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Demon Gate Core Rulebook An apocalyptic dark fantasy tabletop roleplaying game set within a feudal, medieval era. You are a survivor, an adventurer fighting for your soul within a world filled with darkness and monsters. Delve into the ancient ruins of races long dead and otherworldly beings lost to the teeth of time. The black towers of the Void Gods hold untold treasures and mystic artifacts that wield esoteric technology, or what we call “magic”.
The
Prophecies
world with
Koth the
has final
suffered tragedy
through yet
to
be
the
Apocalyptic
fulfilled.
The
legends say that the world was once infested by demons and for eons they have been imprisoned. Now stories are spreading around the campfires of the dead rising from their graves and the very darkness of the Veil Myst coming to drag souls to the Black Plane. If this is true, the Demon Gate has opened, and it will take more than just heroes to stop it.
www.ArcanumSyndicate.com
The Apocalyptic Prophecies
“The
second
cataclysm
shall
be
called
the Pale Plague. The ashen hand will pass over mortals turning eyes black and flesh white. Take
“The first catastrophe that will mark the
heed the blood roots as the portent of doom to
beginning of the end of our world will be known
befall
as the Shattering, the near destruction of Gana.
mercy for any who would pray for their children.
The moon will be lacerated by the Void Stone and
The white horde will wander the land to feast
it will break into pieces that will plummet from the
on flesh and then unto the realm of Hell. The
edge of the Never to Gaia, the land. It will bury
Order will bear false witness and break the lock of
our world, it will raise the oceans and the skies
Tartarus in search of truth.”
will burn. When the Tree of Zaghos trembles, the
them.
This
mass
horror
will
bear
no
-Caiman Mael
world will know its first slumber since the mortal
(9th prophet of Wyrmfire, 4 years Pre- Age of Bones)
dynasty, thus its second awakening shall come. The Tablet of Fate will be broken, and the eyes of Baal
will open in the depths of Tartarus.”
mortals. The army of Baal will rise and the quest to
- Vosow Moulung
“The third tragedy is to mark the dusk of
re-forge the soul gates will begin. They will march
(3rd prophet of Turad, 42 years Pre- Age of Falling)
over the world to burn, kill, and torture once the last seal is shattered. The atrocities that follow will be unspeakable and all will tumble into perdition.” -Azure Felling (Seer of Dalewynnd, 7 years Pre- Year of the Crow) 1
Chap te r I I
Table of Contents
Demon Gate Core Book
Chapter 1: Lore Pg. 4
Design Team Written & Created By: Brandon Williams a.k.a. “Rogue”
Chapter 2: Character Creation Chapter 3: Mortals of Koth
Pg. 13
Edited By: Amanda Williams, Richard Walker Art Direction: Brandon Williams
Pg. 45
Layout Design: Heather Christofaro, Rogue
Chapter 4: Classes & Abilities
Pg. 71
Art
Team:
Adam
Black,
Adam
Schmidt,
Brandon
Williams, Heather Cristofaro, Michael Syrigos, Nele Diel, Piotr Chrzanowski
Chapter 5: Skills Pg. 168
Game Testers Steven Astacio, Todd Bauman, Ray Boettgar, Matthew
Chapter 6: Gods Pg. 218
Boggs, Jon Burlison, Daniel Chaplin, Guy Chaplin, Dave
Chapter 7: Combat Pg. 240
Creely,
Robert
Howard,
Larry
Steven
Noll,
Dion, Lillard,
John
Francisco Ken
Norton,
McCooey, Michelle
Fitaroni,
Joe
Kyle
Milwee,
Pauley,
Darren
Ruiz, Adam Schmidt, David Smith, Simon Smith, Dan Ubach, David Whiting, Mandi Williams, Simon Yates
Chapter 8: Magic Pg. 270
Kickstarter Backers
Chapter 9: Equipment Pg. 329
Aaron Pothecary, Akiazoth, Alton Capps, Andrew Ferber, Angelo Pileggi, Anthony Thomson, Ben McArdle, Bez
Chapter 10: The Realms of Koth
Bezson, Boris J Cibic, Brian Young, Cameron Beach, Charlotte
Pg. 357
McCormick, Chelsey Thill, Christopher R. Tannahill, Craig Wright, Dan Lipman, Dan Ubach, Danny Groshong, Darren
Chapter 11: The Wilderness
Aldredge, Darren Forbes, Dave Creely, Dave “Wintergreen”
Pg. 397
Harrison, Dávid Csobay, David Lacerte, Dead Gentlemen, Dr. Donald A. TURNER, Edwin Ghigliotty Jr., Eric Moffitt,
Chapter 12: Game Master Rules
Felix Salazar, Fidel S. Arbolaez, Merry Crystal, Grant A.
Pg. 407
Carter, Fuzzy, Anton H., Haley Eskridge, Heather Fildes, Herman Duyker, Solistia, James M. Wood, James Unick,
Chapter 13: Creatures of Koth
Jason
Pg. 437
Kaster,
Jay
Watson,
Vigiler,
Jeffrey
Meyer,
Jemiah Whiting, Jeremy Siemon, J. R. Howard, Joe Dunham, Joseph S Lipman, Jörg Bours, John Dallas DeWeese, John K, Jon Terry, Jordan White, Jordi Rabionet, Jose Fernandez, Joshua “MonKy” Downing, Kevin Lama, Two Tails, Amadan, Lucho Castro, Mark Crew, Mark Stanley, Martin
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C h aracte r Cre atio n Wagner, Matt Wood, Matthew Wright, Max Bantleman, Strange
Machine
Games,
MikesMind,
Michael
Glass,
In a role-playing game the game master (GM) and
Michael
players (PCs) are going to make their own stories within this
Musselman, Michael Wenditz, Michael “Talthos” Willett,
world and play the game just how they wish to. A great deal
Michelle Pauley, Michelle Zuck, Mike Shema, Morgan Hazel,
of the lore in which you may read in these pages are often
Mark R. Lesniewski, Nicholas Muehlenweg, Oliver R Shead,
accounts from characters in the game, so not all are meant to
Marco Streekmann, Patricia Efird, Paul Umbers, Alexander
be exact or even true, only tales as they perceive them. Many
Haeberle, Robert Dion, Rob McKavanagh, Feral Gamers
creatures thought to be extinct, such as the dragon, actually
Inc., Ronald Pyatt, Ross Meats, Ryan Holdbrooks, M. Ryan
still do exist. Most of the world is rebuilt upon the ashes of
McKenzie, The Sage Experiment, Scott Smith, Sergio A
fallen eras. Thus, you are free to make your own stories out
Saenz, Stevan Allen, Steven Noll, Sylvain ‘Sly’ Pronovost,
of the lore you read. In the GM section you will find the
Taylor Emery, Glenn Berry, Timothy Baker, Tristan Wolfe
most accurate accounts of the actual chronology of Koth. This
DeRoches, Brandon Lee Wesley Tack, Wade Geer, Warren P
leaves it up to the GM to share information as they see fit.
Nelson, William Greer, Nick Colombo
The rules within are merely guidelines for you to
follow and if the GM and players feel like changing certain
Special Thanks
rules to “house rules” then so be it. The combat system of
Thanks to my wife and kids, if it were not for them I would
the game uses the Chaos System and it is quite brutal. Just
have finished this book years ago. Seriously though, I love
remember that if you want to survive then you must take
them and would not have been able to do this without
steps to strategize and try to think of what you would do
them either. Thanks to everyone that has helped make it all
in each situation, because one strong hit can kill you just as
possible. Game testers, crew, and backers, you all have been a
quickly as one wrong step. Survival is also a monumental part
great help and inspiration. Good gaming to you all!
of the game, finding food, water, and shelter in the harsh -Rogue
climates is necessary. Sunlight is a great tool for survival, it can blast a spirit back to its plane of existence, or turn an undead monster horde to ash. Use your skills, wits, and gear
Roleplaying in Koth
to keep yourself alive. You start with the bare minimum of equipment, totally broke and pretty much on the verge of
Demon Gate is meant to be a dark fantasy role-
only just becoming your actual character class at 1st level.
playing game. It uses an element of horror and high fantasy,
Your character class is defined by your skills at first, until you
then mixes it all up with some miniature battle rules. It is
begin to unlock your class specific abilities at second level.
a sci-fi alien world, trapped in a medieval fantasy era. The
stories that you create during gameplay are meant to have a
struggling
somber feel, grim, and dangerous. It is a post-apocalyptic
horrors. While doing this it also allows the game master
realm that over the past few centuries survived through many
and players to create amazing stories that are sure to be
devastating eras, such as the Shattering and the Pale Plague.
remembered for years to come. When you play a table-
It is prophesized that there is one more cataclysm still to
top roleplaying game you are not just rolling dice and
come, when the Demon Gate lets loose Hell upon the world.
killing monsters, you are creating a saga. Many movies, books,
to
and shows were even created from the very stories that were
become powerful enough to be immortals or even gods that
made in RPGs. So, let me shut up so you can start making
can quest against all the soul gates and destroy them. In the
your stories. Good gaming to you and may you conquer all
Demon Gate universe most worlds come with their own
of your demons.
Within
this
world
players
often
attempt
The point of the game is to have fun though, in
a
fantasy
world
that
is
Heaven, Hell, and Purgatory. All are surrounded by the layers
filled
with
-Rogue
of dimensions within the multi-verse and the Spirit World is one of them. It is possible to die in one world and move onto
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the next and continue your character.
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3
Chap te r I
The Ever War
There is a conflict that began within the midst of
the great Void between light and darkness. An endless war within the Never; a place that exists simultaneously with our own, yet is hidden behind the umbra of the Spirit World. It is a place where ageless beings dwell in the coldest dark. An abode to ancient vile gods, that not even nightmares may birth shape to. It is believed that this war has always been since the times of the Travail and it will always be. Our story started at some unknown point within infinity. Eons, ages, unfathomable to mortals. For there are worlds scattered in the vast expanse of our universe amidst the sea of stars that have felt the echo of this war. Fractures of its existence ripple through the planes of reality. A battle between gods and devils that will not end. So, now we must fight for our place on the battlefield and huddle next to any light that might grant us sanctuary, any fire in an ocean of endless night. For it is the light that will keep the teeth in the darkness at bay. -Inscribed on the Tablets of Fate
The Traveler “In the darkest ages of mortals there was a secret that echoed through the stars. Scholars and wise men looked to the night sky and believed they knew the answer. They could not have been more wrong.” -Eldijar the Scribe of Vazuun Denaahl
“In the beginning there was only darkness, the Void
consumed all that there was and no life knew warmth nor solace. An ancient entity known as Zaghos the Timeworn, caused what is called the Travail as the entity shattered our universe was born and at that same moment the entity in its primordial form died. Eternal night did pass as the Fire Gods were formed in the Mists of Time. From their light, the Tree of Zaghos arose and it grew to manifest all worlds within its branches. These worlds gave birth to all things of spirit and around these spirits their physical forms did grow. For all things possess a spirit just as all things must die and then be reborn.
4
Lo re
Our world gave birth to the behemoths and the
leviathans but these things were too great and did not survive the ages. For they knew not but destruction and destroyed the land, sea and each other. Yet, from the fire gates the Dragon Lords did come. Through wyrmholes they traversed the Never to escape their dying god of fire, for upon the death of their god its power would shatter all surrounding worlds and take all their spirits with it. Thus, they came to Koth and brought us with them. We the thokk, the kin of dragons owe our very existence to these beings of fire.
For thousands of years we served the Dragon Lords.
Until one day the Void Gods came from the sky to wage war on our world. The dragons fought against the Void Gods and the skies filled with battle. The dead rained down upon our world and burned. They controlled the power of storms and fired lightning from staves of terrible magic. They flew inside the bellies of mertacullum beasts. They infected our world and leeched the life from the land with the construction of their black towers and the power to control the dead.
The Dragon Lords lost the war and went into
hiding or fled. The Void Gods harvested the power from the mertacullum and created magical gates to other worlds. Their dark technology and black magic was awe striking to behold and yet so terrifying to witness. They conjured wyrm devils, the demonic spirits of dead dragons to guard their gates. They used us as slaves to mine for centuries and then suddenly they stopped as if something in the stars troubled them. They withdrew all forces and left in such a hurry that much was left behind. Even their criminals were left in the dungeons of their black towers. Those criminals that over time grew twisted and ever viler, that in death they would become powerful demons that would await any foolish enough to step foot inside the black towers to pilfer. So, it came to pass that the Void Gods left our world unhinged. Did they leave in haste due to fear or had some other purpose fueled their flight?
A time of sorrow befell the land as we starved and
prayed to the Gods of Fire to help us. Many dark years tore at our hearts as we pled and sacrificed. To the twin stars Aos and Set we asked for mercy. Then, a star fell from the sky in a ball of flame and burst into a great light. The traveler had moved eons across the Void, now shattering the shadows into a thousand fires. He had heard our prayers and he had come to answer them. He had traveled so long across the Never that he had forgotten much. Yet, in time he put
5
Chap te r I the pieces together. As he unlocked the memories that the Void had taken from him, he became omnipotent. Baal was what he named himself and we bowed before our lord. He came to harness the powers of the Void Gods with ease. The Great One rewarded us for our obedience and gave us hope. He walked with us and brought down our enemies with the gift of storms. Baal stood beside us in our times of hardship and sought out the 10 Spirit Shards forged in the hearts of the twin stars that the Dragon Lords had hidden away, so that this realm would hold all manner of beings. Things of stone, things of fire, of ice, and things of flesh could all exist and walk with our divine creator. He taught us how powerful souls were. That all things contained spirit, yet the soul was the spirit of mortal things and souls held powerful energy. He wanted more souls for his quest of light. For it is known that the darkness of our world had been set for too long, for the cycle it was to come again. The Great One had arrived from far away in the stars to free us from our suffering, to save us from ourselves. Our Lord would lead us to paradise.” -Excerpt from the Book of Baal
Wyrmfall
Written in ezeethanall, the dead tongue of the thokk and the dragons, there
are ruins that still hold the words of the all-powerful Seraphim. The mighty angels of dominant dragons, these powerful spirits of fire ascended to the heavens in the battles that changed the world of Koth forever. As I run my torch across the images within the ruins beneath Wyrmfall I know why the thokk worshiped these beings. In life, their power was untouched and their wrath could bring doom to an entire city. Such is the legacy of Wyrmfall. This city once thrived on the coast facing the mystic country of Myen Wu. Now it lay in ashes, a skeleton of what it once was. Its ruins are filled with monsters and demons that wait until nightfall to hunt the land in search of mortals to feast upon. I have paid my fellow soldiers from Veldwar a hefty sum of silver to protect me in my research; I hope they hold true on their bargain for now I know half of them have gone looking for treasure. I warned them, this place has many angry spirits to stir up within its bowels.
These words in ezeethanall seem to be in an older dialect yet I can still
translate some. They were written by a thokk scribe who names herself Jezaphar. There are images with her words suggesting that a council was held during the “Trivium,” the eclipse when Aos, Set, & Gana align with Koth in a complete surge of power... or perhaps their word for mana is used here. It seems they used this time to council with other great wyrms from another world, possibly their home world. I can see images of a gate, unmistakably crafted from mertacullum by the look of the artistry depicting the shimmering metal. Yet then it is written that the council of the wyrms is interrupted or broken. The Wyrmdevils attack the Seraphim and shatter the Dragon Gate, destroying their passage home forever.
Could this be true? Perhaps this is merely a legend of their people, or perhaps the remains of the
old Dragon Gate still reside in the ruins here? The underground portion of Wyrmfall is said to be a vast and majestic labyrinth of passages, chambers, and awe-inspiring grottos. I cannot wait to delve deeper and unlock more mysteries of these tombs. I will find more tomorrow, seems as though the men have found something. -Last Entry (Gregory Lacell of Northwater)
6
Lo re
The Age of Bones
“The darkness of this world cannot be broken by the fires of the twin suns Aos and Set. Neither the Twelve Fates nor
the Gods of Light will be able to break the paradigm to save what is left of the reign of mortals. It is written in the Books of the Tao, chiseled into the Tablets of Fate, and etched into the minds of all the prophets who walk upon the surface of Koth that one day the Demon Gate will bring about the doom of our world. Everything ends and everything begins, so it is said and so it is written. So, shall the cycle continue to evolve and then perhaps a time will arise where there is no more war.
The year is 1378 of the 11th Era, the Year of the Crow. It is a time of darkness, where
light is precious and vital to keep things most foul at bay. Fire is a lifeline and as important as water within this ravaged world. It is the dead of winter, the time of the Algor when the land becomes engulfed in this darkness, in a night that lasts three-months long. I write by the light of my candle as the wind howls outside my windows which I have boarded up to keep the creatures out. The Algor is a time for hiding by the flames. “Keep the fire high,” is a common farewell known throughout the land and uttered by many in passing. The legends of black witches and the dead rising from the graves are becoming much more prominent of late. There are rumors of a fog that they call the Veil Myst. This mist comes in the dark of night and all the dead that it passes over arise to feed on the living, even those who are buried in graves find their way out of the cold ground. Many warn of this fog for it always carries with it all manner of twisted horrors. Some say it is a rift to the Black Plane, that opens and closes letting things in and taking them away. Many who have gotten lost in the Veil Myst are said to return possessed or mad. The night watch has had to kill many that return for they are filled with a maniacal rage and try to kill their neighbors. An old man told me last winter to board up my doors and windows this year. For if the Veil Myst comes even the darkness can come to life and tear at your flesh. It is harsh time living after the Pale Plague came and took so many lives. All are told to burn their dead now, so that they will not rise against us. If the light of the suns will scorch these demons to ash, banishing their broken souls back to the Spirit World where they belong, then I pray for it. I pray to the Gods of Light.
I believe that there is a Spirit World and that there are gods of light, shadow,
and dark that rule its kingdoms. Many pray to the gods and each race has their own beliefs, yet I think all of them hold similar truths. Our souls will move on when we die to a new realm and we will have a chance to live again. I think that our actions in this world will define or shape what our spirits become in the next life. I suppose some of us get caught between worlds. Perhaps those who die with unfinished business or those who die fueled by so much hate, maybe they get trapped here? Everything has a spirit, but the souls of mortals are the most powerful spirits. It is this power that the demons and djinn seek, or so say the scriptures of the High Order. For who better to know about death than they?
The High Order also preach about the Apocalyptic Prophesies and how they will come to pass. One cannot
dismiss the fact that these predictions have all come true so far, thus fear has gripped many and caused a great storm of panic among the people to rush toward any religious power for guidance and protection. I was not alive in the Age of Falling to witness what destruction the Shattering had wrought but I bear witness to its aftermath. One has only to cast a glance to the sky and see for themselves that our moon, Gana has been grievously wounded by the Void Stone. The Broken Moon and
7
Chap te r I the Shattered Isles lay for all to witness the wrath of the gods. Four great pieces of Gana float near it, with smaller bits trailing along and it has been this way since my childhood. They say when it happened the entire world trembled and pieces fell to the surface of our world. In an instant, entire cities were turned to ash. As well, I have read on the years that followed known as the Eternal Winter. There were 150 years of cold darkness. A time that makes the Algor seem like such a trivial thing.
Many adventurers seek fortunes in the ruined
remnants of what the Age of Falling left upon our world. It is written that the Shattering was the reason for the end of the thokk race. The people that were not eradicated by the destruction are claimed to have later been buried by the Eternal Winter. Their ruins can still be traversed, and their graves plundered, but it is said that they too went the way of their ancient masters, the dragons. Now they live on only in the myths and legends of our tragic tales. You can sometimes find their curious artifacts, ruins, and paintings on cave walls. I have heard that adventurers often quest for ancient void god technology or archaic weapons of age-old magic to trade and use. These artifacts must be worth a king’s ransom, filled with powerful runes, and shaped from mertacullum steel. The steel alone is a mystical metal that can channel magical energy through it and enhance it in terrifying ways. They must be a magnificent thing to behold.
The black towers of the old gods still stand after
ages and still hold deadly traps. They are also said to possess demonic and horrific beings within them that will forever guard their forgotten treasures. The Black Towers are said to be strewn across Koth where the old gods searched for mertacullum in the ground. Yet, they are difficult to reach or even locate. I wonder as well if they hide the Soul Gates that legends speak of within them? Perhaps if my life had been different, I too would have longed to travel the lands in search of adventure?
Regrettably, I was around for the Pale Plague which
surfaced in the year 1365 of the 11th Era. I had only witnessed 16 winters at the time when the plague hit my village in Kauldane, a hamlet called Vaswick. It would ruin my life and steal the lives of all those I held dear. It was my little brother Tibbun that caught the fever first, then my mum. Who with all the warnings that the village gave her and the priest that turned us away, she would not relent. She could not bear to let Tibbun suffer all alone and I could not blame her.
8
Lo re
9
Chap te r I
My father told me to leave the house and stay with my uncle until he called for me, but that call never came. My home, along with many others had been stigmatized by the white mark of the plague. They were boarded up and those inside were burned to death. That did not work for every victim, for it was too late. Some pale ones broke free and charged those who were not cursed. In what I have witnessed as pure rage, they would claw, bite, and trample the living without remorse and try to feast on their flesh. There is no longer a mortal in control of the pale body, this I know for sure.
It did not take long for the High Order to call upon all councils to enact a desperate law. They would call it
the Black Arbitration. These “arbitrators” were necromancers, all summoned to take part in trying to bring some kind of control. However, this did not work. The necromancers had the power to control the dead through the use of black magic, but the pale ones were not dead. They were cursed, infected, and uncontrollable. The light of the stars could not even kill them even though they behaved much like the mindless undead, they were something else. These arbitrators were disbanded, and many were treated in the worst manner. Some were blamed or burned at the stake as the laws quickly changed and the Black Arbitration was destroyed. These former arbitrators that were not chased off or killed discovered that once the pale ones finally died from the plague, they could be animated and controlled. This only granted necromancers a new weapon, known as the plague zombie.
Many have chosen to ignore the warning signs or choose not to believe them. There once was a time when the
demons enslaved our world, and vile devils such as Baal ruled us all. All these myths and legends are still told around the campfires and commoners do not want to believe the tales. The empire continues to operate as normal, selling slaves, gladiator games, counting their imperial coin, and enjoying lavish parties. Trade continues as normal on the Spice Road as the cities deal and barter. What else are we to do I suppose? I believe it is up to all mortals to unite! As we did in the old books, during the Thrall Wars, we must all join together again to fight the demons! I believe that the darkness is coming for us all and we need great heroes once again, who will fight the evil and seal the devils away into Tartarus once more. -Rynthro Kal of Candle Street, Northwater
Eldijar’s Calendar
Time is kept track of by eras, years, months, days, and hours. An era represents the amount of years in which a
matter of great importance takes place and will not be recorded until that age is finished in many instances. This subject of great importance quite often takes a length of many years and is often based on some worldwide event whether it is caused by nature, war, or gods. The first successful calendar was created by Junhammad Eldijar of Vazuun Denaahl. His studies in astronomy and the positioning of the moon and suns as they relate to Koth and surrounding planets are world renowned. Eldijar’s Calendar has now become the primary source of time keeping to all the realms. It spread quickly as it became the universal calendar for the merchants on the road or by ship. You may find the most accurate timeline within the game master chapter, it is the GM who may or may not wish to share the true history.
Years are all named individually just as ages are named. Years are often referred to as “winters” by many people.
This tradition has only just recently become popular. During the time of the demon lords it is believed that they did not keep track of time the same way mortals do. Since mere years mean little to the lifespan of immortals. There are 360 days in the span of one year, and every six years there is an extra day added to the calendar in the month of Frostfall. There are twelve months in every year, thirty days in each month. The Twelve Fates are astrological symbols made of star patterns in the night sky and they also represent the twelve months. There are 10 days in each week, thus three weeks in every month.
Each month in those 30 days there is a special day that marks the middle of that month and the beginning of the
second half. This special day is reserved for festivities and often a time of celebration in many ways. Different countries have different special days added within their own culture, yet Eldijar’s calendar is very widespread in its use now. This has become the most popular method of time keeping for most countries.
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Lo re
Months Month
Season Description
Special Day (Half Month)
Frostfall*
Mid-Winter
Ice Fang: festivals and prayers for strength to fight through the dark winter.
Puritan
Melting Snows
Cleansing: celebrates winters end, Algor’s end, and the start of a new year.
Deadwood
Dead Remains
High Feast: bonfires light all over the realms and all drink and feast to the dead.
Fadyn
Spring Regrowth
Seed Day: planters’ day and fertility festivities and celebration of love.
Toran
In Bloom
Barter Day: time of major trade and trade agreements throughout the realms.
Thorn
Green Thrives
Root Day: celebrations and tree festivals of spring’s arrival.
Skyburn
Mid-Summer
High Fire: bonfires and burning of enemy wooden sculptures. Lords grant gifts.
Austral
Summers End
Exodus: moving south for the winter many merchants migrate and plan for the cold.
