File - Skyward
Transcription
File - Skyward
Core Rulebook Public Release 0.1.2 1 Credits Influences Lead Designer/Creative Director Table Top Games Dungeons and Dragons Published by Wizards of the Coast; originally created by Gary Gygax and Dave Arneson. Pathfinder RPG Published by Paizo; designed by Jason Bulmahn. Warhammer 40K (RPG and Universe) Published by Games Workshops; Created by Rick Priestley. Apocalypse World Published by Lumpley Games; created by D. Vincent Baker. Pendragon Designed by Greg Stafford; Published by Nocturnal Media (current). The Burning Wheel Created by Luke Crane Michael R. Campitiello Mechanics Designer/Artist Nathaniel Huber Creative Consultant/Community Manager Video Games Chris Huber Guns of Icarus Online Developed and Published by Muse Games. Dragon Age (Video Game Series) Developed by BioWare Corp; created by David Gaider and BioWare Team. Mass Effect (Video Game Series) Developed by BioWare Corp; directed by Casey Hudson. The Elder Scrolls (Video Game Series) Developed by Bethesda Game Studios. Fallout (Video Game Series) Developed by Interplay Entertainment (Fallout 1 & 2), Bethesda Game Studios (3, New Vegas, 4). World of Warcraft, Warcraft, StarCraft & Diablo Developed by Blizzard Entertainment. Alpha Testers Matt Bel, Aaron Flores Closed Beta Testers Julia Brown, Ben Hidy, Aiden Jӧnsson, Kevin Martin, Keala Moa, Tim Sutton, Christopher Valle Authors J.R.R. Tolkien The Hobbit, The Lord of the Rings, The Silmarillion and others of the Middle Earth Universe. George R.R. Martin A Song of Fire and Ice series. Patrick Rothffus The Kingkiller Chronical Scott Westerfeld Leviathan Trilogy Joseph Campbell The Hero with a Thousand Faces and other works. Other JP McDaniel Rollplay show on Twitch T.V.; for introducing me and thousands of others to the awesomeness of roleplaying games. Adam Koebel Game/Space Master and Co-creator of Dungeon World; for introducing me to the mind of a Table Top RPG designer. Steven Lumpkin Game Master on Rollplay; for introducing me to the fun and thrill of GMing. Hayao Miyazaki For his life, his work, and his fantastic worlds. 1 2 Table of Contents Introduction --- pg 3-6 Titles --- pg 88-89 Character Creation --- pg 6-34 After Session --- pg 88 Pregame --- pg 6-7 Races and Factions --- pg 7-23 Life Experience --- pg 23-26 Motivation --- pg 32-34 Mobs --- pg 90-94 Talent Map --- pg 34-35 Skills --- pg 35-40 General and Knowledge --- pg 36-38 Crafting --- pg 39 Social --- pg 39-40 Abilities and Spells --- pg 40-62 Abilities --- pg 41-49 Spells --- pg 49-61 Traits --- pg 61-62 Equipment --- pg 62-72 Armor --- pg 64 Weapons --- pg 65-68 Crafting --- pg 69-72 Combat --- pg 72-78 Special Actions --- pg 75-77 Combat Modifiers --- pg 78 Conditions & Effects --- pg 78-88 Stat Checks --- pg 78-79 Conditions --- pg 79-83 Mental & Physical --- pg 83-85 Spirit and Fel --- pg 85 Weapon Effects --- pg 85-86 Environmental Mechanics--- pg 86-88 2 3 with people, creatures, mysteries and conflicts that keep the players moving on in their quest or helping those they meet along the way. While the GM has the authority of the universe and the game, it is up to all players to also be the arbitrator of the rules that this book will provide to keep everyone on equal footing. Many times someone will overlook a rule because they forgot about it or did not think it was relevant. So everyone should be active in watching everyone else’s back and keeping the game fair. Remember that this is just a game! The most important rule is to have fun! Even if players fail to achieve victory in their quests, if everyone had a good time and a good story to tell, everyone wins. Introduction Skyward is a Table Top Role Playing Game (TTRPG) where players waive a story in a world of technology and magic. It is about exploring a world that you imagine together: the characters, the places and the events you will see with your adventurous friends besides you. Skyward comes from a long line of TTRPG’s, the most popular being Dungeons and Dragons (made by Wizards of the Coast), which seek to bring the players imaginations to life with a structure that allows everyone to play the way they want and to craft and adventure that will be remembered! Table Talk vs. Acting In Character The Players Through most of this book we will be talking about the various roles, using ‘you’ to refer to the reader of this book, as you can be either a Player or the GM. To help separate the player from their character: The Player is the person playing the game, the Character is the being within the fiction of the universe created by the GM that the Player plays. You can call this Meta, but it is basically acting. Both the Player and the character use the same voice from the same person. So how do you distinguish between the two? If you have played any number of TTRPGs in the past then you know all about this. For the rest of you… How do you tell the difference between Table Talk and Acting In Character? Table Talk is the phase used to discern discussion between the Players, not the characters. In other words, the characters are frozen in time as the Players have a discussion about a number of different things such as the exact meaning of a certain rule, asking for clarification during a scene, trying to figure out what is going on, praying for a good dice roll, or telling a joke that is relevant to what is happening. Players sometimes use Table Talk to explain what their character is thinking. This is so the other players and the GM know why they are doing whatever they are about to do. This is not necessary, but helps to clarify the situation. What is important to know about Table Talk is something the characters do not know anything about. Sometimes it is hard to separate the Character from the Player, but it is necessary if you want to keep emersion. One good way is to say, “Out of character…” that way you let everyone know this is you talking, not your character. Some GM’s put restrictions or have punishments for character’s who act upon Table Talk or if Table Talk goes too far that it might help a player whose character is not with the others. Always ask your GM about their rules for Table Talk. Skyward does not have any specific rules as it is always based on the GM’s preference. Acting In Character is exactly as it sounds. When a player is being their character, they are just acting as if they were that character. You narrate the characters actions in a situation, say what the character would say, make gestures like they would or even think aloud. A good way to think about it is that you are Skyward, and other games like it, consist of two types of players: The Player and the Game Master. The Player is the one who controls a single character within the universe of the fiction. These player controlled characters (often called the Player Character or PC) take on the role of an adventurer seeking treasure, a rouge with a secret agenda, a honorable warrior who has been wronged and is looking for redemption; the choice is up to you! It is the Player’s job to breathe life into their character, to give them a history that tells their story like a good book, a life that is fulfilled and exciting like all good characters in real life and fiction, and a motivation that sets them off on their adventure. If this seems overwhelming, do not fret! This book will help you craft a character that is born out of your own imagination! The Game Master (GM) is in charge of creating the universe that the player characters will inhabit. This includes creating Non-Player Characters (NPC) that interact with the PCs. Villains that seek to thwart the players and who need to be thwarted! Beasts and monsters that stand as a challenge to the player’s might, to whom they must defeat to prove their worth! The GM is not an omnipotent god of the game whose soul job is to kill the players. The GM is to be an impartial judge, a living arbitrator and interpreter of the rules and world. What happens to the PCs should be the player’s fault, not some outer force that suddenly destroys them just because they say so. The GM should be focused on weaving a great story that the PCs reside in the middle of. The rules are there to help guide you when you are stuck or need some order in your chaotic universe. It helps you keep track of the mundane stuff so you can focus on the fun parts! While the GM might be the authority of all things within the universe, they are not the sole teller of the story. The story should be told by all. The players tell the story of their characters inhabiting the world with their character’s history and knowledge. The GM should help the players in forming their character including important information that the character would know through the fiction, but the player might not. The GM’s most important job is forming the world around the player, populating it 3 4 performing a stage play, which gives you several tools to work with: Narration- You explain what your character is doing during a scene. “Reginald Pinkerbootem picks up a piece of toast to nibble on the ends, eyeing the mysterious man with narrowed eyes.” Dialogue- This is the character having a conversation with another character. A good way to differentiate this from Table Talk and to give some interesting characteristics to your character such as using an accent. It can be anything, even if it is terrible it will still be fun and provide a separation from your normal voice and the character’s crazy accent. An Aside- This is a narrative device in which the character speaks to the audience (that being the other players and the GM). This is not heard by the other characters, because it is an internal dialogue that is just used to show the character’s intent to the other players. It’s a good idea to say, “(Blank) says to themselves…” either before or after you say the Aside. This can be confusing most of the time, but remember, you are putting on a performance as your character for the other players. Don’t feel embarrassed either! Everyone else is doing the same, and the GM is doing it tenfold more! Tense can also be confusing in TTRPG’s as the use of “I” can mean both the character and the player. Keeping all of your speech in context is important if you don’t want anyone to get lost. Especially if there is a lot of Table Talk going on. You can easily say, “(Blank) says…” but this could brake emersion as you are not reading from a script! You are that character, you should be saying, “I say…”. Just try to keep yourself and the character separated. the character grows, more dice will be added to the rolls which increases the risk but also the reward! Often character’s will be adding modifiers to their rolls. These can range from a number of different places, such as the character’s physical stats to things they gain from other parts of the game. These Modifiers are often a flat number added to the end of the dice roll. So if you roll a d6 and get a 3 with a modifier of +2 the total roll is a 5. There are different rules to certain types of rolls so it is important to pay attention to what you are rolling and the rules that govern it. This is often the job of the GM, but it is also up to player to learn the game they are playing and govern themselves as the GM cannot keep track of everything. When rolling and the modifier is half or 50%, then you divide the roll by 2. But what if it is not a whole number? Well there is a simple rule. Round Down to the nearest whole number. Sorry the world is not always fair, and neither are factions or decimals. Upper-Hand and Drawback There are two important modifiers that will appear constantly and have a special rule all their own. They are known as: Upper-Hand and Drawback. The reason this is important to talk about now, is that it effects both Roleplaying and Mechanics of the game. Upper-Hand and Drawback are modifiers often associated with Combat, Stat checks or saving throws. When rolling a single d20 and whatever modifiers are added or subtracted to the total, you might also add a d10 which can be added (UpperHand) or subtracted (Drawback). This is a direct modifier to the d20, not the total roll, meaning that the d20 can roll higher or lower then is even physically possible. This comes in handy when Critical Successes or Failures come into play. If you roll a 18 on a d20 and have the Upper-Hand, whatever you roll with the d10 is added to the d20 roll before the total is tallied. So if you get a 4 on the Upper-Hand roll, the d20 roll is considered a 22 instead of an 18, which is a Critical Success because it is 20 or higher on the d20. More on this later. The way you gain Upper-Hand and Drawback is twofold. Either mechanically from the game such as do X and you gain either one or your opponent gets either one; or you fictionally position yourself to gain or suffer. What we mean by that is that while you are Roleplaying a scene you position yourself to stab an opponent in the back. First you would roll a Stealth check vs. their Perception. If you succeed you gain the Upper-Hand as you have an advantage over your opponent. If you used the shadows to help hide your body while someone else distracts the target, they would suffer a Drawback while you would gain the Upper-Hand. Working together to gain this bonus or force others to suffer it can turn the tide of confrontation. Be smart about what you are doing and think things through! The GM awards Upper-Hand and Drawback when it is done through the fiction of the game. You cannot stack this bonus or force others to stack the penalty. However, they do cancel each other out if you have one The Dice All RPG’s have some randomization factor that helps to keep variety and tension in the games mechanics. It makes successes feel all the sweeter and failures all the more bitter. It determines if a sword slays a dragon, or hilariously bounces off of its scales as the dragon cackles. If a man can woo a pretty lady or come off as a jerk who gets water thrown in their face. Randomization keeps you on your toes and shows that not even great adventurers can be the best at everything. Most TTRPG’s use polyhedral dice. Often based around a single die or set of die. These dice have several sides to them ranging from the triangular d4 (or a 4-sided-die). To the large d20. A Full Set of dice is as follows: d4, d6, d8, d10 (or a percentage dice), d12, d20. In Skyward you will be using a Full Set of dice for most of the game. The dice are not just rolled for combat and communication. Determining the loyalty of affiliations, pets, companions, their ability to do a certain skill, the strength, dexterity, toughness or will of a character and much more. All of these often use multiple dice. Sometimes up to ten! But don’t feel overwhelmed just yet. In the beginning, you roll only a small amount of dice. As the game progresses and 4 5 and gain the other. So even if you are suffering Drawback, you can work out the situation to gain the Upper-Hand and cancel out the penalty. Completing a Great Quest Completing an Epic Quest Critical Successes and Critical Failures Defeating a Boss Defeating a Higher Being Defeating a Divine Defeating a Godlike You may have read a few times about Critical Success (Crit) and Critical Failure (Crit Fail). These are general terms meaning the highest possible roll on a die or the lowest (which is always 1). They are difficult to achieve but well worth it in the end. Almost every roll has some sort of Crit system. Unlike some TTRPG’s, getting a Crit or a Crit Fail does not mean you automatically succeed or fail. It is a threshold that grants you extra bonuses or penalties to whatever it is you are trying to accomplish. What we mean by threshold is that sometimes rolling over the Cirt or below the Crit Fail means it is still counted as a Crit. So on a d20, if you roll a 21 or higher (thanks to Upper-Hand) it is still considered a crit. The same is true for Crit Fails in the opposite direction (thanks to Drawback). 10xp Mod that is Difficulty Epic 20xp Mod that is Difficulty Divine 40xp Mod that is Divine and *Godlike 80xp Character gains a Title after completing the requirements There are a lot of rules in the book, and many of them crossover one another. If you are confused just remember: the more detailed a rule is, it will beat the rule that is vague. So if you come across something that is vague with a rule that is detailed, the more detailed one will be the rule to follow. So why are all rules not detailed? Vague rules are designed to let the players and GM decipher their meaning for themselves, which gives them more flexibility and allow for different interpretations. Detailed rules are designed to disrupt vague rules and set some standards down so that no confusion will arise, but they are not at all flexible and limit what can be done. We try not to use them to much, but they are good at keeping the game flowing smoothly. The same goes for Roleplaying. If you describe an action with more detail, it will better paint the picture of what is going on in the fiction. A vague description can be dull but allows the other players to fill in the gaps with their own ideas. This can be a good thing or a bad thing. It is up to you. Just remember, Detail trumps Vague. Use your words! Aside from Upper-Hand and Drawback there are many penalty and rewards that you can gain while playing. The main one is Experience (XP). Character’s gain experience in many different ways, mostly from just playing the game! Completing quests, defeating difficult enemies and advancing the character’s life. All these add to a character’s Experience. XP represents what the character has learned about themselves through their adventures. This is used to increase their fighting prowess by spending XP in the Talent Map or by increasing the characters Skills. Description Mod that is Difficulty Boss Detailed Beats Vague Rewards and Penalties A small quest that does not take much time or effort to complete A quest that requires thought and effort to complete. 160xp Aside from XP which is gain from playing, characters also have Core Memories which are gained, lost or changed through the course of play. More on that in the next chapter. Characters can also gain short term bonuses through three different rewards: Invoking Motivation, Incluing, and Ingenuity. Each will be discussed later with the mechanics that they are built around, but each one requires the player to be in a certain situation and role-play their character to get the bonus they provide. These are also all character gained. The GM cannot willingly give out any of them, aside from Ingenuity which still has strict rules that govern it. It is up to the player to choose whether or not they want to work for these rewards. Nothing happens, never happens. This is a rule every GM should follow. Whether you fail a roll or succeed a roll something always happens. When rolling for anything, you must state your intent with the roll. This can be anything from what you want someone to do or what you want to do yourself. The roll will determine whether your intent succeeds or fails. On a success, the character gets what they want. On a fail, the GM gets to input a complication to what the character wants. Certain rolls have more specific mechanics, but this is the baseline for all rolls. Think of it as a successes turns the story towards the players while failures turns the story toward the GM. Of course the GM can fail rolls with NPC’s in which they have to provide complications for them as well. XP Event 80xp 30xp for first one, 10xp for every one after. Player and GM’s Character completes a Motivation or Description in Completing a comes to the conclusion that they increments of Motivation cannot peruse it anymore. Based on 10xp (Cap of time and difficulty. 200xp) *Godlikes are always Divine Level and often have large buffs to them that make them much stronger than most other Divine mobs. Receiving a Title Succeeding and Failing your Intent Completing a Menial Quest Completing a Normal Quest A quest that takes time and several difficult obstacles to overcome. A very difficult test that takes a long time and requires several smaller quests to complete. XP Gained 20xp 40xp 5 6 Once the quest is over and the character’s return to claim their prize, they repeat the process over again. What will they take on next? It is up to you! Adventure Awaits! Skyward consist of several characters traversing a world and taking on obstacles that the GM presents them with. Each character brings their experiences, their expertise, and their skills with the sword and the word to best whatever stands in their way. Each is a living breathing person with their own goals, ideals, memories, lifestyles and passions. Characters must work together if they think they are to survive in the world. Helping to improve each other’s flaws and combining their strengths to overcome difficult obstacles. There is no end to adventuring. Players can play for as long as they like. There is always something to do! A new dragon to slay, a mastermind to thwart, a city to save, a world to explore. You can play as long as you can keep coming up with new ideas! When the players sit down with their characters and listens to the GM discuss what they are about to play, they embark on a campaign with one another to unravel the universe. These campaigns can last for one session of a few hours or over several session that can span years. The narration between the sessions is like that of an extended book series where the character embark on one adventure to then take on another. Or an episodic series where each session is an episode building and expanding on the universe the characters are exploring It never really ends until the players say it ends. What makes up an adventure though? Well in most cases it follows a simple pattern: Exploration, Journey, Resolution. In Exploration, the characters explore the world looking for trouble that they might try to resolve, or trouble finds them and they must seek to find out why. Often they are presented with a mystery or a crisis that peaks their attention often with the promise of a reward. A boy falls into a well. Wolves are attacking villagers. A strange fog is growing in the nearby forest. Each comes with a reward for those brave enough to solve the crisis. The Journey involves the players going to the crisis. They must wander through the forest, travel to a distant city, travel down a long and winding road. The Journey is what fills up most of the games time. How will the character seek to resolve the crisis that confronts them? Will they boldly charge headlong or try and find an alternate route? The Journey is up to them, and it is the GM’s job to put obstacles in their way to make the Journey a challenge. The bridge is out and the river is full of large snakes. A band of raiders ambushes the party from the woods. A corrupt official tries to arrest the characters for a crime they did not commit. They must complete other quests to gain access to where they need to go. These obstacles can be anything, including the start of new adventures. Eventually the characters get to the crisis they first set out to resolve and go into the Resolution. It is here that the characters are put to the ultimate test. Everything they have learned thus far is tested and they must work together to resolve the crisis and gain the boon they sought out. Character Creation Pregame It is a good idea for anyone wanting to start a RPG game to have a Pregame discussion. This can be done either in person or through other forms of communication like the internet or carrier pidgin. The idea of a Pregame discussion is to put all of the players in the same mindset. You don’t want people expecting an epic fantasy adventure and be thrown into a corky sci-fi universe where they are space janitors. Keeping all players on the same page is important, and before the game starts is the best time to do it. The discussion should be initiated by the GM once they have an idea of the universe they want the game to be set in. It does not have to be extremely detailed, but a general idea like the Theme (is it dark, fun, silly, epic), the genre (fantasy, sci-fi, mystery, thriller, horror) and the general idea of the world which would usually be a big mystery that has gone unsolved like the disappearance of a god or the quark that is unique to the world such as everyone wears pants on their heads. Something that makes the players think, “I need to know why!” Once the universe is established, the players should start thinking about their characters. Without even looking at the book, they should consider who they want to play within the confines of the universe that the GM gave to them by asking three questions… What, Who and Why What is your character? Who were they? Why did they leave it all behind? These are the fundamental questions you must ask yourself when making a character. This is the vague abstract idea of the character; either as a being in of themselves or someone you have always wanted to be like. Is it a brave knight who seeks to rescue a damsel in distress? How about a slightly different approach where they are actually trying to steal away a damsel from another knight? Form the character in your mind. What are their virtues, their flaws, their look, their history? Everyone has these things, now is the time to put them together and form a picture in your mind that can be manifested with the three questions. 6 7 ask yourself why they left it all behind. Unlike the other questions, this one is blunt and to the point. Why did they leave it all behind? In literature this is known as the inciting incident or the Call to Adventure. Something in the character’s life led them away from their humble beginnings and onto a path of adventure. You answer this question in Motivation at the end of this chapter. Here you will find a number of different reason for way a character might choose the long dangerous path then the straight and secure. It is important, for it also is the reason the character stays on the path of adventuring. Players need not know all of these things at the beginning of the game. If you find you’re having trouble coming up with ideas, mull over them in the back of your mind so that you will be prepared when something comes up that you need to answer. If you are having trouble forming a character, talk to the GM or another player in the game. They can give you tips and ideas. Read books, comics, manga, listen to music, watch movies or T.V., play games of the video and table top kinds. Engorge yourself in culture of either the contemporarily popular or the mythologies of old. What is most important is to make what you know and what you want to play. Try not to play a character that someone else wants you to play. You can easily become disinterested in a character you have no investment. Exercise your creative side! Do what inspires you and eventually something will click! Go! Do it! Once you come back we will start Character Creation! What is your character? This is a rather direct question but is an important one. You can think of it as the beginning of a question that asks many questions: What is your character’s… name? What is your character’s… gender? What is your character’s… sexual orientation? What is your character’s… height and weight? What is your character’s… Race? What is your character’s… age? These are just a few of the questions it asks. Basically it is a query about the physical characteristics of your budding character. This will be covered in more detail in the Races and Factions part of this chapter, but it is a good idea of think of it now. Write it down on a piece of paper, or word processor, draw a picture or find a picture that looks like your character. Refer to the character sheet. How many of the descriptors can you complete with this question? How many more could you add? Once you have a good grasp on the physical identity of your character you can move onto the next question. Who were they? It is important to note that this question is in the past tense. No one is born with sword in hand, ready to explore the world with all its dangers. Even you have lived a life before even reading this book. What was it? What in your life molded you into the person you are today? What experiences molded your personality? This is what the question is asking. Unlike the last question which can be asked the same way multiple times, this one is can be asked in many different ways: What was the character doing before this? What were they like? How has their life shaped them? Was their personality or world views changed from events in their past? Why are they like the way they are? Aside from the deep existential questions, what you want to think about is the history of your character. This will be covered in the Life Experiences portion of this chapter which seeks to turn your character’s life story into Core Memories that make your character as unique as the life they lead before moving onto the final and most important question. Races and Factions Skyward comes prepackaged with several different Races. Each with various Factions that provide a more robust cultural affinity to each of the races. Before we move on, let us define each so you know more clearly the difference and similarities between the two: Race: A group of people who are biologically different from other races. Humans, Álfin, Darkborn, Orkin, est. Faction: A form of separation within a race based primarily on social, geographical and ideological divisions between the different factions. Race: Human :: Factions: Hyrin, Lanker, Greekan In short, all Races have Factions, and while those Factions are the same Race, they differ in a number of ways that they are separated. We are all the same race in the biological sense, but we are all different factions that have some physical differences with many cultural, geographical, political and ideological differences that make all of us unique. Here is where you answer: What is your character? The Race of a character provides their physical look while Factions give small differences that make them unique. Factions gain the traits associated with that race. However, each individual Faction also has specific traits that only that Faction has. Why did they leave it all behind? This is perhaps the hardest question to figure out. Once you have crafted you character’s physical traits that you can imagine them perfectly in your head and fleshed out their history that you feel like you’ve known them for your entire life; you must 7 8 Such traits a Race has are mostly physical such as age, special vision or a unique feature to that Race. All characters must pick both a Race and a Faction from within that Race. On a rare occurrence can you pick a Race with a Faction outside of the chosen Race. This may only be done if the character’s history warrants it such as they were raised by a different Race who were a part of that Faction and the GM allows it. Faction traits are mostly as stated previously: cultural, geographical, political and ideological. This is the more lengthy description detailing the culture of these peoples, where they generally live and what they generally believe in. This does not mean that everyone within those faction has these traits, but these traits are commonly associated with the faction. If a character acts outside of these traits, they will be questioned, considered an oddity or outcast. This can be a good thing to build character or provide conflict. It also helps guide players as to how their characters should or should not act and provides the GM with world building ideas and how to have NPCs act. If you do not like the provided races or factions or feel that they do not fit with the universe, by all means change/add to them. They are not set in stone, just a general idea based on the story that Skyward both helped to create and is based on. to be followed completely by a character, but any deviation would mark a character as an outcast. So tread lightly! GM’s might also have different ideas about a Race or Faction that they wish to add or expunge so it would be best to consult with them as well. Race: Humans Hailing from the continent of Alveron, Humans are an unsuspecting race that is neither highly physically gifted or naturally in tune with a particular thing. While this might give them an evolutionary disadvantage, they are well equip when it comes to ambition. Humans will adapt and make it their own. They are conquerors, explorers, heroes and masters of the political realm. Their lands are large to fuel their sense of exploration and conquest. They see that ownership of property is a birthright and that one can even own land by placing a flag on it. They carve out the world with unseen boarders and claim it theirs. Humans are common all over the world and like to intermingle with other Races to try and learn whatever they can from them. While they are open to new ideas and learning, humans tend to look down upon most races, especially those that they deem odd or unusual from their own cultural standards. Physical Traits: Humans generally stand between 5’ to 6’ for both male and females. Males are often stronger, taller and larger than the females sporting wider shoulders and broad chests. Females are often slimmer than males with wider hips. They are more agile and curvier in appearance. Before you move onto picking your character’s Race and Faction, you should know that though all have traits they vary depending on what they give you. So keep an eye on what each Race and Faction offers before diving in. It is important to note that sometimes Factions will have extra variations on certain traits. Only that Faction will have that variation and they can still use the traits that are given by the Race. Ages: Humans generally live to be 80 years old with some up to 100. Adolescent: 12-17 years old. Young Adult: 18-26 years old. Mature: 27-40 years old. Middle Age: 40-60 years old. Elder: 60+ years old. Physical Traits: This covers everything from the average height and weight of the race which equates to their Size (more on that later). These are important as they determine how cover has to be to be considered in half or full (refer to cover in combat chapter). It also gives a general descriptor of the look of the race or faction such as what makes them stand apart from the other factions. Players should use this as a guideline for their characters. It is not an absolute idea of all characters of the Race or Faction; but some explaining will have to be done if it deviates from the general idea. Base Movement Speed: 30ft. Faction: Lanker Ages: Instead of having a definitive age like 21 or 53, every race has five age groups: Adolescent, Young Adult, Mature, Middle Age, and Elder. You may still pick a specific age for your character, but that age will fall into one of the age groups which will be used to great effect in the next part of Life Experience. It also determines starting Stats and Experience. Considered by many races to be the ‘common human’ or more derogatorily ‘round ears’; Lankers are the hard workers of the human race and often considered lower class. Former workers and peasants of lords, the Lankers have sense broken off and become their own people. They are not as ambitious as the Hyrin, but they have enough practical smarts to contend with the smartest in the land. Lankers are known for their physical laborers, as their ancestors once where, but now they see what they make with their Cultural/Ideological/Geographic/Political: This part is the longest, as it gives an outline of the Race and Faction’s culture, geography, political leanings and ideology. It basically helps the players understand the peoples of the Race or Faction. This does not have 8 9 own hands as their own. They do not like to be told what to do and generally prefer diplomacy over single leadership. They are one of the few factions the have all of their people vote on important measures. Unique Physical Traits: Lankers still retain the rounded ear that all human ancestors had in the past. Often this is made fun of or used as an insult calling them Round Ear as it is to point out that they have not evolved like some other races or factions. Males and Females have a much rougher or hardened look about them. They are often not physically well defined with more pudgy or scrawny appearances. Lankers have all variety of Human skin tones, but their hair is often darker in shades like brown, black, dirty blonde and red. Their eyes are of darker shades as well covering green, hazel, deep blue, brown, and gray. Average Height and Weight for Males: 5’5” to 6’1” [165186cm] /\ 150lbs to 220lbs (68kg-100kg) Average Height and Weight for Females: 5’3” to 5’10” (158-177cm) /\ 120lbs to 180lbs (54-82kg) Faction: Hyrin The decedents of rules from their homeland of Alveron, the Hyrin see themselves as the best a Human can be. Clever and book smart, the Hyrin thrive in political affairs and deception. Though they are generally humanist they see great value in working with other Races to gain their knowledge to use for their own devices. Hyrin’s believe themselves to be rulers, following a strict hierarchy that is nigh impossible to breach. Their lands are ruled by kings, emperors, dukes and governors; singular in their rule and in their household. Hyrins do not discriminate between male and female rulers, believing it to be everyone’s right to rule. They value power, intellect and cunning above all else. Unique Physical Traits: Hyrins are known by their short pointed ears that point up at a 45° angle. This used to be forced on children born of nobility to discern them better from common folk, but over time it become a genetic trait that all Hyrins now inhabit. Males and Females are usually smaller, thinner and paler than most. Their frail appearance often leads many to believe that they are weak, but where the lake in strength they make up for in cunning. Hyrins are usually pale or lighter in skin with hair and eyes ranging the entire spectrum in colors. Average Height and Weight for Males: 5’3” to 5’9” (158175cm) /\ 140lbs to 200lbs (64-91kg) Average Height and Weight for Females: 5’ to 5’7” (152171cm) /\ 100lbs to 160lbs (45-73kg) Culture: Lankers are generally a peasant culture. They believe simplicity and tradition are key to a good life. They are slow to adopt new customs and rarely ever deviate from their own. Lankers like to celebrate holidays and special occasions with gusto, often throwing huge parties where the entire neighborhood is invited. They are not as close as a faction as others might be, believing that a person’s personality makes them more so than their physical features or ancestral ties. Ideology: Lankers believe that working the land with their hands is the greatest thing one can do. Though they are known to be builders of great machines, they believe that nothing is stronger than the human spirit. Lankers are very much attune to the idea that one person can make all the difference in the world. Many of their tales support this idea. Culture/Idiology: The Hyrins lust for power runs deep in their culture. They hold many stories of great men and woman who have either achieved, stole or inherited power and what they did with it. Children are though at a young age that if they are not on top, they are failing. As a very antagonistic culture, they are not very aggressive, preferring to take indirect routes to claim victory; relishing in the confusion of their enemies as they take power. Hyrins live in a very strict hierarchy system where people are placed into a number of levels known as Shokugo. This ancient Hyrin word meaning Four Occupations lays out the system which Hyrins are categorized: (from highest to lowest) Teikou, Sodaina, Takaidesu, Hikiuidesu. Those is the Teikou are considered the decedents of great rulers. Though many can claim this, those that wield the power to maintain it reside at the top. Sodaina is everyone who has power, but no recognition of it. This could be cooperate owners or large land owners. They are not at the top, but they are just underneath it. Takaidesu are what most would consider the middle class. They are not laborers, but managers and those with only the power they aspire to have. Hikiuidesu is what Geographic: Lankers are located all over the world. Most often in city’s with lots of industry and commerce. They like their freedom and will exercise that by traveling a lot and exploring untraveled parts of the world. Politics: Lankers do not believe in strong governments; however, the governments that they do have are entirely socialized and ruled by an Oligarchy whose members are of a larger legislation. It is very rare that there will be a single ruler. Usually it is a MonarchalFederation-Republic, in which a monarchy is part of a number of different monarchies that forms a federation each with their own democratic system. Representation is important to the Lankers. 9 10 the ancient Hyrins used to call Lankers, but sense they have broken off into their own faction it is now filled with those considered weak and useless to society. Moving through the levels of the Shokugo can be easy if you are clever or know how to steal power away from those above you. Hyrin’s do not strictly use the hierarchy as much as they did in ancient times, most still refer to it to put people in their place and to measure the power one has compared to another. Hyrins also believe highly in education, seeing it as an important evolutionary trait that everyone should have. They see brain smarts as a form of freedom that everyone should have. However, they do not believe in giving it away from free. Most Hyrin sovereignties have massive corporate run educational programs that use the strong laissez-faire capitalistic policy to make as many children as smart as possible. This also leads most Hyrins to be schooled for up to three decades of their lives. peoples within the same reality of themselves. However, if threatened, Greekens will never run from a fight, preferring to take battle head for the glory of their ancestors and decedents. Unique Physical Traits: Males and Females are usually very strongly build, tall, and muscular from years of physical training. Greeken range from light brown to sandy blond hair with hazel, blue, green or gray eyes. Average Height and Weight for Males: 5’10” to 6’6” (177198cm) /\ 170lbs to 270lbs (77-122kg) Average Height and Weight for Females: 5’8” to 6’4” (172-193cm) /\ 160lbs to 250lbs (72-113kg) Culture: Greeken are huge proponents of philosophy, science and technology, literature and the arts and religion. Feeling that they were forced into the culture of the Hyrin, the Greeken have sense made their own mythologies and social structures to differentiate themselves from the other humans. All of these fit into the ideal that Might is Right, in the sense that might of body, mind, and artistic merit is important to prove oneself an outstanding being. To differentiate themselves even more from the Hyrin, the Greeken treat their captives less like slaves and more like servants. The different here is that they provide adequate housing for their captives, provide them with a small amount of land given to them by their master and allowed to retain their old culture. They are even given an education. This all stems from the Greeken being former slaves and that they believe every being should be free. It also garners good will towards their enemies and perhaps one day turn them to their side as is what happened with the Orkin Myrmidon. Geographic: Hyrins prefer to be in temperate environments and near areas with large concentrations of people. It is rare to see a Hyrin in a small town and even rarer out in the wild. They generally stay in lands owned by their own people and seldom venture out to other lands owned by other races. Politics: With most of their history run by Shokugo, Hyrins believe strongly in singular rule. Ironically though, while that person is considered to have the most power, often those with that much power, pool their resources together to form legislative governments run by the few with all the power. Often these governments will elect a leader who will command the nation for one year which will either be switched around to the others or voted on again. Hyrin believe that there should be no rules unless they deem it necessary. Because of this, they have a very hands off approach when it comes to lawmaking and economics. While many with insane amounts of power have worked the system in their favor, if caught, those who wish them gone render all of their laws null in void and restart the system. Ideology: Greekens see that might is right. Not just might of strength, but also the might of the mind. Honing one’s body and mind to the highest form of perception is known as Teleotia or perfection. Greekens are taught at a very young age, often 4 or 5 to learn and explore the world around them, believing that experience is the greatest form of education anyone can have. Formal education dose not being until 8 or 9 which is only for short times of the day and involves strength training, mind training, artistic interests and language. As they grow, the children choose their own path and follow a Mentor who teaches the about their chosen path. Faction: Greeken Warriors and Philosophers who have long ago left the Human homeland of Alveron to seek their own lands around the world. The Greeken are a warrior race who also spends much of their time dabbling in philosophy, history and the arts. Greekens seek the perfection of the human body, often going to insane lengths to reach such excellence. Their culture is based around the merit of a person, believing ones actions speak louder than the words they speak. It is common for Greekens to duel one another in both combat of arms and minds. Greekens are rarely seen in large cities often preferring small towns and villages along either the coastline or in open fields. They are apathetic to other races, seeing them as just another Geographic: Greeken mostly reside along coastal areas or in smaller villages and towns. It is uncommon to find a Greeken in a large city, especially one that is full of industry. Greekens like to travel, seeing it as the best way to experience and learn about the world. 