Ish Ammon&lt;br /&gt;
* Ish Alara&lt;br /&gt;
* Ish Arum&lt;br /&gt;
* Seekers of the Way&lt;br /&gt;
* The Old Faith&lt;br /&gt;
* Shamans&lt;br /&gt;
&amp;lt;!-- (Reptile Gods) --&amp;gt;&lt;br /&gt;
== Misc ==&lt;br /&gt;
* Artificer&lt;br /&gt;
* Alchemist&lt;br /&gt;
* Chimera&lt;br /&gt;
* Vessel (Sha&#039;ir | Techno | Warlock)&lt;br /&gt;
== Hench ==&lt;br /&gt;
* Many Goblins&lt;br /&gt;
* Very Good Boy&lt;br /&gt;
* Really Angry Goose&lt;br /&gt;
* Toon&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-classes&amp;diff=62</id>
		<title>D1001-classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-classes&amp;diff=62"/>
		<updated>2026-01-23T03:20:06Z</updated>

		<summary type="html">&lt;p&gt;Ray: Created page with &amp;quot;== Warrior == * Fighter * Champion * Dervish * Zealot == Rogue == * Thief * Corsair * Assassin * Vagrant == Agent == * Scoundrel * Caitiff * Noble * Factotum == Thaumaturge == * Sorcerer * Stormcaller * Sandshaper * Sahira == Theurge == * Ish Ammon * Ish Alara * Ish Arum * Seekers of the Way * The Old Faith * Shamans &amp;lt;! -- (Reptile Gods) -&amp;gt; == Misc == * Artificer * Alchemist * Chimera * Vessel (Sha&amp;#039;ir | Techno | Warlock) == Hench == * Many Goblins * Very Good Boy * Reall...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Warrior ==&lt;br /&gt;
* Fighter&lt;br /&gt;
* Champion&lt;br /&gt;
* Dervish&lt;br /&gt;
* Zealot&lt;br /&gt;
== Rogue ==&lt;br /&gt;
* Thief&lt;br /&gt;
* Corsair&lt;br /&gt;
* Assassin&lt;br /&gt;
* Vagrant&lt;br /&gt;
== Agent ==&lt;br /&gt;
* Scoundrel&lt;br /&gt;
* Caitiff&lt;br /&gt;
* Noble&lt;br /&gt;
* Factotum&lt;br /&gt;
== Thaumaturge ==&lt;br /&gt;
* Sorcerer&lt;br /&gt;
* Stormcaller&lt;br /&gt;
* Sandshaper&lt;br /&gt;
* Sahira&lt;br /&gt;
== Theurge ==&lt;br /&gt;
* Ish Ammon&lt;br /&gt;
* Ish Alara&lt;br /&gt;
* Ish Arum&lt;br /&gt;
* Seekers of the Way&lt;br /&gt;
* The Old Faith&lt;br /&gt;
* Shamans&lt;br /&gt;
&amp;lt;! -- (Reptile Gods) -&amp;gt;&lt;br /&gt;
== Misc ==&lt;br /&gt;
* Artificer&lt;br /&gt;
* Alchemist&lt;br /&gt;
* Chimera&lt;br /&gt;
* Vessel (Sha&#039;ir | Techno | Warlock)&lt;br /&gt;
== Hench ==&lt;br /&gt;
* Many Goblins&lt;br /&gt;
* Very Good Boy&lt;br /&gt;
* Really Angry Goose&lt;br /&gt;
* Toon&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=61</id>
		<title>D1001-combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-combat&amp;diff=61"/>
		<updated>2026-01-23T03:06:14Z</updated>

		<summary type="html">&lt;p&gt;Ray: Created page with &amp;quot;== Combat == === Turn Structure === === Combat Actions === attack, move, react distances === Attacks &amp;amp; Damage === keywords status effects damage types fatigue == Recovery ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Combat ==&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
=== Combat Actions ===&lt;br /&gt;
attack, move, react&lt;br /&gt;
distances&lt;br /&gt;
=== Attacks &amp;amp; Damage ===&lt;br /&gt;
keywords&lt;br /&gt;
status effects&lt;br /&gt;
damage types&lt;br /&gt;
fatigue&lt;br /&gt;
== Recovery ==&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-equiment&amp;diff=60</id>
		<title>D1001-equiment</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-equiment&amp;diff=60"/>
		<updated>2026-01-23T03:00:50Z</updated>

		<summary type="html">&lt;p&gt;Ray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Inventory ==&lt;br /&gt;
=== Inventory Slots ===&lt;br /&gt;
Items and encumbrance are not tracked with weight directly, but rather by Slots.  Most items take a single Slot, whether they are a shovel, a book, a sword or a roast ham.  Some items, such as large weapons or armor, may take more Slots; similarly, particularly small items, such as potions or arrows may be able to fit 3 or even 12 to a Slot.&lt;br /&gt;
&lt;br /&gt;
Your &#039;&#039;Stowed&#039;&#039; and &#039;&#039;Readied&#039;&#039; Inventory are determined by your Pack, modified by any Class Features or other effects.  Stowed items cannot be accessed during a Combat Round without taking a Main Action to Ready them.  Readied items can be accessed and used at will.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
In addition to simply shoving items into a pack, you can equip items to gain additional benefits.  For instance, equipping a sword allows you to attack with it.  Equipped armor blocks damage.  Equipping a magic ring might improve your Defense or give you the ability to control fire.  Each character can have a limited number of pieces of Equipment of each type as follows:&lt;br /&gt;
;Main Hand&lt;br /&gt;
:A substantial hand-held item, usually a weapon, though farm implements, books and even an umbrella would fit this type of slot.  Any sort of magical device being activated would also need access to a character&#039;s free Main Hand to function properly&lt;br /&gt;
;Off-Hand&lt;br /&gt;
: Very similar to a Main Hand, but not as coordinated.  While weapons can be equipped here, usually his is only done with two-handed weapons or the rare character who uses a main-guache fighting style.  Shields are common Off-Hand hands as well&lt;br /&gt;
;Armor&lt;br /&gt;
: Any substantial combat gear from which a character intends to gain a bonus.  This is often reinforced animal hides or interlocked steel rings, but can also be a particularly well-enchanted undershirt in the right circumstances&lt;br /&gt;
;Accessory&lt;br /&gt;
: This is a catch-all for any sort of miscellaneous equipment.  Boots, helmets, cloaks, rings, necklaces and even crowns would all count as Accessories&lt;br /&gt;
;Accessory&lt;br /&gt;
: Same as above, but due to the open nature of this type of equipment, a character can benefit from multiple Accessories at once&lt;br /&gt;
These items still take up Inventory Slots.  Even if put in Stowed Slots, anything actively equipped is still counted as Readied and can be used at will.  For this reason, there is usually no benefit to putting Equipment into a character&#039;s rare and valuable Readied Slots&lt;br /&gt;
=== Equipment Lists ===&lt;br /&gt;
melee weapons, ranged weapons, armor, bags, belts, accessories, general items, lifestyle items, hirelings&lt;br /&gt;
== Crew ==&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-equiment&amp;diff=59</id>
		<title>D1001-equiment</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-equiment&amp;diff=59"/>
		<updated>2026-01-23T02:57:33Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Inventory Slots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Inventory ==&lt;br /&gt;
=== Inventory Slots ===&lt;br /&gt;
Items and encumbrance are not tracked with weight directly, but rather by Slots.  Most items take a single Slot, whether they are a shovel, a book, a sword or a roast ham.  Some items, such as large weapons or armor, may take more Slots; similarly, particularly small items, such as potions or arrows may be able to fit 3 or even 12 to a Slot.&lt;br /&gt;
&lt;br /&gt;
Your &#039;&#039;Stowed&#039;&#039; and &#039;&#039;Readied&#039;&#039; Inventory are determined by your Pack, modified by any Class Features or other effects.  Stowed items cannot be accessed during a Combat Round without taking a Main Action to Ready them.  Readied items can be accessed and used at will.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
In addition to simply shoving items into a pack, you can equip items to gain additional benefits.  For instance, equipping a sword allows you to attack with it.  Equipped armor blocks damage.  Equipping a magic ring might improve your Defense or give you the ability to control fire.  Each character can have a limited number of pieces of Equipment of each type as follows:&lt;br /&gt;
;Main Hand&lt;br /&gt;
:A substantial hand-held item, usually a weapon, though farm implements, books and even an umbrella would fit this type of slot.  Any sort of magical device being activated would also need access to a character&#039;s free Main Hand to function properly&lt;br /&gt;
;Off-Hand&lt;br /&gt;
: Very similar to a Main Hand, but not as coordinated.  While weapons can be equipped here, usually his is only done with two-handed weapons or the rare character who uses a main-guache fighting style.  Shields are common Off-Hand hands as well&lt;br /&gt;
;Armor&lt;br /&gt;
: Any substantial combat gear from which a character intends to gain a bonus.  This is often reinforced animal hides or interlocked steel rings, but can also be a particularly well-enchanted undershirt in the right circumstances&lt;br /&gt;
;Accessory&lt;br /&gt;
: This is a catch-all for any sort of miscellaneous equipment.  Boots, helmets, cloaks, rings, necklaces and even crowns would all count as Accessories&lt;br /&gt;
;Accessory&lt;br /&gt;
: Same as above, but due to the open nature of this type of equipment, a character can benefit from multiple Accessories at once&lt;br /&gt;
These items still take up Inventory Slots.  Even if put in Stowed Slots, anything actively equipped is still counted as Readied and can be used at will.  For this reason, there is usually no benefit to putting Equipment into a character&#039;s rare and valuable Readied Slots&lt;br /&gt;
=== Equipment Lists ===&lt;br /&gt;
melee weapons, ranged weapons, armor, bags, belts, accessories, general items, lifestyle items, hirelings&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-equiment&amp;diff=58</id>
		<title>D1001-equiment</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-equiment&amp;diff=58"/>
		<updated>2026-01-23T02:57:01Z</updated>