Reaping
Harvest Time
Day of the Dead: harvest and prayers are offered to respect the dead.
Council
Fall Alignment
Convergence: all can witness the alignment of planets and celestial bodies in the sky.
Falling*
Fall Fades
Falling Stars: meteor showers mark the dark days when even day is night.
Far Star*
Winters Dark
Eventide: the star Aos is seen far away and the eclipse brings total darkness.
*The Algor: the three months of darkness is thought to be caused by the dark gods and a deal made with the gods of light and shadow. Yet, some astronomers claim it is the elongated, elliptical orbit, and the great distance that is reached from Koth to the two suns Aos and Set during the winter. In truth this is not yet understood at all. This cold night, where fire is most vital begins on the day of Falling Stars, in the month of Falling. Shooting stars are often seen streaming across the sky in a brilliant yet foreshadowing event that serves as the warning of the coming dawnless days. The Algor lasts through the rest of Falling, Far Star, Frostfall, and finally comes to an end halfway through the month of Puritan on the day of Cleansing.
Days & Hours
Each day is comprised of 24 hours, which are separated into eight parts, thus leaving three hours within each of the eight parts of the day. The people of Koth often use the short version of the name for the day while the long, proper title is usually reserved for more formal matters such as during prayers, marriages, and notices posted by the magistrate. d10
Days of the Week
Short
d8
Name of Hours
Hour
Translated
1
Vorsadyn (vor-sah-din)
Vor
1
Twilight (Crepusculum)
1 to 3
1 to 3 am
2
Windadyn (win-dah-din)
Win
2
Dawn (Matutinus)
4 to 6
4 to 6 am
3
Moljordyn (mul-yor-din)
Mol
3
Morning (Mane)
7 to 9
7 to 9 am
4
Theljordyn (thel-yor-din)
Thel
4
High Stars (Sidera)
10 to 12
10 am to 12 pm
5
Syndagdyn (sin-dawg-din)
Syn
5
Midday (Meridies)
13 to 15
1 to 3 pm
6
Hillsadyn (hil-sah-din)
Hill
6
Dusk (Opacare)
16 to 18
4 to 6 pm
7
Sudagdyn (soo-dawg-din)
Sud
7
Nightfall (Noctem)
19 to 21
7 to 9 pm
8
Ferisardyn (fair-iz-ar-din)
Fer
8
High Moon (Altum Luna)
22 to 24
10 pm to 12 am
9
Ursedyn (Er-sah-din)
Urs
Common greetings: “Hail”, “High day”, “Fair shine”, “Salute”.
10
Terisardyn (tair-iz-ar-din)
Teris
Common partings: “Opacare”, “Keep the fire high”, “Keep safe”.
11
ch aracte r cre atio n
Character Creation “Cherish every moment with those that you hold most dear, for each day tries to take them from you.” —Bayloff the Bard
In this chapter you will learn how to create a
character from scratch. You may choose from the character races and character class templates that are supplied within these pages. Following these steps will get you through the process with ease. Just follow the directions for the 20 steps to creating a character. If you are a novice to roleplaying games you may want to read through these following chapters. If you just want to get on with it then make sure to go through the checklist of 20 steps to character creation. The list of the 20 steps are on the following page and the order in which you will carry them out falls right behind this list in the following chapters.
Sometimes a player makes a healer just because
the party needs a healer and they end up not really caring about the character and put less into the story due to that. Everyone should pick what they want to be unless the GM wishes to place restrictions on a campaign. Yes, it is more strategic to build a party with a warrior out front to smash things, an archer or caster for long range, a rogue for picking those locks, and a healer to patch everyone up when they are beaten up, but it does not have to be like this. Choose what class you feel you want to play. Make a character that interests you.
Everyone should play their part in adding to the
story for that is what it is all about, making a great story together and having fun. Everyone should design their own interesting part within the game because it makes it that much more enjoyable when you get a bunch of players together who are willing to let themselves fall into the story. It is your willingness to accept your part that allows the characters to become believable. You must be willing to allow your character to be afraid, willing to have compassion, or to show feeling about situations as if you were in them. If everyone is willing to feed off the GM’s direction it will certainly help to build the story. Whatever you do though, we hope you enjoy playing your character.
13
Chap te r I I
20 Steps to Creating a Character Step Task: 1.
15. (Optional) Use the Disposition Table and roll twice to give your character 2 random dispositions if you like.
Choose your character race (Pg. 45).
16. Roll your physical beauty using 2d10; the GM may allow
2. Choose a character class; this is your profession (Pg. 71).
you to roll 3 times and choose one of the results.
3. Distribute 100 points to attributes no higher than 18, no
17. Alter any stats necessary if anything was changed. Add
lower than 3. Or add 4d6 but drop the lowest number.
2 points to each action point category and frenzy pool.
4. Modify attributes according to your racial modifiers,
18. Fill in the ranks, levels, and dice for every character skill
found on the page describing your race.
or attribute. Configure hit points.
5. Fill in attribute mods and stats: damage mod, defense
19. Roll a random name on the name generator or choose a
mod, toughness, etc. on the attribute table (Pg. 20).
name or nickname for your character.
6. Fill in your skills according to the character class
20. Create a brief back story for your character and you are
template, simply record them to your character packet.
ready to die!
7. Buy your skills with your skill slots found on your class template under character skills. (SC = Slot Cost) 8. Choose your languages according to your race and your intelligence attribute. 9. Fill in your racial abilities if applicable. 10. Fill in your starting equipment found on your class template, simply copy items to your packet. 11. Configure your starting money by rolling the die shown on your class template. 12. Choose character’s religious beliefs, God or Gods. Start the game with a Soul of 10 unless noted otherwise. 13. Fill in your spells if applicable; details are found in the magic chapter. 14. Use Ghost Saga points and get Character Traits if you wish to do so, you begin with 5 Ghost Saga to spend.
14
C h aracte r Cre atio n 1) Choose Your Character Race
lowest number you may place on an attribute is 3. Keep in mind when you are spending your points, that your character class
For player characters (PCs) they are given a list of different
template will recommend specific attributes that might help
races to choose for their character. Each race is explained in a brief
your skills perform a little better but it isn’t entirely necessary to
detail so that you can get to know what the race is like, a bit about
place the highest attributes where it says, that is your choice. For
their history, art, trade, and what strengths or weaknesses they
example; a warrior with low strength might not be such a great
possess. Some of the imagery that is displayed on the race layout
idea but it is up to you. If you would like an example on how to
will show you different versions of the species and subspecies that
divide your points up, use this: 18, 18, 16, 14, 12, 12, and 10. Then place
exist. There is usually never just one color, size, or shape. There
these numbers into the first attribute box on your character sheet
are many varieties and sometimes it depends upon the tribe they
as you see fit. Yes, these seven numbers add up to 100. It allows
originate from or from thousands of years of evolution. Racism
you to throw two 18s into your primary attributes, and it keeps you
certainly exists in the realm of Koth and this is something to
from getting too low of a score on any other attributes.
think about when developing your icon. Some races have a bad
reputation with other races, especially after decades of war
Another option for configuring your attributes is one I
like to refer to as “Hard Mode”. There are no rules that say you
between the different cultures. Every being that a PC may choose
cannot roll randomly for your attributes and if the GM wishes for
to play in this game is a mortal race. You may find and choose your
you to have a totally random and underdog campaign you can all
race starting on pg. 45.
roll for your 7 primary attributes as it was in the old school days of tabletop role-playing. If you or the GM wishes you to create
2) Choose a Character Class
your character using this method it is a good way to keep things
After choosing your race you will want to give your character a
more realistic and difficult. The odds are against you if you use this
specialty, trade, or profession. This is what your character class is.
method for the distribution of 100 points as listed above is quite
It may have been something else in your youth, yet once it comes
often more gratuitous than the random rolling and a lot faster.
time to play your character, whatever class you choose is what you
Yet, if you wish to use the random rolling method, a way that is
are once you begin the game. Character classes are first separated
often used is the 4d6 method. You will roll 4d6 adding the three
into two primary categories: mundane or caster. A mundane class
highest numbers together. These results will grant you no higher
is simply a character that does not possess the skill of sorcery
than an 18 and no lower than a 3 as is the rule of the initial attribute
(the ability to cast spells). So then a caster is obviously a mortal
configuration. There are many methods but this one fits well.
that does possess the ability to cast spells. If you are a mundane character, it is possible to become a caster but only if you choose
Attribute Checks
to multi-class your character, which may only be accomplished at
Your attributes will be used to make tests or checks to see if your
level 13 through 30. That will be talked about more later on though.
character may accomplish a specific task. The GM will ask you
Another category that divides the character classes apart
to make an attribute check to perform within a specific situation
is the character faction. You will find the classes on page pg. 71.
such as perception to notice something. Let us say the GM knows
There are four character faction types; Fighters, Rogues, Wizards,
there is a clue on the ground in the bedroom and it is barely
and Spiritualists. This usually only matters in times when the
visible under the dresser, so the GM asks everyone in the room
character is gaining an ability. There are class specific abilities,
to make a perception check to see if they notice the clue. The
there are open abilities (open to anyone), there are caster abilities
GM makes up the target number, or you can use the table in the
(only available to casters), and there are faction abilities that only
skills chapter to get an idea of what target numbers fit well for the
classes under the specific faction may gain.
difficulty. The clue is not very hard to see so the GM says the target number is 4. The GM does not have to tell everyone the target number but it is often more fun. With the target
3) Distribute 100 Points on Attributes
number being 4 everyone rolls their perception die or dice and
or Roll Them Randomly
tries to get a 4 or higher. The highest roll over the target number
You are given 100 points to spend on your 7 attributes as you wish.
most likely sees it first. Each attribute is described on the following
The highest number you may place on one attribute is 18. The
pages in detail and an example of an attribute check will be given.
15
Chap te r I I 4) Modify Attributes According to Race
damage modifier is added to the initial result. If any multipliers are thrown into the damage equation; power damage, combo damage
Remember that these attributes that you have placed may be
or critical damage, then you must add this damage (base damage
modified due to your race. Racial modifiers may take points
and modifier) before multiplying them.
away from a specific attributes, but they will also add points to others. Certain races may be genetically faster, smarter, stronger,
Weight Allowance: this represents what weapons and armor your
or more perceptive than others due to the manner in which they
character can use based on the strength attribute. Any armor you
have evolved. Humans are once again the base attribute scale,
find that has a weight allowance that is too high cannot be used.
therefore they do not modify any of their attributes but they do gain an additional skill slot. Every other race has its strengths and
VL = Very Light (1-3 strength)
weaknesses so to speak. Yet, any of their strengths will be balanced
L = Light (4-9 strength)
out by their weaknesses to keep most of the races balanced. After
M = Moderate (10-14 strength).
you mod the attributes due to your race, this may bring your score
At this strength you can dual wield 2 very light weapons.
over 18 or even under 3. Now you may move on to the next step.
H = Heavy (15-19 strength).
At this strength you can dual wield 2 light weapons.
VH = Very Heavy (20+ strength).
At this strength you can dual wield 2 moderate weapons.
5) Fill in Attribute Mods and Stats Attribute stats are the numbers that represent a character’s attribute and the modifers for them. This includes; damage modifi-
At a strength attribute of 30 you may dual wield 2 heavy
er, defense modifier, initiative modifier, mental defense, etc. These
weapons. At strength attribute 50 you can dual wield 2 very heavy
statistics are found on Pg. 20-23 on a table called the Attribute
weapons if the weapon is not specifically two handed. For instance;
Table. This is one of the most important tables in the book for
one cannot wield dual longbows. Use your judgment if it is simply
players and GMs to have handy for quick reference. Simply locate
ridiculous then do not do it.
your attribute on the table and see what modifiers you have to
write down on your character sheet. For instance, for strength you
attribute. If you possess strength of 16, you may multiply the
would have to find your damage modifier and your weight allow-
attribute by x 7.5 to find out how much you can carry before you
ance. For dexterity find your defense and initiative modifier. Also
are encumbered. Multiplying the result by x 10 will show you how
find your movement modifier and write it on your character sheet.
many lbs. or units of weight that you can carry before becoming
Do the rest of the stats just like this, simply jotting the information
over encumbered. Doing this will cause you to become fatigued
down on your character sheet according to each attribute.
Your weight allowance can be measured by your strength
and suffer points to your physical condition if you are over encumbered for an amount of minutes beyond your body attribute.
Strength
There are items and abilities that can help you out in carrying
This attribute represents the character’s physical strength.
more weight, but be careful not to carry too much.
This alters your damage modifier with melee and unarmed combat. It also gives you a certain weight allowance in order to use certain weapons or carry certain types of armor. When you punch some-
Dexterity
one in the face, hit someone with a club, or stab someone with a sword just add your damage modifier to whatever you rolled on
The agility and quickness of your character is mea-
your dice to find base damage! It also represents how far you can
sured by your dexterity attribute. Your defense modifier and your
throw weapons which is usually half your strength in inches. An
initiative modifier are based off of your dexterity. As well, your
example of a strength check would be trying to lift a heavy wagon
movement is configured and determined by what race you are and
off of an ally trapped beneath it.
the modifier to your base movement is altered according to your dexterity. You can gather this information from the Attribute
Damage Modifier: this damage is added to all unarmed and melee
Table. For the most part most characters start the game with the
attacks. From punches, axes, and swords you are adding this to
same defense and initiative modifier. Later you may gain abilities,
your base damage, which is the damage you roll on the dice. The
talents, or items that alter the two.
16
C h aracte r Cre atio n
An example of a dexterity check may be when trying to
subtracted from the damage you take to your hit points. Usually
jump over a pit of spikes. Trying to catch an item that an ally has
the only time toughness does not soak damage is if the damage is
thrown to you. A good example of trying to make a resisted dexter-
already within your body, such as the reoccuring damage of poison.
ity check would be your character trying to leap onto the back of a
another much larger creature.
Having a high body attribute will grant your character
more maximum hit points for each attribute point that you raise once you reach a body of 16 or higher. Actually, each time you are
Defense Modifier: this represents your bonus to defend physical
granted another point to your body attribute your bonus to your
attacks. This is the modifier that you add to your 20 sided die when
max hit points will be increased by the number shown under hit
rolling to defend an attack. Your types of defense, found on the
point adjustment. So, if you have a 16 body attribute and then
character sheet show you the Physical, magical, and mental mod-
moved to a 17 you would also gain 3 more max hit points, but these
ifiers. Write your current modifier into the physical and magical
are only gained when advancing in attributes after creation.
spaces. Mental defense is determined by your willpower attribute.
An example of making a body check would be when
Initiative Modifier: this will also be the same as your defense mod-
trying to hold your breath while swimming through an underwater
ifier to start. These things may be modified later during game-play.
cave. Perhaps you are running a long distance stretch with your
Your initiative modifier is added to your initiative die (d10) at the
gear on and your armor trying to hunt down some goblins and
beginning of combat scenarios.
you have to make it several miles before nightfall, this would fall under a body check for the endurance to do the task. Sometimes
Movement: this number given by your dexterity attribute is add-
when you are encumbered, carrying a weight that is over x 7.5 your
ed to the number of the movement given to you by your char-
strength attribute (in units of weight) and you have to make a body
acter race. The sum of this is your character’s movement, which
check to keep from falling into exhaustion. Losing 25% of you body
can be doubled if you are running. Some creatures may even have
attribute can cause you to also lose 25% of your max hit points. This
the ability to fly, which is normally x3 to your base movement.
is also lost at 50% and 75%. If you lose 100% of your body attribute, you also lose 100% of your max hit points.
5’ feet equals 1 inch (with miniature use and hex grids) = 1 movement. Many distance rules within the book will be expressed in
Body Save: whenever your character gets poisoned by venom,
inches for the use of miniatures.
toxins, suffers physical trauma, or suffers a chance of disfigurement; such as losing limbs you must make a body save. Some body
Example: many races start with a movement of 3, which when using
saves are reserved for instant kill shots as well. Basically this can
miniatures is 3 inches. If your dexterity is high enough you will
save you or kill you in some circumstances. The number of your
gain a +1 bonus bringing your movement to 4 which you will write
body save is actually the target number that you must match or
on your character sheet. If you want to run during the game this
beat while rolling a d20. As your body attribute increases your
can be doubled (x2) to mean you can run up to 8 inches during
body save will decrease, which is good. This is different from
your turn. If you are using miniatures it is recommended that you
normal body checks and is reserved for the most dangerous
use a battle map with hexes on it, or simply use a ruler or measur-
aspects of physical trauma effects.
ing tape.
Body
Toughness: this number represents your body’s natural armor
Your character’s body attribute shows your restraint
rating and it defends against all physical damage. Any armor
against physical damage. It represents how much endurance you
defeating hits are still soaked by this number unless the damage is
possess as well, holding your breath, running long distances, and
already inside you, such as the damage dealt by poison each round.
how your body fares against sickness or disease. These things
You must add your toughness to your total armor rating to gain
depend upon your character’s body attribute along with other
your Total Armor Value.
details such as Toughness. Any physical damage taken by the body is soaked by toughness. Even during armor defeating hits, tough-
Hit Point Adjustment: The hit point adjustment that you gain for
ness is there. Toughness represents your body’s natural armor
raising your body attribute is always added to your maximum hit
rating and unless otherwise specified toughness is always
points. So if you move from an 18 body to a 19 you would gain +6
17
Chap te r I I Intelligence
more hit points. When starting your character, you are granted the starting HP bonus due to your attribute. Each time your body
increases, add the hit point adjustment shown to your max HP.
learning, understanding, and problem solving is all based off of
Chi: chi is the energy of your mind and body that can be harnessed
intelligence. Many character skills are based off of intelligence.
by any character that has the unarmed combat skill; martial arts.
Intelligence also helps when researching spells, spell effect modifi-
Adding you body + willpower will give you the starting result of
cations, or building items. When it comes to designing or crafting
your chi pool. You may look under the section on martial arts
things your intelligence is very important and having a higher in-
for more information on its power. Your chi is drained each time
telligence will allow you to craft and learn things at a much faster
you use it and once you go below zero you will take 2 points of
rate. Your character’s Spell Time: the amount of time it takes to
physical damage per chi drain and suffer 1 fatigue point.
learn a spell will be found on the stat table due to intelligence.
Perception
A character’s intelligence attribute is a representation of
how smart your character is. Mathematical equations, memory,
A good example of an intelligence check would be when
trying to remember the magical command word the wizard used to
Your perception attribute represents your ability to see,
lock the door. Another example of an intelligence check would be
smell, hear, or use any senses that your character may possess in
trying to figure out a puzzle created long ago by an ancient cult. A
order to notice things in your surroundings. Finding hidden items,
resisted intelligence check is two characters in a battle of wits.
following tracks, sensing danger, these are all things that fall under perception. The way that you perceive things around can be mea-
Spell Time: this is how long it will take you to learn spells in a con-
sured with this stat. It also helps a character in their ability to hide
ventional manner. You must roll the result whether it is months or
themselves. Characters with a high perception can also cause more
weeks, or days. This is how long it will take you to learn one spell.
damage with projectile attacks due to their precision in striking
This may be shortened by the use of certain skills such as research
vital areas of their enemy. Look to the perception attribute on the
as long as there is a library around to research from. You may also
stat table for your ranged damage modifier. To clarify when this
call forth the help of a tutor to gain the spell faster. If the spell is
damage is added, it is added to weapons such as the bow, crossbow,
too long for you or too difficult jot the info down and try another
sling, and all shooting weapons. It is not added to throwing weap-
until your intelligence is higher or your research skill is increased.
ons. Throwing weapons are still included as melee and strength damage modifiers because you can throw melee weapons and gain
Spell Effect: thanks to your capability of quick thought and a sharp
more damage off of your strength.
mind the power you harness through spells is exact and the focus
An example of a perception check would be when try-
of your magic grants you a bonus to the dice you roll. Thus if your
ing to notice the assassin sneaking up behind you. When moving
spell damage is a d6 x level, you have a spell effect of +1 you would
down a hallway and there is a noise around the corner you would
roll the d6, add the +1, and then multiply the result by your level.
use perception to try and determine what the sound is. Perception is also used when attempting to hide, using your perception to find
Fluent Languages: At the end of the skills chapter there are lan-
the best spot to make yourself unseen and discerning if you are
guages listed for you to choose from, considering the number of
able to be spotted within your location is important when hiding.
your languages. You always gain your first free language which is your races’ native tongue. The others that you choose are fluent
Shot Damage Mod (long range): having a high perception allows
languages. So you can speak them very well, it doesn’t necessar-
you to strike better hits or better damage with projectile attacks
ily mean that your accent is totally gone. If you wish to choose
such as bows and crossbows. Not thrown weapons! Remember
more languages, you may buy them with a skill slot. This language
thrown weapons work with melee attacks and already gain strength
first becomes a character skill that you must roll to speak and un-
damage modifiers.
derstand someone in a conversation. If you drop 2 skill slots into a language it makes it a fluent one. This means that you move the language from your character skills to the spot of your fluent tongues and you no longer have to roll for the language. More about this in the skills chapter under languages.
18
C h aracte r Cre atio n Willpower
Charisma
This attribute represents the mental strength of a charac-
ter. This allows your character to resist temptation, resist mental
This attribute is commonly misconstrued by physical
appearance. Charisma in this game is not the same thing as a
damage, and restrain your impulses; these are all measured by a
character’s attractiveness, otherwise known as Physical Beauty.
character’s willpower. Your Mental Defense; a character’s defense
Charisma is a character’s charm, personality, their aptitude with
modifier against mental attacks and gray spells are found under the willpower attribute. Willpower also helps in finding your Chi
social skills. It is the way in which they carry themselves around
pool. Chi is configured by adding a character’s willpower and body
others, their manners, their behavior, and their ability to sympa-
attribute together. Mana is also important for spellcasters. It is
thize with others or show empathy. It is often a good idea for
configured by your willpower attribute added to your intelligence.
leaders of a party to have a high charisma, when leading warriors
in a fight it could keep you alive. It can also keep those troops from
A good example of a willpower check would be when
trying to resist the temptation of the beautiful succubus luring
fleeing the battle all together. Charisma also helps your character by
you into the woods. Another example of a willpower check might
giving you Reputation Points. A good example of a charisma check
be when you are addicted to the pipe weed and know that you should not smoke before you move into the dungeon but you sure
would be when you are finally being granted an audience to meet
would like a relaxing bit of smoke. A good example of a resisted
with the Duke of a hamlet. You may attempt to make your words
roll would be trying to withstand the maddening effects of some
more elegant by making a charisma check. This isnt meant to take
terrible, horror so you do not run away in fear or gain insanity.
away from roleplaying in any way of course but just like with any
Losing your willpower attribute to the point of 25% will also drain
other attribute, your abilities in real life are not the same as your
the max mana and chi of a character 25% as well. This continues at
character’s abilities. You might be a smooth talker in real life yet
50%, 75%, 90%, and finally 100% where all energy is taken from the
your orc warrior with a charisma of 7 is not. Another good example
body. Losing willpower in this manner will also deteriorate your
of using a charisma check in game would be when you do not own
mind and will cause you to gain insanity or mental afflictions.
the skill negotiation but want to try and bargain with a merchant. Mental Defense: this is the + to defend from any mental attacks
A resisted roll between the two is made in such a case.
at you. You will add only this modifier to those attacks that are mental. You will add this to your d20 to defend against most gray
Social Pool: a social pool will grant you a d6 to utilize once per day
magic or creatures using psionic powers, spells, or abilities.
for any social engagement. You must burn 1 frenzy to add the d6 to
Fortitude: this is the natural armor of the mind. Fortitude soaks
the result of your charisma attribute check or a skill that requires a
any mental damage done to the character when they are mentally
social interaction. Your pool will refill after a night of rest and you
attacked by gray magic, or the strange psionic abilities of some
may throw as many as you wish during a conversation as long as
demons and creatures. Fortitude is your only line of defense
you spend 1 frenzy each d6. This may be added after the initial roll.
against mental damage, so having a high willpower is a good thing. Mana: mana is the blood of the spirit world some would say.
Reputation: having a high charisma attribute will give you a
It is energy that makes up the aether and ties spiritualists and
reputation point bonus. Each time you raise your charisma
wizards to the spirit world. Mana is configured by adding the
attribute you will gain more rep points. Reputation points are great
character’s intelligence attribute to their willpower attribute. The
for those who wish to become legendary heroes or feared villains.
sum of this result is their mana pool. Whenever a spell is cast or
This bonus is added to your primary reputation points. If you
certain magical abilities or rituals are used, mana is drained. Once
travel the lands often and have accumulated reputation points in
this drain goes below zero, suffer 2 points of mental damage to
many different lands, you are allowed to distribute these points
your hit points per mana point, as well suffer 1 point of mental
into the different kingdoms of your choice. Yet you may only place
fatigue.
these points into areas where you have been.