10 11 Politics: Darkborn have larger eyes with Tapetum Lucidum seen in many animals, allowing them (and their Álfin cousins) to see in the dark as normally as they would the daytime. Greeken are considered the creators of the democratic system as well as many other political practices such as local ambassadors who live in the nation state they are a liaison to and the forming confederations. The Greekens prefer their independence from a centralized governmental body in favor of small local governments. This has led to the creation of City States which has sense been adopted by Walking Cities. These City States retain their individual identity, culture and society and are connected to other City States due to likeminded ideology or alliances via a type of confederation. Greekens are generally very diplomatic and skilled negotiators. Many politicians attend Greeken collages to learn the art of the political game so that they can use it to benefit their own countries. Ages: Darkborn generally live to be 200 years old though some have made it nearly to 300! Adolescent: 20-30 years old. Young Adult: 30-60years old. Mature: 60-100years old. Middle Age: 100-150 years old. Elder: 150+years old. Movement Speed: 20ft Faction: Iron Hammer Race: Darkborn Considered to be the closest related to the original Darkborn who broke off from the Highborn, the Iron Hammers believe that Magic and Technology can coexist in the world as one, pioneering Technomagic. Iron Hammers originated from twelve families that migrated from their ancient homeland Vana to found the Iron Hammer Hill in Agia. There they formed an isolated society of communal worshipers of technology and science. To outsiders, they are considered extremely strange. With a nearly utopian society that has formed over the last thousands of years due to limited resources and survival. Because of their enclosed nature, they have very poor social skills when it comes to the other races forgetting that not everyone knows Iron Hammer customs which are very different from other races. In order to mitigate the effects of total isolation, when an Iron Hammer becomes of age (a young adult) they set off on a Pilgrimage to gain knowledge from the outside world and return with their boon to enlighten those at home. Over ten-thousand years ago, when the Highborn were a proud and noble race of magic wielders, a small sect of their people discovered technology. This banished group hid underground and in the shadows perfecting their heretical arts. Thus the Darkborn were made. Split from their Álfin cousins, the Darkborn have grown to be masters of technology and science. In time, the Darkborn have taken on an entirely new appearance with only a few traits that show the similarity between them and the Álfin. Curious and inquisitive, Darkborn are never satisfied with the status quo; though each faction many have preconceptions about what is considered right and wrong. They seek to innovate and advance or be destroyed like everything else. Because of this world view, they have some of the most advanced technology in the world and are known to constantly make strides in all of the sciences. These advancements have come at the cost of their social skills which are considered some of the worst in the world. Most of the other Races view the Darkborn as a quirky, silly peoples who speak nonsenses but create amazing things. They are very focused on their work and obtaining knowledge to further it. Darkborn will never be happy with what they currently know and will search to the ends of the earth to figure something out. The various Factions of the Darkborn differ more than just cultural differences; they argue over which kind of science is the right one and how to properly execute it. Each focuses on a certain kind of scientific philosophy that guides their peoples and their lives. Unique Physical Traits: All Iron Hammers look alike. There is almost no distinction between male and female, with even less distinction between individual Iron Hammers. Only their height, weight, eye and hair color differentiate Iron Hammers from one another. Even with that, Iron Hammers usually only have black hair in various forms and shades and their eyes are usually either dark green, dark blue, crimson, gold or silver. Their skin is of a charcoal black that they use to hide in shadows. Average Height and Weight: 3’ to 3’5” (91-103cm) /\ 24lbs to 35lbs (11-16kg) Physical Traits: All Darkborn are relatively short compared to other races, standing between 3’ to 4’. Their an known by their lanky almost apelike figures, two large toes and long bat-like ears that often touch their upper backs and either fan out to the side of the head or bend slightly backwards and down with the ability to move their ears like that of an animal. Culture: Sense they have been isolated for so long and with only a few ancestral families, all Iron Hammers are somehow related. Iron Hammers will always refer to other Iron Hammers as Cousins, unless there are older than they would call them Gra (short for Grandfather or Grandmother) which loosely translates as a 11 12 respectful word for ‘older sibling’. They also usually exclusively speak using neutral pronouns as they have no concept of gender. Only those who have been outside of the Iron Hammer Hills will start to use gendered pronouns though they usually get them wrong. To find out if another Iron Hammer is a Male or Female, they must perform the Gender Ritual. After a greeting, they ask politely, “Are you a boy or a girl?” Once each has answered in turn they will then softly pat the other in the crouch just to make sure. On odd occasions, Iron Hammers might forget their gender and apologize if it is revealed that they are the opposite. Iron Hammers are often confused by the appearance of females from other races asking, “Why are there pillows on your chest?”, or of male flaunting, showing concern that they are storing something large in their pants. Sexual actions are rare and usually devoted only to procreation. Otherwise, affection is shown either through kissing or hand-holding. Iron Hammer children are not raised by a single family unit, but by the entire collective of those around them. Iron Hammers are also often paired at birth to another who was born at around the same time as them. This twinning process is to help them grow together and learn to look out for one another. If a child is born without another nearby to be twinned with, they are known as a Una Puer (single child). This is rare, as even Iron Hammers who live outside of the main sovereignty often return to have their children be twinned and live in the collective. Una Puer’s are considered outsiders though often revered as they tend to do things outside of the norm. The most important thing to all Iron Hammers is The Great Hammer. A airship which they revere like a god, it is the slayer of the monstrosity Godsire and savior of their race. Whenever its name is mentioned Iron Hammers will instinctively say, “Parise Be.” And raise their hands up to the sky, even when they themselves are saying it. While others may believe them to be worshiping it like a religion, they do not see it so and grow angry when it is pointed out. Geographic: It is very rare to see an Iron Hammer outside of the Iron Hammer Hills where it is rare to see any other race. When they are outside it is often because they are either on Pilgrimage (which could take a lifetime) or they were sent out by their government to perform some kind of task for the collective. Politics: The Iron Hammers are ruled by three individuals: The Wisest Hammer, The Grand Architect, and the Technomaster. The Wisest Hammer is literally just the oldest Iron Hammer who is currently alive. Iron Hammers believe that wisdom comes with age. A younger Iron Hammer will revere an older one as being far wiser, even though they are only born seconds apart. This means that the Wisest Hammer is also the oldest and is in charge of granting his wisdom to the other two. Their words are always taken as truth, even though it is often cryptic or makes no sense. It is up to the Grand Architect and their Divine Technica to interoperate the words of the Wisest Hammer into action. The Grand Architect is a lifetime position elected by the masses as being the best Iron Hammer of all Iron Hammers. Their qualifications are usually based on their merit and what they have contributed to their society as a whole. They are in charge of Iron Hammer Society, making sure that it functions, improving it where need be and entertaining foreign relations. The Technomaster is the leader of the military and is promoted from the ranks of High Technician by the Grand Architect and Wisest Hammer. The Technomaster not only is in charge of the military and the defense of their Iron Hammer Hill along with all those outside of it, they also oversee all of the technological advances that the Iron Hammers come up with and helps facilitates standards for them along with the Council of Standards and Commonalities (CSC). They are also the one who has the honor of Captaining The Great Hammer during Remembrance Day. Unlike the other two positions, being Thecnomaster lasts for only five years after which they must resign their post and become part of the crew that maintains The Great Hammer; a position many would consider to be the highest of holy positions, like a devote monk. Ideology: Combining Magic and Technology is a deeply held belief that drives the machines of the Iron Hammers. While most see this as an abomination, they see it as the perfection of science and knowledge. This has granted the Iron Hammers particularly powerful weapons of war and great works that rival all other creations. However, with all of this power and achievement, the Iron Hammers do nothing with it. They do not believe in using their technology for war, unless brought to it. They have seen what fighting dose, and it is only bad. They prefer to let the problem handle itself without getting involved. This also carries over to their education which is entirely about experience and self-learning with some teaching of basic concepts and language. The rest is up to the individual to understand, which is often lead by the collective mass. Faction: Ut Machinae During the foundations of the Darkborn race, there were those who believed that magic and technology could work together and those that believed that technology will surpass magic and even life itself. These Darkborn who worshiped technology as a pure form became known as the Ut Machinae. When they spread throughout the world, they took their firm beliefs with them, forming their own faction of peoples to further study what they believe is Pure-Technica. 12 13 Unique Physical Traits: Ut Machinae are far different from other Darkborn. Their skin is lighter in color, almost pale like a humans but still retaining the charcoal black distinct to their race. Their hair is on the lighter side in shades of white, silver, yellow, blond, gold and peach. Their eyes are limited to shades of red, blue, green, purple and orange. Many believe Ut Machinae to have devolved, not only with their lighting skin, hair and eye color, but their ears are about half the size of other Darkborn and their proportions are less alien looking. Many other races mistaken them to be the young of humans or Orkin. Average Height and Weight for Males: 3’2” to 3’8” (94112cm) /\ 27lbs to 40lbs (12-18kg) Average Height and Weight for Females: 3’ to 3’5 (91104cm) /\ 22lbs to 33lbs (10-15kg) small sect Darkborn followed a philosopher known only as Vinchi. He preached that there were technologies outside of The Deific Three. His heretical preaching led to his death, but his teachings inspired the creation of Electrical technology which revolutionized the sciences. However, it was not considered a true technological achievement as it is not very mechanical in nature. From that day on the Vinchi have pioneered advanced technologies that rival that of any other. Unique Physical Traits: Vinchi are known as “Ghosts” because for their ashen colored skin that gives them an almost spectral appearance. Their eyes and hair range from gray, silver, to darker shades of blue. They also have a very rare white colored eyes which is considered the mark of a genius as Vinchi himself was said to have them. Their ears are large like the Iron Hammers but at bent backwards and angled down and back over their shoulders. Vinchi are physically crossed in appearance between their Ut Machinae and Iron Hammer Cousins. As they formed a little while after the Ut Machinae separated from the Iron Hammers, they still retain the traits of a ‘traditional’ Darkborn, but have lost some features in time. Average Height and Weight for Males: 3’2” to 3’8” (94112cm) /\ 27lbs to 40lbs (12-18kg) Average Height and Weight for Females: 3’ to 3’5 (91104cm) /\ 22lbs to 33lbs (10-15kg) Culture: Aside from their technology which is sought after by all, the Ut Machinae do not have much of their own culture. They instead barrow culture and traditions from other races and factions Ideology: Believing that technology is the next evolution of intelligent life, Ut Machinae see life as being a meaningless gesture in the grand scheme of things. Technology on the other hand is everlasting. With all of their ideals about technology taking over, the Ut Machinae do not believe in its advancement. The Deific Three are the only kinds of technology that Ut Machinae believe in. They are Steam, Clockwork and Combustion. Any deviation from these tree is considered heresy. Culture: Past persecutions and a general mistrust of everyone that is not them have lead the Vinchi to become very secretive. Though they support the pursuit of scientific endeavors and technological advancements, they will never share their own secrets or thoughts with anyone who is not also a Vinchi. This secretive culture has led many to distrust the Vinchi as their motives are never clear. They are known for being quiet and calculating; always knowing what is going on around them and preparing to act. Geographic: Ut Machinae are not known for living in large groups of their own people. They mostly mingle with other races either bargaining deals for more money or to gain rare supplies to use in their technology. They live in large cities, corporate towns or factory towns where they work on perfecting their technologies. Ideology: Politics: The Vinchi believe that technology must be totally unrestricted to thrive. This ideology often buts heads with other Darkborn and other races as it is considered dangerous and oftentimes unethical. Vinchi do not use magic in their work, believing it to be an ancient art that holds science back. However, they do study it for its scientific properties, but mostly view it as an interesting toy. They also believe that the Ut Machinae logic is flawed and that technology cannot be continuously refined until the time of the Singularity where technology takes over. Science must strive forward with an open view. This may mean that some things get hurt along the way or acts that some would deem unethical are performed. Progress cannot be impeded. Holding back knowledge will be the death of intellect. The Ut Machinae do not see political clout as being relevant to a person’s being. They only respect knowledge and cunning. Because of this, they do not speak the titles of important peoples and rarely ever speak of nobility titles. If they do say them it is either to get something out of the conversation or sarcastically. Though they generally are not seen in large numbers, those that do maintain any kind of political power often hold it as tyrannical seeing it as a need to keep people in line or prepare them for the time when technology takes over. Faction: Vinchi As the Ut Machinea formed, those within their ranks felt that their limited scope on technology would be their downfall. A 13 14 of those burning spirits who were vanquished at the hands of technological advancement. In time, this group grew more radical. Gaining support from other races and making contact with the Álfin, they formed an Anti-Technology movement; referred to by some as Luddites. Sense then the Fire Bearers formed their own religion surrounding the idea of magic and life. Turning the idea of the burning spirit to that of the flame of life. They will not stop until all technology is destroyed and those who use it removed from the world. By any means necessary. Geographic: As they are the least populous faction of Darkborn, Vinchi often settle together in small groups for protection from outsiders and to be with more of those with a like mind. They live similarly to the Iron Hammers communal living but on a much smaller scale. Their settlements are known as Conclaves and are usually located high atop mountain in monastery like living quarters or deep in caves where they form small cities out of the rock. Many people go their entire lives without seeing a Vinchi as they rarely ever interact with the outside world. The only times they appear is to barter for materials or if they feel that their knowledge is needed to resolve some kind of great conflict in the world to which they will help and then disappear. Unique Physical Traits: Fire Bearers usually wear clothing like robes that cover their entire body, so most physical features are never seen. They do look very similar to Ut Machinae but with some self-made cosmetic changes. Thought their entire life they pin their ears so they point upwards like their Álfin cousins. They burn their own eyes with toxic chemicals to make them all one color, like the Álfin. They are usually either bald or have long hair that is oiled with the extract from plants to dye it a more earthy green color. Naturally, Fire Bearers are white like the Ut Machinae; however they undergo a process they call Purgatio. Starting on their first birthday, parents will cover their child in a natural powder of various colors mixed with small amounts of Lye. The concoction burns off the upper layer of skin and replace it with the color thus dying the skin to retain this new color. Fire Bearers do this ritualistically every year on their birthday. The older they get the more dyed their skin is to the chosen color, making it easy to recognize the age of a Fire Bearer by how colored their skin is. Even though the Lye is very corrosive, over the millennia of their existence, Fire Bearers have evolved to quickly regenerate the outer layer of their skin as the dyes color. Average Height and Weight for Males: 3’4” to 4 (103121cm) /\ 35lbs to 50lbs (15-23kg) Average Height and Weight for Females: 3’3 to 3’10 (100118cm) /\ 24lbs to 40lbs (11-18kg) Politics: A Vinchi Conclave is governed by two parties: The Akadimia (the Academy), and The Kyverno (The Rule). The Akadimia regulates and archives all scientific knowledge known and gained from the studies of those in it. They are in charge of educating their Conclave and keeping its secrets, by any means necessary. The Kyverno is the more traditional political house where laws are made and regulations are put out. Its power is only in the civil realm. Anything to do with ethics or social normative and studying is overseen by the Akadimia. Both The Akadimia and the Kyverno are oligarchic in nature, but while the members of the Kyverno are elected to their office and each assigned a different ministry to oversee, members of The Akadimia gain their positions overseeing specific subjects by ‘merit’ vote within their respected fields. The only time both parties work together is when matters of state cross over their jurisdictions or if a united diction must be made, such as sharing information or joining an alliance or declaring war. The Vinchi are very stringent about their laws, often it will take years before even a simple law can be passed. This is usually the case of trying to figure out every possible outcome that the law might cause or not protect. Simple laws can get overblown, becoming many laws that try to resolve any unforeseen issues that might occur. Because of this, Vinchi are very savvy lawyers, often using other nation’s laws against them. Culture: While Fire Bearers are generally known for their extreme views of destroy technology for the betterment of life; not all hold this sentiment. Formed into Covens, some of these groups still believe in the original gnostic ideas of the early Fire Bearers and act more like monks traveling the world with the message of peace and anti-materialism/pro-spiritualism. While that is a nice view, many of the Fire Bearers stand on the fringes of their religious views. Preferring actions over peaceful protest. These radical followers are known for overusing magic and tapping into the spiritual world and releasing Fel into reality. Faction: Fire Bearer After nearly ten-thousand years apart from their Álfin cousins, the Darkborn factions of Iron Hammer, Ut Machinae and Vinchi revealed in their unrestricted expansion of technology. No one is sure exactly how it happened, but a faction within these groups formed that was anti-technology. This faction grew in popularity as the wars between the Darkborn become gruesome and apathetic to the life it was destroying. This faction was known as Fire Bearers, are they would carry candles in honor Ideology: 14 15 Fire Bearers believe that technology and the pursuit of science is the greatest sin ever committed. They view it as what has destroyed the world and the death of all things. Strong believes of shame and guilt, Fire Bearers wish to rectify the sins of their race by trying to revert to a being beyond that of technology and return to their roots in nature and magic. Adolescent: 25-40 years old. Young Adult: 41-80 years old. Mature: 81-150 years old. Middle Age: 151-200 years old. Elder: 200+years old. Movement Speed: 30ft Geographic: Fire Bearers rarely ever step outside of their Covens unless they are on Mission to try and convert others to their side or attempt to destroy technology. Staying clear of large cities, Covens can been seen wandering the wilderness or living on the outskirts of small settlements. Faction: Descendants of the Highborn Though the Highborn are gone, their decedents still seek out the knowledge that their ancestors once knew. A select number of them call themselves The Descendants. Though they have lost much of their ancestor’s culture and knowledge, they collectively seek to regain it back in the hopes of rebuilding the greatness that they believed they once were. Politics: Fire Bearers don’t have any centralized form of government. They are formed more like a religion with a central leader known as the Seer of All Things. Fire Bearers live in individual Covens that interact little with the other races. However, they are the only Darkborn faction that will openly interact with Álfin as they wish to be more like them. Some Covens can be as large as several thousand people, while others are just a handful. Each as their own ideals about the teachings of the Seer, but they all are united in that they hate technology and science and worship magic in all its forms. Unique Physical Traits: Descendants are known as the fairest of all the Álfin peoples. Their stand tall and bear themselves with dignity. Their ears are slightly shorter than the others and they like to wear their hair long in neat braids. Their skin is soft and of various light colors with eyes that are like starlight, moonlight, and on the deep sky. The Descendants look physically like tall Iron Hammers with a few different features of the Álfin peoples. Average Height and Weight for Males: 4’5 to 5’4 (135162cm) /\ 110lbs to 160lbs (50-73kg) Average Height and Weight for Females: 4’3” to 5’2” (128-157cm) /\ 80lbs to 140lbs (36-64kg) Race: Álfin When the Highborn were ripped apart by civil war, the Darkborn were created as the pro-technology faction. Those that stayed with their traditional ways named themselves Álfin. In time they abandoned their ancestral homelands, the war having destroyed many of the cities and places of knowledge leaving little behind. The Álfin sought to find the truth that their ancestors once knew and so they returned to the wilds to study and learn. Culture: Descendent culture is mainly based off of what they have learned about the Highborn from their studies, tales and legends. They hold a large pantheon of figures as heroes and gods. It is unknown if these people ever actually existed, or if their tales have become fantasied over time, but the Descendants view them as great stories to live by. Descendants are very interested in the history of things, believing it to somehow be a clue leading back to the Highborn. Physical Traits: Álfin are similar to Darkborn in that they are shorter than most races, and have long fingers; however, their ears are thinner and pointed up instead of down. Their eyes are narrowed like an eagles and glow as a solid color. They are known for being able to see further and make out more detail in the daytime. Álfin are also slightly taller because they mostly stand on the pads of their feet which gives them an advantage when running. While walking it looks like they hobble around or are constantly crouched. Over the millennia, their legs have adjusted to be more like an animal with very long feet. They have two long toes like the Darkborn, but they are dexterous enough that they can be used to grab items with. Ideology: Believing themselves to be Highborn, The Descendants take it upon themselves to reunite the shattered peoples (Álfin and Darkborn) to reform the greatness of the Highborn. Though they are not directly antagonistic towards technology, they do view it as the reason for the Highborn’s fall. Seeing it more as an amusement than anything of use. Any Highborn relic or ruin that they find is considered a sacred place and must be protected from all outside influence. Ages: Álfin generally live to be 300 years old though some have made it nearly to 400! 15 16 Geographic: Descendants are seen all over the world, though not much in national sovereignties. A few city states are scattered around in old Highborn ruins where they have built the new city on top of the old. Where there is a Highborn ruin or relic, Descendants are usually not that far away, congregating around the best sign of their ancestors. They do not reside much in large cities unless they are there looking for something or forced to be there. They are most likely of all the Álfin to be seen in the other races lands. They are tolerated in some Darkborn nations though many still ban them from their lands. hair which is usually a wide variety of strange colors with just as many shades and tints. Their skin has become thin due to the concentration of magic, so they are susceptible to being cut, bruised and burned; however, they heal quite quickly. Their blood is blue and can be used to regenerate mana, which it is often used in Mana Potions. Average Height and Weight for Males: 4’3” to 5’ (127152cm) /\ 110lbs to 160lbs (50-73kg) Average Height and Weight for Females: 4’2” to 4’10” (125-147cm) /\ 80lbs to 140lbs (36-64kg) Culture: The Children of Hur not only worship the Goddess Hur, but also see her as the sort of mother of the universe. It is believed that she was first before Doemire because she created the universe which in turn created Doemire. Her form is said to be ethereal and made of magic giving the notion that she is everywhere because magic is everywhere. Magical fonts or powerful arcane lay-lines in the world are said to be facets of her power trying to escape. The Children settle around them in the hopes that they can capture her power to prevent it from seeping out into the void. Politics: Seeing themselves as Great Unifiers, Descendants are very much willing to work with the other nations and like to keep the status quo. Being very diplomatic, they like to compromise to make everyone happy. If they cannot, they prefer to have violence be the last resort as they feel that they know what happens when it is the first (the split of the Highborn because of technology). Faction: Children of Hur Ideology: The Highborn once worshiped two gods who are said to have created the world from their love. These were the God Doemire, the deity of all nature, and the Goddess Hur, deity of magic and beyond. When the Highborn civil war broke apart the race, the knowledge of magic seemed to all but disappear. When the Descendants found the ancient city of Sanctuary, a massive statue was found of the Goddess Hur. After a millennia of study and research a group of powerful magic wielders joined together and founded The Children of Hur. The Children are known for their unquenchable lust for magic and all things arcane. They have brought magic into all aspects of their lives, even infusing themselves with its power. The Children have put it upon themselves to seek out all forms of magic to study and protect from those who would destroy it. All magic is sacred and must be protected from the forces that seek to destroy it. Magic is the next stage of evolution. The Children believe that in time, all of their peoples will become one with magic; the first sapient beings to be made of pure magic. Geographic: Outside of Sanctuary, there are few Children of Hur. They mostly stick to their little continent only leaving when they want to. Similar to the Vinchi, people can go their entire lives and never see a Children of Hur. There are a few settlements outside of Sanctuary, usually around Arcane Lay-lines or powerful Mana Fonts from wars long past though these are usually very secluded. Politics: Unique Physical Traits: The most stand out feature of The Children of Hur is their blue skin. During a mothers pregnancy (which can last up to five years, normal Álfin are only 2 and a half years), she focuses on a daily routine known as Deep Communion, where she focuses her magical powers to the child within her womb. This injects the child with arcane energies which slows their growth but mutates their bodies to accept mana as an active part of the body. These women are thought of like Mana Batteries and are often used to power constructs in cities because of their enhanced power of having two magical wielders in the same body. When they are born, The Children have a light blue skin with blood that is arcane purple and eyes they sparkle like magic light. The older they get, and the more magical power they absorb, the darker their skin and eyes become. This has also affected their Though they are generally avoided because of their odd look and mentality, The Children of Hur do maintain political relations with those outside of their race, though it is limited at best. Their only interaction is often to either teach magic to those they deem worthy enough, or to gain new knowledge of magic that they might not have previously had. Aside from The Descendants, The Children do have relations with the Iron Hammers, though they keep them at a distance. This relationship is more out of curiosity in what the Darkborn can do with Magic and technology and it allows The Children to keep close tabs on its creation so that they can learn anything new that they might not yet know. 16 17 and are often joined in a loose Clan of a dozen different tribes. Each tribe as an Alpha that determines the actions of that tribe. The Alphas of each tribe work together to make decisions for the entire clan. In times of great need one of the Alphas will be voted Praetor, or leader of the Clan. This is determined by many different means dependent on the Clans customs; trial by combat, democratically, by merit, by tribe size or by popular vote. The Praetor takes full control of the entire Clan, the Alphas acting as their subordinates (the Praetor gives up their position as Alpha and a new one is selected for their tribe). The circumstances must be very dire for the Alphas to elect a Praetor, usually only if the entire Clan is threatened by the event. Praetors retain their power until the conflict is resolved, though sometimes the Praetor does not wish to release their power. If the Alphas fell that this is the case, they will work together to kill the Praetor. Multiple Clans often work together to cover large swaths of land that can stretch for hundreds of miles. Some have speculated that drawing out all of The Guardians ‘claimed’ land (which is ironic because they do not believe anyone can claim nature) that it would be the largest sovereignties in the world. Faction: Guardians of Doemire The Highborn once worshiped two gods who are said to have created the world from their love. These were the God Doemire, the deity of all nature, and the Goddess Hur, deity of magic and beyond. When the Highborn civil war broke apart the race, the ability to commune with the land seemed to disappear. While the Descendants researched their pasts, they found numerous ideograms of how the Highborn were able to communicate with the natural world. A group of Álfin found that with their people were losing sight of nature, disregarding it for magic and past relics. Nature is ever evolving and teaches about adapting to face problems instead of using magic as a crutch or stagnating progress to reinvigorate the past. Following the teaching and myth of Doemire, The Guardians moved into the wilds and become one with nature. Many would consider this a devolution, but the Guardians see it as returning to their roots to rediscover who they really are. Unique Physical Traits: The Guardians are much different looking than the other Álfin because of the adaptations they have gained from living deep in the wild. The first notable feature is that The Guardian’s skin has a slow chameleon effect to it. This allows them to change color to match the environment that they currently reside in. This is based entirely off of their sight which signals their skin to change to the most common color seen; which means a blind Guardian cannot change the color of their skin and remains a pale white. This process takes several days to completely change over and increases in time the older they get. Another standout feature is that their eyes are not a solid color like the other Álfin and are instead nearly entirely black with a small colored ring residing in the middle of their eyes. This allows them to see better in the dark but also helps filter bright lights. However, they have trouble discerning details at close distances. Their ears are larger, sticking up at a 45°s and stretching several inches past their head, further than any Álfin or Darkborn. They not only use it to capture sound from long distances and discern its direction, they also use them as antennae to feel vibrations in the air. Their toes are more clawed allowing them to grab hold of objects and better push off the ground. They also have a more pronounced arch on their foot which gives them better spring to their feet. Average Height and Weight for Males: 4’5” to 4’10” (135147cm) /\ 110lbs to 160lbs (50-73kg) Average Height and Weight for Females: 4’3” to 4’9” (4168cm) /\ 90lbs to 150lbs (41-68kg) Ideology: Nature must be protected from those that wish to destroy it. Anything unnatural is an abomination to nature and must be destroyed. These are the messages that The Guardians teach their young. They see themselves as the ultimate protectors of nature, created by Doemire, the great stag god of many shapes, to defend the land from the encroaching influence of corruption in all its forms. This ideal has been interpreted differently over the ages. The Alpha often is the one who persuades the others to act accordingly. Geographic: The Guardians of Doemire rarely ever venture into cities. In fact during diplomatic missions, they prefer to meet outside of them in more natural setting. If they have to go into a city, they will request that the event be held outside or in a garden. It is not that they cannot function or live in an urban environment, it just makes them very uncomfortable after living in nature for so long. Their settlements are generally small with only a few hundred living together in an area. They generally make homes in trees or in large underground caves that often have moss or some other plant life growing in them. They believe that living in smaller numbers is better for the environment and for their culture in general. They do not usually live in the settlements of other races or factions and are very isolated from most groups. They are often thought of as wild peoples that travelers tell in stories. Culture: The Guardians reside in a tribal society with no real centralized governmental body(s) that their faction is known for having. Their tribes consist at most of several hundred members Politics: 17 18 The Guardians are known to be very hostile to anyone not their own kind; even to other Álfin. They absolutely despise technology and will never use it themselves. It is through great effort that they even have relations with other races nations, usually it is to keep them from destroying supply caravans in exchange for freed animals and more land for them to protect. They are mixed when it comes to Magic. Most within the faction believe it to be a weakness of power that it is a crutch to hold up the weak. Others see it as part of nature and should be used as such. They are also mixed on the Mamali as a people. The Guardians see them progression as an evolution of nature (many speculate that they created the Mamali eons ago), but they also feel that their intelligence has corrupted them and led them away from nature. Elder: 80+ years old. Movement Speed: 30ft Faction: Wanderer Considered the original Orkin who evolved after the fall of the Highborn, Wanderers follow in the path of their ancestors, as nomadic tribesmen who live off the land and trade what they can with others. They are a though and adaptable people who will do whatever it takes to survive and protect their family. Unique Physical Traits: Wanderers have very small tusks compared to the other Orkin. They barely stick out over their upper lip; however, they are extremely sharp, able to better rip flesh from bone. They have a much darker complexion than others, staying around dark gray their skin ventures towards green, brown and red. Their eyes are either red, yellow or orange and their hair is a messy black or dark brown. Physically they are smaller than other Orkin who tend to be very muscular. Wanderer do have a very large source of stamina which allows them to travel long distances without getting tired. Average Height and Weight for Males: 5’10” to 6’4” (180192cm) /\ 160lbs to 230lbs (73-104kg) Average Height and Weight for Females: 5’8 to 6’1” (173183cm) /\ 120lbs to 180lbs (54-82kg) Race: Orkin Orkin are proud and honorable race, who are believed to be a race to more recently gain intelligence enough to be considered sapient (within the last ten thousand years). They are considered the ‘youngest’ race (excluding the Mamali). They were considered savages by the Highborn who called them Gypsi (a homeless thief) and tried to ‘tame’ them. They have sense grown to become civilized in their own way. Independent and fierce, Orkin are not to be trifled with. They have never had a unified civilization like most races. Their people have lived as tribesmen for most of their existence. Ruled by infighting and strength, they are considered a simple people with a complex history. It is not until recent times that the tribes have had to ban together to keep themselves competitive to the other races who have begun to encroach on their territories. Culture: Though they are considered untrustworthy, Wanderers are very loyal to those they deem close to them. It is not easy to break into a Wanderers close circle, but once it happens the friend will be treated like one of the family. Their family bonds are extremely tight, to the point that they would rather die than kill a member of their own family for all the power in the world. Their culture of survival includes the necessity to trust those around them, hence the high loyalty. Wanderers have a large pantheon of deities that represent natural phenomenon, the stars, sun, moon and the earth. The exact stories and names of the deities differ from each family, but they do all have the commonality of teaching lessons about traversing the world. In fact their pension for story telling had led them to be the record-keepers of the road. Many who travel a lot are always happy to see Wanderers as they are very good at transporting information across the land either in the forms of stories or news. Though this usually comes at a price. Physical Traits: Orkin are known for the tusks that grow out of their lower jaw. It is unknown exactly why they have such a dental formation as it seems to have no purpose than intimidation. They are connected to their lower jaw directly instead of being imbedded in gums like their other teeth. They also have the sharpest teeth out of any of the sapient species. Their eyes are arched back with a black slit for a pupil instead of a circle resembling a felines. Ironically they have poor eyesight, especially at far distances but can see normally at night. Their skin is tough, suitable for outdoor living. Their ears resemble a goats but are pointed at the ends instead of round. Ideology: Ages: Orkin age slower than humans however they do not live as long as them, maxing around 100 years old. Adolescent: 14-20 years old. Young Adult: 21-30 years old. Mature: 31-50 years old. Middle Age: 51-80 years old. Wanderer’s soul life goal is to survive and thrive. They believe that hard work will always grant success. However, they have a strange sense of things will always happen for reason outside of their control. A sort of ‘as the gods will’. This had led many to be considered lazy as they feel that everything is predestined and that they have little control over their own fate. 18 19 Their idea of stagnation means death most likely steams way back when the Highborn would hunt Gypsi to be rid of them. With the Highborn’s advanced nature, they were able to easily find hiding Orkin. The only way to survive was to keep moving. Another theory is that their ancestors would reap the lands of everything it was worth; when nothing was left they would move on. This is a practice they continue to this day. often ride proto drakes into battle, the Drak’ Narif are among the most feared on a battlefield. Unique Physical Traits: The most stand out feature of a Drak’ Narif is their tattoos. Unlike some cultures who use ink to tattoo their bodies with ruins, the Drak’ Narif use ground up dragon scales, limestone, dragon blood (which is very acidic) and either iron shavings or mercury. Most of the mixture is power or liquid, but the dragon scales do not break down completely (as they are as hard as diamonds) so when the ink is applied to a person using a dragon bone needle it inserts shards of dragon scale into their skin. When it is done and healed, the tattoo is often the color of the dragon it comes from (and black [from iron shavings] or red [from the mercury]) and sparkles slightly like all dragon scales do. Most of the tattoos depict their tribe’s markings or impactful events that have changed their life. Drak’ Narif are rust red in color with some variation in gray, black, blue and green. Their tusks are considered normal for an Orkin, sticking out enough to just reach above their upper lip. Their ears are more bat like and are swept back close to their head presumably to protect them while fighting. Their noses are shorter and they are generally very muscular and tall. Average Height and Weight for Males: 6’2” to 6’7” (186201cm) /\ 190lbs to 260lbs (86-118kg) Average Height and Weight for Females: 6’ to 6’5” (183193cm) /\ 170lbs to 240lbs (77-109kg) Geographic: As they are nomadic, Wanderers do not live in any one area of the world. They are spread far and thin, often residing in family units of a few dozen. It is uncommon to see one residing in any kind of place for long as they begin to feel restless wanting to continue traveling. Moving is survival, stagnation means death. Politics: With no centralized governmental body, Wanderers are entire independent from one another in terms of political relationships that they form. On a general bases, they are neutral to everyone, wanting only to bargain for goods or take from them what they need to survive. This has given them the stigma of being beggars, bums, thieves, unwanted in most civilizations; because of this they remain out on the fringes of urban environments often making trips to try and sell their ware or take them from others. A few Wanderers are known to be marauding mercenaries, either working for themselves by forcing people to pay them for not destroying their property or being hired by the same people to protect their property from such damage. Wanderers have no strong forms of kinship like some other factions or races do. They are just as likely to kill their own kind as help them if the price is right. Wanderers have no respect for authority figures. They see only strength and leadership worthy of respect. Just because someone has a fancy title and shiny armor, does not mean they deserve their respect. Wanderers treat all people as equals until they get to know the person personally. Culture: Drak’ Narif means ‘dragon friend’ in the Orkin language. The Orkin are not only friends to the large arcane-wielding lizards, but also their subjects. The dragons (which all of all types in the Drakus Family, known as higher dragons) teat the Drak’ Narif like a land owner would treat their farmers and servants. A clan of Drak’ Narif is usually centered around an Elder dragon and its kin. Elder dragons usually hold court over a nest that has several dozen dragons. As dragons live for nearly a thousand years, several generations of the Orkin clan will live through the life of one Elder Dragon. When a new Elder is named, it is up to them whether they wish to keep the clan together to force them to leave. The Clan usually lives in symbiosis with the dragons. The dragons teach them magic, provides knowledge, protection and transportation, and the Drak’ Narif care for the dragons; cleaning their ‘nest’, washing them, healing them, prepping foods and helping to care for the young. When a child becomes ‘Of Age’ (start being an adolescent) they go through the Trial of Scale. The child is given a dragon of relatively the same age (in dragon years) and is told to try and remove a scale from its body by any means. This is to test the cunning, skill and strength of the child. When the test is over, and it is only over when the scale is gained, the Elder Dragon decides the child’s fate and places them in the position most suited to them. A child is not considered an adolescent until they complete Faction: Drak’ Narif In the times the Highborn hunted the Orkin to near extinction, the fleeing Orkin found unlikely allies that helped turn the tide of their suffering. Dragons living high in the mountains joined the fight on the side of the Orkin. With little love for the Highborn who treated them like monsters, the dragons lets the Orkin ride them into battle using their strength and magic to kill their enemies. It is not confirmed with solid evidence, but many historians believe the formation of the Drak’ Narif and their constant attacks against the Highborn led to the creation of the first technologies and the creation of the Darkborn as Dragons are nearly immune to magic. This would have been the driving factor in the downfall of the Highborn. Sense that time, the Orkin of the Drak’ Narif tribe have lived with dragons as companions and friends. Fierce warriors who 19 20 this trial. If it goes on for too long, the Elder dragon can call it to stop and banish the child from the clan. When they succeed though, they mix the scale into ink and give the child their first tattoo: the symbol of the clan. Once a Drak’ Narif becomes a young adult, they go through the Trial of Will. In this trial, they much fight a dragon, usually the same one from when they were a child, and attempt to mount it by any means. This is usually the ultimate test to see if they learned anything from their position in the clan. If they did not the dragon would beat them until they are unconscious. Those that fail the test are considered unworthy and must leave the clan. Those that do complete it are given full membership into the clan and given their second tattoo. Their dragon name. Dragon names are sacred to the Drak’ Narif. It means that they are one of the dragons and therefor one of the clan. To those who see it, the written form looks like a number of strange lines crisscrossing all over, but to those who can read Draken know its true power. The Drak’ Narif believe that a dragon name is the true name of the person and binds there will to the physical world, but grants them great strength and marks them as a dragon kin. In their travels, many Orkin sought strength from within when outward power failed them. Unknown at the time, these Orkin had unleased their spiritual power which until that time was believed to only be accomplished by the very enlightened. These Orkin became known as Karok, or Seekers. In time the Karok joined together, seeing their enlightenment threatened by the ‘savagery’ of their race and held back by its own leadership. The Karok formed their own society where they practiced Spiritual magic and even delved into the darker territories of Fel magic. Unique Physical Traits: The Karok are smaller than most Orkin in both height and physical form, though larger Karok do exist. All of them have gray ashen skin and exhibit black hair with gray, brown or black eyes. Karok are softer looking than the other Orkin who tend to be more muscular. Average Height and Weight for Males: 6’2” to 6’5” (187198cm) /\ 230lbs to 300lbs (104-136kg) Average Height and Weight for Females: 6’ to 6’4” (182195cm) /\ 200lbs to 270lbs (91-122kg) Culture: Ideology: Karok are known as masters of the spiritual realm. They have long worked at perfect the art of the magic and through their time studying it they have learned much about the light and the darkness of people. Karok are not known or openly practice Fel Magic. It is usually stumbled upon through deep spiritual meditation in which corruption is a danger. There are a few sects of the Karok known as Dun’ Karok or Dark Seekers who openly practice Fel magic, believing it to be the ultimate form of transmutation, in which the spirit becomes Fel through infection and then total corruption. The majority of Karok do not condone this act and actively try to stop it. The Drak’ Narif follow whatever their Elder Dragon believes. This can range from all kinds of differ ideologies. Generally they are weary of outsiders and their influence on their culture. They do not like technology and find cities to be unsettling. Geographic: Drak’ Narif can be found everywhere. The Drakus they follow is based around a number of different types: Earth, Fire, Water, Wind, Electricity, Arcane, Spiritual, and in very rare cases Fel. These dragons live in specific areas tailored to their type. And where there is dragons there are Drak’ Narif’. Land wise, they do not consider owning the land they live on. Instead they have Ranges that they can cover within a day’s travel as the dragon flies; which is usually 64 miles around the ‘nest’. Ideology: The Karok believe in harmony within oneself. That the ultimate form of a person is their ability to make peace with both the light and darkness of the world. This is shows with their practices with Spiritual and Fel magic. Spiritual magic is considered the good of the world as it comes from within. All peoples are inherently good, they become evil through their actions. Politics: As with Ideology, the Elder Dragon handles all of the political relations with the other races and factions. They will set up a small group of Orkin ambassadors that will go to foreign nations to spend time with the other races. Sending a dragon would not be met with such favor. Dragons have little love for other dragons not in their clan. They rarely ever make alliances with other Drak’ Narif, especially if they follow a different type of dragon. It is very hard to persuade a stubborn and greedy dragon. Geographic: Karok are seen all across the land, but are seldom seen as they tend to stay away from civilization. They often traveling alone or with their very close family. They do not have very many traditional sovereignties, and when they do they are mostly small villages or towns located far off the beaten path. Karok like their solitude and will fight if it is threatened. Politics: Faction: Karok 20 21 Karok are unlikely to ally themselves with any nation or state. They do not wish to be involved in the political affairs of others seeing it as a corrupt and self-fulfilling practice. However, they more than welcome invitations to help those within the sovereignties to find enlightenment and peace with their lives. Karok are rare to find in most civilized societies, as they are viewed by many other races as being wise in the ways of the spirit and have a deep understanding of a holistic being (weather that is true or not. Culture: Being separated from other Orkin, the Myrmidon have little in common culturally to them, instead having adopted many Greeken practices with their own takes on them. One such ideal is that children must experience the world instead of learn at a school. The Myrmidon do not comfort their young when bad things happen to them. They believe that the strongest and smartest will survive the longest and that selfrealization is better than being told what is right or wrong. This self-policing is evident in their cities where there are no guards, instead everyone is combat trained and has a general consensus about what is considered right or wrong. All Myrmidon are trained to be warriors of some caliber. At adolescents, they undergo combat training to teach them the basics. This continues until they become young adults in which they are left alone to decide what they what to do. Those who stay with combat training are put into the local military, those that do not are often given a position in society based on their skills gained through their experiences. After a fight, Myrmidon undergo the ritual of Katharisma, in which they spend a day cleaning themselves of the blood of their enemies. Myrmidon are not bloodthirsty, though many mistaken them to be due to their warrior nature. They believe in fighting, but afterword’s one must cleans themselves of the battle so that they are refreshed for the next engagement. It is a spiritual ritual that is meant to wash away the rage of the fight and bring about peace to the body. Faction: Myrmidon The first humans to make contact with the Orkin where the Greeken, who left their homeland of Alveron some five thousand years ago. At first the two groups fond themselves at odds with one another as they fought over land and the limited resources that were around them. There fighting came to a climax during the War of Illian, in which a Greeken princess was kidnaped by one of the Orkin Tribes. After ten years of fighting, the Greeken were able to trick the Orkin and beat them in a sneak attack. The aftermath of the war saw the Orkin enslaved by the Greeken; however instead of treating them like slaves, the Greeken taught them about their civilization and their culture. The Greeken named the Orkin Myrmidon as they would execute orders given to them without question and always complete their mission. The Myrmidon proved useful when the Hyrin finally invaded the Greeken settlements, preforming suicide missions against a more mobilized and better armed foe, always coming out victorious. After the Hyrins were pushed away from Greeken settlements, the Myrmidon were given their freedom from their former masters. Sense then the Myrmidon have lived close to their brothers in arms, and with their new found freedom developed their own society and life. Ideology: Strength above all else. While the Greeken also believe the mind is to play an important part in the wellbeing of a person, the Myrmidon have no such need. They have been trained their entire lives to be strong and the best at fighting. Myrmidon are also ones to never say no to a challenge. The bigger the obstacle the more glory they see in achieving it. This is how the Greeken trained the once tribal people. Rewarding them more for accomplishing bigger and difficult challenges, the training stuck and they continue to find great tests to be a steppingstone to glory and heroism. Myrmidon also believe in the death in glory. It is not good for a Myrmidon to die of old age. Those who are too old are considered cowards who will never die in battle. Those that have survived many battle may be praised as heroes, but inside they will feel empty and unfulfilled. To die in battle, to serve the greater cause of their people is the best death any Myrmidon can have. Unique Physical Traits: Myrmidon tusks are much longer than most Orkin, almost reaching their nose. During Greeken captivity, longer tusks were considered fiercer and thus were bread to become commonplace. Myrmidon are also muscular on average. As all are trained to be warriors at a young age, they retain their muscular stature for most of their life. Short black or brown hair dominate the Myrmidon ranks, along with light colored eyes such as blue, green, hazel and gray. Their skin is olive in color, but still retains the ashen gray of all Orkin. Average Height and Weight for Males: 6’1” to 6’6” (184198cm) /\ 160lbs to 230lbs (72-104kg) Average Height and Weight for Females: 6’ to 6’4” (182196cm) /\ 120lbs to 180lbs (54-82kg) Geographic: Myrmidon are the only Orkin to claim sovereignty like many other races have. Learning from their Greeken allies, whom they are still close to, the Myrmidon have formed several cities, designing them like fortresses along the coats and plains of the land. 21 22 Myrmidon are also seen to congregate in mountainous and desert regions. The harsh climates make it more challenging and this more invigorating to live there. Ages: A Mamali’s life span is based on both their animal side and their humanoid side. As such they often live longer than their normal animal self, but shorter than the race that they are mutated to be like. A general rule would be to take the age of the sapient race that the Mamali has and divide each of its age groups by about half. For example the default humanoid age ranges would be: Adolescent: 6-9 years old. Young Adult: 10-13 years old. Mature: 14-20 years old. Middle Age: 20-30 years old. Elder: 30+ years old. Politics: The Myrmidon are close allies to Greeken, seeming them as brothers in arms and kin. To Hyrin, the Myrmidon have little love which is deep rooted from the many long wars they have fought in the past. Myrmidon view other Orkin as less civilized and uncultured. The backwater embarrassment of their kin. The Myrmidon are active in the political scene. Though they are not known as diplomats, mostly leaving that to the Greeken, they are one of the best warriors in the world making them an important military ally too many powerful nations. They are often recruited to train militaries of different nations or to assess the defenses of certain structures. There also exists many Myrmidon mercenary groups that operate from within and without the faction’s nations. These groups are highly prized and considered the best in the world. It is important to note that Mamali age and develop much faster than any other race. As such, though they seem to be young, they are in fact biologically and physically high in age, even if it is considered younger. Culture: Mamali are considered Second Class Citizens throughout most of the world. Only a few people openly accept Mamali as being equal to the other races; that being the Iron Hammers, Guardians of Doemire and some Lankers. Because of this, Mamali have a general distaste for everyone who is not also a Mamali. Depending on their animal side, Mamali retain the stereotypical ideals of that animals such as trickery, stealth, cunning, tenacity, loyalty, and the like. Mamali are not known to have any kind of unifying cultural ideal like the other factions. Often they adopt the customs of the sapient part of themselves to hopefully fit in, or they follow the traditions of their owners or friendly peoples to them. Race: Mamali Mamali are animals who have been given humanoid like attributes. Mamali range from all kinds of animals, predominantly mammals, reptiles, amphibians and some birds. Instead of Factions, Mamali have Origins which lay out the extent of how much they are anthropomorphized. Mamali first started to appear during the time of the Highborn in which they were considered more advanced pets that could talk and reason. Over the millennia, their humanoid attributes started to become more prevalent and they became classified as their own Race of peoples to distinguish them apart from normal animals. Mamali is an Ancient Highborn word meaning, “Animal like Man”. Ideology: Intelligent enough to have ideologies and understand abstract concepts, Mamali are in the peculiar situation that they are both animal and humanoid. This has led a lot of Mamali to suffer from existential and identity crises from which they question their own being in the world. As they are more than those animals that they are alike, but they believe themselves less than the beings they are a part of. Every Mamali comes to this query at some point in their lives; often going out to find purpose for their lives. Most Mamali wish to be considered equal to the other races, seeing that they are more than just animals now. Though they all have a common ideal, it takes a lot for them to work together and old animalistic instincts tend to get in the way of logic and reason. Physical Traits: All Mamali are some form of anthropomorphic animal meaning that they have humanoid attributes even though they are animals. The extent of these attributes is based on their Origin which has subsequently organized them into Factions like other races. This also determines their height and weight (which is usually halfway between their animal and sapient sides. The humanoid side of a Mamali does not necessarily have to be Human. Other races are known to influence the genetic structure of a Mamali. The term Humanoid is used as the default because humans are considered the basic of all the races as such the Mamali often mimic them. Mamali with other races as their sapient half are not considered any better than those who are considered to have a humanoid half. Geographic: Mamali can be found throughout the world, most often in servitude positions for other races or as freelance anything just trying to make a living for themselves. Very few Mamali settlements exist and nothing that would be considered a sovereignty. 