		<summary type="html">&lt;p&gt;Ray: Created page with &amp;quot;== Inventory == === Inventory Slots === Items and encumbrance are not tracked with weight directly, but rather by Slots.  Most items take a single Slot, whether they are a shovel, a book, a sword or a roast ham.  Some items, such as large weapons or armor, may take more Slots; similarly, particularly small items, such as potions or arrows may be able to fit 3 or even 12 to a Slot. Your **Stowed** and **Readied** Inventory are determined by your Pack, modified by any Clas...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Inventory ==&lt;br /&gt;
=== Inventory Slots ===&lt;br /&gt;
Items and encumbrance are not tracked with weight directly, but rather by Slots.  Most items take a single Slot, whether they are a shovel, a book, a sword or a roast ham.  Some items, such as large weapons or armor, may take more Slots; similarly, particularly small items, such as potions or arrows may be able to fit 3 or even 12 to a Slot.&lt;br /&gt;
Your **Stowed** and **Readied** Inventory are determined by your Pack, modified by any Class Features or other effects.  Stowed items cannot be accessed during a Combat Round without taking a Main Action to Ready them.  Readied items can be accessed and used at will.&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
In addition to simply shoving items into a pack, you can equip items to gain additional benefits.  For instance, equipping a sword allows you to attack with it.  Equipped armor blocks damage.  Equipping a magic ring might improve your Defense or give you the ability to control fire.  Each character can have a limited number of pieces of Equipment of each type as follows:&lt;br /&gt;
;Main Hand&lt;br /&gt;
:A substantial hand-held item, usually a weapon, though farm implements, books and even an umbrella would fit this type of slot.  Any sort of magical device being activated would also need access to a character&#039;s free Main Hand to function properly&lt;br /&gt;
;Off-Hand&lt;br /&gt;
: Very similar to a Main Hand, but not as coordinated.  While weapons can be equipped here, usually his is only done with two-handed weapons or the rare character who uses a main-guache fighting style.  Shields are common Off-Hand hands as well&lt;br /&gt;
;Armor&lt;br /&gt;
: Any substantial combat gear from which a character intends to gain a bonus.  This is often reinforced animal hides or interlocked steel rings, but can also be a particularly well-enchanted undershirt in the right circumstances&lt;br /&gt;
;Accessory&lt;br /&gt;
: This is a catch-all for any sort of miscellaneous equipment.  Boots, helmets, cloaks, rings, necklaces and even crowns would all count as Accessories&lt;br /&gt;
;Accessory&lt;br /&gt;
: Same as above, but due to the open nature of this type of equipment, a character can benefit from multiple Accessories at once&lt;br /&gt;
These items still take up Inventory Slots.  Even if put in Stowed Slots, anything actively equipped is still counted as Readied and can be used at will.  For this reason, there is usually no benefit to putting Equipment into a character&#039;s rare and valuable Readied Slots&lt;br /&gt;
=== Equipment Lists ===&lt;br /&gt;
melee weapons, ranged weapons, armor, bags, belts, accessories, general items, lifestyle items, hirelings&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-exploration&amp;diff=57</id>
		<title>D1001-exploration</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-exploration&amp;diff=57"/>
		<updated>2026-01-23T02:52:32Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Time */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Exploration ==&lt;br /&gt;
== Time ==&lt;br /&gt;
Time is either mostly hand-waved or tracked somewhat closely depending on the types of actions being taken by the players.  For instance, an open melee is tracked on the scale of seconds, as the minute-to-minute action will have a profound effect on each character involved.  This will require proper &#039;&#039;&#039;Turns&#039;&#039;&#039; to accomplish.  Conversely, when haggling with a guard over traveling papers at the gate to a new town, the time will be broken up into &#039;&#039;&#039;Scenes&#039;&#039;&#039; of an undetermined duration.  One Scene may take only a few minutes to pass, while another includes the passage of several months.  It is all up to what fits the narrative best at the time&lt;br /&gt;
=== Turns ===&lt;br /&gt;
;Combat&lt;br /&gt;
: Combat Turns are used almost exclusively for actual combat and represent the passing of roughly 10 seconds.  Just enough for a few swings of a sword or a dash for cover&lt;br /&gt;
;Crawling&lt;br /&gt;
: Crawing Turns are used for either narrative actions when time tracking is important, or more often, for exploring adventure locations such as dungeons.  A Crawling Turn is about 10 minutes long and allows for a single substantial action, such as searching a wall, interacting with a trap, picking a lock or moving cautiously to the next room&lt;br /&gt;
;Camp&lt;br /&gt;
: Camp Turns are similar to Downtime in that it represents a time for rest and recovery, but different in that it represents only a few hours of time passing and only a single Camp Turn can occur per day.  Even this single Camp Turn per day is not guaranteed, however, as many times the nature of travel allows a proper Camp site only once every several days.  Camp does require a safe place to relax, which may be a wilderness cottage in the best of circumstances, but is often simply a group&#039;s tents around a campfire.  If a group is currently taking a rest or break from adventuring but allowing several weeks to pass before their next action would not make sense for the story, then a Camp Turn is likely the appropriate solution&lt;br /&gt;
=== Scenes ===&lt;br /&gt;
;Narrative&lt;br /&gt;
: Nearly all Scenes are of this type, representing anything from a strenuous climb up a sheer cliff to an intense research session in a library and anything in between.  Because of this, there is little guidance on the amount of time that can pass during a Narrative Scene.&lt;br /&gt;
;Travel&lt;br /&gt;
: Travel Scenes are used to track the progress of overland travel, representing anywhere from 6 hours to a week or more.  This type of Scene is used for tracking the movement of wagons across the open plains, a hunter searching for his prey or a scout venturing into the wilds for an ambush&lt;br /&gt;
;Downtime&lt;br /&gt;
: stuff&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;br /&gt;
long rest/downtime&lt;br /&gt;
sleep/camp&lt;br /&gt;
cooking&lt;br /&gt;
tapping mana&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-exploration&amp;diff=56</id>
		<title>D1001-exploration</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-exploration&amp;diff=56"/>
		<updated>2026-01-23T02:46:10Z</updated>

		<summary type="html">&lt;p&gt;Ray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Exploration ==&lt;br /&gt;
== Time ==&lt;br /&gt;
Time is either mostly hand-waved or tracked somewhat closesly depending on the types of actions being taken by the players.  For instance, an open melee is tracked on the scale of seconds, as the minute-to-minute action will have a profound effect on each character involved.  This will require proper **Turns** to accomplish.  Conversely, when haggling with a guard over traveling papers at the gate to a new town, the time will be broken up into **Scenes** of an undetermined duration.  One Scene may take only a few minutes to pass, while another includes the passage of several months.  It is all up to what fits the narrative best at the time&lt;br /&gt;
=== Turns ===&lt;br /&gt;
- **Combat**: Combat Turns are used almost exclusively for actual combat and represent the passing of roughly 10 seconds.  Just enough for a few swings of a sword or a dash for cover&lt;br /&gt;
- **Crawling**: Crawing Turns are used for either narrative actions when time tracking is important, or more often, for exploring adventure locations such as dungeons.  A Crawling Turn is about 10 minutes long and allows for a single substantial action, such as searching a wall, interacting with a trap, picking a lock or moving cautiously to the next room&lt;br /&gt;
- **Camp**: Camp Turns are similar to Downtime in that it represents a time for rest and recovery, but different in that it represents only a few hours of time passing and only a single Camp Turn can occur per day.  Even this single Camp Turn per day is not guaranteed, however, as many times the nature of travel allows a proper Camp site only once every several days.  Camp does require a safe place to relax, which may be a wilderness cottage in the best of circumstances, but is often simply a group&#039;s tents around a campfire.  If a group is currently taking a rest or break from adventuring but allowing several weeks to pass before their next action would not make sense for the story, then a Camp Turn is likely the appropriate solution&lt;br /&gt;
=== Scenes ===&lt;br /&gt;
- **Narrative**: Nearly all Scenes are of this type, representing anything from a strenuous climb up a sheer cliff to an intense research session in a library and anything in between.  Because of this, there is little guidance on the amount of time that can pass during a Narrative Scene.&lt;br /&gt;
- **Travel**: Travel Scenes are used to track the progress of overland travel, representing anywhere from 6 hours to a week or more.  This type of Scene is used for tracking the movement of wagons across the open plains, a hunter searching for his prey or a scout venturing into the wilds for an ambush&lt;br /&gt;
- **Downtime**: &lt;br /&gt;
== Recovery ==&lt;br /&gt;
long rest/downtime&lt;br /&gt;
sleep/camp&lt;br /&gt;
cooking&lt;br /&gt;
tapping mana&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-exploration&amp;diff=55</id>
		<title>D1001-exploration</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-exploration&amp;diff=55"/>