19
Chap te r I I
Physical Attributes Strength
Dexterity
DAMAGE
WEIG HT
D EFENSE
MO DI FI ER
ALLOWANCE
MOD IFIER
MOVE M ENT
Body TO U G H NES S
Perception
H IT PO INT
BO DY
S H OT DAM AG E
RA N GE
A DJ U S TM E NT
S AV E
M O DIF IER
MODIFIER
1
-3
vl
-3
-1
0
0
18
0
0
2
-2
vl
-2
-1
0
0
18
0
0
3
-1
vl
-1
-1
0
0
18
0
0
4
0
l
0
0
0
0
18
0
0
5
0
l
0
0
0
0
18
0
0
6
0
l
0
0
0
0
18
0
0
7
0
l
0
0
0
0
18
0
0
8
0
l
0
0
0
0
18
0
0
9
0
l
0
0
0
0
18
0
0
10
0
m/2vl
0
0
0
0
18
0
0
11
0
m/2vl
0
0
0
0
18
0
0
12
0
m/2vl
0
0
0
0
18
0
0 0
13
0
m/2vl
0
0
0
0
18
0
14
0
m/2vl
0
0
0
0
18
0
0
15
+1
h/2l
+1
+1
0
+1
18
+1
+1
16
+1
h/2l
+1
+1
0
+2
17
+1
+1
17
+2
h/2l
+1
+1
0
+3
17
+1
+1
18
+2
h/2l
+1
+1
1
+4
16
+2
+1
19
+3
h/2l
+1
+1
2
+5
16
+2
+1
20
+3
vh/2m
+2
+2
3
+6
15
+2
+2
21
+4
vh/2m
+2
+2
4
+6
15
+3
+2
22
+4
vh/2m
+2
+2
4
+7
14
+3
+2
23
+5
vh/2m
+2
+2
5
+7
14
+3
+2
24
+5
vh/2m
+2
+2
5
+8
14
+4
+2
25
+6
vh/2m
+2
+2
6
+8
13
+4
+2
26
+6
vh/2m
+2
+2
6
+9
13
+4
+2
27
+7
vh/2m
+2
+2
7
+9
13
+5
+2
28
+7
vh/2m
+2
+2
7
+10
12
+5
+2
29
+8
vh/2m
+2
+2
7
+10
12
+5
+2
30
+8
vh/2m
+3
+3
8
+10
12
+6
+3
31
+9
vh/2h
+3
+3
8
+11
11
+6
+3
32
+9
vh/2h
+3
+3
8
+11
11
+6
+3
33
+10
vh/2h
+3
+3
9
+11
11
+7
+3
34
+10
vh/2h
+3
+3
9
+12
11
+7
+3
35
+11
vh/2h
+3
+3
9
+12
10
+7
+3
36
+11
vh/2h
+3
+3
10
+12
10
+8
+3
37
+12
vh/2h
+3
+3
10
+13
10
+8
+3
38
+12
vh/2h
+3
+3
10
+13
10
+8
+3
vh/2h
+3
+3
10
+13
10
+9
+3
+4
+4
11
+14
9
+9
+4
39
+13
40
+13
vh/2h
Wt (weight allowance), vl (very light), l (light), m (moderate), h (heavy), vh (very heavy). Under weight allowance you will notice some use 2 separate abbreviations. The first letter is
20
what your normal weight allowance is for weapons and armor, the other is when you are using dual weapons, so you can carry 2 lighter weapons, one in each hand.
C h aracte r Cre atio n
Mental Attributes Intelligence
Willpower
SP EL L EFFECT
SPELL
FLU ENT
M E NTA L DEF ENS E
M ANA
MODI FI ER
TIME
LANGU AGES
M O DIF IER
A DJ U S TM E NT
1
N/A
N/A
0
-3
0
2
N/A
N/A
0
-2
0
3
N/A
N/A
0
-1
4
0
d4 y
1
0
5
0
d4 y
1
6
0
d4 y
1
7
0
d12 m
8
0
d12 m
Charisma S O C IA L
RE P UTAT I O N
PO O L
B O N US
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
1
0
0
0
0
0
1
0
0
0
0
0
F O RTITU DE
9
0
d12 m
1
0
0
0
0
0
10
0
d8 m
1
0
0
0
0
0
11
0
d8 m
1
0
0
0
0
0
12
0
d8 m
2
0
0
0
0
0
13
0
d4 m
2
0
0
0
0
0
14
0
d4 m
2
0
0
0
0
0
15
+1
2d6 w
3
+1
+1
1
1
+5
16
+1
2d6 w
3
+1
+2
1
1
+5
17
+1
2d6 w
3
+1
+3
2
1
+5
18
+1
2d6 w
3
+1
+4
2
1
+5
19
+1
2d6 w
3
+1
+5
3
1
+5
20
+2
1d8 w
4
+2
+6
3
1
+10
21
+2
1d8 w
4
+2
+6
4
1
+10
22
+2
1d8 w
4
+2
+7
4
1
+10
23
+2
1d8 w
4
+2
+7
5
1
+10
24
+2
1d8 w
4
+2
+8
5
1
+10
25
+2
1d6 w
4
+2
+8
6
1
+10
26
+2
1d6 w
4
+2
+9
6
1
+10
27
+2
1d6 w
4
+2
+9
7
1
+10
28
+2
1d6 w
4
+2
+10
7
1
+10
29
+2
1d6 w
4
+2
+10
8
1
+10
30
+3
2d10 d
5
+3
+10
8
2
+15
31
+3
2d10 d
5
+3
+11
9
2
+15
32
+3
2d10 d
5
+3
+11
9
2
+15
33
+3
2d10 d
5
+3
+11
10
2
+15
34
+3
2d10 d
5
+3
+12
10
2
+15
35
+3
2d10 d
5
+3
+12
11
2
+15
36
+3
2d10 d
5
+3
+12
11
2
+15
37
+3
2d10 d
5
+3
+13
12
2
+15
38
+3
2d10 d
5
+3
+13
12
2
+15
39
+3
2d10 d
5
+3
+13
13
2
+15
40
+4
2d6 d
6
+4
+14
13
2
+20
21
Chap te r I I
Physical Attributes Strength
Dexterity
DAMAGE
WEIGHT
D EFENSE
MODI FI ER
ALLOWANCE
MOD IFIER
MOVE M ENT
Body TO U G H NES S
Perception
H IT PO INT
BO DY
S H OT DA M AG E
RA N GE
ADJ U S TM ENT
S AV E
M O DIF IE R
MODIFIER
41
+14
vh/2h
+4
+4
11
+14
9
+9
+4
42
+14
vh/2h
+4
+4
11
+14
9
+10
+4
43
+15
vh/2h
+4
+4
11
+15
9
+10
+4
44
+15
vh/2h
+4
+4
12
+15
9
+10
+4
45
+16
vh/2h
+4
+4
12
+15
9
+11
+4
46
+16
vh/2h
+4
+4
12
+15
9
+11
+4
47
+17
vh/2h
+4
+4
12
+16
9
+11
+4
48
+17
vh/2h
+4
+4
13
+16
9
+12
+4
49
+18
vh/2h
+4
+4
13
+16
9
+12
+4
50
+18
vh/2vh
+5
+4
13
+16
8
+12
+5
51
+19
vh/2vh
+5
+4
13
+17
8
+13
+5
52
+19
vh/2vh
+5
+4
13
+17
8
+13
+5
53
+20
vh/2vh
+5
+4
14
+17
8
+13
+5
54
+20
vh/2vh
+5
+4
14
+17
8
+14
+5
55
+21
vh/2vh
+5
+4
14
+18
8
+14
+5
56
+21
vh/2vh
+5
+4
14
+18
8
+14
+5
57
+22
vh/2vh
+5
+4
14
+18
8
+15
+5
58
+22
vh/2vh
+5
+4
15
+18
8
+15
+5
59
+23
vh/2vh
+5
+4
15
+19
8
+15
+5
60
+23
vh/2vh
+6
+5
15
+19
7
+16
+6
61
+24
vh/2vh
+6
+5
15
+19
7
+16
+6
62
+24
vh/2vh
+6
+5
15
+19
7
+16
+6
63
+25
vh/2vh
+6
+5
16
+20
7
+17
+6
64
+25
vh/2vh
+6
+5
16
+20
7
+17
+6
65
+26
vh/2vh
+6
+5
16
+20
7
+17
+6
66
+26
vh/2vh
+6
+5
16
+20
7
+18
+6
67
+27
vh/2vh
+6
+5
16
+20
7
+18
+6
68
+27
vh/2vh
+6
+5
16
+21
7
+18
+6
69
+28
vh/2vh
+6
+5
17
+21
7
+19
+6
70
+28
vh/2vh
+7
+5
17
+21
6
+19
+7
71
+29
vh/2vh
+7
+5
17
+21
6
+19
+7
72
+29
vh/2vh
+7
+5
17
+21
6
+20
+7
73
+30
vh/2vh
+7
+5
17
+22
6
+20
+7
74
+30
vh/2vh
+7
+5
17
+22
6
+20
+7
75
+31
vh/2vh
+7
+5
18
+22
6
+21
+7
76
+31
vh/2vh
+7
+5
18
+22
6
+21
+7
77
+32
vh/2vh
+7
+5
18
+22
6
+21
+7
78
+32
vh/2vh
+7
+5
18
+23
6
+22
+7
79
+33
vh/2vh
+7
+5
18
+23
6
+22
+7
80
+33
vh/2vh*
+8
+5
18
+23
6*
+22
+8
*Lowest rating
22
C h aracte r Cre atio n
Mental Attributes Intelligence
Willpower
SP EL L EFFECT
SPELL
FLU ENT
M ENTA L DEF ENS E
M A NA
MODI FI ER
TIME
LANG U AG ES
M O DIF IE R
A DJ U S TM E NT
41
+4
2d6 d
6
+4
+14
42
+4
2d6 d
6
+4
+14
43
+4
2d6 d
6
+4
44
+4
2d6 d
6
+4
45
+4
2d6 d
6
46
+4
2d6 d
6
47
+4
2d6 d
48
+4
49
+4
50 51
Charisma S O C IAL
RE P UTAT I O N
M O DIF IER
B O N US
14
2
+20
14
2
+20
+15
15
2
+20
+15
15
2
+20
+4
+15
16
2
+20
+4
+15
16
2
+20
6
+4
+16
17
2
+20
2d6 d
6
+4
+16
17
2
+20
2d6 d
6
+4
+16
18
2
+20
+5
1d10 d
7
+5
+16
18
3
+25
+5
1d10 d
7
+5
+17
19
3
+25
52
+5
1d10 d
7
+5
+17
19
3
+25
53
+5
1d10 d
7
+5
+17
20
3
+25
54
+5
1d10 d
7
+5
+17
20
3
+25
55
+5
1d10 d
7
+5
+18
21
3
+25
56
+5
1d10 d
7
+5
+18
21
3
+25
57
+5
1d10 d
7
+5
+18
22
3
+25
58
+5
1d10 d
7
+5
+18
22
3
+25
59
+5
1d10 d
7
+5
+18
23
3
+25
60
+6
1d8 d
8
+6
+19
23
3
+30
61
+6
1d8 d
8
+6
+19
24
3
+30
62
+6
1d8 d
8
+6
+19
24
3
+30
63
+6
1d8 d
8
+6
+19
25
3
+30
64
+6
1d8 d
8
+6
+19
25
3
+30
65
+6
1d8 d
8
+6
+20
26
3
+30
66
+6
1d8 d
8
+6
+20
26
3
+30
67
+6
1d8 d
8
+6
+20
27
3
+30
68
+6
1d8 d
8
+6
+20
27
3
+30
69
+6
1d8 d
8
+6
+20
28
3
+30
70
+7
1d6 d
9
+7
+21
28
4
+35
71
+7
1d6 d
9
+7
+21
29
4
+35
72
+7
1d6 d
9
+7
+21
29
4
+35
73
+7
1d6 d
9
+7
+21
30
4
+35
74
+7
1d6 d
9
+7
+21
30
4
+35
75
+7
1d6 d
9
+7
+22
31
4
+35
76
+7
1d6 d
9
+7
+22
31
4
+35
77
+7
1d6 d
9
+7
+22
32
4
+35
78
+7
1d6 d
9
+7
+22
32
4
+35
79
+7
1d6 d
9
+7
+22
33
4
+35
80
+8
1d4 d
10
+8
+22
33
4
+40
23
F O RTITU DE
Chap te r I I 6) Fill in Skills According to Class Template
9) Fill in Racial Abilities
Look to your character class template and copy down the skills
Each race has racial abilities that they are born with. Copy the
straight onto your sheet in the proper areas starting with Combat
racial abilities into the correct section of the character sheet. You
Skills. Your Unarmed Combat style is found on the class template
may have to alter a few stats or skills depending on what the race
page and the unarmed damage that your character dishes out is
and the abilities are for. As well, each race has its own starting
determined by your race, find it on your race page. Combat skills,
unarmed damage that should already be jotted into the unarmed
character skills, and language skills all work differently so be sure
combat portion of your combat skills section. If not do this now.
to check out the skills section for learning how to handle them.
You may find all racial information in the Mortals of Koth chap-
You can find the spaces on your character sheet for now to copy
ter. Remember a character that possesses martial arts gets an im-
your information onto it.
proved die level on unarmed damage; a d6 becomes a d8, a d10 becomes a d12, etc. Racial abilities start with the character’s vision
7) Buy Your Skills with Skill Slots
type. Nearly every race in this world uses chromatic vision, yet they shift to a new vision once in total darkness allowing their
Most skills in the Character Skills section costs 1 skill slot to
eyes to adjust. Some vision types are called secondary visions since
purchase a new one. When purchasing from the Combat Skills be
these can be shifted to from the creature’s normal vision type. This
sure to look for SC (slot cost). You may take your skill slots given to
usually happens at will, when in danger, or due to total darkness.
you by your character class and buy skills that you want. Whenever you buy the skill, it begins at rating 1 of course and then you must
Vision Type
fill in the skills level and dice using the equation: skill rating + attribute rank = skill level . This is covered in the Skills chapter. If you
Astral Sight
wish to purchase combat skills, it costs only 1 skill slot to specialize
When using astral sight you can see a distance equal to your per-
in a certain weapon. For instance you want to specialize in swords.
ception attribute in inches (x5’ in true range). You are looking into
You will spend 1 skill slot to gain +1 to hit with swords. Say for in-
the astral realm, the ethereal plane, or spirit world that co-exists
stance you’re a mage and want to specialize in red magic, well copy
around us. It is like looking into a dream and it exists within the
that information down in the combat skills after spending 1 skill
umbra of our world. You can see things of spirit and magic quite
slot and you can write: Red Magic +1 as a specialization. If you want
well in this vision. You can also make out the auras of creatures
to buy a proficiency which allows you to use a weapon type without
and sometimes see the truth about your surroundings. For instance
suffering negatives to use a weapon type, it also costs 1 skill slot.
a place of great negative energy will be seen as dark and twisted
terrain. You can identify colors of magic that swim around auras
8) Choose Languages
and items, making this a useful tool when identifying mage types
It is time to pick your character’s languages. The numbers of lan-
and magical items. When using this vision your eyes will glow the
guages you may choose are based off of your Intelligence attribute.
primary color of mana that swims within you so it is not good to
You always gain your native tongue. So if it says that you get 1
use this sight when in hiding. Undead see with astral sight and
language according to your intelligence, you get to add one more
their eyes emit a dull black glow that appears as a shimmering pale
fluent language other than your native tongue. These initial picks
shade over their dead eyes or sockets. It will let you see the color
are languages that your character speaks fluently. You may pur-
of mana that entangles a spell caster’s spirit. If the caster is a red
chase another language with a skill slot. If you purchase a language
mage, their mana is abundant with a red mist entangling their aura.
with a skill slot, write the language down in your character skills list instead of fluent languages because you are just starting to
Attack Vision (secondary)
learn the language and are not fluent in it. You can become fluent
Some creatures are born with the ability to petrify their
in it by spending another skill slot on it. There are dead languag-
enemies with one gaze, or use their eyes as some form of
es as well that you may choose, there is a list of languages on
attack. These take unarmed actions to perform unless otherwise
pg. 215. You can learn how to use language skills by reading the
described in detail. Frenzy may be burned in order to attack in this
chapter on skills.
manner. The range of the attack is usually determined by the creature’s perception attribute in inches (x5’ feet for true range).
24
C h aracte r Cre atio n Dark Sight
Chromatic Vision
On a cloudy day you see with normal chromatic vision as far as line
There are several types of chromatic vision but humans that
of site allows. Yet, in total darkness your eyes adjust within a few
are not color blind usually see primarily in trichromatic (blues,
rounds to a tetrachromatic type of vision that is much like seeing
reds, and greens). Chromatic vision or color vision is thought
within a black light. This allows you to see hidden details like
of as common vision for many mortals use it. Your perception
bodily fluids. In total darkness you see a distance as far as the line
attribute gives you a range in inches (for miniature use) of
of sight allows. In bright daylight you are mildly blinded by the
how far you can see while in a haze, fog, moonlight, or other
light thus your range is reduced to perception in inches (x5’ feet)
visually dense atmosphere. You are blind without some kind of
without some way to shield your eyes. Bright light has a way of
light source in total darkness. It usually takes a round or two for
spoiling your dark sight so the light of a torch will bring you back
your eyes to adjust when moving into darkness or stepping into
to trichromatic vision. You cannot see invisible creatures at all.
the light. Chances are you are probably using this vision right now. So, there is probably no real need to describe it further.
Far Sight (secondary) Sonic Sight
The power to enhance your sight at will is called far sight. This
Using echo location you are able to form pictures within your mind
character must state that they wish to shift to this mode from their
of what is near. Anytime there is sound at all you may “see” your
normal vision simply by spending 1 open action to concentrate on
way with sonic sight. In total silence you are blind, thus some crea-
something far away. At any other time their vision is normal yet
tures with this sight use clicking sounds or similar tactics so they
in far sight their vision enhances greatly during concentration, like
can see while moving. If there is a loud sound or sonic attack this
a spyglass does when you place your eye up to it. It simply takes
will cause the character to make a body save or suffer stun effects.
a moment of concentration in order to focus on distant objects.
They may also suffer x2 to x3 power damage from sonic attacks.
Infravision
Ultraviolet Vision
Infravision is a type of sight usually adapted by reptilian
Those with U.V. sight see in the ultraviolet spectrum. There are
races. It is only used when in darkness; your eyes will adjust
certain advantages while seeing in this spectrum, such as bodily
from a dichromatic vision which is more blues and greens than
fluids like urine marks when a beast marks its territory or blood
the normal chromatic vision of humans. Once you adjust to
droplets on the ground. This often makes foraging much easier.
infravision which takes a few rounds, it allows you to see
Ultraviolet vision can be quite useful yet it is normally used by
different levels of hot and cold. Undead and coldblooded
creatures of the wild. Although it is similar to dark sight, those
creatures are still seen in this vision type yet they are not as
with ultraviolet vision do not shift to trichromatic sight, it simply
easily perceived. You will be able to see creatures using invisibil-
stays as is in light or dark.
ity as well and your range is equal to your perception attribute in inches once in total darkness. Things beyond that are pretty hazy. Twilight Vision Also known as low light, or night vision. You see in chromatic vision during daylight and at night if there is some kind of light at all your eyes adjust after a few rounds to twilight vision. Twilight turns your sight into a dichromatic type of sight with two colors sometimes greens and blues or blues and yellows. You see very well in moonlight. The light of a candle will illuminate a room as the moonlight illuminates the shadows of night. Even starlight can illuminate the forest for you. In total darkness the character is still blind, there must be some type of light source for your eyes to enhance, and even the dull emissions from certain magical items can allow you to see in total darkness as if you had a candle.
25
Chap te r I I 10) Fill in Equipment, Weapons, and Armor These items are found on your character class template. Your starting items should be written down in their respective areas on the character sheet. There should be places on your character sheet where you would specifically want to place these items. For instance there is a place to put things on your belt, or another place for your backpack. This is simply to differentiate how quickly a character can pull out an item once in combat. If an item is located on your belt, of course you can access it faster than if it was stored in your back pack. If there are any of these items you do not wish to have, you may ask your GM if you are allowed to sell them for a quarter of their listed price, or trade them for a different item. That is totally up to the GM what they wish to allow for their campaign. It is okay to allow the players to sell items for a quarter of the store price, in most cases. Then again some campaigns might want you to start off without any items at all, this will be up to your GM to decide.
Currency
Worth
Description
25, 50, 100
The trade bar is usually made of silver or gold and used for large transactions
Mertacullum (Sovereign)
20
Often called sovereigns, they gleam with silver and cobalt hues. They are crafted
Valcrium (Ebon)
12
A strong, black metal with a shimmering red glint. These coins are only crafted
1
Also know as Talons, the gold coin is a sign of wealth and a symbol of luck to
Silver (Shilling, Shi)
.25
Silver is commonly stamped with heraldic marks, shi is used in Myen Wu. Silver
Copper (Bronze, Cret, Drach, Zhu )
.05
Trade Bars & Bank Notes
Gold (Talon)
made by merchants, treasury guilds, or royalty. They are stamped with their worth and the heraldic mark.
by the best artisans and the metal is known to conduct magical energy. (m)
by masters and usually only owned by the richest guilds. (v)
many kingdoms. Silver coins are more common but the wealthy possess gold. (g)
is of great worth, worn as amulets and known for its protection from demons. (s) The cret is copper or bronze and cut to weigh properly, stamped with the emperor’s bust. The drach or drachz are also from Aticraulys, the Zhu from Myen Wu often have a square hole in the center. (c) Bits: pence, bones, shards, irons, pfennigs, and pennies. It is the most common
Bit (Bone, Iron, Pfennig, Penny, Shard)
.01
coin and often covered in runes. Many have the bank guild or maker’s mark upon them. Those of iron or cheap metals are primarily called pfennigs, pennies, and irons. Those of bone are called shards or bones. Yet, all equal 1 bit. (p) or (b)
26
C h aracte r Cre atio n 11) Configure Starting Money
A Cultist character is usually a member of an ancient re-
ligion that is not as popular as it may have once been. A very
Roll the die as listed on your character class template. The re-
common cult is that of the dragon worshippers. They pray to the
sult equals the amount of coin you own. Do not get too excited,
dragons and learn the tongue of ezeethanall in hopes the dragon
characters start out pretty broke in Demon Gate. It is up to you to
wars rise again and burn away the unworthy. Many cultists are also
get a job or start making money your way. The rules for maximum
beast worshippers; some barbarian tribes worship the great cave
continuance are up to the game master if they wish to allow it for
bear, or the winter wyrm. There are tribes that possess shamans
your coin roll. This table shows the basic units of currency on
that worship fire and call upon fire elementals. This is the way of
Koth, there are in fact many more units of currency, yet this table
the cultist. If you choose to be a cultist you must also choose which
will give you the basic run-down you will need to start your charac-
being you worship as a god or demigod.
ter. No one should start with a mertacullum coin, but if it happens
it would be a damn miracle! This table represents the worth of
A Fateist is any character who chooses to worship one or
all of the Twelve Fates. It is an old religion in which the belief lies
each coin in gold. Many coins hold imperial marks which of course
within the gods of the stars. The Twelve Fates make up the 12 con-
are crafted in the Aticraulian Empire, said to be the richest place in the world.
stellations and they believe that their fate is already written in the
12) Choose Your Religious Beliefs
You may choose one of the fates or roll one of them randomly on a
It is now time to choose your character’s religious beliefs and spir-
A Heretic character is one that wishes to bring about the
itual path. You may turn to pg. 224 to find the gods. You want to
downfall of religions or is more of an apatheist. Most heretics
find out what god or gods you will choose as your own. Each race
have been wronged in life and blame the Gods for their misfor-
has a list of deities that many of them follow in a polytheistic man-
tunes. Even heretics will possess a spiritual influence percent-
ner. The species and subspecies often follow the same beliefs but
age because even if they do not believe, the spirits are out there
stars from the time they are born under a specific constellation. d12 if you like. The Twelve Fates are found in the chapter on Gods.
they will be described enough for you so that you may decide on
watching them. The spirits of their ancestors will know what ac-
what your character’s religious beliefs are or if they even care about
tions have been taken throughout the trials of life. It is not pos-
gods. Your choices in this world are many but this list attempts to
sible to play a spiritualist character class and be a heretic for ob-
condense them down for you and keep it easily arranged. You will
vious reasons, they often find conflict with spiritualist classes.
want to write what your religious belief is, what path you think
A Monotheistic character chooses to believe in one god
your spirit should follow (light, shadow, or dark), your god or
and follow under his, her, or its rule. This does not mean that they
gods, and then if you need to elaborate the space is available. The
do not believe in the existence of other gods per say, quite often in
choices you may look upon are: Agnostic, Atheist, Cultist, Fateist, Her-
fact this is quite the contrary. They often believe that other gods
etic, Monotheistic, Paganism, and Polytheistic. These are some of the
exist within the pantheons and that others follow them, but only
most basic choices you may pick from and the descriptions are as
that their god is the best fit for them personally. While there are
follows. If you want something not listed here discuss it with your
some that believe that there is only one god, the ultimate creator.