22 23 Mamali are also the only ‘Race’ to be banned from entering certain domains as there are considered a pest or diseased. stands on their two hoofs but has human arms and hands, retains their horse ears, hair, tail, and skin but their torso, eyes and mouth are human-like. Experimental Mamali have the most variety to them and are the only one that is sometimes mixed with other races given them those physical attributes instead of the default humanoid. Like if the horse example above was mixed with a Darkborn instead of a Human. Mixed Origin: Along with The three above Origins, some Mamali are a mix of them. This can be that they were naturally made a Mamali, but then underwent surgery (either by consent or forced) and now also have mechanical origins. This will change their appearance and perception of the world. Politics: As there is no large sovereignty of Mamali in the world, and the fact that they are considered lesser by most races, they do not practice much politics. However, where there are Mamali settlements, there is some form of governmental structure. These places usually mimic the governments of the surrounding sovereignties. Mamali focus more on loose republics with either a Socialist or Capitalist economic system; depending on the types of Mamali that inhabit the settlement. Generally speaking they follow the strict natural hierarchy that govern their animal cousins, which is used to determine social standing within the settlement. Mamali seem to follow strength and leadership, the idea of the ‘alpha’ leading the pact. That tends to lead to a mostly male dominated society; however, females are often held in high esteem as well (sometimes above the alpha), even protected above all else. Faction: Kemali As has been constantly mentioned above, Mamali are animals who are given humanoid attributes. Now what about the other way around? Kemali are Humans (or any other race) that have been given animal-like attributes. These Two-Third Mamali, or just Kemali are either genetically altered and bred in a lab or forced through some kind of mutation altering effect such as radiation, chemical or biological. Kemali gain only a few of the physical traits of their animalistic side. Often it is the ears, teeth, claws, tails and to some extent fur or hair. As much as has been tried, a Kemali can never become a Mamali as any attempt has led to the subjects dying. Kemali are rarer than Mamali as the practice is considered unethical/inhumane and is outlawed in many nations. Those that are made are often done to be servants or strange pets to wealthy peoples who can afford such a luxury. One reason is often that the patron does not want a full Mamali, instead wanting something that is more human than animal. Some wealthy peoples also have Kemali augmentations to make themselves different from others. These are often small changes such as having cat ears instead of human or the K9’s of a dog and the like. These people are not considered Kemali, but instead fall under the subject of Organic Alteration. Kemali have the same lifespans as their Mamali counterparts and are often treated the same, even though they appear more humanoid than Mamali. Faction: Natural Origin Over the millennia, certain animals have undergone a form of Accelerated Evolution due to magical radiation or chemicals left over long ago. Known as the One-Fourth Mamali, these beings retain their animal appearance but have the ability to speak and understand languages, read and write (to an extent), form logical thoughts and understand abstract thoughts. They have limited abilities to use objects, weapons and armor (unless specifically tailored to them) and can only stand on two legs for a limited time. Faction: Mechanical Origin These are animals who have been taken from their natural habitats and torn apart to have mechanical component implanted into them making them more humanlike. Their Forced Evolution has made them known as One-Third Mamali. These beings have all of the abilities of a normal humanoid but retain their physical appearance of an animal with the exception that their skeletal structure and limbs might be altered to better resemble that of a bipedal creature walking on two legs. Mechanical Mamali are often suffering from constant pain and remember little of the past lives as an animal as their brains are usually given an enhancement of some kind that makes it more like a humanoids. Physical Traits and Language Faction: Experimental Origin Similar to Mechanical Mamali, Experimental Mamali are forced from their natural habitats or bread in a lab to become more humanoid. Where they differ, is that Experimental Mamali or Half Breeds, are forced to change via magical or genetic alteration. These are perfect split between humanoid and animal, usually with bizarre results; such as a horse that is the size of an adult human, All creatures have certain traits based on their Race and Faction. These include physical features such as the size of races and factions including the modifiers that come with it, their movement speed and carrying capacity. 23 24 With so many Races and Faction there are also a number of languages, each with a number of dialects that have developed over time. Carrying Capacity and Encumbrance A Characters Carrying Capacity is 20 times their Strength Modifier with a maximum amount of weight carried equal to 15 times their Strength Value. Characters who are Encumbered have reduced Movement Speed and Defenses. Character Size Character Size determines a number of factors that changes a character’s physical capabilities, such as movement speed and stat modifiers. Character Size is determined by the height and indirectly their weight. Refer to the height ranges that your character has on their Racial attributes to determine Character Size. Encumbrance Level Light Heavy Max Character Sizes Agility Mod Difference Strength Mod Difference Movement Speed Tiny (3-4ft) Small (4-5ft) Medium (5-6ft) Large (7-8ft) Huge (8-10ft) +2 +1 +0 -1 -2 -2 -1 +0 +1 +2 20ft 25ft 30ft 35ft 35ft Encumbrance Level Light Heavy Max Strength Mod Difference Movement Speed -75% -50% -25% 0% +25% +50% +75% +100% ↑ 0 0 0 -1 -2 -3 -4 -3 -2 -1 0 0 0 0 -15ft -10ft -5ft -5ft -10ft -15ft -20ft No penalty -5ft. of movement speed, -1 to all Defenses. Base Movement Speed reduced by half, -3 to all Defenses, suffer Drawback to all Stat checks. Carrying Capacity Below 40lb. Between 40lb. and 90lb. Over 90lb. Calculating Stats Stat Modifiers (Mod) are based on their Stat Value which is determined by your chosen starting stats (which you get from your age range in Life Experiences) and increases from the Talent Map. You gain one Modifier for every three Stat value. As for weight. This is up to the GM weather or not they wish to implement it. The racial weight ranges are the average weight of a being of their race. Anything larger would be considered overweight, and anything lower would be considered underweight. Overweight characters are slower than normal, and have a lower Agility modifier, compared to the chart above. Underweight characters also move slower and have a lower Strength modifier, compared to the chart above. This can also change through the course of play. If you have been captured and starved for several days, you are likely to become underweight. While if you decide to take it easy for a month and use your spoils to eat and drink your heart out, needless to say you will gain some weight and possibly become overweight. You can calculate how much of a change by the % weight difference compared to the average. Agility Mod Difference Encumbrance Penalty Example: With 6 Strength Value (2 Strength Mod) Characters who have a lower or higher modifier because of their size have this effect permanently. Meaning that at their maximum natural potential they will be two less or more of the maximum. So if the natural maximum (the amount you can get from increasing skills from the Talent Map) is 20, a Tiny character would have a max of 22 Agility and 18 Strength. Character Sizes by Weight Carrying Capacity Calculated Below 20 x STR Between 20 x STR and 15 x Strength Value Higher than 15 x Strength Value Stat Value Stat Mod Stat Value Stat Mod Stat Value Stat Mod ↓0* -1 ↓* 9-11 +3 21-23 +7 0-2 0 12-14 +4 24-26 +8 3-5 +1 15-17 +5 27-29 +9 6-8 +2 18-20 +6 30+** +10 ↑** *If your stat goes into the negatives your Modifier equally decreases with it. Meaning that a -3 Stat Value will have a -3 Modifier. **If your Stat Value increases over the natural cap of 30, though means outside of the talent map, the Modifier will increase +1 for every 1 Stat Value over 30. So at a Stat Value of 34, you will have a Stat Modifier of 14. Hit Points (HP) is the amount of damage you can take before Dying or becoming Dead. HP is calculated by adding your Strength and Endurance Value together and additions from the Talent Map HP Cogs. You regenerate HP from resting, healing spells, medical treatment, various drugs and potions. Temporary Hit Points (Temp HP) are extra hit points that stack on top of normal HP like a shield. You gain Temp HP from spells, abilities and traits in the talent map. Temp HP dose not stay, often lasting for only an Encounter and it does not heal you if your HP is lower than your total. However, if you are below 0 HP, Temp HP can keep you alive until it is depleted or disperses. Mana is the amount of magical energy that you can store on your person. Mana is calculated by 10 + Willpower Value. You can regenerate Mana from resting, Concentration, potions and other sources. Speed is how far you can move with one action. Speed is measured in number of feet. If you are playing on a gridded map with either squares or hex, then every space is considered 5ft. 24 25 During combat, 5ft (or one square/hex) is considered the space a character fights within and so no two characters can occupy the same space (unless otherwise stated). Outside of combat this rule does not apply. Initiative is your reaction time at the beginning of the encounter. It is calculated by your Agility Modifier and any increases from the Talent Map. Roll d20 + Initiative to see what order you are in the Initiative order. Higher rolls react faster. Initiative rules can change from various sources. Stress is your mental and spiritual capacity to cope with stressful situation around you before becoming Stressed and eventually Insane. Stress is calculated: 5 + Willpower Mod and additions from the Talent Map. More on Stress in the Mental section of Conditions and Effects chapter. Strain is your physical wellbeing before you become Fatigued and then Exhausted. Strain is calculated: 5 + your highest stat modifier among Strength, Endurance or Agility and any addition from the Talent Map. More on Strain in the Physical section of Conditions and Effects chapter. understood by those who were not born into the language. Lankers can only speak this language. Hyrin- The native Hyrin tongue that they brought over from their home continent. While they generally speak Common in most instances, they speak Hyrin in important meetings like government or business and often written in important documents like laws. Greaken- An ancient language dating back thousands of years before the Age of technology. It has evolved over the millennia to its modern form. Though it sounds very different from Common it is in fact very similar in its way of speech and the commonality of words. In fact many scholars believe that modern Common is mostly based off of Ancient Greaken. Signing- Also known as Alfin Sign Language (ASL) is a form of language entirely composed of hand gestures. It was originally designed by the Alfin for their hunting parties and to relay messages without making a sound. In time the other races picked up on it and used it to teach the deaf and mute to ‘talk’. Over centuries it has morphed to better fit the most used language Common to the point where anyone who knows Common can understand Signing. Though it is not technically a dialect, it takes some knowing to fully understand what is being said. Language At the beginning of the game all characters known the language of their Race and one other Language. If the character’s Faction also has a Dialect, they know that as well. Characters gain knew languages for every Rank of Knowledge: Culture they have, after it is trained. Any Rank gained before Knowledge: Culture is Trained do not grant a new language. You can also learn a Dialect instead of a Language, but you must first know the root language of the Dialect. You cannot know a Dialect without first knowing the root language. Ancient Languages are learned the same way as ‘modern’ languages except it is Knowledge: History instead of Knowledge: Culture. Characters who do not know a Language do not understand anything said or written in it. The same is true for Dialects. If a character knows a root language but not the Dialect being said or written, they understand little of what is being said. If a roll is called, it will always be Hard or Challenge. Here is the list of the different languages along with a description and below would be their Dialects: Elfin The main language of the Alfin which dates back to when they were the Highborn. It is a sharp language that is very lyrical and when translated into Common is often done so in Poem or Song form. It is a mix of natural sounds and language to form a unique sound that is pleasing to the ears. Magi- Children of Hur speak a form of Elfin that is mixed with magical depictions. Similar to signing, these Alfin create magical runes in the air as part of their conversations to express abstract concepts quickly creating a visually amazing display of light pops and wisps of magic while talking. They have their own writing system which is done completely with magic forming lines and shapes on the ground which form pictures that can be entirely understood as a complex concept, one just needs to know how to read it. Geea- Guardians of Doemire use a variation of Elfin which is more attuned with natural sounds than actual words. Filled with grunts, growls, and tweets from all different kinds of creatures. This is the language of nature and is often used to commune with animals, very useful when trying to domesticate them. Modern Languages Common The trade language of the world. Nearly every race teaches it to their children at a young age making everything in the world bilingual (except most human factions). Though there are a variety of accents that people speak in, the general language is still the same. It is often called the Bastard Language as it borrows from all others and is infinitely changeable, which makes it, ironically, the hardest language to learn as it’s idioms are seldom Darkin Considered a bastard form of Elfin, it is still sing-song in it’s characteristics but on a much more logical and with a heavy beat. It is like comparing light classical music with heavy orchestral 25 26 Ancient Languages noise. Because of their slightly higher pitched voices and using so many new words they made up over the thousands of years apart from the Elfin, the two languages cannot be understood by one another. The writing form of Darkin is known as Techscript, it was created back when the Darkborn were still part of the Highborn. They devised a type of written language that the Alfin would not understand but conveyed complex mechanical information. It evolved over time into an entire language. Twinn- The Iron Hammer have their own form of communication amongst their people. Because of the closeness of the faction, they have a hidden language that cannot be detected unless you are one of them or spent a long time with them. It is a form of words mixed with silent gestures and sometimes just facial expression. It is common for Iron Hammers to have a silent conversation in which they rely important details between the two of them using only gestures and eye movment. Vinchi- Being very secretive the Vinchi have learned to speak Darkin in reverse and when writing it is reverse and upside down. The other Darkborn have trouble understanding the Vinchi unless they pay very close attention. Darkmagi- Fire Bearer’s use a similar form of communication as the Children of Hur’s Magi; however, it is the Darkin version of its which has many differences such as it uses less curves and more straight jagged lines. Gibberish A fascinating and in depth language that is known by all but only spoken on a rare occasion. Drunkards and crazy people can speak such a form, but it is lost from memory when they are cured of their ailments. Few creatures in the world can speak such a beautiful language, most often they are considered stupid or idiotic in nature, but that is just because people do not understand the genius of their flowing words. Draconic The language of Dragons and their kin. It is indiscernible to those who have not studied it. Near beast like in nature, it sounds like dinosaurs or beasts howls, but to the learned it is a chorus of intellectual gabbering that is unlike any other language. A single howl or growl can mean so many different things, only differentiated by the studle rumble in the throat. Sithraul The language of Fel demons. A cacophony of garbling, howling, barking and hissing. Those infected with Fel spirits can hear this language being spoken to them in their mind and understand it. Highborn The language of the ancient race that the Darkborn and Alfin shared a common ancestry. It is believed that the modern Elfin is the closest to it, but with a different written language it is difficult to tell. Only found in ancient Highborn ruins. That date back over ten-thousand years. Mechkin- Often called ‘The Language of Mechanics’ the Ut Machanae deviced the language to better pass information of mechanics to one another. It is somewhat a coded form of Farkin but also a shorthand making their sentences often half as long and many words being only one letter long which could mean a dozen different things depending on what they are talking about. A Context heavy language, that seems to be so over complicated that its original intention to shorthand instructions seem to fail. Vassnir The mysterious third ancient race that has no decedents in the modern world. This it is the hardest language to understand as it is not readily spoken or none of its culture was passed on. Only a few scraps of writing are left behind for others to attempt to translate. Most believe the language to hold secrets about the universe. Orkesh A language that makes it sound like they are always angry. Heavy on the throat it involves a lot of gestures and can often be confused for just growling. It’s written form is done in lines and is opposite the direction of the other languages written from right to left instead of left to right. Ordonic- Drak’Narif speak and write in a form that is mixed with Draconic. Sanskrin- The Karok are the only ones to speak the ancient Orkesh language which was designed to commune with the elements of nature. Though it sounds different and some words are different, it can be understood by someone who knows Orkesh. Life Experience What did your character do before adventuring? It’s not like they did nothing until you willed them into existence and then went on an adventure. They had a life before undertaking the task before them; now is the time you manifest it. Life Experience (LE) is the life characters had before the adventure began and what they gain through their adventures. It is broad and vague on purpose as it is up to the player to form their character’s story. This chapter will not tell you what to do, merely guide you through the process. It is up to you to connect the dots and give them meaning. 26 27 Here is where a Races Age Group comes into play. Each Age Group gives three traits: Starting Stats, Experience, Assets and Core Memories. The Starting Stats are just a list of numbers that you put into any of the four character stats: Strength, Endurance, Agility, Willpower. The numbers do not have to be put in the order they are given, they are merely listed from lowest to highest. They represent the average person’s Stats at those ages. It is up to you to determine what you are stronger or weaker in by spending Experience in the Talent Map. Experience (XP) is the physical experience your body gains through play by completing quests, defeating difficult mobs or whenever the character gains something. At the beginning of the game it represents the experience gained during a characters life and can be spent on either the Talent Map or to increase a character’ Skills. You have less as you get older mostly because of aging which limits the about of physical experience that you have, but in exchange for more emotional and social experience. Assets are things that you have from your past life and that you carry with you at the start of the adventure. Assets can be Skills, Affiliations, special Equipment, more starting money and so on. Core Memories (CM), are a set of points that can only be used to gain bonuses that help form the bases of a character’s history, personality and life. For every point of CM you expend, it is a mark on the character’s story meaning that they did something in their life to gain that Core Memory which makes them unique to the other characters. What exactly the character did is up to you. It is not necessary to know right off the bat; but keep it in mind so that you can bring it up during play if need be. A good way to expend CM is to say your character’s story in your head while looking through the lists of Emotions and choosing which one fits the closest. Core Memories: 3 Middle Age: Starting Stats are: 1,2,3,4 Starting XP: 40 Assets: 17 Core Memories: 4 Elder: Starting Stats are: 1,2,2,4 Starting XP: 20 Assets: 20 Core Memories: 5 You can hold off spending your XP for now, but you can put where you want you’re starting stats to be and when you allocate your XP, possibly to increase your Stats, then you can return to the Physical Traits in the previous section. Let us move onto Assets and then Core Memories. LE: Assets Assets are a resource that you have gained through your life. This can be anything from friendships or enemies, money that you have stowed away or lost, and skills that you have spent time honing. Skills This sections is for General, Knowledge, Crafting and Social skills (refer to Skills chapter). Here, for every Asset you spend on a skill means that the character has learned it during some point in their life. For General skills it could be that they have spent much of their time doing those things. If they are trained in it, then they may have had a mentor who taught them the ways of the specific skill. For Knowledge skills, the character has spent time studying either in a schooling environment, or self-taught or had a mentor teach them. Trained could mean that they had formal schooling in the subject. For Crafting skills the character has spent time toiling and honing their craft. With each rank they become more and more skilled. Trained could be that they have/had a master who taught them everything about the craft. Age Ranges Adolescent: Starting Stats are all 3. Starting XP: 100 Assets: 8 Core Memories: 1 Young Adult: Starting Stats are: 2,3,3,3 Starting XP: 80 Assets: 11 Core Memories: 2 Each rank must be purchased in order (1,2,3,4) meaning to get Rank 2 you actually have to spend 3 Assets because you have to get Rank 1 fist. ‘Trained’ does not have to be purchased in order. Ranks mean that the character has more knowledge in a certain skill. Trained means that character has received special training for that skill. Rank 1: 1 Asset Rank 2: 2 Assets Mature: Starting Stats are: 2,2,3,3 Starting XP: 60 Assets: 14 27 28 Rank 3: 4 Assets Rank 4: 8 Assets Trained: 5 Assets Social Skills are special skills that players roll when their character is attempting to get someone else to do something. Depending on the method or tone of their voice, they are either using Persuasion, Intimidation, or Deception. Individual: 1 Assets per Loyalty bonus (max of 4) Group: 2 Assets per Loyalty bonus (max of 8) Organization: 3 Assets per Loyalty bonus (max of 12) Institution: 4 Assets per Loyalty bonus (max of 16) Close Friends: x2 of whatever the base Assets costs after they reach +4 Loyalty. Characters can also gain Assets if they create affiliations that are Disloyal or hate them essentially making them an exile or outcast. Perhaps even hunted. A +1 in a Social Skill means that you are skilled in that manner of speaking. You can get this up to or lower than 5 times for each Social Skill. -1 in one Social Skill +1 in another: 3 Assets +1 in any Social Skill: 4 Assets Affiliations +1 Asset per -2 Disloyalty of an Affiliation +2 Assets on the 5th Disloyalty of an Affiliation Money Affiliations are people or organizations that the character knows in the world, that the GM may not have thought of while ‘making’ the world. This makes the world feel populated with characters that the PC knows personally and not just the ones the GM makes up. For obvious reasons these character’s cannot be gods who can solve all problems. Affiliations are controlled by the GM, but their existence and purpose is given to them by the players and they may call on them in times of need. Affiliations run off of Loyalty, on a -4 to +4 scale (negative Loyalty is called Disloyalty). Loyalty acts like a Social Skill where the character rolls a d20 + Affiliation’s Loyalty. The higher the better. This is to determine if the Affiliation is willing to help the character and to what capacity when asked. Characters can also become Best Friends or Hated Enemies, if driven to it. These grant a Loyalty of +5 or -5 respectively. They are willing to help you at any cost, or unwilling to help you at any cost. This is determined by the GM and only if a character truly hates/is the nemesis of the PC or is best of friends/lovers to the PC. These must be characters who either want the PC to die or live a long happy life. There are four types of affiliations: All character’s start off with 100 + 10d10 of Gelt to which they can use to buy weapons, armor and gear. However, you can spend your Assets to increase the odds of you getting more money, or gain Assets by giving up money. 1 Asset spent gain an extra d10. 2 Assets spent gain 10 Gelt. Gain 1 Asset for -3d10. Gain 2 Assets for -40 Gelt. LE: Core Memories We all have moments in our lives that change us for the better or worse. Core Memories are the select few memories that we remember. They are events in our past that shape our personality, our emotions and make us who we are. They are how we perceive ourselves and project ourselves to the world. These can be good happy memories that we smile about whenever we think about them, or sad dreadful memories that make us cry and fear to relive. Everyone has these memories. Now is the time to give some to your character. Think back before you started making your character. Who were they? Did you answer this question to an extent that you feel that they are well fleshed out? That you know them well enough that they feel like a close friend? Take the pivotal moments of their life and mark them down. Those are a Character’s Core Memories. The time they learned to pick up a sword and struck a good blow against their mentor that led them down the path of becoming a warrior. When they were pushed out of their order for a forbidden love, leading them down the path of resentment or hatred. The warmth they felt when they prayed as the world around them crumbled, giving them hope in even the darkest of Individual: A single person and any contacts that they might know or be part of. Group: A club, gang, or a small number of people who are together for a likeminded cause that the character knows. Organization: A guild, union, or a larger group encompassing multiple people across the land who are united in a single ideal. Known by many in the world, especially where they operate the most. Institution: A well connected and massive organization within the world, that is spread across and operates in multiple regions. 28 29 time. The terror of killing someone for the first time and forever haunting their dreams. These memories form the personality of the character and makes them unique compared to those around them as no two characters have the same experiences or come out of them the same. If you flesh out your character so much that they have many different memories, it is all for not! The more memories you give your character the more you become invested in them and can use later on. When examining those memories, find the few that truly effected the character and transformed their life. But they still have those other memories that they can look back to. Think hard about what those life changing moments mean for your character. What was the emotion that the character felt during that event? Happiness, Sorrow, Fear, Anger, or Love? What were they feeling at that time? Where they happy to see their sister get married, or sad? Did they become angry that their home was destroyed or fearful for their life and their lives of their family? These are important things to consider as the answer to them can change not only the emotional state of the character but also the unique bonus associated with that emotion. The character’s personality is determined by the five different emotions. A character with more happy emotions will be bubbly and excited all the time, as they have nothing to be angry, fearful, or sad about. A character with a lot of Sorrowful Core Memories would be more of a loner, depressed and see little point to the goings on of the other party members. The more of a certain type of an emotion that a character has from their Core Memories is known as the Primary Emotion: The idea that we are ruled by one main emotion that dictates most of what we do. Do we show courage when charging into battle or fear, or anger? The Primary Emotion dictates how the character acts in most situation; like acting on instinct. If a character is equal in all of their emotions (as there are only five Core Memory slots and five different emotions) then they are considered Emotionally Stable, in that they can act different depending on the situation. Also, if a character does not have a certain emotion as a Core Memory, it does not mean that they do not feel that emotion. Just because they have never had a lifechanging sorrowful moment in their life, does not mean they do not feel sadness. Likewise, the first time they feel sorrow in the game does not mean that they automatically gain a Core Memory of Sorrow. Core memories are gained from dramatic events. If a character has all Happy Core Memories then dang! They have lived a good life, but perhaps they will have trouble understanding sadness or other emotions. If they have all their Core Memories slots filled with Sorrow, then they have defiantly lived a sad life and will take a lot for them to feel anything else. Characters with no Core Memories become Apathetic which is the state of showing no emotions. This is rare but can happen. Characters that are Apathetic for too long will cease doing everything altogether. It is important for those around the character to try and figure out what is wrong with them and resolve the issue before it becomes a problem. Examine the emotions carefully to determine which ones fit the events that you deemed to be Core Memories. What you pick must also be maintained by the character throughout the course of play in order to keep those Core Memories, or else it will be lost or replaced. Once you have picked your Core Memories, place them in the slots on the Character Sheet on the Role-play page. Write few words for why you have that particular emotion to help remind you of why your character has it and how it has changed them. As for the bonus attached to Core Memories. These often contradict the rules of the game. Know this! Core Memories trump all other rules. Whatever they say goes. Anger The state of feeling annoyed, hostile or having a general displeasure about what is happening around you. Anger often makes people act in situations they would not normally act in or in ways they would not normally do. You can feel angry about something that you might have done in the past or that someone else has done to you. Your anger is a pressure cooker. Whenever you think back on that memory or are in a certain situation that triggers it, it builds up inside of you until you explore into a rage. Anger can be diffused by a number of means, the easiest is to just let it happen. Others include setting boundaries or escaping the enraging situation. Annoyance – The feeling of irritation to a certain stimuli. This can be self-imposed irritation, such as you hate the way your hair looks, or it could be caused by other stimuli like overplayed music, a high pitch voice, a nagging person and the like. Often times you become annoyed when you are distracted from your conscious thinking. Something makes your mind wander to it, whether you want it to or not. The best way to solve an annoyance is to get rid of what annoys you. Grit your Teeth: Think of something that annoys you greatly. This annoyance stresses you out but invigorates you in an attempt to end it. Whenever that stimuli happens, you gain +1 to accuracy, but -1 to Stress for every minute it is around you. End the Suffering: Think of something that annoys you greatly. This annoyance enrages you, end it! Whenever that stimuli happens, as long as you are trying to get rid of the stimuli (spending two or more actions), you gain an extra 1 Action, but lose -1 to Stress for every turn it is around you. Rage – A feeling of intense anger to the point of violence. Often associated with fight-or-flight (in this case just fight) it is activated by an external stimuli that is usually negative on you personally. Rage can also be triggered by memories of people you have grown 29 30 Horror– You have witnessed a truly horrifying event in your to hate. Just the sight or sound of their name throws you into a fit of rage. Rage lets loose the monster within and your emotions take over your better judgement making you do whatever you can to get rid of what is making you angry. Enraged: When something associated with your Angry Core Memory triggers your rage, you are filled with adrenaline filling you with power. For a brief time (either 10 rounds or 60 seconds) you become so enraged that all of your Stat Modifiers are doubled. At the end of the episode, you become Fatigued for 2d10 rounds. You can only become Enraged once per Encounter. Deadly Force: Whatever makes you angry, you will use all your strength to end it! All of the damage you do against what makes you angry does max damage. If you miss an attack three times in a row, you now do maxdouble damage. When the source of anger is gone, you are Fatigued for 1d6 rounds. lifetime that has been burned into your memory. This could be from a realization that something is wrong or has happened or it is something that you have personally experienced. Numb to Fear: You have seen or done something horrifying in your lifetime. This has made you accustom to horrible things. You do not roll for Stress Tests unless the penalty value is over 5. However, you become Afraid when you see or do what made your horrified in the first place. Anxiety – The anticipation of a future threat that may or may not come. Sometime in your life you have suffer a feeling of High Anxiety, and whether or not what you feared came to pass, the moment was burned into your mind and you have become conditioned to try and anticipate things before they happen so that you will not have to feel it again. Always Perceptive: You’re always on edge. You cannot be Surprised. If a surprise round is to occur against you, you also act within the surprise round. However, your over perceptiveness makes you oblivious to the small things making perception LOV’s one level higher than normal. Running on Instinct: Something happened that causes you to always do something without thinking. Choose something that you would do in the event of an emergency, such as draw a sword or always wear your armor. Whatever it might be, it happens. Because of this feeling, you are always shaking and jumpy. Disgust – An emotional response to something that is considered offensive or unpleasant. This can be from either a physical stimuli, like the bad smell of rotting fish; or from a more abstract ideal like the ideology, religion or social standing of another. This contempt towards others is a form of disgust at the very existence of it. It makes you angry that it pollutes are air near you and you want it gone! There are three kinds of disgust (one of them is what your Core Memory focuses on): Pathogen Disgust which is the avoidance of dirty, gross and vile things; most often a protective reaction to not be poisoned. Sexual Disgust which is the avoidance of dangerous sexual partners or behaviors. And Moral Disgust which is a motivation to not break social norms, and those that do should be avoided. Sickening: What makes you feel sick? Something so disgusting that it scared your memory. Whenever you see, hear, smell, taste or feel what makes you revolted, you become immediately Sickened. Successfully avoiding it, you regain up to half your Stress and Strain. Moral Contempt: You are comfortable in your own setting, anything outside of that is uncomfortable to you. So long as you are within a situation that you know to be morally right, you regenerate Stress and Strain with an extra +1. The moment you are in a situation where you know it to not be morally right, you regenerate Stress and Strain at half the normal (down to 1). Happiness The feeling of well-being or pleasure for being in a certain situation that makes you smile and feel generally good. This intense feeling of joy and being overwhelmingly positive is considered by many to be the best emotion of all. Happiness makes you feel great. It is a sense that nothing can go wrong. Euphoria – A feeling of intense happiness that transcends that of normal joy. This state is often seen in children at play or those who are enchanted by music or feeling great joy from an event. With Great Joy!: Whenever the party is disheartened, you use your enthusiasm to help pick them up! Being positive and energetic while not under a condition (fatigued, stressed, exhausted, afraid, ect.) helps those who are effected by a condition to overcome them feeling no adverse effects for a short time. However, the more you do this to them while doing the same activity decreases its benefits. Fear A feeling that you are at risk in a certain situation and need to protect yourself, often by fleeing. Fear can be caused by present events, or something that you perceive as a direct threat; or can be of events yet to come. The uncertainty of the future, especially one filled with danger can be a fearful task to undertake. Risks to your livelihood, valuables, health, status, power, safety or those you hold close to you are all fearful events. Zest – Is the feeling of living life to the fullest. An excitement or energy gained from taking on a difficult task. It is a component of courage and the ability to overcome great odds with a whole heart, being adventurous, vivacious and energetic. 