File - Skyward

Transcription

File - Skyward
Core Rulebook
Public Release 0.1.2
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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.
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Table of Contents
Introduction --- pg 3-6
Titles --- pg 88-89
Character Creation --- pg 6-34
After Session --- pg 88
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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
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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
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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
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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
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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
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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.
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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
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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
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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.
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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.
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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
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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.
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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
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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:
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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.
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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!
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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.
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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:
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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.
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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.
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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
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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
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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.
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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.
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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.
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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.
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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
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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.
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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:
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
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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
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


Rank 3: 4 Assets
Rank 4: 8 Assets
Trained: 5 Assets
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
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.
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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
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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.
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
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
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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
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 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:
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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.
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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
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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.
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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
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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
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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
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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.
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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.
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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.
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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
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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
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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
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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
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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
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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
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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
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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
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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.
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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.
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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.
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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.
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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
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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
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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.
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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.
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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
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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
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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
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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.
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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.
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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.
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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
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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.
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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.
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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
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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
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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
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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
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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
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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
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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.
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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.
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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.
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Combat Actions
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Blind Fire: You can attempt to shoot a ranged weapon or
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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
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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
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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
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Prone.
Movement Actions
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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
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+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
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Prone and do not provoke Opportunity Attacks and gain
Upper-Hand to your attack or Trip action to targets
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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,
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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)
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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
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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
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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
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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
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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
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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.
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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.
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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
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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
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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
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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)
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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.
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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
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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
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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
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

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’.
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
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.
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