GM.
Paganism is one who believes in the old gods. Ancient gods of this An Agnostic character is one that does not believe mortals
world are ones that most consider now to be the dark lords, the
are capable of knowing the truth or not because the gods are not
Void Gods, or Stygian Gods. This is the primary religious belief
of this realm, if they really do even exist. Therefore the agnostic
of the vatagi race as many follow the gods that are said to have
character chooses to remain neutral on the subject. It is not possi-
created them and others. Even though most see paganism on Koth
ble for an agnostic character to be of one of the spiritualist classes.
as a bad sign, some pagans simply believe in gods that are not very
An Atheist is one who does not believe in god or gods at
popular in the current era. Those that follow the Stygian Gods are
all. Those who choose to be an atheist cannot choose a character
considered pagans though, so if you choose to follow the Stygian
class that is of the spiritualist family for obvious reasons. It is
Gods, look to the chapter on Gods and choose what you will of the
possible to lose ones faith later in the game but during character
six dark lords whom are demons and devils. There are also those
creation this is not possible to be an atheist templar, or atheist
worshiping the Void Gods, the powerful demons that came from
priest.
the sky and enslaved the world.
27
Chap te r I I
13) Spells (if Applicable)
A Polytheistic belief is one that follows an entire pantheon
of gods. It is often very situational for them as well, due to what
Fill in your spells in the proper location of your character sheet.
is happening in their lives at the time. For times of war they call
You can find the stats of each spell in the magic chapter which
upon the god of war, in times of needing food, the call upon the
starts on Pg. 270. Be sure to write these stats down on your sheet!
deity of the harvest, etc. Usually though, a polytheist will choose three gods out of the entire pantheon in which they give most of
14) Character Traits & Ghost Saga
their prayers to, so in this case if you were to follow the human pantheon you should choose three in the pantheon best suited for
You start with 5 Ghost Saga. These are simply free points that
your worship and devotion.
allow you to flesh out that soul of yours a little and spice it up. Your ghost saga is only used during character creation. These may be used to purchase values from the character traits list. Character
Spiritual Path
flaws will give you more ghost saga. The ghost saga can be treated
The spiritual path is from the Book of the Tao or book
just like saga points where you can spend them on your character
of paths and is utilized throughout most religions in some way. It
to get more frenzy, hit points, mana, chi, raise skills, etc. Spend
has also been adapted into many pantheons as a way of bringing
them all or they vanish once the game starts. Poof, like a ghost, get
order to chaos. There are no alignments in this game so no choice
it? Yes, it took deep thought to create that! You are allowed 6 max
is forced upon you, for you must make your own decisions.
flaws and values all together when designing your character traits. You can choose no more than 6 though. You do not need to take any at all if you do not wish to. If you want you can simply take the
Path of Light: those who look to the stars for guidance, the twin
ghost saga and spend them on your character. For example; 5 ghost
suns Aos and Set. The light is guidance, warmth, energy, and pu-
saga can give you 4 more max hit points and 2 more frenzy to your
rifies evil and the undead. It burns away impurities and is often
frenzy pool. You may do this if you want to skip traits.
thought of as the road to the Heavens, and the destroyer of dark. Path of Shadows: those who care little for religion are shadow path
Character Traits & Disposition: these will not only help you build
walkers. Spiritualists believe there must be a balance of light and
on your character’s personality but certain modifications may be added to your character to help and sometimes hinder your
dark. They are survivors, often loners, lone wolves. Some believe in
actions. There are two types of character traits; Flaws and Values.
unity, neutrality, while others simply choose to be free.
Characters may not possess a Value and a Flaw that will cancel
Path of Darkness: the darkness was the beginning, it hides us when
each other out or interfere with how the other works.
we need to go unseen. It is cold, it is the everlasting Void that we so helplessly float within. It is where we will inevitably return to
Flaws: will grant you more ghost saga to play with, but they tend to
one day when it is finished with us. Those who shun the light are
de-buff your character in certain ways. Flaws are negative aspects
often dark path followers. It does not always have to be evil. If you
of your character that must be used during role-playing to properly
need more information on religions, review the Gods on Pg. 218.
play your character. Some flaws will have a severity which can be determined by rolling a d6. The severity table is on pg. 40.
Soul Be sure to add your soul points in the open field within
Values: These costs ghost saga to possess, yet they are there to give
this area of your character sheet, most races gain 10, terrans gain
your character some advantages. Sometimes you have to get a few
12. Soul points are reduced anytime you are killed and brought back
flaws to be able to buy the value that you want. So look through
to life, let us hope not often. When you are saved due to a spiritual
them and find something that fits well for you.
influence roll you do not lose points. If you happen to be resurrected because of a spell you will suffer a roll of the Lazarus Die,
Disposition is a random personality table that allows for you to roll
which will reduce your Soul by d3 points. You also lose soul when
your percentile dice (d100) in order to find out what your charac-
replacing body parts with mechanical or magical parts, if your GM
ter’s personality is generally like. You are allowed 3 rolls and you only end up choosing 2 from the list. This is not mandatory at all.
allows this. When this reaches 0 and is gone, so is your soul.
28
C h aracte r Cre atio n Archenemy (5 Ghost Saga)
Character Traits
higher than them at all times. The enemy will most likely have hired henchmen or mercenaries that operate with them. They always seem
Character Flaws
to know your every move, and for some reason they want you to suffer. This does not necessarily mean that the nemesis wants you
Addiction (3 Ghost Saga)
The character has a nemesis that remains at least 2 levels
dead, or perhaps they do? This is up to the GM to decide. Where
The character has a heavy addiction to something that is
and when your arch enemy strikes will be a mystery. The arch enemy
often a narcotic, alcohol, or something debilitating in some form or
will attempt to flee when it looks like they are losing. The nemesis
another. This causes them to seek it with vigor. The GM may decide
should possess the sneaky talents vanish and retreat to help in this
when the character must make a Willpower attribute check in order
endeavor.
to focus their mind on other things. An addiction to tobacco is not
Arrogant (3 Ghost Saga)
serious enough for the trait. You can also roll a d6 on the severity table for your addiction. If you are addicted to a narcotic or alcohol
This guy thinks he is the reason the world is here. He’s the
you may find these in the magic chapter near herbalism. The severity
best thing since the invention of black powder. He knows his friend
of the addiction can be equal to needed uses per day in many cases.
is in melee combat but who cares, he never misses. -1 to charisma attribute. This character is very confident in his abilities and thinks
Aggressive (4 Ghost Saga)
very highly of himself which makes him kind of a prick. The arrogant
The character is very hot tempered and easily angered.
character will ignore the fact that an ally is in line of sight if it comes
There are certain situations that do not call for hostility at all but
down to firing a crossbow or throwing an ax at an enemy. He must
this one likes to turn it hostile. Having this trait will permanently
pay no attention to this and attack if the opportunity arises.
drop your charisma attribute by 1 point, but add +1 to your initiative
Awkward (3 Ghost Saga)
modifier when in an aggressive mode. They are good to have around in a fight, but they are not the best to use in diplomatic negotiations.
socially with others. The character will suffer a -2 to his or her social
Allergy (4 Ghost Saga)
This character has problems when it comes to interacting
modifier when trying to have a conversation of value. Not all con-
The character has a horrible allergy that cannot be sus-
versations require you to roll a charisma check of course. So after
tained (an allergy to sunlight, silver, a certain herb, etc.). Whenever
making the social interaction roll just subtract 2 from the result.
the character comes into contact with this substance, they must make
Blind (8 Ghost Saga)
a body attribute check equal to your severity x3 as the target number. If failed, they will receive a -2 to attack and defend, -1 per severity to
This character does not possess the ability of sight. A blind character
all physical attributes which lasts d4 hours even after they have es-
must use all other senses as perception. They receive -2 to the per-
caped the source. You can make a severity roll on a d6 after this trait
ception attribute permanently. They must get blind fighting or blind
is chosen to see how bad the case is.
shooting skills or suffer up to -10 to attack and defend in many situations. Magic is very difficult until they gain the ability astral percep-
Amnesia (5 Ghost Saga)
tion so in order to play a blind spell caster you must choose a caster
The character cannot recall their past or perhaps remem-
that gains the ability astral sight or astral perception at some point
ber anything from their childhood. They lose 1 to their initial skill
or you will not be able to cast many spells that require a target to be
slots given on the character class template. There may be bad things
found. I must warn you that allowing a blind character in a campaign
from their past that might be interested in finding out where the
is left to the GM’s discretion to allow in their game.
character is now? The GM and the player may come up with a good
Bumbling Wizard (4 Ghost Saga)
background for the character. Whatever idea the player creates the GM must approve it.
This character has always suffered as the class clown of the
magic school and was always the one the archmages had to watch over with a counter spell in case the caster failed horribly on a spell.
29
Chap te r I I This flaw is sometimes a blessing in disguise. For many times the spells have failed during the incantations, but somehow the caster is still alive. Perhaps the gods humor this one? The caster can fail on a spell roll from 1 to 4; they must roll at least a 5 or higher for the spell to even succeed. As a normal caster fails with any spell of 1 to 3 on
Dark Past (1 Ghost Saga)
their d20, the bumbling wizard has a little more of a fail threshold.
Yet, the bumbling wizard is also granted the power to re-roll a result
tective over simple questions about their past. They would prefer
on the magical fumble table by spending 1 spiritual influence point
that others do not worry about their past life and not share expe-
to do so. This may only be re-rolled once per failed spell. This re-roll
riences with others about their childhood, especially if a question
is only used for the percentile when you have fumbled a spell on a
touches on the subject of their dark past or near to it at all. If some-
roll of natural 1 to cast.
one is able to break in and find out the secret that haunts them, this
These characters are often reclusive and tend to grow pro-
could ruin everything for the character and they would either have to
Burnt-Out
(4 Ghost Saga)
flee or perhaps even get rid of the one who knows their secret.
The character has definitely had too much pipe weed, opi-
ates, lotus, hallucinogens, alcohol, or something of the sort. Their
Deaf (6 Ghost Saga)
brain is fried from so much abuse! They always seem to be off in
their own little dream world. It usually takes two or three times to
smell. Not having the ability to hear will also take away the ability
realize that their name is being called. Lose 1 point of intelligence
of speaking a language properly so sign language is their preferred
permanently.
method of speech. I will warn that this should be left to the GM’s
All perception is off of their senses of sight, feeling, and
discretion to even allow. It is harder to GM for characters that lack
Compulsive (2 Ghost Saga)
a certain sense. They receive penalties only under certain situations,
which the GM may wish to elaborate upon. They suffer -2 to their
They do everything routine. They do things a little too of-
ten and a little too much. For instance, counting everything, cleaning
perception attribute permanently.
everything, routine inspection of arrows every hour! “Where is the sixteenth arrow?! I had sixteen arrows in here!? Where is the other
Death Wish (5 Ghost Saga)
arrow?!” In certain cases it may come in handy when one of the party
says something like this, “I wish I could have remembered how many
For some reason, they do not enjoy their own existence; they care
steps there were in that wizard’s tower?” It is very possible that the
little for themselves and will throw themselves into the way of dan-
compulsive character might actually have counted them. The only
ger in the midst of a combat situation. Most of the time they will
problem is that during an episode they just might get the party in
not even take cover unless it serves a tactical purpose to help save
trouble when they are running from the horde of goblins and the
their allies or only in special circumstances should it be aloud. What
character has to go back to turn the door handle three times. Roll a
would a death wish character need with a shield? Most of these char-
d6 for use on the severity table.
acters do not live long at all. There is something that is still driving
The character is possibly suicidal but cannot off their self.
them to accomplish, be it vengeance or justice, thus they carry on to
Cowardly (4 Ghost Saga)
accomplish something. Remember do not choose this if you plan on
playing this character long, this is usually only good for one shots or
A coward must make a willpower attribute check in order
to stay in most combat situations that you run into, especially when
short campaigns.
the party is outnumbered. Cowards will never be in the front of the fight of course. They would seem to prefer ranged combat if any
Deep Hatred (1 Ghost Saga)
combat at all. The GM may come up with a target number based
upon the situation. If they fail the target number they may run or
race, cult, guild, or group of creatures. For some reason, anytime
cower in a corner or behind another character, roll on the fear table
they are around, the character gets pissed about it and sometimes
found under combat scenarios in the combat chapter. The coward
attacks (Willpower check to prevent a fight). Roll a d6 severity for the
also suffers -3 to the rank of their willpower checks when hit by a
deep hatred and multiply this result by x2 to get a target number to
fear attack.
restrain from attacking a member of their deep hatred.
30
The character holds a terrible grudge against a creature,
C h aracte r Cre atio n Disease (4 Ghost Saga)
Lost Love (1 Ghost Saga)
This character has a terrible disease that has not yet found
The character is almost completely obsessed with the
a medical or magical cure. They may get deathly ill at times or suf-
memory of a lost loved one. The fun they had together and the
fer mild penalties during play. Feel free to elaborate on the story
joy they once shared is no longer there. Now life seems to have
of this disease and game masters should certainly recognize good
no meaning without them. Willpower check if this happens during
role-playing when the player keeps up with the disease trait on their
the campaign with a target # 8. Those who fail could possibly gain
character. You are free to create penalties for this disease with no
another affliction later due to the trauma. The character should also
cure. Feel free to roll the d6 for severity as well. During an episode
make a willpower check when around something that reminds the
the character should suffer -1 to their strength attribute per severity.
character of the lost love or fall into a depression or violent shift of emotions. This feeling fades a bit over years yet it will always linger
Hunted (3 Ghost Saga)
there. When the character is forced to tell the story this does indeed
For some reason, there is a bounty on this character’s head.
rekindle the depressing emotions. Perhaps they were lost in the Pale
They are constantly being hunted by mercenaries and bounty hunt-
Plague or war? You decide what happened, only something tragic
ers who wish to destroy them or take them in. They are cautious and
will do.
find it hard to trust anyone they come across. Create an NPC that has put this bounty on the character and give them a hunted status
Merciful (2 Ghost Saga)
in a specific city, stronghold, country, whatever you like that fits your
back story, but do not add this reputation bonus to the character’s
will not, for any reason, torture another creature. They would rather
primary reputation points.
kill a creature and put it out of its misery then watch a creature suf-
The character cannot stand to see a creature in pain. They
fer. This doesn’t mean that they must kill any wounded creature they
Ill Repute (4 Ghost Saga)
see; your character would certainly wish to find a way to heal the
Your character will start the game with bad reputation so
others suffering. They will not allow their party members to torture
simply write in - 15 reputation into the bad rep area as well a 15 to
others, even if it helps their quest. If they cannot stop the act of tor-
your total reputation. If you gain any other reputation through gift
ture, they will not witness it and must leave the scene probably not
rolls you must add that to your total reputation and choose if you
in the best of moods.
want to add it to bad or good rep. Your prior actions that have led up to this moment were not all good deeds that is for sure. What did
Mute (6 Ghost Saga)
you do? You design what you did to put you on the path to villain.
The character does not possess the ability to speak. They
have lost it for some reason, and cannot use their vocal cords. They
Impulsive (2 Ghost Saga)
can only converse with hand signals or sign language. Spell casters
The character cannot suppress the urge to act now; they
cannot choose this trait due to the fact that the majority of all spells
cannot wait for others to make a decision half the time. They are
are somatic and verbal in their invocations. Be carefully when choos-
impatient and anxious. They must act immediately about things and
ing a life altering trait such as this, for this means that your character
often cut other players off during the forming of a plan.
will have a severe disadvantage throughout the remainder of your gameplay.
Insanity (4 Ghost Saga)
Oblivious (6 Ghost Saga)
You must roll on the mental affliction table for your form
of insanity. Any form of severe mental trauma has the ability to cause
This character doesn’t know what the hell is going on. They
insanity. If you wish to have more than one affliction when making
do not pick up on most of the sights and sounds around them. For
your character, this is fine as well. You may only take this flaw up
some reason, they always seem to be looking the other way. The
to 2 times, which includes rolling on the affliction table 2 times. It
character must suffer a -2 to their perception attribute permanently.
is possible however to gain more afflictions later during game play. Don’t get too crazy, you’ll be sorry. You will be rolling the severity
Old Battle Wound (5 Ghost Saga)
table as well for most afflictions.
The character must roll a d6 or a body part die (hit location
die). (d6) 1: L. Leg, 2: R. Leg, 3: Torso, 4: L. Arm, 5: R. Arm, 6: Head.
31
Chap te r I I Zealot (4 Ghost Saga)
There is a loss of -2 to an attribute concerning which location the wound is at. The Torso: -2 to body attribute, Arm: -2 to strength,
and Leg: -2 to dexterity. A result of the Head requires you to roll d6
to their god or pantheon is what matters most in life. They will
again to find out more sprecifics; 1-2: Perception, 3-4: Intelligence,
die for their order and to protect the theological structure from any
5-6: Willpower. The loss of -2 attributes is suffered yet it also makes
who oppose. Those who get in their way will find where the zealot’s
the character a little tougher giving them +1 to their Toughness, +1
true loyalties are. The zealot must do what it takes during situations
Fortitude, and +1 to their Charisma attribute. This was no ordinary
where their religious order is concerned. Priests, shamans, or high
wound when it was given, this wound almost took the character’s life
ranking members of their order are looked upon as the conduits or
and a major scar will be there until the flesh is no more.
messengers of their gods. Thus if they are given orders they must follow them. In times of deceit, treachery, or conflicting orders com-
One Eye (5 Ghost Saga)
The character is a fanatic of their religious order. Service
ing from a member of their clergy they will make willpower checks
The character lost their eye in a battle, an accident in their
with a -3 to the result of their roll. Opposing their deity or those
past, or perhaps they were born monocular. They can wear a patch if
within the order is not in their nature so this subject will be a diffi-
they wish to look normal, or they choose to possess a scar with one
cult one for them. This character does gain an additional +3% to their
white orb, whatever they want to look like. The character suffers -2
spiritual influence to start. They must also pay a 15% tithe at least
to their perception attribute permanently. The character also suffers
once a month or when possible.
a -1 to hit with projectiles due to the loss of depth perception. The character’s peripheral vision is not as good either and unfortunately their other senses are not heightened by the loss of only one eye.
Tormented (4 Ghost Saga)
The character was tormented night and day by horrific ex-
periences. These horrible experiences have caused trauma and created a type of mental affliction. It is up to the player or GM if this torment was during their childhood or during their recent past. Perhaps the character was a prisoner of war, or a slave? Whatever you choose, it has made a scar in the character’s mind. Roll once on the affliction table and a d6 for severity.
Uneducated (5 Ghost Saga)
This character has never received any proper instruction or
schooling during their life. They might be ignorant to many things that involve intellect but some still know well the skills of everyday life, or how to fight. The character must suffer a -2 to their Intelligence attribute permanently.
Unsightly (4 Ghost Saga)
The character is not easy on the eyes. Out of the three
physical beauty rolls made with 2d10 you suffer a -3 on all the rolls and can choose one that is no higher than an 8. Physical beauty usually only pertains to members of the same race, yet some species do intermingle and crossbreed. Any PB of a 3 or lower can sometimes cause common folk to be frightened or uneasy. This also causes a -3 to the result of a social roll when attempting to flirt with other characters.
32
C h aracte r Cre atio n
Character Values
wish to purchase a magical skill then you can take the 2 saga points that are left over and place them in your saved saga points but do not add them to your cumulative.
Alertness (-8 Ghost Saga) The character is very aware of their surroundings most of the
Attractive (-5 Ghost Saga)
time. They possess a sense of caution that keeps them checking their
back every few seconds. The character gains a +2 to their perception attribute permanently. This also makes them a very light sleeper
considered attractive. Being an attractive person may add +1 social
without penalties to their perception checks during sleep.
modifier when it comes to flirting with members of the opposite sex or attempting to seduce another character.
Ambidextrous (-6 Ghost Saga)
This character was born with a natural affinity to use both
Born Again Hard (-8 Ghost Saga)
hands with equal skill, never really preferring one over the other
when it came to wielding a sword or punching an enemy. They may
philim ancestors, or perhaps they were blessed by their Gods. Gain
hand but when it comes to combat they are well versed in the use of
+2 to their Body Attribute permanently for being extra tough.
either. Gaining this trait will take away 1 skill slot, or the cost of 10 saga points from purchasing the dual weapons skill. Any dual weap-
Bravery (-5 Ghost Saga)
ons skill normally costs 3 skill slots; with this trait you only spend 2
skill slots for it.
This character is remarkably brave, even in the most dan-
gerous situations. They gain +3 to their Willpower checks versus fear based attacks. Even during magical fear based attacks they gain the
Animal Affinity (-5 Ghost Saga)
+3 to add to their willpower roll.
This character has a rare empathic ability with animals and
a strong respect for certain creatures of the world. This lowers the
Brawn (-8 Ghost Saga)
target number by 3 points anytime a charisma check or animal kin-
ship check is made in order to alter the creature’s perception of the
This character has put a great deal of time into building his
or her muscles. Whether or not this was intentional or if they were
character. This can also allow the character a better chance of gaining
forced into hard labor is a part of their story that can be designed by
an animal companion if they choose to bond with one in particular.
you. The character gains a +2 to their strength attribute permanently
This trait will not stop an angry or enraged creature from attacking
and tacks on about 20lbs. of weight to their body.
the character unless there are very specific circumstances given by the GM.
Code of Honor
Aptitude (-6 Ghost Saga)
(-2 Ghost Saga)
This character has an honorable moral code that they must
live by. The player may design this code and talk it over with the GM
The character used a great deal of their free time reading,
to figure out what the code of honor entails. Even some assassins
studying, or listening to the lectures of scholars. They try to un-
will honor a code of ethics at times where once a mark is killed or
derstand a little about everything. The character gains a +1 to their
captured; the prize goes to the one who finished the target. Some
Intelligence attribute permanently.
honor codes are strongly embedded into the scriptures and liturgy of religious texts. Whatever the code entails the character must stay
Arcane Lore (-7 Ghost Saga)
This character was born with a natural, physical advantage
to their body structure. Perhaps a gift passed down from their ne-
still write (if they know how to read and write that is) with a specific
The character can gain a +3 on the roll of their
physical beauty check and the result must be a 12 or higher to be
true to his or her word of honor. Keeping this trait in line may some-
This character is adept at learning subjects containing the
times grant the character extra Saga points for upholding true to the
arcane arts. The character spends a great deal of their time learning
word, yet breaking the code could force the GM to take points away.
magical lore and thaumaturgical studies. They can move their spell time down by one rank (as if they possessed the next level in the intelligence attribute). They can also purchase any skill slot that is meant to buy a magical skill for only 8 Saga Points instead of 10. If you are gifted with a skill slot due to level advancement gifts and
33
Chap te r I I Combat Training (-8 Ghost Saga)
ger within the area of the character’s perception attribute (in inches
The character has made training in the discipline of war
for miniatures or x5’ feet in a radius around the character). It is also
a great part of their life. Whether it was with masters of the sword
strong enough at times to wake a character from their slumber. This
in the Far East, or if it was in the fighting pits of vatagi slave lords
value grants a character a +1 to their perception roll when attempting
they have become adept at combat. They can purchase a skill slot for
to sense danger.
combat skills with only 8 Saga Points instead of 10. If they use a skill slot to purchase a combat skill they can take the extra 2 points and
Devout (-4 Ghost Saga)
place them in their character’s saved Saga Point pool, but not their
cumulative pool.
or pantheon. They attend mass or prayer often and uphold the law of
The character has been strong upon the path of their god
the scriptures very well. The character gains a +2% to their spiritual
Cool (-5 Ghost Saga)
influence. This trait can be purchased with the Zealot flaw if you
The character is able to keep calm in many situations. As a
wish to gain the spiritual influence bonus, yet doing so will make
matter of fact, they are nearly always at ease. The character cannot be
you suffer -5 instead of just -2 to your willpower rolls concerning the
intimidated or interrogated easily. Those with the cool character trait
defense of your religious beliefs. If you possess this trait you must
never let their emotions show when they need to hide them. This
pay a tithe of 10% each month. If you have chosen both Zealot and
trait will add +3 to the rank of the willpower attribute when rolling
Devout you must pay 25% of your wealth each month.
versus emotional scenarios in which keeping their cool will help.
Driven (-6 Ghost Saga)
Common Sense (-4 Ghost Saga)
The character is always determined to meet their goal.