30 31 a great release or calming sensation that makes you feel fulfilled. Bonuses of Lust are given at the fulfilment of what you are lusting after wards and often only last a short while. Glorious Release: Heroic Fervors are twice as powerful but last half as long. Courageous: You have a great Zeal to you. Performing courageous acts such as putting yourself at risk to help another. You gain a Heroic Fervor for an amount of turns (or minutes) equal to your highest modifier. Your allies gain half the bonus from the Heroic Fervor for the same amount of time. Zesty: Find something that you enjoy (must be specific, can’t be living or not dying) so long as you are doing it, you do not have to roll END checks to continue to do it and you reduce the effects of Fatigue by half. Desire – A longing for something, someone, or some outcome to occur. This often ties in with your Motivation as you want it so badly that it has shaped your personality. You may often become pensive just thinking about your desire. You want it bad enough that your love for it drives you forward. Bonuses of Desire are often given while in pursuit of the desire and not necessarily the accomplishment of it. Zealot: You may Invoke Motivation twice a day. Enduring Passion: When Invoking Motivation you gain an extra d6. Pensive: When you reflect on your motivation or other desire you become quiet, but regenerate double the normal amount of Stress from Incluing. Pride – A feeling of self-accomplishment for what you have done or what others have done. You can also feel pride towards those you admire or a group of people. A product of praise and a feeling of belonging, pride fills you with joy at your accomplishments and emboldens you to do more Great Accomplishments: When you get a reward with something like a Title or defeat a mob level Epic or higher or complete a Great or Epic quest, you gain half the benefits of a random Heroic Fervor for an amount of days equal to half your highest Stat Mod. This does not stack. Sorrow A feeling often characterized by quietness, withdrawal and crying. It comes in many different forms most often from events that personally effect the saddened person. Sadness is a deep emotions that often sticks around for a long time after the event lasting years or even a lifetime. Roots of sadness are always formed from a loss of something. Whether that be a physical things or an abstract idea, or even if it is you or not, sadness plays an important role in reflecting on yourself and life. Without sadness (or the withholding of it such as considering it a weakness) you can become shallow and irritable. Content – You have come to the realization that what you have is good enough for you. You are at ease in your current situation, holding a general happiness about what you are doing. Nothing Bothers You: You lose 1 less Stress from all sources (except direct attacking sources). Negative things said to you have little effect on you. People may take this as being apathetic or having no emotion. Love Guilt – Is the emotional experience in which you realize or believe A complex feeling that covers a number of different variations of the same feeling often dictated by social orders. has for their children or a student has for their mentor. It is a friendship or a kinship, a fondness that you have for someone else. This person has touched your life in some way and has helped shape who you are. Public Adoration: Whatever or whoever affected you emotionally enough to gain an Affection as a Core Memory can be shown a public display of adoration whether they are there or not. When you do this, you recover all of your stats equal to half your highest modifier. This can be seen as a bad thing in some cultures. that you may or may not have done something compared to your own standards of conduct or some moral standard that you hold dear and thus violated. Such things could be having lied about an important event to a friend who really wanted to go, but you did not want them to join you. Guilt is disappointment in yourself and makes you sad that you even did (or think you did or not do) whatever it is. Guilt often stays with the person until it is resolved either internally or confronted in person or a realization resolves the conflict. Altruism: You regret having done a former action (or think you have done) and want to never feel that way again. Your guilt dives you to be selfless. For every person you feel that you have helped in a meaningful way that is related to your guilt, you regenerate 1 Stress. Lust – An intense feeling of want that you feel that you need to Dejection – A state of melancholy in which you are saddened by fulfill it. Lust can be in the form of knowledge, sex, power, food, companionship, or any kind of object or concept. It can be considered a more extreme form of desire, but generally results in more action and often consumes your mind. The fulfilment of it is your own situation such as you are embarrassed, homesick, humiliated, defeated, rejected, lonely, or feeling isolated or alienated. Affection – A love that you have for a brother or sister or a parent 31 32 gain another Core Memory from the same Emotion. However, they must also Reinforce Core Memories in order to keep them. If a Core Memory is neglected, the character will lose it. This is also voted on just like before. Characters can only have 5 Core Memories. If they are maxed out, and can gain another one, they must either replace their oldest one (usually the first one picked) or get rid of the one they no longer Reinforce. Introvert: While resting, you prefer to be alone to be with your thoughts and mull over your own pain. When you do this you regenerate double than normal. Extrovert: While resting, you prefer the company of others to keep your mind from focusing on the pain or seek help from others. When you do this you regenerate double than normal. Sympathy – A feeling of sadness for others, sympathy is often Motivation caused by seeing Guilt or Dejection in others or a group. Specific conditions need to occur in order to feel sympathetic: you must give your attention to the subject, believe that they are a person/group in need of your assistance, and the characteristics of the situation around you. Empathetic Cause: If the above conditions occur and you feel that someone is sympathetic, you gain a +1 to Persuasion or Deception so long as you are sympathetic to them. If you deem someone unsympathetic, you get -1 to Persuasion and Deception against them. Here we are at last! The final part of character creation: Motivation. After physically forming your character and forging their Life Experience, now is the time to explain what changed it all. If you are having trouble thinking about this concept, think about every book you’ve read or game that you’ve played or movie/T.V. show that you’ve watched. The characters don’t just start off on their adventure, they are somehow in some way brought to it or forced into it. This Call to Adventure has many different forms, now is your turn to find out which one your character has. Remember! A Motivation is not just why the character left their life behind, but also what continues to drive them forward. It should be a good reason for wanting to leave the comforts of home for the hard road. Something that the character can call upon in times of need; to remind them why they are here in the first place and why they must continue on their path. Below is a list of several Motivations and their descriptions. If you do not already have a Motivation in mind, then these will help you think of some reason for why the character has decided to follow the Call to Adventure. Now some ideas you might have crossover several different Motivations. If you find yourself in this situation, try to narrow down the idea. Which one better fits the character? Which one would they constantly remind themselves as being the reason for leaving and keeps them going? Or perhaps you can better define their Call to Adventure which will help narrow down the options. Read each Motivation carefully and mull over them for a bit. You can also choose one even if you have only a vague idea of how it might connect with the character. In the course of play, you may figure it out by connecting it to the story unfolding. This is a great way to connect your character into the universe of the story. If you are having trouble figuring out a good motivation for your character, talk to the other players or the GM. Perhaps you can connect it to one of theirs. Engorge yourself in media to try and find a good Motivation that another character might have that you can use. There are endless options! Once you have your Motivation, write down the name of it and what it is on your character sheet so that you are reminded of what you are fighting for! LE: Gaining New Life Experiences Character can gain new Life Experiences while on their adventure. Aside from Skill Ranks (which is increased with XP) and Social Skills (which is done with Crits and Crit Fails) each part has their own different ways of being gained. Affiliations are gained if the GM believes that the character has gained at least one Loyalty or Disloyalty for that affiliation. Otherwise they are just neutral to the character. Core Memories should only be gained when a defining event happens that changes the character. It should be rare, but not something that never happens. Some examples would be if a character sees a friend die, or finds love or completes the motivation or loses it. These are some of the many valid reasons, but it has to be a life changing event that is meaningful to the character. This is voted upon once a character is believed to have done enough to gain one. The vote can be initiated during the Post-Game either by the character’s player, another player or the GM. If the majority agrees, the character gains a new Core Memory based on what happened to them in game; if not, those that disagreed must give their reasons. The GM can choose to overrule the Players if they feel that the character deserves the new Core Memory. The GM also has a right to Veto the idea if they feel the event is not enough to change the character. If they do this they must give a reason and explain how the character can gain that particular Core Memory. If the character dose as the GM says, the GM cannot Veto it again. The GM can only Veto each character once. They must grant a Core Memory before they can Veto again. Characters cannot gain Core Memories by doing the same thing over and over. They must do something else if they wish to 32 33 A Mission: You set off on a specific quest that you must complete either for self-fulfillment or because someone has asked you or you are forced by some means. A Person/Creature: You are searching for another person or a creature of some kind, whether it be to hunt them or rescue them. This does not have to be a family member or even someone you know as you might be helping someone else in the search, but it drives you forward and keeps you searching the far reaches of the world. Adventure: You simply wish to travel and explore the world to find a great treasure or uncover something that is ancient and hidden. An Ideal: You strive to accomplish a strong ideal that is either personal or held by a group of people. An Object: You are in search of a rare object that is well hidden or one of a kind. You might of heard about it in tales or were tasked to find it. Closure: You seek the conclusion to a matter that is personal to you or to another. Family: You seek to help your family, or make them proud, or return to them because of some reason either involving you or another that forced you apart from your family. Freedom: You feel that your rights or the rights of another or of a group are withheld/violated; you seek to grant them their freedom from oppression. Home: You wish to return home, save your home or do right by the people who live there. Home can either be a physical place or an idea like a nation or the afterlife. Knowledge: You are a seeker of knowledge wanting to know about something in particular or find answers to a burning question. This knowledge can be hidden or unknown, or you might not even know what it is yet; you just know you must find the truth. Love: You were once in love and seek to regain that love, or you are in love and seek to find or impress your love in some way or you are trying to find love. Power: You seek to gain power either through physical strength of arms, political stature, fear or even pulling the strings from behind the scene. Purpose: You seek a meaning for your life because of some terrible disaster that has changed your outlook or you are suffering from some existential crisis. Whatever the cause, you seek to find your place in the world hoping that it is the right one. Respect: You seek to gain notoriety in the world or in a small area of the world. You want to be known for something or at least known for doing something, even if you never actually did that something. Survival: You want to survive in this world, either because you are threatened with death, servitude, are being hunted or you just want to make a life for yourself. Wealth: You seek great wealth either for yourself or for someone you know. This can be in a form of monetary gain or material wealth. Wisdom: You wish to have experiences to gain an understanding of life and the world you inhabit. Someday you may gain that understanding after experiencing something truly life changing. Changing Motivation If you find that a character does not wish to follow their original Motivation, or they have completed it, or found that they cannot complete it, they can choose another Motivation. Characters cannot change their motivation constantly, the GM can veto a motivation change if they feel the player does not give a valid reason for changing it. One good reason could be: they have captured the villain who killed their family, but realize that they are the only one left alive and are being hunted, or that there is another who was pulling the strings. Characters must always have a Motivation. If their Motivation is finding a Motivation, then it would be the Motivation: A Purpose. Reward: Invoking Motivation While in a dire situation, you can Invoke Motivation to gain a huge bonus or penalty while fighting. You may do this once a day (in-game), and explain why you feel that your Motivation would grant this influence in this situation. If the GM and other players feel that it is a valid reason, then you roll a d20 with any Motivation modifiers. This might include bonuses from Core Memories or from the situation you are currently in. On an 11+ you gain a random Heroic Fervor (refer to Conditions) which buffs you in some way for the rest of the Encounter. If you Critically Succeed (20 on the d20 or roll 20+) you get to pick your Heroic Fervor and it lasts for 1 + X point over 20 number of in-game hours. Meaning if the roll is 23 the Heroic Fervor lasts for four in-game hours. On a 10 or lower, you gain a random Insane Affliction (refer to Conditions) which debuffs you in some way for the rest of the Encounter. If you Critically Fail (1 on the d20 or rolls less than 1) the GM gets to pick an Insane Affliction and it lasts for 1 + X for every point below 1 number of in game hours. Meaning if the roll is -3, the Insane Affliction lasts for four in game hours. You can also gain small bonuses if you are in great distress. The GM may reward a number of bonus points based on the situation. These Motivation Modifiers stack if they match the following criteria: 33 The character has less than half their HP: +1 The character is Stressed or Fatigued: +1 An allied character is unconscious: +1; or dead or dying: +2; or multiple characters are dead or dying: +3. 34 is spent from either the Starting experience gained from a character’s age group or when it is gained in game. The Talent Map specifically increases a character’s combat prowess through their Stats. Each point has a small increase that improves the character physical traits, accuracy and gives them bonuses to their style of fighting. The Talent map is broken up into four quadrants, each one representing one of the Stats: Strength, Endurance, Agility and Willpower. Each point on the map is known as a Cog. Certain Cogs require several Cogs around them to unlock. These are known as Trait Cogs. All Cogs cost 10xp to unlock, and can only be unlocked if it is connected to an already unlocked Cog. The only time this does not count are the first four Cogs around the Skyward S in the middle of the map. Strength, in red, represents the character’ physical power. Their ability to deal melee damage and resist certain effects. Its Cog has as fist on it. Endurance, in yellow, is the characters ability to absorb melee attack and endure environmental effects. Its Cog represented with a shield. Agility, in green, represents a characters dexterity and ability to doge ranged attacks. Its Cog has a bow and notched arrow on it. Willpower, in blue, is the character mental fortitude and ability to control magic and their spirit. Its Cog represented with a single eye. These four quadrants are broken up into three tiers. Each Tier represented the next stage of a character’s combat prowess. Tier One (T1) is known as the Primary Stats. It is here that players are introduced to the basics of the Talent Map as everyone starts with this Map at the beginning of the game. It has a limited number of points on it and will eventually be completely taken by the end of the game. Tier Two (T2) is known as the Archetypes. Here is where characters start to gain more focused bonuses to their combat and gain Trait Cogs that provide bonuses for those focuses. Tier 3 (T3) or the Paragon section of the map is the final focus of a character’s progression. It is here that the best Trait Cogs are; however, they are very focused and often change the playstyle of the character. When building a character it is a good idea to have a clear goal of how you want to build your character. Do you want to beat up baddies with for fists? Take Cogs leading up to Brawler. If you want to hit people from afar, head towards Marksman and its Paragons. Want to blow people up with magic? Spell caster is the place to be. Choosing a specific section of the map to build towards is known as a Focus. While other games have Levels that determine the power of a character, here there are no such things. Instead you would say, “I am a Spellcaster with an Archmage Focus.” In other words you say where you are at currently and where you are headed. Usually within a single Tier. Saying you are a Willpower with an Archmage Focus is a bit ambitious even if you intend it, The character is facing an opponent Boss level or higher alone: +1 (+2 if Divine or Godlike). Likewise if you attempt to Invoke Motivation without being in great distress, the GM may penalize the character up to a maximum of -3. This effect stays on all the time, until one of the above conditions is met. A player would roll with a 0 if the fight has been going on long enough that a number of the players has been injured and the opponent(s) do not seem to be slowing down. Invoking Motivation can be powerful but also deadly. It is up to the players to decide when is the right time to use it, as it can only be used once a day! What exactly happens when a character Invokes Motivation? Well if they gain a Heroic Fervor, they feel that their motivation is enough to empower them, granting them strength in the fight. “(Blank) knows that if he does not defeat this dragon that his sister will be murdered! He…must…not…fail!” (Loud screaming as he is powered up!). An Insane Affliction means the character doubts their motivation or their ability to complete it. It drains them of their power and saps the life out of them. “(Blank) realizes that he cannot save his sister. He is too weak, he can’t even defeat a chicken! All hope is lost!” Be careful when Invoking Motivation, for you can empower your party members or bring them down with you. If you find one of your allies falling into madness because of their failure to Invoke their Motivation, encourage them. Be strong! Stand united! You can bring a person out of an Insane Affliction if you convince them otherwise. Show them that they are strong, that they can complete their motivation! You must encourage them before you roll a Persuasion Roll. Every roll over 15, is considered 1 success. A Crit or over 20 is considered 2 successes. After 3 successes, the character will no longer have the Insane Affliction, but will be Weakened (refer to conditions). If you somehow have two Persuasion Crits in a row the afflicted character gains a Random Heroic Fervor for one turn. If you Crit Fail twice, then they will retain the Insane Affliction until it runs out. Talent Map Every RPG has some form of progression. Something that shows the players are growing through their adventures. Skyward is no different; however, the means the game goes about doing it is quite different from many. Instead of having a number of lists or a linear path that you follow, Skyward employs a large table known as the Talent Map. The Talent Map is a large map that has been broken up into several different pages for easier perusal. It is here that Experience 34 35 back up a bit because there are several different paths you can take to get there. With the map set up as it is, you can also multi-class. This is when you take Cogs from two or more different Archetypes and Paragons. This will slow down your build, but you will be able to do more things and be better at it then those who are not. If you choose this path then you would say that you are a, “DuelistBattleMage-Spellcaster with a Focus on Healer and Swashbuckler.” Quite the varied individual. Could be quite useful in a fight. It is also important to have a well-rounded character. A character who has is high in one stat but low in all the others will be useful in only very specific circumstances. Diversify your build by taking points in other stats. Even if you don’t use them, they may come in handy while in a tight spot. Who knows, you may find a combination later that you would not have noticed before! Now you won’t be using your Talent Map at all during the game. It is strictly designed for Post Game (which has its own chapter) when players divvy out their Experiences gained from the session. Once you’ve made all the picks with the XP that you’ve gained, you should add up the numbers on your character sheet and add any traits that you’ve gained. Tell all of this to your GM, or have them look over your Character Sheet, so that they can prepare for the next session. Melee, Range and Spell Accuracy: There are three types of Accuracys: Melee, Ranged and Spell. Each cog increased the accuracy by +1. Melee is found in the Strength section. Range is found in Agility, and Spell is found in Willpower. These determine your ability to hit with these types of weapons, ability’s and spells. (More on this in the Combat Chapter). You can only have a maximum of 30 accuracy per accuracy type, but there are more than that. Initiative: These cogs increase the reaction time by +1. These are found in the Agility side of the map. Movement Speed: These cogs increase your base movement speed by +5ft. These are found on the Agility side. Trait Cogs: these are special cogs that require all of the cogs around them (usually 4-6) are taken, then you automatically gain this. These grant you special bonuses or alterations for your combat prowess. Special Abilities or Spells: These are abilities or spells that you can only get by unlocking it in the Talent Map. They are specific to the archetypes that they reside in. Combat Modifiers: These change your attack or damage rolls by buffing it or debuffing enemies. Combat Conditions: These change the conditions of battle, and rewards you for playing certain ways. Cogs There are several different types of Cogs on the Talent Map, each representing a small bonus granted when chosen. Each Talent Map has a key with the pictures of them and what they represent. Here we will discuss them a little more in detail. **Refer to Talent Map PDF’s for the actual Talent Maps. Sorry for the inconvenience.** Primary Stats: These cogs increase your primary stats by +1. Each stat has their own slice of the map and are not in other parts. Certain Archetypes and Paragons, have two stats within them. You can only have a maximum of 30 for each stat, but there are more cogs than that. Skills Spell and Ability: Gaining one of these allows you to get one Spell or Ability, depending on which one it is. Abilities are found on the Strength, Endurance and Agility side of the tree. Willpower holds all of the Spells. Skills are a measure of your experience within a specialized field. They vary greatly in what they specialize in from handling and taming of animals to knowing the location of every city in the world. Things you know from your life experiences and gain while adventuring through the world. Your skills tell a lot about you. Someone who has a lot of Knowledge Skills would be considered book smart and without common sense. Someone with a lot of General Skills would be considered dim but wise in the way of the world. A heavy leaning of Crafting would make you a skilled maker of goods, while someone with high Social skills would be outgoing and very sociable. Varying degrees of each display somewhat of your life and personality, showing what you believe is important. Before we talk about skills, we will enlighten you as to the mechanics of them as they are greatly different from most other games. Stress and Strain: These increase your Stress or Strain by +1. Each section of the tree has one of these. Usually Strain is found in Strength, Endurance and Agility; wile Stress is found in willpower. Resistances: There are five resistances, each one lessens the amount of damage taken by attacks with the same type. The resistances are: Fire, Frost, Electric, Poison, and Arcane. All are individual cogs worth +1 each. They are located in the Endurance side of the Map. Mana and HP: These increase your base Mana and HP by +2 respectively. HP is found in the Endurance side on the map while Mana is found in the Willpower section. 35 36 Some have more specific mechanics which will be explained within their sections. Rolling so many dice for General Knowledge and Crafting, you can get something called a Miracle or a Catastrophe. A Miracle happens when you roll a Critical Success on the d20 and the d12. When this happens you gain a permanent +1 to that skill. This can only be done once for every Rank you have with that skill. So if you are at Rank 1, you can only get up to a +1 even if you roll a Miracle multiple times. You can have a maximum of +4 with Miracle rolls. A Miracle is not always a success, but something good always happens. Even if you fail a roll (which would be surprising but no impossible), it would be considered a ‘partial failure’, meaning you still get what you want but at a price. A Catastrophe is the complete opposite. It is when you get a Critical Fail on both the d20 and d12. When this happens you gain a permanent -1 to that skill. This can only be done once for every Rank you have with that skill. So if you are at Rank 1, you can only get up to a -1 even if you roll a Catastrophe multiple times. You can have a maximum (or minimum) of -4 with Catastrophe rolls. A Catastrophe is always bad. Even if you succeed the roll, it is considered a Partial Failure meaning that you can still succeed, but only if you accept the GM’s Ultimatum. When you are fully ranked and trained in a skill, you can roll what is known as an Epic Miracle or a Great Catastrophe. Both of these are almost impossible to get, but when you do it is well worth it! Epic Miracles are when you roll a Critical Success on all dice. When this happens you gain a permanent +5 regardless of what your previous bonus was. Not only will you succeed the roll, but you will gain extra boon related to the Skill and gain the highest Title associated with that Skill so you are known throughout the land as the greatest person to ever be in that skill! Great Catastrophes are just the opposite… It is when you Critically Fail on all of the dice rolled. When this happens you gain a permanent -5 regardless of what your previous bonus was. Not only do you fail the roll, but you lose any Titles associated with that skill and cannot gain any until your tarnished reputation can be fixed. It truly is a horrible thing to happen. For as awesome and bad as these are, if the stars a line and you are somehow able to do it twice or more, the bonuses also stack on one another. It is important to note to that Great Catastrophes and Epic Miracle can only be canceled by one another. So if you have an Epic Miracle, no regular Catastrophe can take the bonuses away from you. Only a Great Catastrophe can reduce you to zero bonuses. The same works the other way around. Checking Skills Skills are broken up into four Ranks. Each Rank represents your aptitude towards a certain subject. With each increase in Rank in a certain Skill, you become more knowledgeable and skillful within that subject. Each type of skill has their special take on what each Rank means exactly which that will be covered later. Skills can also be Trained. This is not like a Rank, for you can be Trained in something without having any Ranks. Think of it as having been taught to do something, but never actually doing it. You understand the concept, but doing it is still a challenge as you turn your training into experience. When rolling a skill check, you will roll the requisite amount of dice that you have Ranks and Trained in that particular Skill. When you have no Ranks or Training, it is considered ‘Unskilled’, and you roll a single d20. With every Rank you add, you add a d6 to the roll. If you are trained you replace one of the d6’s with a d12. So if you are fully Ranked and Trained, you will be rolling: d20 + d12 + 3d6. That’s a lot of dice! Those dice represent your aptitude in a Skill, with highs and lows being difficult to get while the middle ground is mostly where you will be at. Social Skills are checked very differently. Instead of rolling a number of dice, you only roll one: the d20. Whenever you roll a Crit you gain a +1 to your rolls within that Social Skill. If you roll a Crit Fail, you gain a -1 to the Social Skill but a +1 in one of the other Social Skills. A Social Skill can only have a maximum of +5 and a minimum of -5. One and Done This is a simple rule. Within a scene, a player may only roll a skill once. If it fails, it is failed for the rest of the scene. If it succeeds, it is a success for the rest of the scene. No rerolls or take backs. If the GM feels that the player can reroll a certain skill, they can allow it; but for the most part; if you try to wrangle the tiger with Animal Handling and fail, they will not let you do it again. If you fail a Stealth roll, you can’t reroll it right away, your enemies know your there! A smart player will try to figure out a way to end the scene so that they can reroll. This can be done by running away, or defusing the situation or switching it to your advantage. Don’t be afraid to ask questions. The GM will let you know about your surrounding so you can figure something out. They obviously won’t tell you how to end the scene (unless they are really nice). Use your brain and ask yourself, what would your character do?! General Skills General Skills are practical things that you learn either through life or because it is your job. Think of these as increasing your Wisdom. They grant your experiences about the world so that you can handle any situation. Miracles and Catastrophes 36 37 There are twelve General Skills, each very different from one another, granting you the ability to accomplish varying tasks. You would roll a check for one of these when you are trying to accomplish something that they cover. For example, trying to tame and animal would fall under Animal Handling, but trying to kill one would be Stealth. After you announce your intention, the GM will consider it and then ask you to roll one of the following skills. Here’s hoping you have enough ranks in it to pass! Stealth Your ability to go unnoticed by another. When an opponent is rolling against the PC, the PC tries to beat the Stealth Roll with their own Perception. If they win, they spot the enemy. Streetwise You understanding of urban culture lets you know where all the shady people reside, where to find gear for cheat or specialty gear, where the best people hang out and where to find the gangs and the general goings on of the city. For every rank you have in Streetwise increases your modifier for Navigation when discerning direction in a city. Animal Handling The ability to tame, care for, ride and control beasts, monsters and other wildlife of the world. This does not include intelligent creatures, such as dragons, fey, another race and the like. Survival Your skill in surviving in the wild by using what is around you to build fires, find and/or make shelter, hunt/forage for food, knowing what is good or bad to eat, creating traps and alarms and known the general wildlife in a given area. The LOD will increase depending on the difficulty of the task you want to complete and the location that you are currently at. Such as making a fire in a forest would be an LOD 2, but on a rocky mountain covered in snow it would be a LOD 8 (unless you have wood then good on yeah!) Driving The skill at which you can drive a vehicle (land or sea) by performing certain maneuvers, attempting to get away, or maintaining control during cases. This does not include airships (which is Piloting) or mechanical animals (which is Animal Handling). Insight Thievery Your skill in determining the motivation of another character or intelligent being based on their physical cues like flinching, acting out of the ordinary, twitchy eye, or a tick that gives away what their motive is. Your skill in stealing, lock picking, pick pocketing, knowing the locations of valuables on a person, finding ways into locked locations, impersonation, forgery, and spotting other thieves. Medicine Your skill in mending wounds, fixing broken bones, and curing illnesses. For every Rank of Medicine you have you gain a d6 to a heal roll (starts at d6, max is 5d6). Trained adds the number of Ranks you have plus any other modifier as a flat increase. Knowledge Skills Knowledge Skills are inherit things that you know. They represent your knowledge in certain subjects and your overall Intellect in all things. There are seven different Knowledge skills, each varying greatly in what they cover. Navigation Your skill in discerning directions, reading and writing maps, accurately perceiving distances, recognizing landmarks, finding tails or well-traveled paths, seeing what the weather might be in a few hours or for the rest of the day reading the stars, sun and using navigational equipment. Culture Using your senses to perceive the world around you. This is sight, smell, touch, taste, and hearing. Higher LOD’s might be things that you are unfamiliar with or that they are being blocked by another sense such as trying to hear cries of help while a battle is going on. Your knowledge of the social customs, of a race or faction (faction is always more difficult than race, your own faction and race is always LOD 1, unless born outside of it). The difficult of a check will increase the more specific of information you want to know about a given culture. With every Rank you can learn one more language or dialect. For every language you know the LOD for understanding that race’s/factions culture is easier for you. Performance History Perception Your skill at acting, playing an instrument, dancing, singing, reciting a story or poetry. This is required when using instruments as a weapon to determine the strength of the buffs. You knowledge of historical events, ancient peoples and places, the histories of races, factions, famous people, and general knowledge of the past. LOD will increase the more specific the topic you are trying to know. With every Rank you can learn one more ancient or dead language. Either written or spoken. For every ancient language you know the LOD for understanding that culture is easier for you. Piloting Your skill at flying aircraft or airships through the use of combat maneuvers, chasing and ship to ship combat. Magic 37 38 Skills with Training Your knowledge and mastery of the magic laylines in the world. You can detect magical sources of power, understand magical items, read magical runes, discern the power level and type of a magical being and know when magic is nearby. Roll Range 1–5 6 – 10 11 – 15 16 – 20 21 – 25 26 – 30 31 – 35 36 – 40 41 – 45 46 - 50 Nature Your knowledge of all things natural and unnatural. You can read plant life, understand the emotions of animals, know the type of plants and animals within a certain region, what their strength weaknesses might be and detecting places of great life or death. Science Spiritual Your understanding of the spiritual realm of Ruuxa and its relationship to the physical realm of Jirka. You can perceive and understand sectors, Fel, and other spiritual phenomenon. Tactics You knowledge of fighting, warlike scenarios, understanding your foes, exploiting the weaknesses and figuring out the strengths of enemies and allies. Skills without Training LOD 1 LOD 2 LOD 3 LOD 4 LOD 5 LOD 6 LOD 7 LOD 8 LOD 9 LOD 10 Rank 1 Rank 2 Rank 3 Rank 4 Easy Intermediate Rank 2 Rank 3 Rank 4 Easy Intermediate Hard Impossible Challenge Once an LOD is set by the GM, you must match it or get higher so that it is a success. However, there are ways to lower the LOD. If you explain how you act in the situation given to you and come up with a smart way around the problem, using whatever you have at your disposal, the GM will award you Ingenuity. This will lower the LOD by a number of levels equal to how well the GM thinks you thwarted them. For example, you are trying to Stealth around some guards. It is dark, but they have a campfire and are sitting in a way that they can see all sides of their camp. This is an LOD 6. You can hit it, but you don’t want to risk it since it is a Hard check. You explain that you will move slowly, sticking to the backs of the tents where the firelight dose not hit and use the tents as cover, only moving when one of the guards brushes his nose or starts to nod off. You also use your black cloak to cover your body to keep your weapons from reflecting the light and your naturally dark skin makes you harder to see at night. The GM is impressed with your cunning and grants you Ingenuity, lowering the check to LOD 3. That’s Intermediate, but way easier than before! This only works with General Skills, and requires a good explanation to gain. If you give a lame explanation, the GM can choose not to reward you, but cannot make the check more difficult. Ingenuity can only lower checks down to LOD 1. If the initial check is LOD 3 or lower, then it can become an automatic success. When the GM dose reward you they have to narrate what you do, and explain why it is not just an automatic pass. General and Knowledge Skills are judged on a scale known as the Level of Difficulty (LOD) a task would be within a certain situation. LOD is broken up into 10 levels, each representing 5 points out of 50. Depending on the Rank and Training of the Skill determines your ability to be counted as a Success for certain LOD’s. The exact LOD that you will have to beat is up to the GM, but it should be based on the difficulty of the task with the situation and circumstances that are present. For example, making a camp fire in a forest would be a LOD 2: there are plenty of sticks around ready to burn. While if you were in a desert, the LOD would be an 8 or 10 because there is just sand everywhere! Below are two charts that represent this. One is if the Skill is not Trained while the other is if it is trained. Unskilled LOD 1 LOD 2 LOD 3 LOD 4 LOD 5 LOD 6 LOD 7 LOD 8 LOD 9 LOD 10 Rank 1 Reward: Ingenuity Level of Difficulty LOD Unskilled The gray pallets represent the difficulty of reaching that LOD with that Rank of the Skill. The lightest gray is considered Easy, you are confident enough in your abilities that you can easily complete the task before you. Intermediate means that it will require more of your skill to accomplish but you should have enough to match it half the time. Hard will require more of your skill to succeed. Challenge means that the task is very difficult and will require all your skill to accomplish. Impossible is just that. You do not have enough experience to reach this level, but that does not mean you have to do it alone! You understanding of scientific knowledge, mathematics, mechanics, astronomy, chemistry and other sciences. Roll Range 1–5 6 – 10 11 – 15 16 – 20 21 – 25 26 – 30 31 – 35 36 – 40 41 – 45 46 - 50 LOD Hard Challenge Impossible 38 39 Crafting Skills Base Quality Crafting Chart Crafting skills are what allow you to make anything from weapons and armor to shovels and baked goods. These are your ‘trade’ skills. What you are good at making or understanding what has been make and the artistry it would require to make such a masterpiece! Quality Useless Primitive Poor Normal Special Good Superior Perfect Rare Legendary Apothecary Working with herbs, salves and chemicals to create potions, tonics, poisons and other drinks or food that give a variety of effects. Also, if you want to cook up a good meal, Apothecary is the roll you’ll make. Blacksmithing Working with dark metals like iron and steel to make weapons, armor and tools that can be used in all sorts of situations. Attributes Useless Attribute replaces Passive, no extra Attributes Only Passive Attribute One Less Attribute +1 Attribute Point (AP) +3 Attribute Points +6 AP +9 AP +12 AP Max Attributes Cost Fluctuation Roll Ranges -100% (x0) 1-5 -50% (x.5) -25% (x.75) 0% +50% (1.5) +100% (x2) +200% (x3) +400% (x5) +800% (x9) +1600% (x17) 6 – 10 11 – 15 16 – 20 21 – 25 26 – 30 31 – 35 36 – 40 41 – 45 46 – 50+ Assisting Skill Checks If you are presented with a very difficult task that you cannot accomplish alone, you can ask your allies for help. Assisting allies can give an extra die based on how many Ranks they have in that skill. Being Unskilled will grant a d4, as you are more providing an extra hand that actually helping. Rank 1 grants a d6, Rank 2 a d8, Rank 3 a d10, and Rank 4 a d12. Being Trained adds an extra d4 being as you can instruct on what is being worked on. Before a character assists another, they must first explain how they are assisting. You can assist on General, and Crafting checks, but not Knowledge or Social. Enchanting Working with magic to grant special attributes to items to give them properties they would not normally have. Engineering Creating guns and other mechanical devices that have all kinds of usefulness on the battlefield and during leisure time. Tailoring Making anything that has to do with cloth or leather for creatures and characters alike. Woodworking Social Skills Carving out bows and other little items often used with other crafting skills such as handles for swords or shoulder rests for guns. Also makes for good pastime when crafting out little wooden statues and cutting wood like a pro. Social Skills are your ability to communicate with the inhabitance of the world. This is covered in three very board skills. Each is different in the matter of your intentions. If it is not imminently clear what your intentions are, the GM will ask in which time you should phrase your intentions into one of the following categories. Quality There are two types of rolling for Crafting: Making, and Reading. Both use the standard Crafting Chart. Making is the actual act of making weapons, armor, and other gear using materials that you found or bought in the world. Once you have the right materials, you roll the requisite crafting skill and compare the roll results to the Crafting Chart. Whatever you roll is the Quality of the item which is increased or decreased from Normal Quality. Each type of weapon and armor has their own charts, but more on that in the Equipment section. Reading is when you roll to know the properties of an item that is a higher quality than Normal. These are not items you were gifted or made yourself, but items you take or loot from someone or something. You have no idea what the attributes of the item are until you Read it or have someone Read it for you. This takes time and require you to roll at or higher than the quality to unlock all of its attributes. Until such a time, the item acts as if it is only a Special quality. Below is the standard Quality Chart that all item Quality Charts are based off of. View those when making items at the end of the Equipment section. Deception know. The art of trying to lie to someone and not have them Persuasion The art of trying to get someone to do something for you diplomatically. Intimidation The art of trying to scare or make someone afraid of you to force them to do something. Gaining and Losing Social Modifiers It is important to note that you do not have to roll for every single thing said. Only when a player is trying to get something out of a NPC who is not willing to easily give up that information. 39 40 Abilities: An Ability is a physical move normally focused around a Unlike the other Skills, Social does not have Ranks or Training, instead you gain flat Social Modifiers which are gained or lost from Critical Successes and Failures on the d20. For Every Critical Success, you gain a +1 in that Social Skill up to a maximum of +5. For every Critical Failure, you gain a -1 to that Social Skill, but a +1 to another Social Skill. The reasoning behind this is that you failed so badly, you actually acted like one of the other Social skills. For instance: You are trying to haggle for a better price on some weapons. You roll Persuade but Critically Fail. This gives you a -1 to Persuasion, but you can choose to put the +1 in either Intimidation or Deception. Whichever you choose is what the GM will have the NPC react as if you were rolling that. You still fail the check, but now you know a bit about the other Social Skill that you can use later. type of weapon or fighting style. It is an improvement on the normal attack which deals more damage or has alternative effects. Be careful! Abilities put reduces Strain which can weaken you if it you lose too much! Spells: A Spell is a magical move that is specialized into schools that focus on certain fighting styles. Spells use Mana or a characters own mental fortitude known as Stress to generate the magical attacks, defenses and augmentations. Gaining Abilities and Spells Getting new Abilities and Spells is twofold. First, you must get an Ability or Spell Cog from the Talent Map. Ability Cogs are spread throughout the Strength, Endurance and Agility sides of the map, with the highest concentration on the Strength side. Spell Cogs are focused on the Willpower side of the map. Once you have one of the Cogs, you can gain any type of Ability or Spell. But… you also have to have the proper Skill and Ranks in them to gain the ability/spell. Social Dynamics When socializing with someone, you do not always get the intended results. This is known as Social Dynamics and brakes up your rolls into various forms of Successes and Failures. Major Success is when your check is 20 or higher. With this you get exactly what you intended and then some. Success is when your check is between 16 and 19. With this you get what you wanted, no strings attached. Partial Success is when your check is between 11 and 15. With this, you get what you want, but the person might want something in return. Partial Failure is when your check is between 6 and 10. With this, you get what you want, but only if you give something in return. Failure is when your check is between 2 and 5. With this you don’t get what you want. Major Failure is when your check is a 1 or lower. With this you definitely don’t get what you want, in fact the person might want something just for you talking to them. They might also think less of you. As mentioned at the beginning of the book. Nothing happens, never happens. Even if you fail a social check, some kind of reaction happens that effects the balance of play. Be wary of what you ask for. Using Abilities and Spells Before we talk about how exactly to use Abilities and Spells, lets cover the resources that they require to be used. Strain Strain is a numerical measurement of your ability to physically withstand strain on your body. It can be reduced by environmental means (such as falling or being bludgeoned) or by doing an Ability. Abilities costs a number of Strain points from 1 to 6. When a character dose an ability, they are putting strain on their body to accomplish the difficult feat. Unlike attacking with a normal weapon which is a trained action that does not require extra work to accomplish. 5 + Strength Modifier + Strain Cogs = Total Strain For what happens when your Strain goes below 0, refer to Fatigued and Exhausted in the Conditions Chapter. Strain is regained through resting and other means. Abilities and Spells Mana Mana is the arcane energy (sometimes called Sixir) that binds the spirits of all things in the physical realm of Jirka to the spiritual realm of Ruuxa. People who can manipulate these energies are known as Dubaridi, or roughly translated into Magi meaning ‘wielder of Magic’. Aside from that lore explanation, Mana is what allows you to do magic; which in turn is the act of casting spells. Everyone has a certain amount of Mana that they have reserved ‘within’ them. Once it is expelled, it must be recharged either through rest or by using certain abilities. Aside from just waking guys with your sword or poking them with your bow, you can do awesome moves instead. Abilities and Spells are special moves that you can do to modify your attacks or do a maneuver that gives you an advantage. 40 41 10 + Willpower Value = Total Mana You cannot do Spells if you do not have the mana that it requires. Mana cannot goes into the negatives. Stress Stress is the numerical value of a character’s mental fortitude. It can be reduced by mental stress that the character faces, such as seeing people get injured, fall unisonous or die, seeing other people be depressed or go insane and so on. Stress is used to cast some spells, especially those of the Fel or Spiritual kind. 5 + Willpower Modifier + Stress Cogs = Total Stress For what happens when you’re Stress goes below 0, refer to Stressed and Insanity in the Conditions Chapter. Stress is the hardest of all the Stats to regenerate, but it does through meditation, long rests and other means. some abilities/spells it will say (Stance) meaning that only one of these can be active at a time. Cost: This is the cost that you must pay to do the ability/spell. This is usually Strain, Mana or Stress. Some use HP or temporarily reduces Stats to use. Range: The distance in feet that the ability/spell can be used up to. Sometimes it will say self, meaning that it targets and affects you, while other times it will say weapon in which it affects your weapon’s attack in some way. Description: This is the effect of the ability/spell when it hits. Advancement: Similar to Prerequisites, Advancements increase an ability/spell once you reach the skill rank that is required. These help keep abilities/spells relevant throughout your adventures as you gain experiences and become more powerful. Below all of the Abilities and Spells are listed for you to peruse with a small description about each type. The actual descriptions of the Abilities and Spells will be listed later in the same order. This part is just a quick reference guide when looking for new moves. Ability and Spell Upgrading Spells and Abilities grow with characters as they themselves become stronger. Most often this is through small increases when a Stat Value increases. The largest increases come from when a Character increase in rank in a certain skill. Skill increases add more functions to the abilities or spells making it more useful. These effects happen automatically once you increase your Stats or gain a new skill. So it is important to refer back to the spell and abilities list when gaining skill ranks and stat increases to see how yours have increased and how others on the list become more powerful. Abilities Abilities are physical feats that you can do beyond that of just hitting something with your weapon. They can buff your attack, help your allies or hinder your enemies. Abilities usually cost Strain, while some higher abilities also cost Mana and Stress. All Abilities use your weapons accuracy (ranged or melee) for its accuracy. Aside from active abilities which have some kind of cost to use every time, there are also Passive abilities like Stances, which once activated stay on you until you cancel it, the encounter ends or your fall Unconscious or Die. You can only have one Stance active at a time. Abilities are separated by their combat type: Melee, Guard, Su-Ki, Duel Wield, Archery, and Gunmanship. What makes up an Ability/Spell? Abilities and Spells each have a number of descriptors which outline what you must have, do and gain from using the ability/spell. For the most part they are all the same, but some have more descriptors than others depending on what exactly needs to be told about the ability/spell. Some of the Descriptors are: Name: The name the ability/spell is known by. This is not necessarily what your character refers to it as, but it is generally known by this name. Prerequisites: This indicates the Skills that are required to know this ability/spell. It will list the name of the skill and the rank needed. More powerful abilities/spells often have more than one skill and rank needed to learn it. Weapon Type: What weapon or weapons this ability is available for. Spells do not require weapons. Action(s): How many actions this ability/spell requires to do. Some have Maintained or Channeled which cover over multiple turns. (refer to Actions in the Combat Chapter) For Melee Abilities that can only be done with melee weapons. Certain abilities can only be done by certain types of weapons so pay attention to the Weapon Type! Rhino Stance Prerequisite: Knowledge Tactics: Trained Weapon Type: Any melee weapon Action(s): Free Action (Stance) Cost: None Range: Self Description: While Charging, you are Unstoppable. 