THEBASICS
INTRODUCTION
THE BASICS
INTRODUCTION
cover to cover in order to play the game. Instead, try focusing on
those rules and chapters that are relevant to your own character.
Where to Start: New players will probably benefit most
from simply reading this Introduction and each of the beginning
sections from the various chapters. These sections cover the
fundamental rules of the game, while the rest of each chapter is
typically devoted to offering additional character options. Skimming the various character options may be helpful when deciding
which ones you want to select for your first character, but many
involve specific rules that can be initially ignored.
The most important chapter to read is probably Chapter 4:
Gameplay since it describes the bulk of the games combat mechanics and its general rules. Most players can opt to skip Chapter
7: Game Master since it is geared more toward offering advice to
GMs (the creation of custom adventures and campaigns, rules for
designing new creatures, etc.)GMs, especially those who are
new to the role, would certainly do well to read that chapter in
greater depth!
While there may not be one specific path that must be followed when creating a new character there are five essential aspects that every new character must possess:
1. Species: There are 37 different sapient playable species
from which your character can be created, not counting
those with additional subspecies or other variations. Each
species grants special benefits and flaws that affect your
character during play. Species descriptions are located in
Chapter 6: Compendium.
2. Faculties & Languages: You may spend a portion of your
character points improving attributes, disciplines, and
professions. Stats are derived from attributes and the
number of languages that your character knows is derived
from his Intellect attribute rank. Faculties are detailed in
Chapter 1 and languages are detailed in Chapter 6.
3. Traits: Disadvantages cause your character to suffer penalties during play but grant additional character points
to spend. Creeds are belief systems that your character
strongly adheres to, but they are entirely optional and
Starting Values
These are the starting values for every new character, prior
to the selection of a species or spending character points:
Attributes/Disciplines/Professions: Rank 0
Money: 50 gold pieces
Fortune Points: 1
Character Point Value (CPV): After you have selected
your characters species you must calculate how many character
points he has to spend on attributes, disciplines, professions, and
advantages. All new characters begin the game with a total CPV
of 125 (except for shades), but a characters species value must
be subtracted from this total to determine his number of unspent
character points. The species value is located in brackets within
the species box of each playable species.
For example, if your character is a dwarf he would have
a species value of 33, which would give him a CPV of 92/125.
In other words, he would have 92 unspent character points with
which to increase his faculties and buy advantages. Please refer
to General Rules: Character Points in Chapter 4: Gameplay for
additional examples and information.
Regarding Balance
THEBASICS
may be able to talk his way out of a fight and might even gain
other benefits for doing so, whereas a talented scout may be able
to avoid a fight altogether by sneaking past undetected, thereby
gaining a tactical advantage later on.
Furthermore, all of the various playable species are also
balanced using character point values to evaluate their inherent
traits and qualities. For example, as far as new characters are concerned, a minotaur is equivalent in power to a pixie, but after
viewing their differences it is easy to see that minotaurs tend to
make better warriors. A minotaurs greater size allows it to dish
out considerably more damage and also allows it to withstand
more damage from hostile attacks. Several of the minotaurs traits
are also geared toward physical combat. Nevertheless, the pixie
is not without advantages of its ownit can fly, it can blast opponents with arcane energy, and its tiny size makes it more accurate
and defensive. While pixies do not tend to make the most effective brutish-type warriors they can still be designed to be effective in battle, even in melee combat with the right combination of
faculties and traits. The same is true of every species, and while
some are going to be more suited to certain roles than others they
are all still equivalent regarding overall power.
The point to remember is that power in battle is not the only
kind of power. Over the course of an adventure, and especially
throughout a full campaign, characters of all types should encounter plenty of situations where they can each make use of their
unique strengths, whether combat-oriented or otherwise.
Min-Maxing & Tradeoffs: One thing to keep in mind when
making a new character is that there are always going be tradeoffs
involved with the different choices you make. If your character
focuses too much in one area he is going to suffer in another. If
he spends too many character points on attributes he is going to
have fewer points to spend on disciplines and advantages. Thats
the beauty of the games point-buy system, in that it allows you
to design your character in virtually any way you want, but every
choice you make has consequences that must also be considered.
To better illustrate this point please refer to the example character
that follows, Vorgrel the Ogre, to see just how serious neglecting
certain areas can prove to be.
MYSTERY
Extending deep beneath the surface of the world of Arlakor, perhaps even to its very core,
is a dungeon so vast that its full expanse eludes mortal comprehension. Known simply as the
Vexith , it has existed since time immemorial and seemingly predates even the most ancient
of historical events, including the arrival of the gods themselves. Despite whatever manner of
intelligence or force of will is ultimately responsible for the dungeons creation and perpetual
upkeep its true purpose remains unknown.
CHAOS
The Vexith is as unpredictable as it is magical. Confusing puzzles and deadly traps fill its
numerous chambers and winding corridors, which are themselves known to change over time.
New entrances appear in unexpected places and those that have existed for centuries sometimes disappear without a trace. The dungeons myriad of levels and mazelike passageways are
home (or prison) to countless denizens, both civilized and savage, many of whom are unable
to recall exactly how they got there in the first place.
ADVENTURE
There is no greater promise of riches, fame, and power than what can be found within the
Vexith , but the degree of danger that must be undertaken to attain such rewards is more than
most are willing to risk. Few adventurers who choose to brave its depths return unscathed, and
many never return at all. Of those who do, some are lucky enough to bring back great treasures
for their efforts, and even those who are less fortunate probably have at least a few intriguing
stories to recount at the local tavern.
INTRODUCTION
Sams Concept
take the Barely Sapient optional trait for good measure (incurring
additional penalties of 1 to Intellect and Fortitude).
A Brief Background
THEBASICS
Name/Creature
Faculties
Rank
Accuracy [D]
d8
12
7
+1
Species Value 34
Cost
or
Creature Size
Health
Stamina
+1
Charisma [D]
d4
Advantages
Cost
Intimidation [M]
Magical Savant
Investigation [E]
Enchanted C. (R1)
Mysticism [D]
Persuasion [M]
Creed: Warden
Dexterity [M]
d6 1
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
+1
Endurance [E]
d8
Constitution [M]
+1
Perseverance [E]
Toughness [E]
0 +1
Intellect [D]
d4 1 1
+1
Healing [M]
Sorcery [D]
Tinkering [M]
Perception [M]
d8
3
Total 13
Spells/Songs
Cost
Chilling Blast
Appraisal [E]
Awareness [M]
Geomancy [D]
0 +1
Initiative [M]
Survival [E]
+1
Disadvantages
Total
1
Cost
Tracking [M]
Barely Sapient
Strength [E]
d10 +1
Violent (R1)
Climbing [E]
Do-Gooder
Jumping [E]
Might [M]
+1
+2
Cook [ E ]
[
Deep Sleeper
Total 10
Total 86
Notes
1 Fortitude
CPV Allocation
1 Run Speed
34
+1 Brute Force
Faculties
86
1 Concentration
13
Spells/Songs
Disadvantages (negative traits)
Totals
1
10
Next, Sam uses a CPV planner to help him determine exactly how he wants to allocate Vorgrels character points. Since
ogres have a species value of 34, his characters beginning CPV
is 91/125. This means that he has 91 character points to spend on
faculties and traits. He can also earn up to 10 additional character
points by selecting disadvantages.
The red text emphasizes Sams writing on the sheet. He
takes the following steps in order to complete the planner:
1. Species Value: Since Vorgrel is one of the standard playable
species he is assigned a species value, which can be found
at the top of the ogres species box in Chapter 6. Sam
enters 34 into the top right box on the sheet. He leaves
the Creature Size, Health, and Stamina boxes blank since
these aspects are already included as part of the species
value for each playable species (i.e. the ogres large size
and its additional health point are already factored into its
species value, along with the costs of its various traits).
2. Faculty Ranks & Costs: Sam begins by recording the ogres
aptitudes after each corresponding attribute for reference,
as indicated in the ogres species box (D for Difficult, M
for Moderate, and E for Easy). He then assigns ranks for
each of Vorgrels attributes and disciplines, and he adds
the Cook profession at the bottom of the list. Sam records
a 0 in the Rank column for every attribute and discipline
that he doesnt select (0 is the starting rank for all creatures). For the time being, Sam postpones filling in the
Die & Mods column since it is likely that some of his selections will need to be adjusted later as he tries to balance
out Vorgrels character point allocation. However, he does
fill in the Cost column for each attribute and discipline
with a rank of 1 or greater, as well as the Cook profession.
He then adds up all of the costs and records the sum in the
Total box at the bottom.
3. Advantages & Creeds: Based on Vorgrels background,
Sam knows that his character will need to select the Magical Savant ogre optional trait. He will also need to take
the Enchanted Companion (R1; bestial) and the Spellcasting: Nature (R1) mystical advantages. Lastly, he selects
the Warden creed. Later on, if Vorgrel has any unspent
character points leftover then Sam may choose to increase
the ranks of these advantages or he may wish to purchase
other advantages, but for now it is best to select only those
advantages that are necessary until he knows exactly how
many character points will be needed for Vorgrels faculties and spells.
4. Disadvantages: Sam takes a look at the list of common disadvantages for ogres (Crude, Unforgiving, and Violent)
and decides that Violent (R1) is really the only one that
fits with Vorgrels personality. Normally, Violent (R1)
has a value of 1 for most characters, but for ogres it has
a value of 2 since it is so common among members of
their species. Sam has already decided to take the Barely
Sapient ogre optional trait, and he then browses through
the disadvantages in Chapter 2 before settling on Deep
Sleeper and Do-Gooder. It should be noted that all characters are bound by a 10 point limit for disadvantages,
INTRODUCTION
so even though Vorgrel has selected disadvantages worth
11 points he still only gains 10 character points (essentially, he is taking on more disadvantages than he is being
compensated for). Even so, Sam decides that he is satisfied with his choices for Vorgrel and is willing to accept
this minor point discrepancy. Players can always choose
to take on additional disadvantages beyond the 10 point
limit, particularly for roleplaying purposes.
5. Spells: Vorgrels background indicates that he was only
taught a limited knowledge of spellcasting, and since
he only has Spellcasting: Nature (R1) he only knows
one spell effect. He can purchase as many spells as he
wants that use this effect, but until his Spellcasting rank
is increased he is stuck knowing just one effect. Sam has
designed Vorgrel to be primarily focused on combat, so
he selects the Damage: Cold spell effect since this will
give his character a ranged attack that has the potential of
reducing an enemys Speed so that Vorgrel can more easily close to within melee range or prevent an enemy from
escaping. Sam also figures that Vorgrel will only need one
single target spell for the time being, so he names his spell
Chilling Blast and records its cost (all spells cost 1 character point each unless they are Freeform [F], which instead
cost 3 points each).
6. CPV Allocation: The bottom of the CPV planner allows
Sam to calculate how many character points Vorgrel has
spent overall. All new characters start with 125 character
points, so 125 is the target number that Sam is trying to
reach after he adds up each of the totals and subtracts the
10 points from disadvantages. If the total is 126 points
or higher then that means Sam must reduce how many
points he has spent on faculties or advantages. If the total
is 124 points or lower (as is the case) then that means Sam
still has additional character points to allocate, if he so
chooses. As it turns out, Sam has spent a total of 124 character points, which makes his CPV 1/125. Sam decides to
keep his 1 unspent character point for the time being since
there is nothing that he really wants Vorgrel to have that
can be purchased for only 1 character point. Instead, Sam
plans to save it for when Vorgrel earns additional character points during play.
7. Filling In Die Rolls & Modifiers: Now that Sam knows for
certain what Vorgrels faculty ranks will be, he can begin
filling in the Die & Mods column. First, he references the
respective tables in Chapter 1 and records the die for each
attribute and the modifier for each discipline and his Cook
profession (note that the profession modifiers are different, per rank, than those of disciplines). Next, he refers
to the ogre inherent traits in Chapter 6 and applies Vorgrels attribute and discipline modifiers (+1 Toughness,
1 Dexterity, +1 Strength, 1 Intellect), as well as those
from the Barely Sapient and Magical Savant ogre optional
traits he selected (1 Intellect, +1 Geomancy). Sam also
records the ogres stat modifiers in the Notes section for
easier reference later when he begins the process of filling
in Vorgrels actual character sheet (1 Fortitude, 1 Run
Speed, +1 Brute Force, 1 Concentration).
10
THEBASICS
Name
Size
Species
Vorgrel
Gender
Large
Accuracy
Apt
Discipline
Rank
2
0
2
Charisma
Apt
Discipline
Rank
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
0
0
0
0
Dexterity
Apt
Discipline
Rank
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
0
0
1
0
2
Endurance
Apt
Discipline
Rank
Constitution [M]
Perseverance [E]
Toughness [E]
2
1
1
Apt
Total
Discipline
Rank
+1
1
+1
2
0
0
0
0
+1
1
+1
d4
Modifiers
Total
1
1
1
1
1
1
1
1
d62
Modifiers
Total
1
1
0
1 1
+1
1
1
0
2
+1
2
Modifiers
+1
0
0 +1
Attacks/Weapons
d8
Total
Sorcery [D]
Tinkering [M]
Apt
Discipline
Rank
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
0
1
1
1
2
1
Strength
Apt
Discipline
Rank
Climbing [E]
Jumping [E]
Might [M]
1
0
2
Professions
Rank
Cook
Resil
Unarmed
[E]
[ ]
[ ]
d42
Modifiers
Total
+1
1
1
1
1
Perception
+1
0
+1
Range
Weight
10 ft 8 in
Intellect
d81
Modifiers
Height
Male
+1
1
1
1
1
d8
Modifiers
Total
1
0
0 +1
0
+1
0
1
0
+1
0
+1
0
d10+1
Modifiers
Total
0
1
+1
0
1
+1
1 / 125
Age
1,121 lb
17
Health
Stamina
Fate
Taps
Defense | Block
Concentration
Fortitude
Base Resilience
Total Resilience
Brute Force
+5
Combat Man.
+1
Space/Threat
2x2
Run Speed
Swim Speed
Flight Speed
4
Notice
Miscellaneous Modifiers
d8 +2
d8
d8
Precision
Damage
d8
d4+5
Buckler*
d8
d4+5
Mace
d8
d8+5
Torch
d8
d4+5 unlit
Details/Qualities
may not inflict critical damage
Attached (cannot be disarmed); durability 3
Battering (+2 damage vs. objects)
+2 heat damage if lit; critical hits set targets on fire (d8+2
heat damage)
Combat Notes
Damage
* In combat, actions performed using buckler's hand suffer -1 penalty; attacks with
Acid
Arcane
Cold
Divine
CPV
Ogre
Res/Weak
Damage
Electricity
Heat
Mental
Shadow
Res/Weak
Weak +4
11
INTRODUCTION
Advantages & Positive Traits
Weight Multiple
x3
Pain Suppression
Ogre Heritage
90
Raw Power
Weak-Minded
450
Weakness: Mental +4
Current EF Penalty*
Barely Sapient
Deep Sleeper
Equipment
Wt.
Do-Gooder
light armor
30
Violent (R1)
buckler
12
mace
18
backpack (9 cu ft)
0.9
bedroll
4.5
1.5
cooking equipment
15
0.06
Languages
Name
Temdarish
Base
Fayen
Number of Spells
Standard
Free Form
Wt.
Gold
0.01
Silver
10
0.10
Gems
Total Weight Carried
12
106.07
THEBASICS
The following pieces of equipment warrant special notice:
Light Armor: Due to Vorgrels large creature size,
Sam doesnt have much of a choice when it comes
to armor selection. He goes with light armor, at least
for the time being, since medium armor would have
cost most of Vorgrels money. Eventually, once
Vorgrel earns additional wealth, he might choose to
purchase medium or heavy armor if he is willing to
accept a penalty to Defense and the added weight.
Buckler: Sam decides to equip Vorgrel with a buckler so that he can gain the additional Block value
offered by a shield (+1 in this case) and still retain
the use of his hand for casting spells and performing other tasks. However, actions that are attempted
with the bucklers hand during combat suffer a 1
penalty; attacks with the buckler itself are exempt
from this penalty if its hand is free, as are actions
that are performed outside of combat. Sam jots this
rule under the Combat Notes section of his character sheet since it will often come into play.
Containers: Vorgrels backpack and belt pouch are
also large in size and have their volume capacities
multiplied by his weight multiple of x3.
Custom Equipment: Some of Vorgrels items are not
listed in Chapter 3, so Sam must get the GMs approval before he can purchase them. The GM will
also determine their costs and weights. Vorgrels
cooking equipment is ruled to be identical to alchemy equipment in cost and weight (adjusted for large
size) but contains pots, pans, and utensils for cooking rather than alchemy tools. His vial of cooking
oil is ruled to have 32 portions with a cost of 1s
per portion for a medium size creature, so Vorgrel
must pay 2s per portion (plus 4s for the vial itself).
Lastly, the GM decides that a pair of simple golden
earrings should cost about 3g and weigh about 0.02
lb for a medium size creature, so in Vorgrels case
the pair costs 6g and weighs 0.06 lb.
Spell Name
Type
Spell Effect
Chilling Blast
Nature
Discipline
Spell Descriptors
Free Form [F]
Mental [M]
Reagents [R]
Stamina [S]
Spell Precision
CM
Damage: Cold
SV
Defense
Description/Notes
Cold Damage: d8+3
General Options
Target Area
Single Target
Range
Distance: 6
Duration
Instant
13
INTRODUCTION
14
Name/Creature
Faculties
Rank
Accuracy [D]
d8 +1
12
3
Species Value
Cost
or
Creature Size 28
Health
Stamina
Charisma [M]
d4
Advantages
Cost
Intimidation [M]
Investigation [E]
EUA: Bite d8
Mysticism [D]
Persuasion [M]
Dexterity [M]
d10
15
Agility [M]
Flying [M]
Running [M]
Stealth [M]
0 +1
Swimming [E]
Endurance [M]
d10
15
Constitution [M]
Perseverance [E]
Toughness [E]
Intellect [M]
d4
Healing [M]
Total 12
Sorcery [D]
Spells/Songs
Tinkering [M]
d4
Initiative [M]
Perception [M]
Cost
Appraisal [E]
Awareness [M]
Geomancy [D]
Total
Survival [E]
Disadvantages
Cost
Tracking [M]
Aver to Sunlight
Strength [M]
d8 +1
Climbing [E]
Jumping [E]
Might [M]
[
Notes
Aw Form: No Arms 4
Vor Appetite
Total 9
Total 65
CPV Allocation
Totals
28
Faculties
65
12
Spells/Songs
Disadvantages (negative traits)
0
9
40
THEBASICS
Name/Creature
Being
Living
Size
Def 7
40
Sp/Thr x
Health 4
Stam 2
Conc 3
Fort 3
B Resil 5
T Resil 3
Notice 2
Run 4
Swim 2
2.5
Block
Com 2
CPV
Bestial (docile)
EF
Tiny
Brute 1
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [M]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [M]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [M]
Constitution [M]
Perseverance [E]
Toughness [E]
2
1
0
0
0
0
0
d8+1
0
1
1
d4
1
1
0
0
0
0
d4
1*
1*
1*
d4
0
3
1
0
1
1
1
3
1
1
1
1
d10
0
1
0
+1
0
d10
0
0
0
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [M]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [M]
Climbing [E]
Jumping [E]
Might [M]
0
0
0
2
1
0
0
1
1
1
d8
0
1
1
Resistances
Weaknesses
Attacks
Equipment
Total Weight: 0.625
Traits
EF penalty: 0
Additional Appendages: Legs (4 total): +2 when resisting tripping attempts while on land
Aversion to Sunlight: 1 to discipline, profession, and damage checks in direct sunlight
Awkward Form: No Arms: Requires Agility check of SV 5+ to manipulate objects; must
receive assistance to equip armor, apparel, and basic gear
Enhanced Unarmed Attack: Bite: d8 damage; grappling attempts inflict automatic damage
if their called shots succeed; Vicious (+1 severity; additional +2 damage with crits)
Heightened Sense: Dark Sight [Partial]: Visual darkness penalties reduced to 1
Voracious Appetite: Requires twice as much food; easily motivated by promise of food
CHARACTER EVALUATION
Now that Sam has finished designing his character, lets examine some of his choices more closely to see how focusing too
much in certain areas might not have been such a good idea.
The Good
The Bad
Having focused so much on bolstering his melee capabilities, Vorgrel is somewhat limited when it comes to his list of
non-combative options. Basically, unless his party is engaged
in battle or competing in a chili cook-off, Vorgrel brings almost
nothing else to the table.
His Charisma and its respective disciplines are virtually nonexistent, so his attempts at talking his way out of trouble will
often have the opposite effect. Actually, this might prove to be a
good thing for Vorgrel with his penchant for combat but perhaps
not so much for the other party members.
Vorgrels Dexterity attribute is below average to begin with,
but being an ogre (1 penalty) and carrying heavy equipment (an
extra 1 penalty) means that hes going to have a difficult time
when attempting any Dexterity-based disciplines. To illustrate
this point, his Stealth check is an abysmal d64, which means that
he will have to max his roll just to have a chance at succeeding.
The Stupid
15
FACULTIES
CHAPTER 1
FACULTIES
ATTRIBUTES
Rank
Die Roll
Easy
Moderate
Difficult
d4
d6
1 (1)
3 (3)
5 (5)
d8
3 (4)
5 (8)
7 (12)
d10
5 (9)
7 (15)
9 (21)
d12
7 (16)
9 (24)
11 (32)
9 (25)
11 (35)
13 (45)
d12
Max on 11+
Accuracy
Charisma
Dexterity
Dexterity represents your characters nimbleness and avoidance. It allows your character to perform feats of agility. The Defense stat is derived from Dexterity.
Endurance
Endurance represents your characters tolerance for sustaining damage and withstanding fatigue. It also allows your character to resist and recover from injuries and ailments more swiftly.
The Base Resilience and Total Resilience stats are both derived
from Endurance.
Intellect
Perception
Strength
17
CHAPTER 1
STATS
Stats are numerical values that are derived from your characters attributes and disciplines. Most stats have specific formulas
that reference the rank of a particular attribute or discipline. For
instance, if your characters Intellect is Rank 4, then the formula
for Concentration, which is stated as Intellect rank + 3, would
be equal to 4 + 3, for a total value of 7. Several stat formulas
also reference a size modifier that corresponds to your characters
creature size, as indicated in the table at the bottom of this page.
Minimum/Maximum Values: Some stats have minimum
and/or maximum values that cannot be exceeded by any means
(not even by spells or magical items):
Stat
Brute Force
Combat Maneuvers
Concentration
Defense
Encumbrance Factor
Fortitude
Notice
Resilience (both types)
Speed (all forms)
Minimum
Value
Maximum
Value
Creature
0
1
Size
Tiny
1.5
2
Small
4.5
6
Medium
15
20
Large
45
60
Huge
150 200
Enormous 450 600
Gigantic 1,500 2,000
Colossal 4,500 6,000
Strength Rank
2
2.5
7.5
25
75
250
750
3
9
30
90
300
900
3.5
4
10.5
12
35
40
105
120
350
400
1,050 1,200
4,000
5 x Weight Multiple
Encumbrance Factor (EF for short) represents your characters weight limit in pounds prior to becoming encumbered. It is
determined by your characters Strength rank and creature size:
0
varies by size
0
1
0
0
Encumbrance Factor
Defense represents your characters ability to dodge physical attacks and damaging spells.
Resilience
Speed
Speed represents your characters standard rate of movement during one round of combat. Having a Speed of 0 equates
to being unable to move via that particular form. Flight Speed is
unavailable for characters who lack the means to fly.
18
FACULTIES
DISCIPLINES
Disciplines represent your characters specific areas of study
and training. Each discipline is associated with a specific attribute
that is used when checking for success.
For instance, the Healing discipline uses Intellect as its attribute, so your characters Intellect die is rolled whenever a Healing check is attempted. The Healing disciplines modifier is then
applied, along with any additional miscellaneous modifiers. The
result is then compared against the Success Value (SV for short)
to determine the degree of success or failure. Refer to Rolling the
Dice in Chapter 4 for more information.
Disciplines are sorted into ranks with Rank 2 (+1 modifier) representing professional proficiency. As a disciplines rank
increases, so too does its modifier, up to a maximum of +2. This
modifier is always added to the discipline check.
All of your characters disciplines begin at Rank 0 but may
be increased by spending character points. The cost of increasing
a discipline depends on its aptitude (easy, moderate, or difficult),
which is listed in parenthesis after its title. Unlike attribute aptitudes that vary by species, discipline aptitudes are the same for
all creatures.
Secretive Checks (GM): As an optional rule the GM may
sometimes prefer to roll a PCs discipline check personally, and in
secret, so that its true result remains a mystery. This is particularly
useful for discipline checks that can potentially reveal false information when their attempts are unsuccessful. Such disciplines include Appraisal, Creature Lore, Investigation, Social Knowledge,
and Survival (direction sense and herb lore). Other disciplines
may also warrant secretive checks in certain situations.
Rank
Modifier
Easy
Moderate
Difficult
1 (1)
2 (2)
3 (3)
+1
2 (3)
3 (5)
4 (7)
+2
3 (6)
4 (9)
5 (12)
ACCURACY
Melee Precision (Difficult)
CHARISMA
Intimidation (Moderate)
Investigation (Easy)
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CHAPTER 1
street. In situations where specific individuals or small groups are
being questioned it is strongly recommended that the Persuasion
discipline be used instead.
Mysticism (Difficult)
Persuasion (Moderate)
Persuasion is used whenever your character attempts to convince an NPC of something. The characters result is compared
against the NPCs Fortitude.
The use of this discipline is only possible if an NPC could
conceivably agree to your characters point of view. If your characters suggestions or demands are too extreme for a given situation then the attempt automatically fails.
Bluffing/Lying:
Attempting to lie while under suspicion incurs a 2 penalty to your
characters Persuasion check. Being
under suspicion means that an NPC
either has sufficient reason to suspect
that your character is being dishonest
or is otherwise aware of information that contradicts your characters version of events.
NPCs Attitude: A +1 bonus can be applied to
your characters check against an NPC that is agreeable or friendly. Checks against indifferent NPCs receive
no modifier. A 2 penalty is applied to your characters
check when attempting to persuade angry
or hostile NPCs.
Language Barriers: A penalty of
2 is applied to your characters Persuasion checks whenever communication via a shared language is not possible
(having a translator eliminates this penalty).
Persuasion vs. Groups: Attempting
to use Persuasion against a group of NPCs
is also possible but is generally more difficult. Doing so incurs a 2 penalty to your characters check.