The character is sometimes struck by their common sense
They may see a situation to be a part of their destiny. Driven char-
when attempting to do something irrational. The GM may warn the
acters make good group leaders and will stop at nothing to complete
character that something the character is about to do might be dan-
their goals. They gain a +1 to their Willpower attribute. When their
gerous or even ridiculous. It is not always up to the GM to remember
mind is set on something it is hard to bring them off target.
everyone’s traits, so as a player you might wish to let the GM know
Eidetic Memory (-4 Ghost Saga)
by saying, “do I think this is a good idea? I have common sense.” This
They are not one to forget a face, sound, or even objects are
little warning is all that is needed sometimes.
strongly committed to memory. The GM may allow the player to
Craftsman (-5 Ghost Saga)
make an Intelligence check with a +3 to the roll of the check in order
This character has always been good at working with their
to use their photographic memory to recover a lost name or informa-
hands. They can build and learn skills of the trade with much more
tion that the character has seen before that the player may not recall.
aptitude than others. Whenever you wish to purchase a trade skill you may do so with 8 Saga Points instead of 10. If you use a skill slot
Emotionless (-5 Ghost Saga)
for a trade skill you can gain the additional 2 points left over and add
them to your saved Saga Points pool but not your cumulative Saga
ing them mental anguish. They may gain a +3 bonus to the roll of
Point pool.
their willpower check in certain situations such as fear, hatred, sor-
At times, this character can sever their emotions from caus-
row, or falling in love. The character can only gain this bonus during
Danger Sense (-8 Ghost Saga)
a willpower check that is made for resisting emotional pressure.
The character has a strange “sixth sense” when danger
lurks nearby. The sense may come to the character as a bad feel-
Friend (-4 Ghost Saga)
ing, hair standing on your arm, etc. The GM may secretly make the
character’s Perception check if they know it or simply ask the party
some time. This friend would fight by your side, charge into Hell for
to make a perception check, lowering the target number for this spe-
you, and would die to save you. You believe that you can trust this
cific individual by 3 to 5 points. This trait is another good one for
friend with your life and your very soul. Name this friend and create
the player to remind the GM that they have it by asking, “Do I sense
where he or she lives. You may visit the friend in times of need.
danger in the area?” This trait often allows a character to sense dan-
34
You possess a good friend that you have known for quite
C h aracte r Cre atio n Funny (-4 Ghost Saga)
Physically Adept (-5 Ghost Saga)
The character has a natural value that allows them to make
This character has always excelled in physical activities.
funny remarks at just the right time. They are good with humor and
Their body seems tuned to the physical skills in a way that it makes
quick with jokes that make them better with social interactions than
them easier for them to attain than other characters. Whenever you
most. They gain a simple +2 social modifier to their charisma check
wish to purchase a physical skill you may do so with 8 Saga Points
result when attempting to make light of a situation or to make a joke
instead of 10. If you use a skill slot for a physical skill you can gain
to impress people around them. This trait should not be taken with
the additional 2 points left over and add them to your saved Saga
the awkward flaw for they conflict with one another.
Points pool but not your cumulative Saga Point pool.
Intimidating (-5 Ghost Saga)
Prestige (-4 Ghost Saga)
The character is an intimidating creature. Perhaps they look
This trait allows your character to start the game with +15
dangerous or let off a dangerous aura around them that makes oth-
more good reputation. Something you have accomplished in your
ers feel a little uneasy, especially when they get angry. The GM may
days prior has given you a good word on your name. You cannot have
decide if enemies are intimidated around the character by making a
this value with the ill repute flaw because these two traits conflict.
Willpower check for the character’s foes. Characters can often use this to their advantage by making a charisma check at +2 to the rank
Quick (-8 Ghost Saga)
of the charisma attribute. This is to see how intimidating they are
being, this of course is resisted by their foes willpower check. This
You have always been agile and faster than others of your race. You
trait may be used to gain information from another without the use
do practice activities that enhance your agility often and try to keep
of torture or inflicting pain. This is not a cause fear ability that forces
your hand eye coordination finely tuned. For you, quickness means
enemies to run, grovel, or give up. Yet the GM may sometimes allow
more than strength. So in order to take this trait, you must possess a
the character to cause a target enemy to suffer fear effects in certain
higher dexterity attribute than a strength attribute.
This trait allows you to gain +2 to your dexterity attribute.
circumstances, such as a botch on their resisted willpower check.
Silver Tongue (-8 Ghost Saga)
Iron Will (-8 Ghost Saga)
The character has a very strong mental affinity. They have
The character is a smooth talker. Using the ability of speech
to manipulate minds and persuade other characters with their crafty
struggled through hard mental battles in their past that have given
words. The character gains a +2 to the Charisma attribute.
them greater resolve. Character gains a +2 to their Willpower attri-
Vagabond (-5 Saga Points)
bute permanently, and +1 to their Fortitude.
Mental Resistance (-8 Ghost Saga)
You are a wanderer and often thought of as a rogue. You
learned quite a few survival tricks during your travels so this makes
The character was born with a natural resistance to mental
you gain these types of skills and advance in them with ease. When-
attacks. They gain a +1 to defend against all mental attacks and +3
ever you wish to purchase a roguish skill you may do so with 8 Saga
ranks to resisted willpower checks. This bonus is only given to the
Points instead of 10. If you use a skill slot for a roguish skill you can
character when they are resisting willpower checks.
gain the additional 2 points left over and add them to your saved Saga Points pool but not your cumulative Saga Point pool.
Pain Tolerance (-6 Ghost Saga)
Well Educated (-8 Ghost Saga)
Pain makes you harder. The character has suffered through
great amounts of torture, physical pain, tooth infections, child birth,
The character studied at a major institute with a great teacher
lectures on theology, or some other forms of horrible suffering. The
of good repute. The character gains a +2 to Intelligence. The char-
character has a very high pain tolerance. They do not have to make
acter can also spend 8 Saga Points to purchase any scholarly skills
trauma checks. They can also lower a target number by 3 when mak-
during character creation. Thus if using their skill slots to purchase
ing a willpower check versus torture or pain. If they wish to spill
the skill they will have 2 saga left over that they can add to their saved
information they can, if not they may die keeping a secret. They do
saga pool but not to their cumulative pool. Mental Affliction Table
not suffer additional damage from specific pain attacks.
There are many ways of losing one’s mental stability. Some are born
35
Chap te r I I
Mental Affliction Table
Temporary Afflictions
Some afflictions gained during game play are only tempo-
rary. You might lose a willpower check and be forced to suffer a tem
porary affliction that is randomly rolled and given a random severity
There are many ways of losing one’s mental stability. Some
as well. This may only be a temporary affliction and after a short time
are born with an affliction of the mind; others gain mental torments
it may go away, or it may become permanent. The GM or player can
due to traumatic episodes within their lives or childhood. Some
roll the severity of the affliction on the d6 to see how serious the af-
afflictions are brought on by toxins in the body or addictions that
fliction is at first. The affliction can be forced into permanency after
alter the chemical make-up of the mind. Unfortunately there are not
rolling a 6 on the temporary severity and suffering for an extended
many cures to these problems in this dark age and very little magic
period of time with many episodes that unlock it permanently. You
is created to save someone from afflictions. Some alchemists and
may also obtain it permanently by having several psychotic episodes
healers may have some kind of treatment for you but it will most
within a short time period. The duration of a temporary insanity is
likely cost you.
completely up to the GM but may be based off of severity. For in-
The GM and the player may wish to elaborate upon
stance a 1 could be a d6 days with a 6 being 6d6 days.
the mental affliction, especially during character creation. If this affliction was gained before the player began playing his or her
% Roll Mental Affliction Result
character then this list is here for you to decide or roll on what affliction your character has. There are many afflictions here that
01- 02
leave design open to the player and GM to create. Many of the truly disturbing afflictions will be left for you to elaborate upon. You
ties due to the constant nightmares. An episode of this will cause the
can create some very horrific and dangerous gameplay using these
character to suffer -1 to their perception and willpower per severity,
afflictions as a character design so be careful what you make.
Nightmares: constantly assaulted by nightmares. This caus-
es a lack of sleep and causes physical impairment during daily activi-
for 1 full day without medical herbs to calm the nightmares.
Every affliction also has a severity which is discovered by
rolling a d6. The d6 is the severity die, a 1 being a mild case, a 6
03- 05
being a chronic case. This d6 also is multiplied by x 10 to give you a
Paranoia: uncontrollable paranoid delusions. The character
is constantly watching their back or searching for any signs of a
percentage as well. So when you roll a 3 (3 x 10= 30%) you possess a
stalker behind them or around them or on their gear. An episode of
30% percent chance of having an episode. Thus the GM rolls or will
this disorder causes the character to search their gear, their room,
ask the player to roll for this on occasion when an episode of the
their camp, they become overly suspicious of others. They believe
affliction is in question. The GM may alter this percentage as they
people are talking about them or plotting against them. It can be a
see fit and due to situations or special circumstances they may add a
very dangerous affliction, especially those with a high severity.
+10% chance to your severity and make a roll to see if your affliction fires up.
06-07
Touched: strange behavioral patterns that are odd to one’s
own culture. This character suffers a -1 per rating of the severity to their charisma attribute. An episode of this disorder causes the character to act very strange and out of the ordinary in their surroundings. This will certainly give them away as someone who is not right, in the head. Normally they are quiet, withdrawn, or have a certain type of tic. Sometimes they will repeat the same phrase over and over; some even seem catatonic at times. They begin talking to themselves and bobbing in the corner, saying things to others that aren’t there, shouting, laughing, dancing, crying, and all for some reason no one else can figure out, not even them. 08-09
Hermit: withdrawn from others, reclusive. The character
often spends time away from their party and will find it hard to
36
C h aracte r Cre atio n shack up with others, which can become dangerous when enemies
the character must have sex or please their self if there is no other
are nearby. They do not like social interactions and become with-
character available that sparks their interest. Many harlots or whores
drawn during an episode -1 x severity to the charisma attribute.
may suffer from this so they seek it and turn a profit from it. Your sickness could also take a darker path with a roll of 6, with an afflic-
10-11
Agoraphobic: this anxiety disorder is a fear of the environ-
tion such as necrophilia. There are many dark paths to choose from
ment as dangerous or unsafe. The character must take shelter during
here so be careful what you might choose with certain groups you
an episode and spend a half an hour to calm down. If in combat
play with.
during an episode they suffer -1 to attack and defend per severity, due to disorientation and panic attacks. They prefer to be home or in a
21-23
Neurosis: fear, panic, worry of everyday affairs. Without
place they feel safe within.
proper herbs or medicines the character will suffer -2 to their body, willpower, and charisma attributes x severity, during an anxiety at-
12-14
Megalomania: an obsession with oneself as being powerful,
tack.
wealthy, or better than everyone. The character suffers -1 to their charisma attribute per rating of severity. This loss is permanent.
24-26
During an episode of this disorder the character will act overly con-
the dark. This fear is automatically activated when in contact with
Phobia: extreme fear of something; heights, spiders, snakes,
ceited, or attempt to show off, and try to attract attention so that
their fear. They must make a willpower check with a target number
everyone knows how powerful they are.
= to the rating of the severity x2. If failed they must roll on the fear table found in the combat chapter under scenarios.
15-16
Cold Blooded: the feelings and emotions have become lost
to you, fear, love, hate, happiness; you are avoidant at a severity of
27-28
1, at 6 you are antisocial. All of these emotions seem to be stifled
the fifth dimension and coming from the 7th realm or the White
Angelic Voices: there are voices coming to you from beyond
by something. You have become dead inside and must fill the hole
Plane. You can hear the voices of the angels sometimes and some-
with something, maybe even bodies? Who knows but the emptiness
times they warn you or tell you things that must be true. You feel
is lonely and cold. You must suffer -1 per severity to charisma and
that you have been blessed by their light and even see the good or
willpower during an episode and you may gain this severity to the
evil in people at time, during an episode you may see the aura of a
level of a skill or rank of an attribute when resisting a check dealing
person or may receive messages from the angels.
with emotions. 29-30 17-18
Tongue Tied: loss of ability to communicate. Depending
Delirium: hallucinations, delusions, sleep deprivation, per-
upon severity the subject may even speak in tongues that are not
ceptual deficits. During an episode the character must suffer -1 to the
known by anyone else. Without proper herbs a character will not be
perception attribute, per rating of severity. You see things that others
able to make complete sentences properly and suffer -1 x severity, to
do not, as if you had not slept in two weeks. You might talk to the
cast spells with an invocation component during an episode.
dead, follow a woman into the woods who isn’t there, and follow a man into a burning building.
31-32
Bereavement: you suffer from the loss of a loved one; broth-
er, sister, father, mother, spouse, or child. As some pass through this 19-20
Love Sick: you have some form of sexual dysfunction which
period of grief you are consumed by the loss and cannot seem to
has a very broad plethora of other afflictions within it. Thus it is left
move on passed it. This grief can cause many other types of pain to
to you to determine this by the severity that is rolled to narrow it
arise over time. During an episode suffer -1 to the body and willpow-
down. A 1 may grant you a passionless dysfunction. You are uninter-
er attributes x severity.
ested in sexual activity or perhaps you find strange objects arousing? Suffer a -1 to charisma permanently. Without proper herbs or medi-
33-35
cation you will not have sex. However you are immune to seduction
flesh or scales. Character gains 1 to toughness and suffers -1 to phys-
in any way for you do not feel an urge to perform the act of intimacy
ical beauty. During an episode they will cause a d6x severity of dam-
at all. A roll of 3 may be a nymphomaniac with a heavy urge to have
age to their self.
sex at least once a day or more. During an episode of this disorder
37
Scrazies: uncontrollable urge to pick, scratch, and peel your
Chap te r I I 36-38
Erratic: total random shifts in moods. The character moves
or obtain a book every time they have an episode or pass a library.
from being happy to sad, fearful to angry with the snap of a fin-
They enjoy books and scrolls and must keep many of them around.
ger. During an episode of this disorder they will flip to the opposite
Anytime there is an episode they must attempt to seek out a book
mood that should fit their environment or surrounding at the cur-
or scroll. This could very well be the exact same book (with a higher
rent time. In combat this could be fear and they could flee instead of
severity); even if they have 10 copies already some only need the
fighting. This character suffers a -1 to the charisma attribute perma-
same book, some need to surround themselves with any type of
nently. Roll a d4 to see what mood is shifted to 1: Happy: + severity to
books at all, or a specific type of writing (those with a low severity).
charisma and does not wish to fight, 2: Fear (roll on the fear table), 3: Sad – severity to willpower, 4: Anger – severity to charisma.
50-53
Liar: uncontrollable urge to lie. During an episode the
character must create lies about anything during a conversation to 39-41
Psychosis: hallucinations, delusions, and disorder of
allies or NPCs. This character suffers a -1 to the willpower attribute
thoughts. The character suffers -1 per rating of the severity to their
permanently but gains the skill Deceive. If they already possess this
perception and intelligence attributes each time an episode occurs.
skill Deceive you may raise the rating by 2.
They will certainly see things and interact with things that are non-existent.
54-56
Prophetic Visions: you believe you have been given a gift
where at times these visions will hit you during an episode and 42-43
Driven by Demons: there are whispers and sometimes
you will see something of importance in a vision that you believe
visions of the demons in the darkness. You lose much sleep and are
can only be prophetic. There is usually a taxing toll on your body
constantly tormented by these whispers and visions yet only during
attribute determined by the severity of the affliction. The prophetic
an episode will it be of any note to you. Many times it is suppressed
vision may be explained by the GM yet not all of them are decipher-
and controlled yet during an episode it is hard to do so, willpower
able. The GM may allow some of these to be real if he or she wishes.
check versus target # of the severity x2. During the unsuppressed episode you must roll a d4 to see what episode you are stuck in. 1:
57-59
Happy: + severity to charisma and does not wish to fight, the demon
speech and attention. The character must suffer a -1 to intelligence
talks to you gives you advice, and expresses empathic relations with
permanently. During an episode they will also suffer -1 per rating of
you that seem to help out. 2: Fear (roll on the fear table), you are
the severity, to their intelligence attribute and perception. They often
horrified by what is happening and by what you see in the shadows,
lose where they are, what they were talking about, or what is going
behind trees, and under the hoods of those passing by, 3: Sadness
on at all.
Dementia: loss of time and the ability to calculate proper
– severity to willpower, the demons are driving you toward suicide, giving up, or you are just consumed with distress over what they
60-62
have taken from you, 4: Anger – severity to charisma you become
worry. Characters suffer a -1 to their willpower attribute permanent-
pissed and want to smash the skulls of the demons or seek them out.
ly. Without proper herbs, during an episode they will suffer - levels
Depression: unable to concentrate, feelings of doubt and
to skill checks = to the rating of their severity. 44-46
Cannibalism: you prefer devouring others especially if
starving. You have been feeling the urge to eat your own kind for
63-65
Delusional: they believe in something that is certainly false,
awhile now, yet now the urge is becoming unbearable. If you fail the
yet can be plausible. The GM or player and the GM may design
severity roll you must find some meat from a mortal. You do not have
a delusion for them to believe. During an episode they must act
to eat companions, especially if there are other commoners around.
out and create a situation surrounding these delusions which can
You must attempt to do this without being caught or finding dead
interfere with role-playing and sometimes even combat if their
bodies before they are burned. You must attempt to get away with
delusions distract them from the fight.
this and if caught you may be mistaken for undead, or imprisoned. 66-67 47-49
Haunted:
paranoid
hallucinations,
voices,
imaginary
Bibliomania: obsession with collecting books. This charac-
friends, ghosts of loved ones or victims. During an episode of this
ter is not allowed to sell or give any books away. This does not mean
disorder the character will see and or hear hallucinations or become
that they have read the books at all, but they are required to purchase
extremely distraught. This could become dangerous to those that are
38
C h aracte r Cre atio n strangers. The severity of this affliction becomes the willpower check
short while in the night and pick off someone who they believe will
x2 to realize the visions are false.
not be missed, a thief, or a whore perhaps. As often as once a week at times.
68-69
Pyromania: uncontrollable urge to set fires. During an ep-
isode of this disorder, the character must set a fire. The fire must
80-82
Kleptomaniac: uncontrollable stealing. During an episode
consume an area the size of at least 10’ ft diameter per severity.
of this the character must steal something. The item should be close to equaling at least 1 gold per rating of severity. A dangerous disorder
70-72
Berserker: explosive rage. Characters with explosive rage
that can get the entire party in trouble by association.
must make a willpower check during their episode in order to keep from attacking or destroying something. The severity of the disorder
83-85
x2 represents the target number for the willpower checks to calm
es impairment while awake. During an episode of this the character
Insomnia: difficulty sleeping or staying asleep which caus-
down. During combat situations a check must be made each round
must suffer -1 to perception and body per rating of severity. This can
to keep from having an episode. Once all the enemies are slain the
become very dangerous and permanent without treatment. If they
character might even attack the closest character until the rage is
stay up more than 2 days in a row they will begin to notice hallucina-
over. If they are hit by an ally accidentally they will attack their ally
tions that only get worse.
at least once with a rage attack. The ally can sometimes help to calm the rage with attempting a combined team up roll with the characters
86-87
Curse of Many Faces (d6 personalities) these personalities
willpower check and the ally’s charisma result.
are created in order for the character to cope with certain trauma or situations. During an episode of this disorder, the character will im-
73-74
Obsessive: you are obsessive compulsive certain things
mediately shift personalities to fit their situation. Some have a mild
must be accomplished in a certain way and if they are not you will
case with only one other personality. Others have very many. There
lose your shit. Depending on your severity it can be something as
is an opportunity here for a lot of role-playing.
simple as counting the steps up to the room in the inn and counting all of the swords in the room, all of the daggers on belts, all the mugs
88-89
on the tables. Perhaps you must collect ears, scalps, fingers, skulls
when it comes to those afflicted. They are often affected by schizoid
Psycho: another term used loosely and often times poorly
or it will eat at you eternal. During an episode your willpower is -1 x
meetings with those who are not there. The severity will determine
severity.
how far gone the character is. A 6 will have the character the owner of the inn , talking to his dead mother and murdering people in their
75-76
Dependent: victim becomes dependent on another charac-
baths. While a 1 will have the character speaking to a friend named
ter, drug, alcohol, etc. The focus must stay by their side as much as
Earl in the alley again but for some reason no one else in the party
possible. If they are apart, they will worry exhaustively until they are
has ever seen Earl or met him. The character suffers a -1 to percep-
together again. During an episode if they are apart, they must seek
tion x severity during an episode.
out and locate their focus no matter what the cost. It will bring fits of paranoia and anxiety attacks. This affliction fits perfectly with ad-
90-91
diction.
suffers -1 to their intelligence attribute per severity. This loss is per-
Slow: you have trouble learning new things. The character
manent. During an episode of this disorder they seem very slow and 77-79
Murderer: obsession to kill. During an episode of this dis-
unable to think straight. Every time they purchase a skill with a skill
order a maniac must seek out at least one victim. While in combat
slot they must roll to see if an episode occurs, if so they must spend
the homicidal maniac acts much like the berserker disorder. They
an additional amount of saga equal to their severity to even gain the
must make a willpower check to calm down or they will attack the
skill. If they cannot afford it at the moment, they must make a note of
closest ally unless they were able to kill someone, if so they can of-
how much more it will cost and take it as if they are currently trying
ten find solace in hacking up the body for several moments after the
to learn the skill.
battle is over. The severity of the disorder x2 represents the target number for the willpower checks to calm down. A murderer who has
92-94
an episode during a calm stay at the inn will try to sneak away for a
by some in the apothecary the phases of the moon cause this. The
39
Lunatic: of course this is wrongly titled, for it is believed
Chap te r I I Mental Conditions Table
severity x2 is the willpower checks target number to fight the schizophrenic episode. A severe case would mean the victim sees and hears things that are not there and they are given orders to carry out.
While during a mild case the victim will have whispers telling them
of (charisma), psychosis (willpower), or perception of reality (intel-
what to do. A willpower check is needed during an episode to fight
ligence) may cause the character to also suffer a depletion of their
against doing something horribly wrong, like attacking an ally for
mental condition. Just as there is physical fatigue there is also mental
eating loudly. 95-97
fatigue. Many tables you may notice use a severity meter and your mental condition does the same, thus you may roll a d6 to randomly
Amnesia: or memory loss can affect some for short term or
create a condition for an NPC if you are the GM. It is monitored
long term. Some cannot form new memories; this is seen as a very
during a loss of 10% of an attribute, then 25%, 50%, 75%, 90%, and
severe type of amnesia. The severity roll will let you know how bad
finally 100%. As well when given a specific mental fatigue point it
the amnesia is so you may form this around the result. You will also
automatically drags your attribute down to the status of the severity.
lose 1 point of intelligence permanently = to the severity. 98-100
Suffering a loss of mental attributes from distress or loss
Thus, if you were unfortunate enough to suffer 1 point of mental fatigue from your situation you will drop to -10% of all your mental
Possessed: the character may seem normal most of the
attributes unless it is being targeted toward a specific attribute.
time, but during an episode the character will act as if possessed even to the point of hurting oneself or others around them. They
d6
do believe that they are indeed possessed by a demon, djinn, or that an angelic entity is using their body as a vessel. Most of the time
d100 Mental Conditions
1
10%
2
25%
3
50%
4
75%
5
90%
these are demonic possessions that are taking place, yet other types of spiritual possession is not unheard of. The demon will have a name that they have come up with or one that is known and they will “speak” through them at times as well. During an episode it may shock others when they discover that their exorcism skills are not working on the victim. Anything done that is wrong is often the work of the invader of course not the character. Sometimes a successful exorcism made by an ally or NPC may take place and allow the characters episode to end for a time as if it was actually successful.
improve your mental condition. Distraught: -1 mental attribute checks and skill rolls, loss of 25% max mana. Irrational: -2 mental attribute and skill rolls, loss of 50% max mana. T# 6 or temporary mental affliction. Unstable: -3 mental attribute & skill rolls, loss of 75% max mana. T# 12 or mental affliction. Maniacal: -4 mental attribute & skill rolls. 1 roll on mental affliction table. Senseless: -5 mental attribute & skill rolls as you
6
Severity Table
Agitated: no loss in stats, this is only a warning to
Roll a d6, a result of one being a slight case, six being a chronic case. This will also represent the percent chance that you will have an episode and have to deal with your problem. The game master is free to come up with a special scenario for what happens during your episode.
Result
% Chance Episode
1
Slight Case
10%
2
Mild Case
20%
3
Moderate Case
30%
4
Strong Case
40%
5
Severe Case
50%
6
Chronic Case
60%
fall unconscious in d6 rounds. Lose 100% max mana. Gain a permanent mental affliction.
This table will decide the severity rating of your problem.
d6
100%
40
C h aracte r Cre atio n
Disposition Table (random Personalities)
This is the disposition table that is completely optional for your use if you wish to use it. This is for generating a few quick ideas
about your character’s personality. This is also a quick table for the GM to figure out what an NPC is like as well. So roll the percentile two times and use them both, one, or none at all. This table is completely up to you unless otherwise specified by the GM. If you do not want any of them, then pass this by and continue to step 16.