		<updated>2026-01-23T02:45:29Z</updated>

		<summary type="html">&lt;p&gt;Ray: Created page with &amp;quot;## Exploration, Time &amp;amp; Recovery ### Exploration ### Time Time is either mostly hand-waved or tracked somewhat closesly depending on the types of actions being taken by the players.  For instance, an open melee is tracked on the scale of seconds, as the minute-to-minute action will have a profound effect on each character involved.  This will require proper **Turns** to accomplish.  Conversely, when haggling with a guard over traveling papers at the gate to a new town, th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;## Exploration, Time &amp;amp; Recovery&lt;br /&gt;
### Exploration&lt;br /&gt;
### Time&lt;br /&gt;
Time is either mostly hand-waved or tracked somewhat closesly depending on the types of actions being taken by the players.  For instance, an open melee is tracked on the scale of seconds, as the minute-to-minute action will have a profound effect on each character involved.  This will require proper **Turns** to accomplish.  Conversely, when haggling with a guard over traveling papers at the gate to a new town, the time will be broken up into **Scenes** of an undetermined duration.  One Scene may take only a few minutes to pass, while another includes the passage of several months.  It is all up to what fits the narrative best at the time&lt;br /&gt;
#### Turns&lt;br /&gt;
- **Combat**: Combat Turns are used almost exclusively for actual combat and represent the passing of roughly 10 seconds.  Just enough for a few swings of a sword or a dash for cover&lt;br /&gt;
- **Crawling**: Crawing Turns are used for either narrative actions when time tracking is important, or more often, for exploring adventure locations such as dungeons.  A Crawling Turn is about 10 minutes long and allows for a single substantial action, such as searching a wall, interacting with a trap, picking a lock or moving cautiously to the next room&lt;br /&gt;
- **Camp**: Camp Turns are similar to Downtime in that it represents a time for rest and recovery, but different in that it represents only a few hours of time passing and only a single Camp Turn can occur per day.  Even this single Camp Turn per day is not guaranteed, however, as many times the nature of travel allows a proper Camp site only once every several days.  Camp does require a safe place to relax, which may be a wilderness cottage in the best of circumstances, but is often simply a group&#039;s tents around a campfire.  If a group is currently taking a rest or break from adventuring but allowing several weeks to pass before their next action would not make sense for the story, then a Camp Turn is likely the appropriate solution&lt;br /&gt;
#### Scenes&lt;br /&gt;
- **Narrative**: Nearly all Scenes are of this type, representing anything from a strenuous climb up a sheer cliff to an intense research session in a library and anything in between.  Because of this, there is little guidance on the amount of time that can pass during a Narrative Scene.&lt;br /&gt;
- **Travel**: Travel Scenes are used to track the progress of overland travel, representing anywhere from 6 hours to a week or more.  This type of Scene is used for tracking the movement of wagons across the open plains, a hunter searching for his prey or a scout venturing into the wilds for an ambush&lt;br /&gt;
- **Downtime**: &lt;br /&gt;
### Recovery&lt;br /&gt;
long rest/downtime&lt;br /&gt;
sleep/camp&lt;br /&gt;
cooking&lt;br /&gt;
tapping mana&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-magic&amp;diff=54</id>
		<title>D1001-magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-magic&amp;diff=54"/>
		<updated>2026-01-23T02:44:19Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Arcane Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== The Nature of Magic ==&lt;br /&gt;
== Arcane Magic ==&lt;br /&gt;
=== Mana ===&lt;br /&gt;
=== Casting Spells ===&lt;br /&gt;
To cast a spell, choose an amount of Mana to pour into the effect and then roll that many d6.  To determine the effects of the spell, several aspects of the roll may be important:&lt;br /&gt;
*&#039;&#039;&#039;[Highest]&#039;&#039;&#039; - The face showing on the highest &#039;&#039;single die&#039;&#039; rolled&lt;br /&gt;
*&#039;&#039;&#039;[Dice]&#039;&#039;&#039; - The total amount of Mana used to cast the spell, ie the number of dice rolled for the magical effect&lt;br /&gt;
*&#039;&#039;&#039;[Total]&#039;&#039;&#039; - The total of all the dice rolled, added up &lt;br /&gt;
&lt;br /&gt;
After the spell effects are determined, look at the values showing on each die.  Each die that rolled 1, 2 or 3 are returned to the caster&#039;s Mana Pool to be used again for further spellcasting.  Those showing 4, 5 or 6 are lost for the day.  An example spell description is given below.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Magic Missile&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 Target: Any number of creatures or objects*, Range: Medium (up to 60&#039;), Duration: Instantaneous&lt;br /&gt;
 &lt;br /&gt;
 Create magical rays that deal a total of [Dice] + [Highest] Direct Damage split in any way you desire among any number of Targets.  Each ray must deal at least 1 hp of damage.  These rays always hit their Target. No Save.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Casting a spell as a &#039;&#039;&#039;&#039;Cantrip&#039;&#039;&#039;&#039; is much simpler.  If the spell in question would be applicable to an Action Roll, simply add +1 to the roll to represent the assistance due to magic.  For instance, if a wizard did not want to cast a full-fledged &#039;&#039;Invisibility&#039;&#039; spell and instead just wanted to quickly cloak themselves while attempting to walk through a bazaar unnoticed, the spell could be used as a Cantrip to give a flat +1 to the Action Roll to sneak around.  If it comes up, this counts as a Trait for that particular roll&lt;br /&gt;
&lt;br /&gt;
=== Mishaps ===&lt;br /&gt;
In addition to determining the potency of a spell cast, the dice rolled will also decide if any &#039;&#039;Mishaps&#039;&#039; occur during casting.  If any of the dice rolled show Doubles, then there is a Spell Surge.  This represents the Mage losing their hold on the massive power they are attempting to control. Make a Reaction Roll on the Spell Surge table for the type of Mage casting the spell to determine the exact effect.  If, however, Triples are rolled, then the Mage is corrupted in some way appropriate to their magical tradition.  These corruptions are generally permanent effects and build over time, destroying the Mage from the inside out.  Of course, if a wizard chooses to never put more than one point of Mana into a spell, all of these effects could be avoided - but that doesn&#039;t seem nearly as fun.&lt;br /&gt;
&lt;br /&gt;
=== Filth ===&lt;br /&gt;
In addition to Mana dice, a Mage with Filth dice in their Mana Pool will have to keep track of additional information when casting spells.  For each point of Filth contaminating their Mana, the Mage must roll a Filth die (use a different color) with every spell cast - regardless of the amount of Mana imbued into the spell.  For instance, if a Mage chooses to cast Magic Missile with 2 Mana while they have 4 Filth in their Mana Pool, they must roll six dice; all 4 of those Filth as well as the 2 Mana they are using to power the spell.  These dice do not contribute to \[Highest\], \[Total\] or even \[Dice\].  Instead, they *only* count for calculating **Mishaps**&lt;br /&gt;
&lt;br /&gt;
=== Example of Spellcasting ===&lt;br /&gt;
A Mage wants to cast Magic Missile, imbuing two Mana into the spell.  They will then roll 2d6 (one die for each point of Mana), resulting in a 2 and a 4.  For this spell, the [Dice] value is 2 as this was the amount of Mana invested and consequently, the amount of Mana dice rolled.  The value of [Highest] is 4 as this was the highest single die&#039;s value.  Finally, [Total] is 6, as this is the sum of all the Mana dice rolled.  What this means for Magic Missile is that can deal 6 ([Dice]+[Highest]) total Direct Damage split of the caster chooses amongst any number of magical rays that each unerringly hit their target.  One of these points of Mana will return to the caster&#039;s Mana Pool after casting while the other is lost for the day (one die rolled a 2 and the other rolled a 4)&lt;br /&gt;
&lt;br /&gt;
If the same mage had 3 Filth at the time and cast the same spell the same way, they would need to roll an additional 3 dice (regardless of the amount of Mana invested) to cast the spell.  Assuming those Filth dice came up as 3, 4 and 5, the effects of the spell would be completely unchanged.  The three Filth would all be retained after casting and the high rolling Mana die would still be lost for the day.  The only difference in outcome would be that due to the Filth die that came up a 4, there would be a Spell Surge to roll for due to the double 4s rolled during casting.&lt;br /&gt;
&lt;br /&gt;
== Divine Magic ==&lt;br /&gt;
=== Fervor ===&lt;br /&gt;
=== Verses ===&lt;br /&gt;
=== Casting Spells ===&lt;br /&gt;
&lt;br /&gt;
== Rituals ==&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-magic&amp;diff=53</id>
		<title>D1001-magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-magic&amp;diff=53"/>
		<updated>2026-01-23T02:40:03Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Casting Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== The Nature of Magic ==&lt;br /&gt;
== Arcane Magic ==&lt;br /&gt;
=== Mana ===&lt;br /&gt;
=== Casting Spells ===&lt;br /&gt;