Larger groups and unruly crowds (riots, combat) can impose even
greater penalties according to the situation (GMs call).
Persuasion vs. PCs: Persuasion can be used against other
PCs in very special cases, such as when settling disputes between
party members. However, keep in mind that the other players are
roleplaying their characters and have their own free will, so this
rule should only be used sparingly with the GMs approval.
Persuasion vs. Bestial Creatures: Persuading bestial creatures is more difficult since they have trouble understanding your
characters meaning. Such attempts suffer a 2 penalty unless the
creature has been trained to perform a specific task. This penalty
does not stack with the language barrier penalty, and it is always
negated if your character can communicate with bestial creatures.
Persuasion vs. Mindless Creatures: Mindless creatures are
immune to all Persuasion attempts.
20
DEXTERITY
Agility (Moderate)
Flying (Moderate)
Running (Moderate)
Stealth (Moderate)
FACULTIES
check is made against your opponents Awareness checks (assuming that a detection check permits them). A new opposed check
must be made again each round thereafter for as long as there
are any opponents that could conceivably detect your characters
presence (GMs call).
Your character can only move at half his base Speed while
sneaking (rounded down). Making an attack, sprinting, speaking
above the level of whisper, or taking any action that would draw
sufficient attention automatically brings your character out of
stealth after the action has been attempted, regardless of its success or failure. Multiple actions can still be attempted, but only
the first action is considered to have occurred while Stealth was
active (concerning surprise).
Typically, your character can only begin sneaking or hiding
while out of combat. Doing so while in combat is difficult and
requires very special circumstances, including the loss of line-ofeffect from all potential opponents and making sure that all such
opponents are unable to pinpoint his general whereabouts. Simply stepping behind a column or ducking into a shadowy corner
is not good enough since his opponents obviously know where
he went.
Stealing/Pickpocketing: Attempting to steal from a victim
while within their natural threat range, or when reaching into or
through their natural threat range, incurs a 2 penalty on your
characters Stealth check. Pickpocketing always incurs this penalty since your character has to be within reach, but stealing may
or may not be affected according to the situation.
Creature Size: Your characters creature size applies an additional modifier to all Stealth checks. Refer to the Creature Size
Modifiers and Multiples table earlier in this chapter for details.
Swimming (Easy)
ENDURANCE
Constitution (Moderate)
Perseverance (Easy)
Toughness (Easy)
21
CHAPTER 1
INTELLECT
Creature Lore (Easy)
Healing (Moderate)
22
Sorcery (Difficult)
Tinkering (Moderate)
Tinkering is used whenever your character attempts to manipulate a mechanical device, such as picking locks and disarming or setting mechanical traps. Magical traps cannot be disarmed
with this discipline unless your character has purchased the Runebreaking advantage. Generally, the use of this discipline causes
your character to become distracted until his next turn.
FACULTIES
Disarming Traps: Your character must first be aware of the
presence of a trap before it can be disarmed (refer to the Awareness discipline on the following page). A set of thieving tools is
required, which grants the following modifiers according to its
quality: 1 for lowgrade, 0 for common, or +1 for highgrade;
makeshift tools and implements can be used as well, but doing so
incurs a 2 penalty.
Each trap has its own SV according to its design. A successful check disarms the trap and renders it safe until it is rearmed
(see below). A critical success allows your character and his
group to safely bypass the trap without disarming it in order to
leave it armed, if desired. Suffering a critical failure on the Tinkering check or getting a result that is at least 3 points lower than
the SV automatically triggers the trap.
Lastly, if your character is the traps maker or assembler he
gains a +4 bonus to his attempts at disarming it.
Setting Traps: Your character may use this discipline to assemble or rearm mechanical traps, including trap kits, assuming
that he has the necessary componentsmagical traps cannot be
rearmed with Tinkering. Generally, a trap requires an SV 5 to
assemble, or SV 8 if attempted hastily (requiring only half the
time). A cumulative 1 penalty is applied for each tier difference
in creature size between your character and the corresponding
creature size for which the trap was designed. Suffering a critical
failure or getting a result that is at least 3 points lower than the SV
breaks one of the traps components (selected randomly).
Trap kits tend to have an SV 3 concerning the targets Awareness check, unless your character tries to conceal or camouflage
the trap. Doing so requires a Stealth check of SV 5, modified by
the conditions of the environment (2 if difficult to conceal, +2
if easy, etc.). Success increases the Awareness difficulty to SV
5, while a critical success increases it to SV 8. Permanent traps,
like those found in dungeons, also tend to follow these rules, but
the craftsmanship of the traps surrounding structure may apply
additional modifiers to the builders Stealth check (GMs call).
Triggering a trap kit varies according to its design. Tripwire
traps can span a line equal to twice the length of the traps occupied space for its equivalent size (5 feet for tiny, 10 feet for small/
medium, etc.). Foot-hold assembly traps occupy a space equal to
the occupied space for their equivalent size (1/4 square for tiny, 1
square for small/medium, etc.). If the target steps across the tripwire line or steps into the foot-holds space then the trap is triggered. It should be noted that flying creatures rarely trigger mechanical traps unless a tripwire is purposefully suspended above
the ground. Permanent traps, especially magical varieties, include
their own unique rules that are detailed in their descriptions.
Picking Locks: Picking a lock works in much the same way
as disarming a trap. A set of lockpicks is required, which grants
the following modifiers according to its quality: 1 for lowgrade,
0 for common, or +1 for highgrade; makeshift tools and implements can be used as well, but doing so incurs a 2 penalty.
Each lock has its own SV according to its design. A successful check unlocks the lock. Suffering a critical failure on the
Tinkering check or getting a result that is at least 3 points lower
than the SV jams the lock. Jammed locks cannot be picked or
even opened with their designated keys and must either be broken
open or repaired by a locksmith.
23
CHAPTER 1
PERCEPTION
Appraisal (Easy)
SV
3
5
8
12
Awareness (Moderate)
Awareness is used by your character to perceive his surroundings, typically as a free action. The use of this discipline is
almost never initiated by players themselves but rather is requested by the GM in various situations. Your characters Notice stat
often determines if an Awareness check is permitted in a given
24
Geomancy (Difficult)
Initiative (Moderate)
Initiative is used whenever your character engages in combat to determine how quickly he can take his turn. Refer to Combat Rules: Initiative in Chapter 4 for more information.
Survival (Easy)
Survival is used whenever your character traverses and explores natural environments. It can allow your character to find
food, fresh water, and shelter, as well as providing knowledge of
herb lore, direction sense, terrain, and weather.
Direction Sense: Your character may attempt to discern the
approximate direction of north by observing natural conditions
(generally SV 5). Suffering a critical failure or getting a result that
FACULTIES
is at least 3 points lower than the SV convinces your character
that a different direction is actually north. This application of the
survival discipline may only be attempted above ground.
Finding Food or Water: Your character can attempt to locate food or fresh water (as separate checks). Doing so typically
requires an SV 5, but the difficulty can vary greatly according
to the type of terrain, climate, and other environmental factors.
The volume of food or water may also vary greatly and may not
always be sufficient to accommodate numerous creatures and/or
those of larger sizes (GMs call).
Regarding different kinds of food, the gathering of edible
plants and insects can often be obtained without the use of tools
or weapons but tends to provide lesser amounts. Fishing or hunting can often produce more abundant food but requires the use
of tools, ranged weapons, or a suitable trap kit, in addition to the
successful use of a secondary discipline check (Agility, Ranged
Precision, Stealth, etc.), as determined by the GM. Only a single
secondary check is needed for success.
For example, if your character successfully uses Survival
to locate a deer the GM might then request a Ranged Precision
check against an SV 5 to see if his aim is true. Your character
would not actually have to defeat the deer in combat but would
only have to succeed on the check to provide ample meat for himself and his companions.
Herb Lore: Surviving in the wilderness often necessitates
being able to identify plants and fungi, including knowing where
they grow and recognizing their inherent properties. The SV varies according to the type of plant and its rarity, but an SV 5 should
suffice in most cases.
Success allows your character to recall general information
about the plant, such as where it commonly grows, whether or
not it is safe to consume, and other basic qualities. Achieving a
critical success provides your character with more advanced information, including how it is best cultivated and what kinds of
professional applications it may be suited for (medicinal, poisonous, mystical, etc.).
Failure indicates that your character is unfamiliar with the
plant, but suffering a critical failure on the Survival check or getting a result that is at least 3 points lower than the SV provides
your character with false information instead. Additionally, once
Survival has been attempted for a particular plant type it cannot
be checked again until your character gains a new rank in the
discipline or has an opportunity to research the plant, such as by
visiting a library.
Ignoring Rough Terrain/Weather: Your character can attempt to ignore the slowing effects of rough terrain and/or weather in regards to traveling time. Doing so generally requires an
SV 8. If successful, this benefit is extended to your characters
group, but particularly large groups like armies may require multiple successful checks. Refer to General Rules: Traveling Times
in Chapter 4 for more information.
Tracking (Moderate)
Tracking is used whenever your character wishes to determine if creatures have moved through an area, and if so, to track
their movements. The SV for this discipline varies greatly according to environmental conditions, such as the time since the tracks
STRENGTH
Climbing (Easy)
Climbing Surface
Ladder
Rigging or Knotted Rope
Unknotted Rope
Vertical Surface (with grips)
Vertical Surface (without
significant grips)
SV
1
(trivial)
3
5
8
12
Jumping (Easy)
Jumping is used whenever your character wishes to leap horizontally and/or vertically. Using SV 5 as the general difficulty
your character may jump horizontally, with a running start, a distance equal to his occupied space (2 ft for tiny size, 5 feet for
medium size, etc.)each critical success adds additional distance
equal to half his occupied space again, if desired. Vertical jumps
may only attain half these distances but may be performed along
with a horizontal jump freely.
25
CHAPTER 1
Failing a Jumping check means that your character didnt
quite make it, but he may still be able to prevent himself from
falling by succeeding on a free Agility check of SV 5, usually by
grabbing onto the opposing ledge if he was able to clear enough
of the distance (GMs call). An Agility check is not allowed if
your character suffers a critical failure on the Jumping check or
if he gets a result that is at least 3 points lower than its SV, which
automatically causes him to fall. Refer to General Rules: Falling
Damage in Chapter 4 for more information.
Stationary Jumping: Your character may also jump horizontally from a stationary position, meaning without a running
start, but a 2 penalty is applied to the check. Stationary vertical
jumps are not penalized.
Might (Moderate)
Position
Land
Swimming
Flying
26
Door Size
Tiny
Small
Medium
Large
Huge
Enormous
Gigantic
Colossal
Required Weight
(locked/secured)
50 lb
150 lb
500 lb
1,500 lb
5,000 lb
15,000 lb
50,000 lb
150,000 lb
FACULTIES
PROFESSIONS
Professions encompass overarching careers and occupations
that are geared more toward providing a livelihood for your character outside of adventuring. They work in a similar manner to
disciplines, except that a d8 roll is always used for checks instead
of being tied to a particular attribute. The total result of a profession check is still compared against the Success Value (SV) of the
activity being attempted. Refer to Rolling the Dice in Chapter 4
for more information.
Professions are sorted into ranks, like disciplines, with Rank
2 (+2 modifier) representing professional proficiency. However,
the modifier for each rank is greater than those of disciplines so
that more weight for success or failure is shifted to your characters professional training. This means that those who are unskilled in a particular profession are almost guaranteed to fail,
whereas those who are better trained in the profession are much
more likely to succeed.
All professions begin at Rank 0 but may be increased by
spending character points. The cost of increasing a discipline depends on its aptitude, easy (E) or moderate (M), which is listed
after its title. Professions never have difficult aptitudes.
Note that professions are entirely optional and many players
often choose to forgo them altogether for their characters since
adventuring is usually a full-time occupation on its own.
Rank
Modifier
Easy
Moderate
1 (1)
2 (2)
+2
2 (3)
3 (5)
+4
3 (6)
4 (9)
COMMON PROFESSIONS
27
CHAPTER 1
Cartographer (E) maps and charts
Cook (E) food and non-alcoholic beverages
Courier (E) delivers messages, news, and shipments
Courtesan (E) companionship and seduction
Enchanter (M) magical items and spell foci
Farmer (E) crops and livestock
Fisher (E) fish and seafood
Fortune Teller (E) predictions and divination
Gambler (E) games of chance
Gladiator (E) arena combat
Hunter (E) wild game and trapping
Interpreter (E) translating languages
Jester (E) comedy, acrobatics, and juggling
Jeweler (M) gems and jewelry
Leatherworker (M) hides, tanning, and leather goods
Lumberjack (E) logging and wood cutting
Merchant (E) buying, selling, and trading
Metalworker (M) blacksmithing and metal arms/items
Miner (E) mineral and ore excavation
Musician (M) playing musical instruments and singing; bards also require this profession for their songs
Orator (E) acting, storytelling, and public speaking
Physician (E) healing and medicinal remedies
Racketeer (E) counterfeiting and criminal activities
Sailor (E) operation of seagoing vehicles
Scribe (E) writing and literary research
Shipwright (M) construction of seagoing vehicles
Soldier (E) military and/or mercenary duties
Stoneworker (M) stone masonry and sculptures
Tailor (M) clothing and textile goods
Taxidermist (M) animal/monster trophies and totems
Woodworker (M) wooden items and land vehicles
Earning Money
28
Note that there are a few exceptions to this rule. Some professions are used at special times in the place of disciplines when
performing highly-specialized tasks, such as Alchemist, Musician
(for bards), Taxidermist, and crafting professions when repairing
damaged items, but these exceptions are described specifically in
the rules when their use is warranted.
Assisting Others: The potential bonus modifiers that can be
gained from Assisting Others, as described under General Rules
in Chapter 4, are not allowed for profession checks. Multiple
workers earn wages individually according to their own profession checks, whereas crafting tasks that require multiple workers
rely solely on the profession check of the primary crafter and simply pay wages to all assistants.
WAGES
All professions allow for a character to earn wages. Generally, one profession check can be made per day of game time if a
character was able to devote a sufficient portion of the day toward
working, usually between 6 and 10 hours. The SV varies according to the nature of the work being performed, but SV 5 should
suffice for most common jobs.
Earnings: Success earns 1g, and each critical success earns
an additional 50s. Failure still earns your character about 50s for
the days work, but failing with a result that is at least 3 points
lower than the SV earns no money (perhaps due to unforeseen
expenses). A critical failure should also hinder your character in
other ways suitable to the specific profession (suffering a wound,
social complications, etc.), as determined by the GM.
Unskilled Labor: Jobs that require no professional training
do not have an associated professions check. Instead, the GM
should probably insist on a suitable discipline check, such as Perseverance or Might, to determine how productively your character performs the job, which also determines his wage earnings.
However, the total earnings amount is halved.
Wage Requirements
Almost every profession requires a suitable working location, which includes either being employed or having permission
to do the work. The specifics vary greatly from one profession
to another, but profession checks shouldnt be permitted without
first addressing exactly how a character is attempting to earn the
money. Even professions that appear more freelance than others
can have unforeseen consequences when theyre performed without permission.
For example, a lumberjack who decides to start cutting
down and selling trees from a noblemans land without permission would likely face serious consequences if caught. At the very
least he would probably have his materials and any profits confiscated. He might also face more severe punishments such as additional fines, community service, imprisonment, orin extreme
caseseven death.
Multiple Professions: A character may acquire multiple
professions, but only one may be used per day to attempt to earn
wages. Even so, there can be benefits to being trained in multiple
professions, such as a wider variety of employment opportunities,
the ability to craft different items, and so forth.
FACULTIES
CRAFTING
Item/Task Complexity
SV
Lowgrade Items or Basic Tasks
3
Common Items or Moderate Tasks 5
Highgrade Items or Advanced
8
Tasks; all Enchantments
Multiple Workers: Larger or more complicated tasks may
sometimes require more than one worker. The GM will determine
if having to hire additional workers is necessary, according to the
scope of each task, which may include unskilled laborers to help
when performing the more menial aspects of the job. Skilled laborers are generally paid full wages according to their individual
profession results, whereas unskilled laborers are usually paid
only half this amount (as detailed on the previous page).
Crafting Requirements
Result
Critical Success
Success
Failure
Failure (by at least 3 points)
or a Critical Failure
Crafting
Percentage
50%
66%
33%
Repair
Percentage
15%
20%
10%
66%
20%
Crafting Profits
29
TRAITS
CHAPTER 2
TRAITS
DISADVANTAGES
Disadvantages are your characters negative traits, also referred to as detrimental traits. Selecting a disadvantage grants
extra character points to help offset the hardships it incurs. The
extra character points are added to your characters unspent CPV
(total CPV remains unchanged) and can be spent to improve your
characters faculties or to purchase advantages. However, the
amount of points gained is typically equal to only about half of
the actual value of the disadvantages detrimental cost to your
character. Disadvantages may only be selected during the character creation process.
Each disadvantages value is colored red and is listed in parenthesis following its name or ranks. Each rank grants a separate
amount of unspent character points and lower ranks are prerequisites for higher ranks.
For example, if a disadvantage has Rank 1 (2) and Rank
2 (3) then your character would already have to possess Rank
1 before he could select Rank 2, but the total number of unspent
character points that he would gain for selecting both ranks
would be 5.
Character Point Limit: A combined 10 point limit exists
when selecting disadvantages. This means that your character
may only gain up to 10 extra unspent character points from all
of his disadvantages, which also includes any optional detrimental traits and common disadvantages available to members of his
species. For example, selecting the Crippled Arm (R2) 6 and
Each playable species has a list of three common disadvantages, which are typically possessed by its members. Each common disadvantage that is selected grants one additional character
point beyond its standard valuethe extra points are already included in each disadvantages cost as indicated in the characters
species box. These extra points are still restricted by the 10 point
limit, however. Ranked disadvantages only grant a bonus point
for their first rank, even if subsequent ranks are also taken.
For example, in this chapter, you can find the following disadvantages with their standard values listed in parenthesis: Inquisitive (1), Lazy (2), and Minimalist (R1 1). However, the
huldrian species box lists Inquisitive (2), Lazy (3), and Minimalist (R1 2) as common disadvantages, with each being worth
one extra character point. If a centaur were to select any of these
disadvantages he would receive their standard values, but a huldrian would receive one extra character point each, up to the 10
point limit. A huldrian character would gain 2 character points
for selecting the first rank of Minimalist, but the second rank
would still only grant its standard value if also selected.
Awkward Combinations
Certain combinations of disadvantages should be considered very carefully before being selected. Sure, you could choose
to play a Blind Child with a Crippled Leg, but first consider the
other players and how your character will function as part of an
adventuring party. You should attempt to design your character
so that he is able to mesh with the other party members without
being a burden or a constant source of conflict. A little conflict can
be entertaining, but debilitating combinations of disadvantages
can wear thin pretty fast.
31
CHAPTER 2
Contradicting traits should generally be avoided as well, such
as Cruel Do-Gooders or Violent Pacifists. Such combinations are
either difficult to roleplay or make no sense when paired together. Disadvantages function as a means for encouraging roleplaying by granting incentives (extra character points) to characters
that willingly take on flaws and personality quirks, which must
be roleplayed. Ignoring some of your characters disadvantages
or being unable to roleplay them as they were intended defeats
their purpose, and so your character should not be able to receive
incentives for selecting them.
Forbidden Disadvantages: Your character cannot select
or acquire disadvantages that would make no sense to possess,
such as a yuellok selecting Crippled Armyuelloks already have
useless arms. Additionally, selecting a disadvantage during character creation does not grant extra unspent character points unless
all of its detrimental effects can be applied. For instance, if your
characters Fortitude stat is already at its minimum value (0) then
he would not gain any character points for selecting the Uncharismatic disadvantage. This is because it would impose a 1 penalty to his Fortitude stat, which cannot be decreased any further,
despite the fact that its other penalty would have been applicable
(a 1 penalty to his Charisma attribute). However, such disadvantages may still be selected for roleplaying purposes, if desired.
Buying-Off Disadvantages
CREEDS
32
Belief Systems
ADVANTAGES
TRAITS
DISADVANTAGES
Disadvantages are sorted into three distinct categories:
Faculty Penalties, Handicaps, and Roleplaying Quirks. Faculty
Penalties reduce your characters attributes and stats. Handicaps
impose various physical, mental, or social limitations on your
character. Roleplaying Quirks encompass negative aspects of
your characters personality that should be roleplayed.
FACULTY PENALTIES
Dimwitted (5)
Feeble (5)
Your character suffers a 1 penalty to his Endurance attribute and Base Resilience stat.
Imperceptive (4)
Your character suffers a 1 penalty to her Perception attribute and Notice stat.
Inaccurate (4)
Unathletic (3)
Your character suffers a 1 penalty to her Combat Maneuvers stat and Speed stats (all forms).
Uncharismatic (5)
Uncoordinated (5)
Weak (5)
HANDICAPS
Adolescent (4)
Alcoholic (3)
33
CHAPTER 2
Blind (ranked)
Rank 1 (5)
Your character is partially blind, either from having only one
eye or from having impaired vision in both eyes. He suffers a 1
penalty to all discipline checks and profession checks involving
visual tasks, including all Precision checks and spellcasting discipline checks, except for those that only target your character;
tasks that do not rely on vision are never penalized. Disciplines
that are usually penalized include: Agility, Awareness, Climbing,
Healing, Initiative, Jumping, Survival, Tinkering, and Tracking.
Rank 2 (5)
Your character is completely blind. His penalty is increased
to 2. Note that certain visual tasks may even be ruled as being
impossible unless your character receives assistance (GMs call).
Child (10)
Your character is a preadolescent child. Adjust his age according to his species to reflect this disadvantage. His Endurance
and Strength attributes are each capped at a maximum rank of 1
(d6). His maximum number of health points is also reduced by 1.
Lastly, your characters creature size is decreased one tier below
adult members of his species (adjust his faculties accordingly).
The children of tiny species have unique adjustments since
no smaller size tier exists. They receive an additional +1 bonus to
Stealth but suffer a further 1 penalty to Brute Force, Total Resilience, and Combat Maneuvers. They also have a reduced weight
multiple of x0.03 but are still considered tiny in regards to their
occupied space and natural threat range.
Although your character does not suffer a specific penalty to
Charisma, the GM should take into account how a child is perceived and treated by others. In many situations adults will ignore
your character or regard him as inferior. Others might take pity
on him or spoil him. The GM may impose Charisma bonuses or
penalties as the situation dictates.
Once your character grows into an adolescent he must upgrade to the Adolescent disadvantage. Refer to its description for
details about converting your characters faculties and values.
Note that this disadvantage grants far fewer character points
than its actual detrimental cost that is imposed on your character.
This disadvantage may not be taken if it would reduce your characters maximum number of health points to 0, nor may it be taken if your character has the Adolescent or Elder disadvantages.
Imps, rolgareks, valdarins, and yuelloks may not select this disadvantage since they appear upon the world as fully-grown adults.
Rank 1 (3)
Your character has one arm that is impaired. It is still functional, but all discipline, profession, and damage checks that are
attempted with the injured arm suffer a 1 penalty (including
two-handed actions). A shield that is wielded by your characters
impaired arm also provides 1 less point of block value.
Lavossi and yuelloks may not select this disadvantage since
they lack standard arms.
Rank 2 (3)
Your characters arm is busted, malformed, or has been severed, and is now rendered completely useless. Basic actions can
34
Rank 1 (3)
Your character has one wing that is impaired. Your characters Flying checks suffer a 1 penalty. His Defense and Flight
Speed stats also suffer a 1 penalty. Note that the penalty to Defense is only applied while flying, not while on land or in water.
Obviously, only species with the Flight: Wings trait may select this disadvantage.
Rank 2 (7)
One or both of your wings are busted, malformed, or have
been severed. Flight is no longer possible.
Deaf (ranked)
Rank 1 (1)
Your characters hearing is partially impaired. She suffers a
1 penalty on all Awareness checks that involve hearing.
Rank 2 (3)
Your character is completely deaf. She suffers a 2 penalty
on Awareness checks that rely partially on hearing and automatically fails all Awareness checks that rely solely on hearing.
TRAITS
Elder (6)
Illiterate (1)
Insomniac (2)
Klutz (ranked)
Rank 1 (3)
Your character is especially unlucky and has a greater
chance of suffering critical failures. After rolling a 1 on the die
for a discipline or profession check your character suffers a critical failure if the secondary roll lands in the lower half of the dies
range (essentially a 50% chance).
For example, assume that a 1 is rolled using a d10. A critical
failure would then occur if the secondary roll is between 15. A
secondary roll of 610 would not result in a critical failure.
Rank 2 (6)
Your character always suffers a critical failure when a 1 is
rolled on the die for any discipline or profession check. No secondary roll is required!
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CHAPTER 2
Your characters maximum number of health points is reduced by 1. This disadvantage may not be taken if it would reduce
your characters maximum number of health points to 0.
Your characters maximum number of stamina points is reduced by 1. This disadvantage may not be taken if it would reduce
your characters maximum number of stamina points to 0.
Your character is afflicted with lycanthropy, a mystical disease that forces him to transform into a werewolf during the three
consecutive nights of the full moon every month, starting at dusk
and ending at dawn (each of the three nights).
Additionally, your character suffers from an acute vulnerability to silver. In particular, silver weapons inflict +2 damage
against your character when hes in his standard species form or
+4 damage when hes transformed into a werewolf. Refer to Lycanthropy in Chapter 6 for more information.
Note that selecting this disadvantage does not grant character points despite imposing significant risks and penalties upon
your character. However, it does allow your character to purchase werewolf-only advantages (Chapter 6), if desired.
Your character is only able to benefit from one greater magical apparel item at once, rather than the standard allowance of two
items. Elves who select this disadvantage reduce their limit of
such items to two. Once selected, this disadvantage is permanent
and can never be bought-off or cured.
Mute (4)
Nightmares (2)
36
means that your character spends the night tossing and turning,
and awakens groggy and sluggish, thereby doubling the required
time for him to recover lost stamina points to one point every
four hours (instead of one point every two hours), which persists
until a full and peaceful nights rest is received. Suffering a critical failure imposes a further penalty of 1 to all of his discipline
checks and profession checks, which also persists until a full and
peaceful nights rest is able to be achieved. Damage checks are
not penalized.
Note that tranquil dreams from the Dream Craft spell effect
still grant a +2 bonus to your characters daily healing check but
only if the sleeping Constitution check succeeds first.
Ettins that select this disadvantage (considered individual)
only apply its penalties to the affected minds actionsits twins
actions are not affected. A critical failure on the Constitution
check still slows the ettins rate of stamina recovery, despite the
fact that stamina is a shared value.
Obese (2)
Skinny (2)
Requires GM Approval!