% Roll
Result
% Roll
Result
% Roll
Result
% Roll
Result
01
Abrasive
26
Dismal
51
Ignorant
76
Selfless
02
Addictive
27
Disorganized
52
Impatient
77
Sensitive
03
Ambitious
28
Distrusting
53
Impulsive
78
Serious
04
Arrogant
29
Driven
54
Intellectual
79
Sexy
05
Asshole
30
Eager
55
Intolerant
80
Skillful
06
Barbaric
31
Easy
56
Lazy
81
Stubborn
07
Bitter
32
Effective
57
Liar
82
Superstitious
08
Blunt
33
Efficient
58
Logical
83
Suspicious
09
Brave
34
Erratic
59
Loyal
84
Talkative
10
Calculating
35
Faithful
60
Mischievous
85
Thorough
11
Cautious
36
Fanatical
61
Modest
86
Tolerant
12
Civilized
37
Fascinated
62
Naïve
87
Trusting
13
Cold
38
Forgiving
63
Nervous
88
Uncooperative
14
Competitive
39
Friendly
64
Noble
89
Unfriendly
15
Confident
40
Gallant
65
Observant
90
Unpredictable
16
Cowardly
41
Generous
66
Optimistic
91
Unscrupulous
17
Creative
42
Gentle
67
Passionate
92
Unstable
18
Cruel
43
Greedy
68
Patient
93
Vengeful
19
Curious
44
Grumpy
69
Patriotic
94
Venomous
20
Cynical
45
Hard
70
Practical
95
Vindictive
21
Dark
46
Hateful
71
Rational
96
Vulnerable
22
Desperate
47
Haunted
72
Respectful
97
Warlike
23
Determined
48
Hollow
73
Resourceful
98
Weak
24
Diplomatic
49
Honest
74
Romantic
99
Whimsical
25
Disgruntled
50
Idealistic
75
Selfish
100
Wise
15) Optional Character Disposition The disposition table is designed for optional use if you would like to add a couple random additions to your character. This table is not in any way necessary because you have the freedom to design your character as you wish, yet it is handy for those who would like the challenge to create the random flare. It is also a useful table for the GM when designing NPCs (Non-Playing Characters) on the fly. Just roll the percentile 2 times and you have two additional ideas to round out a character.
41
Chap te r I I 16) Physical Beauty & Appearance
lands on a 12, thus meaning she is attracted to the rogue (at least physically) because she rolled under his PB. To find out if an NPC
is attracted the GM rolls a d20 PB check and must roll equal to your
physical beauty or under it. If they roll over it on the d20, they do not
Now it is time to find out how your character appeals to
find the character physically attractive.
others by way of their attractiveness. Your Physical Beauty (PB) is
determined by rolling 2d10 (two ten-sided dice). You are to roll these
The rogue can tell by the look and the coy smile that
she likes what she sees, so he moves in for the next step; to talk
two dice and add the results together, thus giving your character
to her. This is sometimes accomplished through role-playing and
a PB anywhere from 2 to 20. As the GM you may allow the player
sometimes it is not. Some game masters may wish to quickly move
to do this a total of three times and choose the best result or force
through this sexually fueled social engagement by rolling the dice
players to take what they roll the first time. Remember that your
and finding the result. The target number in a social interaction
physical beauty result will determine how physically attractive you
such as this would be the rank of the elven ranger’s willpower at-
are, primarily to your own race. This does not always constrict you
tribute, not the attribute stat itself, but the rank of the willpower.
to members of your own race, for instance humans and elves mix
Sometimes the other character may roll to resist the seduction
quite often. Humans and elves both fall under the racial species of
with their willpower check. In which case the character’s charis-
humanoids though so there is a close resemblance. So, the PB result
ma check should beat the NPCs willpower check result since they
is entirely situational to personal preference and the relativity of the
are trying to resist. Yet, in this situation the elf already thinks
species. Having a high or low PB can sometimes bump your charisma
the rogue is physically attractive, thus the rogue would use her
roll by giving you a social modifier during attempts of seduction.
willpower rank as the target number.
Making a Physical Beauty Check During game if a character is attempting to court or mate with another character there are usually a couple of rolls to make. A charisma check is necessary when finding out if a character likes the way you act and interact with them socially. The player may talk smooth but does it come out that way when the character does it? The physical beauty is for finding out if someone is physically attracted as well. When attempting to check, use this method: say your character is a rogue and he has been checking out the elven ranger in the corner for some time. He looks across the tavern and tries to make eye contact to let her know he is interested. She looks over just then and catches his glance. Your rogue has a PB of 15. The GM rolls her d20 to see if the elven ranger is attracted. The die
Physical Beauty
Result
Description of Physical Beauty
- to 0
Deformed
You must wear a mask or hood among mortals or you may sometimes suffer -3 to social rolls.
1-3
Cursed
Wearing a mask or hood in public is necessary or suffer -2 to certain social rolls.
4-6
Ugly
In certain social interactions you may lose -1 to the result of your social rolls.
7-9
Plain
There are no modifications dealt with a plain PB. This is the range of most mortals.
10-12
Average
You are descent looking to those of your race. You possess an average to above average PB.
13-15
Comely
Better than average, there is no need to hide your comely looks you may be confident.
16-18
Attractive
As attractive you may sometimes add a +1 to certain social rolls like seduction.
19-21
Beautiful
A very good looking mortal can often gain a +2 to certain social rolls when seducing.
22+
Gorgeous
You cannot get much better looking; you can sometimes gain +3 to your social roll.
42
17) Adjust Stats and Skills
operate as a simple tool for general names that might be used. Of course you are allowed to create your own name or alias at any time
If there have been any changes to your attributes or skills up to this
if you wish. Some new name or nickname might even be chosen
point you will wish to go through and make the changes so that your
after a few adventures have been accomplished. Some groups will
dice rolls will be correct. Just take a quick glance over your work. You are almost finished now. Not much more to do at all.
name a character after some deed that may have been performed
18) Fill In Ranks, Levels, and Dice
uncommon.
during a quest. Add-ons like “Giant Slayer” or “Goblin Bane” are not
You will now be able to fill in the correct ranks and dice for your
20) Create a Back Story
attributes. You can also fill in the proper level and dice for your char-
Now it is time for you to create your own back story for your char-
acter skills. These will be used a great deal during your game and will
acter. This is the final procedure during character development. You
change often when your attributes are increased. They will certainly
may place this on your character packet for the GM to review. You
change every time your skill rating increases. Each time you raise
may of course base this story off of information you gathered if you
your skill rating by one point by spending saga points on the skill,
chose to use the Life Path tables. You may have not used the tables
this will increase the level of the skill and the dice that you will use.
and have chosen to completely ignore them and create your very own
This table will allow you to quickly reference your stats and skills so that you may place the correct dice on your character packet.
back story which is also fine. At any rate you can jot down a small
19) Character Name
ly, where you were born, who your master was or where you got your
paragraph or more on your character that tells a bit about your famitraining from. This information should grant you a few saga points
Now you may choose a character name or roll one randomly by using
from the game master if it is worth 1 to 3 saga points. Now you are
the random name generators. The random name generators are for
ready to venture forth into the realms of Koth and get killed. Go and
the GM and the players’ convenience so they may quickly create a
die with honor.
name for a PC or an NPC. They are located on each race layout and
43
Chap te r I I
Dice Table Attribute
Rank or Skill Level
Dice
Attribute
Rank or Skill Level
Dice
1-3
1
d2 (d6*)
70-71
33
3d20+d6
4-6
2
d4
72-73
34
3d20+d8
7-9
3
d6
74-75
35
3d20+d10
10-12
4
d8
76-77
36
3d20+d12
13-15
5
d10
78-79
37
3d20+d8+d6
16-17
6
d12
80-81
38
3d20+2d8
18-19
7
d8+d6
82-83
39
3d20+d10+d8
20-21
8
2d8
84-85
40
3d20+2d10
22-23
9
d10+d8
86-87
41
3d20+d12+d10
24-25
10
2d10
88-89
42
3d20+2d12
26-27
11
d12+d10
90-91
43
4d20+d6
28-29
12
2d12
92-93
44
4d20+d8
30-31
13
d20+d6
94-95
45
4d20+d10
32-33
14
d20+d8
96-97
46
4d20+d12
34-35
15
d20+d10
98-99
47
4d20+d8+d6
36-37
16
d20+d12
100
48
4d20+2d8
38-39
17
d20+d8+d6
101
49
4d20+d10+d8
40-41
18
d20+2d8
102
50
4d20+2d10
42-43
19
d20+d10+d8
103
51
4d20+d12+d10
44-45
20
d20+2d10
104
52
4d20+2d12
46-47
21
d20+d12+d10
105
53
5d20+d6
48-49
22
d20+2d12
106
54
5d20+d8
50-51
23
2d20+d6
107
55
5d20+d10
52-53
24
2d20+d8
108
56
5d20+d12
54-55
25
2d20+d10
109
57
5d20+d8+d6
56-57
26
2d20+d12
110
58
5d20+2d8
58-59
27
2d20+d8+d6
111
59
5d20+d10+d8
60-61
28
2d20+2d8
112
60
5d20+2d10
62-63
29
2d20+d10+d8
113
61
5d20+d12+d10
64-65
30
2d20+2d10
114
62
5d20+2d12
66-67
31
2d20+d12+d10
115
63
6d20+d6
68-69
32
2d20+2d12
116
64
6d20+d8
*d6: a roll of 1-3 = 1, a roll of 4-6 = 2, a roll of 6 allows continuum.
44
C h aracte r Race s
Mortals of Koth
Sub-species: this represents the species that fall under the same cat-
“The Great One has not forsaken you, he has brought you from the
countries though they are freely accepted. You are able to choose
darkness so that for a brief moment you may know the light.”
the primary race to play as your character or some allow you a sub-
egory but hold some specific difference from their brethren. Some sub-species may include different tribes, half breeds, or even mutations. Most half breeds are shunned within normal society. In some
species to play. Make sure when adding your stats and modifiers to
-Amar Kaath (Book of KoloK)
your character that you are choosing the correct ones because the The mortal races of Koth in this chapter are those races in which you
subspecies sometimes have different racial modifications.
may choose to play during the game. This chapter will explain about
Average Height & Weight: this is of course the average height and
each race with enough detail that you may successfully play or game
weight of the race, not what is required. Some are over or under
master for each one. These races are those that have survived the Kin
weight; some are taller or shorter for their own people.
Wars and those that dwell within the northwestern most region of
Unarmed Damage: this is the unarmed damage that the race will deal
Koth and the map provided in this core rulebook.
when striking with hands, feet, elbows, etc. If they gain any bonuses
An eternity has passed since these races first arrived on
they will be listed in the racial abilities area. Some gain special racial
Koth. Most do not know nor would they believe that they are from
bonuses due to claws, teeth, or horns. Thus when attacking in that
other worlds. Many wars have been fought due to racial differences,
form you are normally given a bonus to damage.
beliefs, and the wish to own territories. Those were the Kin Wars
Movement: this is the starting movement of the race explained in
when all of the former slave races fought for their own territories.
inches for miniature battle use. You may double this number when
Yet in some lands all races are welcome to live among one another in
running. If you have a high dexterity attribute you will gain more
peace, or so it is written. Sadly it is a very rare thing when mortals
movement. Even though movement is shown in inches you can mul-
can put aside their differences and live in harmony.
tiply this x 5’ feet to find out how many feet it is considered.
Average Life Span: this represents the average amount of time that
With the arrival of these mortals followed their demons
as well, and all of their demons seem to want the same thing, the
the race has been known to live out their lives into old age.
destruction of our world where they can become the masters. They
Starting Hit Points: roll the die listed according to your race’s
need souls for power. Whether you choose the path of darkness,
starting hit points. Add the result of the roll to your body attribute.
shadow, or light you will no doubt one day be confronted with the
Those with a high body gain a bonus to starting hit points.
choice of who you really fight for in the Ever War.
Racial Abilities & Characteristics: these abilities and characteristics
are the gifts and weaknesses of the race. The type of vision that the
Descriptions
race uses will be found here as well. The different types of vision will
Mortal’s Title: the actual name of each mortal race is listed at the top
be explained in the character creation chapter if you need help in
of each page. This is the name that they have called their own people
finding out how to use your vision. If there are any skill adjustments
since the beginning of recorded history. The name beneath this is
listed that the character does not own due to his or her class, simply
the name that other mortals have given their race. It is a nickname if
modify the numbers given to the attribute that the skill ties to during
you will, an alias that they also go by.
game play. For instance the race gives a +2 level to Stealth but you
Species: to some that might study the ancient knowledge of crea-
mage doesn’t have the stealth skill, add +2 to the rank of your dexter-
ture lore you will know well of the different types of species on this
ity attribute when your character is sneaking.
world. Some races are of the same species and might even call these
Attribute Modifications: these are the modifiers to each of your at-
other races “brother, sister, or cousin” due to the close similarities in
tributes that must be altered when making your character. Simply
either culture or appearance. In ancient times these races may have
erase the stat you have listed on the sheet and place the new num-
even co-existed together upon the same home world. Humanoids,
ber in after modifying the number. These modifications due to your
goblinoids, reptilians, and therians are some of the primary species
race can bring you over an 18 strength sometimes, this is fine, racial
of mortals upon Koth. There are also hybrids and mutants which are
modifiers can do this. If you are choosing one of the sub-species of
mortals that were spawned by the mixing of a mortal parent and a
this race you also modify your attributes accordingly unless it tells
being from an alternate plane, such as those from Heaven or Hell.
you not to do so.
45
Chap te r I I I
Bogkroll
(bawg-krohl)
After the Kin Wars the bogkroll were defeated by the
Bogkroll
humanoid alliance known as the “Kindred Contingent”, and their
Species: Goblinoid
numbers severely suffered. Most retreated into the mountains and
Sub-species: Troll
the sub-species known as the troll, even more reclusive, fled beneath
Average Height: 8’ - 9’
the earth. Trolls have always been feared for they always seemed
Average Weight: 600 lbs. - 800 lbs.
more barbaric than their hill brothers. The goblinoid races have
Unarmed Damage: (d12)
always been questioned where their true loyalties lie; they all wear
Movement: 2
distinct similarities to demon-kind. It is believed by many that the
Average Life Span: 65 years
bogkroll race was spawned by demons and that their gods could very
Starting Hit Points: d12 + Body + Strength
well be cambion descendants. This is even more so toward the trolls who are rumored to have been made by dark magic or a curse. Yet,
Racial Abilities & Characteristics
the Thrall Wars were won with the help of the bogkroll, many ogre
Vision: Twilight (trolls gain: Dark Sight)
heroes fought side by side with humanoids and ascended to become
Lob: throw rocks, trees, large objects at 4d6 + Str dmg
saints and immortals. Just as the great hero that wears the name Gar
mod a distance = to 1/2 Str. (small items full Str in
DemonBane. It is written that he and his squad of trolls and ogres
inches). Without WP: Throwing skill suffers -3 to hit.
took out a cohort of vatagi warriors at “Widow’s Pass”.
Mule: carry items as if +10 more to strength.
Regeneration: (Troll only) regenerate 2d6 HP per round
are highly decorated. Some “ogres” as they are called by most races,
unless elemental damage is taken (fire, cold, etc.).
like to add titles to their names to describe their reputation or a deed
Weakness to Fire: (Troll only) trolls take x2 power
of their doing. Some examples of names by reputation and clans
dmg from fire and it destroys their regeneration.
respectively are; Grohn the Devourer, Baygore the Butcher, and Kogh
Hulk: consumes x2 food & HP is body + strength.
SkullCrusher.
Oaf: -2 lvls Stealth & Concealment
Bogkroll often only use one word for names unless they
The bogkroll prefer the mountainous regions of many
lands. Their tribes can be found primarily in Oondar, Varagoth, the
Attribute Modifications
Neverlands, the Black Mountains of Baahltizar, and of course the
+4 Strength
Frost March. Varagoth is the closest thing they have to their own
-2 Dexterity
country yet it is still shared with the other goblinoid races.
+1 Body
Character Name Generator
-2 Intelligence -1 Charisma
Prefix (d20) d20
The bogkroll is the largest of the mortal races.
Prefix d20
Suffix (d10)
Prefix d10
Male Female
1 Ag 11 Mor 1 -ar -aim
They have great pointed ears that are bent at the top.
2 Bay 12 Mul 2 -da -ain
Their skin color often ranges from a tarnished brown,
3 Bor 13 Nar 3 -domok -da
gray, black, or greenish hue. Gnarled skin covers these
4 Dag 14 Nor 4 -gar -gola
giants and they are often adorned with small horn-
5 Gol 15 Og 5 -hun -grad
like growths and warts. Some bogkroll possess hair
6 Gr 16 Or 6 -og -jun
but not all of them do. Many have two large tusks
7 Hag 17 Rag 7 -ohn -kada
or lower canines that protrude upward from the
8 Jur 18 Ro 8 -or -may
mandible. Often in their elder years, the males
9 Kog 19 Ung 9 -ros -na
will grow horns from their head in many
10 Mag 20 War 10 -wok -tada
different styles and shapes.
46
Mo rtal s o f K o th
47
Chap te r I I I
Eldrynn
(el-drin)
sharply pointed. Those half breeds that have mixed with humans
Elf
(something that happens a great deal in the realm of Dalewynnd), they can usually be identified by their ears, they have a slight bend
Species: Humanoid
at the tip, where pure bloods have an extreme or sharper point. All
Sub-species: Shadow Elf, Half Elf
elves have many shades of skin color and facial features just as many
Average Height: 5’ - 6’
as humans do.
Average Weight: 90 lbs. - 160 lbs.
Unarmed Damage: (d6)
The sub-species of the race known as the shadulyn
eldrynn or shadow elves are a pale skinned race. These elves
Movement: 3
dwell beneath the surface world and dwell in total darkness with
Average Life Span: 600 years (half eldrynn 200 years) Starting Hit Points: d6 + Body
ink filled black eyes. This race of elves seem to favor the dark arts
Racial Abilities & Characteristics
ages ago. Since magic has been the backbone of elven society the
which is said to be the reason for the race to be split asunder surface dwellers believed there should be rules and laws to be
Vision: Twilight (shadulyn eldrynn gain: Dark Sight,
followed. The shadulyn disagreed so religiously that it tore the race
half eldrynn gain: Twilight)
apart and began a civil war against the tribes. The shadulyn are a
Forest Walk: (average elf only) +3 levels to Stealth or
race that often deal with the demons almost as if they believe they
Concealment while in forest terrain.
will win control over them in time. Through great necromantic
City Walk: (half eldrynn only) +3 levels to Stealth and
ability and control of the dark arts they can control even death. Their
Concealment skills within urban terrain.
surface cousins warned them of the dangers that the darkness could
Deep Walk: (shadulyn eldrynn only) +3 levels to stealth
not be controlled or even tamed and that magic is the same way.
and concealment skill within subterranean terrain.
They refused to listen and believe all magic is open to command.
Allure: +2 Physical Beauty (half eldrynn +1 Physical Beauty)
Eldrynn add longer last names by accomplishments in
Attribute Modifications
Thunderblade, are examples. They possess middle names that tell
their life path, or signs given by the gods. Stormcatcher, Maystaff, what family they come from. You may wish to wait on your last
-2 Strength (half eldrynn lose -1 strength)
name. Then you can create the addition once you have accomplished
+1 Dexterity (half eldrynn do not modify)
a memorable task.
+1 Perception
Character Name Generator Prefix (d20)
The eldrynn species are a race that have
d20
Prefix d20
Suffix (d10)
Prefix d10
Male Female
built their entire culture upon the way of nature and
1 Adeus 11 Jealha 1 -ada -aija
magic. Many have entwined their lifestyle with the
2 Alleon 12 Kysta 2 -bos -ain
wild and most of the eldrynn tribes that dwell in the
3 Bael 13 Leath 3 -coi -ella
Shadynnar Territory are very protective over their
4 Coroth 14 Lynel 4 -dale -fae
forests and its secrets. Outsiders are forbidden,
5 Dane 15 Mael 5 -elon -ja
especially the races that they call demon spawn;
6 Elar 16 Natha 6 -fyan -naoma
such as the goblinoids and vatagi. The eldrynn
7 Ennae 17 Qual 7 -may -niella
race is humanoid and their features resemble
8 Faer 18 Raistan 8 -moryth -nyan
the human in many ways. They are usually
9 Foryn 19 Saydia 9 -rynath -quai
more slender in stature and their ears are
10 Innith 20 Tomyn 10 -sadua -sai
48
Mo rtal s o f K o th
49
Chap te r I I I
Kuthalan
(koo-thaw-lin)
of what they kill goes to waste and seem to favor the bones of all
Reaver
creatures in their tools and their art. This and their constant raids
Species: Arthropod
won them the title “bone hunters” or
Average Height: 5’ - 6’
hunters and reavers for short by most mortal tribes of the north.
“bone reavers,” becoming
Average Weight: 130 lbs. - 220 lbs.
Unarmed Damage: (d6+1)
they possess that may retract into their six vertical mouths. They use
Movement: 3
acidic saliva and these tongues to break down food. Their eyes are
Average Life Span: 80 years
often yellow, beady, yet possess snake-like slits. These eyes recede
Starting Hit Points: d6 + Body
into the sockets of their exo-cranium. Their spine is usually rigid and
Their prime source of scent is from the six black tongues
curved in a manner that gives them a hunched appearance and their
Racial Abilities & Characteristics
blood almost glows florescent blue.
Vision: Infravision
During reproduction there is no enjoyment of the process.
Resist Cold: 10 (soak 10 cold damage)
There is a gestation period of four months where a female may hatch
Winter Walk: the kuthalan body dehydrates and their
up to four eggs. This may happen only once during the female’s
blue blood does not freeze easily. They survive 6 times
lifetime unless they are a queen. Queens are born with the gift to
the cold temperature of most mortals without penalty.
reproduce every twelve months. Kuthalans are not known for their
Cryostasis: they can hibernate in times of danger for
compassion or moral values. The kuthalan mentality has always
weeks equal to their body attribute to survive brutal
revolved around power. Those who dwell with their hives regard the
cold weather, only twice a year.
hive as the primary source of their power. They treat their queen
Heart of Ice: the target # of emotional resistance rolls
mothers as demigods and will die in servitude of their orders with-
are dropped by 2 due to their lack of empathy.
out question. Those that stray from the hive due to quests or the
Chitin: toughness of 2, adds a +1 to unarmed damage.
destruction of their hive become more easily detached from their people. They become centered upon their own survival after
Attribute Modifications
going through a withdrawal period called the “hum nahar”. This is a
+2 Body
mental and physical disconnection from the hive that lasts for days
+2 Perception
and causes great pain and disorientation. The kuthalans are known
-1 Willpower
to be great survivors though and they make deadly adversaries.
-3 Charisma
Character Name Generator
Kuthalans
hail
from
the
frigid
lands
Prefix (d20)
of
Prefix d20
Suffix (d10)
Frost March. They seem to thrive in the cold climates
d20
even though they are arthropods that possess an
1 Ana 11 Ra 1 -ash -eka
Prefix d10
Male Female
exoskeleton. They also possess some endoskeletal parts.
2 Bra 12 Ro 2 -bard -fga
Their kind reveres the female of the species as they
3 Daah 13 See 3 -gath -gahi 4 Ga 14 Tha 4 -hash -hae
follow a hive structure within their society. Their queen mother rules their hive and males serve as
5 Ha 15 Tho 5 -heeth -icha
the warriors, hunters, and high ranking courtiers.
6 Ga 16 Un 6 -krag -jayle
They are great hunters, builders, and craftsmen.
7 Ka 17 Va 7 -kratch -nara
Kuthalans are known for their weapon and
8 Ko 18 Wa 8 -marh -na
armor skills nearly as profound as the
9 Mu 19 Yah 9 -nath -noth 10 No 20 Za 10 -zar -oae
mongru. They make sure that nothing
50
Mo rtal s o f K o th
51
Chap te r I I I
Mhen Tep
(men-tep) the finer things in life and seek wealth and luxuries through trade
Grimalkin
and bartering. They are well known for trying to cut a better deal.
Species: Therian
Grimalkin are often bound to a creature that saves their
Average Height: 5’ - 6’
life. They will stay with that creature until they have returned the
Average Weight: 60 lbs. - 160 lbs.
“soul debt”, for that is the way that their destined paths have aligned
Unarmed Damage: (d6)
for them. Many of the mhen tep believe in destiny and fate, thus
Movement: 4
drawing them to the Fateists religion. Yet, most worship one of the
Average Life Span: 65 years
three Elder Gods a creed that still honors the Twelve Fates within it.