41 42 Advancement: Knowledge Tactics: Rank 3: While in Rhino Stance you can also make Opportunity Attacks against targets within your weapons range. Description: You leap at an opponent. On a hit, you deal an extra weapon die in damage. If you Crit, you knock the opponent Prone and add double the weapons flat damage. Advancement: Knowledge Tactics: Rank 3; increase extra damage to 2 weapon die. Fighter Stance Prerequisite: Knowledge Tactics: Trained Weapon Type: Any melee weapon Action(s): Free Action (Stance) Cost: None Range: Self Description: You cannot move or use abilities that cause you to move (either will break the stance). You gain a d6 for your accuracy and damage rolls. Advancement: You gain +1 to your Temp Endurance and damage for every Rank in Knowledge Tactics (to a max of 4). Knowledge Tactics Rank 3: You can move up to 10ft while in this stance. Bash Prerequisite: Knowledge Tactics: Rank 1 Weapon Type: Any melee weapon Action(s): 1 Action Cost: 1 Stain Range: Weapon Description: Push an opponent back 5ft. as well as damaging them for your weapon die damage only. On a Crit, you also Stun the opponent for one round. (If you do this ability at the end of a movement action it has no cost). Advancement: When your Strength Value reached 20, you push them back 10ft. instead of 5ft. Berserker Stance Lunge Prerequisite: Knowledge Tactics: Trained Weapon Type: Any melee weapon Action(s): Free Action (Stance) Cost: None Range: Self Description: Increase your damage and decrease your Endurance equal to your x2 STR mod. You can make an Opportunity Attack against opponents that hit you in melee (does not require Reaction). Advancement: Knowledge Tactics: Rank 3; the bonus increases to Strength Value instead of x2 STR mod. Survival Rank 2: Endurance Value is only decreased by your STR mod regardless of the bonus. Prerequisite: Knowledge Tactics: Rank 2 Weapon Type: Any melee weapon Action(s): 2 Actions Cost: 2 Strain Range: Weapon + 5ft. Description: Gain all the bonuses of Charge without needing to move the extended distance. Advancement: Knowledge Tactics: Rank 4, you gain double the benefits of Charge. Shockwave Prerequisite: Knowledge Tactics: Rank 2 Weapon Type: Any melee weapon Action(s): 2 Actions Cost: 2 Strain, 5 Mana Range: 20ft. AOE burst Description: Roll against all targets in range. On a hit, you deal x2 STR mod + one die from your weapon. If you also hit their Agility they are knocked Prone. Advancement: Knowledge Tactics: Rank 4; you deal your Strength Value + two die from your weapon instead. Cleave Prerequisite: Knowledge Tactics: Rank 1 Weapon Type: Any melee weapon Action(s): 2 Actions Cost: 1 Strain Range: Weapon Description: Hit up to 3 enemies. Roll attack and damage for each enemy within range. Decrease the damage for each enemy hit after the first by 1 weapon die (down to 1). Advancement: For every Rank of Knowledge Tactics over 1, you can hit another target (up to 6). At full ranks you do not suffer the damage penalty. Sweep the Field Prerequisite: Knowledge Tactics: Rank 2 Weapon Type: Any melee weapon Action(s): 2 Actions Cost: 2 Strain Range: Weapon Description: Roll accuracy and damage for all targets. If you also hit their Agility, targets are pushed back 5ft. Leaping Strike Prerequisite: Knowledge Tactics: Rank 1 Weapon Type: Any melee weapon Action(s): 2 Actions Cost: 1 Stain Range: Leap distance, Weapon 42 43 simply Grapple them. On a miss, you deal half damage and land adjacent to them. You can use this to hit flying targets so long as they are within your charge distance in the air. Description: Using the momentum of your swing or the spinning of your weapon to fly forward to an opponent dealing more damage than normal and knocking them down. Advancement: Knowledge Magic: Rank 2, you also do the melee ability Shockwave (without advancements) when you land. Knowledge Magic Rank 4, you do the melee ability Shockwave (with advancements) when you land. Advancement: Knowledge Tactics: Rank 4; your range for this ability increases by +5ft. and you gain an extra weapon die when rolling damage. All In Prerequisite: Knowledge Tactics: Rank 3 Weapon Type: Any melee weapon Action(s): 2 Actions Cost: 3 Strain Range: Charge distance Description: Charge forward to a target. You gain half your END mod as increased Armor, Resistances and weapon flat damage. Lasts until the end of your next turn. Advancement: Knowledge Tactics: Rank 4 & Trained; you gain your entire END Mod as increased Armor, Resistances and weapon flat damage. Can be maintained for 1 Action at the beginning of your turn. Marked For Death Prerequisite: Knowledge Tactic Rank 4 Weapon Type: Any melee weapon Action(s): 1 Action (Mark) Cost: 3 Strain Range: 40ft. Description: Mark a target. When you are In Combat with that target, neither of you can move away from the other. You gain your Strength Value as extra damage against him. If the marked target tries to attack somebody that is not you, they suffer Drawback. Advancement: Survival Rank 2; you gain your END mod as Temporary HP when you first Mark the target. Double Strike Prerequisite: Knowledge Tactics: Rank 3 Weapon Type: Any melee weapon Action(s): 2 Actions (per weapon) Cost: 3 Strain Range: Weapon Description: You can make a second attack. Roll attack and damage for the second attack. If your second attack hits, you deal double its flat damage and gain AGIL as part of the damage.0 Advancement: Knowledge Tactics: Rank 4; if your second attack hits you also deal double its stat modifier damage addition. Shield Throw Prerequisite: Knowledge Tactic: Rank 3, Knowledge Magic: Rank 2 Weapon Type: Shield Action(s): 2 Actions Cost: 2 Strain, 10 Mana Range: 10 + Strength Value in ft. Description: You deal your shield Armor Rating as physical damage as well as Shield damage. Advancement: Knowledge Tactics: Rank 4; you deal double the shields Armor Rating instead. For every rank of Knowledge Magic over 2, you can hit an extra target at a -2 accuracy stacking. And increase the range by 5ft. (to a max of 3 targets suffering -6 accuracy at a range of 25ft + Strength Value). Impale Prerequisite: Knowledge Tactics: Rank 3 Weapon Type: Pointed melee weapons Action(s): 2 Actions Cost: 3 Strain Range: Weapon Effect: You Immobilize the target and deal x2 your weapons flat damage. Advancement: Knowledge Nature Rank 2; you deal double your damage instead of x2 your weapons flat damage. Momentum Precision Strike Prerequisite: Knowledge Tactic: Rank 3 Weapon Type: Any melee weapon Action(s): 3 Actions Cost: 4 Strain, 15 mana. Range: Charge distance Effect: Fly up to max charge distance. You land on the opponent gaining double you weapon die as well as the bonuses from Charge. You knock the target that is up to two sizes larger than you Prone and are standing on top of them. If they are larger, you Prerequisite: Knowledge Tactic: Rank 4 Weapon Type: Any melee weapon Action(s): 2 Actions Cost: 4 Strain Range: Weapon Description: You suffer Drawback, but if you hit, you deal Lethal Damage instead of physical damage (does not affect attributes). If combined with Called Shot, you only suffer half of the accuracy 43 44 penalty and gain all of its bonuses. On a Miss this ability costs only 1 Strain. Advancement: None. Dauntless Prerequisite: Knowledge Tactics Rank 1 Weapon Type: Any weapon Action(s): Free Action Cost: 1 Strain Range: Self Description: You are Unstoppable. Advancement: At Knowledge Tactics Rank 3; if you are already constrained by something you can expend 1 extra Strain to break out of it. Survival Rank 3; If an ally is about to die and you state your intention to use and ability to save them, you can use this ability at no cost to complete the intention. PUNCH IT! Prerequisite: Knowledge Tactic: Rank 4 Weapon Type: Fist/fist weapon/hammer/mace Action(s): 3 Actions Cost: 6 Strain Range: Weapon Description: Deal max damage, double max on Crit. If the target is up to two sizes larger than you, they go flying at x2 your Strength Value backwards and knocking Prone (Crits knock them Unconscious). If they are a larger size they are knocked back half as far. On a miss, you deal normal damage (Crits are normal as well) and only knock the target back half as far. Advancement: Knowledge Magic: Rank 2, you also do the melee ability Shockwave (without advancements) around you. Knowledge Magic Rank 4, you do the melee ability Shockwave (with advancements) around you. If Strength Value is 25+ you also Brake one of the targets limbs. Counter Prerequisite: Knowledge Tactics Rank 1 Weapon Type: Any weapon Action(s): Reaction Cost: None Range: Weapon Description: If you are hit with a melee attack and the target is within your weapon range, you may make an Opportunity Attack against them. Advancement: Knowledge Tactics Rank 3; you can do this twice a round without expending a Reaction. Guard Guard is focused around defensive abilities that you can use to help your allies, frighten your foes, or protect yourself. Taunt Prerequisite: Knowledge Tactics Rank 2 Weapon Type: Any weapon Action(s): Free action (Mark) Cost: 1 Strain Range: 30ft Description: You mark a target for 1 round, forcing them to attack you for the deration of the mark or until they are Unconscious or Dead. Advancement: For every rank of Knowledge Tactics over 2, you can mark another target with Taunt (max of 3). Knowledge Tactics Trained; you may spend a 1 Action instead of Strain. Phalanx Stance Prerequisite: Knowledge Tactics: Trained Weapon Type: Shield Action(s): 1 Action (Stance) Cost: None Range: Self, adjacent allies Description: Can only move at half speed and only use 1 action to move. You gain +2 to your Endurance and Agility and grant half the amount to your adjacent allies. Advancement: None. Imposing Presence Prerequisite: Knowledge Tactics: Trained Weapon Type: Any weapon Action(s): Passive Cost: None Range: Self Description: Whenever you are In-Combat with another, they suffer Drawback when they attack anything but you. Advancement: Knowledge Tactics: Rank 2; whenever you hit an opponent you also Taunt them. Incite Rank 3; roll Intimidate against a target. On a 12+ you force the target to be Afraid of you. Parry Prerequisite: Knowledge Tactics Rank 2 Weapon Type: Any melee weapon Action(s): Reaction Cost: 1 Strain Range: Self 44 45 Description: When an opponent announces their intent to attack you, you may attempt to deflect the attack. This forces the opponent to suffer Drawback. Advancement: Knowledge Tactics Rank 4; this ability costs no Strain. Description: Roll d20 + STR or WILL vs. Willpower. If you succeed the opponent will only attack you and no one else until you your concentration is disrupted by a condition or they fall Unconscious or Die. Advancement: None Root with Fear Su-Ki Prerequisite: Knowledge Tactics Rank 2 Weapon Type: Any weapon Action(s): 1 Action Cost: 2 Strain Range: 40ft. Description: you Immobilize an opponent with fear. Roll d20 + STR vs. Willpower. On a success the opponent is Immobilized for 1 round. On a failure, they move at 50% speed for 1 turn. Advancement: Knowledge Tactics Rank 3, On a Crit you make the target Afraid and Immobilized for 1 turn. Intimidate with +4 or higher, this ability lasts for d4 rounds instead of just 1. An ancient form of hand to hand combat, Su-Ki has been readily adopted as the best for of close quarters combat without a weapon. It focuses on the strength of mind and body, using both strength and agility to overpower foes and willpower and endurance to focus the mind and body. Ninja Moves Prerequisite: Knowledge Culture & Tactics Trained, Light Armor Weapon Type: Any Weapon Action(s): Passive Cost: None Range: Self Description: All movement action Stat Checks are reduced by half (down to 1). Stealth LOD is automatically reduced by 2 levels. You lose all of these bonuses if you are encumbered. Advancement: Stealth Rank 3; Soft Step and Crouch can be done at normal movement speed. Battle Cry Prerequisite: Knowledge Tactics Rank 3 Weapon Type: Any weapon Action(s): 2 Action Cost: 3 Strain & 1 Stress Range: 25ft. for allies, 45ft for enemies Description: Your allies gain +5 Temp HP, +2 to all Stats and gain x2 of your STR mod as extra damage to all of their damaging attacks. Your opponents suffer -2 to all of their stats. Lasts until the start of your next turn. Advancement: Knowledge Tactics Trained; if you do this as your first action in an Encounter or Warlike scenario, your allies gain double the benefits and your enemies suffer double the penalties. Knowledge Tactics Ranks 4; this ability only costs 2 Strain. The Strain can be substituted with Stress. Palm Jam Prerequisite: Knowledge Tactics Rank 1 Weapon Type: Unarmed Action(s): 2 Actions Cost: 1 Strain Range: Weapon Description: You deal your STR mod as extra damage and reducing their melee defense by 2 for 1 Round. After three successful hits against the same target, their jaw is broken and they cannot speak. Advancement: Knowledge Tactics Rank 3; you deal an extra x2 STR mod. If Knowledge Tactics is Trained, increase to Strength Value instead. Knowledge Tactics Rank 4; you reduce their melee defense by 3 instead of 2. Stunning Blow Prerequisite: Knowledge Tactics Rank 3 Weapon Type: Any melee weapon Action(s): 2 Actions Cost: 2 Strain Range: Weapon Description: You deal half damage as Lethal Damage and Stun them. Advancement: Knowledge Tactics Rank 4 and Trained; on a Crit, you knock them Unconscious. Power Kick Prerequisite: Knowledge Tactics Rank 1 Weapon Type: Legs (Unarmed Damage) Action(s): 2 Actions Cost: 1 Strain Range: 5ft. Description: Knock target back 5ft. and deal an extra d8 in damage. On a Crit, you knock them Prone. Advancement: Knowledge Tactics Rank 3, you deal 2d6 extra damage instead of d8. One on One Prerequisite: Knowledge Tactics Rank 4 Weapon Type: Any melee weapon Action(s): 2 Actions Cost: 3 Strain, 2 Stress Range: 10 + x2 Willpower or Strength in feet 45 46 Knowledge Culture Rank 2; you can use this ability for 1 Action instead of 2. Cost: 2 Strain Range: Weapon Description: Ignore half of the targets armor and deal an extra d6 of damage. Advancement: For every rank of Knowledge Tactics over 2, you gain an extra d6 to the abilities damage roll (to a max of 3d6). Knowledge Culture Rank 3, Ability costs 3 Strain, but you ignore all of the targets armor. Ki Burst Prerequisite: Knowledge Culture & Magic Rank 1 Weapon Type: Any Weapon Action(s): 2 Actions Cost: 1 Stress, 10 mana Range: 15ft. Description: Will vs Will. Targets hit take Xd6 arcane damage, where X is your Will Mod. Advancement: Knowledge Culture Rank 3; this ability costs 1 Action and has its range increased by 5ft. Knowledge Magic Rank 3; this ability costs 5 less mana and has its range increased by 5ft. On Inch Punch Prerequisite: Knowledge Tactics Rank 3 Weapon Type: Unarmed/Fist Weapon Action(s): 2 Actions Cost: 3 Strain Range: Weapon Description: Deal your x2 Strength Value as damage instead of STR Mod and knock the target Prone. On a Crit you deal x4 Strength Value as part of your Crit Bonus. Advancement: Knowledge Culture Rank 3; you Stun the target for 1 round as well. Knowledge Tactics Rank 4 & Trained; add x2 WILL or AGIL to your damage as well. Hyper Reflexes Prerequisite: Knowledge Tactics Rank 2 Weapon Type: Any weapon Action(s): Free Action Cost: 3 Strain Range: Self Description: Gain extra Reactions equal to half of your AGIL Mod. They last until the beginning of your next turn. Advancement: Knowledge Tactics Rank 4: Cost increased to 4 Strain, but you gain your entire AGIL Mod in Reactions. Survival Rank 3: This ability can be triggered during a Surprise Attack for free. Total Control Prerequisite: Knowledge Tactics Rank 3 Weapon Type: Any weapon Action(s): Free Action Cost: 5 Strain Range: Self Description: You gain 1 extra Action point to spend on your turn. Advancement: Knowledge Tactics Rank 4 & Trained; you gain 2 Action points instead of 1. Survival Rank 4; this ability triggers for free during a Surprise Round. If you are being surprised, you get it on your first turn after the Surprise Round. Knowledge Nature Rank 3; this ability only costs 4 Strain. Knowledge Nature Rank 4 & Trained; the extra action points stay with you for 2 of your turns instead of 1. Flying Kick Prerequisite: Knowledge Tactics Rank 2 Weapon Type: Legs (Unarmed Damage) Action(s): 2 Actions Cost: 2 Strain Range: Up to max Speed Description: Charge, but you ignore any Rough Terrain and other characters along the path. Dose not provoke Opportunity Attacks. Can be used against flying targets equal to half your movement speed vertically. Advancement: Knowledge Culture Rank 2; Spend another Action to increase the distance by half your max Speed and gain your AGIL Mod as extra damage. Knowledge Tactics & Culture Rank 3; You gain double the bonus from Charge. Lotus Palm Prerequisite: Knowledge Tactics Rank 3 Weapon Type: Unarmed/Fist Weapon Action(s): 2 Actions Cost: 3 Strain Range: Weapon Description: Add Strength Value to your damage and push the target back 5ft. On hit, you may perform this ability for free a second time with your Off-Hand to either the same target or another. Advancement: Knowledge Culture Rank 2; if you do another ability or attack that causes the target you are In Combat with to move 5ft or more, you may perform this attack at the cost of 1 Strain and 1 Action (only with your Off-Hand). Mantis Strike Prerequisite: Knowledge Tactics & Culture Rank 2 Weapon Type: Unarmed Action(s): 2 Actions 46 47 Knowledge Culture Rank 4; you can use this ability as a Reaction at the cost of 4 Strain. Knowledge Tactics Rank 4 & Trained; this attack costs 2 Strain instead of 3. are special in that the accuracy for them is determined on which weapons you are using. For instance one ability can use both melee and range accuracy if you have both a melee and range weapon. It is important to look at what weapons each ability requires to be used and in what order your weapons are in your hands. The special thing about Dual Wield abilities is that they are bonus abilities you can get from using two weapons at once. Each weapon can still have their own singular abilities based on what they are. A Thousand Hammers Prerequisite: Knowledge Tactics Rank 4, Knowledge Culture Rank 3 Weapon Type: Unarmed Action(s): 2 Actions Cost: 5 Strain Range: Weapon Description: Roll for accuracy. Every point over the opponent’s defensive stat is how many times you get to roll for damage (to a max of 5). Weapon Crit Bonuses do not count for this ability. All the damage is accumulated and considered one attack. If you miss, this ability only costs 2 Strain. Advancement: Knowledge Tactics & Culture Trained; on a Crit, you get to make up to 2 of the damage rolls as Max Damage. Dive Shot Prerequisite: Knowledge Tactics Rank 1 Weapon Type: Two one-handed ranged weapons Action(s): 2 Actions Cost: 1 Strain Range: Weapon Description: You fly through the air up to 5ft, attacking while doing so. You are considered Prone while flying gaining all the range and defensive benefits of being so (Upper-Hand on ranged attacks). Afterword’s you are Prone on the ground. If you did this at the end of a move action, you are Prone, but can get up for 1 Action instead of 2 on your next turn or if you have actions to spend. Advancement: Knowledge Tactics Trained; you can also do this as a Reaction, making your opponents suffer Drawback when attacking you. Knowledge Tactics Rank 3; you can use the ability Unload (at half its cost) while doing this ability and reload one of your guns as a Free action. Five Fingered Death Punch Prerequisite: Knowledge Tactics Rank 4, Knowledge Culture Rank 4 Weapon Type: Unarmed Action(s): 3 Actions Cost: 7 Strain Range: Weapon Description: Roll for 5 attacks. If all of them hit, roll for damage 5 times; that accumulated damage is done as Lethal Damage. If at least one hits, then it is normal damage for each one that hits. If any are Crits, they are considered max damage. If they all miss, this ability only costs 3 Strain. Advancement: Knowledge Tactics & Culture Rank 4 & Trained; the first attack automatically hits and is considered a Crit, roll only for 4 more attacks. If all of those 4 attacks miss, this ability costs 3 Strain. Fang Strike Prerequisite: Knowledge Tactics Rank 1 Weapon Type: One melee and one ranged weapon Action(s): 2 Actions Cost: 1 Strain Range: Melee weapon Description: Roll accuracy only for your main hand weapon, roll damage for each weapon. Your range weapon does not suffer CRP. If you Crit, both weapons act as if they Crit their attacks and gain their Crit Bonus. If you miss, you only hit with one weapon (GM’s choice) and deal half damage. Advancement: Knowledge Tactics Rank 2; you can do this as a part of a Charge action gaining the bonuses of Charge. Knowledge Tactics Rank 4; this ability now costs 2 Strain. On a hit, your off-hand weapon always gains its Crit Bonus. On a Crit, it gains its Crit Bonus and x2 Damage. Po’s Super-Secret Technique Prerequisite: Knowledge Tactics & Perception Rank 3 & Trained Weapon Type: Unarmed Action(s): Reaction Cost: 4 Strain & 2 Stress Range: Self Description: Any attack against you can be reflected back at the opponent so long as the max damage of that attack is not greater than your Endurance and Strength Value combined. Advancement: Knowledge Culture Rank 3; you also add your Agility Value. Scissor Dual Wield Prerequisite: Knowledge Tactics Rank 1 Weapon Type: Two one-handed melee weapons Action(s): 2 Actions You are skilled in wielding not one, but two weapons either both, melee or ranged or a mix of both. Dual Wield abilities 47 48 Cost: 1 Strain Range: Weapon Description: Roll for one attack. On a hit, roll damage for both of your weapons with double their flat damage and mark one limb with Disable. If you Crit the attack roll, the damage for both is considered a Crit and you Brake a limb. Advancement: Knowledge Tactics Rank 3; both weapons have x2 STR for damage instead of just STR. Knowledge Tactics Rank 4; you deal double your weapons ammo damage. Multi Shot Prerequisite: Knowledge Tactics Rank 2 Weapon Type: Any Bow or Crossbow Action(s): 2 Actions Cost: 1 Strain per attack Range: Weapon Description: Every attack after the second suffers a -2 stacking to accuracy. Advancement: Knowledge Tactics Rank 4; the accuracy penalty is reduced to -1 stacking per extra attack after the second. Double Strike Prerequisite: Knowledge Tactics Rank 2 Weapon Type: Duel Weapons Action(s): Reaction Cost: 1 Strain Range: Weapon Description: Instead of a normal Opportunity Attack, you roll for one attack but deal damage with both weapons. Advancement: Knowledge Tactics Rank 3; if you are surprising an opponent, you can do this ability for free. If you are Surprised you can use this ability at the end of the Surprise Round for 1 Strain and 1 Stress. Knowledge Tactics Rank 4 & Trained; when using this in place of an Opportunity Attack it does not cost Strain. Under the Armor Prerequisite: Knowledge Tactics Rank 2 Weapon Type: Any Bow or Crossbow Action(s): 2 Actions Cost: 2 Strain Range: Weapon Description: Your attack suffers -5 accuracy. On a hit you ignore half of your opponents Armor. On a Crit you ignore all of their Armor. Advancement: Knowledge Tactics Rank 4; Increase the penalty to -7, but this ability always dose Lethal Damage. Knowledge Tactics Rank 4 & Trained; instead of a flat penalty, you suffer Drawback, which cannot be negated except by other advancements from this ability. Survival Rank 3; Double ammo damage. Knowledge Nature Rank 4; when attacking wild animals, beasts or monsters you do not suffer Drawback, but cannot gain the Upper-Hand while using this ability. Knowledge Science Rank 4; when attacking machines, robots or other mechanical constructs, you do not suffer Drawback, but cannot gain the Upper-Hand while using this ability. Tornado Strike Prerequisite: Knowledge Tactics Rank 3 Weapon Type: Duel Weapons Action(s): 2 Actions Cost: 3 Strain Range: Weapon Description: Roll attack and damage for each target. If a target is within range of both your weapons you can hit them with both attacks as if it were only one attack, but still roll damage for both. Advancement: Knowledge Tactics Rank 4 & Trained, if you attack a target with a single attack, you gain Upper-Hand. If you attack with both, you deal double each weapons die damage. Deflecting Arrow Prerequisite: Knowledge Tactics Rank 3 Weapon Type: Any Bow or Crossbow Action(s): Reaction Cost: 3 Strain Range: Weapon Description: Can be done after the attack is rolled. Roll as if attacking. On a hit, you force the attack to miss. On a Crit you hit the attacker as if making a normal attack (no Crit Bonus) and their attack misses. Advancement: Knowledge Tactics Rank 4 & Trained; if you miss with this ability, it dose half damage instead of being made a miss, and the opponent deals half damage instead of their attack being a miss. Archery Though this denotes using a bow and arrow, these abilities also work with crossbows of various sizes. Hindering Shot Prerequisite: Knowledge Tactics Rank 1 Weapon Type: Any Bow or Crossbow Action(s): 2 Actions Cost: 1 Strain Range: Weapon Description: On a hit, they’re speed is decreased by half for one round. On a Crit, they are Immobilized. Advancement: Knowledge Tactic Rank 3; you may also do Called Shot in combination with this ability. Gunmanship 48 49 The best sharpshooter in the world did not get there without some good abilities hidden up their sleeves. These abilities can be used with any gun type weapon. Advancement: None Action Shot Spells are magical forms derived from the arcane lay lines scattered throughout the world. Those who know how to harness these lay lines can manipulate the escaping energy to do what they will with them. Spells often require Mana to be used which all people have. Those who have a Strong Willpower are able to store more Mana and wield the most powerful Spells. All Spells use Spell Accuracy when attacking. Spells that do not list a specific Crit Bonus have Max Damage as their Crit Bonus. Spells Prerequisite: Knowledge Tactics Rank 1 Weapon Type: Any gun Action(s): 2 Actions Cost: 1 Strain Range: 5ft. Description: If you are to suffer CRP, you negate its effect and use your range weapon as normal. Advancement: Knowledge Tactics Rank 3; if you hit with your attack you roll double the weapons die damage. Arcane Magic in its purest form. This raw magic can be manipulated in many different ways; healing the wounded and sick, shielding an ally or blowing away foes like dust in the wind. A skilled wielder of the Arcane magic is a force to reckon with. Shoot First Prerequisite: Knowledge Tactics Rank 2 Weapon Type: Any gun Action(s): 2 Actions Cost: Reaction, 2 Strain Range: Weapon Description: If you are to be attacked, you attack first at a -5 penalty. If you hit your opponent, they miss their attack and you automatically Crit against them. Advancement: Knowledge Tactics Rank 4; you can also do this attack if an ally within your weapons range is being attacked. Magic Weapon Prerequisite: Knowledge Magic Trained Action(s): 1 Action Cost: 5 Mana Range: Weapon Description: You create a Normal Quality weapon of your choosing. If it is a ranged weapon you have 10 rounds of Normal Quality ammo. Weapon lasts for as many rounds equal to your WILL mod. All Magic weapons have no attributes. Advancement: For every rank of knowledge Magic the quality of the magic weapon increases. Rank 1 = Special, Rank 2 = Good, Rank 3 = Superior, Rank 4 = Perfect. Unload Prerequisite: Knowledge Tactics Rank 3 Weapon Type: Any gun Action(s): 3 Actions Cost: 3 Strain Range: Weapon Description: If your gun has multiple rounds of ammo that it can hold, you shoot off as much as it can hold. If it only holds one round, you can shoot up to 3 times. Roll attack and damage for each attack. You suffer Drawback for each attack after the first. Advancement: Knowledge Tactics Rank 4; If you are attacking the same target multiple times, you gain +1 accuracy for each shot after the first. Knowledge Tactics Trained; you do not suffer Drawback for each attack after the first. Emit Light Prerequisite: Knowledge Magic Trained Action(s): 1 Action Cost: None Range: Touch Description: You can touch an object and cause it to emit light for up to 30ft. in normal darkness for 1 hour. Advancement: Knowledge Magic Rank 2; you can put Emit Light on objects up to 20ft away. Knowledge Magic Rank 4; your light extends up to 60ft. in normal darkness. True Shot Prerequisite: Knowledge Tactics Rank 3 Weapon Type: Any gun Action(s): 3 Actions Cost: 3 Strain Range: Weapon Description: Your attack dose Lethal Damage. Can be combined with Called Shot which will Brake a limb or knock the target Unconscious. Lay Down Arms Prerequisite: Knowledge Magic Trained Action(s): Free Action (Stance) Cost: 1 Stress Range: Self Description: As long as you do not attack anything, your healing and regenerate spells gain an extra die (if dice are involved) or increase 49 50 their value by 2 (if it is only a flat amount). If you attack an opponent you will no longer be in this stance and lose all of its bonuses. If you attack a Helpless target you lose half your Stress and gain an Insane Affliction for as many rounds or minutes as Stress lost. Advancement: For every Rank of Knowledge Magic over 1, increase the die amount by 1 (to a max of 5) For every Rank of Medicine over 1, increase the flat amount by 2 (to a max of 10) Advancement: Knowledge Magic Rank 2; you and your allies’ attacks can go through the wall, but not your opponents. Knowledge Magic Rank 3; Opponents can’t move through the wall but you and your allies can. Knowledge Magic Rank 4; the wall is 20ftx20ft. Sacrificial Regeneration Prerequisite: Knowledge Magic Rank 1 Action(s): Free Action Cost: 2 Stress Range: Self Description: Sacrifice 2 Stress to replenish 5 Mana. Advancement: For every rank of Knowledge Magic over 1, increase the mana regenerated by 5 (to a max of 20) Prestidigitation Prerequisite: Knowledge Magic Trained Action(s): 1 Action Cost: 2 Mana Range: 10ft. Description: You change the properties of an item such as the taste, smell, feel, color and/or sound. Lasts for 1 hour. Advancement: Knowledge Magic Rank 2; effect lasts for 1 day. Knowledge Magic Rank 4; effect lasts forever. Heal Prerequisite: Knowledge Magic Rank 1 & Medicine Trained Action(s): 2 Actions Cost: 10 Mana + 1 Stress Range: 40ft. Description: Restore d6 + WILL in HP. Advancement: For every rank of Medicine over the first, you gain an extra die (up to 4d6). Knowledge Magic Rank 4; you get Willpower Value instead of just your WILL. Knowledge Magic Trained; this spell costs 5 less mana. Arcane Bolt Prerequisite: Knowledge Magic Rank 1 Action(s): 2 Actions Cost: 5 Mana Range: 30ft. Description: 2d8 + WILL Arcane damage. Advancement: At every rank of Knowledge Magic above the first, gain an extra die in damage (up to 5d8). Knowledge Magic Trained; x2 WILL Willpower 20+ this ability costs no mana. Arcane Explosion Prerequisite: Knowledge Magic Rank 2 Action(s): 2 Actions Cost: 10 Mana Range: 15ft burst Description: Roll accuracy with Upper-Hand and damage once vs all targets. Targets take d10 + WILL Arcane damage. Advancement: Knowledge Magic Rank 3; deal x2 WILL instead of WILL. Increase range to 20ft. Knowledge Magic Rank 4; deal Willpower Value instead of x2 WILL. Increase range to 30ft. Knowledge Magic Trained; add an extra die. Magic Lightning Prerequisite: Knowledge Magic Rank 1 Action(s): 2 Actions Cost: 8 Mana Range: 15ft. cone Description: Roll attack for each target within range. d6 + WILL in Arcane damage. Advancement: At every rank of Knowledge Magic above the first, gain an extra die in damage (up to 4d6). Knowledge Magic Trained; increase range to 25ft. Willpower 20+ this ability costs only 5 mana. Magic Shield Prerequisite: Knowledge Magic Rank 2 Action(s): 1 Action activation / 1 Action recharge Cost: 1 Stress + 5 Mana activation / 2 Mana recharge Range: Self Description: The shield has HP equal to your Willpower Value. It will take any damage that would normally hit you. The shield does not gain your Armor or Resistances. Expend 1 Action and 2 Mana to recharge the shield equal to your WILL Mod. Advancement: Knowledge Magic Rank 3; the shield gains you’re Resistances. Magic Wall Prerequisite: Knowledge Magic Rank 1 Action(s): 2 Actions Cost: 5 Mana Range: 20ft. / Size: 10x10ft. Description: Form a wall 10x10ft. No attack can go through the wall. Characters can move through the wall. 50 51 Knowledge Magic Rank 4; the shield gains you’re AR and increase shield HP to x2 Willpower Value. Knowledge Magic Trained; Increase regeneration by x2 WILL Mod. Advancement: Knowledge Magic Rank 4; you only lose half the amount of mana your transfer. Dimensional Shift Prerequisite: Knowledge Magic Rank 2 Action(s): Free Action Cost: 15 Mana + 3 Stress Range: Self Description: You gain 1 extra Action on your turn. Until your next turn, you do not have a Reaction, but you are considered Incorporeal. Advancement: Knowledge Magic Rank 4; this ability costs 15 Mana + 4 Stress, but you can also Teleport up to your move speed as part of this ability. Knowledge Spiritual Trained; reduce the Stress cost of this Spell by 1. Knowledge Spiritual Rank 3; you gain 2 Actions instead of 1. Knowledge Spiritual Rank 4; you gain a Reaction as well as being Incorporeal. Flux Rift Prerequisite: Knowledge Magic Rank 2 Action(s): 2 Actions Cost: 10 mana activation, 2 mana sustain per turn. Range: Cast Range: 30ft. / Size: 20x20 Description: All spells used within the area to have Drawback and cannot Crit. Advancement: Knowledge Magic Rank 4; your allies can still use magic within the area. Knowledge Magic Rank 4; the size increase to 30x30ft and can be casted up to 40ft away. Knowledge Magic Trained; if one of your spells hits one of the targets inside the area, it also deals half damage to everyone else in the area (not to the same target). Decurse Cure Prerequisite: Knowledge Magic Rank 2 Action(s): 1 Action Cost: 10 Mana Range: 30ft. Description: You remove one harmful effect from a target. Advancement: Knowledge Magic Rank 4; this ability costs 5 Mana and can be casted up to 50ft. Prerequisite: Knowledge Magic Rank 2 & Medicine Trained Action(s): 2 Actions Cost: 10 Mana Range: 30ft. Description: Restore one of the character’s stats equal to half your WILL. Advancement: Knowledge Magic Rank 4; this spell costs only 5 Mana. Medicine Rank 3; Increase restored stats equal to your WILL Mod. Teleport Prerequisite: Knowledge Magic Rank 2 Action(s): 1 Action Cost: 15 Mana + 1 Stress Range: Speed Description: instantly move from one location to another. You do not provoke Opportunity Attacks. Advancement: Knowledge Magic Rank 3; Can spend 2 actions to teleport double your max Speed. Knowledge Magic Rank 4; Can Spend 3 Actions to teleport triple your max Speed. Knowledge Magic Trained; this spell costs 5 less mana. Willpower 20+; Teleporting costs 1 less action (down to 1). Magic Missile Prerequisite: Knowledge Magic Rank 3 Action(s): 2 Actions Cost: 15 Mana Range: Cast Range: 50ft. // AOE 10ft. Description: 4d4 + x2 WILL mod arcane damage. Half damage to targets within AOE. Crit, deal double damage. Advancement: Knowledge Magic Rank 4; increase the damage to 4d6 + Willpower Value. Levitation Mana Transference Prerequisite: Knowledge Magic Rank 3 Action(s): 1 Action Cost: 10 Mana activation Range: Self Description: You Levitate. Advancement: Knowledge Magic Rank 4; this spell costs 5 Mana. Prerequisite: Knowledge Magic Rank 2 Action(s): 1 Action Cost: Various Range: 30ft. Description: Transfer an amount of your own mana to an ally up to x2 WILL. 51 52 Advancement: Knowledge Magic Trained; costs 2 mana to sustain instead of 4. Polymorph Prerequisite: Knowledge Magic Rank 3 Action(s): 2 Actions Cost: 15 Mana Range: 20ft. Description: You can change an inanimate object into a different one for 1 hour or you can change an animate object into a different one for 1 round. Both retain the properties of the original. The animate object cannot perform any other action than moving their base movement speed. Advancement: Knowledge Magic Rank 4; this spell lasts for d4 rounds (for animate) or hours (for inanimate). Knowledge Nature Rank 4; animate objects gain the properties of its new form instead of retaining their old properties. Mana Font Prerequisite: Knowledge Magic Rank 4 Action(s): 3 Actions Cost: 3 Stress Range: Cast Range 30ft // 10ft AOE Description: Spend 1 Action to regenerate 2d6 + (their) WILL. Font lasts for 4 turns or 6 uses. Advancement: Knowledge Magic Trained; Increase mana regeneration by 1 die and x2 WILL. Fire Arcane is not the only form of magic. The Elemental magics of Fire, Frost, Earth and Wind are the physical manifestation of the pure arcane forces. Fire above all is the most used because of its destructive properties. Restore Prerequisite: Knowledge Magic Rank 3 & Medicine Trained Action(s): 2 Actions Cost: 20 Mana Range: 30ft. Description: Restore 2 Strain or 1 Stress to a target. Cannot be done outside of Encounters. Advancement: Knowledge Magic Rank 4; restore d4 instead of just 1. Flame On! Prerequisite: Knowledge Magic & Nature Trained Action(s): 1 Action (Stance) Cost: 1 Stress activate / 4 Mana Maintain Range: Self Description: Immune to Fire and Frost damage, but Weak to Arcane and Poison. Any character adjacent to you takes 1d4 Fire damage at the beginning of their turn or if they enter a space next to you. Advancement: For every Rank of Knowledge Nature over 1, increase the damage by 1 die (up to a maximum of 5). Knowledge Magic Rank 3; this spell costs 2 Mana Maintain instead of 4. Knowledge Spiritual Rank 3; this spell costs no stress or actions to activate. Mass Heal Prerequisite: Knowledge Magic Rank 3 & Medicine Trained Action(s): 2 Actions Cost: 20 Mana Range: 40ft. Description: heal all allies around you for 2d6 + WILL. Advancement: Knowledge Magic Rank 4; increase to x2 WILL. Medicine Rank 3; add another die. Arcane Beam Cannon Prerequisite: Knowledge Magic Rank 4 Action(s): 3 Actions Cost: 30 Mana + 5 Strain & Stress Range: 100ft. Description: The beam attacks all targets in the line up to its maximum distance. On a hit, deal Xd10 + Willpower Value, where X equals your WILL. On a miss, deal half damage. On a Crit, you deal max double damage. Advancement: Knowledge Magic Trained; the width of this spell increases to 15ft. Fire Ball Prerequisite: Knowledge Magic Rank 1 Action(s): 2 Actions Cost: 5 Mana Range: 30ft. Description: 2d8 + 5 Fire damage. The ball explodes on impact dealing half damage to characters adjacent to the main target. Roll attack and damage for only the main target. Adjacent targets roll AGIL DC 12 to dodge the explosive fire. Advancement: For every rank of Knowledge Magic over the first, add an extra die (up to 4d8). Knowledge Magic Trained; add WILL to flat damage. Knowledge Nature Rank 2; range increases to 40ft. Knowledge Nature Rank 4; the explosion size increased to 10ft with AGIL DC 14. Flight Prerequisite: Knowledge Magic Rank 4 Action(s): 2 Actions / 1 Action Maintain Cost: 10 mana activate / 4 mana Maintain (per turn in flight) Range: Self Description: You Fly magically. Can move your movement speed in the air. 52 53 Knowledge Nature Rank 3; increase the cast range to 70ft and the AOE to 25ft. Conflagration Prerequisite: Knowledge Magic Rank 1 Action(s): 1 Action Cost: 5 Mana Range: Self Description: Your physical damage now dose Fire damage instead. This does not change attributes that the weapon has. Can be done to Grappled targets as if you were hitting them with an unarmed attack. Can also be used to melt objects or catch them on fire. Advancement: Knowledge Magic Rank 3; add your END Mod as extra Fire Damage. Knowledge Nature Rank 3; this spell costs no mana. Knowledge Magic Rank 4; this spell is a Free Action. Inferno Prerequisite: Knowledge Magic Rank 3 Action(s): 2 Actions Cost: 15 Mana Range: 15ft. AOE Description: 4d4 + WILL as Fire damage. Targets within range roll either END or AGIL vs your Willpower Value. Roll damage once for all targets hit. Hit enemies are pushed back 5ft. On a Crit they are On Fire and Prone. On a miss, they take half damage. Advancement: Knowledge Magic Rank 4; increase damage to 6d6 + x2 WILL Fire damage. Knowledge Magic Trained; this spell can be Channeled expending the same amount of Actions and 5 Mana Channel. If it is Channeled for longer than 2 rounds, the Spell becomes a Firestorm dealing increasing damage as d8s instead of d6s and Willpower Value instead of WILL or x2 WILL. Knowledge Nature Rank 2; you leave behind an area of scorched earth that lasts for 2 Rounds. Targets within this area at the end of their turn take Fire damage equal to your WILL mod. Knowledge Nature Rank 4; the AOE increases to 25ft. Flame Breath Prerequisite: Knowledge Magic Rank 2 Action(s): 2 Actions Cost: 8 Mana Range: 20ft cone Description: d10 + 4 Fire damage. Advancement: At every rank of Knowledge Magic above the second, gain an extra die in damage (up to 3d10). Knowledge Magic Trained; this ability costs only 5 mana. Hellfire Beam Prerequisite: Knowledge Magic Rank 4 Action(s): 3 Action Channel Cost: 15 Mana Channel Range: 30ft. Description: 5d8 + 10 Fire damage. On a Crit you deal double damage. Can also use this spell to cut through objects costing only 10 mana per minute of cutting time. This variation deals only 2d4 + 2 Fire damage to characters. Advancement: Knowledge Nature Rank 4; the range is increased to 60ft. and attacks all targets along the path. Targets within range roll their AGIL vs your Willpower. Roll damage once for all hit. Knowledge Magic & Nature Trained; increase width to 10ft, increase die to d10s instead of d8s. Flame Trap Prerequisite: Knowledge Magic Rank 2 Action(s): 2 Actions Cost: 10 Mana Range: 40ft. Description: You create a hidden trap at target location. Roll Stealth to hide the trap. It can be spotted if the opponent rolls a Perception Check that is equal to or higher. If an opponent is to move over it, the trap will explode dealing 2d6 + 6 Fire damage. Those 10ft away from main target take half damage. Advancement: At every rank of Knowledge Magic above the second, gain an extra die in damage (up to 4d6). Pyrotechnics Prerequisite: Knowledge Magic Rank 3 Action(s): 2 Actions Cost: 15 Mana Range: Cast Range: 50ft // AOE: 15ft. Description: You shoot a small fire rocket that explodes dealing 3d6 + 4 Fire Damage to all targets within the area. Roll accuracy and damage only for the main target. Targets 5ft or more away take half damage. Targets not the main target roll AGIL DC 12 to dodge the attack. This can be used as a flare for 5 mana, dose no damage, but illuminates an area as if it was daytime for 1 minute. Advancement: Knowledge Magic Rank 4; increase the damage to 4d8 + 8 fire damage. Pillar of Flame Prerequisite: Knowledge Magic Rank 4 Action(s): 3 Actions / 1 Action Maintain Cost: 25 Mana / 10 Mana Maintain. Range: Cast Range: 50ft / AOE: 30ft. Description: Roll accuracy for each target in area, but one damage for all. Those hit take 5d10 + 20 Fire damage every turn they remain within the area. On a miss, targets take half damage. On a Crit, targets take double damage. You can move the pillar of flame up to 10ft a turn. When you stop channeling the spell or move it from a location, you leave behind an area of scorched earth which deals 15 Fire damage to those who end their turn within the area. 53 54 This spell can be seen for miles in all directions so long as sight is not blocked. If you are not outside, the pillar of flame is summoned from the ceiling and slowly melts it away the longer it is casted. For every 30 seconds it is casted, area around the pillar increases in temperature by 100 degrees and it digs down into the floor by 3 inches. Advancement: Knowledge Nature Rank 4; this spell costs 5 less mana to cast and maintain. Target can resist moving by expending a Reaction and rolling their STR vs your Willpower. Hale Fire Prerequisite: Knowledge Magic Rank 2 Action(s): 2 Actions Cost: 10 Mana Range: 30ft. cone Description: 2d8 + 6 Frost damage. On a Crit you Stun the opponent. Advancement: For every rank of Knowledge Magic over two, add a die of damage (to a max 4d8). Knowledge Magic Trained; target also loses half their Speed for 1 round. Knowledge Nature Trained; the small orbs are now spiked and deal Slash damage as well. The Effect Value of Slash is equal to your rank in Knowledge Nature (up to Slash 4). Frost Frost Magic embodies the deep cold that magic can cause when sucking the temperature out of the air. Glacial Armor Prerequisite: Knowledge Magic Trained Action(s): 1 Action Cost: 1 Strain Activate / 4 Mana Maintain Range: Self Description: Increase your armor by +4 Armor and Immune to Frost and Poison damage but Weak to Fire and Electric. Advancement: For every rank in Knowledge Magic increase the armor gained by +2 (to a max of +12 armor). Freeze Prerequisite: Knowledge Magic Rank 2 Action(s): 2 Actions Cost: 10 Mana Range: 15ft. Description: You Freezing a target. Roll Spell accuracy vs Endurance. Advancement: Knowledge Magic Rank 4; this attack know spreads out into a cone and can hit multiple targets. Roll accuracy vs. Endurance once for all targets in the range. Knowledge Magic Rank 4 & Trained; this requires only 1 Action to cast. Snow Cannon Prerequisite: Knowledge Magic Rank 1 Action(s): 2 Actions Cost: 5 Mana Range: 30ft. Description: 2d6 + 10 Frost damage. On a Crit you also Stun the target. Advancement: For every rank of Knowledge Magic over the first, add an extra die (up to 5d6). Knowledge Magic Trained; increase flat damage to 15. Knowledge Nature Rank 3; range increases to 60ft. Ice Burst Prerequisite: Knowledge Magic Rank 3 Action(s): 2 Actions Cost: 15 Mana Range: 20ft Burst Description: Roll Spell Accuracy vs Endurance. Deal 4d4 + 4 Frost damage. The frozen ground is considered Slippery Surface and the ice spikes cannot be moved through. Lasts for 2 rounds. Advancement: Knowledge Magic Rank 4; deal 4d6 + 8 Frost Damage. For every Rank in Knowledge Nature the spikes gain effect Piercing X, where X is the Effect Value equal to your Knowledge Nature Rank. Ice Wall Prerequisite: Knowledge Magic Rank 1 Action(s): 1 Action Cost: 8 Mana Range: Cast Range: 20ft. // Size: 5ft wide, 5ft tall. Description: You create a small wall of ice that can act as Cover. Lasts for 2 rounds. (1 less in hot conditions, 2 more in cold). Wall has HP equal to your Willpower and armor equal to your END Mod. Armor increases if you have the spell Glacial Armor based on what that spell gives you. You can have as many walls equal to your WILL Mod. Advancement: Knowledge Magic Rank 3; increase the size of the walls height and size by another 5ft. Knowledge Magic Trained; you can move the wall in straight lines away from you. The wall can push targets 5ft a turn. Freeze the World Prerequisite: Knowledge Magic Rank 4 Action(s): 3 Actions / 1 Action Maintain Cost: 20 mana / 10 mana Maintain Range: 40ft / 30ft AOE Description: You freeze the air around you until it reaches Extreme Cold. Characters within the area also take an extra 10 Frost damage 54 55 from all attacks that hit them. They move at half their movement speed and suffer Drawback on all of their attacks within the area. Characters who are within the area are automatically under the conditions of Freeze the World. Advancement: Knowledge Magic Trained; your allies are not effected by Freeze the World. Knowledge Nature Rank 2; you can use this spell to neutralize hot temperatures. To do this it costs 10 Mana activate and 5 mana Maintain per minute. Knowledge Nature Rank 4; when you stop maintaining Freeze the World, the effects last for one extra round in the area it was last. Prerequisite: Knowledge Magic Rank 1 Action(s): 2 Actions / 1 Action Maintain Cost: 8 Mana Activate / 4 Mana Maintain Range: 30ft. cone Description: Increases the movement speed of those running away from you by double and giving them the Upper-Hand on their attacks. Those moving towards you move at half their movement speed and suffer Drawback on all of their attacks. Advancement: Knowledge Magic Rank 3; characters also gain a weapon die in damage if they are moving away, while those moving to you lose a weapon die of damage. Sound Barrier Blizzard Controlling the air and weather within an area to accomplish great feats unheard of in other forms of magic. Prerequisite: Knowledge Magic Rank 2 Action(s): 2 Actions Cost: 10 Mana + 1 Strain Range: 5ft. Description: 3d10 + AGIL damage. Roll spell accuracy vs Endurance. You knock target back 5ft. On Crit, you knock them back 10ft and they fall Prone. Advancement: For every rank of Knowledge Magic over the first, add an extra die (up to 5d10). Knowledge Nature Rank 2; you deal x2 AGIL in damage instead. Knowledge Nature Rank 4; you deal Agility Value in damage instead. When Agility or Strength Value is 15+, this ability gains Impact 2. Increases to Impact 4 when Agility or Strength Value is 25+. Like the Wind Cut the Air Prerequisite: Knowledge Magic Rank 4 Action(s): 3 Action Channel Cost: 15 Mana sustain. Range: 60ft cone Description: 5d6 + 10 Frost damage. They can only move at half speed. If a character remains in the area for at least 3 turns, they become Frozen. Advancement: Knowledge Nature Rank 3; characters within cone also suffer from Freeze the World. Air Prerequisite: Knowledge Magic & Spiritual Trained Action(s): 1 Action (Stance) Cost: 1 Stress activate / 6 Mana Maintain Range: Self Description: You become Incorporeal. You are Immune to Poison and Arcane, but Weak to Fire and Frost. Advancement: Knowledge Spiritual Rank 3; this costs 4 Mana to Maintain instead of 6. Prerequisite: Knowledge Magic Rank 2 Action(s): 2 Actions Weapon Type: Any Weapon Cost: 10 Mana Range: Weapon Description: Roll weapon accuracy vs defensive stat. If it also hits their Agility, you gain two extra weapon die for damage and your AGIL as extra damage. Advancement: Knowledge Magic Rank 4; increase your stat bonus to x2 AGIL. Knowledge Nature Rank 3; increase the number of die you gain for weapon damage to four. Knowledge Magic & Nature Trained; the range of this ability is increased to Weapon + 5ft. Supersonic Prerequisite: Knowledge Magic Rank 1 Action(s): 2 Actions Cost: 5 Mana Range: 30ft. Description: 2d10 + 5 damage. On a Crit you knock them Prone. Roll spell accuracy vs Agility. Advancement: For every rank of Knowledge Magic over the first, add an extra die (up to 5d10). Knowledge Magic Trained; increase flat damage to 7. Fury of the Storm Prerequisite: Knowledge Magic Rank 3 Action(s): 3 Actions / 2 Action Maintain Cost: 25 Mana Activate / 15 mana Maintain Range: 50ft AOE Gale Force 55 56 Description: Create Partial Concealment in area. Every turn you can have lightning strike a target (without rolling accuracy) dealing 6d10 Electrical damage to them. If the damage exceeds 30, the target is also Stunned. If the damage exceeds 50, the target is Unconscious. Advancement: Knowledge Magic Rank 4 & Trained; Only your allies’ gain Partial Concealment. Knowledge Nature Rank 3; you can hit two targets with lightning a turn (but not the same target twice). Knowledge Nature Rank 2; the rock explodes on impact hitting targets up to 5ft away. If your accuracy roll hits their Agility, they are hit and take half the damage of the main target. Sculpt Earth Prerequisite: Knowledge Magic Rank 2 Action(s): 2 Actions Cost: 10 Mana Range: 30ft. Description: You can sculpt 10 square feet or rock, mud, dirt, sand, stone or any earthen mineral into any shape. This is permanent. Advancement: Knowledge Magic Rank 3; you can sculpt 15 square feet instead of 10. Knowledge Nature Rank 3; you can sculpt any metal that is 5 square feet. Asphyxiate Prerequisite: Knowledge Magic Rank 4 Action(s): 2 Actions / 1 Action Maintain Cost: 35 Mana + 2 Stress Range: 20ft Description: Create a vacuum inside targets lungs causing them to Suffocate. Roll spell accuracy vs Willpower. On a miss, this spell costs 25 mana. On a hit the target must roll WILL DC 8 + you’re WILL each turn. If they fail three times (a Crit on your accuracy roll is an automatic one fail), they fall Unconscious and are Exhausted. If you wish to kill an Unconscious target, you can spend 30 Mana to completely vacate their entire body of oxygen rendering them dead. Each fail will reduce an Effect Resistance of a Mob. Advancement: None. Rippling Slam Prerequisite: Knowledge Magic Rank 2 Action(s): 2 Actions Cost: 10 Mana Range: 15ft AOE Description: Roll Spell accuracy vs Agility. On hit, targets take 2d8 + STR damage and fall Prone. Advancement: For every rank of Knowledge Magic over 2, add a die to the damage (to a max of 4d8) and increase the range by 5ft (to a max of 20ft). Knowledge Magic Trained; increase the stat damage to x2 STR instead. Earth You use the arcane energies held within the earth to manipulate it and the riches it holds. Terraform Like Granite Prerequisite: Knowledge Magic & Nature Trained Action(s): 1 Action (Stance) Cost: 1 Strain Activate / 4 Mana Maintain Range: Self Description: You are Immune to Electrical and Fire, but Weak to Arcane and Frost. Your Endurance increases by +2. Your Unarmed attacks are increased by double the die and flat damage value. Advancement: For every Rank of Knowledge Nature over 1 increase your Endurance bonus by +1 (to a max of +6). Prerequisite: Knowledge Magic Rank 3 Action(s): 1 Action Cost: 15 Mana + 1 Strain Range: Self Description: You become absorbed into the earth around you and cannot be attacked or attack normally. You can only cast Earth type spells and move at half your speed (cannot expend more actions to move further). Advancement: Knowledge Nature Rank 3; you can attack normally with your weapon. However, this will expose you to attacks until your next turn. Rock Throw Rollout Prerequisite: Knowledge Magic Rank 3 Action(s): 2 Actions Cost: 15 Mana Range: Self Description: While Charging, you incase yourself in earth gaining your STR and x2 END as extra damage. On a Crit, the earth ball explodes dealing damage to those within 10ft of the main target. Prerequisite: Knowledge Magic Rank 1 Action(s): 2 Actions Cost: 5 Mana + 1 Strain Range: 30ft. Description: Roll Range Accuracy if it is higher than Spell Accuracy vs Agility. It deals 3d4 + 8 damage. On a Crit, you Stun the target. Advancement: For every rank of Knowledge Magic over the first, add an extra die (up to 6d4). Knowledge Magic Trained; increase flat damage to 16. 