Your character is afflicted with vampirism, a mystical curse
that has transformed her into a vampire. She is considered to be
non-living (undead) and gains a variety of creature traits.
Additionally, your character suffers from a host of acute
vulnerabilities to garlic, holy water, holy symbols, and wooden
weapons/ammo. Direct sunlight is especially dangerous to your
character and inflicts d8 damage each round that she stands in or
moves through it (compared against her Total Resilience stat); a
cumulative +1 bonus is also applied for each consecutive round
that sunlight damage is rolled. Refer to Vampirism in Chapter 6
for more information.
TRAITS
Note that selecting this disadvantage does not grant character points despite imposing significant risks and penalties
upon your character. However, it does allow your character to
purchase vampire-only advantages (Chapter 6), if desired. The
GM must approve of this trait before it can be selected since it
can drastically limit how the other party members conduct their
adventures, particularly in regards to exploring and traveling
during the daytime.
ROLEPLAYING QUIRKS
Arrogant (1)
Crude (1)
Cruel (1)
Deceitful (1)
Diligent (1)
Do-Gooder (2)
Envious (1)
Fanatical (2)
Fearful (2)
Forgetful (1)
Your characters memory isnt one of his strong points. Perhaps he is easily distracted or maybe hes suffered one too many
blows to the head. In any case he has trouble remembering names,
minor details, and obligations.
Generous (1)
Greedy (1)
Your character can never seem to get enough money, possessions, or power. Whats in it for me? is her foremost thought
whenever she must make decisions.
Headstrong (1)
Impulsive (1)
Your character tends to act first and think about the consequences of her actions later, if at all. Sometimes things can work
out to her advantage, but more often than not her brash actions
lead to complications.
Inquisitive (1)
Kleptomaniac (2)
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CHAPTER 2
Lazy (2)
Lustful (1)
Your character has insatiable romantic desires toward members of a chosen gender. He has a rather difficult time attempting
to restrain his advances while in the presence of individuals he
finds attractive.
Merciful (1)
Minimalist (ranked)
Rank 1 (1)
Your character prefers to travel lightly, taking with him no
more than what is absolutely necessary. This can sometimes get
him into trouble when unexpected needs arise since he rarely
plans for emergencies. His financial affairs remain unhindered
and he may still desire to accumulate wealth, but he either keeps
most of his money stored somewhere safe or he prefers nonmaterial forms of wealth (titles, favors, business dealings, etc.).
Ettins that select this disadvantage (considered individual)
may be forced to endure considerable conflict due to their twins
differing preferences (especially if Rank 2 is selected). This is
fine as long as the disadvantage is sufficiently roleplayed, but if
it becomes a problem, such as from an overbearing twin, then it
should probably be bought-off.
Rank 2 (2)
Your character abhors the use of armor and being encumbered. He refuses to wear any type of armor, including bulky
clothing and accessories, except in the most extreme of circumstances. Additionally, he attempts to remain unencumbered at all
times and avoids carrying more than his first Encumbrance Factor
multiple in weight whenever possible.
Mischievous (1)
Your characters mind is fragmented into two or more distinct personalities. Each personality should be assigned its own
set of roleplaying quirk disadvantages. Character point gains are
not cumulative when selecting disadvantages for each of the various personalities, but rather the personality with the least combined value is all that counts (in addition to the cost of this disad-
38
Nervous (2)
Ostentatious (1)
Your character objects to violence and must be truly desperate before he will make attacks or use lethal abilities. He much
prefers to avoid violent conflict if at all possible, preferring instead to resolve such situations with words or nonlethal means.
In addition to the obvious roleplaying consequences, your
characters utter reliance on defensive techniques provides a +1
bonus to his Defense, Concentration, and Fortitude stats. However, your character can never initiate damaging or lethal attacks/
abilities against opponents. He can fight back, once attacked, but
even then he suffers a 1 penalty to his discipline, profession, and
damage checks (only for damaging or lethal actions). Note that
TRAITS
this condition and its penalties do not apply when attacking objects, but they do apply when attacking elementals, undead, and
other kinds of non-living creatures.
Even your characters minions and servants cannot be commanded to initiate attacks, but if such creatures are capable of
acting independently they may still choose to do so according
to their own free will, per the GMs discretion. Regardless, the
actions of minions and servants do not share your characters discipline or damage penalties.
Ettins that select this disadvantage (considered individual)
do not gain the +1 bonus to Defense unless it is purchased by both
minds. However, the traits value is adjusted accordingly: 7 if
one mind selects it (no bonus to Defense) or 6 each if both minds
select it (+1 bonus to Defense).
Paranoid (1)
Perfectionist (1)
Pessimistic (1)
Proper (1)
Rebellious (1)
Secretive (1)
Your character tends to keep things to herself and never volunteers personal information. What little tidbits she does disclose
are usually cryptic or only half-truths.
Sissy (3)
Somber (1)
Spendthrift (3)
Strange (1)
Your character is considered odd by most other people. Perhaps he has wacky ideas, annoying habits, or maybe he has an
irrational personality that make no sense to anyone else.
Submissive (2)
Talkative (1)
Unforgiving (1)
Your character is easily offended and takes everything personally. He holds a grudge for a long time and seeks revenge for
even minor affronts.
Violent (ranked)
Rank 1 (1)
Your character has no problem about causing violence, and
truth be told he kind of enjoys it! This isnt to say that hes evil
or overly cruel, but showing mercy just isnt his style. Your character tends to solve his problems with force rather than words.
Rank 2 (1)
Your character has a thirst for killing. Simply hurting his
enemies just isnt enoughthey must be obliterated! And sometimes, just to make sure theyre good and dead, hell mutilate or
desecrate their bodies.
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CHAPTER 2
CREEDS
There are five standard creeds that are available in most
campaigns: Knights, Nobles, Priests, Templars, and Wardens.
Many campaigns are likely to offer additional creeds that are tailored to their particular settings. Check with your GM for details.
Keep in mind that creeds are entirely optional and that most
characters do not possess them.
Knight
40
Noble
TRAITS
afford it. In other words, noble characters should never settle for
average or common but should instead seek out the best quality
of equipment, food, accommodations, and services that they can
reasonably afford.
Benefits: Nobles can typically expect to be well-received by
most commoners in civilized regions, especially by those within
their own kingdom. Such positive interactions may or may not be
sincere, however. Nobles may also expect unique privileges when
dealing with other nobles that commoners would likely be denied,
such as being granted an audience with the Duke or receiving an
invitation to the Counts Winter Ball.
Priest
Templar
Warden
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CHAPTER 2
ADVANTAGES
Advantages are sorted into five distinct categories: General,
Combat, Combat Techniques, Mystical, and Vocational. The General category is a sort of catch-all grouping for those advantages
that do not fit into one of the other categories. Combat advantages
benefit your character in battle, while Combat Techniques allow
him to execute specific augmented melee and ranged attacks.
Mystical advantages are those that are inherently magical in nature. Vocational advantages encompass overarching skill sets that
identify with certain adventuring roles.
GENERAL
Dodge (ranked)
Rank 1 (4)
Your character gains a +1 bonus to Defense.
Rank 2 (5)
She gains an additional +1 bonus to Defense.
Constitution (R2)
Your character tends to heal naturally more quickly than others. She gains a +3 bonus on Constitution checks made for daily
healing, mending broken bones, and restoring damaged faculties.
Other Constitution checks do not receive this bonus, such as those
for bleeding, diseases/poisons, or the free checks that are granted
in combat for creatures with the Regeneration trait (like trolls).
Focus (ranked)
Rank 1 (4)
Your character gains a +1 bonus to Concentration.
Rank 2 (5)
He gains an additional +1 bonus to Concentration.
42
Awareness (R2)
Your character is able to interpret and understand the lip
and mouth movements of others when they speak without having
to hear what is being said. Doing so requires a successful visual
Awareness check. The SV varies according to the distance to the
speaker. Lip reading at a distance beyond 100 feet is generally impossible, but the use of a spyglass or the Scrying spell effect can
overcome this issue (the GM should adjust the SV accordingly).
Viewing Distance
up to 25 feet
2650 feet
5175 feet
76100 feet
SV
3
5
8
12
The creature size of the speaker in relation to your character also applies a cumulative modifier to your Awareness check.
For each creature size tier that the speaker is smaller than your
character apply a 1 penalty; for each creature size tier that the
speaker is larger than your character apply a +1 bonus. Lastly,
your character must know the language being spoken in order to
actually understand what is being said, but he can still make out
syllables and basic pronunciations even if he is unable to speak it.
Note that this trait is useless when used against creatures
that lack mouths, such as lavossi. However, creatures that possess
lipless mouths are still usually able to be understood (ikranids,
kreevogs, revornae, etc.).
Resolute (ranked)
Rank 1 (4)
Your character gains a +1 bonus to Fortitude.
Rank 2 (5)
She gains an additional +1 bonus to Fortitude.
TRAITS
COMBAT
Armor Expertise (3)
Awareness (R3)
Your character gains an additional +1 bonus to Total Resilience when wearing light, moderate, or heavy armor.
Backstab (ranked)
Evasive (3)
Intimidation (R3)
Your character is incredibly fearsome in combat. Whenever
one of his attacks or spells drops an opponenteither by rendering him incapacitated/unconscious due to health loss or by
destroying/killing him outrightyour character may make an
immediate free Intimidation check against any other opponents
within line-of-effect, up to 50 feet away. The Intimidation check
may be performed against a single target or against a group (your
choice), but it is still subject to the standard restrictions and penalties. Only one free Intimidation check may be attempted each
round, despite dropping multiple opponents.
Your characters luck often allows her to inflict more grievous injuries to her opponents. Each time she receives a lucky
break she gains a +4 bonus to all discipline, profession, and damage checks for the round (the standard bonus is only +2).
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CHAPTER 2
Agility (R2)
Your character is able to quickly stand up from being prone.
Doing so only costs half of his Speed for the round (rounded
down), instead of all of his Speed.
Springboard (3)
44
may move up to two squares via any form of movement that she
possesses. This bonus movement is wasted if any other actions
are attempted before it is used.
This effect can occur multiple times per round. Melee attacks
that are made while your characters movement is restricted, such
as when disabled or prone, do not grant additional movement.
COMBAT TECHNIQUES
TRAITS
Arcane (Sorcery): An additional +1 arcane bonus is granted to your characters damage check (+2 overall).
Cold (Geomancy or Sorcery): If this attack inflicts health
loss then a 2 penalty is imposed to the targets Speed
stats (all forms) on his next turn, plus an extra 2 penalty
is also applied to his sprinting checks, if attempted.
Divine (Mysticism): If this attack achieves a critical hit
against the target an additional bonus of +2 is applied to
the damage check (+7 total). All severity checks are also
increased by +1, regardless of achieving a critical hit.
Electricity (Any): If this attack inflicts health loss then a 1
penalty is imposed to the targets Concentration, Defense,
and Fortitude stats until the end of his next turn.
Heat (Any): If this attack achieves a critical hit the target
catches fire for one round, even if no health loss is inflicted. If the targets turn occurs prior to your characters
next turn he may attempt to put out the flames by making
an Agility check of SV 5. If he is unsuccessful, or if your
characters turn occurs first, then he automatically suffers
another d8 points of heat damage plus a modifier according to your characters size: tiny 2, small 1, medium 0,
large +2, huge +4, enormous +7, gigantic +10, or colossal
+14. The result is compared against the targets Total Resilience stat. Afterwards the flames automatically die out
on their own. The particular environment in which this
technique is used may produce a different visual effect,
such as boiling water, intense steam, or similar alternatives, like when the technique is used while underwater
(its rules and gameplay mechanics remain unchanged).
Shadow (Sorcery): If this attack inflicts health loss then a
2 penalty is imposed on all of the targets damage checks
on his next turn. However, shadow attacks are weaker
when performed in direct sunlight, based on your characters position, and impose a 1 penalty to your characters
Precision checks. Artificial light and indirect sunlight do
not impose this penalty.
Knock-Back (5)
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CHAPTER 2
attacking a target between the third and fourth tiers would
incur a 1 penalty, and so on. Launched weapons do not
fire their ammunition and thrown weapons remain in your
characters hand, whilst phantom projectiles are launched
or thrown in their stead. However, this technique cannot
be attempted unless your character is actually holding the
weapon in his hand and has sufficient ammunition available (a bow with no arrows cannot be used to perform a
phantom strike). Holy water, poison pouches, and other
consumable weapons can also be used with this technique, but their contents are still consumed normally.
46
MYSTICAL
Blood Magic (ranked)
TRAITS
Bestial (4): This companion is bestial. When not being directed by your character it behaves in a manner befitting
its species, typically concerning itself with biological and/
or instinctual needs. However, the GM should consider
the creature as being at least somewhat domesticated,
such that it will often attempt to control its aggression
and less desirable behaviors according to how its been
instructed while in your characters presence. Therefore,
bestial companions automatically respond as if they had
received all forms of training (combat, mount, etc.). Note
that bestial companions may be upgraded to gain sapience
at a later time if your character spends the additional 6
character points. Doing so allows you to select disadvantages to develop the enchanted companions personality,
but no character points are gained as compensation.
Sapient (10): This companion is fully sapient and is capable of acting and thinking on its own. When not being
directed by your character it is free to pursue whatever
goals or interests it desires, according to its personality.
However, it is still loyal to your character and is incapable
of deliberate betrayal.
Refer to Designing Creatures in Chapter 7 to begin designing your characters enchanted companion, but remember to adhere to the following restrictions:
Attributes Aptitudes: Companions must always possess a
moderate aptitude in every attribute except for Accuracy,
which must always be difficult.
Health & Stamina: Enchanted companions do not spend
or gain character points for selecting these quantities.
Instead they either possess 3 points in both quantities or
4 points in one quantity and 2 points in the other (your
choice when first designed).
Creature Size: Companions may select any creature size.
Tiny and small sizes grant additional character points to
spend, independent of the 10 point limit for selecting
detrimental traits (see below). Large and greater creature
sizes cost character points, accordingly.
Disadvantages & Creeds: These may be selected freely, but
disadvantages do not grant any additional character points
as compensation.
Advantages: General and combat advantages may be selected freely. Combat techniques, mystical, and vocational
advantages may only be selected if your character already
possesses the advantage in question and the enchanted
companion is sapient.
Creature Traits: These traits may be selected freely, unless
otherwise noted in their descriptions. Unlike for standard
disadvantages, character points are granted for selecting
detrimental creature traits. However, the companion can
only gain up to 10 character points from all of the selected
traits. Most detrimental traits list an inherent value and an
optional valueenchanted companions must always use
the optional value if one is listed.
No Creature Templates Allowed: Every companion needs
to be designed from scratch rather than using preexisting
creature templates that can be found in Chapter 7 (dogs,
horses, etc.). This is because many such creatures ignore
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CHAPTER 2
damage when making Jumping checks. If your character
has the Leaping species trait then her jumping distances
are tripled (just calculate normally and multiply by 3) and
she ignores the first 10 feet of falling damage when making Jumping checks.
Sprinting (all forms): Each success and critical success on
your characters sprinting checks grant a bonus of +3 for
Swimming, +6 for Running, and +9 for Flying (standard
values are +2, +4, and +6, respectively). If your character has the Enhanced Sprinting species trait then her total
adjustment is +4 for Swimming, +8 for Running, or +12
for Flying, depending on which version of the species trait
she possesses.
48
Rank 1 (10)
Your character may hold one magical tap at a time (species
with the Inborn Tap trait may hold two taps). A tap is a build-up
of magical energy that is held by your character to maintain an
ongoing, duration-based spell effect or magical ability, thereby
keeping it active indefinitely. A tapped effect ends only when it
is willfully released or if it is dispelled via the Suppress Magic
spell effect. Taps even persist through sleep and unconsciousness.
The downside to holding a tap is that its discipline check
cannot critically succeed. Any benefits of achieving a critical success are ignored. This limitation only applies to the tapped effect
itself and not to any subsequent abilities that may be allowed due
to holding the tap. For instance, Evokers (R2) may still critically
succeed when casting their tapped Damage spell effect.
Any duration-based spell effect or magical ability (marked
with ) may instead be held with a tap, including those that are
produced by triggered magical items and spell foci, but the choice
to do so must be made prior to actually casting the spell or using
the ability. Instant duration spells and spell effects marked with
the stamina loss spell descriptor [S] can never be tapped.
Tapped spell effects and abilities do not risk stamina loss for
rolling a 1, but a stamina token is automatically moved into the
tap row if successful or into the fatigue row if the casting attempt
fails. When a tap is released the stamina token is moved into the
fatigue row.
If your character is currently holding a tap and then attempts
to cast a new tapped effect she may keep her existing tap until
the new one succeedsshe does not have to drop her existing
tap before attempting the new one. Characters that are capable of
holding multiple taps can even select which of their taps to keep
and which to discard after a new tapped effect has been successfully cast.
Concerning ettins, this advantage is considered individual
and can be selected by one or both minds. Each mind maintains
TRAITS
its own taps separately, despite using stamina (which is shared).
One mind may not access or control its twins taps.
Rank 2 (10)
Your character can hold up to two magical taps at a time
(species with the Inborn Tap trait may hold three taps).
Magically-Receptive (5)
Runebreaking (2)
Bard (R1)
Your character can take a special action that tries to dispel
the Silence: Negation Field spell effect. This action produces a
single piercing note that shatters the silence and immediately
ends the spell. To do so, the bard must make a Musician check
of SV 8, and a point of stamina is lost on a roll of 1. The bard
must either be inside the field or no more than 25 feet beyond its
edge in order to use this ability. Also, the choice of performance
style still applies the same modifier to this check that it does to
standard bardic songs (1 if only using an instrument, 2 if only
using vocals, etc.).
Note that this ability is not a bardic song but rather is just a
single piercing note. It cannot be combined with melodies, maintained for multiple rounds, or followed by a coda. Lastly, this
ability offers no benefit against the Silence: Mute spell effect, but
it can still be attempted if the bard is muted (1 penalty for only
using an instrument or no penalty if using a wind instrument).
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CHAPTER 2
Spellcasting Type
Arcane
Divine
Elemental
Mental
Nature
Shadow
Discipline
Sorcery
Mysticism
Geomancy
Mysticism
Geomancy
Sorcery
Next, she must choose one known spell effect from her
spellcasting type. She may then purchase and cast any number
of spells that make use this effect, including any of its allowed
sub-effects (listed in blue text), if applicable.
This advantage may be purchased multiple times, but your
character must choose a different spellcasting type for each selection. Ranks are purchased separately for each advantage.
Rank 2 (8): Spellcasting Discipline (R2)
Your character is a journeyman spellcaster and may choose
two additional known spell effects from her selected spellcasting
type (three total) to be used when purchasing and casting spells.
Rank 3 (12): Spellcasting Discipline (R3)
Your character is a master spellcaster and gains complete
access to all spell effects from her selected spellcasting type.
VOCATIONAL
Archer (6)
Bard (ranked)
50
TRAITS
Berserker (6)
Cleric (9)
Crusader (ranked)
Defender (ranked)
Diviner (6)
51
CHAPTER 2
still requires its own separate spell). Your character also
uses Sorcery as her spellcasting discipline unless she also
has access to the sub-effect via another spellcasting type,
in which case she must select which discipline to use as
part of each spells design (this choice is permanent).
Druid (ranked)
CPV Range
175
76150
151225
226300
301350
CM Totem Value
+2
10g
+1
25g
0
50g
1
100g
2
250g
52
Faculties
Concentration, all
profession checks,
and all Charisma,
Endurance, and
Intellect discipline
checks (except for
Toughness)
Combat Maneuvers,
Defense, Fortitude,
and Toughness
+1
+2
Elementalist (ranked)
TRAITS
Control is chosen then a +1 bonus to heat damage is also applied
to the Damage: Heat duplicated spell effect). Additionally, his animated minions of the chosen type receive 5 extra character points
to allocate when animated.
However, his sole devotion to his chosen element bars the
use of its opposing element (air opposes stone, water opposes
fire). He can never select the Control or Animate Minion spell
effects of the opposing element. If your character already has any
spells that use either of these effects then their costs are immediately refunded. Note that other spell effects that make use of air,
fire, stone, and/or water do not benefit from and are not limited by
selecting a specialization (Creation, Damage, etc.).
Enthraller (ranked)
Evoker (ranked)
Healer (4)
Illusionist (9)
Leader (6)
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CHAPTER 2
cannot be stacked, even if they were issued from different leaders,
but rather the duration is simply renewed.
Since this ability is auditory it is susceptible to conditions
that limit or suppress sound. These include loud background noises, per the GMs discretion, or the Silence spell effect, which can
completely prevent your character from using this ability.
Linguist (ranked)
Mentalist (9)
54
Monk (ranked)
TRAITS
Concerning ettins, the Defense bonus is granted for each
mind that possesses this rank (stacking at +2).
Rank 3 (3): Agility (R2)
Your character can sometimes block attacks using his body
to soften the blow but only when he is wearing no armor and
has no shield equipped. He essentially gains a block value of 2
against all attacks, which functions exactly as a shield. However,
unlike a shield, whenever an attack is successfully blocked
your character simply adds a +2 bonus to his Total Resilience
stat against the attackin other words, the damage is still
compared directly against your character, but he is able to
soften the blow.
Concerning ettins, if both minds possess
this rank then the block value is increased to
3 and the ettin adds +3 to its Total Resilience
against successfully blocked attacks.
Note that a shield cannot be equipped
in either of the ettins arms for this ability
to function.
Necromancer (9)
Ranger (4)
Rogue (ranked)
Sentinel (6)
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CHAPTER 2
Skirmisher (9)
Sniper (ranked)
56
Striker (6)
Summoner (4)
CPV Range
175
76150
151225
226300
301350
CM Totem Value
+2
10g
+1
25g
0
50g
1
100g
2
250g
TRAITS
Venomist (6)
Witch (ranked)
transformed. However, if a critical failure occurs then your character must remake the exact same check against her own Concentration stat, applying all of the same modifiers, to see if she
herself is polymorphed instead!
The polymorph effect is permanent, but it can be reversed,
either by the same witch or by a different one. Doing so simply
requires the ability to be cast again, but magical reagents are still
consumed and stamina is still lost. The Suppress Magic spell effect is useless against this ability since the polymorphed state is a
permanent transformation.
The kinds of animals that can be selected for the polymorph
effect must of a type that is relatively harmless, such as a toad, rat,
weasel, non-poisonous snake, crow, bat, or newt. Such creatures
must have a CPV of no more than 25 points and must possess
a bestial state of mind. While polymorphed, the targets mental
awareness is dulled so that he has no memory of his former existence. For all intents and purposes the target acts as a standard
specimen of the chosen type. If the polymorph effect is later reversed then the targets mental awareness is returned to normal
and he is able to recall vague memories of his experiences that
transpired while he was polymorphed.
Wizard (ranked)
57
EQUIPMENT
CHAPTER 3
EQUIPMENT
CURRENCY
In ages past, many species and cultures developed their own currencies as a means for exchanging goods and services. Although many unique
currencies still exist, especially among less
civilized species, three common types of
currency dominate the major economies of the world of Arlakor: gold
pieces, silver pieces, and gems.
Gold and silver pieces are roughly equal in size, about 1 inch in diameter, and standard gems are each
generally the size of a pebble.
Both coins and gems weigh approximately 0.01 lb each (100 to
a pound). Obviously, the weight and
size of currency can pose problems for smaller creatures, but this can be solved by exchanging coins for gems or by
obtaining a bottomless coin poucha lesser magical item that
helps to alleviate the weight of large quantities of coins (unfortunately, gems cannot be held within the pouch).
Used gear and loot, such as items that were acquired through
adventuring, can generally be sold for 50% of
their listed prices, assuming that the
items are still in good condition and
that your character can find a merchant who is willing to buy them.
This price reflects the difficulty of
having to resell used items and allows
for the profit markups and overhead
costs of the merchant to which theyre
sold. Land and real estate are exceptions
to this rule and tend to sell for the full value
of their listed prices. Relicsthe highest tier
of magical itemsare also exceptions to this
rule since the monetary value of such
items is immeasurable.
Finding Buyers: Players should
keep in mind that simply having loot to
sell doesnt guarantee that a merchant will
buy it. Returning from a dungeon with heaps of used weapons
and armor that was scavenged from slain enemies is rarely worth
the effort of hauling everything back to town. Most merchants are
either unable or unwilling to dole out large payments for excessive quantities of used merchandise, especially if resale would
likely prove difficult. Even if the party is fortunate enough to find
a merchant who is willing to buy their plundered goods they may
be forced to accept a price that is significantly less than 50% of
the items listed values and/or may be required to accept store
credit instead of being payed with coins.
Economic Conditions: The GM might also wish to adjust
the selling percentage of used goods according to the particular
economic conditions and events within the game world. For instance, a shortage of metal might make metal weapons and armor
more valuable, whereas a region that is enjoying a long period of
peace may have little need for such items.
59
CHAPTER 3
ENCUMBRANCE
Maximum Encumbrance
EQUIPMENT ADJUSTMENTS
60
Cost
Multiple
x 0.5
x 0.6
x1
x2
x5
x 15
x 50
x 150
Weight
Multiple
x 0.1
x 0.3
x1
x3
x 10
x 30
x 100
x 300
EQUIPMENT
ARMOR
Wearing armor protects your character from most forms of
damage by adding to her Total Resilience stat. The tradeoff is that
armor is heavy and bulky, which adds significant weight to your
characters encumbrance and limits her ability to dodge attacks.
Armor Types
Armor
Armor Cost
Type
(~)
Light
10g
Moderate 20g
Heavy
35g
Total
Resilience
+1
+3
+5
Defense
0
1
2
Weight
(~)
10
25
50
Additional Considerations
61
CHAPTER 3
SHIELDS
Equipping a shield adds an extra Block value on top of
your characters Defense stat that can sometimes allow him to
block incoming attacks, but his shield can also be damaged or destroyed. Shields may also serve as weapons that can make melee
attacks for d4 damage and are capable of inflicting critical hits.
Your character may only gain the benefits of a single
shield (block value and bullrush) despite having more than one
equipped. He may still use multiple shields as weapons, however.
Shield Types
Shields
Shield
Type
Buckler
Standard
Tower
Cost
(~)
2g
4g
7g
[Durability: 3]
Block Resil. Weight
Qualities
Value (~)
(~)
+1
5
4
Attached
+2
6
9
Bullrush
+3
7
15
Bullrush
62
block value hits his shield; any result that equals or exceeds the
combined block value hits his body. Also note that critical hits
against your character are always determined by his Defense stat,
not his combined block value.
