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Age of Umbra

Rules

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This rulings will only apply after you get to Barovia:

Age of Umbra Campaign Frame.

Avoid Death (Most of the time): Your character has good opportunities of surviving. They temporarily drop unconscious. Your character can’t move or act while unconscious, they can’t be targeted by an attack, and they return to consciousness when an ally clears 1 or more of their marked Hit Points or when the party finishes a long rest. After your character falls unconscious, roll your Duality Dice. If the value on one of the dice is equal to or under your character’s level, they gain a scar (see the “Scars” section), if the value for both dice is equal or under your character's level, they die.

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Removing Scars

Scars are permanent, but can be healed at the GM’s discretion as a downtime project, a reward for a quest focused on healing that scar, or something with similar narrative weight.

You can Work on a Project on a Long Rest to try and recover from a physical or emotional scar. All Scars start on a countdown (6) and are fully healed when you reach zero.

- The countdown will tick down one (-1) when you succeed on a Finesse, Instinct or Knowledge action roll, with the difficulty being 10+ The number of Scars.
- The countdown will tick down two (-2) when the action roll is a Critical Success.
- The countdown will tick up one when you fall unconscious.
- You can seek professional help to treat the Scar. For a price, the countdown will tick down one (-1), without a need to roll.

Another adventurer can help you treat your Scar, they have to Work on a Project with you, and will grant advantage to the action roll.

Succeeding in the roll will tick down ALL Scars at the same time, as well as falling unconscious will tick up all Scars.