56 57 Voices of Nature Advancement: Knowledge Nature Rank 2; while Rollout is active you can Charge through Rough Terrain without penalty (but not Slippery Terrain). Prerequisite: Knowledge Nature & Animal Handling Rank 2 Action(s): Free Action Cost: Passive Range: Hearing Distance Description: You understand the howls and cries of animals as a very simple language. You can also determine the emotional state of plants and animals by hearing and looking at them. Advancement: None. Earthquake Prerequisite: Knowledge Magic Rank 4 Action(s): 3 Actions Cost: 20 Mana + 2 Strain Range: 50ft. long / 5ft. wide Description: You form a massive crack that stretches for 50ft and is 5ft wide and 10ft deep. Targets along the path of the crack (and that are small enough) fall into the pit taking 4d6 damage. Those adjacent to the crack must roll AGIL DC 14, on fail they fall in and are Prone. This attack cannot miss, nor can it Crit. Advancement: Knowledge Nature Rank 3; around you and along the distance of the crack generates the effects of the spell Slam. Entangling Roots Prerequisite: Knowledge Nature Rank 1 Action(s): 1 Action Cost: 10 Mana Range: 30ft. Description: The target is considered Grabbed and Immobilized. Advancement: Knowledge Nature Rank 3; you can use this spell to Grab an opponent at 15ft. Earth Golem Prerequisite: Knowledge Magic Rank 4 & Knowledge Nature Rank 3 Action(s): 1 Action Cost: 25 Mana + 2 strain / 10 Mana Maintain Range: 10ft. Description: You form a 10ft tall Rock Golem that will fight for you. The Golem has your stats and 5 + your END Mod in Armor. It is Immune to Electrical and Fire, but Weak to Arcane and Frost. It has x2 your total Strain Value as HP. It deals 3d6 + 6 damage and acts as if it has Rock Fist all the time. The Earth Golem acts on your turn and has its own set of actions. It lasts until you stop Maintaining or it ‘dies’. You can ‘climb into’ the earth Golem essentially using it as a shield around you. While inside, you can still cast spells and do actions as normal. Advancement: None. Storm of Thorns Prerequisite: Knowledge Nature Rank 2 Action(s): 2 Actions Cost: 15 Mana Range: 30ft cone Description: Sharp thorns cause 3d4 + WILL. Advancement: Knowledge Nature Rank 3; deal 3d6 + WILL instead. Knowledge Nature Rank 4; deal 4d6 + x2 WILL instead. Knowledge Nature Trained; This ability gains Slash 1. For every Rank of Knowledge Nature the effect value increases by 1 (to a max of 5). Charm Creature Prerequisite: Animal Husbandry Rank 2 Action(s): 2 Actions / 1 Action Maintain Cost: 1 Stress Range: 10 + x2 Willpower in feet Description: You reach deep into a creature’s subconscious to calm a hostile creature to not attack you or an ally or make a neutral creature into an ally. Roll d20 + WILL vs Willpower. This lasts for 2 rounds. Advancement: Animal Husbandry Rank 4; this spell lasts for 4 rounds. Nature While Earth magic works off of the magic in the ground, Nature works off the magic in the life that exists all around. Whispers in the Wind Prerequisite: Perception Trained, Knowledge Nature Trained Action(s): Free Action Cost: Passive Range: 500ft. Description: You can hear and smell things up to a 500ft. Advancement: Perception Rank 4; this abilities range increases by 1,000ft. Survival Rank 4; this abilities range increases by 1,000ft. Knowledge Nature Rank 3; you can exactly distinguish the sounds and smells you get from this ability. Knowledge Nature Rank 4; you can also determine the weather and condition of locations up to the range away. Insect Swarm Prerequisite: Knowledge Nature Rank 1 Action(s): 2 Actions / 1 Action Maintain Cost: 10 Mana activate / 5 Mana Maintain Range: 30ft. Description: You call to the native insects of the land around you (or if you have a container with insects in it). The insects deal d6 + 5 Poison damage in a 10x10ft area. 57 58 Advancement: For every rank in Knowledge Nature above the first, add an extra die (to a maximum of 4d6). If Trained, increase flat damage to 10. your sight, time runs out, or it takes damage. If the illusion is close enough to you that the attacker can see both of you, they must roll a Perception LOD 3 + 1 for ever Rank of Knowledge Magic you have over one (max LOD 7) after the attack is considered a hit. If they fail, they attack the illusion, if they succeed, they hit you. Advancement: Knowledge Magic Rank 3; the illusion can speak as if it was you. Psychic Manipulating the psyche of living creatures using magic or spiritual bonds causes effects that go beyond that of just using straightforward pure magic. Unlike most magic which requires Spell Accuracy, Psychic relays on the power of your Willpower versus your opponents. It also directly uses your Stress instead of Mana. Be wary as Stress is hard to recover and is dangerous when at lower levels. Psionic Blades Prerequisite: Knowledge Magic Rank 2 Action(s): 2 Actions Cost: 2 Stress Range: 30ft. Description: You create two illusionary blades that can only be seen by the target you are attacking. On a hit, you deal 1d4 + WILL Lethal Damage. Advancement: With every rank of Knowledge Magic over two, add a die (up to 3d4). Knowledge Magic Trained; you create three illusionary blades instead of two. Knowledge Spiritual Rank 3; increase the die to d8s instead of d6s. Read Mind Prerequisite: Knowledge Magic Trained Action(s): 1 Action Cost: 1 Stress Range: Within Sight Description: Roll d20 + WILL vs. Willpower Value. On a success, you know what the target is thinking at that moment. On a fail, the target is aware of you and you cannot try to read their mind again for as many hours equal to their Willpower Value. Advancement: Knowledge Magic Rank 2; you can look into the short term memory of a character and witness events they have experienced within the past few days. Whatever you look into the person also sees in that moment. Knowledge Magic Rank 4; you can look into the long term memory of a character and witness events they have experienced throughout their life. Whatever you look into the person also sees in that moment. Cause Fear Prerequisite: Knowledge Magic Rank 2 Action(s): 2 Actions Cost: 2 Stress Range: 20ft. Description: Roll d20 + WILL vs Willpower. On success, you make the target Afraid. Advancement: Knowledge Spiritual Rank 3; you gain Upper-Hand when using this spell. Knowledge Spiritual Rank 4 & Trained; you also render the target Helpless, regardless if they are Stressed or Insane. Telekinesis Prerequisite: Knowledge Magic Rank 1 Action(s): 1 Action Cost: 5 Mana Range: 10 + x2 WILL in feet Description: You can pick up an object that is half your weight or less and move it around. If you are throwing it, it is considered a Blunt Object. Advancement: Knowledge Magic Rank 3, you can pick up an object that is equal to your weight. Knowledge Magic Rank 4, you can stack the cost of this spell to increase the amount of weight you can carry with this spell. Psychic Blast Prerequisite: Knowledge Magic Rank 3 Action(s): 2 Actions Cost: 3 Stress Range: 30ft. cone Description: Roll d20 + WILL vs Willpower. On success, you deal your WILL in Lethal Damage to targets hit. On miss, targets take half damage are Arcane Damage. Advancement: Knowledge Natural Rank 3; you deal x2 WILL instead. Knowledge Magic Rank 4; you deal the targets WILL as extra damage. Self-Illusion Prerequisite: Knowledge Magic Rank 1 Action(s): 1 Action Cost: 10 Mana Range: Within Sight Description: You create an illusion of yourself that lasts for one minute or ten rounds. You can have the Illusion move around, but it cannot interact with objects or speak. It disappears if it is out of Dominate Prerequisite: Knowledge Magic Rank 4 Action(s): 3 Actions Cost: 4 Stress 58 59 Range: 30ft. Description: Roll d20 + WILL vs Willpower. On success, you force a target to do up to 2 Actions on your turn. Advancement: Knowledge Magic 4 & Trained; you force a target to do all three of their Actions. On their turn, they cannot act. Phantom Strike Prerequisite: Knowledge Spiritual Rank 2 Action(s): 1 Action Cost: 2 Stress Range: Within Sight Description: You can teleport to an opponent you can see making an attack action against them with Upper-Hand. Advancement: Knowledge Spiritual Rank 3; this spell dose not cost 1 Action. Mind Control Prerequisite: Knowledge Magic & Spiritual Rank 3 & Trained Action(s): 3 Actions / 2 Actions Maintain Cost: Half your total stress Range: 15ft. Description: Roll d20 + WILL vs Willpower. On success, you take control of the target. They act on their turn and you can make them do anything but hurt themselves. Target rolls against you with d20 + WILL vs your Willpower to try and brake free. If they succeed you will suffer Drawback to attempt to control them again. If you control the target for as many round (or minutes out of combat) equal to their WILL Mod, they Lose their Mind. If you cancel the spell on their, they are Stunned for 1 Round. Advancement: None Spectral Form Prerequisite: Knowledge Spiritual Rank 3 Action(s): 1 Actions Cost: 4 Stress Range: Self Description: You become Incorporeal for one round. Advancement: Knowledge Spiritual Rank 4; this spell can last for two Rounds. Knowledge Magic Rank 3; all physical effect that were on you disappear. However, magical effects remain. Spiritual Spiritual magic resides on a plane that is otherworldly. It requires the splitting of your own spiritual being causing great stress on your body and mind. Tread lightly whilst tampering with your spirit as very bad things can happen. Bind Will Prerequisite: Knowledge Spiritual Rank 4 & Trained Action(s): 3 Actions / 2 Action Maintain Cost: 5 Stress activation / 1 Stress Maintain Range: Within sight Description: Roll d20 + WILL vs. Willpower Value. If you succeed, you now control that characters turn. At the beginning of their turn they can roll the same Willpower check in an attempt to break free. If they succeed, you are Stunned for one Round. This lasts until the end of the Encounter. This can be done outside of an encounter for 3 Stress activation and 1 Stress Maintain every minute. You cannot move any faster than your base Speed. Advancement: Knowledge Magic Rank 4 & Trained; you can cast your own Spells and Abilities through the controlled target at half the cost. Duel Strike Prerequisite: Knowledge Spiritual Rank 1 Action(s): 1 Action Weapon Type: Any Weapon Cost: 1 Stress Range: Weapon Description: As you strike out at an opponent, you split your spirit which dose the same to either the same opponent or a different one. Roll attack and damage for each. The spirit can still be blocked or negated by various abilities, spells and conditions. Advancement: Knowledge Spiritual Rank 3; if you perform an Ability or Spell as an attack action and use this spell, your spirit will also perform that Ability or Spell at half the cost. Knowledge Spiritual Trained; this spell dose not cost 1 Action. Fel Fel is the darkness of Spiritual magic. Chaos Spirit Rush Prerequisite: Knowledge Spiritual Rank 2 Action(s): 1 Action Cost: 2 Stress Range: Self Description: You do not provoke Opportunity Attacks, and become Incorporeal until the end of your move action. Advancement: Knowledge Spiritual Rank 4; this costs 2 Stress and is considered a Free action. Chaotic Power Prerequisite: Fel Infected Action(s): 1 Action Cost: 4 Stress Activation / 2 Stress Maintain Range: Self 59 60 Description: You tap into the Fel infecting your soul gaining great power at great cost. All of your attacks deal x2 WILL as extra damage. Advancement: When you are below 0 Stress, you deal your Willpower Value instead. If you are below 0 Strain, you cannot be Fatigued or Exhausted, but to maintain the power costs 3 Stress to maintain instead of 2. Prerequisite: Fel Infected Action(s): 2 Actions Cost: 3 Stress Activation / 2 Strain & 5 HP maintain Range: Self Description: You fill yourself up with a blood rage. So long as it is active, whenever you deal damage you add your total Strain as flat damage. All of your physical stats and resistances increase by 5. Advancement: While below 0 Stress, you gain double your Strain Value as flat damage. While below 0 Strain, you lose 10 HP a turn instead of 5 but do not maintain with Strain. Anarchy Prerequisite: Fel Infected, less than 0 Stress Action(s): 2 Actions Cost: 5 Stress & 3 Strain Range: x2 Willpower Value in feet Description: d20 + WILL vs. targets Willpower. On success, target is made Afraid, Helpless and loses HP equal to your WILL. Advancement: While Insane, you gain the Upper-hand for this ability. Stop the Heart Prerequisite: Fel Infected, less than 0 Stress Action(s): 2 Actions Cost: 8 Stress Range: x2 Willpower Value in feet Description: You reach your spirit out in an attempt to physically stop the heart of your opponent. Roll d20 + WILL vs. Willpower. On a hit, you deal Xd6 Lethal Damage to target where X is half your Max Stress Value. On a Crit, you deal max the possible damage. On a miss, you deal half damage. On a Crit fail, you deal only 1d6 Lethal Damage. Advancement: While Insane, this spell costs 10 Stress instead of 8, but is an auto hit with the damage being Xd8 instead of Xd6. Corruption Chain of Corruption Prerequisite: Fel Infected Action(s): 2 Actions Cost: 3 Stress Activation / 1 Stress Maintain. Range: x2 Willpower Value in feet Description: You shoot out a rusty, oozing, spectral chain that attaches itself to an opponent. Roll d20 + WILL vs. Agility. On a hit. The opponent cannot move beyond double your total Willpower in feet and take your WILL in Lethal Damage every turn for as long as they are attached to the chain. At the beginning of their turn, they can roll d20 + Will vs. your Willpower Value. If they succeed they are no longer chained. Must pay activation and maintain for each target chained. Advancement: When your Stress is below 0, you deal x2 WILL as Lethal Damage. Death Cull the Weak Prerequisite: Fel Infected Action(s): 2 Actions Cost: 3 Stress Range: Weapon/Spell/Ability Description: You use the Fel energies within you to empower your weapon. When you deal damage with your attack, check your accuracy vs. Willpower as well. If you hit, your attack dose Lethal Damage instead of normal damage. Advancement: When below 0 Stress, the spell costs 5 Stress instead of 3. Along with the normal effect, added effects that you have that deal a different type of damage deal Lethal Damage as well. Putrefaction Prerequisite: Fel Infected, less than 0 Stress Action(s): 2 Actions Cost: 6 Stress Range: 40ft. Description: You explode a sick acidic slime from your body, hitting all targets within range. They take x2 Max Stress Value as Poison damage. All of the targets resistances and armor are reduced by the same amount. Advancement: If you are Insane the effect of this spell is doubled. Wave of Darkness Prerequisite: Fel Infected, less than 0 Stress Action(s): 2 Actions Cost: 7 Stress Range: x2 Willpower Value in feet Description: You shoot a black liquid fog out from you. Opponents roll d20 + their WILL vs. Your Willpower. If they fail and are not protected by any other means, you deal your Willpower as Lethal Damage. If you kill an opponent this way, you remove their spirit and consume it regenerating 2 Stress. Blood Blood Rage 60 61 Advancement: While Insane, this spell costs 4 Stress instead of 7 and when you get a spirit you regain 3 Stress instead of 2. lose 2 Actions while this is active. If you do not expend Strain to negate damage against you, you will become Helpless for 1 round. Advancement: For every 10 Endurance that you have, you can negate 5 more damage per 1 Strain spent (up to 25 damage). Traits Surge These are the Traits that are gained from the Talent Map. Prerequisite: Trait in Spellcaster Action(s): 1 Action Cost: 3 Strain Activate / 1 Strain & 2 Stress Maintain Range: Self Effect: While active, all of your Spells deal your Willpower as Arcane damage. Description: You draw power from around you to increase your magical power. Add your Willpower Value as part of the damage rolled. Must have activated Surge before attack or damage is rolled. Advancement: Becomes Overpower once Trait gained. Tier 1 Concentrate Prerequisite: Trait in Willpower Action(s): 2 Actions Range: Self Effect: Regenerate mana, 1d6 + WILL Description: While not In Combat, you spend a moment to concentrate on your inner strength to regenerate your mana. Advancement: For every rank on Knowledge Magic you gain, add another d6 (to a max of 5d6). Tier 3 Second Wind Body Block Prerequisite: Trait in Endurance Action(s): 1 Action Range: Self Effect: Xd4 self-heal, where X is current END Description: While at half your total HP or lower, you find an inner strength that heals your wounds and keeps you fighting. You must have a Long Rest before being able to use this again. Advancement: None. Prerequisite: Trait in Guardian Action(s): 1 Reaction Range: Adjacent ally (5ft.) Effect: Take an attack for an ally. Description: If an adjacent ally is being attacked, you may jump in front of the ally and take the attack as if it was against you. Advancement: None Tier 2 Damage Dispersion Link Mark of the Hunter Prerequisite: Trait in Marksmen Action(s): Free Action Range: Within sight Effect: Target is Marked; only one target can be Marked at a time. Description: You find a target and narrow in on their weaknesses. You either gain: Upper-Hand for Accuracy OR an extra die to your weapon damage. Must choose before rolling to attack. The mark lasts until the target is dead, leaves the encounter, becomes unseen or you change the mark. Advancement: None Prerequisite: Trait in Guardian Action(s): Free Action Cost: 3 Stress Range: x10 your max Stress in feet Effect: Damage is split in half between you and ally Description: You extend your spirit and have it attach itself to a nearby ally. Whenever you or that ally take damage, the damage is split in half between the two of you. Advancement: For every 10 Willpower you can link with another ally (up to a max of 4), must pay the cost for every ally linked. For every 15 Willpower (from 0) the cost is reduced by 1 (down to 1) Shield Wall Dance of Blades Prerequisite: Trait in Defender Action(s): 1 Action activate / 2 Actions Maintain Cost: 1 Strain per 10 damage negated. Weapon Type: Shield Range: Self, 5ft behind you Effect: Block 10 or more damage against you and characters up to 5ft behind you. Works with AOE damage. Description: You raise your shield and use it to block all incoming damage against you and your allies directly behind you. For each attack negated this way puts strain on your body and shield. You Prerequisite: Trait in Dimachaerus Action(s): Reaction Cost: 2 Strain Range: Half movement speed / Weapon range Effect: Make standard attacks against opponents you pass. Description: After a successful attack, you may exert yourself further to move half you’re Speed through your enemies attacking each of them in turn. Advancement: None. 61 62 Divine Intervention Stand and Deliver Prerequisite: Trait in Healer Action(s): 3 Actions Cost: Half your total Strain, Stress and Mana. Range: Adjacent ally (5ft.) Effect: Heal an ally at 0 or lower back to full HP with bonuses Description: You use your own strength, spirit, and magical power to pump life back into one of your fallen allies. They regenerate all of their HP, suffer no ill effects, and have armor and resistances equal to your WILL for the rest of the encounter. Must have a Full Rest to regain use of this trait. You can expend a successful Invoke Motivation to do this trait at no cost (you do not gain a Heroic Fervor and still need to rest to regain use of trait). Advancement: None Prerequisite: Trait in Fighter Action(s): Reaction Cost: 2 Strain Range: Self Effect: Stop from being moved and attack. Description: If you were to be pushed back, knocked prone, or forced move, you negate the effect and preform either a normal attack or an Ability/Spell that costs at least 1 Strain or 5 Mana at no cost. Dose not work against Crits. Advancement: None Equipment Inner Strength Prerequisite: Trait in Brawler Action(s): Free Action Cost: 3 Stress Range: Self Effect: Negate an effect against you. Description: You are disciplined and have trained your body to undertake many different effects. Using this inner strength you negate any effect against you. Dose not work against Crits. Advancement: None Equipment Abacus: 25 GT: A tool that is assists in making complex calculations. Grants and extra d6 on all checks that require math or some form of mathematical calculation. Artisan Tools: 300 GT: A very good set of tools that is used when crafting items. These are used by the best craftsmen in the land. Add d6 when rolling for Quality. Backpack: 7 GT: A stitched bag that allows the wearer to better carry objects on their person. Items can also be strapped to the outside of the backpack. Increase your carrying capacity by 30. Bedroll: 4 GT: A roll of folded fabric stuffed with feathers or wool or a synthetic fabric that makes for a soft place to sleep. You regenerate normally while sleeping. Also acts as warm clothing in cold environments. Candle: 1 GT: A wax stick with a wick that can be lite on fire to provide light. Lights up an area 10 feet around. 30ft Chain: 6 GT: A metal interlocking chain. Requires STR DC 20 to brake. Crafting Tools: 150 GT: A set of tools used to assist in the crafting of goods. Add d4 when rolling for Quality. Crowbar: 4 GT: A metal bar used to break open close doors or locks. Grants a +3 to Strength checks when used to open locked objects. Fishing Equipment: 10 Gelt: A rod and box with lures used to catch fish. Characters can use this near sources of water with fish in them to get 1d4 rations after 1d4 hours. Flint and Steel: 1 GT: A soft rock and a bar of steel used to build a fire. Do not need to roll LOD for making a fire as long as there is burnable material nearby. Grappling Hook: 4 GT: A metal object with three hooks that can be tied to the end of a rope or chain, allowing it to grab onto Overpower Prerequisite: Trait in Archmage & Trait Surge Action(s): 1 Action Cost: 4 Strain Activate / 2 Strain & 3 Stress Maintain Range: Self Effect: While active, all of your Spells deal your x2 Willpower as Arcane damage. Description: You draw power from around you to increase your magical power. Add double your Willpower Value as part of the damage rolled. Must have activated Overpower before attack or damage is rolled. Advancement: None Quick Draw Prerequisite: Trait in Gunslinger Action(s): Free Action Cost: 1 Strain (2 Strain & 1 Stress if Surprise Round) Range: Weapon Range Effect: Attack before any Initiative is rolled Description: Your fast reflexes allow you to always shoot first. Before any initiative is rolled (including a Surprise Round) you may make one standard attack. If it is a surprise attack, you are not Surprised. Advancement: None. 62 63 objects. Can throw a rope or chain to grab onto an object so that it is secure enough for a person to climb. Hammer: 2 GT: A metal square on the end of a wooden handle. Used to hit nails and stuff. 50ft Hemp Rope: 4 GT: A soft rope made of hemp that can be used to climb up or down obstacles or pull objects. Ink: 12 GT: Black liquid that you can use to write or draw with. Instrument: 40-240 GT: A musical instrument of some kind that can be used to preform music. The higher cost are better instruments. GM’s discretion. Iron Pot and Pan: 12 GT: Cast iron cookware that is used to make food and hit things with. Lamp: 5 GT: A metal holder with oil that has a wick. When the wick is burned it sheds a light up to 15ft. Lantern: 10 GT: A large metal holder with a bright lamp or an electrical light on the inside that. It shines a light up to 30ft. Lock: 4 GT: A large metal object that is used to keep things from being opened. Comes with a key. Manacles: 6 GT: Two circular iron rings attached by a chain. Used to constrain characters. Requires a STR DC 23 to brake or AGIL DC 20 to slip out of. Matchbox: 5 GT: A box that contains 20 long sticks that have sulfur on the end. When struck against an object it catches fire. Medical Kit: 35 GT: A box that contains medical stuffs that are used in healing. Has 3 Charges (refilling a charge costs 10 GT). Each charge requires a 3 Actions and heals Xd6 + x2X, where X is your Rank in Medicine Skill. Mug: 3 GT: A clay or metal cup that you drink liquids out of. Is one pint in size. Non-Armor Clothing: 2-50 GT: These are clothes that offer no protection or other benefit other than the fact that you are not naked. The cost is dependent on how fancy the clothing is. GM’s discretion. Oil: 2 GT: Manufactured liquid made from the fat of animals or plants that is used in lamps or lanterns to create light. 1 Pint. Pick ax: 5 GT: A pointed metal pick with a flat opposite side, used to break apart hard dirt like in a mine. Portable Ram: 20 GT: A small two foot long metal cylinder that is used to break down doors. Religious item: 5-25 GT: A handheld item that is based off of a religious orders icon or idol. Cost dependent on how nice the item is. GM’s Digression. Sack: 3 GT: A small canvas bag that can be used to hold items. Increases carrying capacity by 10. Saddle Bag: 5 GT: A set of bags that can be put on a mount to hold objects. Items can be attached to the outside of the bags. Increases carrying capacity of mount by 30. Shovel: 5 GT: A metal blade on the end of a wooden post used to dig in the ground. Telescope: 18 GT: An extending metal tube with a glass that allows the user to see far distances. Tent: 20 GT: A large canvas structure that is used to create shelter out in the wild. While inside, it protects from the elements. Torch: 1 GT: A wooden stick that has an oiled cloth at the end that can be lit to provide light up to 20ft. Can only be used once. Vial: 2 GT: A small glass holder of liquids. Waterskin: 3 GT: A sack made from animal skin that holds water or other liquids. Has a spout for easy drinking. Whistle: 2 GT: A small metal or wooden object used to create a high pitch sound. Wrist Watch: 30 GT: A clockwork clock that is strapped to the wrist. Writing material: 7 GT: A roll of parchment and a quill. 63 64 Armor reduce that number by your Armor Rating (AR). It soaks up most of the damage for you so that you don’t just get blown away. However, the more protective armor is the more it will penalize you in other ways such as movement speed and modifiers so be careful! Now that you have a character, time to protect them with some armor! There are many different types of armor, each one suited to different styles of fighting. One thing they all do is reduce the damage that hits you. Once total damage is tallied, Light Armor Name *Tier 1 (all) Tier 1 (all) Tier 2 (all) Cloth Leather Combat Vest Armor Rating (AR) 0 1 2 Tier 2 (all) Tier 3 (all) Studded Leather Brigandine 3 4 Tier 3 (all) Chain Shirt Name Hide 5 Armor Rating (AR) 3 Chainmail Coat STR & AGIL Mod Penalty 0 0 -1 Max Base Speed --50ft Weight Cost 2-5lbs 10lbs 12lbs 5 10 20 -1 -2 45ft 45ft 15lbs 20lbs 30 35 40ft Max Base Speed 40ft 25lbs Weight 50 Cost +1 Frost Resistance -3 STR & AGIL Mod Penalty 0 15lbs 15 4 Increase your Threshold vs. Effects by +1 -1 30ft 25lbs 25 Banded Mail 5 -2 30ft 35lbs 35 Combat Armor 5 -3 30ft 30lbs 45 Scale Mail 6 -4 25ft. 30lbs 60 Heavy Armor Name Max Base Speed 30ft 25ft Cost Splint Mail Half-Plate STR & AGIL Mod Penalty -2 -3 Weight Tier 1 (E) Tier 2 (E) Armor Rating (AR) 5 7 ** Gain half your AR as bonus armor when reducing physical damage from Melee Attacks. **Gain half your AR as bonus armor when reducing physical damage from Range Attacks. **Gain half your AR as bonus armor when reducing magical damage. Passive Attribute 35lbs 40lbs 35 50 Tier 3 (E) -4 20ft 45lbs 60 Tier 3 (E) Heavy Combat Armor Full-Plate -5 20ft 55lbs 75 Shields Name Speed Penalty -- Cost Buckler AGIL Mod Penalty -- Weight Tier 1 (S,E) Armor Rating (AR) 1 5lbs 10 Tier 1 (S,E) Tier 2 (S,E) Small Medium 2 3 -1 -2 --5ft 10lbs 15lbs 20 40 Tier 2 (S,E) Tier 3 (S,E) Large Tower 4 5 -3 -5 -10ft -15ft 20lbs 30lbs 60 100 Tier 3 (S,E) Weapon Deflector 0 -- -- 1lb 40 Medium Armor Tier 1 (S,E,A) Tier 1 (S,E,A) Tier 2 (S,E,A) Tier 2 (S,E,A) Tier 3 (S,E,A) 9 11 Passive Attribute Has a third Attribute Slot +1 Fire Resistance **Gain half your AR as bonus armor when reducing physical damage from Range Attacks. Increase your Strength Defense vs. Effects by +1 ** Gain half your AR as bonus armor when reducing physical damage from Melee Attacks. Increase your Threshold vs. Effects by +1 Passive Attribute Increase your Strength Defense vs. Effects by +1 ** Gain half your AR as bonus armor when reducing physical damage from Melee Attacks. **Gain half your AR as bonus armor when reducing physical damage from Range Attacks. **Gain half your AR as bonus armor when reducing physical damage. Passive Attribute **Any attack you successfully evade, you may spend your Reaction to make an Opportunity Attack. **Can spend your Reaction to increase your defenses by +2 **If hit is a Crit or matches your defensive stat, you reduce the damage equal to double this shields AR. **Opponents suffer Drawback when attacking you. **Opponents attacking you suffer -6 accuracy. You suffer -4 accuracy. 5% chance to deflect a melee attack that would hit you. On a Crit, you disarm the attack. *The Tier of armor indicates at which Tier you must reach on the Talent Map in order to wear such a piece of armor. Depending on the type of amour depends on where it unlocks. Being (S)rength, (E)ndurance, (A)gility, (W)illpower or all. You must have purchased cogs with that section and tier to unlocked the armor. **Cannot Upgrade 64 65 Melee weapons are generally for Strength and Endurance focused characters, but all characters should have some form of offensive weapon to better ward off danger. Melee weapons hit with Melee Accuracy that comes from the Talent map. Most of them upgrade via the Melee Quality Chart located in the crafting section of this book. Certain Archetypes and Focuses lend themselves to certain types of melee weapons, but you can also experiment and customize to see what you can create! Melee Weapons Armor and words will sometimes not be enough to defend yourself. When things get messy, you will need a weapon to forcefully persuade those who oppose you or get them out of your way. Melee weapons come in a variety of forms, each one works differently and has different stats compared to the other so choose wisely when picking your weapons. It is also recommended that you have multiple melee weapon for different situations. 1-Handed 2-Handed Polearm Fist Other Name Short Sword Hand Axe Mace/Hammer Knife Damage 1d8 + 4 + STR 1d6 + 5 + STR 2d6 + 2 + STR 1d10 + 4 + AGIL Crit Bonus Max DMG Max DMG Max DMG Max DMG Range 5ft 5ft 5ft 5ft Weight 3lbs 4lb 5lbs 1lb Cost 25 25 30 15 5ft 10ft Range 5ft 5ft 5ft 10ft 5ft 5lbs 2lbs Weight 8lbs 10lbs 12lbs 6lbs 5lbs 45 40 Cost 55 60 60 45 70 Range 10ft Weight 8lbs Cost 60 Auto Effect Max DMG Max DMG Crit Bonus Max DMG Passive Attribute Slash 1 Rend 1 Impact 1 10% chance to deal Lethal Damage instead of normal Sunder 1 Gain +2 to Grab the target you are attacking Passive Attribute Slash 1 Rend 1 Impact 1 Slash 1 10% chance to deflect a range Attack back at the opponent. Passive Attribute *Stop charging opponents attacking you from the front at 10ft. Disable 1 Slash 1 Rend 1 Passive Attribute ***Your bare fists. Nothing special here. Flail Whip Name Long Sword Battle Axe War Mace/Hammer Scythe War Spade 2d4 + 3 + STR 1d6 + 2 + AGIL Damage 2d8 + 8 + STR 2d6 + 10 + STR 2d10 + 6 + STR 2d8 + 5 + STR 2d6 + 2 STR Name Spear Damage 2d6 + 7 + STR X2 Effect Max DMG Crit Bonus X2 DMG X2 DMG X2 DMG Max DMG Knock Prone Crit Bonus Max DMG Staff Glaive Halberd Name **Unarmed 2d6 + 8 + STR 2d8 + 10 + STR 2d8 + 8 + STR Damage 1d4 + STR 10ft 10ft 10ft Range 5ft 4lbs 10lbs 12lbs Weight - 50 80 70 Cost - Claws (Natural) Metal Knuckles Fist Wrap/Gloves Power Fist Name Blunt Object/Shield Unarmed DMG + AGIL Unarmed DMG + 2 Unarmed Damage 2d10 + 4 + STR Damage 1d4 + STR Auto Effect Max DMG Max DMG X2 DMG Crit Bonus Stun 1 Round X2 DMG ***Slash 1 (Mamali Unarmed) Disable 1 Has a third Attribute Slot Impact 2 Passive Attribute ***Any object that can be wielded as a weapon or Shield (that is not itself a weapon or shield) ***Must be wearing Heavy Armor 5ft 5ft 5ft 5ft Range 5ft 1lb 8lbs Weight varies 10 2-6 100 Cost - Gauntlet 2d4 + STR 5ft - - *Cannot be upgraded with more Attribute Points. **Unarmed damage can only be upgraded from the Talent Map. ***These weapons only have their Passive Attribute. 65 66 Range Weapons Range weapons also have a certain range that they can fire within. Anything over, you suffer Drawback, anything under you roll a d10 instead of a d20 for accuracy. Refer to Movement and Ranges in the Actions section for more information. Each range weapon has a very unique Passive Attribute that cannot be changed but gives the weapon a uniqueness that sets it apart from the others. Range weapons differ from Armor and Melee weapons in that they have only one other Attribute Slot aside from the Passive Attribute. What would normally be the second Attribute Slot is reserved for the Ammo the weapon is currently using. Melee is a good way to defend yourself, but maybe you want to fend off opponents before they get to you. Well there are plenty of options for that. Range Weapons allow you to attack enemies from afar or in various different ways such as multiple at once or before they even notice you! The unique feature of range weapons is that they use Ammo as both part of how they deal damage and how many times they can attack. All range weapons have a die damage which is added to whatever the ammo’s damage is that the weapon is currently using. 1-Handed 2-Handed Heavy Name Damage Crit Bonus Passive Attribute A-Salt Gun Pistol 1 1d4 + Pistol Round Max DMG Max DMG Instantly kill tiny insects Reloading is 1 Action instead of 2 Actions HandCrossbow Sawn-off Shotgun Name 1d10 + Bolt Max DMG Reloading is 1 Action instead of 2 Actions 2d8 + Shotgun Shell X2 DMG Can shoot twice in one action Damage Crit Bonus Passive Attribute Rifle 2d6 + Rifle Round Max DMG Sniper Rifle Shotgun, pump Shotgun, double barrel Bow 4d8 + Rifle Round 1d10 + Shotgun Shell 2d6 + Shotgun Shell X2 DMG Max DMG If you hit below this weapons Effect Range, it is always considered a Crit. Requires two 2 Actionss to Attack Takes a 3 Actions to fully reload. Can reload 1 shell as a 1 Action or 3 as a 2 Actions Can shoot twice with one action 2d6 + Arrow + STR Max DMG Crossbow Blow Gun 2d8 + Bolt 1d6 + Dart X2 DMG Max DMG Name Damage Crit Bonus Arching Shot: Can spend another 1 Action to increase max range by 60ft. On Crit, also deals Lethal Damage Can shoot multiple darts at the same target to increase the die damage by +1 for each dart added, but suffers -1 accuracy for each dart added this way. Passive Attribute Chain Gun 2d6 + Pistol Round Max DMG Four Attacks in one Action Laser Gun 10d10 + Energy X2 DMG Grenade Launcher Refer to Grenade Refer to Grenade Rocket Launcher Ejector Refer to Rocket X2 DMG 3d4 + Fuel X2 DMG Power Cell: Has a large battery that powers it. This is also the ‘ammo’ of the weapon. Once it is expended the gun will not fire and requires the battery to be replaced. Can also launch Magi Crystal. At Quality Superior or higher you may launch any kind of thrown weapon. When fired, you do not retain Stealth and enemies within 100ft know your location. Fuel Tank: Has a large fuel pack that is worn like a backpack. If you are attacked from behind, on a Crit the pack will explode dealing x2 Fuel as Lethal Damage. Once the Fuel is expended it must be fully replaced or else the Ejector will be useless. Max DMG 66 Ammo Capacity 25 shots of salt 10 Pistol Rounds 1 Crossbow Bolt 2 Shotgun Shells Range Weight Cost 5/10ft 10/30ft 1lb 2lbs 2 60 10/25ft 3lb 50 5/15ft 3lb 80 Ammo Capacity 5 Rifle Rounds Range Weight Cost 50/120ft 7lbs 100 1 Rifle Round 6 Shotgun Shells 200/400ft 15/25ft 12lbs 8lbs 300 120 2 Shotgun Shells 15ft/30ft 7lbs 100 1 Arrow 80/120ft 2lbs 40 1 Crossbow bolt 1 Dart 20/60ft 10/20ft 8lbs 1lb 120 10 Ammo Capacity 50 Pistol Rounds Refer to Energy used Range Weight Cost 20/40ft 25lbs 700 Refer to Energy used 40lbs 5,000 6 Grenades (or thrown ammo) 60/120ft 15lbs 500 1 Rocket 160/200ft 30lbs 1,200 Refer to Fuel 30/60ft 40lbs 900 67 Ammo has only one Attribute Slot with no Passive Attribute. This single Attribute Slot is considered part of the Range Weapon that we ammo is associated with. Certain types of ammo have special rules to them that take up their Passive Attribute slot. These rules can often be upgraded and will state within the description if it is different from normal. Ammo Ammo is what allows guns to fire and dictate how much damage it will do and what it will do to the target. All Ammo dose a certain amount of flat damage that is added to the range weapons die damage. You can’t use a Range weapon without Ammo! Name Useless Ammo/Arrow Dart Pistol Shot Rifle Round Arrow Crossbow Bolt Shotgun Shell Rocket Fuel Damage No damage +1 +3 +6 +2 +5 +4 +20 +10 Range Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Energy +8 20/30ft Amount Sold/Capacity Bundle of 10 arrows/ammo Pouch of 20 darts Box of 15 rounds Box of 10 rounds Bundle of 12 arrows Bundle of 8 bolts Box of 6 shells 1 rocket 20 sprays per Tank. Increases by 5 for every Quality level above Normal 10 shots per Battery. Increases by 5 for every Quality level above Normal Thrown Weapon Cost per Unit Sold 1 2 5 10 4 8 12 50 30 70 Hard Objects, Granades, Magi Crystals and Slings. These use the Range Weapon Quality chart when increased in Quality. The range is determined by the Strength of the person throwing the weapon. The maximum range is double the minimum range. For simplicity, only the minimum range is listed in the chart below. Everyone is also limited to the amount of Thrown Weapons they can carry as they can be bulky and get in the way of your other possessions. Sometimes melee or ranged weapons just aren’t enough. Sometimes you just want to throw something really heavy or pointy at your opponents. Thrown weapons are unique because they act like both Melee weapons and a Range weapons. They are melee in that they themselves do the damage (not requiring Ammo), but they are used at a range. All Thrown Weapons use the Melee Weapon Quality Chart when increasing in power. The only ones that are not are: Name Damage Crit Bonus Passive Attribute Hard Objects Grenade 1d4 + STR or AGIL 3d6 Stun 1 Round X2 DMG Any small object that can easily be held in the hand and thrown that is not already a weapon of some kind. AOE 15ft. Magi Crystal Throwing Knives Throwing Axe Throwing Hammer Javelin 3d6 X2 DMG AOE 10ft. This dose Arcane damage instead of Physical. 2d4 + STR or AGIL 2d6 + STR or AGIL 1d10 + STR Max DMG 5% Chance to deal Lethal Damage Max DMG Sunder 1 Auto Effect 2d6 + STR Max DMG 5% chance to knock character up to two sizes larger than you Unconscious for d4 rounds. Ignores half of opponents AR 1d10 + STR or AGIL X2 DMG 10% Chance to Stun. Uses small rocks or other small hard objects to attack. Sling Weight in Units Sold 1lb 0.5lb 1lb 1lb 0.5lb 1lb 20lbs full 5lbs empty 15lbs 67 Ammo Capacity X2 STR Mod X2 STR Mod X2 STR Mod X2 STR Mod STR Mod STR Mod STR Mod STR Mod *Range Weight Cost 10 + Strength Value in Feet 10 + Strength Value in Feet 10 + Strength Value in Feet 10 + Strength Value in Feet 10 + Strength Value in Feet 10 + Strength Value in Feet 20 + Strength Value in Feet 15 + Strength Value in Feet Varies -- 0.5lb 30 0.5lb 50 0.5lb 10 1lb 15 2lbs 20 2lbs 25 1lb 20 68 These weapons are imbued with magical power granting them abilities greater than their physical counterparts. They can also grant the wielder great power when upgraded to do so. Magical Weapon are upgraded based on what they are. Melee magic weapons use the Melee Quality Chart while Ranged Magical Weapons use the Range Quality Chart. Magical weapons that are both Melee and Range use the Quality Chart that is their primary form or attack. This will increase both the melee and range portion of the weapon simultaneously and in the same way. Magical Weapons If hitting things physically is not your style, then fret not! There is always blowing away your enemies with magic. Unfortunately, magic in Skyward takes up a lot of energy and can be costly if you run out of Mana or safe amounts of Stress. Thankfully people have thought of this over the eons of conflicts that have plagued the world. In that time they have created Magical Weapons. Melee Name Magi Staff Damage Melee: 2d6 + 6 + STR Crit Bonus Max DMG Range Name Wand Damage 2d6 + x2 WILL Crit Bonus Passive Attribute *This weapon can also attack as a Ranged weapon dealing d8 + 1 + WILL as Arcane damage. **Can expend 1 Stress to store 5 Mana in Staff. Can do this as many times equal to your WILL. You can access this Mana Reserve at any time. Passive Attribute This weapon deals Arcane damage. ***Can Cast a Spell that costs 1 Stress or 5 Mana for Free once per Encounter *When the Staff attacks at range it uses Spell Accuracy instead of Melee or Ranged accuracy. Melee attack uses Melee Accuracy. Range Damage increases with Melee Damage though the Melee Quality Chart. Range Melee: 5ft Range: 20/30ft Weight 4lbs Cost 120 Range 30/50ft Weight 1lb Cost 150 **For each Attribute Point added will increase the amount of mana stored per Stress by 5 (to a max of 30). ***The number of Spells that can be cast during an Encounter increases by 1 per Attribute Point added to this Passive Attribute. 68 69 When increasing the damage by a percentage amount, it means you increase the flat damage of the weapon by an exponential amount. Below is a chart that details each of the flat damage increases so it is easy for you to convert. Crafting Instead of just buying an item off of someone, why not make one yourself? The Quality of an Item determines everything from the base stats of the weapon like damage, the bonus or penalties and the attributes associated with the weapon. When crafting weapons or armor, the quality is based on the difference from the ‘base’ stats which is Normal quality. Higher qualities above Normal will increase the stats of an item while those below will decrease it. All items in the previous section of this book are considered Normal Quality. So when you craft an item, you roll the skill that the item falls under. Depending on the total of the roll, will be the Quality of the item. You will adjust the stats of the item based on that items Normal quality. Sting (Short Sword) DMG: d8 + 4 + STR = Slash 1 + + 50GT %50 %100 %200 %300 %500 Crit: Max Damage Useless Primitive Poor Normal Special Good Superior Perfect Rare Legendary Useless Attribute replaces Passive, no extra Attributes Only Passive Attribute One Less Attribute +1 Attribute Point (AP) +3 Attribute Points +6 AP +9 AP +12 AP Max Attributes Cost Fluctuation Roll Ranges -100% (x0) 1-5 -50% (x.5) -25% (x.75) 0% +50% (1.5) +100% (x2) +200% (x3) +400% (x5) +800% (x9) +1600% (x17) 6 – 10 11 – 15 16 – 20 21 – 25 26 – 30 31 – 35 36 – 40 41 – 45 46 – 50+ 3 5 6 9 12 18 4 6 8 12 16 24 5 8 10 15 20 30 6 9 12 18 24 36 7 11 14 21 28 42 8 12 16 24 32 48 10 15 20 30 40 60 20 30 40 60 80 120 Attributes are additions to weapons and armor that give them unique properties. Attributes enhancements made to the sword itself, such as serrating the blade to increase the damage, adding fuel injections to make it on fire. These give the weapon or armor bonuses that they otherwise would not have through just increased stats, making them unique for certain battle situations. Now there are several types of Attributes, each with their own symbol that represents them: Passive (=), Positive (+) and Negative (-). Passive attributes are attributes that come naturally to the weapon or armor. These cannot be removed (unless the item is rendered Useless. Passive attributes can be normal effects that are added to an item. Others are more advanced giving the item a special property that is unlike any other. Only certain Passive Attributes can be upgraded. For the most part they cannot. Read your weapons Passive Attribute closely to see if it has a note indicating that it cannot be upgraded with Attribute Points. Positive attributes are bonuses that you can add to the item when it is crafted. Nearly all weapons and armor can have up to two positive attributes (three including the Passive Attribute). The only one that do not get three are Range Weapons (get a Passive Attribute and a Single other Attribute) and Ammo (get a single Attribute). These are often added during the creation of the item by using Attribute points (which we will talk about later) or later by Upgrading the Attribute or changing it by Re-forging the item. Negative attributes are penalties that come naturally with an item. Similar to Passive Attributes, these cannot be removed. However, they can be reduced or increased by changing the Quality of the item or Re-forging the item. Attributes are often written down with the name of the Attribute and the number representing how strong it is. This number is known as an Effect Value and is made up of Attribute Base Quality Crafting Chart Attribute Points 2 3 4 6 8 12 When it says ‘Add a die’ or ‘Add (number) of dice’ it means that the number of dice rolled for that weapon’s dice damage is increased by the amount said. If it says ‘upgrade the die’ it means that the die rolled for damage will be made into a higher one. For example, instead of rolling a d4, you now roll a d6. Dice from smallest to largest are: d4→d6→d8→d10→d12 Remember! When calculating the upgrade it is always from the stats the item has a Normal quality. Serpents Venom (Short Sword) DMG: 2d10 + 12 + STR Crit: Max Damage = Slash 5 + + 450GT Quality 1 2 2 3 4 6 Before you look at the various weapon and armor quality charts, take a minute to read the description of what everything on the charts means. That way it will be easy to understand what is going on. When increasing damage, most of the charts will either have a flat increase which will be shown as ‘+2 flat damage’ meaning that the ‘flat damage’ that the weapon has naturally become better at dealing damage. This rule also works with Armor Value. 69 70 Range Weapons Points. You may have noticed that weapons and armor gain a certain number of Attribute Points depending on their Quality. You can allocated the points to attributes to make them stronger. Quality Useless Primitive Poor Normal Special Good Superior Perfect Rare Legendary To Upgrade an attribute you must gain more Attribute Points. You can do this by gathering materials that coincide with the armor or weapon that they are attempting to Upgrade. Cloth armor would require a Kit and cloth while plate would require a Kit and metal. If you are attempting to upgrade attributes on your own you will have to roll using the crafting skill used to make the item. You will have to roll at or higher than the current Quality of the item. You gain 1 + 1 Attribute Points for every Quality over the Quality of the Item. So it will be harder to upgrade higher quality items, but they start off with more Attribute Points so there will be less to upgrade. If you wants to change an attribute on an item you can Re-forge it by replacing the attribute with a new one of the same type, retaining the Attribute Points of the original. This requires the same materials used to make the weapon and a roll quality to or higher than the Quality of the item. For every Quality over the Quality of the Item, you may add +1 to the Re-Forged Attribute Point. If you do not have the crafting skill ranked up or do not trust yourself to do it right, you can enlist the aid of a NPC who is an expert in the field, but it will require time (more time dependent on the difficulty of Attribute) and money (more money if the you do not provide the materials for the craft). Different NPC Crafters will always make a certain Quality based on their ‘skill’. Such as a Superior Crafters will always make Superior weapons and armor, but their services will cost more and require time to make such fine equipment. Here’s an important note! You cannot have the same Attribute more than once on the same item! So you cannot stack attributes to make them artificially stronger. Now that you know the rules, look at the charts, find the attributes you like and make your own items! Useless Primitive Poor Normal Special Good Superior Perfect Rare Legendary Damage Bonus/Penalty Reduce Dice Level (down to d4), remove a die (down to 1) No flat weapon damage +50% Flat damage Add a Die, +100% Flat Damage Upgrade the Dice, Add a Die, +100% Flat Damage Upgrade the Dice, Add 2 Dice, +200% Flat Damage Upgrade the Dice, Add 4 Dice, +300% Flat Damage Attribute Useless Attribute replaces single Attribute Slot No Attribute Second Attribute +1 AP Second Attribute +1 AP Second Attribute +2 AP Second Attribute +3 AP Second Attribute +4 AP Second Attribute Maxed Damage Bonus/Penalty No Damage Attribute Useless Attribute replaces single Attribute Slot No Attribute Single Attribute +1 AP Single Attribute +1 AP Ammo Quality Useless Primitive Poor Normal Special Only 1 Damage -50% (minimum 1) +50% (minimum increase of +1) +100% +200% +300% +500% Good Superior Perfect Rare Legendary Single Attribute +2 AP Single Attribute +3 AP Single Attribute +4 AP Single Attribute Maxed Light Armor Quality Useless Primitive Poor Normal Special Good Superior Perfect Rare Legendary Melee Weapons Quality Damage Bonus/Penalty Reduce Dice Level (down to d4), remove a die (down to 1) No bonus from ammo Add a Die Upgrade the Dice, add 2 Dice Upgrade the Dice, add 3 Dice Upgrade the Dice, add 4 Dice Attributes Useless Attribute replaces Passive, no extra Attributes Only Passive Attribute One Less Attribute +1 Attribute Point (AP) +3 Attribute Points AR Bonus/Penalty -3 Armor Value (down to 0) -2 Armor Value (down to 0) -1 Armor Value (down to 0) +1 Armor +2 Armor +2 Armor +3 Armor +4 Armor Attributes Useless Attribute Only Passive Attribute One less Attribute +1 AP +3 AP +6 AP +9 AP +12 AP Max Attributes STR & AGIL Penalty -3 Max Base -20ft -2 -15ft -1 -5ft +1 +1 +2 +3 +5ft +5ft +10ft +15ft +20ft +30ft STR & AGIL Penalty -4 Max Base -15ft -2 -10ft -1 -5ft +1 +2 +3 +4 +5ft +5ft +10ft +15ft Medium Armor Quality Useless Primitive Poor +6 AP Normal Special Good Superior Perfect Rare Legendary +9 AP +12 AP Max Attributes 70 AR Bonus/Penalty -5 Armor Value (down to 0) -3 Armor Value (down to 0) -1 Armor Value (down to 0) +1 Armor +2 Armor +3 Armor +5 Armor +7 Armor Attributes Useless Attribute Only Passive Attribute One less Attribute +1 AP +3 AP +6 AP +9 AP +12 AP Max Attributes 71 Heavy Armor Quality Useless Primitive Poor Normal Special Good Superior Perfect Rare Legendary AR Bonus/Penalty -6 Armor Value (down to 0) -4 Armor Value (down to 0) -2 Armor Value (down to 0) +1 Armor +2 Armor +4 Armor +6 Armor +8 Armor +10 Armor Attributes Useless Attribute Only Passive Attribute One less Attribute +1 AP +3 AP +6 AP +9 AP +12 AP Max Attributes STR & AGIL Penalty -5 Max Base -15ft -3 -10ft -2 -5ft +1 +2 +3 +4 +5 +5ft +10ft STR & AGIL Penalty -3 Max Base -10ft -2 -5ft -1 - +1 +2 +3 +4 +5ft +5ft +10ft +10ft Melee/Ammo Burn: 15% Chance. The target loses Accuracy equal to Effect Value and any more fire damage taken is increased by Xd4, where X is Effect Value. Poison: AvS. You reduce a target's Endurance and Willpower Stat by Effect Value. Pierce: Threshold. Your attack ignores your targets AR equal to double the Effect Value. Impact: AvS. Push opponent back 5ft.; +2 push opponent back 10ft.; +3 Knock target Prone; +4 Stun target; +5 knock target Unconscious. (Retains previous bonuses, replaced by better) Slash: AvS. The weapon causes Bleed. The severity of Bleed is increases by the Effect Value. Rend: AvS. You reduce a target's Strength and Agility Stat by Effect Value. Disable: AvS. You disable a limb of the target. Roll a d4; 1 = Main Arm, 2 = Right Leg, 3 = Off-Hand, 4 = Left Leg. After 3 disables on a single limb, that limb is broken. At +1 you gain the effect, +3 the effect causes 2 points of Disable, +5 the effect causes 3 points of Disable. Shock: AvS. On successful hit, target is Paralyzed. At the beginning of their next turn they must roll d20 + STR Mod vs. 12 + Effect Value. Sunder: 5% Chance. You permanently reduce target's AR by Effect Value. Acid: 10% Chance. Target takes Effect Value as Lethal Damage. Freeze: AvS. The target is slowed by 5ft x Effect Value. Crits against the target are 10% more likely (18,19,20). If target has this effect on them for as many rounds as their END Mod, they are now Frozen. Fire: The weapon does Fire damage as well as its physical damage. The amount of Fire damage it does is equal to x2 Attribute Points. Frost: The weapon does Frost damage as well as its physical damage. The amount of Frost damage it does is equal to x2 Attribute Points. Poison: The weapon does Poison damage as well as its physical damage. The amount of Poison damage it does is equal to x2 Attribute Points. Electrical: The weapon does Electrical damage as well as its physical damage. The amount of Electrical damage it does is equal to x2 Attribute Points. Arcane: The weapon does Arcane damage as well as its physical damage. The amount of Arcane damage it does is equal to x2 Effect Value. Shields Quality Useless Primitive Poor Normal Special Good Superior Perfect Rare Legendary AR Bonus/Penalty -3 Armor Value (down to 0) -2 Armor Value (down to 0) -1 Armor Value (down to 0) +1 Armor +2 Armor +3 Armor +4 Armor +5 Armor Attributes Useless Attribute Only Passive Attribute One less Attribute +1 AP +3 AP +6 AP +9 AP +12 AP Max Attributes Attributes The Strength Stat value acts as a secondary defensive stat in that it is what most of these effects must roll higher to hit. Effect Value is the numerical strength of the effect. This increases whatever the effect does. This is increased by the amount of Attribute Points added to the Attribute. Effect Chance The EC for certain effects/attributes is Accuracy vs. Strength, which means when attacking if % Chance Roll the accuracy is high enough to hit the Range 5% 20 opponent Strength Value (as if it was a 10% 20-19 defense like the other stats) then the Effect 15% 20-18 happens. Other effects either have a specific 20% 20-17 25% 20-16 percentage chance that is rolled after the 30% 20-15 attack hits, while others happen 35% 20-14 automatically. 