For example, if your character has a Defense of 5 and is
using a standard shield with a block value of 2 then his Defense
and combined block value would be written as 5/7. An attack result of 4 or lower misses entirely; a result of 56 hits the shield;
a result of 7 or higher hits your character. A critical hit against
your character would occur on a result of 10 or higher (5 points
higher than his Defense stat).
Resilience & Creature Size: The Resilience value of each
shield must be adjusted according to the size of creature for which
it was designed: tiny 2, small 1, medium 0, large +2, huge +4,
enormous +7, gigantic +10, or colossal +14. Remember to make
this adjustment whenever your character purchases a new shield.
Durability: New shields have a durability value of 3. Any
attack that hits the shield compares its damage against the shields
Resilience value. Each success and critical success lowers the
shields durability value by 1 point. When a shields durability is
reduced to 0 it breaks and can no longer be equipped. Additionally, each point of damage beyond the shields limit is then applied
against your characters Total Resilience stat instead, and such
attacks are always targeted against your characters shield arm.
For example, lets assume that your characters shield has 1
point of durability remaining and a Resilience of 6. It is then hit
by an attack for 11 points of damage. The first 6 points of damage
are enough to reduce its durability to 0, so the remaining 5 points
of damage are applied against your characters Total Resilience.
Additional Considerations
EQUIPMENT
63
CHAPTER 3
WEAPONS
Weapons come in a variety of different designs and functions. Inflicting damage is the primary purpose of most weapons,
but many are also capable of providing other combat advantages
as well, such as enhancing your characters Defense or bolstering
his attempts at tripping or disarming opponents.
Standard and specialized weapons are listed later in this
section, but you can also design customized weapons for your
character, if desired.
Weapon Types
There are four types of weapons and each type offers unique
tactical advantages:
One-Handed Melee Weapon: This type of weapon is designed for melee attacks and is wielded in one hand. Your
character is free to use his other hand to wield a second
weapon, carry a shield, or perform actions like casting
spells. Your character can still choose to make attacks
with the weapon using two hands, which grants an additional +1 bonus to its damage check.
Two-Handed Melee Weapon: This type of weapon is designed for melee attacks and requires the use of two hands.
Its damage die tends to be higher than most one-handed
weapons, plus it also gains the standard +1 damage bonus
for making two-handed melee attacks (already included).
Launched Ranged Weapon: This type of weapon is designed for ranged attacks and requires the use of two
hands (except for weapons that possess the One-Handed
Firing special quality). It launches ammunition of a particular type, which always requires two hands to load:
arrows for bows, bolts for crossbows, bullets for slings,
or needles for blowguns. Loading ammunition is a free action unless the weapon possesses the Slow special quality.
Thrown Ranged Weapon: This type of weapon is designed
for ranged attacks and is thrown with one hand. However,
certain specialized weapons, specifically lassos and nets,
can only be thrown when using two hands.
Each weapon provides a unique combination of damage potential and combat utility. Your characters choice of weapons can
often make a huge difference in how he chooses to fight. For instance, a maul is all about inflicting brutal damage, while a quarterstaff is more suited to inhibiting opponents and bolstering your
characters own defenses. Carefully consider all of a weapons
base values and special qualities in order to find one that best
compliments your characters preferred style of fighting.
Carrying Multiple Weapons: Most characters find it beneficial to carry multiple weapons so that they are prepared for a
variety of different combat situations, assuming that they can accommodate the added weight. This typically includes at least one
melee weapon and one ranged weapon. Even if your character
relies on his sword for most attacks he will eventually encounter
situations where a ranged weapon would prove to be more useful.
64
Additional Considerations
Makeshift Weapons
EQUIPMENT
CUSTOM WEAPONS
Minimum Values
Special Qualities
65
CHAPTER 3
bonus to his Defense stat until his next turn, regardless
of whether or not the attack succeeds. Bonuses may not
be stacked from separate attacks, not even if made with
multiple Defensive weapons. Additionally, whenever
your character takes a defending combat action while the
weapon is held at the ready he receives a +2 bonus to his
Defense stat (instead of the standard bonus of +1; Concentration and Fortitude bonuses remain unchanged). This
quality may not be applied to Slow weapons.
Disarm [+1]: This weapon tends to be more successful at
making disarming attempts by adding +1 to your opponents SV to resist the maneuver.
Fast [+2]: This weapon is capable of making fast attacks.
One-handed melee and thrown ranged weapons reduce
any multiple action penalties that would normally apply
to their Precision checks by 1 point but only for their own
attacks. All other actions in the round suffer the full multiple action penalty that has been accrued by your character.
Alternatively, two-handed melee weapons do not receive
this benefit but may instead make one additional attack in
the same round, accruing multiple action penalties normally. This quality may not be applied to Slow weapons
or launched ranged weapons.
Impaling [+1]: This weapon can be particularly effective
against targets that are attempting to either bullrush or
charge. Whenever your character takes a defending combat action he may perform a free melee attack with the
weapon at any target who attempts to either bullrush or
charge into or through his threatened range (including
the weapons reach, if applicable), even if the bullrush or
charge is directed at another creature. Only one attack per
round may be attempted, regardless of success or failure,
but it temporarily interrupts the targets action and must
be resolved first. Afterwards the target continues with his
bullrush or charge, assuming that he survives the attack
and is still capable of doing so. Slow weapons that select
this quality must be readied to use (having already been
reset or repositioned if necessary) before they can perform
the free attack, and if it is attempted they must be reset or
repositioned prior to being able to attack again. This quality is available for all weapon types, but launched and
thrown weapons must also be Melee Capable.
Improvised Ammo [+1]: This weapon may launch improvised objects of a similar size, shape, and composition to
that of its standard ammunition (GMs call), but such attacks suffer a 1 penalty to their Ranged Precision checks.
For instance, a sling can launch pebbles, coins, gems, and
other similar objects instead of its standard bullets. This
quality may only be applied to launched ranged weapons.
Increased Damage [+3]: This weapons damage die is increased by one tier (from d6 to d8, from d8 to d10, etc.),
but its weight is also increased by +1 lb. Launched and
thrown weapons also gain a +1 bonus to their range increments. If the weapons damage die is already d12, such
as from having selected the Mechanical quality, then a +1
bonus is applied to its damage check instead. This quality
may only be applied to Clumsy or Slow weapons.
66
EQUIPMENT
with this weapon at double their standard reach plus the
additional distance granted by Extended Reach, and they
are only penalized when making attacks within the standard reach for their size. For instance, a lavossi using a
weapon with this quality may attack at up to 15 ft but only
suffers penalties when attacking within 5 ft. This quality is
available for all weapon types, but launched and thrown
weapons must also be Melee Capable. This quality may
not be applied to ReachTriple weapons.
ReachTriple [+5]: This weapon is capable of making melee attacks at up to triple your characters standard threat
range. However, attacks that are aimed at opponents within the standard threat range suffer a 1 penalty on both
their Precision checks and damage checks, while attacks
that are aimed at double or triple threat range are not penalized. Kreevogs, lavossi, some yuelloks, and creatures
that have the Extended Reach creature trait may attack
with this weapon at triple their standard reach plus the
additional distance granted by Extended Reach, and they
are only penalized when making attacks within the standard reach for their size. For instance, a kreevog using a
weapon with this quality may attack at up to 20 ft but only
suffers penalties when attacking within 5 ft. This quality is
available for all weapon types, but launched and thrown
weapons must also be Melee Capable. This quality may
not be applied to ReachDouble weapons.
Silver Point [0]: This weapon has a sharp silver point,
blade, or edge, which allows it to inflict additional damage against targets that are afflicted with the Lycanthropy
disadvantage. It gains a +2 bonus to damage when used
against lycanthropes that are in their standard species
forms or a +4 bonus if they are currently transformed into
werewolves. However, the weapons Resilience suffers a
1 penalty. This quality is available for all weapon types,
but launched ranged weapons must also be Melee Capable. Silver Point ammunition for launched weapons must
be purchased separately. This quality may not be applied
to Wooden Point Weapons.
Simple [0]: This weapon is simple in its design and requires
less work to craft. Its base cost is equal to half that of
standard weapons of the same type. Selecting this quality
imparts no other benefits or penalties. Custom weapons
must receive the GMs approval before this quality may be
applied, and it may not be applied to makeshift weapons
since they ignore the standard rules for calculating cost.
Slow [4]: This weapon requires a trivial Agility check of
SV 1 to reload, reset, or reposition between attacks. It
can still be reset and used to attack in the same round, if
desired, but doing so incurs the standard multiple action
penalty. This quality may not be applied to Defensive or
Fast weapons or to custom thrown ranged weapons (some
thrown specialized weapons do possess this quality, however). Additionally, Slow ranged weapons that are also
Melee Capable ignore this quality for their melee attacks.
Small [2]: This weapon is smaller than others of its type.
Its weight is reduced by 1 lb, but its Resilience suffers a
1 penalty. The weapons damage die is also decreased
Calculating Cost
The weapons type determines its base cost. This base is then
multiplied by the combined cost percentages of all the weapons
special qualities, as indicated. Note that many special qualities do
not have associated cost percentages (Fast, Trip, etc.).
In order to determine the combined cost percentage simply
begin at 100% and then add or subtract each special qualitys cost
percentage. If a quality was selected more than once then its cost
percentage must be added or subtracted multiple times, respectively. Finally, multiply the weapons base cost by its combined
cost percentage to determine its common price.
For example, a scimitar is a one-handed melee weapon,
which has a base cost of 5g. Its Decreased Damage quality applies a cost percentage of 10%, its Light quality applies a cost
percentage of 15%, and its Mounted quality does not apply any
cost percentage. The weapons combined cost percentage is calculated as 100% 10% 15% = 75%. Therefore, the scimitars
common price is calculated as 5 x 0.75 = 3.75, or 3g, 75s.
Minimum Combined Cost Percentage: A weapons combined cost percentage cannot be reduced lower than 10%. Lower
combined cost percentages are automatically set at 10%.
67
CHAPTER 3
Creature Size & Weapon Grade Adjustments: Once a
weapons common price has been calculated remember to apply
additional adjustments for your characters creature size and the
weapons grade, as necessary.
For example, a common scimitar has a price of 3g, 75s. If
your character instead wanted to purchase a large size (x2) highgrade (x3) scimitar he would calculate its price as 3.75 x 2 x 3 =
22.5, or 22g, 50s.
Makeshift Weapons: Makeshift weapons ignore these rules
and either cost substantially less or have no cost at all. The GM
should assign an appropriate cost according to the weapons design, primary function, materials, and degree of craftsmanship.
Cost
5g
8g
3g
2g
Cost Percentages
Special Quality
Attached
Battering
Brittle
Clumsy
Decreased Damage
Decreased Range
Defensive
Disarm
Fast
Impaling
Improvised Ammo
Increased Damage
Increased Range
Light
Mechanical
Melee Capable
Mounted
One-Handed Firing
ReachDouble
ReachTriple
Silver Point
Simple
Slow
Small
Trip
Vicious
Weighted
Wooden Point
68
Percentage
+15%
+5%
25%
15%
10%
+35%
+25%
15%
+50%
+10%
+30%
+60%
+75%
50%
30%
+5%
+10%
50%
SPECIALIZED WEAPONS
EQUIPMENT
poon are not considered Slow). The weapons maximum range is
also limited by the length of its cord, which is equal to 5 squares
+ the length of the occupied space of the corresponding creature
size for which it was designed.
Additionally, the hooked-barbs along the harpoons blade
embed themselves into the targets flesh whenever health loss
is inflicted, thereby tethering the target to either your character
(only requiring one hand) or to a mooring if the harpoons cord
was previously anchored. The target may attempt to remove the
harpoon on his turn by making either an Agility or Might check
of SV 5. Failure leaves the harpoon embedded. Success allows
it to be removed, but its barbs inflict an additional d6 points of
damage (no modifiers are applied) against the targets Base Resilience stat. Achieving a critical success allows the harpoon to be
removed without inflicting damage. An embedded harpoon may
be removed automatically outside of combat, but damage is still
inflicted unless a Healing check of SV 5 can be achieved (SV 8 if
self-treated). Refer to Movement and Position: Being Tethered in
Chapter 4 for more information.
Holy Water Flask: This unique glass flask is filled with
water that has been blessed to inflict divine damage when used
against undead creatures. Each flask contains three portions that
can each be splashed at a single target, using a base range increment of 1 square. Splashing an individual portion also ignores the
standard 2 Ranged Precision penalty for making ranged attacks
while threatened by hostile creatures. Splashed damage is equal
to d8 plus a modifier according to the flasks size.
Alternatively, the entire holy water flask is designed to be
thrown so that it bursts and affects all undead creatures in a small
sphere area-effect template, using a base range increment of 2
squares. Since it is an area-effect attack your characters Ranged
Precision check suffers a 2 penalty. Furthermore, thrown attacks
are also susceptible to the standard 2 Ranged Precision penalty if
attempted while your character is threatened by hostile creatures.
Thrown area-effect damage is also equal to d8 plus a modifier
according to the flasks size and how many portions of holy water
the flask still contains, with more remaining portions resulting in
a greater damage modifier.
Holy water only harms undead, including vampires and
shades. Additionally, keep in mind that since undead possess the
Weakness: Divine +4 trait that they are even more susceptible to
the divine damage that holy water inflicts. Non-undead targets
suffer no damage at all from either form of attack since the flask
is too delicate to cause significant damage on its own in most
situations. Even non-undead targets who possess the Weakness:
Divine trait are impervious to holy waters damage since the holy
water itself does not inflict damage, and therefore, the additional
divine damage cannot be inflicted.
Each holy water flask is specifically enchanted and bound
with the divine water that it contains. Once all of its portions have
been splashed a flask magically crumbles into dust and cannot
be reused. Holy water that has been bound into its flask cannot
be transferred into other containers, nor can the contents of one
flask be poured into another flask in order to refill it. Note that
holy water flasks are purposely designed to serve as weapons and
that holy water encountered in other forms, such as in a temples
basins, does not necessarily adhere to the same rules.
Splashed
Modifier
2
1
0
+2
+4
+7
+10
+14
Thrown Modifier
3P
2P
1P
2
4
6
1
3
5
0
2
4
+2
0
2
+4
+2
0
+7
+5
+3
+10
+8
+6
+14
+12
+10
69
CHAPTER 3
by its rightful owner (until it has been re-attuned). The ritual of
attunement takes 6 hours and consumes 100g worth of magical
reagents. This process also removes any existing attunement. In
addition to its ability to hold one tap, a mage staff that has been
properly attuned also acquires the Channeling magical quality for
free but only for its rightful owner. Lastly, a mage staff may be
enchanted like any other weapon and its enchantments are always
treated independently from its attunements, meaning that other
wielders can still make use of the staffs enchantments and that its
inherent monetary value is increased accordingly.
Man Catcher: This two-handed melee weapon has a special
spring-loaded end that allows it to entrap the targets neck, thereby tethering the target to your character, but doing so first requires
a non-damaging specialized called shot. Mounted targets are particularly vulnerable to this attack and are automatically pulled
from their mounts if it succeeds, but keep in mind that the overall
Precision penalty is 4 (2 from attacking the mounted rider and
2 from performing a called shot). A target that is dismounted is
granted a free Agility check of SV 5 to land standing up, but if he
fails he instead falls prone; either way, he still remains tethered.
A man catcher creates a solid tether so that a specific distance must be maintained between your character and the target at
all times, which is equal to 1 square + the length of the occupied
space of the corresponding creature size for which the weapon
was designed (2 squares for medium, 3 squares for large, etc.).
Lastly, a man catchers tethering ability is completely ignored by
creatures of more than one size tier smaller or bigger than the
weapons corresponding creature size, but it can still be used to
make standard damaging attacks. Refer to Movement and Position: Being Tethered in Chapter 4 for more information.
Net: Using two hands, a net can be thrown to make a ranged
grappling attempt. A single Ranged Precision check is made
against the Defense stats of all opponents whose occupied spaces
are fully covered by the nets size, and no called shot is required
since the net is a ranged attack. On his turn an opponent may
break out of the grapple by succeeding on a free Agility or Might
check of SV 5; note that Combat Maneuvers is not applied by
either combatant. Winged targets that are affected while flying or
gliding must succeed on a free Flying check of SV 5 each round
or they begin to fall as if tripped (20 feet per point of failure).
A standard net covers an area equal to the occupied space of
the corresponding creature size for which it was designed (1x1
square for small/medium, 2x2 squares for large, etc.), whereas an
oversized net covers an area that is four times as big (2x2 squares
for small/medium, 4x4 for large, etc.).
Poison Pouch: This insidious weapon takes the form of a
small pouch that is thrown at a specific location (using a Defense
of 1), which then erupts into a poisonous cloud of visible dust and
vapors. Flying creatures must often be targeted directly, thereby
using the primary targets Defense stat instead. Missed attacks
cause the poison pouch to erupt at an unintended location, which
should be determined randomly by the GM. Each poison pouch
contains precisely one dose of poison that erupts into a small
sphere area-effect template, which then lingers for about one minute before dispersing harmlessly. The GM may alter the shape
of this area if strong winds are present. Poison pouches have no
effect underwater and quickly disperse without causing harm.
70
EQUIPMENT
Spell Crystal: A spell crystal, while not a weapon in the literal sense, is a small precious gem that has been imbued with the
ability to cast a spell one time. A d8 is rolled for its spellcasting
check, but the casters own spellcasting discipline modifier is applied to the result. A spell crystal is consumed and crumbles into
dust once it has been used, regardless of success or failure.
Spell Scroll: A spell scroll, while also not a weapon in the
literal sense, is a piece of parchment that has been inscribed with
magical runes that allow it to cast a spell one time. Its spellcasting
check is entirely based on the casters own spellcasting attribute
roll and discipline modifier. A spell scroll is consumed and crumbles into dust once it has been used, regardless of success or failure. Note that spell scrolls only require one free hand to use since
the scroll unfurls itself by magic, plus it can be read quickly even
in the heat of battle without risking distraction.
Wand: A wand is a one-handed melee weapon that is typically crafted from wood and is relatively simple in its design. Its
spellcasting check is entirely based on the casters own spellcasting attribute roll and discipline modifier. A wand may potentially
cast its designated spell an unlimited number of times. However, if a critical failure ever occurs then the wand is instantly destroyed, shattering and crumbling into dust (fortune points cannot
change this outcome). The wands destruction is only risked when
casting its designated spell, not when channeling other spells or
making melee attacks.
Torch: A torch can be used as a one-handed melee weapon.
Unlit, it inflicts d4 damage, but once lit it inflicts an additional
+2 points of heat damage and produces light for 2 hours (OS x
20 ft). Achieving a critical hit causes the target to catch fire for
one round, regardless of whether or not health loss is inflicted. If
the targets turn occurs prior to your characters next turn he may
attempt to put out the flames by making an Agility check of SV 5.
If he is unsuccessful, or if your characters turn occurs first, then
he automatically suffers another d8 points of heat damage plus
a modifier according to the torchs corresponding size: tiny 2,
small 1, medium 0, large +2, huge +4, enormous +7, gigantic
+10, or colossal +14. The result is compared against the targets
Total Resilience stat. Afterwards the flames automatically die out.
Cost
(~)
5g, 50s
9g, 25s
4g, 75s
8g, 50s
50s
80s
1g, 50s
5g, 50s
40s
5g
8g, 75s
5g, 75s
4g
1g
5g
4g, 25s
3g, 75s
50s
3g, 50s
7g, 25s
1g
3g, 75s
4g, 50s
Damage
d10
d10
d8
d8
d4
d6
d6
d8
d8
d6
d8
d8
d8
d4
d6
d8
d6
d6
d4
d6
d6
d6
d6
d6
Resil.
(~)
5
4
6
5
2
6
5
5
6
5
5
4
7
2
7
6
3
3
2
4
3
3
3
3
Weight
(~)
5
5
6
6
1
6
4
6
6
4
4
4
6
1
8
8
2
2
3
3
3
2
2
2
2g
d4
2s
3g, 25s
d4
d6
0
3
0.3
2
Special Qualities
Clumsy, Increased Damage
Clumsy, Increased Damage, Silver Point
Battering, Clumsy, Vicious
Battering, Clumsy, Silver Point, Vicious
Attached, Decreased Damage, Fast, Light, Simple, Small
Clumsy, Decreased Damage, Disarm, Weighted
Brittle, Decreased Damage
Brittle, Simple, Vicious
Disarm, Weighted
Brittle, Clumsy, Decreased Damage, Defensive
Silver Point
Battering, Weighted
Decreased Damage, Defensive, Disarm, Light, Small
Battering, Clumsy, Decreased Damage, Vicious, Weighted
Clumsy, Mounted, Vicious, Weighted
Brittle, Decreased Damage, Defensive, Disarm, Light
Decreased Damage, Light, Mounted
Decreased Damage, Fast, Light, Simple, Small, Vicious
Fast, Small
Fast, Silver Point, Small
Decreased Damage, Light
Decreased Damage, Fast, Light
Attached, Decreased Damage, Light
Clumsy, Decreased Damage, Disarm, Light, ReachTriple,
Simple, Small, Trip
Brittle, Fast, Light, Small, Wooden Point
Attached, Brittle, Decreased Damage, Fast, Light
71
CHAPTER 3
Cost
(~)
15s
70s
7g, 60s
13g, 60s
2g, 40s
8g, 80s
8g
14g
10g, 80s
Damage
d6+1
d8+1
d10+1
d10+1
d10+1
d10+1
d10+1
d10+1
d10+1
Resil.
(~)
6
6
7
6
6
7
6
5
7
Weight
(~)
6
6
8
8
8
8
6
6
10
75s
d8+1
5g, 20s
d8+1
30s
d6+1
Maul
Morningstar
Polearm
12g
9g, 20s
12g, 80s
d12+1
d10+1
d12+1
10
8
8
15
8
11
Polearm, Silver
18g, 80s
d12+1
11
Longspear
Longspear, Wooden
Quarterstaff
2g
d6+1
Scythe, War
2g
10g, 80s
d10+1
d12+1
7
8
10
13
Spiked-Chain
9g, 60s
d8+1
10
Scythe, Farming
Special Qualities
Brittle, Decreased Damage x2, Defensive, Trip
Brittle, Clumsy, Decreased Damage, Defensive
Battering, Clumsy, Vicious
Battering, Clumsy, Silver Point, Vicious
Brittle, Simple, Vicious
Disarm, Weighted
Silver Point
Brittle, Clumsy, Impaling, Mounted, ReachTriple, Slow, Vicious,
Weighted
Brittle, Clumsy, Impaling, Mounted, ReachTriple, Slow,
Weighted, Wooden Point
Brittle, Clumsy, Decreased Damage, Impaling, ReachTriple,
Simple, Vicious
Brittle, Clumsy, Decreased Damage, Impaling, ReachTriple,
Wooden Point
Battering, Clumsy, Increased Damage, Vicious, Weighted x3
Battering, Weighted
Clumsy, Impaling, Increased Damage, ReachDouble, Weighted x2
Clumsy, Impaling, Increased Damage, ReachDouble,
Silver Point, Weighted x2
Brittle, Decreased Damage x2, Defensive, Disarm, Fast, Light,
Simple, Trip
Clumsy, Vicious, Weighted
Clumsy, Increased Damage, Vicious, Weighted x2
Clumsy, Decreased Damage, Disarm, Fast, ReachDouble, Trip,
Vicious, Weighted
2g, 40s
Damage
d8
d6
Resil.
(~)
4
1
Weight Range
(~)
(~)
5
8
2
Crossbow, Heavy
5g, 10s
d10
11
Longbow
2g, 10s
d8
10
Longbow, Bladed
Shortbow
Shortbow, Bladed
3g, 90s
1g, 80s
3g, 60s
d8
d6
d6
6
2
6
7
1
6
8
9
7
Sling
Staff-Sling
72
Cost
(~)
4g, 50s
30s
90s
d4
d4
1
3
0.3
2
5
7
Special Qualities
Mechanical, One-Handed Firing, Slow
Brittle, Decreased Range, Light, Mechanical,
One-Handed Firing, Small
Clumsy, Increased Damage, Increased Range,
Mechanical, One-Handed Firing, Slow, Weighted
Brittle, Clumsy, Increased Damage, Increased Range,
Light
Clumsy, Increased Damage, Melee Capable, Weighted
Brittle, Increased Range, Light
Melee Capable, Weighted
Decreased Range, Improvised Ammo, Light,
One-Handed Firing, Simple, Small
Brittle, Clumsy, Decreased Damage, Defensive, Disarm,
Improvised Ammo, Light, Melee Capable, Simple, Trip
EQUIPMENT
Cost
(~)
40s
d4
Resil.
(~)
2
5s
d4
0.3
1g, 60s
d4
Damage
Weight Range
(~)
(~)
0.3
4
Dagger, Silver
3g, 10s
d4
Dart/Shuriken
Handaxe
Javelin
Knife
40s
2g, 20s
1g
1g
d4
d6
d6
d4
2
4
3
3
0.3
2
1
1
4
2
4
2
Special Qualities
Disarm, Simple, Small, Trip
Brittle, Clumsy, Decreased Damage, Decreased Range,
Light, Melee Capable
Decreased Range, Fast, Melee Capable, Small
Decreased Range, Fast, Melee Capable, Silver Point,
Small
Fast, Simple, Small
Decreased Range, Melee Capable
Simple
Decreased Range, Melee Capable, Small
Brittle, Clumsy, Decreased Range, Impaling, Melee
Spear
1g, 30s
d6
Spear, Wooden
20s
d4
Stone, Heavy
Stone, Light
d6
d4
5
2
2
0.3
2
4
Trident
3g, 40s
d8
Warhammer
2g, 50s
d6
Specialized Weapons
Weapon
Blowgun
Boot Knife
Caltrops, Set
Harpoon
Holy Water Flask
Lasso
Mage Staff
Man Catcher
Net, Oversized
Net, Standard
Poison Pouch
Sap
Spell Foci
Scepter
Spell Crystal
Spell Scroll
Wand
Torch
Cost
Damage
~1g
~1g, 50s
~1g
d6
d4
d4
~2g
~2g
~50s
~10g
~12g
~1g
~25s
poison
~50s
50g
5g
5g
50g
~3s
d8
varies
d6+1
d6+1
d4
d6
d4
varies
Resil.