Starting Hit Points: d6 + Body
They possess many different colors and patterns on
their furs therefore there is a tremendous cultural variety in the
Racial Abilities & Characteristics
grimalkin tribes across the realm. The mhen tep can live in any
Vision: Twilight
climates yet many prefer the desert lands of Vazuun Denaahl or
Carnivore: does not eat plant food, it is revolting.
the far eastern realms of Myen Wu. There are other tribes that run
Climbing Claws: +3 levels to climbing skill checks.
plenty throughout Vasgar in the city of Underwall. The mhen tep
Great Leap: with a dexterity check T # equal to
usually elect the female of the species as a great fit for rule, poli-
inches they may leap to their max running movement.
tics, and diplomatic affairs, while the men make excellent soldiers.
Innate Senses: burn 1 frenzy to add +d6 to a perception
This is not always the case but in many of the desert tribes it is so.
check before the roll to smell, see, or hear is made.
They enjoy a life of trade and make their living doing work for the
Retractable Claws: +3 unarmed damage with claws out.
merchant houses and guilds. They are not very fond of sea faring
Shadow: add +1 to Stealth and Concealment rolls.
adventures, so they pay others to deal with their overseas affairs.
Skittish: prone to mental fatigue, target # is often + 1-3.
The mhen tep also enjoy magic and alchemy. After all it
makes things easier and easier is better. They try and stay far from
Attribute Modifications
any culture that sees magic as evil. It is a common site in the desert
-1 Strength
lands to see a large caravan of mhen tep traveling with alchemists
+2 Dexterity
and traders. In the realms of Myen Wu there are many well-known
-1 Body
clan of mu dai such as the Gray Claw Clan. After the Thrall Wars,
+2 Perception
many mhen tep migrated to the far east where they now flourish.
-2 Willpower
Character Name Generator Prefix (d20)
The mhen tep are a secretive race that have
d20
luxuries in life. Yet, they are also known to be great
1 Ama 11 Kall 1 -ash -al
spies, thieves, or assassins. They are very agile with
2 Abba 12 Mohan 2 -at -day
their innate ability to great leap and climb. They are
3 Aka 13 Mow 3 -bo -dia 4
masters at stealth and concealment making them good
Prefix d20
Suffix (d10)
a reputation for being lazy, or simply enjoying the
Daye 14
Prefix d10
Nom 4
Male Female
-get -ela
hunters. Many grimalkin use their sign language
5 Eia 15 Os 5 -ja -et
as a means of communication in the wild. During
6 En 16 Pash 6 -ha -ni 7 Gun 17 Puo 7 -poa -nu
scouting and hunting parties they use the sign to
8 How 18 Ra 8 -shu -pa
remain totally silent. They tend to sleep more
9 Inu 19 Ro 9 -tat -taya
than most races when allowed. The mhen tep
10 Ju 20 Thon 10 -tet -tia
have never enjoyed hard labor. They enjoy
52
Mo rtal s o f K o th
53
Chap te r I I I
Mongru
(mon-groo)
found where there are many about. The mongru do not shun the
Dwarf
light of the stars yet they prefer their homes to be heavily guarded. They make complex traps to insure thieves or enemies grow quickly
Species: Humanoid
discouraged. They enjoy drinking, tales of valor, and tests of strength
Sub-species: Pale Dwarf
or skill. The mongru hail from the country called Bor Gayden far to
Average Height: 4’ - 5’
the north and the northern mongru enjoy open waters and seafaring.
Average Weight: 140lbs. - 220 lbs.
The northern mongru are called “High Dwarves” by others of their
Unarmed Damage: (d6)
kind that hail from the south beyond the Aticraulian Empire.
Movement: 2
Average Life Span: 300 years
The mongru began as the humans did and thrived in
Starting Hit Points: d8 + Body
creating weaponry and armor. Their crafts are considered superb
Racial Abilities & Characteristics
and stone. The mongru take great pride in their work and the tools
quality by other races for they have an affinity toward working metal of their trade. They take their time and use most of their patience up
Vision: Dark Sight Stone
Speak:
mongru
are
empathic
with
on paying attention to detail. In their beliefs the gods have written
the
their stories in stone, their fates are sealed upon tablets and there is
spirit of stone and by touching it they can sense where
no way to change the outcome.
passageways, minerals, and water may be found up
to a distance equal to their willpower attribute in
They have a greedy thirst for precious metals and gem
stones in order to make their tools, weapons, and armor. The pale
inches or (x5’ feet). A willpower check is necessary to
dwarves seem to be even worse when it comes to this appetite for
commune with the spirit of stone and a half an hour.
treasure. The pale dwarves and their dwarven cousins despise one
Shamans accomplish this within just a few rounds.
another. The surface dwarves and pale dwarves simply began as
Hard Headed: +1 to Body Save rolls vs. knock outs.
different clans but once the pale dwarves dug deep enough into
Resolution: +1 Mental Defense
the underworld, they unleashed things meant to be buried. The
Blood of the Smith: +2 levels to Armorer & Smith skills Dredge: (pale dwarf only) +2 levels to mining skills
possessed clans were corrupted by greed and began to wage war
Attribute Modifications
valcrium. The mongru have a very difficult time trusting other races,
against the surface dwarves over treasure, mertacullum, and but when they do they follow their word with strength and honor.
+2 Strength -1 Dexterity
Character Name Generator
+1 Body
Prefix (d20)
-2 Charisma
d20
Prefix d20
Suffix (d10)
Prefix d10
Male Female
1 Bay 11 Kul 1 -adar -adale
Most mongru use tattoos for a symbol of rank
2 Bar 12 Mor 2 -ag -aday
or experience. The variety of skin tones range from dark
3 Bor 13 Mul 3 -agar -again
to fair, just as the humans. The Pale Dwarves, their deep
4 Dam 14 Nar 4 -ax -ay
dwelling cousins gain their name from their pale white
5 Dar 15 Nor 5 -gar -ga
skin. Much like the shadow elves they live deep under
6 Dor 16 Rag 6 -gor -gale
the surface and shun other races. All dwarves like to
7 Dorm 17 Rog 7 -had -gayne
keep their homes under the earth or inside moun-
8 Hag 18 Thar 8 -rad -hain
tains. They have evolved to develop a kinship
9 Helm 19 Thon 9 -rax -taya
with stone and earth spirits, so they are often
10 Jug 20 Thor 10 -tor -uva
54
Mo rtal s o f K o th
55
Chap te r I I I
Nephilim
(nef-uh-lim)
Watcher
prophecies of the dark lords, a warning. Something about the
Species: Hybrid
passage of time certain powers held by these hybrids yet wanes.
Average Height: 5’5” - 6’5”
Average Weight: 100 lbs. - 240 lbs.
Northman or some tribal men and women. They will easily pass for
Unarmed Damage: (d6)
humans and often choose to live amongst them. A nephilim’s eyes
Movement: 3
glow bright cobalt when glimpsing into the ethereal realm around
Average Life Span: 500 years
them. This can allow them to see demons that are incapable of
Starting Hit Points: d8 + Body
hiding from the sight. They can see magic and things of spirit in
nephilim worries the dark ones. It is known that throughout the Nephilim look just like humans do, yet most are tall like the
this manner as well. The nephilim also have the power of sixth sense
Racial Abilities & Characteristics
which can help in sensing things past, present, and future. Using
Vision: Chromatic and Astral Sight
these powers is dangerous for it will give a nephilim away for what
Sixth Sense: add +3 to perception rolls and shot dmg
they truly are. They are ancient descendants of a hybrid race bred
for 4 rounds with each glimpse. This may be used
from angels and humans. The joining of those two races created
three times per day and costs 1 frenzy to activate.
the nephilim. The first were very powerful, but as the angel blood
The eyes glow during use and the GM may allow
seems to dull over generations it also loses much of its potency. Very
visions through post or precognition, even remote
rarely, a descendant will possess stronger powers as if they had been
viewing. Glimpse brief past, present, or future events.
rekindled by an act of the gods. Some of the greatest prophets have
Resolve: Fortitude of 5
been nephilim. Whenever a new prophet is discovered, they are
Hunted: suffer the Hunted character flaw being
hidden from the world and none are so easily allowed to seek council
pursued by the Stygian Army and Order of Scion.
with them for fear of the Order of Scion, or stygian assassins.
Attribute Modifications
These mortal beings live in the realms wherever humans
can be found. They live in the lands of Baleklade, Thead, Dragon
+1 Strength
Guard, Kauldane, Espadosa, and Veldwar. It is the hope of all the
+1 Perception
forces of light that the nephilim will be able to return in strength and
-2 Willpower
once again help battle evil like the legends of old. Yet for now there are only few and most people even believe their kind to be extinct.
It is written in the dead tongue of Hebrew that
Character Name Generator
the nephilim first came through to the world of Koth
Prefix (d20)
from a place called Nod in the Forgotten World Terra. Also, that they were sent to help stop the forces of the dark lords during the Thrall War. The nephilim did help fight the gods of darkness beside their generals, the
Suffix (d10)
d20
Prefix d20
Prefix d10
Male Female
1
Adr 11
Ka 1
-ad -aja
2
Ama 12
Kj
2 -ar -aine
3 Br 13 Ma 3
angels. They were called great heroes for turning the
4
tides of the war. They are called the watchers by some for they are keeping guard over mortals, awaiting the moment when the forces of light are needed. They are hunted by the Black Order and the
Dav 14 Mo 4 Mj 5
-bor -eva -dam -jai -eon -jes
5
Dur 15
6
Em 16 Ob 6
-gor -mae
7
Fae 17 Od 7
-hal -omi
8 Fr 18 Ra 8 -jo -ni
Old Gods. The dark armies of the vatagi have placed bounties on all nephilim heads. There must be something written in the
56
9 Ja 19 Ro 9
-nu -ya
10 Jo 20 Vor 10
-thar -yu
Mo rtal s o f K o th
57
Chap te r I I I
Org
(org) a leader. When that one becomes old and weak he is defeated in
Orc
mortal combat by the new alpha. This ancient tradition has been
Species: Goblinoid
passed down for centuries and is called “Talamakh”. The male is
Sub-species: Dark Orc, Half Orc
the more dominant of the org species, although there are plenty of
Average Height: 5’ – 6’ (Dark Orc: 6’ - 7’)
female warriors as well. The ruler, king, or “Voktari” usually rule
Average Weight: 180 lbs. - 300 lbs. (Dark Orc: +50 lbs.)
an org horde or army. They usually have many wives and many
Unarmed Damage: (d8) Dark Orc (d10)
offspring. Org society is brutal and unforgiving even for these dark
Movement: 3
ages. Most young with deformities are slain and sacrificed to Mok
Average Life Span: 75 years
Tar the god of creation, not Rath the god of death, because Mok
Starting Hit Points: d10 + Body
Tar will return them whole. Slavery is legal through org society and is often the leading barter of their system. Org do not always kill
Racial Abilities & Characteristics
everything that they raid, they know that capturing slaves is very
Vision: Dark Sight (Half Orc: Twilight)
profitable, so they often attempt to do this when taking over a town.
Aggression: if insulted, taunted, or struck the org must
make a willpower check in order to suppress anger. If
prominent in the goblinoid ruled country of Varagoth. There are
failed they burn 1 point of frenzy to gain the aggression
tribes in Vasgar, Shademarsh, Baahltizaar, Oondar, the Frost March,
bonus. For 1 round they gain +1 to hit any enemy with
and some of the most feared Crow Wilderness where the dark
rage attacks or combo attacks.
orcs reign supreme. They also rule many areas of the subterranean
Dauntless: they gain +1 to checks versus fear attacks.
underworld, yet they do not often go too deep. There has been
Catch Scent: add +2 to perception results if it is
much trade between the org cities in Varagoth and the human lands,
possible to smell the target. (half orc: only gain +1)
especially in recent years and the spreading of Narcadia. The orc are
Agony: gain +1 to their Body Save versus trauma checks
believed to be direct descendants of demon kin by many and are rarely
and body saves versus pain damage or effects due to
trusted. It is said they still possess demon blood in their veins, yet
their high threshold for pain. (half orc: do not gain)
this may very well be a myth fueled by racism for ancient texts say the
The org live all over the realms yet tend to be more
slave races are not of this world. Half orcs are often a result of sexual
Attribute Modifications
assault. Although there are some that have mixed willingly this is not always the case. They find life hard but tend to be strong survivors.
+1 Strength (Half Orc gains; Dark Orc gains +2) +1 Body -1 Intelligence
Character Name Generator
-1 Charisma (Half Orc loses; Dark Orc loses -2)
Prefix (d20) d20
Prefix d20
Suffix (d10)
Prefix d10
Male Female
1 Ag 11 Mor 1 -ah -a
They are nocturnal yet do not hide from
2 Bod 12 Mul 2 -ak -aka
daylight, especially those that live in civilized cities. A
3 Bul 13 Nar 3 -dar -dech
half orc actually sits in the High Council of Northwater.
4 Dag 14 Nor 4 -dor -del
Yet many barbarian tribes are very aggressive and war
5 Gol 15 Og 5 -gar -gal
with one another as well as all other races. The org are
6 Gr 16 Or 6 -hag -in
quick to anger and will not often back down from a
7 Hog 17 Rag 7 -o -kada
fight even if they are outnumbered. The org often
8 Kul 18 Ro 8 -og -ona
fall under the largest, cruelest, most intimidat-
9 Log 19 Ung 9 -or -na
ing alpha male when it comes time to choose
10 Mag 20 Wok 10 -wor -wen
58
Mo rtal s o f K o th
59
Chap te r I I I
Sharpheen
(shar-feen)
Lizard Kin
The mulpheen, which are the desert sub-species of the
Species: Reptilian
this obsidian armor. Most of them also have piercing, emerald green
Sub-species: Mulpheen
eyes. They wear nomadic garbs of the desert just like the bedouin of
Average Height: 6’ - 7’
Vazuun Denaahl. They are alike in many ways and yet so different
Average Weight: 200 lbs. - 300 lbs.
in morals. The mulpheen seem to lean more toward a dark path and
Unarmed Damage: (d8)
concern themselves with wealth and power. The sharpheen are filled
Movement: 3 (x2 underwater; sharpheen)
with honorable ideals and seem contempt with trade and peace.
Average Life Span: 200 years
Starting Hit Points: d10 + Body
jest of others deformities or failures. Sharpheen do not normally lie,
sharpheen have black scales. They can easily be distinguished by
The sharpheen do not easily understand humor nor do they
it is part of their culture to speak truth always and to remain bound
Racial Abilities & Characteristics
to ones’ word. The mulpheen are very different in this aspect for they
Vision: Infravision
are known to be raiders and slavers of caravans. The sharpheen often
Breathe Water: (sharpheen only) breathe underwater.
work as guides and scouts through swamps and jungle terrain. Many
Burrow: (mulpheen only) under sand to sleep or
live in what are called “Hiakas”, small ingenious huts under the water
ambush. Gain +5 lvls to concealment when in burrow.
filled with air, with an entrance to swim up into. The huts even have
Forest Walk: (sharpheen only) +3 levels to Stealth or
fire places with reed flues that run the length of the trees to let out
Concealment while in forest terrain only.
smoke or allow air inside the hut. They also make their huts in the
Desert Walk: (mulpheen only) +3 levels to Stealth or
trees with amazing engineering skills. They are fond of traps and
Concealment while in desert terrain only.
can capsize a canoe to raid trespassers in their lands. However, the
Scales: +1 toughness, Resist Fire: 10
subspecies of the sharpheen that dwell in the deserts obviously
Glide: (sharpheen only) +3 levels to swimming skills
prefer the heat and dry climates. They also make huts underground.
Climbing Claws: +3 levels when climbing.
The sharpheen are primarily from Haaktaahl a deadly swamp where powerful creatures native to the swamps hunt the fog-covered
Attribute Modifications
wetlands at night. They are tested to become warriors by spending
+2 Strength
two weeks alone in the wild. The mulpheen originate from Vazuun
+1 Body
Denaahl and have many tribes that dwell in subterranean areas.
-1 Intelligence
Character Name Generator
-2 Charisma
Prefix (d20)
They are a tribal people that wear netting and
d20
Prefix d20
Suffix (d10)
Prefix d10
Male Female
hemp armor or clothing. Many of the lizard kin wear the
1 At 11 Naar 1 -ak -ana
skulls of prey as trophies of their kills. Those who hail
2 Ath 12 Ra 2 -ath -aral
from Shademarsh have adapted to more modern gear
3 Az 13 Saav 3 -dath -danah
though, because they enjoy the armor of other races and
4 Deh 14 Sha 4 -deeth -daeth
the technology they create. Their tails are long and
5 Ezu 15 She 5 -humm -hi
spiked, but rarely used as weapons, primarily they
6 Ha 16 Shu 6 -huzad -huzada
are used for balance. Sharpheen enjoy projectile
7 Haar 17 Su 7 -rigg -rea
weaponry and weapons that connect to the
8 Hy 18 Thr 8 -shath -sha
gauntlet is favored such as crossbows and the
9 Kaath 19 Ze 9 -thar -thay
Thuum Za “arm bow”, created by them.
10 Ku 20 Zu 10 -zu -za
60
Mo rtal s o f K o th
61
Chap te r I I I
Skog
(skog) sometimes eat raw meat and even meat that is nearly rotten without
Beastkin
getting sick from it. Although many prefer a cooked meal, it is not vital. Skog make their homes in the low class sections of civilization
Species: Therian
and enjoy the vast realms to roam. They are known to be a fearsome
Sub-species: Half Brute
race and would have conquered many countries during the Kin Wars
Average Height: 6’ - 7’ (Half Brutes: 5’ - 6’)
if not for united banners like the Kindred Contingent.
Average Weight: 200lbs. - 400 lbs.
Unarmed Damage: (d8)
carry elongated skulls, three holes on each side of the head for
Movement: 3
hearing, and they possess enhanced senses. The half brutes are often
Average Life Span: 100 years (Half Brute: 90 years)
half humanoid and half skog. Half brutes wear flatter faces, some
Starting Hit Points: d10 + Body
even develop pointed ears. In many ways their appearances vary from tribe to tribe just as most races do. Half brutes are outcasts and do
Racial Abilities & Characteristics
not often live through childbirth due to their “mutations”. The half
Vision: Twilight (Half Brute: Chromatic)
brutes are not normally accepted in skog society and even the skog
Fearlessness: +3 levels to checks versus fear.
do not call them skog, they have taken to calling them “half brutes”.
Howl: +1 to initiative for all allies within earshot. This
Pureblood or not they are nearly fearless, for their fates are sealed.
grants +3 max if 3 skogs howl. This gives away position.
Rot Gut: (only skog) can eat nearly rotten meat without
The skog race lives in many areas of the realms yet they
rule the countries Roth and Vasgar. Tribes are prominent in the
food poisoning. +1 to body save rolls ingesting toxins.
Frost March, the Neverlands, and the Auroon Hills. The skog enjoy
Fur Hide: gain +1 toughness and +3 levels to body
these lands and have warred with others for centuries. Even though
checks against surviving within cold climates.
they are completely war-like in nature some skog possess a great
Carnivore: (only skog) no plant food, it is revolting.
sense of honor. The “Huthra” or Bloodfang, will not kill an unarmed opponent in cold blood. The bloodfang are a type of skog knight-
Attribute Modifications
hood or samurai that possess an ancient warrior code. While many
+2 Strength (half brutes only gain +1)
skogs hunt down slaves for money, some children heed the stories
+1 Body
of the Bloodfang with great envy. Yet, many end up making imperial
+2 Perception (skog only)
coin selling slaves to Aticraulys, or fighting in gladiator pits.
-1 Intelligence -2 Willpower (skog only)
Character Name Generator
-2 Charisma (half brutes only lose -1)
The skog are called beastkin by more “civilized” folk. They
Prefix (d20)
Skogs study war in their early years as
d20
Prefix d20
Suffix (d10)
Prefix d10
Male Female
children and are considered a race of warriors. They are all
1 Ag 11 Mur 1 -aga -a
treated harshly and forced to battle for food at times. The
2 Bock 12 Nahaak 2 -ak -aka
females and the males of the species are treated the same
3 Bur 13 Navar 3 -da -dai
in society and all must become soldiers at some point
4 Dag 14 Oklor 4 -do -de
in their culture. Most live in tribal communities in the
5 Gak 15 Og 5 -gar -ga
wilds where they hunt and trap for food and hides.
6 Gha 16 Oomar 6 -ha -inay
The skog do not eat plant life, they are carnivores.
Only
in
the
utmost
event
7 Hak 17 Rhune 7 -hu -he
of
8 Jaha 18 Rovar 8 -og -on
survival will they eat mushrooms and berries
9 Lock 19 Unger 9 -mod -mai
which they usually find revolting. They
10 Mog 20 Yum 10 -var -zu
62
Mo rtal s o f K o th
63
Chap te r I I I
Tarkanys
(tar-kan-is)
Ratkin
from them. Most of their technology is stolen from other people,
Species: Therian
those who later disposed of the items or died wearing them.
Sub-species: Blood Tark
Average Height: 4’ - 5’ (Blood Tark: 6’ - 7’)
garbage of other people they often live in mounds or huts composed
Average Weight: 80 - 120 lbs. (Blood Tark: 200 - 400lbs.)
of anything they find useful. In the underworld they create huts from
Unarmed Damage: (d6) Blood Tark (d10)
within stalagmites and cave formations. Their tunnel systems can be
Movement: 4 (Blood Tarks; movement: 3)
difficult to traverse for many and filled with dangerous traps. They
Average Life Span: 80 years
prefer the nocturnal life and are shunned by many, even treated like
Starting Hit Points: d6+ Body (Blood Tarks: +d10+ Bod)
diseased vermin. It is believed that it was Nymn Tat, their patron
and much of their clothing or supplies were once worn or used by Since many ratkin on the surface make their homes in the
deity that made it possible for the tarks to be carriers and not
Racial Abilities & Characteristics
victims. Although plagues can still mark them, they don’t kill.
Vision: Dark Sight
Carrier: they are immune to disease or plague, but they
the race and often end up being alphas of their nests. Some of these
can carry a virus and spread it to other races.
beasts grow to near the size of a bogkroll. Ratkin enjoy the concept
Bite: (+d8 unarmed dmg) If they are a carrier of a
of money and how it can make one powerful. Some have formed
disease it may be transmitted through a bite when a
treaties with the shadulyn eldrynn within the underworld. They have
victim fails a body save. (Blood Tark: bite becomes +d12)
shared the confines of the darkness and caverns for centuries though
Blood Guard: the tarks gain 10 toxic resistance (20 for
and have built great cities in the darkness. It is believed that the
Blood Tarks) and +1 to body saves versus toxins.
shadulyn eldrynn first taught the tarkanys shamans their magic and
Shadow: add +2 levels to Stealth and Concealment
the rest was stolen from the orgs, humans, and eldrynn.
skills. (Blood Tarks: do not gain the Shadow bonus.)
Pack Rat: carry +20 units in pack (blood tark: +50 units).
recently joined the High Council of Northwater and now sit at its
The subspecies known as the blood tarks are the largest of
Despite their abhorrent reputation the tarkanys have just
table. Beneath the lands of Dragon Guard there is a great city in the
Attribute Modifications
underworld called “Taj Dalm,” It is filled with their people and known
-2 Strength (Blood Tarks: switch this to +2 Strength)
to be one of their finest architectural achievements. Their tunnel
+2 Dexterity (Blood Tarks: switch this to -2 Dexterity)
systems reach as far north as Baleklade even under the Amure.
+2 Perception
Character Name Generator
-2 Charisma
Prefix (d20)
The tarkanys, or tarks make their homes within
d20
Prefix d20
Suffix (d10)
Prefix d10
Male Female
sewers, caves, and other dark places. The underworld is
1 Am 11 Luz 1 -at -a
abundant with their cities and tribes while the surface
2 Bra 12 Mur 2 -az -ba
world holds sparse collections of nests. Tarks have grown
3 Daz 13 Nat 3 -bit -bay
quite a reputation for being thieves, spies, and hired
4 Drit 14 Nit 4 -cha -chai
thugs that may always be found in any slum. It is a
5 Ez 15 Ota 5 -dat -dei
harsh reality that they are primarily profiled in such
6 Far 16 Pax 6 -it -i
a way due to most of their activities. The truth is
7 Giz 17 Paz 7 -katch -ka
they have always been silent watchers of other
8 Itch 18 Ratch 8 -rik -rei
people. Dwelling in the shadows they watch
9 Iz 19 Riz 9 -zat -yin
the interactions of other races and learn
10 Kah 20 Wok 10 -zit -za
64
Mo rtal s o f K o th
65
Chap te r I I I
Terran
(tear-in) This has caused a heightened rise in the halveneldrynn species in the
Human
realm of Dalewynnd. Although the half breed is looked down upon by most of their eldrynn cousins they are more eagerly accepted by
Species: Humanoid
the humans. This often causes the half elves to seek domicile in
Average Height: 5’ - 6’
human lands, especially Dalewynnd, for it is long known to be a
Average Weight: 100 lbs. - 180 lbs.
haven for half elves.