To cast a spell, choose an amount of Mana to pour into the effect and then roll that many d6.  To determine the effects of the spell, several aspects of the roll may be important:&lt;br /&gt;
*&#039;&#039;&#039;[Highest]&#039;&#039;&#039; - The face showing on the highest &#039;&#039;single die&#039;&#039; rolled&lt;br /&gt;
*&#039;&#039;&#039;[Dice]&#039;&#039;&#039; - The total amount of Mana used to cast the spell, ie the number of dice rolled for the magical effect&lt;br /&gt;
*&#039;&#039;&#039;[Total]&#039;&#039;&#039; - The total of all the dice rolled, added up &lt;br /&gt;
&lt;br /&gt;
After the spell effects are determined, look at the values showing on each die.  Each die that rolled 1, 2 or 3 are returned to the caster&#039;s Mana Pool to be used again for further spellcasting.  Those showing 4, 5 or 6 are lost for the day.  An example spell description is given below.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Magic Missile&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 Target: Any number of creatures or objects*, Range: Medium (up to 60&#039;), Duration: Instantaneous&lt;br /&gt;
 &lt;br /&gt;
 Create magical rays that deal a total of [Dice] + [Highest] Direct Damage split in any way you desire among any number of Targets.  Each ray must deal at least 1 hp of damage.  These rays always hit their Target. No Save.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Casting a spell as a &#039;&#039;&#039;&#039;Cantrip&#039;&#039;&#039;&#039; is much simpler.  If the spell in question would be applicable to an Action Roll, simply add +1 to the roll to represent the assistance due to magic.  For instance, if a wizard did not want to cast a full-fledged &#039;&#039;Invisibility&#039;&#039; spell and instead just wanted to quickly cloak themselves while attempting to walk through a bazaar unnoticed, the spell could be used as a Cantrip to give a flat +1 to the Action Roll to sneak around.  If it comes up, this counts as a Trait for that particular roll&lt;br /&gt;
&lt;br /&gt;
=== Mishaps ===&lt;br /&gt;
In addition to determining the potency of a spell cast, the dice rolled will also decide if any &#039;&#039;Mishaps&#039;&#039; occur during casting.  If any of the dice rolled show Doubles, then there is a Spell Surge.  This represents the Mage losing their hold on the massive power they are attempting to control. Make a Reaction Roll on the Spell Surge table for the type of Mage casting the spell to determine the exact effect.  If, however, Triples are rolled, then the Mage is corrupted in some way appropriate to their magical tradition.  These corruptions are generally permanent effects and build over time, destroying the Mage from the inside out.  Of course, if a wizard chooses to never put more than one point of Mana into a spell, all of these effects could be avoided - but that doesn&#039;t seem nearly as fun.&lt;br /&gt;
&lt;br /&gt;
=== Filth ===&lt;br /&gt;
In addition to Mana dice, a Mage with Filth dice in their Mana Pool will have to keep track of additional information when casting spells.  For each point of Filth contaminating their Mana, the Mage must roll a Filth die (use a different color) with every spell cast - regardless of the amount of Mana imbued into the spell.  For instance, if a Mage chooses to cast Magic Missile with 2 Mana while they have 4 Filth in their Mana Pool, they must roll six dice; all 4 of those Filth as well as the 2 Mana they are using to power the spell.  These dice do not contribute to \[Highest\], \[Total\] or even \[Dice\].  Instead, they *only* count for calculating **Mishaps**&lt;br /&gt;
&lt;br /&gt;
=== Example of Spellcasting ===&lt;br /&gt;
A Mage wants to cast Magic Missile, imbuing two Mana into the spell.  They will then roll 2d6 (one die for each point of Mana), resulting in a 2 and a 4.  For this spell, the [Dice] value is 2 as this was the amount of Mana invested and consequently, the amount of Mana dice rolled.  The value of [Highest] is 4 as this was the highest single die&#039;s value.  Finally, [Total] is 6, as this is the sum of all the Mana dice rolled.  What this means for Magic Missile is that can deal 6 ([Dice]+[Highest]) total Direct Damage split of the caster chooses amongst any number of magical rays that each unerringly hit their target.  One of these points of Mana will return to the caster&#039;s Mana Pool after casting while the other is lost for the day (one die rolled a 2 and the other rolled a 4)&lt;br /&gt;
&lt;br /&gt;
If the same mage had 3 Filth at the time and cast the same spell the same way, they would need to roll an additional 3 dice (regardless of the amount of Mana invested) to cast the spell.  Assuming those Filth dice came up as 3, 4 and 5, the effects of the spell would be completely unchanged.  The three Filth would all be retained after casting and the high rolling Mana die would still be lost for the day.  The only difference in outcome would be that due to the Filth die that came up a 4, there would be a Spell Surge to roll for due to the double 4s rolled during casting.&lt;br /&gt;
&lt;br /&gt;
== Divine Magic&lt;br /&gt;
=== Fervor ===&lt;br /&gt;
=== Verses ===&lt;br /&gt;
=== Casting Spells ===&lt;br /&gt;
== Rituals ==&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-magic&amp;diff=52</id>
		<title>D1001-magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-magic&amp;diff=52"/>
		<updated>2026-01-23T02:39:05Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Arcane Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== The Nature of Magic ==&lt;br /&gt;
== Arcane Magic ==&lt;br /&gt;
=== Mana ===&lt;br /&gt;
=== Casting Spells ===&lt;br /&gt;
To cast a spell, choose an amount of Mana to pour into the effect and then roll that many d6.  To determine the effects of the spell, several aspects of the roll may be important:&lt;br /&gt;
*&#039;&#039;&#039;[Highest]&#039;&#039;&#039; - The face showing on the highest &#039;&#039;single die&#039;&#039; rolled&lt;br /&gt;
*&#039;&#039;&#039;[Dice]&#039;&#039;&#039; - The total amount of Mana used to cast the spell, ie the number of dice rolled for the magical effect&lt;br /&gt;
*&#039;&#039;&#039;[Total]&#039;&#039;&#039; - The total of all the dice rolled, added up &lt;br /&gt;
&lt;br /&gt;
After the spell effects are determined, look at the values showing on each die.  Each die that rolled 1, 2 or 3 are returned to the caster&#039;s Mana Pool to be used again for further spellcasting.  Those showing 4, 5 or 6 are lost for the day.  An example spell description is given below.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Magic Missile&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 Target: Any creatures or objects*, Range: Medium (up to 60&#039;), Duration: Instantaneous&lt;br /&gt;
 &lt;br /&gt;
 Create magical rays that deal [Dice] + [Highest] Direct Damage split in any way you desire among any number of Targets.  These rays always hit their Target. No Save.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Casting a spell as a &#039;&#039;&#039;&#039;Cantrip&#039;&#039;&#039;&#039; is much simpler.  If the spell in question would be applicable to an Action Roll, simply add +1 to the roll to represent the assistance due to magic.  For instance, if a wizard did not want to cast a full-fledged &#039;&#039;Invisibility&#039;&#039; spell and instead just wanted to quickly cloak themselves while attempting to walk through a bazaar unnoticed, the spell could be used as a Cantrip to give a flat +1 to the Action Roll to sneak around.  If it comes up, this counts as a Trait for that particular roll&lt;br /&gt;
&lt;br /&gt;
=== Mishaps ===&lt;br /&gt;
In addition to determining the potency of a spell cast, the dice rolled will also decide if any &#039;&#039;Mishaps&#039;&#039; occur during casting.  If any of the dice rolled show Doubles, then there is a Spell Surge.  This represents the Mage losing their hold on the massive power they are attempting to control. Make a Reaction Roll on the Spell Surge table for the type of Mage casting the spell to determine the exact effect.  If, however, Triples are rolled, then the Mage is corrupted in some way appropriate to their magical tradition.  These corruptions are generally permanent effects and build over time, destroying the Mage from the inside out.  Of course, if a wizard chooses to never put more than one point of Mana into a spell, all of these effects could be avoided - but that doesn&#039;t seem nearly as fun.&lt;br /&gt;
&lt;br /&gt;
=== Filth ===&lt;br /&gt;
In addition to Mana dice, a Mage with Filth dice in their Mana Pool will have to keep track of additional information when casting spells.  For each point of Filth contaminating their Mana, the Mage must roll a Filth die (use a different color) with every spell cast - regardless of the amount of Mana imbued into the spell.  For instance, if a Mage chooses to cast Magic Missile with 2 Mana while they have 4 Filth in their Mana Pool, they must roll six dice; all 4 of those Filth as well as the 2 Mana they are using to power the spell.  These dice do not contribute to \[Highest\], \[Total\] or even \[Dice\].  Instead, they *only* count for calculating **Mishaps**&lt;br /&gt;
&lt;br /&gt;
=== Example of Spellcasting ===&lt;br /&gt;
A Mage wants to cast Magic Missile, imbuing two Mana into the spell.  They will then roll 2d6 (one die for each point of Mana), resulting in a 2 and a 4.  For this spell, the [Dice] value is 2 as this was the amount of Mana invested and consequently, the amount of Mana dice rolled.  The value of [Highest] is 4 as this was the highest single die&#039;s value.  Finally, [Total] is 6, as this is the sum of all the Mana dice rolled.  What this means for Magic Missile is that can deal 6 ([Dice]+[Highest]) total Direct Damage split of the caster chooses amongst any number of magical rays that each unerringly hit their target.  One of these points of Mana will return to the caster&#039;s Mana Pool after casting while the other is lost for the day (one die rolled a 2 and the other rolled a 4)&lt;br /&gt;