5% +5 per Effect Value. 40% 20-13 45% 20-12 Accuracy vs. Strength (AvS): If 50% 20-11 the accuracy of the attack also 55% 20-10 60% 20-9 beats the targets Strength, the 65% 20-8 effect activates. 70% 20-7 % Chance: Roll d20 after 75% 20-6 80% 20-5 accuracy compare to roll chart. 85% 20-4 Increased by 5% per +1. 90% 20-3 95% Threshold: If the attack hits 5 points over the defending targets defensive stat. Range Finely Tuned: Your weapon is so finely made that it is more accurate than most. +1 Accuracy for every Effect Value. Extended Barrel: (gun only) Your weapon can shoot an extra Effect Value x10. 20-2 71 72 Bayonet: (guns & crossbows only) You can use your gun as if it was a knife (1d10 + 4 + AGIL). For ever Effect Value over 1, increase the flat damage. At +5 increase the number of die by 1. Silencer: (guns only) Your gun shots are silenced allowing you to keep your stealth. Increase opponents LOD to find you by 1 per Effect Value. Stronger Strings: (Bow & crossbow only) Increase the damage of the arrow by Effect Value. Longer Frame: (Bow only) Increase the range by Effect Value x20. Combat If you are to survive in a harsh world, words can only do so much. Sooner or later, you will have to defend yourself. As you have read earlier, there are three types of attacks: Melee, Range and Spell, one for each of the accuracies. Now there are certain weapons that brake these rules, but they are on a case by case basis. For now, let’s focus on the basics. Light Armor Strong Pleat: The fabric of your armor is layered making it stronger. Add +1 AR per 2 Effect Value. +5 EV gain 1 extra AV. Weight is increased 1lb. per armor added. Fire Retardant: Gain +1 Fire Resistance per Effect Value. Wool Lined: Gain +1 Frost Resistance per Effect Value. Rubber Inlay: Gain +1 Electrical Resistance per Effect Value. Tight Weave: Gain +1 Poison Resistance per Effect Value. Absorbing Gems: Gain +1 Arcane Resistance per Effect Value. Magi Cloth: Your armor is inlayed with magical cloth that allows it to store Mana for you. Can hold 10 Mana per Effect Value. Encounters Combat takes place with a scene called an Encounter. An Encounter is were player characters fight with opponents such as a gang of hooligans or a giant metallic dragon! Encounters can be within a small area like an alleyway or a room, or cover long distances like a city or a battlefield. They can also last as long as a few seconds or many hours of in-game time. Ending Encounters is based entirely on what the GM considers to be the resolution. You kill the mobs, you get the treasure, or you escape, est. The GM does not have to tell you what the resolution of an Encounter may be, but they should leave clues or Fictionally Position the Encounter so that it is obvious what it might be. Encounters are played out in stages. These stages are more basic outlines of how and Encounter plays out. 1. Initiation: This is when the players are first engaged in the battle, either initiated by them or by their opponents. This is when players and opponents roll their Initiative to see in what order they will act. If they have any conditions that change their starting in this battle it happens automatically. Characters can also be Surprised, in which a Surprise Round happens. This is one entire round in which whoever initiated the surprise gets to act, before Initiative is rolled. This can be very powerful if done right and often requires Stealth rolls to initiate. 2. Contest: Once a turn order has been established by Initiative, the character with the highest Initiative goes first, while the lowest goes last and everyone else fits numerically in-between. Once the last character has their turn, that is considered the end of the Round and a new Round begins with the first character. A Round lasts about six seconds in which all character do as many actions as they can or want to do (refer to actions below). A character is considered InCombat if they are within melee range of an opponent. This means that they cannot flee from the opponent without provoking an Opportunity Attack. Certain moves cannot be performed while In-Combat, and some can get a character out of it. 3. Resolution: The end of a battle comes about when the GM’s predetermined Resolution is met. As mentioned before, this can be anything from killing all opponents, gaining control of something, killing a specific opponent, Medium Armor Extra Layers: Your armor is given extra layers to it to make it thicker. Add +1 AR per 2 Effect Value. +5 EV gain 2 extra AV. Weight is increased 3lb. per armor added. Reflective Plates: Gain +2 Fire Resistance per Effect Value. Extra Padding: Gain +2 Frost Resistance per Effect Value. Rubber Straps: Gain +2 Electrical Resistance per Effect Value. Dense: Gain +2 Poison Resistance per Effect Value. Charmed: Gain +2 Arcane Resistance per Effect Value. Well Fitted: Reduce Agility Mod penalty equal to Effect Value. Heavy Armor Heavy Plates: You have extra plates of armor on top of your armor. Add +1 AR per Effect Value. Weight is increased 5lb. per armor added. For every 2 EV, reduce knockbacks against you by 5ft. Thermal Plating: Gain +3 Fire Resistance per Effect Value. Warmed: Gain +3 Frost Resistance per Effect Value. Grounded: Gain +3 Electrical Resistance per Effect Value. Sealed: Gain +3 Poison Resistance per Effect Value. Carved Runes: Gain +3 Arcane Resistance per Effect Value. Metal Spikes: When hit by a melee attack, attacker take damage equal to x2 Effect Value. Strong Metals: You resist Disable (1 extra point per EV), Sunder and Peirce by Effect Value. 72 73 escaping or any other objective that the GM devises. Once the Resolution is met, the Encounter is over. Actions You only have a certain amount of actions that you can do within the six second window of the round. This only takes place during Encounters. Outside of Encounters, the GM gets to dictate how long an action might take. You have three Actions that you can use on your turn. You also have one Reaction that you can use at any point in the round; however, they it is limited in what you can do, often times only useable when triggered. There are several forms of Actions, each one is distinct in what it actually does. Actions: You have three actions to use on your turn. You can use these actions in any way you see fit. Certain feats cost a certain amount actions to accomplish. Reaction: You can have one Reaction a Round. This includes Opportunity Attacks. Some Traits, conditions or Core Memories allow for more Reactions. Ready: You can withhold a number of your Actions to be triggered when a specified event happens. Such as “when a person comes around a corner I do this ability”. Some actions cannot be made readied. Delay: You can choose to delay your actions thus changing your turn order. Your unused actions become Reactions for the remainder of the round. In the next round you will start in your new turn order and remain there for the rest of the Encounter, unless you Delay again. You may only Delay yourself to one position lower. If you are at the bottom you cannot Delay yourself anymore unless the person right above you Delays and thus you switch positions. This is a Free action. Maintain: Some spells or abilities must be maintained over several turns. Often these maintenance costs are less than the initial cost of the ability/spell. This is usually written as: 3 Actions & 1 Action Maintain. Dismissing the maintenance of a spell/ability is always a Free action. Channel: Channeled abilities and spells are similar to Maintained, but they cost the same on every turn to continue to channel the ability. So if an ability or spell costs 2 Actions to activate it will cost 2 Actions to continue channeling it. This is written as 2 Actions Channel. Dismissing the channeling of a spell/ability is always a Free action. Free: Free actions can be done at any time and do not require you to use any of your actions to do. 2 Actions Attacking Double Move Use an item Aiding or assisting another Reload a gun or crossbow Attempting to accomplish a Skill Ready an Action Light a torch/start a fire Un-jamming a weapon Remove blindness from eyes Physically interacting with another Grab a Character Delivering a Coup De Grace 3 Actions Running/Charging Assisting with a Revive Check Extinguish flames or clean something Reloading large weapons Repair a broken item Stop Bleeding Fix a Broken limb Attempting to break free from being grappled Free Actions Stringing an arrow to a bow Go Prone/Crouch Speak or make simple gestures (like signing or pointing) Delay a turn Dismiss a Spell or Ability Attacking and Defending To deal damage to another character, you must attack them! Attacking costs two actions or is considered a 2 Actions. There are variations on types of attacking, but for now we will just cover the basics. Melee 1 Action Pick up an Item Stand up from Prone or Crouch Draw a weapon Sheathe a weapon Grab item on self Sustain Spell or Ability (unless otherwise stated) Launching off to fly with wings or magic Melee is considered any weapon in which you have to be In-Combat to use which is generally around 10ft of an opponent. This includes but not limited to: swords, axes, hammers, bear fists, fist weapons, spears, lances, and other weapons in the melee weapon category. Move (walking up to base speed) Mount or dismount Open or close a door (can move 5ft. after) Disengage 73 74 Dealing damage is on a weapon by weapon basis. Each weapon has their own unique damage output which often includes dice, a flat modifier (ammo in the case of most ranged weapons), and sometimes a stat modifier. These all total up to the amount of damage that you do. So even if you hit your opponent, rolling low on damage might mean that you just graze them across their cheek, while rolling high might mean you strike them hard where it hurts. If you Cirt on an attack roll then you can deal your weapons Critical Bonus. This is also dependent on the weapon as there are so many different types of Crit Bonuses. Max Damage- You deal the maximum possible damage your weapon can deal, with any additional modifiers. No need to roll for damage. Double Damage- Roll for damage and calculate up all the modifiers added to it; then double it. Auto Effects- All of your weapon’s Effects that have some kind of Effect Chance to them automatically happen. Other- Some weapons are a more specific Crit Bonus. Pay attention to what it is saying! Melee Accuracy + Bonus Accuracy + d20 vs. Opponents Endurance Some abilities that often require some of these weapons to use also use Melee Accuracy as they are essentially a more vigorous attack than just a standard attack. Range Range is considered any weapon that shoot opponents from longer than 10ft. and are not considered In-Combat. This includes but is not limited to: bows, crossbows, guns, launchers, ejectors thrown weapons and others that are in the range category. Range Accuracy + Bonus Accuracy + d20 vs. Opponents Agility Some abilities that often require some of these weapons also use Range Accuracy as they are a more vigorous or focused attack, beyond that of a standard attack. Spell A Spell is considered any magic attack or an attack that requires magic to function. This can be weapons like a wand or a staff or a magi-crystal which are all magical in nature thus are considered Spells. If you Critically Fail your attack roll. You roll a d6 to see what happens. 1: Your weapon brakes and becomes unusable. 2-3: You weapon falls from your hand or jams in the case of guns. Requires a 3 Actions to regain or unjam. 4-5: Your weapon slips or misfires. Requires a 2 Actions to regain. 6: Nothing happens Spell Accuracy + Bonus Accuracy + d20 vs. Opponents Willpower All Spells use Spell Accuracy to hit their targets. Effects Effects have one of three types of Effect Accuracy: Accuracy vs. Strength (AvS): This is when the total accuracy of the attack is equal to or greater than the Strength Value of the target. This can hit or miss regardless of what happens to the normal attack. You are essentially rolling to see if both the Effect and Damage takes place. % Chance: This is based on a chart (in the Effects Sections later) where ever 5% counts as 1 point on the d20 ranging from 5% to 100%. The Effect will have a base percentage and ever +1 the effect has increases the base by 5%. Threshold: If the attack hits 5 over the defending targets defensive stat, the effect takes place. This is often only given to Effects that are truly devastating. Defending When you are attacked, you automatically defend yourself. Depending on the type of attack coming at you, you use a different stat to defend the attack. The attack roll must equal or be higher than the stat. Strength defends against certain effects (AvS Effects). Endurance defends against melee attacks. Agility defends against range attacks. Willpower defends against all Spells. When you are hit by an attack, you reduce the damage with Armor Rating (AR) and Resistances. Armor Rating reduces physical damage from weapons, abilities and some spells. You gain Armor Rating from Armor. Resistances are like armor but for certain types of attacks. The damage will say that it is of the resistance type indicating that you need that resistance to reduce it. The resistances are: Fire, Frost, Electrical, Poison, Arcane. Characters can also be made Weak or Immune to their Resistances. Characters who are Weak to a type of attack take double damage whenever hit by the attack. Characters Immune to a You hit with an attack when you match or go over the opponent’s defensive stat. If you’re below, it is considered a miss and the opponents successfully avoids the attack. Defending does not take any actions as it is all part of the battle. Think of it as a free reaction that only happens when you are just that much better than your opponent or they slip up in their attack. 74 75 Resistance do not take any damage of the resistance type even if the attack hits you. Physical and Magical Damage There are two ways you can do damage: physical, and magical damage. Physical damage is defined as attacking with a weapon or ability that either uses Strain or just a 2 Actions. Magical damage is anything that requires Mana or Stress to accomplish. An ability that uses both Strain and Mana or Stress or all, is considered both a physical and magical attack. These attacks essentially hit everything because they can be considered one or the other. As defined above, something like fire can be both physical damage and magical damage. Depending on the matter from which is it made. A physical fire would be something that is burning naturally, such as a brush fire, a candle, a burning building and so on. Magical fire would be fire that is created from mana, such as a fire ball, or any other fire type spell. Because the fires existence is made by mana, it is considered magical. Now it gets tricky because both magical fire and physical fire can be reduced by Fire Resistance. Likewise, if a weapon has an attribute that is fire, then it is considered physical, because it is a part of that weapon. However, if it has fire because of an enchantment, then it is considered magical because the source of the fire is magical in nature. If you have any concerns just remember to look at the source of the damage. If it’s existence is based on the fact that it was conjured by the manipulation of the magical lay-lines: it is magic damage. If it is anything else: it is physical damage. Special Actions Aside from just simply moving and attacking, there are a plethora of other types of actions that you can take. These Special Actions can be done in place of a 2 Actions, like movement, but often have a cost or require a test to see if they can be done. Combat Actions Blind Fire: You can attempt to shoot a ranged weapon or spell around a wall without giving up your cover to do so. You suffer Drawback to all attacks done this way. Called Shot: You can call an attack on a certain part of a character’s body in an attempt to severely damage it (must Call Shot before rolling). You will have a –7 (-10 for head) to your attack roll. On a Hit, you deal your damage and Disable the limb for one round. On a Crit, (and if the target is equal to or less than one size greater than your character) you can remove the targeted limb rendering it useless. If you attacked the head it is considered a Headshot and you deal double your total damage to the target. Charge: (3 Actions) You must be move before attacking, not after. Must be at least 20ft away from target and can 75 move as far as your run distance. You can only charge with melee weapons or weapons acting as melee weapons. You can draw your weapon as a free action during a Charge. Roll as if making a standard attack. When dealing damage you gain an extra weapon die and double your STR modifier in damage. You are considered ‘incombat’ with your opponent. Charging dose not provoke Opportunity Attacks. You cannot Charge through Rough Terrain or Slippery Surface. o Bull Rush: When trying to push an opponent instead of attack them you can Bull Rush instead of Charge. You roll as if making a melee attack, if successful, roll d20 + STR vs. Target’s Endurance Value. If successful you push the target back 10ft. and you end in their original location. Target can roll AGIL DC 10 + 1 for every point over their Endurance that you beat. If they fail, they fall Prone. You can only Bull Rush targets one size category larger than you. This dose Provoke Opportunity Attacks. o Overrun: When trying to run past a target without having to attack them you use Overrun. You can only overrun targets that are one category size larger than yourself. Target can choose to avoid you by simply moving to the side. If not, then you roll a d20 + STR vs. Endurance Value. If successful, target takes your STR + END Mod in in damage and is moved to the side. You also continue with the rest of your movement speed. If you fail, you stop in front of the target and they can make an Opportunity Attack against you. Coup de Grace: (2 Actions) If a character is Dying or Unconscious you can perform a Coup de Grace. You automatically hit the target dealing 2d12 + x2 STR as Lethal Damage. Disarm: (2 Actions)You try to force a target to drop an item in one hand (your choice). You must be within your weapons melee attack range. Roll d20 + AGIL vs. Strength. If successful, target drops whatever is in their hand. o Skilled Shot: You can attempt to Disarm with a ranged weapon. But only if you Called Shot beforehand. Dodge: (Reaction or 2 Strain) You avoid an attack altogether. Roll d20 + AGIL vs. Attack Accuracy. If you fail, the attack still happens. If you succeed, the attack automatically fails. You can choose to Dodge after an attack has been rolled and re results read. o Dive: As part of your Dodge you can Dive 5ft. to the side (10ft with Agility Value of 20). You fall Prone at the end of the action. Execute: (3 Actions) This can be done as an Out of Encounter Attack. You deal your weapons max damage to target in an attempt to kill them instantly. If you Crit, you deal double your weapons max damage. If you are attacking a Helpless target, you kill them instantly. If you are near 76 death (5 HP or below) and an opponent Crit Fails, you may attempt this action against the opponent. Feint: (1 Action) Must also roll an attack after but within the same turn. Roll Deception check. On a 20+ you gain a +9. 15-19 you gain a +6 on your next attack roll. On a 1014 you gain a +3. On a 5-9 you do not gain anything. On a 1-4 your opponent gets to make a free Opportunity Attack against you. Grapple: (2 Actions & 2 Actions sustain) You attempt to grab another character or use magic to restrain them. You must be within 5ft. of target. Roll d20 + STR vs. Agility Value to grapple an opponent or d20 + STR vs. Strength Value to break free from a grapple. You can only grapple a character that is equal to or lower than two size categories above you. Depending on the size of the character you are grappling, you will be considered in Full Cover or Partial Cover. If you are hit by an attack while grappling another character, you only take half of the incoming damage while the grappled character takes full. If grappled character is attacked and hit, you do not take any of the damage. You can move with grappled opponent at 50% speed. Movement speed is normal is character is two size categories smaller than you. o Pin: You can pin a target if they are Prone. When trying to escape the Pin they must roll (d20 + STR) x 10 vs. Character’s Weight. o Restrain: Can tie up an opponent with rope or other similar items by rolling d20 + STR vs. Agility or Strength Value (whichever is higher). If the target is pinned, unconscious, has a limb disabled or otherwise restrained, you gain a +4 to tie them. Restrained targets can make Strength checks against the restraint’s toughness which varies depending on the material: Rope is DC 10, Nylon is DC 15, Metal is DC 20. Can also roll Agility to see if they squeeze out. Checks are +2 of the above. Opportunity Attack: (Reaction) If someone moves within your weapons melee range, you may make a standard attack against them. Trip: (2 Actions) You attempt to make a target fall Prone. Roll d20 + AGIL vs. Agility Value. If successful target falls Prone. Movement Actions Charge: (3 Actions) You move up to your run speed and attack a target at the end. Refer to Combat Actions for more info. Climbing: (movement) You climb at half your base movement speed. Roll STR DC 8. Add 2 to the Dice Check for Medium Armor, and add 5 for Heavy Armor. Crawling: You are Prone, move at 5ft. Gain +3 to Trip. Crouching: You are Crouched in which you are half your full height. You move at half your movement speed. Gain 76 +3 to range defense, but suffer -3 to melee defense. Your melee damage is reduced by 50%. You can only standard move and Double Move. Double Move: (2 Actions) You can move up to double your movement speed. Flying: You can move through the air because of wings, jetpacks or magical flight. o Wings or Magic: You can move your movement speed in the air while wearing Light Armor or 50% Movement speed with Medium Armor. You cannot fly with Heavy Armor, instead you Levitate. While flying you can only be attacked by ranged weapons and ranged spells. While hovering melee weapons and melee spells can hit you with Drawback. You can hover or fly equal to Agility Value in turns (for wings) or Willpower Value (for magic) You can fly as high as x10 Endurance Value in feet. o Jetpack or other Device: You can move the devices distance in the air, does not require a 1 Action to launch off the ground. Must land at the end of movement action unless otherwise stated. You can go into the air as high and as far as the device lets you. Leap: You move forward at least 10ft, and then jump 5ft + 5ft for every 20 Strength Value. Requires STR DC 10 to succeed. If you fail, you fall Prone. You can Leap in attempt to knock a target Prone. Levitate: You float about 1 foot off the ground, which increases your height by 1 foot. You ignore Rough Terrain and Slippery Surfaces. If you are knocked Prone or go Unconscious you fall to the floor and are no longer levitating. Parkour: If moving through an urban environment or an obstacle ridden environment, you can choose to leap over most of the obstacles known as Parkour. Roll AGIL DC 6 + 2 for each jump attempted without stopping. Can use to get over Rough Terrain. If failed, you fall Prone, take d4 of damage and lose 1 Strain. Rough Terrain: Usually debris from ruined buildings, dead machines and rocky terrain. Your movement is lowered by 50%. o Slippery Surface: Considered Rough Terrain, but at the end of movement Roll AGIL DC 12 to remain standing. If failed, you fall Prone. You can only move in straight lines. Regardless of success or fail in the roll you will always move 5ft. further from where you ‘stop’. Run: (3 Actions) You can move up to x4 your movement speed. Disengage: (Basic Move) You can move up to 5ft without provoking Opportunity Attacks and are no longer considered In-Combat. This counts as a full move action. Slide: At the end of your Double movement action, you can choose to slide up to 5ft (10ft if Ran)You are now 77 Prone and do not provoke Opportunity Attacks and gain Upper-Hand to your attack or Trip action to targets running, sprinting, double moving, or anything that could be considered ‘activity’ are not considered resting and therefor do not gain the benefits of resting. adjacent to where you slid. Soft Step: You move at 50% speed and gain a d6 to Stealth Checks. Double Move is d4. Running dose not grant a bonus. Swimming: You swim at 50% of your movement speed. Roll AGIL DC 5 + 3 stacking depending on the conditions of the liquid. END DC 5 +2 stacking every two rounds to stay afloat. Reward: Incluing (Character Exposition) Including is a technique used when telling stories that introduces characters slowly through the story, cluing the audience into their lives they led before they went on their adventure. These are the parts of your favorite stories where the characters take some time to recount their pervious lives either to establish some kind of point or to inform others about the upcoming dangers having traveled the path before. It is also common whilst out in the world to have a conversation with someone you have been in close contact with for long periods of time. People don’t just stay silent while traversing the world! We are social animals, and our characters are no different. While resting, you can spend some time either internally for the audience (that being the other players) or externally with another character, telling a tale of your former life. This can be a small scene that does not even have to give a lot of detail about the character. Just something that the character is thinking in that particular moment. The important thing is that it should be tied to either their Motivation, one of the Core Memories, or their childhood. These scenes do not have to always be happy memories as well. Sad memories help to heal broken wounds. Angry memories remind you of purpose. Fearful memories remind you of things to avoid. When you recount these memories, depending on the context (weather it was internal or external) the players or the characters you were talking with can each ask you a question about the events that you described. You must answer these as truthfully as you feel right. Once this process is done, you all regain double the benefits from resting in the time span that you all have chosen. Only one person need to do this for it to work. Inclueing does not stack. (also it would take a long time to have everyone tell their stories!) It’s a good idea for the GM to keep tabs on who told what story so that they can fill out the world with stories the characters create. It is also a good idea to take note on who keeps telling the story. Everyone should have a chance at Inclueing their character’s story into the game world. Try not to let one player take all the glory, help spread out the love and allow other players to expand upon their characters. Movement and Range Your movement distance is determined by your Speed. This is how many feet your character can move in the game. (If you are using a grid map, one square or hex is considered 5ft.) The range of a weapon or spell is determined by the Effect Range: like 30/60ft. The lower number is the closest that the weapon/spell can be used while the second is the furthest it can hit. If you attack below your Effective Range you suffer Close Range Penalty (CRP) in which you suffer Drawback on your attacks at that range. If you try to hit a target further than your Effective Range you suffer Extreme Range Penalty (ERP) in which you roll a d10 instead of a d20 for accuracy rolls. Melee weapons, attack at either Engaged (5ft. away or adjacent to opponent) or Close (10ft. away). These are both considered In-Combat. Resting After combat resolves many of the party might be injured or needing to replenish their Strain or Mana. You also need to rest if you have been active all day (just like in real life). There are different levels of resting, each taking up a certain amount of in-game time and each giving back a certain amount of stats. Short Rest is when you rest for a few minutes. You recover HP equal to half your END Mod, Mana equal to your WILL Mod and 2 Strain. Long Rest is when you rest for around an hour. You recover HP equal to your END Mod, Mana equal to x2 WILL Mod, 4 Strain and 1 Stress. Extended Rest is when you rest for a few hours (generally three to four). You recover HP equal to x2 END Mod, Mana equal to your Willpower Value, 6 Strain and 3 Stress. Full Rest is when you rest for at least eight or more hours. You recover HP equal to your END Value, all of your Mana, 10 Strain and 5 Stress. As a GM, if you find that your players are not getting enough out of their resting, you can increase the amount they regain from resting. However, this is balanced for gameplay as character can regain a lot of these stats from other places such as Core Memories, Heroic Fervors, est. So it is only recommended for first time players play a ‘heroic’ campaign. If your Primary Stats have been reduced from an Encounter, any of the above rests resets them back to full. Characters who are resting can only do resting activities. Such as: examine the nearby area, sit and take a breather, have a conversation with another character, sleep, nap, eat, drink, or play an instrument. Characters who are crafting, playing, working, 77 78 accordingly. This is known as the Surprise Round. When it is done, then everyone rolls Initiative (again for the attackers) and the Encounter begins. Combat Modifiers Cover Cover describes your ability to hide behind something, making it harder for others to attacks you. There are two Types of Cover based on your height. When a character chooses to attack from around their cover, melee attacks will lose you the bonus while range attacks will reduce Full Cover to Partial and Partial to no cover. Partial Cover- At least half of your body is covered up by some kind of wall or shield. Provides +2 to all Defensive Stats Full Cover- Your entire body is covered by a wall or shield, but you are not completely enclosed. +4 to all Defensive Stats. Upper-Hand and Drawback Upper-Hand- When rolling to attack, add a d10 to the d20 roll. If the total of the two dice is over 20, it is considered a Crit. Drawback- When rolling to attack, subtract a d10 to the d20 roll. If the total of the two dice is under 1, it is considered a Crit Fail. Withhold Attack You hold back your blows so that you do not kill your opponent. All damage is reduced by half, and you cannot kill your opponent, but you can knocked them Unconscious or have them by Dying. This can only be done with melee weapons. With Ranged weapons, you need to Call Shot insisting that you will not harm them. If you hit, you succeed in reducing your damage. If you miss within 5 points of their defense, you deal full damage. Flanking While in a melee weapons attack range (Engaged or Close) you gain Flanking when an ally is on the other side of the opponent you are both fighting. The character that is not the focus of the flanked opponents attacks gain the Upper-Hand so long as you are both fighting the same opponent and remain across from one another. Off-Hand Penalty Conditions and Effects When wielding a weapon or shield in the off-hand (not your main hand) you suffer Drawback when attacking with that weapon or shield. Opportunity Attack (OA) When an opponent is moving past you without attempting to engage you they are considered In-Combat. You may make an Opportunity Attack against that opponent as your Reaction action. Must be within melee weapons combat range. Stat Checks While traversing through the world on your adventure, you will have to overcome obstacles using one of your physical stats: Strength, Endurance, Agility, Willpower. Out of Encounter Attack When not in an Encounter, you may still attack a target, but the rules are different. When you go to strike the target you and the target will roll Initiative to see who reacts first. If you win the roll, you get to make your attack (without rolling accuracy) and the opponent is considered Helpless. If they win the roll, they get to make an Agility Check to doge the attack. If their Agility Check beats yours, they can make an Opportunity Attack. You cannot do an Out of Encounter Attack against an opponent who suspects you. If you attack a character who is already Helpless, Unconscious, Dying or otherwise unable to react you automatically hit them without needing to roll. Strength (STR) A measure of how physically strong you are. Use it to calculate how much weight you can carry, damage you can deal with melee weapons, and how many hit point you have along with Endurance. Also the modifier increases Strain. Strength is also a defense against certain Effects which will be known as “vs. Strength Effects”. Endurance (END) A measure of your toughness. Use it to calculate how well you can defend against melee attacks, endure hostile climates, withstand certain conditions and how man hit points you have along with Strength. Surprise Attack When a character is Surprised you cannot act for one entire round. The attackers roll for their Initiative and act Agility (AGIL) 78 79 A measure of your dexterity. Use it to calculate how well you can dodge ranged attacks, perform athletic or acrobatic feats (such as move actions), and how quick a character reacts in situations using Initiative. Conditions are situations that effect a characters ability to function. Often this is caused by specific events, but they can also be role-play triggered. Afraid Willpower (WILL) The Character must flee at a Run from the object or creature that caused it to be Afraid. If they cannot flee they lose -4 Stress each turn and suffer Drawback on all of their d20 rolls. If character is Stressed or Insane, they are also rendered Helpless. Can be caused by a drop in Stress by at least Half or more (not including using Spells or Abilities) or if an Ability or Spell causes target to become Afraid from a failed Willpower Check. Characters remain Afraid until they regain half of their total Stress back. A measure of you mental fortitude. Use it to calculate your ability to use magic and defend against it as well as protect your spirit from dark forces and your mind from eves droppers. Also used to calculate Mana (10 + Willpower Value) and the modifier increase Stress. Similar to Skills which roll against a Level of Difficulty (LOD), players who have to roll a stat check are given a numerical obstacle by the GM which they must overcome with a d20 and their Stat Modifier. This numerical obstacle is known as a Difficulty Check (DC). The more difficult the task trying to be performed, the higher the DC. Some checks, such as actions or conditions or effects have a set DC instead of one given by the GM. However, the GM can alter some of these numbers due to the situation. When rolling to beat a DC, you roll a d20 + the stat modifier the DC is against. So if you are facing an AGIL DC 5, you roll a d20 + AGIL Mod and have to get 5 or greater (ties count as a success). Aside from when the mechanics of the game ask for a DC roll, the GM may call for a DC if they feel it is warranted for the situation at hand. Example: A player is trying to open a door to which the NPC has locked from the other side. The GM considers that the door is a heavy wooden one with an iron lock. The GM asks how the player wishes to open the door. They state that their intent is to kick it down like the bad ass warrior they are. Considering the variables, the GM gives a STR DC 9, suggesting that though the door is heavy it is also wooden and old, and though the lock is iron it is not a sturdy lock. If the player can beat STR DC 9 with their STR roll, they get what they want and brake down the door. If they fail, the GM gets to put in a complication. In this case, the GM says that they player stubs their foot and cannot attempt to open the door by kicking it for some time. Only when a character critically fails a roll, can something truly back happen to them, such as in this example they brake their foot. The GM should be fair in their creation of DC, and not make things to overly difficult or to easy just because it is not part of their story. A wooden door should be the same DC to break down no matter where it is in the world or what secret plot point it is trying to hide. If it is indeed more difficult you must explain why it is more difficult than the average door. Bleed Characters are considered bleeding if they were attacked and hit by an attack with Slash. The character takes Lethal Damage equal to the Effect Value of Slash every turn. Bleed’s damage stacks with -1 diminishing returns for every time Slash hits (with a max of 15 Lethal Damage a turn). At the beginning of the affected character’s turn, they can roll END DC 5 + Total Bleed Damage. If successful, they negate the damage caused by Bleed. Bleed continues after the Encounter is over. And the Character may roll their END check every minute to not take damage. If they are Unconscious they cannot roll the check, but another character can spend a 3 Actions to prevent the damage. Bleed is only removed when it is healed with Magic (that can close up wounds) or Basic Medical treatment. Blinded Characters can be Blinded by Darkness, if some substance is blocking their vision, or if they are in thick smoke. Character Speed is halved. To Double Move requires AGIL DC 10, and to Run requires AGIL DC 15. On a fail the character is knocked Prone. All Defenses are reduced by 5, Perception checks requiring sight cannot be done, no accuracy modifiers (only the d20 with Drawback). All characters are considered in Total Concealment. If the character is Blinded for an amount of days equal to their Endurance Mod, they are Blind. It takes several weeks to become accustom to being Blind. After that time characters cannot use Perception to see, but all of their other Perception checks are increased by a d6. They no longer suffer the above penalties, but must roll Perception before attacking or they will suffer Drawback. Broken A limb that is Disabled 3 times is Broken. The character cannot use the limb until it is healed medically or through certain Magical effects. Conditions 79 80 revived with magic or medicine, unless Knowledge: Magic or Medicine is rolled as an Epic Miracle. A dead body decays over time unless magically or medically preserved. When a character dies the player no longer plays that character. Dead bodies are considered objects and can still be attacked until there is nothing left. Comatose Characters who have fallen Unconscious or are Dying and critically fail their Revive Check are rendered Comatose for 2d6 days. They are considered Dying unless given water and food every few hours. If a character falls Unconscious multiple times equal to their Willpower Mod without a Full Rest, they will fall into Comatose with an increased level of die up to 2d12 days. Deafened A Deafened character cannot hear what its allies or enemies are yelling, always goes last when rolling Initiative, has Drawback on Perception checks and can only defend against targets it can see (front 180 degrees); all other attacks are auto hit. Characters are Deafened from explosions and very loud sounds. Characters have a 25% chance to be Deafened by these sources. If they fail the roll, they are Deafened for d6 rounds. If they Crit fail, they are Deafened for 2d6 rounds. Characters become permanently Deaf if they are hit by two loud noises and Crit fail on both. Deaf characters take several week to become accustom to not hearing. They no longer suffer all the effects of being Deaf, but still cannot hear anything but gain a d6 on other Perception checks. Concealment There are two types of Concealment: Partial Concealment- Usually in light smoke, behind low cover, at a great distance, hiding amongst a large crowd, in Low Light, or having failed a Stealth LOD by 1 level. Attacks against Partially Concealed characters suffer Drawback. Attackers must roll Perception LOD equal to characters ranks in Stealth to spot them and remove Concealment. Total Concealment- Usually in heavy smoke, behind high cover, in heavy rain or a storm, in Darkness or succeed Stealth LOD by 2 levels. Attacks against Totally Concealed characters only have half their Accuracy Modifiers and suffer Drawback. Attacks must roll equal to x2 characters ranks in Stealth to spot them and remove Concealment. Dehydrated Characters who are Dehydrated when they have not drank any water (or water substitute) equal to their Endurance Value in hours. The character becomes Fatigued regardless if their Strain is full or not, and when their strain is lower than 0 they become Exhausted. Any Regeneration effect (including resting with Incluing) are reduced by half. Poisons are doubly effective. Potions, tonics or regenerative vials do not count for hydration. Refer to Hunger and Thirst for more information. Confused A character is confused when their Willpower is below half of its total or by some other condition. Confused Character’s defenses are mixed up. Willpower defends against Effects, Strength defends against Magic, Endurance defends against Ranged and Agility defends against Melee. Any Stat or Skill check only uses the d20. At the beginning of their turn, Confused characters roll a d20 to see what they do. 15-20: Act normally. 10-14: Babble in Gibberish, no Free Actions. 