(~)
2
3
3
4 shaft
3 cord
Weight Range
(~)
(~)
1
4
1
3
7
1.5
3
3
6
1
1
0
2
2
3
6
12
3
1
1
4
1
0
2
2
3
0.3
0.1
1
1
3
1 splash
2 throw
2
2
2
2
73
CHAPTER 3
74
EQUIPMENT
75
CHAPTER 3
76
EQUIPMENT
77
CHAPTER 3
Cost
Multiple
x 0.5
x 0.6
x1
x2
x5
x 15
x 50
x 150
AMMUNITION
Weight
Multiple
x 0.1
x 0.3
x1
x3
x 10
x 30
x 100
x 300
78
Ammunition
Ammunition
Arrow (bows)
Arrow, Silver Point (bows)
Arrow, Wooden Point (bows)
Bolt (crossbows)
Bolt, Silver Point (crossbows)
Bolt, Wooden Point (crossbows)
Bullet (slings)
Needle (blowguns)
Pebble (slings; Improvised Ammo)
Container (up to 20 capacity)
Bandolier, Bolt or Needle
Pouch, Bullet or Pebble
Quiver, Arrow
Quiver, Bolt
Cost
(~)
5s
7s
4s
5s
7s
4s
3s
4s
Weight
(~)
0.1
0.1
0.05
0.1
0.1
0.05
0.05
0.01
0.03
25s
3s
20s
15s
0.3
0.01
1
0.5
EQUIPMENT
CONSUMABLES
Consumables
Alcoholic Drink
Beer
Tankard (1 drink)
Bottle (2 drinks; container)
Keg (200 drinks; container)
Barrel (667 drinks; container)
Liquor
Shot (1 drink)
Bottle (10 drinks; container)
Keg (1,000 drinks; container)
Barrel (3,333 drinks; container)
Wine
Glass (1 drink)
Bottle (4 drinks; container)
Keg (400 drinks; container)
Barrel (1,333 drinks; container)
Food
Meal
Poor
Common
Gourmet
Rations
Standard (2 meals; fresh for 1
week; compact bundle)
Standard, Bulk (32 meals; fresh
for 1 week; standard crate)
Preserved (2 meals; fresh for 1
month; compact bundle)
Preserved, Bulk (32 meals; fresh
for 1 month; standard crate)
Salt (for 32 meals; jar)
Spices, Simple (for 32 meals; jar)
Spices, Exotic (for 32 meals; jar)
Cost
(~)
Weight
(~)
3s
11s
6g, 40s
18g, 25s
1.5
155
517
5s
55s
46g
135g, 50s
1.5
155
517
7s
33s
26g, 20s
77g
1.5
155
517
2s
5s
25s
25s
3g, 75s
26
1g
14g, 50s
26
1g, 62s
1g, 62s
3g, 22s
0.5
0.5
0.5
GENERAL ITEMS
79
CHAPTER 3
General Items
Item
Alchemy Equipment (necessary for
Alchemy profession; includes tools,
cauldron, scales, etc.)
Bedroll
Blanket
Book, Blank (100 pages)
Book, Blank Tome (300 pages)
Climbing Gear (+1 Climbing checks
for natural surfaces; special rules;
rope not included)
Clothing
Poor
Common
Wealthy
Formal
Winter
Container, Liquid
Barrel (~50 gal)
Bottle/Flask/Wineskin (~0.15 gal)
Jar/Vial (~0.05 gal)
Keg (~15 gal)
Container, Storage
Backpack (~3 cu ft)
Belt Pouch (~0.3 cu ft)
Bundle/Sack, Compact (~0.5 cu ft)
Bundle/Sack, Standard (~5 cu ft)
Bundle/Sack, Oversized (~10 cu ft)
Chest, Compact (~1 cu ft; no lock)
Chest, Standard (~6 cu ft; no lock)
Chest, Oversized (~12 cu ft; no lock)
Crate, Standard (~8 cu ft)
Crate, Oversized (~16 cu ft)
Pouch (~0.1 cu ft)
Flint and Steel
Grappling Hook (rope not included)
Hand Mirror
Healing Supplies (1 application; +1
Healing checks; special rules)
Holy Symbol, Simple
Holy Symbol, Exquisite
Light Source
Candle (OS x 10 ft; burns 6 hours)
Lantern (OS x 20 ft; requires oil;
burns 4 hours per portion of oil)
Torch (OS x 20 ft; burns 2 hours)
80
Cost
(~)
Weight
(~)
1g, 50s
40s
20s
50s
1g
3
2
0.75
2
5g
10s
30s
1g, 50s
5g
1g
2
2
2
2
3
2g, 25s
5s
2s
1g
100
0.3
0.1
30
50s
10s
1s
2s
4s
1g
3g, 50s
7g, 50s
25s
55s
1s
3s
1g
45s
20s
(not ~)
50s
3g
1
0.3
0.01
0.1
0.2
5
20
50
10
25
0.01
1
2
0.5
0.4
(not ~)
0.3
0.5
2s
0.3
2g
3s
Cost
(~)
Lock/Manacles (includes 1 key; key weighs ~0.1 lb)
Simple (SV 3)
1g
Common (SV 5)
3g
Expert (SV 8)
7g
Master (SV 12)
15g
Lockpicks, Set *
Lowgrade (1 Tinkering checks for
5g
picking locks)
Common (no modifier)
10g
Highgrade (+1 Tinkering checks for
30g
picking locks)
25g
Magical Reagents
(not ~)
Musical Instrument, Personal (requires
2g
two hands to play)
Oil (3 portions; flask)
20s
Parchment, Blank Scroll
5s
Parchment, Blank Sheet
1s
Rope (50 feet)
50s
Scroll Case (20 scroll/sheet capacity)
15s
Scroll Case, Waterproof (20 scroll/
1g
sheet capacity)
Spyglass, Basic (x5 visual range)
10g
Spyglass, Expert (x10 visual range)
50g
Tent
Compact (~2 occupancy)
1g, 50s
Standard (~4 occupancy)
4g
Oversized (~8 occupancy)
10g
Thieving Tools, General Set *
Lowgrade (1 Tinkering checks for
7g, 50s
disarming traps)
Common (no modifier)
15g
Highgrade (+1 Tinkering checks for
45g
disarming traps)
Thieving Tools, Runebreaking Set *
Lowgrade (1 Tinkering checks for
20g
disarming traps)
Common (no modifier)
40g
Highgrade (+1 Tinkering checks for
120g
disarming traps)
Tool: Crowbar (5 lb), Hammer (2 lb),
1g
Shovel (4 lb), Wrench (1 lb), etc.
Whetstone
2s
Writing Ink (jar)
10s
Writing Quill
1s
Item
Weight
(~)
1L / 3M
1L / 3M
1L / 3M
1L / 3M
1.5
1.5
1.5
0.1
(not ~)
2
1.5
0.1
0.01
5
0.3
0.5
1
1.5
10
20
40
1.5
1.5
1.5
2.5
2.5
2.5
varies
0.3
0.5
0.01
EQUIPMENT
81
CHAPTER 3
82
Cost
50g
100g
250g
500g
1,125g
4,500g
7,500g
30,000g
300g
1,000g
3,000g
1,200g
3,750g
11,250g
52,500g
500,000g
1,500,000g
10,000g
EQUIPMENT
POISONS *
Docile
Base Cost
25s
50s
1g, 25s
2g, 50s
5g
10g
20g
40g
Aggressive
Base Cost
1g
2g
5g
10g
20g
40g
80g
160g
Cost
5g
80g
5g
5g
20g
varies
2g, 50s
2g, 50s
20g
1g, 25s
80g
2g, 50s
5g
10g
40g
80g
varies
20g
10g
5g
20g
2g, 50s
50s
40g
50s
80g
10g
40g
20g
Base x 3
Base x 2
Base x 1
~1g, 50s
Each specific type of poison possesses four fundamental aspects: Methods of Application, Potency, Frequency, and Effects.
You must select each of these properties in order to determine the
poisons overall cost. Refer to General Rules: Diseases & Poisons in Chapter 4 for more information.
Illegality: In most civilized regions it is illegal to own, create, sell, or use poison. Even so, poisons can still be purchased
if your character knows where to look, but finding a trustworthy
dealer may prove to be quite a challenge.
Doses, Containers, & Creature Size: For simplicity, one
dose of a poison is equally effective against creatures of all sizes. Each dose of poison weighs 0.04 pounds and never has to be
adjusted for creature size. However, the cost and weight of the
poison container itself must still be adjusted according to its size.
Poisons are generally carried as liquids in vials or flasks.
Vials and flasks can hold a maximum number of doses according
to the creature size for which they were designed, but generally a
character may carry and make use of any size of vial or flask that
suits his needs, within reason. For instance, a human can carry
and use a tiny vial if he only needs a single dose of poison, or he
can carry and use a large flask if hes willing to accept the added
weight. Due to their immense capacities, bulks, and weights, it
is rare for the larger poison containers to be used at all, even by
giants and dragons, except perhaps for long term storage.
The following table shows the capacity of doses for each
size and type of container, as well as its total weight when full:
Container
Size
Tiny
Small
Medium
Large
Huge
Enormous
Gigantic
Colossal
Vial
Doses
1
3
10
30
100
300
1,000
3,000
Vial
Weight
0.05
0.15
0.5
1.5
5
15
50
150
Flask
Doses
3
9
30
90
300
900
3,000
9,000
Flask
Weight
0.15
0.45
1.5
4.5
15
45
150
450
83
CHAPTER 3
Inhalation (Poison Pouches): A poison pouch is a specialized weapon that can be thrown to deliver an area-effect
burst of poisonous dust and vapors. The pouch already
contains one dose of poison, and since the pouch itself
is treated as a weapon its weight varies according to
the creature size for which it was designed. Refer to
Specialized Weapons earlier in this chapter for details.
Touch: Poison can be applied to a specific portion of any
object so that it is automatically contracted whenever
it makes contact with a victims skin or other exposed
body part. This essentially means that the first creature
to touch the object is poisoned. Note that only a single
dose is required, but it must be applied to a portion of
the object that is most likely to be handled (a doors
handle, a weapons hilt, etc.). A poisoned object is rendered safe to handle after it has been touched. Clothing
and armor prevents contamination. This application of
poison may also be applied to a gloved hand in order to
deliver the poison directly via touch, but your character
must first succeed on a non-damaging called shot in order to make sufficient contact.
Trivial Action: The act of applying one dose of poison to a
weapon, object, food, or beverage is a trivial action (SV 1) and
only requires an Agility check if your characters total modifier
is negative. Failure results in your character fumbling around and
being unable to successfully apply the dose. Failing with a result
that is at least 3 points lower than the SV causes your character to
spill one dose, and a critical failure causes the vial or flask to be
dropped, thereby spilling and wasting all remaining doses. Only
one dose of poison may be applied per action, and multiple doses
from either the same container or from different ones cannot be
applied in the same round unless your character is affected by the
Hasten spell effect or a similar ability.
Poison Cost (per dose): To determine the poisons total cost
per dose simply add up the costs of its potency, frequency, and all
of its effects. Remember that a poisons cost is not adjusted for
creature size, but the poisons container must still be purchased
separately and its cost does vary according to its size/capacity.
Potency
+2
+1
0
1
2
Alchemist Conversion: Typically, poisons are not interchangeable concerning their methods of application. For instance,
a poison that is designed for ingestion has no effect if applied to
a weapon, just as a poison that is meant to be inhaled poses no
danger when merely touched. However, the Alchemist profession
can be used to convert poison batches between different application methods. The process requires access to a set of alchemy
equipment, one hour of time, and an Alchemist check of SV 5.
The alchemist may convert a batch of up to 10 doses of the
same poison together at one time. Success converts all doses into
the new application method. Failure results in the loss of one
84
dose, but the rest of the batch is able to be salvaged and the doses
retain their original application method. Suffering a critical failure or getting a result that is at least 3 points lower than the SV
spoils the entire batch, resulting in the loss of all doses.
Antidotes: Many poisons have antidotes that can be applied
to a victim in order to provide a cure. Their specific application
can also vary, but ingestion is the most common delivery method.
Whether or not a specific antidote is available, or even possible,
is entirely up the GM. Many antidotes must be researched at great
length, and most require rare ingredients. Certain antidotes may
be able to be purchased from shops, but their costs vary greatly
according to rarity of their ingredients and other factors, per the
GMs discretion. Alternatively, the Cure: Poison spell effect can
be used to cure any poison, but a critical success is required to do
so (a standard success only slows the poisons frequency).
Poison Effects
Beyond the standard risk of further progression many poisons impose additional afflictions. Most also have unique rules
that must be observed. The cost of each effect is listed in brackets.
Distraction [3g]: The victim is considered distracted until
the poison is cured.
Faculty Loss: Type [varies]: The victim suffers a cumulative 1 penalty to the chosen faculty each time the progression
condition occurs, which is treated as a damaged faculty even after
the poison is cured (the EF stat suffers a cumulative penalty that
is equal to 5 x the victims weight multiple instead). The effects
cost varies according to which faculty is chosen. This effect can
also be selected multiple times for different faculties, but disciplines and the Total Resilience stat may not be selected.
Health Loss [12g]: The victim loses one health point each
time the progression condition occurs. Lost health can be recovered normally but may be lost again by subsequent failed checks.
Ineptitude [16g]: The victim is forced to make all discipline
checks (including Initiative checks), profession checks, and damage checks twice and must use the lesser of the two results. The
only exception is for the free Constitution checks that are made
to determine the poisons progression, which are not affected, but
all other Constitution checks must still be made twice. This effect
lasts until the poison is cured.
Mute [3g]: The victim is rendered unable to speak and may
not produce deliberate vocal sounds of any kind. Essentially, the
victim acquires the Mute disadvantage until the poison is cured.
Paralysis [32g]: The victim is paralyzed and is unable to
move, perform physical actions, or speak (purely mental actions
are not hindered). He is unable to defend himself and his Defense
stat is reduced to the minimum value for his creature size. He also
falls prone if standing, sinks at a rate of 5 feet per round if swimming (victims with the Awkward Form: Aquatic trait remain stationary), or falls as if tripped if flying or gliding via wings (flying
or gliding via mystical means causes him to descend slowly at a
rate of 5 feet per round). This effect lasts until the poison is cured.
Sensory Deprivation: Type [varies]: The victim is robbed
of one or more of his senses until the poison is cured. The poisons effects and cost depend on which variation is selected:
Hearing [3g]: The victim is stricken deaf. He acquires
the Deaf (R2) disadvantage.
EQUIPMENT
Sight [8g]: The victim is stricken blind. He acquires the
Blind (R2) disadvantage.
Smell/Taste [2g]: The victim loses both his sense of smell
and his sense of taste.
Touch [4g]: The victim loses much of his ability to feel
texture and pressure (though not entirely). He suffers a
1 penalty on all actions that require physical interactions and all Melee/Ranged Precision checks. Mental
abilities, spellcasting discipline checks, and Spell Precision checks remain unhindered.
Sleep [16g]: The victim instantly falls into a deep sleep each
time that the progression condition occurs. A sleeping victim
may attempt an Awareness check of SV 5 each round in which
significant noises, smells, or movement/touching occurs (usually
each round during combat), and rouses automatically if he suffers
health loss. Standing victims fall prone but are able to collapse
somewhat gently. Winged victims that are flying or gliding are
not as fortunate and risk falling damage, which causes them to
rouse if they survive the fall. Swimming victims that cannot
breathe underwater also rouse immediately due to choking but
begin to drown; swimming targets that can breathe underwater
simply remain asleep and do not begin to drown.
Slow [6g]: The victims metabolism is greatly slowed. He
may only attempt one action per round and is forbidden from
making sprinting checks (ettins can attempt one action per mind).
This effect lasts until the poison is cured.
Stamina Loss [6g]: The victim loses one stamina point each
time the progression condition occurs. Lost stamina can be recovered normally but may be lost again by subsequent failed checks.
Poisons
Effect
Distraction
Faculty Loss: Type
Brute Force, Combat Maneuvers, EF, Flight
Speed, Notice, Run Speed, or Swim Speed
Base Resilience, Charisma, Concentration,
Defense, Fortitude, Intellect, Perception,
or Strength
Accuracy or Endurance
Health Loss
Ineptitude
Mute
Paralysis
Sensory Deprivation: Type
Hearing
Sight
Smell/Taste
Touch
Sleep
Slow
Stamina Loss
Cost
3g
2g
3g
6g
12g
16g
3g
32g
3g
8g
2g
4g
16g
6g
6g
POTIONS
Potions are liquid concoctions that instantly impart a single beneficial spell effect upon the consumer. A special d8 roll
is made to determine the potions effectivenessmodifiers are
never applied to the roll and it cannot max, fail, or critically fail.
Potions always apply the base spell effect successfully, regardless
of the result, and critically succeed if the result equals or exceeds
SV 5. For instance, consuming a Cure: Disease potion slows the
diseases frequency with a result of 4 or less and cures the disease
outright with a result of 5 or more. Refer to Spell Effects in Chapter 5 for details about a potions particular spell effect.
Trivial Action: The act of consuming one swig of a potion
is a trivial action (SV 1) and only requires an Agility check if
your characters total modifier is negative. Failure results in your
character fumbling around and being unable to successfully take
a swig. Failing with a result that is at least 3 points lower than the
SV causes your character to spill one swig, and a critical failure
causes the potion to be dropped, thereby spilling and wasting all
remaining swigs. Only one swig of a potion may be consumed per
action, and multiple swigs from either the same potion or from
different ones cannot be consumed in the same round unless your
character is affected by the Hasten spell effect or a similar ability.
Non-living Creatures: Non-living creatures may still benefit from consuming potions, despite not having biological anatomies. Potions are magical in nature and do not differentiate between living and non-living creatures.
Administering Potions to Others: Consuming a potion
is usually a personal action during combat. Therefore, a potion
may not be administered to another creature unless the creature
is unconscious, incapacitated, or is willing to forgo all actions
and movements for the round, which also means not having acted
or moved previously in the round. Administering a swig of a
potion to another creature requires your character to succeed on
a Healing check of SV 5, but the attempt renders both of you
distracted until your next turns despite success or failure. Due to
the potions Resizing quality (see below) the swig automatically
resizes down to the recipients creature size. For instance, a troll
could administer a swig to a brownie without issue.
Resizing & Weight: All potions possess the Resizing magical quality for free, with no limitation regarding maximum size.
This change automatically occurs whenever the vial or flask is
grasped (remember to adjust the potions weight).
Full Vial
Weight
0.05
0.15
0.5
1.5
5
15
50
150
Full Flask
Weight
0.15
0.45
1.5
4.5
15
45
150
450
85
CHAPTER 3
Container & Contents: Once all of a potions swigs have
been consumed (or spilled) its vial or flask magically crumbles
into dust and cannot be reused. A potions contents cannot be
swapped between other vials or flasks, not even between those
that contain the same kind of potion. Unless being consumed,
a potions contents quickly dissolve away if they are spilled or
emptied from their container.
Potion Effects
Potion Durations
Potion Durations
Effect Duration
Default: 2 units
Extended: 5 units
Extended: 10 units
Variable: d10 units
86
Cost
Multiple
base
base x 1.5
base x 2
base x 1.5
Potions
Spell Effect
Duration
Costs
Vial Flask
1 swig 3 swigs
2 minutes
2 minutes
2 minutes
2 rounds
20g
20g
15g
15g
60g
60g
45g
45g
instant
instant
instant
instant
instant
2 rounds
2 rounds
2 rounds
80g
255g
80g
20g
20g
45g
30g
55g
240g
765g
240g
60g
60g
135g
90g
165g
2 rounds
15g
45g
2 rounds
20g
60g
2 rounds
45g
135g
2 rounds
2 rounds
special
2 rounds
2 rounds
instant
55g
30g
75g
20g
30g
20g
165g
90g
225g
60g
90g
60g
instant
instant
140g 420g
375g 1,125g
instant
50g
instant
375g 1,125g
instant
80g
240g
instant
255g
765g
instant
500g 1,500g
instant
80g
150g
240g
EQUIPMENT
Deaf (R1)
Deaf (R2)
Mute
Smell/Taste
Touch
Resistance: Type
Cold or Heat
Any Other Type
Restore: Type
Sensory Augmentation: Type
Dark Sight
Echolocation
Magic Sight
Scent [Aquatic]
Scent [Standard]
See Invisibility
Tremorlocation
Sustenance
Telepathy
Water Control: Buoyancy
Weather Control: Comfort
SERVICES
instant
instant
instant
instant
instant
80g
255g
50g
50g
140g
240g
765g
150g
150g
420g
2 rounds
2 rounds
instant
20g
15g
40g
60g
45g
120g
2 rounds
2 rounds
2 rounds
2 rounds
2 rounds
2 rounds
2 rounds
instant
2 minutes
2 minutes
2 minutes
15g
45g
20g
15g
15g
15g
30g
25g
30g
20g
15g
45g
135g
60g
45g
45g
45g
90g
75g
90g
60g
45g
small size characters pay the medium size rates, unless the inn
is specifically suited to tiny or small size creatures. On the other
hand, large size creatures are sometimes charged additional fees,
especially in situations where available space may be limited.
Creatures of even bigger sizes are usually out of luck since most
inns are simply unable to offer suitable accommodations.
Transportation Rates: Of all the prices in this chapter none
are more variable than the cost of passenger rates. The overall distance of the journey is only a rough estimation at best. The danger
of the route, the amount of cargo being transported, the willingness of the driver or captain to travel to the destination, and a host
of other factors should also be considered. Many transportation
services will also accept duty as a partial form of payment, such
as assisting with maintenance, chores, or even defense of the vehicle or caravan if attacked. Some transportation services may
even require such duties in addition to the standard rates.
Services
Service
Hireling (per hour / per day)
Common, Rank 0
Common, Rank 1
Common, Rank 2
Common, Rank 3
Specialized, Rank 1
Specialized, Rank 2
Specialized, Rank 3
Inn Room (per day / per week)
Poor, Common Room (multiple beds)
Standard, Shared Room (4 beds)
Standard, Private Room (1 bed)
Wealthy, Shared Room (4 beds)
Wealthy, Private Room (1 bed)
Stabling (per day; docile / aggressive)
Small Animal or Mount
Medium Animal or Mount
Large Animal or Mount
Huge Animal or Mount
Transportation Rates (per mile)
Land Vehicle
Water Vehicle
Cost
6s / 60s
10s / 1g
30s / 3g
1g / 10g
2g / 20g
5g / 50g
10g / 100g
25s
2g
1g
10g
5g
7s / 11s
10s / 15s
25s / 38s
50s / 75s
5s
3s
TRAP KITS
87
CHAPTER 3
Most trap kits affect a single target and automatically affect
the creature that triggers them, except for damage traps, which
must succeed on a Precision check before inflicting damage. The
targets creature size in relation to the traps size is an important
factor that the GM should take into consideration. As a general
rule, most trap kits are only triggered by targets that are within
one size tier below or above the traps corresponding size. For
instance, a medium size trap kit may only be triggered by small,
medium, or large size targets; tiny size targets and those that are
huge size or bigger are not usually affected. However, the GM
may of course rule otherwise in unique situations.
Each trap kit automatically includes all components for a
single use, but individual components can also be purchased
separately. Expendable components are marked with an [E], and
must always be replaced whenever a trap kit has been triggered.
Therefore, your character may find it beneficial to purchase and
bring along additional expendable components on his adventures.
88
matically suffers another d8 damage plus a modifier according to the traps size (see above), compared against
his Total Resilience stat. Afterwards the flames die out
on their own. Components: oil (1 portion) [E]; 1 pressure tube, glass; 2 pulleys; 1 spark-wick [E] (must be
lit beforehand; burns for up to 10 minutes); 1 stake,
metal; 1 tripwire, coil.
Pit Trap (time varies): This trap requires a lot of effort on
your characters part since he must first dig the pit (unless hes
lucky enough to find a suitable hole). Digging a pit usually takes
about around 1 hour for each volume of dirt equal to your characters occupied space (one 5-foot cube for a medium creature),
which includes digging and then relocating the dirt to a separate
locationthe type of material being dug can either increase or
decrease this time considerably (sandy, rocky, solid stone, etc.). A
pit trap inflicts falling damage and can be augmented with spikes
that inflict an additional d8 points of damage (for a separate cost);
all damage is compared against Base Resilience. Components: 1
net, standard (an oversized net or even multiple nets can be connected for bigger pits; requires camouflaging with leaves or other
debris); 1 rope, half coil (for climbing out of the pit); 1 shovel; 4
stakes, wooden.
Snare Trap: Type: This trap restricts the targets ability to
move and/or take actions. Snare traps can be purchased in the
following types, each with its own application and components:
Foot-Hold (5 minutes): This trap locks onto the targets
leg, thereby rooting him to his current spot. The trap
also inflicts d4 damage, modified by the traps size
(refer to Damage Traps above). Poison may also be
applied to the foot-hold assembly, if desired (for a
separate cost). The target cannot move or sprint until
he frees himself but is granted a free Agility or Might
check at the beginning of each of his turns (adding his
Combat Maneuvers stat). The SV to break free is equal
to 5 + a modifier for the traps size (tiny 2, small 1,
medium 0, large +1, huge +2, enormous +4, gigantic
+6, and colossal +9). Components: 1 chain, half length;
1 foot-hold assembly; 1 stake, metal. All components
must be camouflaged with leaves or other debris.
Net (15 minutes): This area-effect trap drops an oversized
net onto the target(s), affecting an area equal in size to
the next larger occupied space for which it is designed
(2x2 squares for a medium trap), thereby initiating a
ranged grappling attempt against all targets whose occupied spaces are fully contained in the nets area. The
nets area is centered on the triggering targets occupied space. An affected target cannot move or act until
he frees himself but is granted a free Agility or Might
check at the beginning of each of his turns (adding his
Combat Maneuvers stat). The SV to break free is equal
to 5 + a modifier for the traps size (tiny 2, small 1,
medium 0, large +1, huge +2, enormous +4, gigantic
+6, and colossal +9). Components: 1 net, oversized (requires an elevated position above the target); 1 latch; 2
pulleys; 1 stake, wooden; 1 tripwire, coil.
Tripwire (1 minute): This trap trips the target. Components: 2 stakes, metal; 1 tripwire, coil.