&lt;br /&gt;
If the same mage had 3 Filth at the time and cast the same spell the same way, they would need to roll an additional 3 dice (regardless of the amount of Mana invested) to cast the spell.  Assuming those Filth dice came up as 3, 4 and 5, the effects of the spell would be completely unchanged.  The three Filth would all be retained after casting and the high rolling Mana die would still be lost for the day.  The only difference in outcome would be that due to the Filth die that came up a 4, there would be a Spell Surge to roll for due to the double 4s rolled during casting.&lt;br /&gt;
&lt;br /&gt;
== Divine Magic&lt;br /&gt;
=== Fervor ===&lt;br /&gt;
=== Verses ===&lt;br /&gt;
=== Casting Spells ===&lt;br /&gt;
== Rituals ==&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-magic&amp;diff=51</id>
		<title>D1001-magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-magic&amp;diff=51"/>
		<updated>2026-01-23T02:18:16Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Arcane Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== The Nature of Magic ==&lt;br /&gt;
== Arcane Magic ==&lt;br /&gt;
=== Mana ===&lt;br /&gt;
=== Casting Spells ===&lt;br /&gt;
To cast a spell, choose an amount of Mana to pour into the effect and then roll that many d6.  To determine the effects of the spell, several aspects of the roll may be important:&lt;br /&gt;
*&#039;&#039;&#039;[Highest]&#039;&#039;&#039; - The face showing on the highest &#039;&#039;single die&#039;&#039; rolled&lt;br /&gt;
*&#039;&#039;&#039;[Dice]&#039;&#039;&#039; - The total amount of Mana used to cast the spell, ie the number of dice rolled for the magical effect&lt;br /&gt;
*&#039;&#039;&#039;[Total]&#039;&#039;&#039; - The total of all the dice rolled, added up &lt;br /&gt;
&lt;br /&gt;
After the spell effects are determined, look at the values showing on each die.  Each die that rolled 1, 2 or 3 are returned to the caster&#039;s Mana Pool to be used again for further spellcasting.  Those showing 4, 5 or 6 are lost for the day.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Magic Missile&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 Target: Any creatures or objects*, Range: Medium (up to 60&#039;), Duration: Instantaneous&lt;br /&gt;
 &lt;br /&gt;
 Create magical rays that deal [Dice] + [Highest] Direct Damage split in any way you desire among any number of Targets.  These rays always hit their Target. No Save.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Casting a spell as a &#039;&#039;&#039;&#039;Cantrip&#039;&#039;&#039;&#039; is much simpler.  If the spell in question would be applicable to an Action Roll, simply add +1 to the roll to represent the assistance due to magic.  For instance, if a wizard did not want to cast a full-fledged &#039;&#039;Invisibility&#039;&#039; spell and instead just wanted to quickly cloak themselves while attempting to walk through a bazaar unnoticed, the spell could be used as a Cantrip to give a flat +1 to the Action Roll to sneak&lt;br /&gt;
##### Mishaps&lt;br /&gt;
In addition to determining the potency of a spell cast, the dice rolled will also decide if any **Mishaps** occur during casting.  If any of the dice rolled show Doubles, then there is a Spell Surge.  This represents the Mage losing their hold on the massive power they are attempting to control. Make a Reaction Roll on the Spell Surge table for the type of Mage casting the spell to determine the exact effect.  If, however, Triples are rolled, then the Mage is corrupted in some way appropriate to their magical tradition.  These corruptions are generally permanent effects and build over time, destroying the Mage from the inside out.  Of course, if a wizard chooses to never put more than one point of Mana into a spell, all of these effects could be avoided - but that doesn&#039;t seem nearly as fun.&lt;br /&gt;
&lt;br /&gt;
##### Filth&lt;br /&gt;
In addition to Mana dice, a Mage with Filth dice in their Mana Pool will have to keep track of additional information when casting spells.  For each point of Filth contaminating their Mana, the Mage must roll a Filth die \(use a different color\) with every spell cast - regardless of the amount of Mana imbued into the spell.  For instance, if a Mage chooses to cast Magic Missile with 2 Mana while they have 4 Filth in their Mana Pool, they must roll all 4 of those Filth even though they&#039;re using only 2 Mana.  These dice do not contribute to \[Highest\], \[Total\] or even \[Dice\].  Instead, they *only* count for calculating **Mishaps**&lt;br /&gt;
&lt;br /&gt;
##### Example of Spellcasting&lt;br /&gt;
A Mage wants to cast Magic Missile, imbuing two Mana into the spell.  They will then roll 2d6 (one die for each point of Mana), resulting in a 2 and a 4.  For this spell, the \[Dice] value is 2 as this was the amount of Mana invested and therefore Mana dice rolled.  The value of \[Highest] is 4 as this was the highest single die&#039;s value.  Finally, \[Total] is 6, as this is the sum of all the Mana dice rolled.  What this means for Magic Missile is that 2 \(\[Dice]) magical rays, each dealing 6 \(\[Dice]+\[Highest]) Direct Damage launch from the caster to their targets.  One of these points of Mana will return to the caster&#039;s Mana Pool after casting while the other is lost for the day \(one die rolled a 2 and the other rolled a 4)&lt;br /&gt;
&lt;br /&gt;
If the same mage had 3 Filth at the time and cast the same spell the same way, they would need to roll an additional 3 dice \(regardless of the amount of Mana invested) to cast the spell.  Assuming those Filth dice came up as 3,4 and 5, the effects of the spell would be completely unchanged.  The three Filth would all be retained after casting and the high rolling Mana die would still be lost for the day.  The only difference in outcome would be that due to the Filth die that came up a 4, there would be a Spell Surge to roll for due to the double 4s rolled during casting.&lt;br /&gt;
### Divine Magic&lt;br /&gt;
#### Fervor&lt;br /&gt;
#### Verses&lt;br /&gt;
#### Casting Spells&lt;br /&gt;
### Rituals&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-magic&amp;diff=50</id>
		<title>D1001-magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-magic&amp;diff=50"/>
		<updated>2026-01-23T02:16:26Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Arcane Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== The Nature of Magic ==&lt;br /&gt;
== Arcane Magic ==&lt;br /&gt;
=== Mana ===&lt;br /&gt;
=== Casting Spells ===&lt;br /&gt;
To cast a spell, choose an amount of Mana to pour into the effect and then roll that many d6.  To determine the effects of the spell, several aspects of the roll may be important:&lt;br /&gt;
*[Highest]* - The face showing on the highest *single die* rolled&lt;br /&gt;
*\[Dice\]* - The total amount of Mana used to cast the spell, ie the number of dice rolled for the magical effect&lt;br /&gt;
*\[Total\]* - The total of all the dice rolled, added up &lt;br /&gt;
&lt;br /&gt;
After the spell effects are determined, look at the values showing on each die.  Each die that rolled 1, 2 or 3 are returned to the caster&#039;s Mana Pool to be used again for further spellcasting.  Those showing 4, 5 or 6 are lost for the day.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Magic Missile&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 Target: Any creatures or objects*, Range: Medium (up to 60&#039;), Duration: Instantaneous&lt;br /&gt;
 &lt;br /&gt;
 Create magical rays that deal \[Dice] + \[Highest] Direct Damage split in any way you desire among any number of Targets.  These rays always hit their Target. No Save.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Casting a spell as a **Cantrip** is much simpler.  If the spell in question would be applicable to an Action Roll, simply add +1 to the roll to represent the assitance due to magic.  For instance, if a wizard did not want to cast a full-fledged *Invisibility* spell and instead just wanted to quickly cloak themselves while attempting to walk through a bazaar unnoticed, the spell could be used as a Cantrip to give a flat +1 to the Action Roll to sneak&lt;br /&gt;
##### Mishaps&lt;br /&gt;
In addition to determining the potency of a spell cast, the dice rolled will also decide if any **Mishaps** occur during casting.  If any of the dice rolled show Doubles, then there is a Spell Surge.  This represents the Mage losing their hold on the massive power they are attempting to control. Make a Reaction Roll on the Spell Surge table for the type of Mage casting the spell to determine the exact effect.  If, however, Triples are rolled, then the Mage is corrupted in some way appropriate to their magical tradition.  These corruptions are generally permanent effects and build over time, destroying the Mage from the inside out.  Of course, if a wizard chooses to never put more than one point of Mana into a spell, all of these effects could be avoided - but that doesn&#039;t seem nearly as fun.&lt;br /&gt;
&lt;br /&gt;
##### Filth&lt;br /&gt;
In addition to Mana dice, a Mage with Filth dice in their Mana Pool will have to keep track of additional information when casting spells.  For each point of Filth contaminating their Mana, the Mage must roll a Filth die \(use a different color\) with every spell cast - regardless of the amount of Mana imbued into the spell.  For instance, if a Mage chooses to cast Magic Missile with 2 Mana while they have 4 Filth in their Mana Pool, they must roll all 4 of those Filth even though they&#039;re using only 2 Mana.  These dice do not contribute to \[Highest\], \[Total\] or even \[Dice\].  Instead, they *only* count for calculating **Mishaps**&lt;br /&gt;