5-9: Standard attack against themselves, lose 2 Actions because of this. 1-4: Attack nearest target (be it opponent, ally or neutral), no other actions can be performed. Disabled When a character’s limb is Disabled 3 or more times it is rendered Broken. A character whose limb is Disabled cannot use that limb for one round unless they are healed with magic or have some kind of self-regeneration. Certain items and effects can reduce the amount of Disables on a limb or increase the amount of times it can be Disabled before becoming Broken. To see how to Disable and Brake a limb, refer to Disable in Weapon Effects. Dazed Disorientated Characters who are Dazed have no actions. This is caused when a character takes more than 3 Strain damage from a single event. When event happens, roll END DC 15 to not be Dazed. Lasts for 1 round. When a character takes serious trauma like surviving after an explosion, having the wind knocked out of them, being hit so hard it knocked them out for a moment, or just Drunk. This sometimes occurs when Strain drops by 5 in one incident (not including using Abilities), are revived from Unconsciousness or are Sickened. Lasts 1 full round. After which the character rolls a WILL DC 16. If they fail it lasts another Round then is removed. Characters move at 10ft. and have Drawback on all of their d20 rolls. Cannot roll Perception or Incite Checks during this time. Dead A character is Dead when their HP is reduced equal to negative their total Endurance Value. Dead characters cannot be 80 81 48.6m/s); being that they are falling in normal air with normal earthlike gravity. A medium size character will reach terminal velocity after 1,880 feet (573 meters), 50% at 940ft (286.5 meters) 90% at 1,692ft. (515.7 meters). At any of those speed, the character will instantly die when they hit the ground without having some kind of Parachute, method of flying or being caught. The above information is just in case you decide to jump out of an airship or really tall building. In general terms, characters suffer Xd6 Lethal Damage every 10 feet vertical, where X is +1 for every 10 feet after the first, up to 200ft by which the character will instantly die. While Falling, depending on the height, characters will only have a few turns to act. An average human can fall at 30ft/s (9m/s) as they move closer towards terminal velocity so about every 30ft would be 1 turn if a Round is considered 6 seconds. With the rules of Terminal Velocity you would have to be falling at least 1,692 feet to have an entire Round. If you are not in an Encounter, then you can count every second is one 3 Actions. Make them count! Characters can only move 10ft horizontally in the air for every 1 Action they take to move without wings. Drunk A character can drink 1 + double their Endurance Mod known as their Intoxication Faction (IF), which determines how much Alcohol they can drink before becoming Drunk. There are four types of alcohol, each with a different IF: Weak (1), Normal (2), Strong (3), Exotic (4). When a character reaches their maximum IF they become Drunk. Drunk characters are Disorientated, Their Stat and Skill checks are only the d20 (cannot gain upperhand), and have to roll AGIL DC 10 + 1 per IF over their maximum to stay standing. Characters remain Drunk, rolling END DC 24 – 2 every hour until they succeed a roll. If they fail all of them by the time the DC becomes 10, they are Hung Over for the next 24 hours. Characters who are Hung Over have Drawback on all of their checks, and are Nauseated until they are no longer Hung Over. Dying When a character reaches 0 HP they are considered Dying and Helpless. To Stay Alive, they must roll a Revive Check: 2d6 with a total of 7 or higher being considered a success and a 6 or lower being considered failure. Three consecutive successes to Stay Alive to be brought back up to Xd4 HP, where X is the characters END Mod. With three Consecutive fails, or the character’s HP is negative their total Endurance Value they are Dead. On a double Crit (both d6’s roll 6) the character is revived with Xd6 HP, where X is the characters highest modifier. On a double Crit Fail (both d6’s roll 1) the character is rendered Comatose. Other characters can assist a Dying character by spending a 3 Actions to provide medical care. They grant the Dying character +1 for every two ranks the assister has in their Medicine Skill. Only two characters can provide medical treatment to a Dying character at a time. To kill a Dying character outright before they can Stay Alive, you can perform a Coup de Grace or an Execute, both automatically hit. If the Dying characters HP is lower than negative their total Endurance Value, they are Dead. Dying characters are also vulnerable to having their spirit ripped out of their bodies. Roll d20 + WILL vs. Opponent’s Willpower Value. For every success, you keep your spirit, with three failures (do not have to be consecutive) you lose your spirit. Once you successfully Stay Alive they can no longer attempt to steal your spirit. (refer to Spirit and Fel for more info). Fascinated When a character regains Stress from an Environmental source by finding something new and interesting, sexy, or anything that would get their undivided attention becomes Fascinated. The character will protect the object or person(s) even against allies. The object or character that caused the Fascination gains the Upper-Hand on all rolls against their target. Another character can try to shake the Fascinated character out of it by rolling d20 + STR vs. Willpower. If the object or person is harmed, the Fascinated character will lose 2 Stress. Characters can only be Fascinated for as long as the spell that caused it is active, the person or object is removed or they are knocked Unconscious. Frozen A character who is Frozen is considered Helpless. They take frost damage as if they were exposed without cold weather clothing (refer to Cold in Environmental Effects). You can break out of Frozen by rolling END DC 18. When the Frozen character reaches 0 HP their body can be shattered and they are dead. A Disable instantly breaks a limb regardless of resistances. Grabbed Falling A Character is Grabbed when another Grapples them. Grabbed characters cannot move or any other action but speak and attempt to free themselves. Roll d20 + STR vs. Grappler’s Strength Value to brake free. If the Grappler is hit by an attack, they take half of the damage while the Grabbed character takes full damage. Likewise, if the Grabbed target is attacked, they take full damage and Characters who are falling reach terminal velocity (the point at which they do not fall any faster) of 177ft/sec (54m/s) after 15 seconds of freefall. They reach 50% of that after 3 seconds (88.5ft/s or 27m/s) and 90% after 6 seconds (159.3ft/s or 81 82 the Grappler takes none. All attacks against Grabbed characters gain Upper-Hand. vomiting. If failed, the character loses all actions and vomits. If they vomit a number of times more than their END Mod, they become Dehydrated and Starved. Characters are Nauseated for 6 – half their END Mod in days. For every 24 hours of non-action and medical treatment the character loses a day of being Nauseated. Helpless A character who is Helpless is in a situation for which they cannot react to what is happening around them. Such as being Tied up, kneeling without weapons, completely unaware of an opponent and not on guard, sleeping, crying uncontrollably, and vulnerable or fail a Perception check that would have alerted them to a coming threat. Helpless characters often have other conditions that are affecting them which render them Helpless. They have no actions and all attacks against them are auto-hit, on top of all the other effects associated with the other Condition. Paralyzed Characters who are Paralyzed have no actions, all attacks against them at auto-hit, and the character cannot interact with the world; however, they are still conscious and aware of their surroundings. Another character can move through a Paralyzed character, ally or not, though the space is considered Rough Terrain. At the end of character’s turn they roll WILL DC 15 to break out of Paralyze. Hypnotized Pinned The character who Hypnotizes another controls the target until they break out of it or the Hypnotism is stopped by the character. Characters who are Hypnotized at the start of their turn roll a d20 + WILL vs. Hypnotists Willpower. If they succeed they are no longer Hypnotized, if they do not, they remain hypnotized. Characters can only be Hypnotized equal to the Hypnotists WILL Mod in minutes. A character is Pinned when they are Prone and Grappled, with the grappler on top of them. When trying to escape the Pin they must roll (d20 + STR) x 10 vs. Character’s Weight. Prone When a characters whole body is lying on the ground they are considered Prone. All ranged attacks against them suffer Drawback and they gain Upper-Hand to their own range attacks. Prone characters cannot make melee attacks and can Crawl as movement action. Standing up is a 1 Action. Immobilized A Character cannot move for some reason or another such as being forced by magic or having an object pinning them to one spot. They can still preform other actions, so long as it does not move the character. Restrained When a character is ensnared by a rope, plat life, tentacles, and other character, they are considered Restrained. They cannot move and must roll a STR DC either versus the character holding them or the spell or other object restraining them. Characters who are attacked those who are Restrained gain the Upper-Hand to hit them while they suffer Drawback to all actions. Incorporeal Characters who are Incorporeal are transmuted into the lay lines of magic which means do not have physical bodies and therefore are immune to all physical attacks, effects and conditions. But their spirit still lingers meaning they can be damaged by magical, spiritual and Fel attacks/damage. All Incorporeal character attacks are considered magic damage when dealt to physical opponents. If two Incorporeal characters are fighting one another, all of their attacks deal normal damage instead of magical damage. Shaken Characters who have been made Afraid equal to their WILL Mod without rest are Shaken. Shaken characters are also Stressed regardless of their Stress level. They suffer Drawback to all of their actions and will gain an Insane Affliction if their Stress falls below 0. Roll d20 + Will vs. Total Stress once per hour. After three successes the character is no longer Shaken. A Crit will remove the effects immediately, a Crit fail will cause the character to gain an Insane Affliction for the next hour. If a character has a Full Rest, they will no longer be Shaken. Invisible Characters who are Invisible cannot be seen by the naked eye. Only a Perception LOD 8 can notice them. Otherwise they require magic, gadgets or other enhancements to see. As long as they are not spotted they auto-hit all their attacks and cannot be targeted. Nauseated Sickened Characters are Nauseated when they are made sick or poisoned. Nauseated characters have a move speed of 5ft. Every hour (in-game) the Character must roll END DC 15 to keep from A character who has experienced something disgusting will become Sickened. A Willpower check of the GM’s choice will 82 83 determine if a character is Sickened or not. Sickened characters suffer Drawback to all of their rolls and as long as they are within sight or smells range of what made them sick, they must roll the same Willpower Check at the beginning of their turn to avoid throwing taking up a 2 Actions. Characters can relapse into Sickened if they encounter what previously made them sick. Some items help to prevent becoming Sickened, or at least grant a modifier to help on the roll. If a character remains Sickened for as many rounds equal to their END Mod they become Nauseated. physically can, they become Tired. They suffer -3 to all Stats and Drawback on all rolls. If the character is awake for x2 Endurance Value + 20, then they are Exhausted and Tired (the effects stack) and lose 1 Stress and Strain every hour until they fall Unconscious at 0. At this phase they must sleep 10+ hours to recover back to normal. Unconscious Characters can fall Unconscious from a number of ways, most of which are conditions or environmental effects. Unconscious characters cannot perform any actions, fall Prone, and are considered Helpless. To wake up from Unconsciousness, character must roll 3 successful Revive Checks. When they awake, they are Disorientated for d4 rounds. Refer to Dying for more information of Revive Checks. Starving A character is Starving when they have not eaten food equal to their END Mod in days. Characters are Fatigued regardless if their Stain is full or not. If their Strain reaches 0, they are Exhausted. Healing done to a Starving character is halved as effective. Poisons are doubly effective. Refer to Hunger and Thirst for more information. Unstoppable The character cannot be restricted by any movement impairing effects or conditions. Stunned A character who is Stunned cannot do any actions. At the end of their turn they can roll a WILL DC 17 to brake being Stunned. Attacks against Stunned characters are auto-hit and they will always fall Prone after being hit. Mental & Physical Those these are still considered ‘Conditions’ they have been moved because they are very closely tied with Stress and Stain, especially when bad things happen. When these bad things happen you will be faced with a Stress or Strain Test. Depending on what is happening, you might lose a certain amount of Stress or Strain. Roll a d20, on a 1-10 you fail and suffer the consequences. On an 11-20 you succeed and do not suffer a decrease to Stress or Strain. Your odds can be increased or decreased depending on your Core Memories. Each memory is different so pay close attention to what they offer you. Suffocating A character who cannot breathe is considered Suffocating. Roll END DC 9 + 3 stacking every Round to hold breath. If failed the character loses strain Equal to their END Mod. After Three Fails, the character is Dead. If oxygen is given to a Suffocating character, they restart the rolling process once the oxygen is taken away and they remain in a vacuum environment. Refer to Suffocation in Environmental Conditions for more information Mental Surprised The mental and spiritual wellbeing of a character is determined by their Stress. The higher the Stress, the more mentally focused they are. When Stress starts to lower, it means you are starting to lose grip on yourself. Things are becoming unclear, you start getting confused, worried, your emotions run wild and to begin to lose control. When a character’s Stress reaches 0, and the character’s Stress is reduced they become Stressed for that many hours. If a character has an Extended Rest they are brought back up to 1 Stress Value, otherwise they must wait out the time. If a Character is Stressed for more than their total Willpower Value, they become Insane. If a character remains Insane for and amount of hours equal to half their Will Mod the character Loses Their Mind. If a Character loses more than half their Total Stress in one event, the character gains a random Insane Affliction for as many hours as Stress lost. To make someone Surprised, you must be Concealed. When you make yourself apparent (either by attacking, showing up out of nowhere or touching the target) they are Surprised. Surprised characters cannot act for at least one round and all attacks against them have Upper-Hand. Tied A character who is Tied has some binding preventing them from moving or acting depending on what is tied. Refer to Restrained or Grapple for more information. Tired A character can stay awake for as many hours equal to their Endurance Value + 20. This resets every time the character sleeps for 6-8 hours. If the character stays awake longer then they 83 84 1. Paranoid: You see horrifying creatures around you that If the Character regains more than half their Total Stress in one event, the character gains a random Heroic Fervor for that many hours. 2. Stressed Character loses their Initiative Mod. -4 to Willpower. 3. Insanity The character remains Stressed and becomes Insane. Roll a d8 to determine which Insane Affliction you will gain. Lose your Mind- When a Character is Insane for an amount of hours equal to half of their Will Mod they Lose their Mind. 4. The GM gains control of the character and may use them as they will, but they cannot purposefully kill the character. The player rolls d20 + Character's Will Mod vs. Character's Willpower. When the Player rolls three successes, they regain control of the character as if they are just Insane. 5. 6. If the player rolls a Crit, then they regain control of the Character and are only Stressed. 7. If the Player Cirt Fails, then they roll 2d6 to see what happens. 2- Character kills themselves. 3-4-Character runs off and acts as a Wildling NPC. 5-7- Character attacks the nearest living thing until it is dead or character is knocked Unconscious. 8-10- Character rips off all of their possessions and runs around losing 1 Strain a turn until they reach 0 to which they collapse to the floor exhausted. 11-12- Nothing happens. Still Losing their Mind. 8. only you see, they attack you and only you can fight them. Look for Paranoid Apparition in the Mob section. Selfish: You will not take orders from your allies and you will not help anyone. Every man for himself! You will not receive/give healing or buffs. Depressed: Instead of being Stressed, you are Depressed: 6 temporary debuff to all stats, your initiative is 0 (you always go last), your accuracy modifier is halved and your damage is only based on the dice rolls (no bonus, flat or stat additives). Irrational: You must attack the nearest enemy regardless of your current condition or if moving to it will hurt you in any way until you are knocked Unconscious, Dead or affliction ends. Terrified: You must run away from enemies and cannot engage them. Hopeless: Your accuracy rolls and stat checks suffer Drawback. Your damage is reduced by half and you cannot attack an opponent unless an ally is already attacking it. Abusive: You insult your allies on every turn, reducing their Stress and accuracy by d4. If you are Stressed, increase to 2d4. Masochistic: You take pleasure from the suffering of others, if your allies are not currently being attacked, you attack them. If they are, you attack the nearest enemy. Every time you damage someone you gain d4 of Strain back. If you do not complete any of these requirements you lose d4 Stress instead. Stress Table Situation Fail a Willpower test Death of an individual Affiliation* Death of a Friend or PC Coping with Death Coping with Stressful environments Heroic Fervors While a Heroic Fervor is active, you cannot suffer Fatigue, Exhaustion, Stress or Insanity. Random roll is d10. 1. (1 or 6) Powerful: You deal double your highest Stat Mod as extra Damage on all attacks. 2. (2 or 7) Courageous: You gain Armor and Resistances equal to your Highest Stat Mod, you also cannot be affected by Weapon Effects. 3. (3 or 8) Stalwart: Your Strain, Stress, Armor and Stats cannot be reduce. You cannot Crit Fail. 4. (4 or 9) Vigorous: You regenerate Strain, Mana and HP every turn equal to half your Highest Stat Mod. 5. (5 or 10) Focused: Your attacks gain your highest Stat Mod in accuracy. Stress Lost or Gained -1 -1 per Loyalty point -6 -2 to -6 -1 to -4 *This could be an actual individual Affiliation or an individual within a larger Affiliation like a group, organization or institution. Coping with Death comes about in situations which characters are faced with death, either by their own hands, the hands of other, or are around it like on a battlefield or those dying in the streets of a city or hospital. Coping with Stress comes about in situations which characters are faced with extreme forms of mental stress such as when life or death is on the line for themselves or someone they know. Insane Afflictions Random roll is d8. 84 85 Physical The physical wellbeing of a character is gaged by their Strain. This shows how much punishment they can handle without braking or falling over from exhaustion. When a Character uses an Ability, they spend an allotted amount of Strain points. When Character’s critically fail Stat checks for Endurance, Agility or Strength, they lose a Strain point. Fel If a character is infected with Fel, they gain several new abilities along with their current set. Fel abilities/spells use Stress as a resource (just like Spiritual and Psychic spells); however, characters do not gain Fel Abilities right off the bat. Every time the character’s Stress goes below 0, the character gains a new Fel Ability. Characters can only use Fel abilities while under 0 Stress or they must sacrifice an equal amount of Strain to do the ability. Even while infected with Fel, the character still suffers Stressed and Insanity as normal characters would. Characters who pledge themselves to one of the Fel Gods by completing their trials can use their Fel Abilities without going below 0 Stress, they cannot be Stressed but also cannot gain a Heroic Fervor (unless it is crit). If a character brakes their pledge to a Fel God they suffer a large penalty based on the Fel God. Characters who gain an Insane Affliction have it for twice as long, with twice the resistance to it. If the character Loses Their Mind they become a Demon. When Strain Value reaches 0, and the character’s Strain is reduced they become Fatigued for that many hours. If a character has a Long Rest they are brought back up to 1 Strain Value, otherwise they must wait out the time. If a Character is Fatigued for more hours than their total Endurance Value, they become Exhausted. Characters must have a Long Rest to become Fatigued or an Extended Rest to be brought back up to 1 Strain Value. Fatigued Base speed reduced by half. Cannot Sprint or Run. -3 Temp Stat Reduction to Strength, Endurance, Agility. Characters infected with Fel may hurt themselves; losing 5 HP to regain 1 Stress. Exhausted Base speed reduced to 5ft. Cannot perform any movement action other than walking. -5 Temp Stat Reduction to Strength, Endurance, Agility. Weapon Effects Strain Table Situation Fail a STR, AGIL or END test Crit Fail STR, AGIL, or END test A Limb is Broken % Chance Strain Lost or Gained -1 -2 -3 Spirit All characters, NPC and living creatures have a Spirit that allows them to do Magic and generally function in the world. A Character can lose their spirit when their HP is lower than their Willpower Value and an opponent attempts to steal their spirit. The Opponent rolls against the character’s Willpower to try and take their soul, if they do, the player rolls against the opponent's Willpower to try and get their soul back (must be within sight). Character’s without their spirit cannot regenerate mana or stress. Regenerate Strain and HP at half the normal amount. If the character’s goes Insane, they automatically Lose Their Mind and kill themselves. If the character get’s their spirit back, they gain a random Heroic Fervor for as many rounds equal to their WILL Mod after which they become Fatigued. 85 Effect Value is the numerical strength of the effect up to a max of +5. This increases whatever the effect does. Effect Chance The EC for certain effects/attributes is Accuracy vs. Strength, which means when attacking if the accuracy is high enough to hit the opponent Strength Value (as if it was a defence like the other stats) then the Effect happens. Other effects either have a specific percentage chance that is rolled after the attack hits, while others happen automatically. 5% +5 per Effect Value. Accuracy vs. Strength (AvS) If the accuracy roll against the targets defense is also over their Strength Value, the effect activated. Even if the attack misses. % Chance (increased by 5% per +1) refer to chart above for roll ranges by percentages. Threshold: If the attack hits 5 points over the defending targets defensive stat, the effect activates. 5% 10% 15% 20% 25% 30% 35% 40% 45% 50% 55% 60% 65% 70% 75% 80% 85% 90% 95% Spirit and Fel Roll Range 20 20-19 20-18 20-17 20-16 20-15 20-14 20-13 20-12 20-11 20-10 20-9 20-8 20-7 20-6 20-5 20-4 20-3 20-2 86 Burn: 15% Chance. The target loses Accuracy equal to Effect they are lit on fire by some kind of effect. While on fire, it can only be reduced by half of the characters Fire Resistance. If character is lit on fire they take 2d6 Fire damage per round until it is put out. Characters must roll an AGIL DC 20 and expend a 2 Actions to put it out. If they fail, they continue to take damage. A character may expend all of their actions to roll on the floor to put out the fire. o Fire can be put out by water or some kind of extinguishing material. Value and any more fire damage taken is increased by Xd4, where X is Effect Value. Poison: AvS. You reduce a target's Endurance and Willpower Stat by Effect Value. Pierce: Threshold. Your attack ignores your targets AR equal to double the Effect Value. Impact: AvS. Push opponent back 5ft.; +2 push opponent back 10ft.; +3 Knock target Prone; +4 Stun target; +5 knock target Unconscious. (Retains previous bonuses, replaced by better) Slash: AvS. The weapon causes Bleed. The severity of Bleed is increases by the Effect Value. Rend: AvS. You reduce a target's Strength and Agility Stat by Effect Value. Disable: AvS. You disable a limb of the target. Roll a d4; 1 = Main Arm, 2 = Right Leg, 3 = Off-Hand, 4 = Left Leg. After 3 disables on a single limb, that limb is broken. At +1 you gain the effect, +3 the effect causes 2 points of Disable, +5 the effect causes 3 points of Disable. Sunder: 5% Chance. You permanently reduce target's AR by Effect Value. Acid: 10% Chance. Target takes Effect Value as Lethal Damage. Freeze: AvS. The target is slowed by 5ft x Effect Value. Crits against the target are 10% more likely (18,19,20). If target has this effect on them for as many rounds as their END Mod, they are now Frozen. Shock: AvS. On successful hit, target is Paralyzed. At the beginning of their next turn they must roll d20 + STR Mod vs. 12 + Effect Value. Cold When a character is in a variety of cold weather Environments. The exact weather conditions is up to the GM. Frost Resistance only reduces damage from cold by half its total value. Cold effects last until character gets to someplace warm, is near a fire or warming device, get into insulated shelter, or gets out of the cold. Unprotected characters in Cold Weather (40°F, 4°C, 278K) must make an END DC 15 every 30 minutes or take d8 Frost damage. If wearing cold weather clothing, no checks are necessary. Unprotected characters in Severe Cold (0°F, -18°C, 255K) must make an END DC 20 every 5 minutes or take 2d8 Frost damage. If the character is wearing cold weather clothes they roll as if it is Cold Weather. Unprotected characters in Extreme Cold, (-40°F, -40°C, 233K) takes 4d8 Frost damage per minute. If the character is wearing cold weather clothes they roll as if it is Severe Cold. At Absolute 0 (-460°F, -273°C, 0K) everyone is dead. Other Darkness Non-Lethal Damage- The weapon deals half of its total damage. It is always considered Withholding Attack. Lethal Damage- This ignores all armor and resistances reducing Effects of being in different levels of darkness. Characters who are affected by Darkness are Blinded unless they have Dark Vision, or some device that lets them see through Darkness. Characters within Darkness are also Concealed (depended on the level of darkness). Mild Darkness- Like a moonlit night, vision is reduced to 50ft. (15m) Half Darkness- Like in a dimly lit hallway or on a highway with periodic lighting, vision is 25ft (7m). Full Darkness- Like a cave with no light, vision reduced to 10ft (3m). Absolute Darkness- An unnatural darkness that not even light can penetrate. Most often caused by magical effects. Vision down to 0, any luminescent object/spell does not give off light. health by the amount detailed. Environmental Mechanics Acid Acid is any corrosive, toxic or deadly material that is either in a gaseous or liquid form. Deals X Poison Damage per round where X is the Strength of the Acidic substance (GM’s). END DC 5 + 2 per extra damage point over 1, to prevent damage. Large bodies of acid emit fumes that cause Y Poison damage where Y is equal to half the Acid Damage, X. Characters Immune to Poison can still drown in liquid Acid. Electrical Shock In a world full of electrical components there is a high possibility that a character will be shocked. Depending on the type of shock differs on the effect of it. This does not count with electrical weapons or spells and ammo that do Electrical Damage Catching on Fire Characters can catch on fire if they are caught in a fire raging around them, spontaneously combust from extreme heat or 86 87 or have the Shock effect. However, the damage dealt to characters this way can be reduced by half of their Electrical Resistance. Static Electricity which is a small prod of electricity that distracts the character making them lose a 1 Action. Usually when touching metal in a dry environment or when there is an aftercurrent still residing within a metal. Electrical Shock is when a much more powerful discharge of electricity hits a Character. The Character loses their 1 Action and will take d6 Electrical damage if they fail an END DC 10. Usually happens when working on electrical equipment and there is a failed roll. Electrical Arcing when a current of electrical energy strikes a Character, they lose a 2 Actions and take 3d6 Electrical if they fail an END DC 20. Usually happens when a loose wire is sparking and connects with something metal on the Character. Can be avoided with Perception, or Agility checks. Lighting Strike when a very strong current of electricity hits a character. Can only hit a player character when the GM rolls a Crit fail when rolling weather for a storm or to see if the electricity arch to the character. Characters take 5d10 Lethal Damage. If they are still alive they are knocked Unconscious. Usually happens when electrical lines are loose, powerful electrical traps or the character is unlucky and hit by lightning during a storm. Character reaches shade, nightfall, doused in water or is near a cool element. Characters unprotected in Very Hot Conditions (90°F, 32°C, 305K) must make an END DC 10 every 30 minutes or take d6 Lethal Damage and lose half as much Strain. If protected, no checks are necessary. Characters unprotected in Severe Heat (110°F, 43°C, 316K) must make an END DC 15 every 10 minutes or take 2d6 Lethal Damage and lose half as much Strain. If protected, the character rolls as if it is Very hot Conditions. Characters unprotected in Extreme Heat (140°F, 60°C, 333K) must make an END DC 20 every minute or take 3d6 Lethal Damage and lose half as much Strain. If protected, the character rolls as if it is Severe Heat. At Boiling (212°F, 100°C, 373K), includes being put into boiling water or other scorching liquids, characters take 5d6 Lethal Damage every second. If fully immersed, damage increased to 10d6 every second. Hunger and Thirst Characters need to eat and drink to prevent Starving and Dehydrating. A character can last a number of hours equal to their Endurance Value without water, and twice that without food. When the Character has gone over their Eating or Drinking threshold, they must make END DC 10 + 2 stacking for every extra hour after that point. If they fail a check, they become Starving or Dehydrated and take a d6 of damage and lose 1 Strain each time they fail the check, it cannot be recovered or healed until they are no longer Starving or Dehydrated. Refer to Starving or Dehydrated for penalties. In normal climates a Medium character (like Humans) need at least 2 quarts (8 cups) of fluids and a pound of food a day to avoid Starving or Dehydrating. Small characters require half as much, Tiny characters require a quarter as much. Large and Huge characters require twice as much, Massive require 3 times as much. In hot climates (refer to Heat) characters need double the amount of liquid and Dehydrate in half the time. In cold climates (refer to Cold) characters need to eat double the amount of food and Starve in half the time. Falling Objects The list below is designed for dense objects like rocks, Tiny d4 d6 d6 + d4 2d6 metal, and ice. Small d6 2d6 2d6 + d8 4d6 Softer materials like wood, Medium d6 + d4 3d6 4d6 + d8 6d6 flesh, and dirt Large 2d6 4d6 6d6 8d6 have their Huge 2d6 + d4 5d6 8d6 10d6 damage reduced by half. Damage can be reduced by Armor, and does Impact Damage. GM rolls a d20 to determine if character is Stunned or Unconscious. Chance increased by 1 for every size above Tiny and every distance above 20ft. Tiny @ 20ft. = 1-2 Unconscious // 3-5 Stunned for 1 round Huge @ 140+ = 1-9 Unconscious // 10-20 Stunned for 1 round Characters who are bumping into other Characters because they are forced moved are considered Large ‘Falling Objects’. Object Size Damage below 20ft Damage at 2060ft Damage at 61140ft Damage at 140+ft Lava/Magma If a character is within 20ft of a large concentration of lava they are in Extreme Heat, at 40ft they are at Severe Heat, at 80ft they are in Very Hot Conditions. If a Character is struck by Lava, then they automatically Catch on Fire and take 5d10 Lethal Damage. If a single body part is immersed in Lava, they lose that body part and take 5d10 Lethal Damage. If they fall into Lava or magma (up to half immersed) they are dead. Heat When a Character is in a variety of hot weather Environments. The exact weather condition is up to the GM. This cannot be resisted except for Hot Weather clothing. Wearing clothing in any of these environments increases the difficulty check by 2, wearing armor increase the difficulty by 5. Effect lasts until 87 88 Smoke to a character even if they feel that they do not deserve them simply on the bases of what they have done in the world. Slayed a dragon because you wanted its treasure? Well you are now known as Dragon Slayer. Blamed for the death of a king even though you were trying to save him? King Killer. Titles are important within the world as they mark you with a certain reputation that the NPC’s will be familiar with. Some give you direct bonuses, but overall it is a social roleplaying aspect. Whenever an NPC says your name (and they know your full name or at least title) the GM has to say your name with the title every time they mention you. If a NPC is friendlier they can drop the title because they know you, or a hated advisory might drop it simply to spite you. But the GM has to acknowledge that your Title exists within the game world. There are two ways that titles are added to your name. Next to the title it is stated as Prefix or Suffix. Prefix (P) means that the titles goes before your name. For example: Archmage Wachacallhim. These often describe the role of a character within the world. It is less of a reputation and more of a label of who you are as a person. Suffix (S) means that the title goes after your name. For example: Isbot Gibbin, Mechanome of the Order or Farcry, the Brutal. These often honor the characters actions; for good or bad. Personal and Honor have no specific set rules about whether they are a Suffix or Prefix. That is more based on the title itself which does not change except for the fact that it will be before or after the name. If you do not see a Title that you like, come up with one and ask the GM if you can use it. The GM can also come up with Titles if they feel it fits the situation. The created Title must has a certain requirement for being gained and what it means to the world at large. Characters inhaling heavy smoke must make an END DC 10 + 2 stacking every round. If they fail that check they lose a 2 Actions and 1 Strain. If they fail the check 3 times, they lose 7 Strain and fall Unconscious. If the character is Crouched they make an END DC 8 + 1 stacking every round while in heavy smoke. While in Light Smoke it is END DC 4 + 1 stacking every round. Light smoke provides Partial Concealment. Heavy smoke provides Total Concealment. Suffocation A character who has no air to breathe can hold their breath for a certain number of rounds equal to twice their Endurance Score. If a character takes any action other than a free action, the remaining duration is lowered by 1 round per 1 Action done. Characters must make an END DC 10 + 1 stacking every round to keep holding their breath. If a character fails the check, they are knocked Unconscious and lose 5 Strain per round until the third round which the character dies by Suffocation. Same principle is used when Drowning. Slow Suffocation- A Large or medium character can survive in a sealed 10x10 room, alone, with no new oxygen being added in, for 6 hours. After which they take 10 Lethal Damage and lose 2 Strain every 10 minutes until Unconscious. After which they continue to take the damage until dead. Small and Tiny characters can last up to 12 hours in similar circumstances. o For every other person in the room, the time is decreased by half for the amount they would need to survive. Time also decreases if there's a fire or the air in the room is being sucked out or is polluted. Vacuum- Characters are automatically Suffocating. The Brutal (S) Gained: You have performed Execute or Coup de Grace on a number of people to be deemed unreasonable. Recognized: You are known throughout the land as a madam, a bloodthirsty tyrant who would kill you soon as look at you. Titles The Merciful (S or P) Some of the most notorious villains and heroes are always known by something: The Brave, The Brutal, The Horrible, The Great. They gain these titles through their world altering actions, thus creating their infamy amongst in the world. These titles change their lives for better or worse. Just as your Core Memories change you, your Title define you; they are how people perceive you. Your peers, your allies and your enemies will respect you, fear you, love you. Your actions do more than change who you are within the world, but also the world around you, rewarding you with a Title. Titles are gained by completing certain actions within the world. They are much clearer to get than Core Memories which are more events that impact the character personally. Titles are given Gained: You have chosen to not kill several people even though you easily could have. Recognized: You are considered a person of great moral intent and are looked upon as a paragon of goodness. Archmage (P) Gained: You have reached a Tier 3 Willpower Focus (Archmage, Sorcerer, Healer) and have 10 or more Spells. Recognized: You are known as a master of the arcane arts. People may be wary of your power or be attracted to it. Dragon Slayer (S) 88 89 Gained: You have killed an Elder or Ancient Dragon or have slain and entire nest of dragons. Recognized: People know of your deed and are in awe of the feat. Dragons and their allies know of you and will actively try to kill you. Once the GM has awarded XP to the group, he asks around to see if anyone might have gained or lost a Core Memory or if they have strayed from the path of their Motivation. Reflect back upon the adventures of the session. Did your character change in any meaningful way? Did they gain or lose something about them or that changed them deeply? Did they find that their path was not what they originally thought or that it has abruptly ended? Ask yourself this when thinking about whether or not your character has changed. The GM, as the observer of the characters within the story, can being up the events of the day and ask some of the above questions to the player. ‘Did seeing your best friend die hurt General Sparklebottom deeply? Has it changed who they are and what they feel about the world?’ If yes, then they gain a new Core Memory! If not, it’s okay! Changing of motivation and Core Memories will be on a case by case basis and you may not have them change for several session. As mentioned previously in the book, the voting system and reflection are still a large part of how you gain new Core Memories and Motivation. The GM can’t just hand them out as they see fit. If all the players agree, then you gain the new Core Memory. If you make a good case for changing your Motivation, then you can. Just make sure that it fits within your character’s personality and with the story. This builds investment in your character, changing them to make the best character dose not build character investment, it builds stat investment. Once all of the players have spent or saved their XP and everyone has had a chance to reflect on their characters within the story just told, the session is over for the time being. Continue playing with the same group of friends or move on to another group with the same character or a brand new one. Have an adventure that you will be retelling at the table for years and years! King Killer (S) Gained: You have killed a king or nobleperson of an important house. Recognized: Those who were allies to the king will fear or try to kill you. Those who did not like the king will treat you like a hero. The Great (S) Gained: You are known for accomplishing a great deed that many people recognize as being important. Recognized: People will revere your greatness and either try and challenge you or follow you. Killer of (?) (P) Gained: You are known as a killer of a certain type of enemy or group of peoples. Recognized: Your chosen enemy will fear you and always attack you when you are seen. Those who hate those enemies will like you better for it. The Berserk (S) Gained: You have brutally slain numerous people on the battlefield without mercy. Your bloodlust knows no bounds. Recognized: When people see you coming, they are intimidated and may even run in fear. Chicken Chaser (P or S) Gained: You have done nothing with your live but chase chickens. Recognized: You are known far and wide as a lazy person who only chases after food and things that you want. After Session When the GM has decided that he has brought the story for the session to a close, it is time to discuss. As players, now is the time to look back on what your characters have done and see what rewards you and your comrades have gained through the course of play. The first reward that is given out is Experience. As shown earlier in the book Experience is gained mainly through the completion of quests and the defeating of difficult mobs. XP is distributed equally to all characters who were involved in the session. Characters can also gain more personal experience which only they can gain by getting Titles and completing their Motivation. 89 90 Mobs Combat opponents in Skyward are known as Mobs. These are the characters, creatures, monsters, constructs, and the like that will fight you if driven to it! In Skyward, because the PC’s stats are constantly changing due to the talent map, so too are the Mob’s stats. Using a series of simple charts, the GM gets to create their own Mobs that they can customize with added stats differences, damage, abilities/spells and the like! Defeating a Boss Defeating a Higher Being Defeating a Divine Defeating a Godlike It is recommended that before the game stats, the GM should get the current Stats of all the PC’s. This is important as it will be used to determine the Stats of the Mobs. Mobs grow in power with the PC’s, meaning that combat will always be somewhat of a challenge. Mob Outline Stat Difference -4 -2 0 +1 +2 +3 +5 +7 Health Difference -50% (x.5) 0 +50% (x1.5) +100% (x2) +200% (x3) +400% (x5) +800% (x9) +1,600 (x17) ↑ Additional Mob Points Reduce by half ---+50% (x1.5) +100% (x2) +150% (x2.5) +200% (x3) Description A small quest that does not take much time or effort to complete A quest that requires thought and effort to complete. A quest that takes time and several difficult obstacles to overcome. A very difficult test that takes a long time and requires several smaller quests to complete. Completing an Epic Quest Creating Mobs Difficulty Level Minion Weak Normal Strong Elite Boss Epic Divine XP Event Completing a Menial Quest Completing a Normal Quest Completing a Great Quest Effect Resistance -----+1 +2 +3 XP Gained 20xp 40xp 80xp 160xp Mod that is Difficulty Boss 10xp Mod that is Difficulty Epic 20xp Mod that is Difficulty Divine 40xp Mod that is Divine and *Godlike 80xp Receiving a Title Character gains a Title after completing the requirements Completing a Motivation Character completes a Motivation or comes to the conclusion that they cannot peruse it anymore. Based on time and difficulty. 30xp for first one, 10xp for every one after. Player and GM’s Description in increments of 10xp (Cap of 200xp) Effect Resistance- This is a special trait that mobs have which prevents Effects from weapons and abilities/spells from taking effect on them until their Effect Resistance (ER) is run out. For example: if a Mob has an ER of 2, they have to be hit by two effects before the third effect actually happens. Once ER reaches 0, at the beginning of the round, the mob rolls a d6 to determine if they get their ER back. By default the roll will need to be a 6 to get it back. You can spend MP to increase the roll average until it is 2 to 6. Difficulty Level- This is the level at which the Mob will be at compared to a ‘Normal’ mob which is essentially equal to the PC’s. This works exactly like Quality for crafting items. You take the base stats (calculated from the PC’s average) figure out which difficulty level you want the Mob to be at and then take the stats given and combine them! Stat Difference- This changes the stats of the Mob based on the Difficulty level of the mob from the base average generated from the PC stats. This happens to all four stats and takes place before you add any additional modifiers from the Mob itself. Health Difference- Sense the PC’s gain bonuses from Core Memories, Motivation and all kinds of cool things, Mobs need a bit more HP to help them stand a chance against the might of the PC’s. These are percentage increases (with multipliers for ease) to the Mobs base HP + Strength and Endurance. Additional Mod Points- Mob Points (MP) are like Assets for Mobs. You can use these to give a Mob extra armor, more damage, better gear, and the like. Each Mob Outline has a certain amount of MP’s which this column increases (or decreases) by a multiplier (or percentage amount) based on the difficulty level. If you are building a generic Mob, they always have 10 MP which would increase (in order) as 15/20/25/30 Mob Average Calculation PC 1 PC 2 PC 3 PC 4 PCs total Strength Endurance Agility Willpower 10 12 9 7 7 8 10 12 6 10 12 10 12 9 8 7 = 35 = 39 = 39 = 36 Strength Endurance Agility Willpower Mob Average (divide total by # of PC’s 9 10 10 9 HP* 5 6 6 5 6 Weak 7 8 8 7 15 Normal 9 10 10 9 29 Strong 10 11 11 10 44 Elite 12 13 13 12 75 Boss 14 15 15 14 165 Epic 16 17 17 16 297 Divine 18 19 19 18 629 *HP is calculated without a base modifier that would come with most outlines. If your mob has a base modifier, add that to the HP (calculated from Strength and Endurance) first before adding the multiplier from difficulty level. Minion Accuracy is based on the Average of the Stat Average (as with above, 9,10,10,9 would be a 10 average). The accuracy would 90 91 then be from the 10-14 column. Depending on the Mob Level will change the accuracy amount. Stat additions based on Mob Difficulty does not change the accuracy, it is always based on the Average of Stat Average before Stat modifiers are added. Mobs do not have Mana, Stress or Strain. Mobs have a limited supply of abilities and spells that they can use. Usually between 1 and 5. They can only use one ability or spell a turn unless they have passives that say otherwise. Individual Spells, Abilities and Specials have their own cost on a case by case basis. Mob Outlines There are two ways you can make a Mob. Either just use the basic setup above and call the mob whatever you want, or you can add in additional customization by choosing a few outlines we have that can change the stats provide abilities and spells dependent on level and have their own style of fighting. The first option is faster if you’re in a quick pinch and need a few mobs to throw at the PC’s. If you have the time take a look at the outlines. They will help you craft a cunning baddy, or a fearsome monstrosity. If you know the stats of your PC’s ahead of time, it is a good idea to create key opponents using the outlines while easy cannon fodder can be generic baddy number fifty-two. Accuracy Table Minion Weak Normal Strong Elite Boss Epic Divine 0-4 -13 -12 -10 -9 -8 -7 -6 -5 5-9 -8 -7 -5 -4 -3 -2 -1 0 10-14 -3 -2 0 +1 +2 +3 +4 +5 15-19 +2 +3 +5 +6 +7 +8 +9 +10 20-24 +7 +8 +10 +11 +12 +13 +14 +15 25-29 +12 +13 +15 +16 +17 +18 +19 +20 30+ +15 +16 +18 +19 +20 +21 +22 +23 Dragon Stats: Strength: +1, Endurance: +2, Agility: 0, Willpower: +3 Mob Points: 25 Base HP: 40 Natural Armor: 10 Damage: Melee o Bite: 2d10 + 8 + STR (increase as if unarmed) o Claw: 2d8 + 6 + STR Range o Breath: 2d8 + 6 + WILL. Has the effect that is the same as the type of dragon. Effect Value is +1 per difficulty level of the dragon (from Normal) Special: Dragons are immune to the type of magic that they are. Dragons naturally have 2 Effect Resistance. This accuracy is for all attacks done by the mob including standard attacks, abilities, spells and special attacks. This is balanced to be the average accuracy based on stat range. If you feel that it is too easy or too hard, you can change the accuracy modifiers, but we would suggest not changing it by more than one or two point in either direction as it might throw off the entire balance of combat. Spending MP Just like with Assets, increasing your Mobs cost a certain amount of MP. The exact amount depends on what you want to increase. Below are options for what you can increase to give your Mobs some customization. Armor Increase the AR of a Mob by 1: 2 MP Every 10 AR the number of MP to gain more increases by 1 MP. Guard Stats: Strength: 0, Endurance: 0, Agility: 0, Willpower: 0 Mob Points: 10 Base HP: 10 Damage: Melee: Any sword, ax or hammer. Ranged: Crossbow, bow or gun. Abilities: Apprehend: If Guard successfully grapples an opponent they can tackle them to the floor and retain them as one 3 Actions. Special: For every other Guard adjacent to this one, when this guard attacks, all other guards get to make an Opportunity Attack. If a Guard that is at least two difficulty levels higher than this guard is around, upgrade the damage die and increase accuracy by +1. Resistances Increase a resistance by 2: 3 MP Every 10 Resistance the number of MP to gain more increased to 5 MP. (maximum of 25 resistance). Damage Add 1 dice: 4 MP Add 2 Flat Damage: 3 MP Upgrade the Dice: 8 MP More Abilities/Spells and Specials To gain an extra Spell or Ability without the bonus due to higher level difficulty: 10MP To gain an extra Specials without the bonus due to higher level difficulty: 15MP Soldier 91 92 Stats: Strength: 0, Endurance: +1, Agility: +1, Willpower: +1 Base HP: 10 Armor: 4 Damage: Any Melee Weapon Abilities: Has 1 ability at Normal. Gain 1 extra ability at Elite, Epic and Devine. Special: If a Soldier is adjacent to an ally, whenever they attack, that ally may also make an attack against the target. Whenever an ally of the Soldier dies within 20ft of the Soldier they may make an attack on the turn the ally dies on or instead gain an extra die of damage on their next attack. Damage: Use one-handed melee weapons and two handed range weapons. Abilities & Spells Has 1 spell/ability at Normal. Gain 1 extra spell/ability every difficulty level high. Special: Assassins always start off the encounter Sheathed. Characters must roll Perception checks equal to or higher than Assassins Willpower Value. Assassins Crit on attack rolls of 18,19,20. Mage Stats: Strength: -2, Endurance: -1, Agility: -1, Willpower: +2 Mob Points: 10 Base HP: 10 Damage: Can use Staffs, wands, one-handed melee weapon. Spells: Has 2 spells at Normal. Gain 1 extra spell at Elite, Epic and Devine. Special: Empower: The mage spends a turn concentrating their power. The next turn they can make two spell attacks that are both max damage (when hit). On Crit they are considered double max damage. Bear Stats: Strength: +2, Endurance: +2, Agility: +1, Willpower: -1 Mob Points: 15 Base HP: 20 Natural Armor: 5 Damage: Melee o Bite: 2d6 + 6 + STR (increase as if unarmed) o Claw: 2d4 + 5 + STR Abilities: Bear Charge: (considered a Charge action) Bear runs on all fours dealing two claw attacks (roll accuracy once for both attacks) and deal full Strength Value for damage on both instead of STR mod. 4-6 Recharge. Maul: You make two Claw attacks and one Bite attack (cost an Attack action and Special action). 5-6 Recharge. Special: Bears naturally have 1 Effect Resistance. Bears take half damage from Arcane and Frost attacks Wolf Stats: Strength: +2, Endurance: 0, Agility: +1, Willpower: -1 Mob Points: 10 Base HP: 12 Natural Armor: 3 Damage: Melee o Bite: 3d4 + 4 + STR (increase as if unarmed) o Claw: 2d4 + 5 + STR Abilities Ravage: Attack and Special action; Wolf attempts to grab opponent (Agility vs. Agility). If successful, wolf whips the grabbed opponent around dealing 3d6 + 4 + x2 STR damage. o Increase by 1 dice and 2 flat damage every Difficulty level above Normal. Special: Wolves takes half damage from Frost attacks. Ranger Stats: Strength: -1, Endurance: -1, Agility: +2, Willpower: 0 Mob Points: 10 Base HP: 8 Damage: Use any range weapon. Can have one handed melee weapons at a cost of 2 MP. Abilities Open Fire: Ranger shoots all of the ammo from their weapon in one round. 5-6 Recharge. Special: Rangers gain Advantage to all attacks if they are at least 10ft above their opponent. Godling Stats: Strength: 0, Endurance: 0, Agility: 0, Willpower: +2 Mob Points: 20 Base HP: 25 Damage: Can use any weapon, it starts at Superior. Abilities & Spells Assassin Stats: Strength: -1, Endurance: -1, Agility: +1, Willpower: +1 Mob Points: 10 Base HP: 8 92 93 Godling gets 1 Abilities and/or Spells. Gains 1 ability or spell every Difficulty level above Normal. Special: Godlings take half damage from Arcane attacks. Godlike Stats: Strength: +2, Endurance: +2, Agility: +2, Willpower: +2 Mob Points: 25 Base HP: 50 Damage: Can use any weapon, it starts at Rare Quality. Abilities & Spells Godlike gets 7 Abilities and/or spells. Special: Godlike is always Divine Difficulty Level New Specials cost half as much MP but increase by 2 for every one after the first. Fire Beam of Flame- 3 MP (vs. Will) 3d4 + WILL Fire damage. o For every Difficulty level above Normal increase damage by adding 1 dice. o At Boss level, increase damage by x2 WILL and upgrade dice to d6’s. Snow Ball- 4 MP (vs. Will) 2d8 + WILL Frost damage o For every Difficulty level above Normal increase damage by adding 1 dice. o At Boss level, increase damage by x2 WILL and upgrade dice to d12’s. Mob Abilities (Until this list is filled out, use any of the PC’s abilities at a cost of 5 MP for Rank 1 increasing by 5 per rank higher.) Defensive Shield Up!- 3 MP (Requires shield) Mob holds up their Frost shield gain double the armor benefits from it. Huddle Together- 4 MP (Only one Mob needs this) A when a Mob is adjacent to an ally, they can form up. They are considered one unit and share HP and armor. They move at half speed. If more than one Mob has this ability, they can move normally. Each mob attacks on their own turn. Earth Offensive Double Strike- 3 MP (vs. End) Hit up to two targets with a single attack. Roll accuracy for both but damage once. Impale- 5 MP (vs. End) On Hit, you Immobilize the target and cause Bleed 1. For ever hit against the same target after that, add an extra Effect value to Bleed. Mana Drain- 7 MP (vs. Will) Drain a characters Mana equal to 1d10 + WILL and deal Arcane damage to them as well as lower stress by 1. o For every Difficulty level above Normal increase damage by adding 1 dice. o At Boss level, increase damage by x2 WILL. Magic Cannon- 5 MP (vs. Will) 2d8 + WILL Arcane damage. o For every Difficulty level above Normal increase damage by adding 1 dice. o At Boss level, increase damage by x2 WILL and upgrade dice to d10’s. o At Divine level, increase damage by Willpower Value and upgrade dice to d12’s Wind Mob Spells (Until this list is filled out, use any of the PC’s spells at a cost of 5 MP for Rank 1 increasing by 5 per rank higher.) Shake the Earth- 3 MP (vs. Will) 2d10 + STR Fire damage. o For every Difficulty level above Normal increase damage by adding 1 dice. o At Boss level, increase damage by x2 WILL and upgrade dice to d6’s. Sonic Scream- 5 MP (vs. Will) 2d12 + END. Characters hit are Defended for 1 round. o For every Difficulty level above Normal increase damage by adding 1 dice. o At Boss level, increase damage by x2 END + AGIL. Arcane Arcane Shot- 3 MP (vs. Will) 2d6 + WILL Arcane damage. o For every Difficulty level above Normal increase damage by adding 1 dice. o At Boss level, increase damage by x2 WILL and upgrade dice to d8’s. Mob Special Mob Tactics Lead the Mob- 12 MP: Allies near the mob will try to attack the target of that mob so long as they are not already ‘in-combat’. 93 94 Mob Mentality- 8 MP: Mobs with this special are considered one unit so long as they are adjacent to one another. They move and share HP as one unit but attack as individuals. If one of the units within the mob is attacked specifically, all other units in the mob can make an Opportunity Attack. Multi-strike Multi-strike- 4 MP (passive) You can attack twice within your turn. Multi-strike 3- 8 MP (passive) You can attack three times within your turn. Multi-strike 4- 16 MP (passive) You can attack four times within your turn. Multi-strike 5- 26 MP (passive) You can attack five times within your turn. Incorporeal 20 MP (passive) Permanently Incorporeal. 15 MP (active) Spend a Special action to become Incorporeal for a round. 5-6 Recharge. Effect Resistance 20 MP- Add +1 Effect Resistance (can only have a max of 6) 30 MP- Increase the dice chance by 1. Finishing Move 20 MP- When a mob dies, they can take either an Attack or Special Action. Final Say- 40 MP: When a mob dies, they take one final turn before they die. Legendary Legendary- 25 MP: Mob can take any of their four actions a second time. 5-6 Recharge Master of Thyself- 50 MP: Mob can make all of their actions a second time. 6 Recharge. Resistances Immunity- 30 MP: Gain Immunity to a type of Resistance taking no damage from those attacks. Weakness- +10 MP: Mob gains 10 MP to be weak against a certain type of Resistance taking double damage from all sources of that damage type. Strong Against- 20 MP: Mob is strong against a certain type of Resistance. They take half damage from all sources of that Resistance. 94