EQUIPMENT
Trap Kits
Trap Kit
Alarm Trap
Damage Trap
Acid
Crossbow
Fire
Pit Trap (spikes not included)
Snare Trap
Foot-Hold
Net
Tripwire
Individual Component
Acid (1 portion) [E]
Bolt [E]
Chain, Half Length
Chimes, Set
Crossbow
Foot-Hold Assembly
Latch
Net, Oversized
Net, Standard
Oil (1 portion) [E]
Pressure Tube, Glass
Pulley
Rope, Half Coil
Shovel
Spark-Wick [E]
Spikes, Metal
Stake, Metal
Stake, Wooden
Tripwire, Coil
VEHICLES
Cost
(~)
1g, 67s
Weight
(~)
3.8
16g, 85s
6g, 40s
6g, 91s
1g, 58s
3.9
7.6
3.9
10.7
4g, 90s
2g, 52s
1g, 75s
9
13.9
2.5
10g
5s
40s
30s
4g, 50s
4g
15s
1g
25s
5s
5g
30s
25s
1g
1s
4g, 50s
50s
2s
75s
0.4
0.1
3
2
5
5
0.1
12
3
0.4
1
0.5
2.5
4
9
1
0.3
0.5
Vehicles
[A = Animals; C = Crew]
Land Vehicle
Cost
Carriage (~150 cu ft)
~75g
Carriage, Grand (~250 cu ft)
~120g
Cart (~100 cu ft)
~15g
Chariot (~25 cu ft)
~50g
Wagon (~180 cu ft)
~40g
Wagon, Extended (~300 cu ft)
~60g
Water Vehicle
Oar Propulsion
Canoe (50 cu ft)
30g
Raft (75 cu ft)
50g
River Barge (400 cu ft)
250g
Rowboat (60 cu ft)
40g
Sail Propulsion
Caravel (3,000 cu ft)
8,000g
Caravel, Extended (5,000 cu ft)
12,000g
Galleon (6,000 cu ft)
17,000g
Galleon, Grand (10,000 cu ft)
25,000g
Oar and Sail Propulsion
Galley (1,800 cu ft)
10,000g
Galley, Grand (3,000 cu ft)
15,000g
Knarr (300 cu ft)
1,000g
Knarr, Extended (500 cu ft)
1,500g
Longship (360 cu ft)
1,300g
Longship, Extended (600 cu ft)
2,000g
Crew
2A, 1C
4A, 1C
1A, 1C
2A, 1C
2A, 1C
4A, 1C
1C
1C
3C
2C
18C
30C
90C
150C
60C
100C
6C
10C
30C
50C
89
CHAPTER 3
MAGICAL ITEMS
Magical items are those that have been imbued with permanent magical enchantments, which provide unique benefits and
abilities to your character. The Enchanter profession allows for
the crafting of magical items, and the Appraisal discipline is used
when attempting to identify a magical items unknown properties.
Item Size & Cost: The cost of a magical quality is independent of its items size. However, the cost of the base item itself
must still be adjusted according to its wielders creature size.
90
EQUIPMENT
general options are already included). Unless otherwise stated,
all triggered effects are considered to be self only, reach, and to
have a duration equal to 2 units of time, which is also listed in
parenthesis. If a duration is measured in rounds then the effect
lasts for the remainder of the round in which it is triggered and
then for two additional rounds thereafter. Triggered effects must
also adhere to all spell descriptors of the particular spell effect
that they happen to mimic.
Magical Qualities
The title of each magical quality is followed by a set of brackets that includes its enchantment value and its cost in gold. Next,
a set of parenthesis indicates whether the quality is passive (P) or
triggered (T), along with the qualitys duration units and CM if
it is triggered. Some magical qualities may be selected multiple
times, up to a specific limit, as noted in their descriptions.
Accuracy [1; 2,550g] (P): This quality grants a +1 bonus to
the weapons Precision checks. The bonus cannot be stacked with
an Accuracy bonus from the Improve Faculty spell effect, Siphon
Faculty spell effect, or the Improve Faculty bardic melody. This
quality may only be applied to weapons.
Awareness [0; 25g] (P): This quality instantly reveals all of
the items magical properties to any sapient creature that properly
grasps it, without the need for an Appraisal check. Note that simply touching the item does not cause it to reveal its secrets, such
as when being struck by a weapon.
Breathless [2; 2,000g] (P): This quality allows your character to survive without having to breathe, which also renders him
immune to toxic gases, spores, and diseases/poisons that require
inhalation. Furthermore, he cannot drown or suffocate. This quality may only be applied to apparel.
Channeling [0; 50g] (P): This quality allows your character
to cast non-mental spells through the weapon as if she had a free
hand, even if she has already made or intends to make an attack
with the weapon that round. Bucklers and Attached weapons that
are enchanted with this quality may also have spells cast through
them without suffering the 1 action penalty as long as their hand
is free, but the penalty is still applied if another item or weapon
is being held. Mage staves, scepters, and wands receive this quality for free. Mental spells [M] cannot be channeled through this
weapon. This quality may only be applied to weapons.
Comfort [1; 750g] (P): This quality allows your character
to remain undampened by natural precipitation (rain, snow, sleet,
hail) and unhindered by wind of less than destructive force. Even
91
CHAPTER 3
Detect Afflictions [1; 1,200g] (T, instant, CM +2): This
quality allows your character to detect the presence of diseases,
poisons, and duration-based magical afflictions, exactly like the
Detect Afflictions spell effect, including all rules pertaining to the
mental casting spell descriptor [M]. The Mysticism discipline is
used to trigger this effect.
Detect Creatures: Type [1; 1,200g] (T, instant, CM +2):
This quality allows your character to detect the presence of creatures of a particular type, exactly like the Detect Creatures spell
effect, including all rules pertaining to the mental casting spell
descriptor [M]. The spellcasting discipline required to trigger this
effect varies according to which type is selected: Living (Geomancy) or Undead (Sorcery).
Faculty Bonus: Type [varies; varies] (P): This quality
grants a +1 bonus to one of your characters attributes or stats;
Encumbrance Factor, if selected, gains a bonus equal to 5 x your
characters weight multiple instead. Note that the Accuracy attribute, Total Resilience stat, and disciplines cannot be enhanced
by this effect. The faculty bonus cannot be stacked with the same
faculty bonus from other magical items, the Improve Faculty or
Siphon Faculty spell effects, or the Improve Faculty bardic melody. However, this quality may be selected multiple times for
different faculties. This quality may only be applied to apparel.
Flight [2; 4,250g] (T, rounds, CM 0): This quality allows
your character to fly, exactly like the Flight spell effect. The Sorcery discipline is used to trigger this effect. This quality may only
be applied to apparel.
Freedom [2; 3,000g] (T, rounds, CM +1): This quality allows your character to move freely through zones of control and
rough terrain, exactly like the Freedom spell effect. The Geomancy discipline is used to trigger this effect. This quality may only
be applied to apparel.
Gliding [1; 2,550g] (P): This quality allows your character to glide exactly like the Gliding: Mystical creature trait. This
quality may only be applied to apparel.
Healing [2; 3,000g] (P): This quality grants a +2 bonus to all
healing-related checks directed at your character, which includes
all uses of the Healing discipline (including self-healing checks)
and all Constitution checks for daily healing and for resisting the
effects of diseases, poisons, and bleeding. Spellcasting checks
that target your character with the following spell effects also receive the +2 bonus (other affected targets of a spell do not gain
the bonus): Cure, Quick Heal, Recovery, and Restore: Health.
However, the item has a delayed activation time and this quality
only begins to function after having been worn continuously for
24 hoursthe activation time is reset whenever the item is removed. This quality may only be applied to apparel.
Invisibility [2; 3,000g] (T, rounds, CM +1): This quality
allows your character to turn invisible, exactly like the Invisibility
spell effect. The Sorcery discipline is used to trigger this effect.
This quality may only be applied to apparel.
Life Stealing [2; 3,000g] (P): This quality grants a chance
for your character to heal whenever the weapon inflicts the killing
blow against a living creature. Each time that a killing blow is
achieved your character can make a free Sorcery check of SV 8 to
immediately heal one health point (there are no consequences for
failure). An attack must deliver the killing blow in order for this
92
Type
Value
Cost
Minor
25g
Moderate
100g
Major
300g
Overcomes
non-magical
darkness
standard magical
darkness
critical success
magical darkness
Mind Scanning [1; 2,550g] (T, minutes, CM 0): This quality allows your character to scan the minds of all nearby sapient
creatures, exactly like the Mind Scanning spell effect, including
all rules pertaining to the mental casting spell descriptor [M]. The
Mysticism discipline is used to trigger this effect. This quality
may only be applied to apparel.
Mind Shielding [2; 2,000g] (P): This quality renders your
character immune to the following list of invasive spell effects:
Charm, Detect Creatures, Dream Craft (nightmares only), False
Memories, Insanity, Mind Reading, Mind Scanning, and Scrying
(individual viewing only). Other similar abilities are also blocked,
per the GMs discretion, such as an imps Power of Suggestion
trait. Note that spells and abilities that are already affecting your
character prior to equipping the item are not dispelled or inhibited
in any way. This quality may only be applied to apparel.
Preservation [1; 750g] (P): This quality preserves your
characters corpse upon death and also makes it harder for it to
be reanimated as undead for up to 2 days, exactly like the Preservation spell effect. The item only functions if it was being worn
at the time of your characters death, and its benefits immediately
cease if it is removed. Placing the item on an existing corpse is
useless, as is reequipping the item on an affected corpse after it
has been removed. This quality may only be applied to apparel.
Repairing [0; 100g] (P): This quality magically begins to
repair the item whenever it is damaged, requiring a full minute
to restore the item to its original conditioneffectively, repairs
do not occur during combat or normal use but quickly happen
afterwards. The item also continually strives to maintain its original pristine appearance (dirt and mud are repelled, water is dried,
metal items regain their polished sheen, etc.). Lastly, anytime that
the item is fully destroyed it has a 50% chance to repair itself once
all of its pieces have been gathered back together; failure means
that the item is irrevocably destroyed.
Resistance: Type [varies; varies] (P): This quality grants
your character a resistance against a particular type of damage.
Resistances to cold and heat are special cases and also grant a
bonus to your characters Constitution checks when resisting
EQUIPMENT
stamina loss in cold or hot temperatures, respectively; the bonus
is equal to half of the resistance value, made positive (either +1 or
+2). This quality may only be applied to apparel.
Type
Acid, Arcane, Divine,
Electricity, Mental,
or Shadow
Cold or Heat
(special rules)
Resist
Value
Cost
750g
1,250g
2 (+1)
4 (+2)
1
2
1,200g
2,000g
Resizing: Maximum Size [0; varies] (P): This quality magically readjusts the items size to match that of its current wielder
but only up to a specified maximum size. The enchantment cost
is equal to 50g, plus the difference between the items original
cost and the cost of the maximum size it may become (both as
if purchased new). For instance, enchanting a small highgrade
longsword that could be resized up to huge would cost 116g (50g
+ 75g for a huge highgrade longsword 9g for a small highgrade
longsword). Resizing occurs instantaneously whenever the item
is grasped solely by a single creature, and it remains that size until
it is grasped solely again by a different size creature. Remember
to adjust the items weight, Resilience, and range increments to
accommodate its new size. All spell foci and potions possess this
quality for free with no limitation regarding their maximum sizes.
Returning [1; 1,200g] (P): This quality causes the weapon
to be teleported back into your characters hand soon after being
thrown, regardless of whether it hits or misses its target and comes
to rest. This generally occurs quickly enough for your character
to reuse the weapon immediately, such as when affected by the
Hasten spell effect or similar abilities (GMs call). Expendable
weapons, such as holy water flasks or poison pouches, cannot be
enchanted with this quality. This quality may be applied to any
weapon, but it typically best for those that are meant to be thrown.
Sensory Augmentation: Type [1; varies] (T, rounds): This
quality temporarily grants your character a new or augmented
sensory ability, exactly like the Sensory Augmentation spell effect. There are several types that determine the effects cost, CM,
and its required spellcasting discipline (those with a choice must
select which discipline is always used). Refer to the Sensory Augmentation spell effect in Chapter 5 for specific rules and benefits
of each type. This quality may only be applied to apparel.
Type
Dark Sight
Echolocation
Magic Sight
Scent [Aquatic]
Scent [Standard]
See Invisibility
Tremorlocation
CM
+3
0
+2
+4
+3
+4
+1
Cost
750g
2,550g
1,200g
450g
750g
450g
1,800g
Discipline
Mysticism/Sorcery
Geomancy
Mysticism/Sorcery
Geomancy
Geomancy
Sorcery
Geomancy
Slow Diseases/Poisons [2; 2,000g] (P): This quality automatically slows the frequency of all diseases and poisons that
affect your character by one time interval, exactly like the Cure
spell effect (as if achieving a standard success). However, the
item has a delayed activation time and this quality only begins to
93
CHAPTER 3
[A = Apparel; W = Weapons]
Magical Quality
A W Value
Accuracy
1
Awareness
0
Breathless
2
Channeling
0
Comfort
1
Commune: Type
2
Comprehension
1
Concentration
1
Detect Afflictions
1
Detect Creatures: Type
1
Faculty Bonus: Type
Brute Force, Combat
Maneuvers, EF, Flight
1
Speed, Notice, Run Speed,
or Swim Speed
Base Resilience,
Concentration, Defense,
2
or Fortitude
Charisma, Dexterity,
Endurance, Intellect,
2
Perception, or Strength
Flight
2
Freedom
2
Gliding
1
Healing
2
Invisibility
2
Life Stealing
2
varies
Light: Type
Mind Scanning
1
Mind Shielding
2
Preservation
1
Repairing
0
Resistance: Type
varies
Resizing
0
Returning
1
Sensory Augmentation: Type
Dark Sight
1
Echolocation
1
Magic Sight
1
Scent [Aquatic]
1
Scent [Standard]
1
See Invisibility
1
Tremorlocation
1
94
Cost
2,550g
25g
2,000g
50g
750g
2,000g
750g
750g
750g
3,450g
1,200g
1,200g
750g
2,000g
4,250g
4,250g
3,000g
2,550g
3,000g
3,000g
3,000g
varies
2,550g
2,000g
750g
100g
varies
varies
1,200g
750g
2,550g
1,200g
450g
750g
450g
1,800g
Slow Diseases/Poisons
Soul Stealing
Spell Aim
Spell Damage
Sustenance
Telepathy
Unlimited Ammunition
Vitality
2
2
1
1
2
2
1
2
2,000g
3,000g
2,550g
750g
1,250g
3,000g
1,200g
3,000g
MISCELLANEOUS GEAR
EQUIPMENT
may also benefit from having one. Only the weight and volume
of coins are negated while insideother items, including gems,
can still be stored, but their weights and volumes are not reduced.
A bottomless coin pouch that is torn or destroyed causes all
of its contents to immediately spill out. The Suppress Magic spell
effect renders a bottomless coin pouch inaccessible for 1 minute with a standard success (this limitation only applies to coins;
gems and other contents can still be accessed normally).
Convenience Gear [3g]: This mundane item offers minor
magical benefits to its owner, purely for roleplaying purposes. It
may not impart bonuses or grant significant tangible benefits.
The following convenience items are some of the most common examples and may serve as references for custom items:
Fogless Glasses: These glasses or spectacles never fog up
and hardly ever need to be cleaned.
Inkless Quill: This quill produces its own endless supply
of ink (only when writing) and never has to be dipped.
Restful Bedroll/Pillow: This bedroll or pillow helps to ensure a full nights rest. Your character is better able to
rest despite sleeping in dungeons, outdoors, or in noisy
inns. Tossing and turning is generally reduced, nightmares are rarely experienced, and waking up with an
aching back is often prevented. However, be aware that
restful bedrolls and pillows do nothing to alleviate the
nightmares that are caused by either the Dream Craft
spell effect or the Nightmares disadvantage.
Self-Erecting Tent: This tent automatically erects on command, assuming that there is sufficient space available
to accommodate its size. It can also be commanded to
collapse into a neatly folded pile but only if there are no
occupants or objects that are currently inside.
Self-Serving Dish [varies]: This oversized dish, platter,
pot, or other type of cookware is enchanted and magically linked
to any number of plates, bowls, and/or cups. Whenever food is
placed into the primary dish it automatically teleports a portion
of its contents to all of its linked receptacles, distributing the food
equally. The volume of food or drink is not duplicated, so enough
is necessary to allocate evenly according to the total number of
linked receptacles. Only consumable foods and drinks can be
teleported, and then only to linked receptacles within 500 feet.
These magical items are particularly useful for prisons, whereby
a linked receptacle is kept in each cell that allows prisoners to be
fed without the guards having to risk personal contact. The cost
of the enchantment is equal to 5g for the primary dish and an
additional 50s for each linked receptacle.
Suppression Manacles [100g]: These manacles instantly
suppress the victims ability to channel magical energy, which
renders spellcasting and the use of magical abilities and magical
items impossible. Essentially, the victim is treated exactly as if he
were affected by an ongoing version of the Suppress Magic spell
effect (standard success). The manacles also negate all beneficial
magical effects that are currently affecting the victim and any that
are cast on him while the manacles are being worn but only the
portion that would affect him personally; negative magical effects
may not be suppressed, however (GMs call). Manacles can be
forcefully secured onto an opponent via grappling once pinning
has been achieved.
[A = Apparel; W = Weapons]
Item
A W
Cost
Animated Tool
5g
Self-Serving Dish
varies
Suppression Manacles
100g
Weightless Container
varies
Not all magical items are beneficial. In fact, some items are
actually cursed to be detrimental to your character and can even
impose penalties (in addition to their standard effects), whereas
others are downright malevolent in their design and function.
Fortunately, cursed magical items tend to be somewhat rare.
The demand for such items is virtually nonexistent since their use
is unpredictable at best, often dangerous, and possibly illegal. The
value of cursed items is therefore largely situational, so the GM
should carefully consider each items potential uses, its overall
power, and its buyers motivation before deciding on its cost.
Identifying Cursed Items: Most cursed items are intentionally designed to deceive their would-be users into believing that
they are somehow beneficial. Succeeding on an Appraisal check
is normally enough to reveal a magical items properties, but in
the case of a cursed item a standard success reveals false properties instead, according to each specific type of curse. A critical
success is required to reveal an items cursed nature.
95
CHAPTER 3
Curse Types
96
Cloak of Serenity
EQUIPMENT
is also magically repaired, which helps to justify its significantly
higher cost. The armors value varies according to its type (all
common grades): light [170g], moderate [190g], or heavy [220g].
Magical Qualities: Repairing (0), Resizing (0)
Linrioks Amulet
its curse remain hidden. The rings estimated value is 4,280g, but
its cursed nature means that its actual value is highly situational.
Magical Qualities: Awareness (0), Flight (2)
Curse (Trickery): The ring grants the ability to fly, but if its
wearer ascends to a height of 30 feet above the ground its magic
immediately ceases to function. This causes the wearer to crash to
the ground and suffer falling damage.
Trollhide Shield
97
GAMEPLAY
CHAPTER 4
GAMEPLAY
General SV Goals
Task Difficulty
Trivial (special rules)
Basic
Moderate
Advanced
Complex
SV
1
3
5
8
12
Maxing
Critical Successes
Failures
Critical Failures
99
CHAPTER 4
Launched Attacks
Result
1
[Roll: d12]
Critical Failure Outcome
[Roll: d12]
Critical Failure Outcome
Result
Bad Move: You lose your remaining turn.
1
Melee/Thrown/Unarmed Attacks
10
attack's template.
11
100
12
11
10
12
GAMEPLAY
10
11
12
101
CHAPTER 4
COMBAT RULES
The rules in this section explain the mechanics for simulating combat. Sooner or later (probably sooner) your character is
going to get into a fight and he will need to do everything he can
in order to survive. His faculties, traits, and gear are extremely
important but so too is his use of tactics.
COMBAT NECESSITIES
INITIATIVE
102
Lucky Breaks
Lucky breaks are the moments in combat when the situation temporarily favors your character for one reason or another.
Perhaps he is suddenly struck with a momentary inspiration or
maybe the chaos of combat has unexpectedly shifted to grant him
a brief advantage.
Each combatant or group of similar combatants has a 5%
chance each round of receiving a lucky break, which grants a +2
bonus to all discipline checks, profession checks, and damage
checks for the entire round. Note that the bonus is not applied to
Initiative checks that are made to determine turn order.
Tough Breaks
Surprise
GAMEPLAY
Surprise vs. Distraction: Penalties for being surprised
and distracted do not stack togethersurprise takes precedence.
Gaining surprise against an opponent who is also distracted only
grants a +2 bonus to your characters Precision check (not +3).
YOUR TURN
Multiple Actions
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For example, if a player declares that his character intends
to perform three actions then each would suffer a multiple action
penalty of 4. For his first action he might choose to attack an
enemy, and if the enemy falls he could then move his base Speed
and sprint to a nearby door as his second action, then open the
door as his third action. However, if his initial attack fails to drop
his enemy he might decide to cast a reach spell to finish her off,
after which he could then move and sprint toward to the door,
but he would be unable to open it until his next turn because he
already used his three actions (making the failed attack, casting
the spell, and sprinting). Alternatively, if his enemy managed to
survive the attack and the spell, your character might choose to
forgo his movement altogether, but his checks for both actions
would still suffer the full 4 multiple action penalty even though
one less action (sprinting) was attempted.
Multiple Attacks: Multiple attacks can be performed in the
same turn, but only one attack per each limb/weapon is allowed.
Additionally, if one of your characters limbs is used to cast a
spell then it cannot also be used to make an attack, and vice versa
(mental [M] spells still allow for head attacks to be performed in
the same round, such as bites and head-butts). For instance, your
character could cast a spell using her left hand, throw a dagger
with her right hand, kick with her left foot, and head-butt her target all in one turn, but doing so would incur a 6 multiple action
penalty to all four actions.
Attacking with a two-handed weapon counts as an attack for
both limbs that wield it and so it can only make one attack per
round. Likewise, creatures that possess multiple unarmed attack
forms on the same limb (a creature that has a bite attack and horns
on its head) can only make use of one such attack per round.
Trivial Actions
104
Free Actions
PRECISION CHECKS
Critical Successes
GAMEPLAY
Unarmed Attacks: Your characters unarmed attacks, such
as punches and kicks, cannot achieve critical successes on their
Precision checks (unless bolstered by specific advantages). However, Enhanced Unarmed Attacks, like claws and bite attacks,
count as weapons and can achieve critical successes.
All weapons can make use of both the Melee Precision and
Ranged Precision disciplines, but most weapons clearly favor one
type of attack over the other. For instance, both a sword and a
dagger can make melee attacks, but the dagger is also balanced
for throwingthe sword can still be thrown but not very well.
Penalties: Your character suffers a 2 penalty on his Precision check and damage check when making an attack with a
weapon using the discipline for which it was not designed, such
as when throwing a greatsword at an enemy. A base range increment of 2 is used for any item that is not normally designed for
making ranged attacks (remember to adjust this value according
to the throwers creature size). Ranged weapons with the Melee
Capable special quality, such as a dagger, are not penalized.
Ranged attacks and distance spells suffer increasing penalties depending on the distance from your character to the target.
A range increment, as measured in squares (1 square = 5 feet), is
assigned to weapons and spells, with every multiple of that increment representing a greater tier of distance. Each successive tier
beyond the first imposes a cumulative 1 penalty to your characters Precision check or spellcasting discipline check. Ranged distance is counted in the same manner as movement (each adjacent
square counts as one, diagonals count as one-two-one-two, etc.).
For example, if a weapon has a range increment of 7 squares
then attacking a target up to 7 squares away incurs no penalty.
Attacking a target 8 to 14 squares away incurs a 1 penalty, 15 to
21 squares away incurs a 2 penalty, and so on.
Attacking/Casting while Threatened: Attempting to make
a ranged attack or attempting to cast a distance spell/ability within
the threat range of a hostile target causes your character to suffer a
2 penalty on his Precision and spellcasting discipline checks due
to the heightened risk of attack (reach spells/abilities and those
with the mental casting spell descriptor [M] are not penalized).
Surprised or helpless targets do not threaten your character since
they do not exert zones of control, but attacks against them are
still penalized if your character is also threatened by other targets.
Called Shots
Your character can attempt to hit a specific body part of a target by making a called shot. Doing so incurs a 2 penalty on your
characters Precision check, but if it succeeds then her attack/
spell gains a unique benefit depending on the type of called shot
being performed (standard or specialized). Called shots may only
be performed by Precision-based, single target attacks and spells.
Standard Called Shots: Standard called shots that manage
to inflict health loss always cause the target to suffer a specific
injury, which also tends to be more severe than those caused by
normal attacks. For each additional point of health loss inflicted,
including each point of implied health loss, the severity of the
DAMAGE
Your character makes a damage check whenever he successfully hits a target. The die roll and its modifiers vary according to
each specific attack (weapons, spells, unarmed attacks, etc.). The
total damage result is then compared against the targets Total
Resilience stat. Note that the damage results from some attacks/
spells are compared against the targets Base Resilience stat instead, such as the Damage: Mental spell effect.
Unarmed Attacks: The base damage die is d4 for unarmed
attacks and they cannot achieve critical successes on their Precision checks (unless bolstered by certain advantages). However,
Enhanced Unarmed Attacks, like claws and bite attacks, tend to
have higher die rolls and can achieve critical successes.
Two-Handed Attacks (melee weapons only): Using two
hands when attacking with a one-handed melee weapon adds +1
to its damage check (two-handed weapons already include this
bonus). Thrown ranged weapons that possess the Melee Capable
special quality gain this bonus if performing a two-handed melee
attack. Unarmed attacks cannot normally receive this bonus.
HEALTH
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Wounded
Your character can continue to move, act, and function normally as long as she has at least one remaining health point in her
health row. However, once all of her health points are lost she is
considered wounded and must make an immediate free Toughness check, applying fatigue penalties, lucky/tough break modifiers, and penalties from additional implied health loss (see below);
this particular Toughness check cannot critically fail. The result
determines the extent of your characters wounds.
Having one or more health points healed means that your
character is no longer considered wounded and she may once
again move, act, and function normally. Bleeding also stops and
she rouses if unconscious. Each time that an attack, spell, or mishap reduces her health point total to zero she is again considered
wounded and must make a new Toughness check.
Implied Health Loss: Any attack, spell, or mishap that removes your characters final health point can potentially imply
additional health loss. Each point of implied health loss imposes
a cumulative 1 penalty on your characters Toughness check,
in addition to fatigue penalties and lucky/tough break modifiers.
For example, if your character only had one health point
remaining and was then hit by another attack, which imposed the
loss of three health points, she would suffer a 2 penalty on her
Toughness check, in addition to fatigue penalties and lucky/tough
break modifiers. She only had one actual health point left to lose,
so the loss of the other two health points would be implied.
Subsequent attacks, spells, or mishaps that occur after all of
your characters health has been depleted can also imply health
loss, which automatically causes her wounded condition to worsen according to how many points are implied. For instance, if
your character is already disabled and then suffers health loss
from another attack she would be knocked unconscious if the loss
of one point were implied or killed outright if the loss of two or
more points were implied.