&lt;br /&gt;
##### Example of Spellcasting&lt;br /&gt;
A Mage wants to cast Magic Missile, imbuing two Mana into the spell.  They will then roll 2d6 (one die for each point of Mana), resulting in a 2 and a 4.  For this spell, the \[Dice] value is 2 as this was the amount of Mana invested and therefore Mana dice rolled.  The value of \[Highest] is 4 as this was the highest single die&#039;s value.  Finally, \[Total] is 6, as this is the sum of all the Mana dice rolled.  What this means for Magic Missile is that 2 \(\[Dice]) magical rays, each dealing 6 \(\[Dice]+\[Highest]) Direct Damage launch from the caster to their targets.  One of these points of Mana will return to the caster&#039;s Mana Pool after casting while the other is lost for the day \(one die rolled a 2 and the other rolled a 4)&lt;br /&gt;
&lt;br /&gt;
If the same mage had 3 Filth at the time and cast the same spell the same way, they would need to roll an additional 3 dice \(regardless of the amount of Mana invested) to cast the spell.  Assuming those Filth dice came up as 3,4 and 5, the effects of the spell would be completely unchanged.  The three Filth would all be retained after casting and the high rolling Mana die would still be lost for the day.  The only difference in outcome would be that due to the Filth die that came up a 4, there would be a Spell Surge to roll for due to the double 4s rolled during casting.&lt;br /&gt;
### Divine Magic&lt;br /&gt;
#### Fervor&lt;br /&gt;
#### Verses&lt;br /&gt;
#### Casting Spells&lt;br /&gt;
### Rituals&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-magic&amp;diff=49</id>
		<title>D1001-magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-magic&amp;diff=49"/>
		<updated>2026-01-23T01:58:19Z</updated>

		<summary type="html">&lt;p&gt;Ray: Created page with &amp;quot; == The Nature of Magic == == Arcane Magic == === Mana === === Casting Spells === To cast a spell, choose an amount of Mana to pour into the effect and then roll that many d6.  To determine the effects of the spell, several aspects of the roll may be important: - *\[Highest\]* - The face showing on the highest *single die* rolled - *\[Dice\]* - The total amount of Mana used to cast the spell, ie the number of dice rolled for the magical effect - *\[Total\]* - The total o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== The Nature of Magic ==&lt;br /&gt;
== Arcane Magic ==&lt;br /&gt;
=== Mana ===&lt;br /&gt;
=== Casting Spells ===&lt;br /&gt;
To cast a spell, choose an amount of Mana to pour into the effect and then roll that many d6.  To determine the effects of the spell, several aspects of the roll may be important:&lt;br /&gt;
- *\[Highest\]* - The face showing on the highest *single die* rolled&lt;br /&gt;
- *\[Dice\]* - The total amount of Mana used to cast the spell, ie the number of dice rolled for the magical effect&lt;br /&gt;
- *\[Total\]* - The total of all the dice rolled, added up &lt;br /&gt;
&lt;br /&gt;
After the spell effects are determined, look at the values showing on each die.  Each die that rolled 1, 2 or 3 are returned to the caster&#039;s Mana Pool to be used again for further spellcasting.  Those showing 4, 5 or 6 are lost for the day.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Magic Missile&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 Target: Any creatures or objects*, Range: Medium (up to 60&#039;), Duration: Instantaneous&lt;br /&gt;
 &lt;br /&gt;
 Create magical rays that deal \[Dice] + \[Highest] Direct Damage split in any way you desire among any number of Targets.  These rays always hit their Target. No Save.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Casting a spell as a **Cantrip** is much simpler.  If the spell in question would be applicable to an Action Roll, simply add +1 to the roll to represent the assitance due to magic.  For instance, if a wizard did not want to cast a full-fledged *Invisibility* spell and instead just wanted to quickly cloak themselves while attempting to walk through a bazaar unnoticed, the spell could be used as a Cantrip to give a flat +1 to the Action Roll to sneak&lt;br /&gt;
##### Mishaps&lt;br /&gt;
In addition to determining the potency of a spell cast, the dice rolled will also decide if any **Mishaps** occur during casting.  If any of the dice rolled show Doubles, then there is a Spell Surge.  This represents the Mage losing their hold on the massive power they are attempting to control. Make a Reaction Roll on the Spell Surge table for the type of Mage casting the spell to determine the exact effect.  If, however, Triples are rolled, then the Mage is corrupted in some way appropriate to their magical tradition.  These corruptions are generally permanent effects and build over time, destroying the Mage from the inside out.  Of course, if a wizard chooses to never put more than one point of Mana into a spell, all of these effects could be avoided - but that doesn&#039;t seem nearly as fun.&lt;br /&gt;
&lt;br /&gt;
##### Filth&lt;br /&gt;
In addition to Mana dice, a Mage with Filth dice in their Mana Pool will have to keep track of additional information when casting spells.  For each point of Filth contaminating their Mana, the Mage must roll a Filth die \(use a different color\) with every spell cast - regardless of the amount of Mana imbued into the spell.  For instance, if a Mage chooses to cast Magic Missile with 2 Mana while they have 4 Filth in their Mana Pool, they must roll all 4 of those Filth even though they&#039;re using only 2 Mana.  These dice do not contribute to \[Highest\], \[Total\] or even \[Dice\].  Instead, they *only* count for calculating **Mishaps**&lt;br /&gt;
&lt;br /&gt;
##### Example of Spellcasting&lt;br /&gt;
A Mage wants to cast Magic Missile, imbuing two Mana into the spell.  They will then roll 2d6 (one die for each point of Mana), resulting in a 2 and a 4.  For this spell, the \[Dice] value is 2 as this was the amount of Mana invested and therefore Mana dice rolled.  The value of \[Highest] is 4 as this was the highest single die&#039;s value.  Finally, \[Total] is 6, as this is the sum of all the Mana dice rolled.  What this means for Magic Missile is that 2 \(\[Dice]) magical rays, each dealing 6 \(\[Dice]+\[Highest]) Direct Damage launch from the caster to their targets.  One of these points of Mana will return to the caster&#039;s Mana Pool after casting while the other is lost for the day \(one die rolled a 2 and the other rolled a 4)&lt;br /&gt;
&lt;br /&gt;
If the same mage had 3 Filth at the time and cast the same spell the same way, they would need to roll an additional 3 dice \(regardless of the amount of Mana invested) to cast the spell.  Assuming those Filth dice came up as 3,4 and 5, the effects of the spell would be completely unchanged.  The three Filth would all be retained after casting and the high rolling Mana die would still be lost for the day.  The only difference in outcome would be that due to the Filth die that came up a 4, there would be a Spell Surge to roll for due to the double 4s rolled during casting.&lt;br /&gt;
### Divine Magic&lt;br /&gt;
#### Fervor&lt;br /&gt;
#### Verses&lt;br /&gt;
#### Casting Spells&lt;br /&gt;
### Rituals&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-core&amp;diff=48</id>
		<title>D1001-core</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-core&amp;diff=48"/>
		<updated>2026-01-23T01:56:03Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Convicton */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Almost anything a character does that has a chance of failure is decided by rolling 2d6 and comparing the result to a difficulty value&lt;br /&gt;
= Types of Rolls =&lt;br /&gt;
== Action Roll ==&lt;br /&gt;
;Simple&lt;br /&gt;
: Used for most rolls outside of combat.  Simply state what you are trying to do, determine any modifiers and add them to 2d6.  If total is:&lt;br /&gt;
 &amp;lt;6: the GM decides exactly what happens&lt;br /&gt;
 7-9: there is an okay outcome - you either attain a portion of your goal or you succeed but it happens at a cost&lt;br /&gt;
 10+: full success, you do more or less what you described&lt;br /&gt;
;Extended&lt;br /&gt;
:Used to advance progress bars/clocks for rolls that can&#039;t be resolved in one go.  For extended action, there will need to be a certain amount of progress made to complete the task.  Common tasks may require 4 or 6 units of progress to complete, where especially complicated ones may be up to 8 or even 12.  The time between rolls, and therefore between making progress, is determined by the type of task being performed.  Picking a lock may be only minutes between rolls during Crawling Turns, but formulating a new potion may take weeks between rolls during Downtime. The amount of progress made is based on the total of the Action Roll: &lt;br /&gt;
 &amp;lt;6: no  progress&lt;br /&gt;
 7-9: one unit of progress&lt;br /&gt;
 10+: two units of progress&lt;br /&gt;
&lt;br /&gt;
== Reaction Roll == &lt;br /&gt;
Used when success/fail is not granular enough.  Uses a table of results to determine outcome &lt;br /&gt;
 Upon meeting a strange NPC in risky circumstances, their initial feelings toward a player may be determined by a Reaction Roll of 2d6&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Roll !! Monster Reaction&lt;br /&gt;
|-&lt;br /&gt;
| 2 or less || Hostile&lt;br /&gt;
|-&lt;br /&gt;
| 3-5|| Unfriendly, suspicious&lt;br /&gt;
|-&lt;br /&gt;
