Core Rules
This chapter covers the fundamental mechanics of Horizon.
The Four Stats
Every character has four core stats. These values directly represent your modifier (no separate ability score/modifier split).
| Stat | Abbr | Governs |
|---|---|---|
| Might | MIG | Physical power, endurance, melee attacks |
| Finesse | FIN | Speed, precision, stealth, ranged attacks, defense |
| Insight | INS | Perception, intuition, willpower, divine magic |
| Cunning | CUN | Knowledge, problem-solving, arcane magic |
Typical Values: -1 to +5. Starting characters distribute +2, +1, +1, +0 among their stats.
Rolling Dice
Basic Rolls
When you attempt something with an uncertain outcome:
- Roll a d20
- Add your relevant stat modifier
- Add your proficiency bonus (+2) if applicable
- Compare to the target number (Difficulty Class or Defense)
Success: Total ≥ target number Failure: Total < target number
Advantage and Disadvantage
Sometimes circumstances make success more or less likely:
- Advantage: Roll 2d20 and take the higher result
- Disadvantage: Roll 2d20 and take the lower result
If you have both advantage and disadvantage, they cancel out regardless of how many of each you have.
Critical Results
Special outcomes occur on natural die results:
| Natural Roll | Result | Effect |
|---|---|---|
| Natural 1 | Critical Failure | Automatic failure, regardless of modifiers |
| Natural 20 | Critical Success | Automatic success with bonus effect |
Note: Characters with mastery in a domain treat natural 1s as regular failures instead of critical failures.
Skill Checks
The 15 Skills
Skills are grouped by their governing stat:
Might Skills
- Athletics: Climbing, swimming, jumping, feats of strength
- Intimidation: Frightening or coercing through presence
- Endurance: Resisting hardship, holding breath, forced march
Finesse Skills
- Acrobatics: Balance, tumbling, aerial maneuvers
- Stealth: Moving unseen, hiding, ambushes
- Sleight of Hand: Pickpocketing, lockpicking, prestidigitation
- Riding: Controlling mounts and vehicles
Insight Skills
- Perception: Noticing details, spotting hidden threats
- Medicine: Treating wounds, diagnosing illness, stabilizing dying
- Survival: Tracking, foraging, navigation, weather prediction
- Empathy: Reading emotions, detecting lies, understanding motives
Cunning Skills
- Arcana: Magic knowledge, identifying spells and phenomena
- History: Past events, cultures, famous figures
- Investigation: Analyzing clues, deduction, solving puzzles
- Persuasion: Logic, charm, negotiation, rhetoric
Making Skill Checks
d20 + stat modifier + proficiency bonus (if proficient) vs DC
Difficulty Classes
| Difficulty | DC | Description |
|---|---|---|
| Trivial | 5 | Almost anyone can do this |
| Easy | 8 | Simple task, requires some effort |
| Medium | 10 | Standard challenge for the untrained |
| Hard | 13 | Requires skill or luck |
| Very Hard | 16 | Only skilled individuals succeed reliably |
| Extreme | 19 | Even experts struggle |
| Legendary | 22 | Near impossible, the stuff of legends |
Tiered Success
Not all successes are equal. The margin (how much you beat the DC by) determines the quality:
| Margin | Result | Outcome |
|---|---|---|
| Failed | Failure | You don’t achieve your goal |
| 0-4 | Partial Success | Success with a complication |
| 5+ | Full Success | Complete success, no drawbacks |
Complications (GM chooses one for partial success):
- Takes longer than expected
- Attracts unwanted attention
- Costs something (item damaged, resource spent)
- Creates a new problem
- Achieves a lesser version of your goal
Contested Checks
When two characters oppose each other directly:
- Both roll their relevant skill check
- Higher total wins
- Ties go to the initiator (whoever started the contest)
Proficiency
Proficiency Bonus: +2 (this never changes)
You add your proficiency bonus when:
- Making a check with a skill you’re proficient in
- Making an attack with a weapon you’re proficient with
- Making a saving throw you’re proficient in
- Casting spells (if you have spellcasting ability)
Proficiencies come from your Path, background, and talents.
Health Points (HP)
HP represents your ability to avoid and absorb damage.
Starting HP = Hit die maximum + Might modifier (minimum 1)
HP Per Level = Hit die average + Might modifier (minimum 1)
| Hit Die | Max (Level 1) | Average (Per Level) |
|---|---|---|
| d6 | 6 | 3 |
| d8 | 8 | 4 |
| d10 | 10 | 5 |
| d12 | 12 | 6 |
Defense
Defense determines how hard you are to hit in combat.
Defense = 10 + Armor Bonus + Finesse Modifier (limited by armor type)
| Armor Type | Finesse Limit |
|---|---|
| Light | Full Finesse modifier |
| Medium | Maximum +2 |
| Heavy | No Finesse bonus |
Resting
Short Rest
- Duration: 1 hour of light activity
- Recover: Mana equal to 1/4 of your max (rounded up)
- Use: Class abilities that refresh on short rest
Long Rest
- Duration: 8 hours (at least 6 sleeping)
- Recover: All HP, all mana, all abilities
- Limit: Once per 24 hours
Mastery
Masters of a domain treat natural 1s as regular failures instead of critical failures.
Domains:
- Melee Weapons
- Ranged Weapons
- Arcane Magic
- Divine Magic
- Athletics
- Subterfuge
- Lore
- Social
- Survival
- Crafting (specific type)
Mastery is gained through archetype progression (automatically at level 5) or specific talents.