Wounded
Result
10+
5 to 9
0 to 4
Negative
Conditions
Unstoppable
Disabled
Incapacitated/Unconscious
Destroyed/Killed
Depending on the result of the Toughness check your character can be affected by several conditions:
Unstoppable: Your character is somehow able to find the
momentum to keep fighting on, albeit briefly. She ignores
all fatigue penalties for this round and the next round (she
is still wounded but suffers no penalties on her checks).
Immediately after her turn ends on the following round,
fatigue penalties return and she is disabled (see below).
Suffering further implied health loss during this time automatically reduces her condition to disabled (1 implied
point), incapacitated/unconscious (2 implied points), or
destroyed/killed (3 or more implied points).
106
SPECIFIC INJURIES
GAMEPLAY
Injuries/Penalties: Penalty modifiers are treated as damaged faculties. Those that result from impaired, broken, or destroyed/severed body parts or permanent afflictions cannot be
restored until the injury itself has been healed. Refer to General
Rules: Healing later in this chapter for more information.
Bleeding (living only): Certain specific injury results also
cause your character to begin bleeding (marked in red). He must
make a free Constitution check at the beginning of each of his
turns. Failing the check with a result of 4 or lower worsens subsequent checks by imposing a cumulative 1 penalty; a negative
result also incurs the loss of one health point. Note that some severity results also indicate a further cumulative bleeding penalty
of 1 or 2 (also marked in red).
For example, getting a severity result of 7 would impose
a bleeding penalty of 1, whereas getting a severity result of 9
would not impose any additional penalty at all. Getting a severity
result of 12 or higher always imposes a bleeding penalty of 2.
Bleeding automatically stops whenever one health point is
healed or if the Healing discipline is successfully used on your
character (specifically to stop the bleeding). Achieving a result of
8 or higher on one of the bleeding Constitution checks means that
the bleeding stops on its own.
Your character may only suffer from one bleeding effect at a
time, despite receiving multiple specific injuries. Each additional
bleeding result simply imposes a further cumulative 1 penalty,
beyond what is indicated, to all bleeding Constitution checks until
the bleeding stops. Severity results that already impose a 1 or 2
bleeding penalty are worsened to 2 or 3, respectively.
Bleeding
Result
8+
5 to 7
0 to 4
Negative
Outcome
Bleeding stops
No change; check again next round
Bleeding worsens (additional cumulative
1 penalty); check again next round
Lose one health point; bleeding worsens
(additional cumulative 1 penalty);
check again next round
1, 2, or 3
4 or 5
6 or 7
TORSO
5 to 7
8 or 9
10 or 11
12+
1, 2, or 3
4 or 5
WING
8
(use Torso
if wingless)
6 or 7
8 or 9
10 or 11
12+
1, 2, or 3
4 or 5
ARM
9 or 10
6 or 7
8 or 9
10 or 11
12+
1, 2, or 3
4 or 5
Specific Injuries
6 or 7
HEAD
11 or 12
8 or 9
10 or 11
12+
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COMBAT ACTIONS
Attacking Objects
108
Resil.
2
4
6
Material
Soft Metal
Stone
Hard Metal
Resil.
8
10
12
Defense
2
2
1
1
1
0
0
0
Resilience
Modifier
2
1
0
+2
+4
+7
+10
+14
GAMEPLAY
Bullrushing
Creature
Size
Tiny
Small
Medium
Large
Huge
Enormous
Gigantic
Colossal
Momentum/Counter
(per success/critical)
1
2
4
8
16
32
64
128
Charging
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Ettins: When an ettin makes a charging attack both of its
minds may apply its benefits on their first melee attacks, but the
ettin is considered distracted until its next turn (despite being
harder to distract in other ways).
Charging Distance
Creature Size
Tiny
Small/Medium
Large/Huge
Enormous/Gigantic
Colossal
Minimum Distance
3 squares (15 feet)
4 squares (20 feet)
5 squares (25 feet)
6 squares (30 feet)
7 squares (35 feet)
Defending
Your character can opt to forgo all other actions on her turn
in order to bolster her defenses. Doing so grants a +1 bonus to her
Concentration, Defense, and Fortitude stats until her next turn.
While defending she can still move her base Speed and may perform free actions, but sprinting and other actions are not allowed.
Regarding ettins, if either mind defends then the ettin gains
a +1 bonus to its Defense stat (the bonus is capped at +1 even
if both minds defend). Only a mind that defends applies the +1
bonus to its Concentration and Fortitude stats; however, the other
mind may still perform actions, including sprinting (if dominant).
Defensive Weapons: When defending, if your character has
a weapon held at the ready that possesses the Defensive special
quality then she gains an additional +1 bonus to Defense (making
her total Defense bonus +2). Note that her Concentration and Fortitude stats still only receive a +1 bonus.
Impaling Weapons: When defending, if your character has
a weapon held at the ready that possesses the Impaling special
quality then she can make a free melee attack at any target who
attempts to either bullrush or charge into or through her threatened
range (including the weapons reach, if applicable).
Disarming
Your character can attempt to disarm an opponent, thus causing him to drop a carried item or weapon. Begin by attempting a
specialized called shot aimed at one of your opponents arms, and
if it succeeds, you can also choose to make a damage check. Note
that inflicting damage is entirely optional and that the disarming
attempt proceeds regardless of whether or not damage is inflicted.
Next, if the called shot was successful, then your opponent
must make either a free Agility or Might check (his choice), to
which he adds his Combat Maneuvers stat. The SV is equal to 5
+ your characters own Combat Maneuvers stat. If your opponent
fails his check then the item/weapon is disarmed and falls in his
space; failing by at least 3 points hurls it d4 squares away in a
somewhat random direction, typically away from the direction
of the attack. The GM may grant other creatures near the items
path a chance to catch it by making a free Agility check of SV 8.
Special Considerations: The following conditions apply to
all disarming attempts:
Bucklers and weapons that possess the Attached special
quality cannot be disarmed.
110
GAMEPLAY
Disarming attempts made with a weapon that has the Disarm special quality add +1 to your opponents SV.
Items/weapons that are being held with two or more hands/
appendages are harder to disarm and grant a +1 bonus
to your opponents check for each extra hand/appendage holding the item (up to a maximum bonus of +4).
Grappling
Inflict Wrestling Damage: If your character wins the opposed check she automatically inflicts d4 damage + her
Brute Force stat against her opponents Base Resilience
stat; wearing armor spikes or having barbs also adds
an additional +2 bonus (spikes and barbs do not stack).
Move, Push, or Drag Opponent: If your character wins
the opposed check she may automatically move, push
or drag her opponent, but your character must remain
adjacent to her opponent and all movement costs are
doubled (sprinting is not possible). Your character may
then release her opponent as a free action, such as when
dropping him over the edge of a pit or cliff, and doing
so ends the grapple. In such cases, the GM should generally grant him a free Agility check of SV 5 to avoid
falling by grabbing onto the ledge. Lastly, note that typically the differences in size and strength between your
character and her opponent are already factored into
the outcome by applying Combat Maneuvers to each
of your opposed checks; however, in situations where
your character wishes to actually lift her opponent into
the air then the GM may request an additional free
Might check (without applying Combat Maneuvers) to
see if she can lift her opponents total weight, assuming
that her opponents total weight exceeds her free limit.
Pin Opponent: If your character wins the opposed check
she automatically pins her opponent to the ground or
against a nearby vertical surface (wall, column, etc.),
which renders him prone and grants your character a +2
bonus on further opposed checks as long as he remains
pinned. If your opponents creature size is equal to or
larger than your characters own creature size then your
character is also rendered proneyour character is not
rendered prone when pinning smaller opponents. While
an opponent is pinned your character may attempt to
restrain him using shackles, rope, or other such devices
by succeeding on another opposed check (treated as a
separate follow-up move).
Silence Opponent: If your character wins the opposed
check she may muffle her opponents ability to speak,
scream, or otherwise make noise. Certain creatures that
do not possess a mouth and who speak through other
methods, such as lavossi, may not typically be silenced.
Creature size can also be a limiting factor since a much
smaller creature is unlikely to be able to reach and/or
fully cover an opponents mouth (GMs call).
Number of Arms/Appendages: Typically, your character
must have at least one free hand/appendage in order to attempt
a melee grapple (in this instance, wielding a Light or Small
one-handed melee weapon also counts as having a free hand);
grappling attempts made with bites/stingers are exempt from this
rule. Having more than two arms/appendages that are capable of
assisting with a grapple grants a +1 bonus on opposed checks for
each additional arm/appendage (up to a maximum bonus of +4).
However, having only one arm/appendage capable of performing
the grapple imposes a 2 penalty instead (two-handed weapons
can be held in a single hand during the grapple, if desired, but that
hand/appendage cannot be used to assist with the grapple).
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Ranged Grappling: Certain ranged weapons (nets), biological attacks (slime, webs, etc.), and the Entangle spell effect are
capable of making special ranged grappling attempts. Unlike a
melee grappling attempt, no called shot is required, your character and her opponent are not grappled together, and only her
opponent is considered distracted. Your character may perform
other actions normally while her opponent struggles to break free.
Follow-up moves are not permitted with ranged grapples.
Your opponent may break out of the grapple by succeeding
on an Agility or Might check of SV 5; note that Combat Maneuvers is not applied by either combatant. Winged creatures that are
affected by a ranged grapple while flying or gliding must succeed
on a free Flying check of SV 5 every round while grappled or they
begin to fall as if tripped (20 feet per point of failure).
Tripping
112
Zones of Control
GAMEPLAY
Falling Prone
Being Tethered
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CHAPTER 4
Multiple Tethers: It is possible for multiple tethers to be
attached to a single target, especially when a team of handlers
are attempting to control a much larger creature. In such cases,
the GM will determine how the Might checks are applied, and
whether one, some, or all of the handlers are affected. Remember
that Might results are able to be combined together without limit.
SITUATIONAL CONDITIONS
Area-Effect Templates
Each area-effect ability takes the form of one of the following template shapes: rectangular prism, sphere, thin cone, or wide
cone. Each templates size must also be designated as being either
small or large.
Template Rules: The upside to using an area-effect ability
is that it affects all targets whose occupied spaces overlap with its
template, regardless of how much of a targets space is actually
being covered (unless otherwise state). However, the downside
is that a penalty is applied to your characters discipline check
according to the templates size: small (2) or large (3).
An area-effect template must remain stationary once its location has been determined, unless the description of its particular
ability or spell states otherwise. Also, keep in mind that while
an area-effect template is represented by a two-dimensional sheet
that its actual volume is really three-dimensional, exactly as if
its template were spun completely about its axis. Flying opponents, exceptionally tall opponents, and variations in elevation
can sometimes make it difficult to determine whether or not an
opponent is affectedhowever, if in doubt, it is usually best to
assume that a target is not affected.
Point of Emanation: Each template is marked with a little
black dot that represents its point of emanation. For reach abilities
and spells this point must be positioned inside a square within
your characters natural reach. For ranged abilities and spells this
point may be positioned inside any square within the abilitys
range (a portion of the template itself may even extend beyond
this range to affect targets outside of the effects standard area).
Cover
Your character has partial cover any time that at least a third
of her body is blocked from view by an unattended object; other
creatures never count as cover (see below). Any opponent whose
line-of-effect is partially blocked suffers a 2 penalty to his Precision checks against your character. Non-Precision effects and
spells that rely on line-of-effect still function normally and are
completely unaffected by partial cover.
Full Cover: If your characters entire body is blocked from
view she has full cover, which negates line-of-effect and all abilities and spells that require it. Most attacks and spells (including
mental abilities and spells) cannot be made against her without
first attacking through cover. Refer to Combat Actions: Attacking
Objects earlier in this chapter for details.
114
Distracted
GAMEPLAY
attempt, while a result that is at least 3 points lower than the SV
causes him to become stuck. Being stuck means that he cannot
move and may only attempt limited actions (GMs call). He also
suffers the same penalties listed above, but his Defense stat is
reduced to its minimum value for his creature size (see below). A
new Agility check can be attempted each round to break free, but
a 2 penalty is imposed due to being stuckif successful he can
only pull back out into his original space, whereas a critical success allows him to squeeze through to emerge on the other side.
Tiny/Small Adjustments: Since there are not any smaller
creature size tiers below tiny, simply halve the space and threat
values for tiny and small creatures that are attempting to fit into
confined spaces or squeeze through openings.
Occupied
Space
x
1x1
1x1
2x2
3x3
4x4
5x5
6x6
Threat
1
1
2
3
4
5
6
Minimum
Defense
2
2
1
1
1
0
0
0
discipline checks, except for those that only target your character;
tasks that do not rely on vision are never penalized. Disciplines
that are usually penalized include: Agility, Awareness, Climbing,
Healing, Initiative, Jumping, Survival, Tinkering, and Tracking.
Darkness is the most common form of obscurement, but fog,
mist, smoke, swarms of insects, heavy rain/snow, dust, and murky
water can also impose this penalty. Unlike partial cover, there is
no partial equivalent regarding obscurementeither something
is visible or it is not. Generally, obscurement penalties are only
applied due to near total darkness (nighttime darkness without a
full moon), extremely dense fog or smoke, thick swarms of insects or clouds of dust, and so forth. The GM will determine when
obscurement is sufficient to warrant visual penalties. Note that
obscurement never blocks or negates line-of-effect.
Partial Cover Penalty: The 2 penalties from partial cover
and obscurement are stacked together (4 total) whenever your
characters vision is obscured and his opponent has partial cover.
Blindness/Invisibility: The penalties that are imposed due
to obscurement, invisibility, and/or the Blind (R2) disadvantage
do not stack together since they are all essentially the same. The
Blind (R1) penalty of 1 is superseded by the 2 penalty of either
obscurement or invisibility (i.e. the maximum penalty is still 2).
Light Sources: Candles, lanterns, torches, and other light
sources produce light in a sphere that has a radius equal to the
length of the occupied space of the lights corresponding size
multiplied by a specific value: 10 ft for candles or 20 ft for lanterns/torches. For instance, a medium torch illuminates 20 feet in
all directions (1 x 20 ft), while a large torch illuminates 40 feet in
all directions (2 x 20 ft). Obscurement penalties are applied for
visual checks that are made beyond the illuminated area.
Weaknesses
Having a weakness amplifies incoming damage of a particular type from each attack, up to the base amount of the type of
damage that is inflicted. For instance, if your character has an acid
weakness of +4 and is hit by an attack that inflicts 3 points of acid
damage he would suffer a total of 6 points of acid damage (3 base
+ 3 weakness); if he is hit by an attack that inflicts 5 points of acid
damage he would instead suffer 9 points of acid damage (5 base
+ 4 weakness).
Attacks with Multiple Damage Types: Some attacks are
capable of inflicting multiple damage types at the same time, such
as attacks that utilize the Augmented Damage combat technique
or attacks that are made with weapons that possess the Damage
Bonus magical quality. Note that only the portion of the damage
that corresponds to the weakness is applicable when applying the
additional damage.
Stacking: Multiple weaknesses of the same type cannot be
stacked togetheronly the strongest value is applied. Resistances
and weaknesses can be stacked together, but they counteract each
other and leave only the difference. For instance, if your character
has an inherent acid weakness of +4 and is affected by the Resistance: Acid spell effect so that he gains a resistance of 2 then the
overall modifier would be an acid weakness of +2.
In the case of a weakness being stacked with an immunity
the weakness is always ignored. In other words, immunity to a
particular damage type cannot be lessened or circumvented.
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GENERAL RULES
This section details the various rules that pertain to general
gameplay. Of course, many of these rules may still be applied to
combat situations, but overall they tend to affect your character
mostly outside of battle.
ALCOHOL
Alcohol Level
116
+1
+2
ASSISTING OTHERS
GAMEPLAY
Assisting Others
Assisting Character's Result
Success or Critical Success
Failure
Failure (by at least 3 points)
Critical Failure
Modifier
+1 per
0
1
2
CHARACTER POINTS
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CHAPTER 4
encouraged to keep an ordered list of the PCs Notice stats easily
accessible so that detection checks can quickly reveal which PCs
are allowed to make Awareness checks and which are not.
Detection checks cannot max or critically fail, and modifiers
are never applied to their results. They are used exclusively by
the GM to minimize the need for all players and/or NPCs to constantly be making Awareness checks. Without this rule, a groups
chances of detecting hidden or subtle details would be too great,
especially in larger groups, since so many checks would be permitted (i.e. the more checks allowed the more likely that at least
one would succeed). Therefore, detection checks allow the GM to
maintain the challenge and thrill of discovery, while at the same
time avoiding much of the tedium associated with having to make
numerous Awareness checks.
Roleplaying Concerns: It is often necessary for a player to
have to roleplay his character as if he were oblivious to the presence of nearby undiscovered objects, creatures, traps, or clues.
This occurs whenever an Awareness check is failed, meaning that
the player is alerted that something is hidden nearby but that his
character did not perceive anything. Therefore, players should
strive to roleplay their characters using in-game knowledge only
(using only what each character actually knows).
Skipping Detection Checks: Detection check are reserved
for groups rather than for individuals, and may be skipped for
single characters or NPCs (an Awareness check is still necessary,
however). There are also special situations where Awareness
checks are made without first requiring a detection check, such
as when making reaction checks to certain spell effects or when
there is a sudden need for your sleeping character to wake up.
Granting a New Detection Check: In order to grant a new
detection check either the conditions of a situation must have
changed significantly (GMs call) or an area must be actively
searched. Actively searching often requires considerable time and
careful examination of an area.
118
Outcome
Cured (25% chance for
temporary immunity)
No change
Progression (additional
cumulative 1 penalty)
Progression (additional
cumulative 1 penalty);
unconscious/killed
GAMEPLAY
immunity to the same affliction if exposed again within a
time period equal to the next higher frequency tier (a frequency measured in weeks grants immunity for a month).
Progression: The disease or poison progresses further and
begins imposing an additional cumulative 1 penalty to
the victims further Constitution checks (only in regards
to this particular affliction). Specific diseases and poisons
may also impose other penalties and effects, as detailed in
their descriptions. Subsequent Constitution checks must
continue to be made according to afflictions frequency.
Unconscious/Killed: The victim falls unconscious and is
considered helpless. He cannot be roused, even via magic,
until his affliction is cured. If another Constitution result
is negative then the victim is killed. However, if it is cured
he may make a new Constitution check of SV 5 immediately (or after battle has ended, if in combat) and then
once again every hour to see if he rouses on his own. A
successful use of the Healing discipline (SV 5) can also
rouse him but only if performed out of combat.
Multiple Exposures
For the sake of simplicity, there is no additional risk of contracting the same disease or poison multiple times. For instance, if
your character has already been poisoned by a rattlesnake then he
cannot be poisoned again from further rattlesnake bites until the
poison has been cured. However, he can still contract other diseases or poisons, such as from other species of snakes, and they
are all treated as separate afflictions with their own Constitution
checks, potencies, frequencies, and effects.
Example Afflictions
No Effects: The victim suffers symptoms that do not typically affect gameplay (runny nose, coughing, etc.).
Rabies [Disease]
Application: damage
Potency: 1
Frequency: weeks (accelerated to days after two progression results occur; remains as days thereafter)
Unique Effects: After the frequency is shortened to days
the victim suffers a 1 penalty to his Intellect attribute
each time that the progression condition occurs. Additionally, he also shows increasing signs of aggression,
anxiety, and paranoia as the disease progresses.
Rattlesnake Venom [Poison]
Application: damage
Potency: 2
Frequency: hours
Stamina Loss: One point of stamina is lost each time that
the progression condition occurs.
FALLING DAMAGE
Surface Hardness
Yielding (deep snow, water)
Soft (leaves, sand, straw)
Moderate (grass, soil)
Hard (packed dirt, wood)
Rigid (metal, stone)
Multiplier
x1
x2
x3
x4
x5
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If the Agility check is successful then your character must
attempt a free Might check of SV 5 to see if he can support the
total weight of the falling creature/object (including all equipped
gear), assuming that it exceeds his free limit. Failing to support
the total weight of the creature/object means that it suffers falling
damage normally, but your character also suffers half of the damage (rounded down), and both of you are knocked prone. In failed
attempts where a falling creature/object would continue falling
even further down, such as over the edge of a cliff or into a pit,
then the GM may also require your character to make an another
free Agility check of SV 5 to see if he is pulled down as well.
Succeeding on the Might check or being able to avoid it if
the total weight is less than your characters free limit does not
automatically prevent falling damage. Instead, the hardness multiplier is reduced to x1 (yielding), but both your character and the
falling creature/object are subjected to the full damage. However,
you may each attempt free Agility checks to avoid some of the
damage, but the SV is increased to 8.
Attended Objects: Attended objects are not typically subjected to falling damage, but the GM can rule otherwise in some
situations, especially for objects that are fragile (potion flasks/
vials, Brittle weapons, etc.). This typically occurs when a falling
creature either fails to make its Agility check or is denied a check
altogether, or when it is killed in the fall.
Simplicity vs. Realism: Lastly, it should be understood that
the exact mechanics of falling damage (like many rules) do not
mimic real-world physics. Instead, they are designed to allow for
a quick and simplistic resolution of such events, while still maintaining a moderate degree of fairness and balance.
FATIGUE PENALTIES
FEAR CHECKS
Your character must endure a fear check whenever he is subjected to a truly horrific event. A special reverse d8 roll is made
against his Fortitude stat, which for your character means that
success is bad and failure is good. A fear check is capable of maxing, critically succeeding, or critically failing.
Exactly what constitutes a truly horrific event is ultimately
the GMs call, but keep in mind that adventurers (like the PCs)
routinely confront evil monsters, vengeful undead spirits, and
savage beasts as part of their chosen livelihood. Therefore, simply encountering a group of skeletal warriors or coming upon the
scene of a brutal murder is not likely to warrant a fear check.
120
Fear
Result
Failure (by at least 3 points)
or a Critical Failure
Failure
Success
Critical Success
Conditions of Fear
Outcome
Bolstered
No effect
Unnerved
Terrified
GAMEPLAY
they will cower in fear and cannot move or act, but they
may still defend themselves accordingly. This condition
persists until the source of the fear is no longer present.
Terrified (aggressive bestial): In the case of aggressive
bestial creatures, rather than attempting to flee or cower,
they will instead become hostile and may attempt to attack
other nearby creatures within reach, including friendly
targets (or even their riders in the case of mounts); assume
a 50% chance per round of making one attack against a
randomly-chosen target. This condition persists until the
source of the fear is no longer present and the creature can
be successfully calmed via a Persuasion check against its
Fortitude stat (usually at a 2 penalty unless your character is able to communicate with bestial creatures).
FORTUNE POINTS
HEALING
Unconsciousness
121
CHAPTER 4
Bleeding
Specific Injuries
122
Damaged Faculties
GAMEPLAY
grant a +1 bonus to the victims periodic Constitution checks for
each success and critical success (SV 5 for treating others or SV
8 for self-treatment). This bonus only applies to the Constitution
checks of the affliction that is specifically being treated, but it persists until the disease/poison is cured or the victim perishes. Note
that bonuses from multiple attempts do not stack, but assisting
others is possible.
Antidotes: Many diseases and poisons have antidotes that
can be applied to provide a cure. Their specific application can
also vary, but ingestion is the most common delivery method.
Whether or not a specific antidote is available, or even possible,
is entirely up the GM. Many antidotes must be researched at great
length, and some require rare ingredients. Certain antidotes may
even be able to be purchased from shops, but their costs vary
greatly according to the rarity of their ingredients and other factors (GMs call). Alternatively, the Cure spell effect can be used
to cure any disease or poison, but it requires a critical success to
do so; a standard success merely slows the frequency.
Mental Conditions
123
CHAPTER 4
Mounts
STAMINA
124
Exhausted
Your character can continue to move, act, and function normally as long as he has at least one remaining stamina point in
his stamina row (taps do not count). However, once all of his
stamina points are lost he is considered exhausted and must make
an immediate free Perseverance check, applying penalties from
fatigue and from additional implied stamina loss (see below); this
particular Perseverance check cannot critically fail. The result determines the extent of your characters exhaustion.
Having one or more stamina points restored means that your
character is no longer considered exhausted and he may once
again move, act, and function normally. Each time that an event
reduces his stamina point total to zero he is again considered exhausted and must make a new Perseverance check.
Implied Stamina Loss: Any event or situation that removes
your characters final stamina point can also imply additional
stamina loss. Each point of implied stamina loss imposes a cumulative 1 penalty on your characters Perseverance check, in
addition to fatigue penalties.
For example, if your character only had one stamina point
remaining and was then targeted by the Siphon: Stamina spell
effect, which imposed the loss of two stamina points, he would
suffer a 1 penalty on his Perseverance check, in addition to any
penalties from fatigue. He only had one actual stamina point left
to lose, so the loss of the other stamina point would be implied.
Subsequent events that occur after all of your characters
stamina has been depleted can also imply stamina loss, which automatically causes his exhausted condition to worsen according
to how many points are implied. For instance, if your character
is already tired and then suffers stamina loss from another event
he would become drained if the loss of one point were implied
or killed outright if the loss of two or more points were implied.
Exhausted
Result
10+
5 to 9
0 to 4
Negative
Conditions
Second Wind
Tired
Drained/Incapacitated
Destroyed/Killed
Conditions of Exhaustion
GAMEPLAY
hour (he is still exhausted and his lost stamina points still
count toward fatigue). Once the hour passes he automatically becomes tired (see below) unless at least one stamina
point has been restored. Suffering further implied stamina
loss during this time automatically reduces his condition
to tired (1 implied point), drained/incapacitated (2 implied
points), or destroyed/killed (3 or more implied points).
Tired: Your characters energy is almost completely spent.
All of his Speed stats are reduced by half (rounded down),
he may not sprint, he may not attempt multiple actions,
and he is considered distracted. For each additional hour
that passes he must succeed on a Perseverance check of
SV 5 or he automatically becomes drained/incapacitated
(see below). Suffering further implied stamina loss during
this time automatically reduces his condition to drained/
incapacitated (1 implied point) or destroyed/killed (2 or
more implied points).
Drained (living only): If living, your character falls into a
deep state of sleep and is considered helpless. He remains
asleep for at least two hours or until at least one point of
stamina is restored, assuming that the time passes peacefully and that no further stamina loss is implied. Even if
forcibly roused he is so exhausted that he cannot remain
awake for very longhe still suffers the same penalties
for being tired and must succeed on a Perseverance check
of SV 5 every minute or he falls back into a deep sleep.
Suffering further implied stamina loss (any number of
points) automatically kills your character.