| 6-8|| Cautious, may consider offers&lt;br /&gt;
|-&lt;br /&gt;
| 9-11|| Indifferent, ready to parley&lt;br /&gt;
|-&lt;br /&gt;
| 12 or more|| Friendly&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Conflict Roll ==&lt;br /&gt;
For rolls that are strictly pass/fail, with no degrees of success.  Attacks, damage, saves, etc.  If the target is number is met or exceeded, the roll succeeds, otherwise the action is a failure&lt;br /&gt;
 A character with CRC of +2 attacks a character with 11 DEF.  They grab 2d6 and roll, getting a 4 and a 3.  Combining the two and adding the attacker&#039;s CRC value results in 9, which does not score a hit.  There is no success at a cost or partial success possible, the attack simply misses and the combat continues&lt;br /&gt;
&lt;br /&gt;
== Chance Roll ==&lt;br /&gt;
A roll using a single die that usually doesn&#039;t have modifiers.  A d3 roll to determine a value, rolling for initiative, etc&lt;br /&gt;
&lt;br /&gt;
= Roll Modifiers =&lt;br /&gt;
The most common modifiers to rolls are applying Traits and Distinctions, which are very similar and function mostly identically.  The biggest difference is the freedom that PCs have in application of their personal Distinctions and the fact that Traits are generally just specific keywords whereas Distinctions are longer statements and have more broad applicability&lt;br /&gt;
== Distinctions ==&lt;br /&gt;
Standard modifiers that the PCs can apply to Action Rolls when applicable.  These act as a replacement for attributes, ability scores, backgrounds and racial skill bonuses.  When a Distinction could apply to a roll, choose from the following options:&lt;br /&gt;
*Gain a +1 to the roll.  This option stacks, so if two Distinctions would apply, gain a +2 to the roll, etc&lt;br /&gt;
*Remove all modifiers to the roll, both positive and negative.  The Distinction must be directly applicable to the situation to be chosen&lt;br /&gt;
*Give yourself -1 to the roll and gain a Conviction&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
Positive or negative descriptions of character, scene, item, environment, etc.  These can come from nearly any source, but just a regular description doesn&#039;t have a mechanical effects - just being big is not the same as being Big.  The narrative weight of the description is what makes it a Trait.  These grant a -1 or +1 to any Action roll in which they would apply and stack to a maximum of -3 or +3 regardless of the amount of Traits in the scene that would apply to the roll.  Common sources include:&lt;br /&gt;
*&#039;&#039;&#039;Descriptions&#039;&#039;&#039;: a Reinforced door, a Clumsy porter&lt;br /&gt;
*&#039;&#039;&#039;Skills&#039;&#039;&#039;: Lockpicking, Stealth, Horsemanship&lt;br /&gt;
*&#039;&#039;&#039;Status Effects&#039;&#039;&#039;: Burning, Bleeding, Deprived&lt;br /&gt;
== Die Modifications ==&lt;br /&gt;
Most modifiers are just static bonuses, but many effects can introduce modifications to the die roll itself:&lt;br /&gt;
;Edge&lt;br /&gt;
: Roll an extra die and drop one of the roller&#039;s choice before determining the result.  A roll can only benefit from one Edge no matter how many would apply&lt;br /&gt;
;Boost&lt;br /&gt;
: Roll an extra die and keep an extra die for the result.  A roll can only benefit from one Boost no matter how many would apply&lt;br /&gt;
;Raise&lt;br /&gt;
: The same as a Boost, but can stack indefinitely, allowing for rolling and keeping 4, 5 or more dice for a single 2d6 roll&lt;br /&gt;
;Setback&lt;br /&gt;
: Roll an extra die and keep the least favorable before calculating the total.  A roll can only be hindered by one Setback no matter how many would apply&lt;br /&gt;
&lt;br /&gt;
== Convicton ==&lt;br /&gt;
Conviction can be spent to increase a character&#039;s chance of success in the following ways:&lt;br /&gt;
*Before rolling any dice, a point of Conviction can grant a player a Boost on any Action or Conflict roll&lt;br /&gt;
*After rolling the dice, a point of Convinction can be spent to reroll all the dice used for an Action, Reaction or Conflict roll&lt;br /&gt;
*A point of Conviction can be used to negate all Wound Penalties currently affecting a character for one turn&lt;br /&gt;
*Additionally, many class abilities require a point of Conviction to be activated.  &lt;br /&gt;
&lt;br /&gt;
Only one point of Conviction can be spent on any given roll.&lt;br /&gt;
&lt;br /&gt;
Gaining Conviction is most commonly done by using one of a character&#039;s Distinctions as penalty during an Action roll, but particularly interesting roleplay moments or clever choices may also reward Conviction by table fiat.  The DM may also offer a point of Conviction to Compel a player to accept a worse outcome despite their roll, though this is always up to the player to accept or deny.  A proper rest will also reset all characters&#039; Conviction to one point regardless of their total, whether they had none or even the maximum when going into Downtime.&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-core&amp;diff=47</id>
		<title>D1001-core</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-core&amp;diff=47"/>
		<updated>2026-01-23T01:53:28Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Convicton */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Almost anything a character does that has a chance of failure is decided by rolling 2d6 and comparing the result to a difficulty value&lt;br /&gt;
= Types of Rolls =&lt;br /&gt;
== Action Roll ==&lt;br /&gt;
;Simple&lt;br /&gt;
: Used for most rolls outside of combat.  Simply state what you are trying to do, determine any modifiers and add them to 2d6.  If total is:&lt;br /&gt;
 &amp;lt;6: the GM decides exactly what happens&lt;br /&gt;
 7-9: there is an okay outcome - you either attain a portion of your goal or you succeed but it happens at a cost&lt;br /&gt;
 10+: full success, you do more or less what you described&lt;br /&gt;
;Extended&lt;br /&gt;
:Used to advance progress bars/clocks for rolls that can&#039;t be resolved in one go.  For extended action, there will need to be a certain amount of progress made to complete the task.  Common tasks may require 4 or 6 units of progress to complete, where especially complicated ones may be up to 8 or even 12.  The time between rolls, and therefore between making progress, is determined by the type of task being performed.  Picking a lock may be only minutes between rolls during Crawling Turns, but formulating a new potion may take weeks between rolls during Downtime. The amount of progress made is based on the total of the Action Roll: &lt;br /&gt;
 &amp;lt;6: no  progress&lt;br /&gt;
 7-9: one unit of progress&lt;br /&gt;
 10+: two units of progress&lt;br /&gt;
&lt;br /&gt;
== Reaction Roll == &lt;br /&gt;
Used when success/fail is not granular enough.  Uses a table of results to determine outcome &lt;br /&gt;
 Upon meeting a strange NPC in risky circumstances, their initial feelings toward a player may be determined by a Reaction Roll of 2d6&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Roll !! Monster Reaction&lt;br /&gt;
|-&lt;br /&gt;
| 2 or less || Hostile&lt;br /&gt;
|-&lt;br /&gt;
| 3-5|| Unfriendly, suspicious&lt;br /&gt;
|-&lt;br /&gt;
| 6-8|| Cautious, may consider offers&lt;br /&gt;
|-&lt;br /&gt;
| 9-11|| Indifferent, ready to parley&lt;br /&gt;
|-&lt;br /&gt;
| 12 or more|| Friendly&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Conflict Roll ==&lt;br /&gt;
For rolls that are strictly pass/fail, with no degrees of success.  Attacks, damage, saves, etc.  If the target is number is met or exceeded, the roll succeeds, otherwise the action is a failure&lt;br /&gt;
 A character with CRC of +2 attacks a character with 11 DEF.  They grab 2d6 and roll, getting a 4 and a 3.  Combining the two and adding the attacker&#039;s CRC value results in 9, which does not score a hit.  There is no success at a cost or partial success possible, the attack simply misses and the combat continues&lt;br /&gt;
&lt;br /&gt;
== Chance Roll ==&lt;br /&gt;
A roll using a single die that usually doesn&#039;t have modifiers.  A d3 roll to determine a value, rolling for initiative, etc&lt;br /&gt;
&lt;br /&gt;
= Roll Modifiers =&lt;br /&gt;
The most common modifiers to rolls are applying Traits and Distinctions, which are very similar and function mostly identically.  The biggest difference is the freedom that PCs have in application of their personal Distinctions and the fact that Traits are generally just specific keywords whereas Distinctions are longer statements and have more broad applicability&lt;br /&gt;
== Distinctions ==&lt;br /&gt;
Standard modifiers that the PCs can apply to Action Rolls when applicable.  These act as a replacement for attributes, ability scores, backgrounds and racial skill bonuses.  When a Distinction could apply to a roll, choose from the following options:&lt;br /&gt;
*Gain a +1 to the roll.  This option stacks, so if two Distinctions would apply, gain a +2 to the roll, etc&lt;br /&gt;
*Remove all modifiers to the roll, both positive and negative.  The Distinction must be directly applicable to the situation to be chosen&lt;br /&gt;
*Give yourself -1 to the roll and gain a Conviction&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
Positive or negative descriptions of character, scene, item, environment, etc.  These can come from nearly any source, but just a regular description doesn&#039;t have a mechanical effects - just being big is not the same as being Big.  The narrative weight of the description is what makes it a Trait.  These grant a -1 or +1 to any Action roll in which they would apply and stack to a maximum of -3 or +3 regardless of the amount of Traits in the scene that would apply to the roll.  Common sources include:&lt;br /&gt;
*&#039;&#039;&#039;Descriptions&#039;&#039;&#039;: a Reinforced door, a Clumsy porter&lt;br /&gt;
*&#039;&#039;&#039;Skills&#039;&#039;&#039;: Lockpicking, Stealth, Horsemanship&lt;br /&gt;
*&#039;&#039;&#039;Status Effects&#039;&#039;&#039;: Burning, Bleeding, Deprived&lt;br /&gt;
== Die Modifications ==&lt;br /&gt;
Most modifiers are just static bonuses, but many effects can introduce modifications to the die roll itself:&lt;br /&gt;
;Edge&lt;br /&gt;
: Roll an extra die and drop one of the roller&#039;s choice before determining the result.  A roll can only benefit from one Edge no matter how many would apply&lt;br /&gt;
;Boost&lt;br /&gt;
: Roll an extra die and keep an extra die for the result.  A roll can only benefit from one Boost no matter how many would apply&lt;br /&gt;
;Raise&lt;br /&gt;
: The same as a Boost, but can stack indefinitely, allowing for rolling and keeping 4, 5 or more dice for a single 2d6 roll&lt;br /&gt;
;Setback&lt;br /&gt;
: Roll an extra die and keep the least favorable before calculating the total.  A roll can only be hindered by one Setback no matter how many would apply&lt;br /&gt;
&lt;br /&gt;
== Convicton ==&lt;br /&gt;
Conviction can be spent to increase a character&#039;s chance of success in the following ways:&lt;br /&gt;
*Before rolling any dice, a point of Conviction can grant a player a Boost on any Action or Conflict roll&lt;br /&gt;
*After rolling the dice, a point of Convinction can be spent to reroll all the dice used for an Action, Reaction or Conflict roll&lt;br /&gt;
*A point of Conviction can be used to negate all Wound Penalties currently affecting a character for one turn&lt;br /&gt;
*Additionally, many class abilities require a point of Conviction to be activated.  &lt;br /&gt;
&lt;br /&gt;
Gaining Conviction is most commonly done by using one of a character&#039;s Distinctions as penalty during an Action roll, but particularly interesting roleplay moments or clever choices may also reward Conviction by table fiat.  The DM may also offer a point of Conviction to Compel a player to accept a worse outcome despite their roll, though this is always up to the player to accept or deny.  A proper rest will also reset all characters&#039; Conviction to one point regardless of their total, whether they had none or even the maximum when going into Downtime.&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
	<entry>
		<id>https://wiki.moxpierogi.com/index.php?title=D1001-core&amp;diff=46</id>
		<title>D1001-core</title>
		<link rel="alternate" type="text/html" href="https://wiki.moxpierogi.com/index.php?title=D1001-core&amp;diff=46"/>
		<updated>2026-01-23T01:47:17Z</updated>

		<summary type="html">&lt;p&gt;Ray: /* Action Roll */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Almost anything a character does that has a chance of failure is decided by rolling 2d6 and comparing the result to a difficulty value&lt;br /&gt;
= Types of Rolls =&lt;br /&gt;
== Action Roll ==&lt;br /&gt;
;Simple&lt;br /&gt;
: Used for most rolls outside of combat.  Simply state what you are trying to do, determine any modifiers and add them to 2d6.  If total is:&lt;br /&gt;
 &amp;lt;6: the GM decides exactly what happens&lt;br /&gt;
 7-9: there is an okay outcome - you either attain a portion of your goal or you succeed but it happens at a cost&lt;br /&gt;
 10+: full success, you do more or less what you described&lt;br /&gt;
;Extended&lt;br /&gt;
:Used to advance progress bars/clocks for rolls that can&#039;t be resolved in one go.  For extended action, there will need to be a certain amount of progress made to complete the task.  Common tasks may require 4 or 6 units of progress to complete, where especially complicated ones may be up to 8 or even 12.  The time between rolls, and therefore between making progress, is determined by the type of task being performed.  Picking a lock may be only minutes between rolls during Crawling Turns, but formulating a new potion may take weeks between rolls during Downtime. The amount of progress made is based on the total of the Action Roll: &lt;br /&gt;
 &amp;lt;6: no  progress&lt;br /&gt;
 7-9: one unit of progress&lt;br /&gt;
 10+: two units of progress&lt;br /&gt;
&lt;br /&gt;
== Reaction Roll == &lt;br /&gt;
Used when success/fail is not granular enough.  Uses a table of results to determine outcome &lt;br /&gt;
 Upon meeting a strange NPC in risky circumstances, their initial feelings toward a player may be determined by a Reaction Roll of 2d6&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Roll !! Monster Reaction&lt;br /&gt;
|-&lt;br /&gt;
| 2 or less || Hostile&lt;br /&gt;
|-&lt;br /&gt;
| 3-5|| Unfriendly, suspicious&lt;br /&gt;
|-&lt;br /&gt;
| 6-8|| Cautious, may consider offers&lt;br /&gt;
|-&lt;br /&gt;
| 9-11|| Indifferent, ready to parley&lt;br /&gt;
|-&lt;br /&gt;
| 12 or more|| Friendly&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Conflict Roll ==&lt;br /&gt;
For rolls that are strictly pass/fail, with no degrees of success.  Attacks, damage, saves, etc.  If the target is number is met or exceeded, the roll succeeds, otherwise the action is a failure&lt;br /&gt;
 A character with CRC of +2 attacks a character with 11 DEF.  They grab 2d6 and roll, getting a 4 and a 3.  Combining the two and adding the attacker&#039;s CRC value results in 9, which does not score a hit.  There is no success at a cost or partial success possible, the attack simply misses and the combat continues&lt;br /&gt;
&lt;br /&gt;
== Chance Roll ==&lt;br /&gt;
A roll using a single die that usually doesn&#039;t have modifiers.  A d3 roll to determine a value, rolling for initiative, etc&lt;br /&gt;
&lt;br /&gt;
= Roll Modifiers =&lt;br /&gt;
The most common modifiers to rolls are applying Traits and Distinctions, which are very similar and function mostly identically.  The biggest difference is the freedom that PCs have in application of their personal Distinctions and the fact that Traits are generally just specific keywords whereas Distinctions are longer statements and have more broad applicability&lt;br /&gt;
== Distinctions ==&lt;br /&gt;
Standard modifiers that the PCs can apply to Action Rolls when applicable.  These act as a replacement for attributes, ability scores, backgrounds and racial skill bonuses.  When a Distinction could apply to a roll, choose from the following options:&lt;br /&gt;
*Gain a +1 to the roll.  This option stacks, so if two Distinctions would apply, gain a +2 to the roll, etc&lt;br /&gt;
*Remove all modifiers to the roll, both positive and negative.  The Distinction must be directly applicable to the situation to be chosen&lt;br /&gt;
*Give yourself -1 to the roll and gain a Conviction&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
Positive or negative descriptions of character, scene, item, environment, etc.  These can come from nearly any source, but just a regular description doesn&#039;t have a mechanical effects - just being big is not the same as being Big.  The narrative weight of the description is what makes it a Trait.  These grant a -1 or +1 to any Action roll in which they would apply and stack to a maximum of -3 or +3 regardless of the amount of Traits in the scene that would apply to the roll.  Common sources include:&lt;br /&gt;
*&#039;&#039;&#039;Descriptions&#039;&#039;&#039;: a Reinforced door, a Clumsy porter&lt;br /&gt;
*&#039;&#039;&#039;Skills&#039;&#039;&#039;: Lockpicking, Stealth, Horsemanship&lt;br /&gt;
*&#039;&#039;&#039;Status Effects&#039;&#039;&#039;: Burning, Bleeding, Deprived&lt;br /&gt;
== Die Modifications ==&lt;br /&gt;
Most modifiers are just static bonuses, but many effects can introduce modifications to the die roll itself:&lt;br /&gt;
;Edge&lt;br /&gt;
: Roll an extra die and drop one of the roller&#039;s choice before determining the result.  A roll can only benefit from one Edge no matter how many would apply&lt;br /&gt;
;Boost&lt;br /&gt;
: Roll an extra die and keep an extra die for the result.  A roll can only benefit from one Boost no matter how many would apply&lt;br /&gt;
;Raise&lt;br /&gt;
: The same as a Boost, but can stack indefinitely, allowing for rolling and keeping 4, 5 or more dice for a single 2d6 roll&lt;br /&gt;
;Setback&lt;br /&gt;
: Roll an extra die and keep the least favorable before calculating the total.  A roll can only be hindered by one Setback no matter how many would apply&lt;br /&gt;
&lt;br /&gt;
== Convicton ==&lt;br /&gt;
Conviction can be spent to increase a character&#039;s chance of success in the following ways:&lt;br /&gt;
- Before rolling any dice, a point of Conviction can grant a player a Boost on any Action or Conflict roll&lt;br /&gt;
- After rolling the dice, a point of Convinction can be spent to reroll all the dice used for an Action, Reaction or Conflict roll&lt;br /&gt;
- A point of Conviction can be used to negate all Wound Penalties currently affecting a character for one turn&lt;br /&gt;
- Additionally, many class abilities require a point of Conviction to be activated.  &lt;br /&gt;
&lt;br /&gt;
Gaining Conviction is most commonly done by using one of a character&#039;s Distinctions as penalty during an Action roll, but particularly interesting roleplay moments or clever choices may also reward Conviction by table fiat.  The DM may also offer a point of Conviction to Compel a player to accept a worse outcome despite their roll, though this is always up to the player to accept or deny.  A proper rest will also reset all characters&#039; Conviction to one point regardless of their total, whether they had none or even the maximum when going into Downtime.&lt;/div&gt;</summary>
		<author><name>Ray</name></author>
	</entry>
</feed>