Incapacitated (non-living only): If non-living, your character cannot move or attempt significant actions, such as
attacks, abilities, or spells (even mental abilities and spells
are prohibited). He remains alert and can communicate,
if able but is otherwise completely helpless. This condition persists indefinitely until at least one stamina point
is restored. Suffering further implied stamina loss (any
number of points) automatically destroys your character.
Stamina Recovery
Stamina Loss
125
CHAPTER 4
loss of one stamina point, whereas a critical failure incurs the loss
of two stamina points. Failing two consecutive checks, and each
failed check thereafter, also incurs the loss of one health point
(frostbite, burns/blisters, etc.).
Extreme Temperatures
Cold (F)
0 to 30
20 to 1
40 to 21
Below 40
SV (Interval)
3 (1 hour)
5 (45 minutes)
8 (30 minutes)
12 (15 minutes)
Hot (F)
90 to 109
110 to 124
125 to 139
140 or above
Apparel Modifiers
Armor/Clothing
Nude
Poor Clothing
Common, Wealthy,
or Formal Clothing
Winter Clothing
Light Armor
Moderate Armor
Heavy Armor
Cold
2
1
Hot
+2
+1
+2
2
1
1
2
+1
+1
Traveling Times
Method of Travel
Air Travel
Flight, Mystical
Flight, Winged
Mounted, Mystical
Mounted, Winged
Land Travel
Walking
Cart/Wagon
Carriage/Chariot
Mounted
Water Travel
Swimming
Mounted
Oar Propulsion
Sail Propulsion
Oar and Sail Propulsion
Speed
6 mph
6 mph
12 mph
12 mph
Stamina Loss
2 hours
2 hours
3 mph
4 mph
6 mph
6 mph
4 hours
4 hours
4 hours
4 hours
2 mph
4 mph
4 mph
5 mph
6 mph
30 minutes
2 hours
2 hours
4 hours
2 hours
TRAVELING TIMES
126
WEATHER (GM)
Temperature
GAMEPLAY
Temperatures (F)
Sum Fall Win Spr
95
90
85
90
80
75
70
75
75
55
30
55
55
40
15
40
30
10 10 10
[Roll: d12]
Temperature Adjustments (F)
Summer/Fall
Winter/Spring
10
+10
5
+5
Base temperature Base temperature
+5
5
+10
10
+15
15
Weather Severity
Changing Weather
Result
1 or 2
3 to 5
6 to 8
9 to 11
12
[Roll: d12]
Severity Shift
2 tiers
1 tier
No change
+1 tier
+2 tiers
Severe
Extreme
Precipitation
None
Light periodic
(10% special)
Light sustained,
heavy periodic
(30% special)
Heavy sustained,
torrential periodic
(50% special)
Torrential sustained
(70% special)
Wind
Light periodic
Light sustained
Light sustained,
heavy periodic
(10% windstorm)
Heavy sustained,
destructive periodic
(30% windstorm)
Destructive sustained
(50% windstorm)
WILLPOWER CHECKS
127
MAGIC
CHAPTER 5
MAGIC
CASTING SPELLS
Spellcasting Type
Arcane
Divine
Elemental
Mental
Nature
Shadow
Discipline
Sorcery
Mysticism
Geomancy
Mysticism
Geomancy
Sorcery
the weapon in their other hand, but they cannot also attack with
the weapon in the same round since it requires the use of both
hands. Weapons may be enchanted with the Channeling magical
quality to act as conduits for spellcasting, which allows spells to
be cast through them as if they were a free hand and even permits
them to make an attack in the same round, if desired (multiple
action penalties are still accrued normally).
Verbal Commands: Spell effects require verbal commands
in order to cast unless they are marked with the mental casting
spell descriptor [M]. Being unable to speak does not completely
prevent attempts at casting, but it imposes a 2 penalty on your
characters Spell Precision and spellcasting discipline checks.
Casting Modifiers
Each spell effect has a base casting modifier (CM for short)
that is listed in parenthesis after its title, as do all of its general
options. All of a spells casting modifiers are added together and
the total modifier is applied to its discipline check whenever the
spell is cast. Essentially, a spells CM represents its relative power
and complexity.
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CHAPTER 5
Daily Spell Preparation: A spells effect and its sub-effect,
if required, are permanent choices that can never be changed.
However, each morning, assuming that your character obtains a
full nights rest (at least 6 hours of sleep), you may modify any
or all of her spells general options, including their target areas,
ranges, and durations; freeform spell effects [F] are able to modify
their general options without daily spell preparation (see below).
For example, if one of your characters spells was designed
to make use of the Damage: Heat spell effect then it must forever
do so. You could change its target area from affecting a single
target into using a sphere area-effect template, but the Damage
spell effect and its Heat sub-effect could never be changed.
Spell Descriptors
130
Divine Magic
Elemental Magic
Mental Magic
Nature Magic
Shadow Magic
MAGIC
DESIGNING SPELLS
Each of your characters spells must be designed individually. Begin by selecting one spell effect from his repertoire of
known effects, as determined by his Spellcasting type and rank,
then select each of the spells general options: target area, range,
and duration. The casting modifiers from each of these options
(listed in parenthesis) are then added together to calculate the
spells total CM.
SPELL EFFECT
Spellcasting
Rank
Rank 1
Rank 2
Rank 3
Known
Spell Effects
1
3
All
GENERAL OPTIONS
Target Area: Select 1 Option
Self Only (+1): This spell may only affect the caster. It must
also select reach as its range option unless the spell effect
description states otherwise.
Single Target (0): This spell may affect either the caster or
a single target within range.
Multiple Targets (varies): This spell may affect up to 4
separate targets (the caster is able to designate himself as
one of the targets). The number of targets may be adjusted
on the spot, per each casting of the spell, but the casting
modifier varies accordingly: 1 or 2 targets (2), 3 targets
(3), or 4 targets (4).
Area-Effect Template (varies): This spell affects all targets within a specified area-effect template (rectangular
prism, sphere, thin cone, or wide cone). The templates
size may be adjusted on the spot, per each casting of the
spell, but the casting modifier varies accordingly: small
(2) or large (3). However, the templates shape can only
be adjusted via daily spell preparation. Refer to Situational Conditions: Area-Effect Templates in Chapter 4 for
more information.
Range
Increment
4
5
6
7
8
131
CHAPTER 5
Number of
Units
2
5
10
Casting
Modifier
0
1
2
Variable Number (1): This spell remains active for a variable number of specified units of time (rounds, minutes,
hours, etc.), as noted by the spell effect but otherwise
functions like the set number option above. Immediately
upon successfully casting the spell a special d10 roll is
made, which determines how many units of time the spell
remains activethis roll may not critically fail or max.
132
EXAMPLE SPELLS
MAGIC
Spell Name
Type
Elemental
Discipline
Spell Descriptors
Free Form [F] 3
Mental [M]
Reagents [R]
Stamina [S]
Target Area
Any
Range
Any
Duration
Any
Geomancy
Varies
CM
SV
Spell Name
Spell Effect
Taunting Voices
Mental
Fire Control
Description/Notes
General Options
Type
Spell Effect
Bond of Flames
Discipline
Spell Descriptors
Free Form [F]
Mental [M]
Reagents [R]
Stamina [S]
Mysticism
+1
CM
Distract
Concentration
SV
Description/Notes
If successful, the target is considered to be distracted.
General Options
Target Area
Single Target
Range
Distance: 5
versa). While both durations persist the target can still be distracted
normally from multiple melee opponents, use of the Intimidation
Rounds: 2
Duration
Spell Name
Type
Spell Effect
Divine
Discipline
Spell Descriptors
Free Form [F]
Mental [M]
Reagents [R]
Stamina [S]
General Options
Target Area
Range
Reach
Duration
This spell negates the benefits of the Concentrate spell/song (and vice
Instant
Mysticism
CM
Varies
Restore: Health
SV
Description/Notes
All targets instantly heal one health point for each success and critical
success achieved. Health points can be healed regardless of when
they were lost.
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CHAPTER 5
SPELL EFFECTS
Spell Effect
Air Control [F]
Alarm
Animate Minion: Type
Animate Object
Bad Luck
Charm: Type
Commune: Type
Comprehension
Concentrate
Containment
Counterspell
Creation
Cure: Type
Damage: Type
Damage Aura: Type
Damage Field: Type
Death
Death Ward
Detect Afflictions
Detect Creatures: Type
Disintegrate
Distract
Dream Craft
Entangle: Type
False Memories
Fear
Fire Control [F]
Flight
Freedom
Hasten
Illusion [F]
Improve Faculty: Type
Insanity
Invisibility
Light
Luck
Mind Reading: Type
Mind Scanning
Mind Shield
Object Reading
Obscurement: Type
Paralyze
Phase Shift
Plant Control [F]
134
E
3
3
S
3
3
S
S
S
S
3
3
3
3
3
S
S
S
3
S
S
S
S
S
S
S
S
S
S
S
S
S
S
S
3
3
3
S
3
3
3
3
3
3
3
3
3
3
3
3
Spell Effect
Preservation
Quick Heal
Recovery: Type
Reinforce: Type
Resistance: Type
Restore: Type
Resurrection
Root
Rouse
Scrying
Sensory Augmentation: Type
Sensory Deprivation: Type
Shapechange
Silence: Type
Siphon: Type
Siphon Faculty: Type
Sleep
Slick
Slow
Steal Magic
Stone Control [F]
Summon Creature
Suppress Magic
Sustenance
Telekinesis: Type
Telepathy
Teleportation: Type
Wall
Ward: Type
Water Control [F]
Weaken: Type
Weather Control [F]
D
3
3
3
S
3
3
3
S
3
3
3
S
S
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
Spellcasting Types
3
3
3
S
3
3
3
S
3
3
S
3
A Arcane
M Mental
D Divine
N Nature
E Elemental
S Shadow
S
3
S Limited
MAGIC
Elemental
SV varies, duration varies
This spell effect allows the caster to control the element of
air. It cannot create air but rather manipulates existing air. Note
that since this effect is freeform it can be tailored on the spot to
use any general options (duplicated spell effects must still adhere
to the options that they are normally allowed to select; see below).
Air Creatures: Creatures that are composed of air, such as
those who possess the Elemental Form: Gaseous creature trait,
are not inherently vulnerable to this spell effect any more so than
are standard creatures.
Unique Abilities: The following abilities are unique to the
Air Control spell effect and can be attempted without the penalties imposed by duplicated spell effects:
Breeze (CM +2, SV 5, rounds): This ability conjures a
moderate wind to blow in a specific direction, which
may be freely selected and changed by the caster each
round; wind strength may be increased with a critical
success. It can be used to achieve a variety of minor
tasks, such as clearing an area of air-based obscurement
effects in d4 rounds or instantly with a critical success
(dust, insect swarms, etc.), increasing the speed of a
sailing ship by +2 miles per hour (requires holding the
spell with a tap), or by shielding the area against ranged
attacks and the Damage spell effect (imposes a 2 penalty against all attacks that are made into, through, or
from within the affected area; generally only affects
distance spells of acid, cold, heat, and physical damage types). Other applications may also be permitted,
per the GMs discretion. This ability may only use an
area-effect template for its target area, and its position
must be designated as either being stationary (locked
onto a specific location) or mobile (able to move along
with and centered onto a selected object or creature).
Easy Breathing (CM 0, SV 5, minutes): This ability lets
the target breathe normally despite any hostile conditions, such as being underwater or being surrounded by
toxic or poisonous gases, spores, or particles. Breathable air is magically filtered from the surrounding air
or water and requires no conscious effort by the target.
Creatures with the Awkward Form: Aquatic trait may
even breathe while out of water, but their capacity to
move and act may still be restricted.
Suffocation (CM 2, SV Concentration, rounds) [S]: This
ability instantly draws all of the air out of the targets
lungs and causes him to begin to suffocate (new air may
not be breathed until the spells duration has ended).
The target must succeed on a free Constitution check of
SV 3 every round or he falls unconscious (there is no
additional penalty for suffering a critical failure). Each
new check, regardless of success or failure, imposes
a cumulative penalty of 1 to all further suffocation
checks. A target that falls unconscious will die after 5
minutes unless he can be resuscitated by a successful
use of the Healing discipline, assuming that the spells
duration has ended.
Arcane
SV 5, hours
This spell effect imbues an area or objects so that an alarm is
emitted whenever the area is breached or an affected object is manipulated. The caster may be as vague or as detailed as she desires
concerning the conditions that trigger the alarm, which can be
adjusted on the spot, per each casting of the spell. Conditions can
include restricting certain types of creatures (or specific individuals), requiring a password, or may even be as simple as hostile
intent or enemies. However, the GM is encouraged to interpret
the spells triggering conditions in as literal a manner as possible.
Once an alarm is triggered it emits a single auditory or mental signal (see below) that lasts for one full round. Afterwards, the
effect ends despite any remaining duration or tap, and the alarm
cannot be triggered again unless the spell is recast. Only a single
alarm is produced according to the first breach of an affected area
or the first manipulation of an affected object.
Auditory vs. Mental Signals: The caster must designate
whether an alarm produces an auditory sound or a mental warning
when triggered (freely determined per each casting). An auditory
sound originates from the center of the affected area or from the
location of an affected object, and its selected volume may vary
per the casters choosing from the level of a whisper to that of a
church bell. A mental warning has unlimited distance, produces
no audible sound, and only the caster is made aware that the alarm
has been triggered.
Area Alarm: This alarm is triggered whenever an area is
breached by the physical presence of designated creatures. A
breach occurs regardless of how a designated creature enters the
area (crossing the perimeter, teleporting directly inside, etc.).
Non-physical presences do not trigger the alarm, such as creatures that possess the Incorporeal trait or those affected by the
Phase Shift spell effect, unless they first assume a corporeal form.
The Scrying spell effect and similar abilities that allow for remote
viewing of a particular location are also considered non-physical
and do not trigger the alarm.
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CHAPTER 5
Object Alarm: This alarm is triggered whenever an object is
manipulated according to the specified conditions. All objects that
are fully contained within the affected area at the time of casting
may be imbued, but the caster may freely limit which objects are
affected and which are not. Affected objects are able to be moved
beyond the initial area after the spell is cast, but keep in mind that
only the first object manipulated (as specified) actually triggers
the alarm, which is emitted from the objects current location.
General Options: The general options for this spell effect
must adhere to the following special rules:
Target Area: Only area-effect templates are allowed for
this spell effect, or it may utilize its own special area
rules, as measured in 10-foot cubes. Each additional
cube beyond the first adjusts the spells CM by 1 (the
first cube is free). All cubes must remain adjacent to
one another, but they may be shaped and/or reduced in
volume so that they can encompass entire rooms, structures, and specific areas.
Elemental, Shadow
SV 5, minutes (special)
This spell effect creates a specific animated minion in the
form of either an Elemental creature (elemental magic only) or
an Undead creature (shadow magic only), which serves and/or
fights for the caster. Most animated minions act on their casters
turn, beginning on the next round after the spell is cast. Each
minion requires its own separate spell.
Refer to the Animated Minions section at the end of this
chapter for rules and instructions on how to design an animated
minion. The spell effects CM and magical reagent cost (if any)
are determined by this process.
General Options: The general options for this spell effect
must adhere to the following special rules:
Target Area: This spell effect does not require that a target
area option be selected. There is no CM adjustment.
Range: The minion can be made to appear at any point
within the spells range, but if it cannot physically fit
then the spell automatically fails.
Arcane
SV 5 or Fortitude (special), rounds
This spell effect magically animates a single object to perform one specific function entirely on its own. The caster must
issue an initial mental command to the object upon casting the
spell, such as which target to attack (weapon) or who to protect
(shield). The object will ceaselessly continue to perform its function until its task is complete or the effects duration endsthe
caster may not issue new commands to an object but must instead
cast the spell again. Animated objects begin performing their
functions immediately in the same round that the spell is cast.
Animating Attended Objects: Attempting to animate an
attended object compares the casters result against the targets
Fortitude stat (instead of SV 5). If the object is actually being held
it is also considered grappled and must immediately attempt to
break free before it can perform its function (see below).
136
Weapon's
Melee
Damage Defense
Equivalent Size Precision
Tiny
+1
2
5
Small
0
1
4
Medium
0
0
4
Large
1
+2
3
Huge
1
+4
3
Enormous
2
+7
2
Gigantic
2
+10
2
Colossal
3
+14
1
Shields: An animated shield attempts to follow and block
incoming attacks for a specified target. It moves on top
of the targets own occupied space and attempts to move
with the target on his turn, for as much as its own Flight
Speed stat allows (see below; it may need to catch up
over the course of multiple turns). A shield applies its
block value to the targets Defense stat but cannot be
stacked with the targets own shield, if applicable (only
the better of the two shields is used). The target is also
restricted to only being able to use animated shields
that correspond to his particular sizeshields that are
designed for creatures of a different size than the target offer no defensive benefit. Lastly, a shield can be
animated to serve exclusively as a weapon, instead of
protecting a specified target.
Tools: An animated tool is able to perform a simple task
that requires little concentration. Examples include a
broom sweeping a floor, a hammer smoothing-out a
dent in a piece of armor, a sewing needle and thread
stitching an article of clothing, etc. Essentially, any
MAGIC
trivial task that would not require a discipline or profession check is a suitable task for an animated tool,
but tasks that do require checks cannot be performed
by animated tools.
Mentality & Senses: Being mindless, an animated object
lacks a Fortitude stat and is therefore immune to all spell effects
with the mental casting spell descriptor [M], fear, Intimidation,
Persuasion, and all abilities/checks that require Fortitude. It has
the following faculties: Concentration 5, Notice 2, Agility d4,
Awareness d41, Initiative d41 (despite always acting on the
casters turn), and Might d4. It also has standard senses that are
affected normally by obscurement, spells, and other conditions.
Movement & Tactics: An animated object has a Flight
Speed of 4 and may move freely in any direction, but it may not
sprint; when underwater, it has a Swim Speed of 2. An animated
object is a simple automaton that is incapable of utilizing tactics.
If the object is prevented from performing its task it will remain
motionless until it can resume or until the spells duration ends.
Grappling: An opponent can attempt to grapple an animated
object to keep it from performing its function, but a specialized
called shot is still required. The animated object may attempt to
break free at the beginning of each of its turns by making a d8 roll
and applying a Combat Maneuvers modifier equal to the creature
size for which it was designed: tiny 2, small 1, medium 0, large
+1, huge +2, enormous +4, gigantic +6, colossal +9. In addition
to the standard grappling follow-up moves, an opponent can also
attempt to make attacks with the animated object itself, but he
suffers a 1 penalty to his Precision checks and damage checks
due to the objects reluctance to cooperate.
Overriding Anothers Spell: Attempts by another caster to
animate an existing animated object are more difficult to achieve.
A 2 penalty is applied to the casters check, but success grants
full control over the animated object and ends the original spell.
General Options: The general options for this spell effect
must adhere to the following special rules:
Target Area: Only the single target option may be selected
for this spell effect. The objects equivalent size (corresponding to the creature size for which it was designed)
determines its occupied space and the spell effects CM:
Object's
Equivalent Size
Tiny
Small/Medium
Large/Huge
Enormous/Gigantic
Colossal
Occupied
Space
x
x
1x1
2x2
3x3
Casting
Modifier
+1
0
1
2
3
Shadow
SV Concentration, special duration
This spell effect afflicts the target with bad luck. All of the
targets discipline checks, profession checks, and damage checks
are made twice and the lesser of the two results is used. Note that
this spell effect does not apply to Initiative checks that are made
to determine turn order in combat.
General Options: The general options for this spell effect
must adhere to the following special rules:
Duration: This spell effect has a special duration that lasts
until the end of the targets next turn; it may not be held
with a tap. There is no CM adjustment for duration.
Mental, Nature
SV Fortitude, rounds
This spell effect allows the caster to take control of the targets mind. It may affect either Bestial creatures (nature magic
only) or Sapient creatures (mental magic only).
Achieving a standard success means that the target will only
obey neutral orders, such as those that do not clearly put him in
danger or oppose his interests (the caster is viewed as a neutral
party). Achieving a critical success permits all types of actions,
such as ordering the target to attack his allies or having him enter
into dangerous situations (the caster is viewed as a close friend).
Casting Modifier & CPV: A further cumulative 1 penalty
is applied to the spell effects CM if the targets CPV exceeds the
casters CPV, and again for every additional 25 points thereafter.
For example, if the casters CPV is 170 then a target with a
CPV of 170 or less would impose no additional penalty. However,
a target with a CPV from 171 to 195 would impose an additional
1 penalty, a target with a CPV from 196 to 220 would impose an
additional 2 penalty, and so on.
Giving Commands: Commanding the target is most often
accomplished by issuing oral commands, but visual gestures and
even written instructions from the caster may also suffice as long
as the target believes them to be authentic. The target continues
with his current orders until they have all been completed, and
will then resume his own interests or tasks until new orders are
issued. However, he will not take any actions against the caster,
but he may still prove hostile to the casters allies or create other
concerns unless additional preventative orders are also issued.
The issuance of simple commands to charmed targets during
battle is treated as a free action, whereas the issuance of lengthy
or complicated commands is treated as a trivial action. Charmed
targets continue to act on their own turns regarding Initiative
checks, and they accrue their own multiple action penalties. The
GM controls charmed targets according to how he believes they
would interpret the casters commands.
Language & Communication: Language barriers are not
an issue when spoken from the caster to the target since the magic
automatically translates the casters meaning (visual gestures and
written instructions are not automatically translated). However,
reverse communication from the target to the caster is restricted
by language barriers unless other spell effects are also employed,
such as Commune or Comprehension.
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Suicidal Actions (critical successes only): Commanding a
target to perform a suicidal or self-harming action grants him a
willpower check, applying a 2 modifier, to immediately break
free from the spell. Success is bad for the target and means that
he dutifully follows through with the action as commanded, but
each additional suicidal command (if even possible) grants him a
new willpower check. Note that suicidal commands may only be
issued to a charmed target if a critical success was achieved on the
casters spellcasting discipline check.
Targets Awareness: Once the spell ends, a charmed target
may make a free opposed Awareness check against the casters
Stealth check to determine if he realizes that the caster has manipulated him, regardless of whether or not he understands that the
use of magic was involved. Success means that the target is fully
aware that the caster was somehow responsible, whereas failure
means that he is left confused and instead attributes his strange
behavior to other factors.
Charming Anothers Minion: This spell is more difficult
to cast when attempted against anothers minion (charmed targets, enchanted companions, animated minions, or summoned
creatures). A 2 penalty is applied to the casters result but only
against a target that is still under its masters control. The original
master also regains full control of his minion once the spell ends,
assuming that his duration of control is still in effect.
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Elapsed Time
Less than a year
Less than a decade
Less than a century
One century or longer
Magical
Reagents
25g
50g
100g
200g
Arcane
SV 5, minutes
This spell effect allows the target to comprehend unfamiliar
languages (including spoken and written forms), symbols, and
gestures. However, it does not allow the target to communicate to
others using a language with which he is unfamiliar.
Achieving a standard success only translates major words
and meanings, which can sometimes leave the overall translation
as being somewhat cryptic or incomplete, per the GMs discretion. Achieving a critical success allows the target to perform a
thorough translation.
Mental
SV 5, rounds
This spell effect imbues the target with a heightened sense
of focus, preventing her from becoming distracted. Being caught
by surprise is still possible, however. A target who is also affected
by the Distract spell/song has its penalties temporarily suspended,
essentially canceling-out both effects while their durations overlap, but while both effects persist the target may still be distracted
normally (multiple melee opponents, Intimidation, etc.).
Arcane
SV Concentration, hours
This spell effect attempts to trap multiple targets within a
translucent magical field, thus preventing them from affecting the
environment beyond the spells area. Targets are contained within
MAGIC
and cannot escape through any means, not even through the use
of magicthe one exception is the Suppress Magic spell effect,
which may be cast against the field either from outside or from
within. Furthermore, targets that are trapped inside may not make
attacks or cast spells that are aimed beyond the field, but attacks
or spells that are aimed within the field are still permissible.
The field can be destroyed if damaged from the outside, but
attacks from the inside cannot harm it. The field has a Defense
stat of 0. It has a Resilience stat that is equal to 8 if a standard
success was achieved by the caster, or 12 if a critical success was
achieved. The field is instantly destroyed if any damage check
equals or exceeds its Resilience value, which immediately ends
the spell and frees all of the targets that are trapped inside.
Until the field is destroyed or suppressed all targets that are
trapped inside are rendered impervious to all forms of damage,
hostile effects, and hazards that originate from outside. Effects
or hazards that are already present within the field at the time of
the spells casting may still pose a danger to those trapped inside,
such as poisonous gases or enemy occupants. Light, darkness,
and non-hazardous environmental conditions (sound, wind, precipitation, temperature, etc.) may still pass through freely.
Willing Targets: This effect may be cast on willing targets
using SV 5 (instead of Concentration), including even the caster
himself. Like other spells, the caster may freely end this spell at
any time, including from within the field if necessary.
Containment Site [R]: A permanent containment site can
be built to serve as a focal point for this spell effect, which is
often engraved into stone or clearly marked in some other way,
and then enchanted. The spell must still be cast each time, but if
centered on the site its duration is increased to days (instead of
hours) and the casters own spells may penetrate the field freely
without dispelling it. Containment sites often serve as temporary
prisons for spellcasters and other magical creatures. Creating a
containment site consumes magical reagents worth 250g, and this
is in addition to any material and labor costs that are necessary for
the sites construction.
General Options: The general options for this spell effect
must adhere to the following special rules:
Target Area: Only area-effect templates are allowed for
this spell effect. Only targets that are fully contained
within the template are affected, but if a single target
either resists the spell or is only partially contained
within the area then the entire spell automatically fails.
Counterspell (CM 2)
Arcane
SV 5, rounds
This spell effect allows the caster to attempt to negate an
enemys spell or magical ability, including bardic songs, magical
combat techniques, and triggered magical items. It can even be
used to counter the effects of magical traps but only if the trap
was successfully detected beforehand.
Once this spell has been activated the caster can choose to
release it, outside of his turn, whenever an enemy begins casting
a spell or using a magical ability, or when a magical trap is triggered. The enemy or trap must be within the casters line-of-effect
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and no more than 50 feet away. The caster makes a special d8 roll,
the result of which is subtracted from the enemys or traps result
(this roll may max, but it cannot critically fail). A +1 modifier is
also applied to the casters d8 roll for each critical success that
was achieved when activating the counterspell. The counterspell
ends after it has been attempted, even if some of its duration still
remains. Only one counterspell may be active on the caster at a
time, regardless of whether it is duration-based or held with a tap.
For example, assume that the enemys spellcasting result is a
9. If the caster then makes his d8 ro