Unarmed Damage: (d6)
Movement: 3
humans have sought to explore the realms. The era of innovation
Average Life Span: 80 years
is at hand and the High Council of Northwater seeks an alliance
Starting Hit Points: d6 + Body
between all mortal races in an attempt to appoint emissaries from all the lands into one governing table. The Aticraulian Empire sees this
Racial Abilities & Characteristics
as a threat for they are currently the most powerful kingdom in the
Vision: Chromatic
realms. The emperor does not think too fondly of a political move
Intuition: humans begin the game with 1 additional
such as this. The empire seems to be engaging in more open trade
skill slot for a combat, character, or language skill.
with vatagi culture and profiting off of its slave trade. All mortals
Soul Fire: begin with 12 soul points. Humans are known
were once slaves and many humans see this as a moral outrage.
to contain more soul energy than most mortals and
are sought out by demons for it. They also seem more
in the Thrall Wars. Some say as well that the Demon Gate is no longer a fairy tale. It has become more than just a rumor to seers and
Attribute Modifications
prophets. Although many still do not believe this tale, the stories
None
of the dead rising from their graves are spreading. The Apocalyptic Prophesies seem to be coming true. If so, it would take all mortal
Terrans now thrive in the world after the Kin
races to unite together under one great army as they did in the Thrall
Wars. They did well in military campaigns and were more
Wars. Yet, that is a legend that is nearly 1,400 years old and it has
numerous as it is told. Legends also say they came from the
faded into myth for many terrans and many other races as well.
same world as the demon god, Baal. The most prominent
lands under their command are Thead, Veldwar, Dragon
Character Name Generator
Guard, Kauldane, Espadosa, the mighty desert lands of
Prefix (d20)
Vazuun Denaahl, and the Aticraulian Empire.
Humans still tell tales around the campfires, stories of
their ancient nephilim brothers and sisters that fought beside them
resilient toward physical alterations and modifications.
In more recent years, as during the “the Age of Bones” the
d20
Humans hold strong family ties and their names
Prefix d10
Male Female
1 Ada 11 Ra 1 -adar -aja
begin with what their parents created for them, while
2 Aba 12 Ri 2 -abo -aine
their last name holds the family name so that others
3 Bor 13 San 3 -bor -ella
may know the family in which they were born into. In
4 Col 14 Su 4 -dax -jaya
most cases the males are the more dominant species
5 Dar 15 Tath 5 -eon -jes
in society, yet women have been known to rule their
6 El 16 Un 6 -gad -mae
kingdoms and tribes as well.
Prefix d20
Suffix (d10)
7 Ka 17 Va 7 -har -nomi
The humans have long warred with one
8 Le 18 Wo 8 -jak -nia
another and with all other races over the centu-
9 Ma 19 Yu 9 -nu -ya
ries. They have a bond with the eldrynn race
10 Nath 20 Zar 10 -thuk -yu
that is stronger than most alliances though.
66
Mo rtal s o f K o th
67
Chap te r I I I
Vatagi
(vah-tah-gee)
Mutant
demon kin that possess parents that are both vatagi as well. Those
Species: Hybrid
greater powers, much more than these pure bloods. Yet the race itself
Average Height: 4’ - 6’ (modified by mutation)
sees their own pure blood kin as perfection even though they are all
Average Weight: 200 lbs. (modified by mutation)
mutations. The nephilim call them abominations.
Unarmed Damage: (d8)
Movement: 3
appearance in many ways. Some wear large spiral horns and hair on
Average Life Span: 200 years
their flesh, while others have small horns with scales in patches or
Starting Hit Points: d8 + Body
in strange patterns. Some have no hair at all with charred, stretched
that were bred on the Sabbaths, true cambion were rumored to have
Since the vatagi are of mixed descendants they differ in
flesh. The variety of the species seems to change from colony to clan.
Racial Abilities & Characteristics
When a tribe lives together for centuries, they show very similar
Vision: Dark Sight
characteristics. You must roll on the Demonic Mutation Table to find
Demonic Mutation: on the following page you will find
out what genome you come from and what you will appear like due
the Demonic Mutation Table, roll d100 to find your
to your mutations.
tribe name and your dark gift.
Resistances: place 10 points where you feel they belong.
very good at political movements. They currently occupy the
Half Scale: Toughness of 1
countries of Vasgar and Baahltizar, and trade with the Aticraulian
Shattered Soul: all demon kin suffer a loss of 2 points
Empire. They believe in the old ways and open the slave trade
to their Soul in trade for their dark gift. Vatagi begin
when a new place is conquered. Slaves make up a large part of their
the game with only 8 Soul points instead of 10.
conquered populace. They have churches to the One God Kolok, or
The vatagi are a very warlike race yet they are also
to the pantheon of the six Stygian Gods and are feared by most of
Attribute Modifications
the world. There are always rebels within a race. Those who do not
*(Altered by your demonic mutations; find these on the
follow the rest of their kind and feel they are meant for a
following page under each specific “dark gift”.)
different path. These vatagi make good player characters for not all follow the old ways. Yet, now there are rumors that the dark lords will
The vatagi began as a race of hybrid beings
return. That the seals have been broken unleashing their ancient
spawned from the mixing of demon and mortals in
creators from Tartarus, the prison of Hell.
an attempt to make a cambion. A soldier race for the demon lords in the year 2,520 of the 5th Era. Many
Character Name Generator
methods were used to do this in the past and not all
Prefix (d20)
were made naturally. Blood magic was used during black
d20
rituals
between
1 Akel 11 Ra 1 -ad -bai
incubi, succubae, and mortal slaves. Dark science and
2 Ba 12 Ro 2 -bal -cuj
and
upon
the
unholy
Sabbaths
alchemical magic was even applied and for many years
Prefix d20
Suffix (d10)
Prefix d10
Male Female
3 Dem 13 Sar 3 -eke -dali
without success. The cambion race was eventual-
4 Gar 14 Set 4 -gek -fin
ly spawned and for hundreds of years they warred
5 Grym 15 Than 5 -gu -gili
with others and amongst their own kind. They
6 Hag 16 Th 6 -hu -kai
worshiped the Stygian Gods and ancient De-
7 Ju 17 Vag 7 -ja -lana
mon Cults. After centuries passed the race be-
8 Lar 18 Zar 8 -kan -oin
came what they are now. They call the “pure
9 Mah 19 Zas 9 -mok -wyn
bloods” the vatagi. These vatagi are mortal
10 Nul 20 Zos 10 -vogol -zyn
68
Mo rtal s o f K o th
69
Chap te r I I I Demonic Mutations
trauma effects. Gain +2 to Willpower and +2 Fortitude.
01 – 07 Aravak: dubbed by some as goat men due to their
horns and hooves, sometimes mistaken as faun from afar. Yet, the
cloud up to 2” (10’ feet) causing a burning effect 2d6 dmg per round
Aravak face is more humanoid. Gain an additional +2 bonus to tough-
for 2d6 rounds, and body save or victim is partially blinded for the
ness. Your claws and horns add +2 to unarmed dmg. Your hooves
duration. Your bite causes the same effect. You may use this 3 times
grant +1 movement, as well you gain +1 dexterity, +1 charisma.
a day. Gain 10 toxic resistance, +1 BS vs toxins and +2 Perception.
08 – 14 Rake: pale flesh, orbs for eyes, sharp teeth and
claws. These gaunt, emaciated beings gain +d6 to climbing and
emaciated with patches of fur. Gain +2 Strength, +2 Perception and
have the racial ability to regenerate: +2d6 HP per hour and can grow
Necrophage: feasting on a body grants 2d6 HP x 1 round up to x 10.
limbs back after a d6 days. Gain +2 to the dexterity attribute. 15 – 21
Fallen: you possess horns and broken wings, with
a fresh corpse. You gain 2d6 HP x 1 round, up to x 10 rounds per
Half Wing: these do not allow flight yet when falling you may glide
body while corpse feeding. The hungrier you are the more dead you
and add 1 to the end of your max movement for every 5 rolled on a
appear. Add +d6 to your unarmed dmg from claws and bites, +2 to
dexterity check (or a flying skill check). This allows you to flap during
Perception, and you can shift to Far Sight, or Infravision by growling.
a high jump to gain distance. Fallen gain +1 dexterity and +1 to body.
22 – 29 Terradim: tentacles writhe from your back and
mutation allows you to copy other bipedal mortals that you have
grapple an enemy, holding a victim to suffer -4 to H/D. The tentacles
touched. You can grow and shrink a few feet and the change is pain-
add +d6 to your strength attribute checks when useable and to a few
ful. If you feast on a specific part of the copied creature’s brain you
physical skill rolls based off of Str. or Dex. such as; lifting, climbing,
can speak like them and share certain memories. The change takes 4
or juggling. Each of your tentacles hold 10% of your max HP if cut.
rounds, the clothing is not copied. Gain +1 perception and charisma.
They regenerate after a d4 days. Gain +2 to your strength attribute.
30 – 35 Black Imp: this mutation causes you to with-
light you suffer -3 to perception rolls, in dark you gain +3. You also
and nimble. You suffer -1 to your body attribute and -2 strength but
take 1 point of dmg per round under direct sunlight, so you must
gain +5 to dexterity. You also gain +1 movement and +1 additional
wear deep robes or cloaks. At night or in the dark you can use Sight
initiative modifier. Black Imps are also called Quicklings, they grow
Shift: your vision may change to Astral, Far Sight, or Sonic Sight.
sharp teeth and claws that add an additional +3 unarmed damage.
This makes your kind highly sought after as scouts of the vatagi race.
36 – 39 Pit Hulk: 8’ feet tall with a strength of +4 and
+2 to body. You have black spines on your back and small natural
40 fire resistance. Gain +1 toughness +2 body and the racial ability
suffer -2 dexterity and -2 intelligence. Hulks have the ability Lob,
Suffering: no pain damage nor need to make trauma checks.
like the bogkroll. Hulks may also use Blitz: adding +d10 unarmed or
melee damage when you can get a running attack off on up to two
94 – 99 Scratch: these gaunt, pale beings grow long
claws and sunken eyes. For 1 unarmed action shift to Feral: add +3
enemies next to each other, such as the rage attack hack allows.
to a body or endurance roll to gain the result on your max HP. For
40 – 47 Forsaken: these mutants may cause fear to some
every 5 points that are rolled gain a +1 to the Str dmg mod from your
l0w level characters. Their physical beauty suffers -4 thus they often
claws as well as +1 toughness. The Feral ability will last an entire
wear deep hoods. They gain +6 body and +10 toxic resistance. They
combat for sacrificing 1 action to activate it. Also gain +2 to body.
appear as victims of Pale Plague yet gain Exemption: immunities to
100 Cambion: the mutation worked, causing your wings
disease and plague. Succeeding a BS versus toxic dmg heals the dmg.
87 – 93 Immolated: your flesh is charred as if you were
burned at the stake (-3 PB). Your racial ability Fire Walker: grants you
armored scales on your arms and shoulders that add +2 toughness. You
80 – 86 Dark Walkers: your flesh and scale is albino yet
you gain +3 lvls to concealment. Gain +4 perception, -2 body. In the
er into a shorter, weaker, charred vatagi. Yet, your kind is very fast
74 – 79 Shape Shifter: your gaunt, pale, featureless form is
normal for you but you can change it by shedding your skin. Your
head. Your tentacles do not wield weapons but in melee they can
67 – 73 Blood Hunter: you are on the brink of being un-
dead. You possess Necrophage: it regenerates you after feasting on
holes in their leathery membrane. This racial ability is known as
60 – 66 Wendigo: cannibals, elders wear horns like a
stag, younger ones are often bald with sharp teeth. They appear
unarmed damage due to claws. Gain 10 toxic & cold resistance. They
54 – 59 Mephitic: sharp teeth, hazy pupils, and the nox-
ious air you exhale grants you Blinding Breath. You hack a toxic
and body to be beautiful and terrifying! You can fly (x3) movement.
48 – 53 Tortured: you suffer from painful extrusions of
Gain Charm: add d6 to charisma checks to those you lock eyes with.
bone growths but have a high pain tolerance, regenerating 2d6 HP
Gain +3 to Physical Beauty, and add +2 to all of your attributes.
per hour. Suffering: you do not take pain damage effects nor suffer
70
C las s e s & Abil itie s
Character Classes
Character Class Abilities: most of these abilities are unique to the specific character class that is chosen, these are called class specific abilities. After 12th level you may begin to choose your own abilities to shape your character into what you want. Yet throughout 2nd to
“The pilgrims of Elloriane told us to throw away our weapons and to
12th level your abilities define your character’s occupation and are
love thy enemy. Fools, they will drop their lotus leaves and plead for
class specific. You are given an ability each time you reach a new
our blades when the demons come.”
level. Your first class ability is given at level 2. Most of these abilities
- Faragorn of Veldwar
have ratings that you can improve upon when you are given a free class ability upgrade during level advancement, or when you increase
In the realm of Koth there are many character classes to
in level past 12th and are able to choose to upgrade or get new ones.
choose from. These essentially represent your job as an adventurer.
Primary Attributes: up to 3 attributes are given here to let you know
Whether you choose the path to hero or villain is up to you. Will
which attributes you may wish to place your highest numbers in.
you seek out to ruin the wicked and protect the innocent? Or will
This is not a requirement of course only a recommendation.
you choose to succumb to greed and the lust for power that so many
Combat Skills: these are the combat skills that are given to your
characters fall into? The world is yours and you can choose to pro-
character at the start of the game. Look to the skills chapter for
tect it or take from it what you will.
descriptions on your awarded combat skills. Simply copy this
One thing that must be remembered though is that wheth-
information to your character sheet.
er you choose good or evil, the demons of the gate will care not.
Character Skills: these skills are what every character of your
They will rape the land and kill all living things until it is a barren
occupation begins the game with and are primarily what defines your
wasteland that cannot be fed upon any longer, before moving on to
class at first level, until you gain your class abilities. These character
another world across forever. So during your life, whatever paths
skills reflect more in depth about what you have learned thus far in
you choose to walk know that somewhere in the shadows await the
your studies. Skill slots are given at the end of your character skills.
demons and that all of us will eventually be fighting for our souls.
If you gain any to spend, you may use these on what you wish to help
You and your party of adventurers will make many choic-
make your character more unique; combat skills, character skills, or
es that will be difficult for these are difficult times. We live in the
language skills.
Age of Bones, scraping to breathe the fresh air after the Pale Plague
Starting Equipment: this equipment you begin the game with is
putrefied the realms. Explore the world, destroy the demons, delve
very basic. Write down this information in the proper areas of your
into the ruins of the Fallen Age, and become legends. Choose your
character sheet by looking at the information in parenthesis. It will
character wisely and make sure it is one you will enjoy playing the
tell you where to place these items on your sheet. Here you will also
part of. Every character class within these pages can be good, evil,
find your starting pay. Roll the die to find out how much money you
or of any race in the book. This is entirely up to you as there are no
begin the game with. This roll can be given the rule for continuum.
alignments to hold you into one linear string of choices.. You have
Spiritual Influence: this shows you the percent chance as well as your
only the morale issues to deal with due to the repercussions of your
influence in matters of the spirit world. Write this percentage down
actions within the story. As you choose your part to play you must
next to what god or gods you pray to.
remember to become this character that you portray in this story and
Magic: These are the spells that your character starts the game with.
make decisions as your character would when trials come before you.
You may look to the chapter on magic to find details about your
Listed here are the Character Factions. They are groups of classes
spells so that you may fill the information in properly and do not
that fit into a specific category type.
have to slow the game later by looking up the stats. Chi Abilities: These abilities may be found at the very end of this
Factions of Character Classes
chapter. These are only given to two character classes. The monk and
Fighters Spiritualists Rogues Wizards
the mu dai. The monk gains a chi ability every other level starting
Ranger Templar Thief Mage
at level two, thus you only start the game with one chi ability and it
Sword Master Monk Assassin Summoner
is called Chi Strike. The mu dai gains a chi ability every four levels,
Warrior Priest Pirate Enchanter
or every time they gain their free talent. The mu dai also begins the
Barbarian Chaplain Scout Alchemist Demon Hunter
Shaman
Bard
game with the chi ability Chi Strike.
Mu Dai
71
Chap te r I V
Alchemist
Plant Lore: 1 (int) Read & Write: 1 (int) Thaumaturgy: 1 (int) (Skill Slots: 0)
The alchemist is a magic user that primarily deals
with the creation and use of potions, powders, and crystals
Starting Equipment
of magical properties. They find and harvest the components
Witch Fire: 2 (weapons; alchemy) 2d6 x 2 fire dmg
of their formulas to craft helpful creations. They may also ex-
Personal Spell Book (equipment)
periment to find new alchemical uses. They study knowledge
Alchemist’s Bag (equipment)
of plants, animals, and minerals so that they know what com-
Healing Potion: 1 (equipment) +25 HP
ponents are necessary. The alchemist is known to train in the
Formulas: Witch Fire (Alchemical formula), choose 1 more
ability to throw these potions and powders at their enemies.
(Healing Potion, Mana Potion, Chi Potion, or Bane Salve)
Alchemists tend to keep their knowledge to themselves yet
(Starting Pay: d6 silver)
on occasion have been known to trade formulas with other alchemists. It is a dangerous occupation to have since one
Spiritual Influence: 2%
wrong additive could create a catastrophic situation. Thus, many of their abilities revolve around the art of fortifying
Magic
their skills and saving them when they go wrong.
Ignite and Douse (green magic)
Character Class Abilities 2nd: Wortcunning 3rd: Alchemy Bomb 4th: Pharmakeia 5th: Harvester 6th: Reagent 7th: Transmutation 8th: Elixir 9th: Catalyst 10th: Quintessence 11th: Compounds 12th: Fulmination
Primary Attributes Intelligence Willpower
Combat Skills Unarmed Combat: Basic Sorcery Weapon Proficiency: Throwing Weapon Specialization: Alchemy +1
Character Skills Alchemy: 2 (int) Creature Lore: 1 (int) Crystal Lore: 1 (int)
72
C las s e s & Abil itie s
Wortcunning (power 1): being an alchemist you should
Elixir (power 2): this ability allows an alchemist to
know about the medicinal uses of plants and herbs. Wortcunning
create a cure all potion using alcohol as one of the active ingredients.
adds an additional 10% to the availability of an ingredient when
Depending on what illness the potion is needed for will
it comes to searching for and locating herbs in the wild. You do
determine what other reagents are necessary. There should be at least 3
not have to activate the ability and it may be used anytime you are
different parts to the elixir with alcohol being one of them. The
searching for alchemical components. At max rating you can add 30%
alchemist can quickly whip up an elixir using a basic campfire,
to the chance of finding medicinal plants or alchemical herbs. MR: 3
cooking pot, and the mort and pestle from their alchemist’s bag. They
Alchemy Bomb (power 1): this ability allows the alchemist
will most likely need to seek out any available medicinal plants in the
to throw a potion, powder, or crystal a distance equal to half of
area that will be needed in the elixir and with rating 1 in this ability it
their intelligence attribute (in inches). Since throwing weapons are
will add a 10% to the chance of finding the specific medicine needed
usually determined by measuring half of your strength in inches.
to cure an ally’s ailment. The elixir ability should make it easier for
The alchemist may choose to use their intelligence attribute since
the alchemist to create a cure which will purify a specific illness,
it is more likely to be higher. For each rating in this ability you may
poison, or disease that an ally has been stricken with, or at least slow
add another inch (5’ feet) to the range you are able to throw. MR: 5
it down until proper treatment can be found. They may attempt to
craft a batch once every d6 days. Take -1 from the target number on
Pharmakeia (power 1): this ability is used during the
creation of potions, powders, and crystals. The alchemist may burn 1
the alchemy craft table per rating in the ability. MR: 3
Saga Point to add an additional d6 to their alchemy skill check. This
may be used even after the skill check fails. For every rating you may
increase the rate of their cook time to get a batch finished with much
add a d6 to the skill roll by spending another SP as well. MR: 3
haste by putting in a special additive of 1 saga point. This may be
used once per day, allowing even another batch attempt in one night
Harvester (power 2): this ability allows the alchemist to
Catalyst (power 2): this ability allows an alchemist to
burn 1 point of frenzy in order to add another die to the number of
where normally an alchemist is only aloud one batch. MR: 1
ingredients found when searching for alchemical components in the
wild. Depending upon the location being searched the table in the
known as aether or ether, sometimes called “the fifth element,” is
wilderness chapter allows for a certain die to be rolled to configure
obtained by using another element and a bit of magic. Electricity,
the amount of ingredients found. Burning 1 frenzy will allow the
fire, water, or mineral is altered with mana in order to obtain just a
alchemist to roll an additional die of the same type. At rating 2 the
small amount of spiritual residue. Thereby using this method you
alchemist may burn 2 frenzy to gain 2 additional dice, etc. MR: 3
may manipulate the state of this matter during the creation of an
Quintessence (power 3): the substance of matter that is also
Reagent (power 2): with this ability the alchemist may add
alchemical substance. The alchemist must burn 25 mana in order to
a new ingredient of a totally different type than what is normally
activate this ability during the creation of a potion or powder. This
used in the formula, to see if a reaction occurs. A roll of 5 more than
ability allows the alchemist to make a potion or powder batch 25%
the target number will allow a reaction. Roll a d6 to see what type
better than it was before, at max rating 4 you can make your batch
of reaction (negative= 1-2, nominal= 3-4, positive= 5-6). A negative
at +100% the effect with 100 mana drain. This is only used on certain
result will take away from the result and shouldn’t be used again. A
substances that will allow this type of additive. MR: 4
nominal result is not worth an additive. A positive increases the
potency by adding a +1 for every 5 points above target rolled on the
to create 1 more potion to their batch without raising the target
alchemy skill check. To certain potions you may add the result of the
number. They simply add more components as a compound and may
roll to the gain from the potion. Benefits are determined by what
add 1 more dose per rating in this ability. At max rating you may add
the specific potion does. Thus, it is possible to create more powerful
up to 3 more per batch. This ability costs nothing to activate. MR: 3
types of alchemy with this ability without having the alchemy skill at
3rd tier. This will be left to the GM’s discretion and player as to what
roll 2d20 for one of their attacks during a combat scenario. This is
he or she will allow. Max rating will bring a positive reaction on a roll
used for alchemical attacks only not for other attacks. The player may
of 4-6, a nominal reaction at 2-3, and a negative at 1. MR: 2
then determine which d20 roll they wish to keep for their attack roll.
Transmutation (power 2): this ability allows the alchemist
The player must burn 1 saga point in order to use this ability once
to re-roll a failed alchemy skill check once per day. The alchemist
per combat. This ability must be called before the attack roll is made.
must burn 1 SP to activate this ability. MR: 1
At rating 2 the player may use this ability twice per combat. MR: 2
73
Compounds (power 3): this ability allows the character
Fulmination (power 3): this ability allows the character to
Chap te r I V
Assassin
Character Skills Stealth: 1 (dex) Concealment: 1 (per) Trailing: 1 (per)
An assassin is a silent and dangerous killer. They
Pick Locks: 1 (dex)
prefer to sneak up on their enemies and use the shadows
Climbing: 1 (str)
to their advantage. Although one might believe all assassins
(Skill Slots: 1)
to be evil creatures of darkness, some do live by a moral or honorable code. Quickness, remaining unseen, and striking
Starting Equipment
their target down for payment is often their primary goal.
Bone Knife (weapons) d10
Some prefer to do this from long range, yet as they become
Lock Pick (equipment)
masters they train to get close to their target, close enough to
(Starting Pay: d6 copper)
use a dagger. As an assassin’s reputation grows they become feared and respected. There are shadows everywhere in the
Spiritual Influence: 2%
city streets and there are daggers in those shadows. A high reputation as a deadly assassin will keep those daggers at bay. The name assassin covers a broad range of shadow warriors, from the ninja of Myen Wu, the sicarii of Vazuun Denaahl, to the mushavk of the mhen tep race, assassin covers them all. From cut throat to professional you may create your assassin as you desire.
Character Class Abilities 2nd: Stalk 3rd: Conceal Weapon 4th: Shadow Strike 5th: Distraction 6th: Shiv 7th: Avoid 8th: Mask 9th: Head Hunter 10th: Dark Blade 11th: Sniper 12th: Cutthroat
Primary Attributes Dexterity Perception
Combat Skills Unarmed Combat: Fighter +1 Weapon Proficiency: Projectiles Weapon Proficiency: Throwing Weapon Specialization: Knives & Daggers +1
74
C las s e s & Abil itie s
Stalk (power 1): the assassin may burn 1 point of frenzy to
GM may allow specific types of smaller weapons at their discretion.
add an additional d6 to their stealth skill whenever they are sneak-
This ability costs nothing to activate and brings quick sneak attacks
ing. They may also burn another frenzy to add the same die to their
up to x4 (or a rage x6) when combined with shadow strike. MR: 1
concealment skill check if they wish. Take note that you must burn 1
frenzy for stealth and 1 for concealment to add the same result of the
attempt to avoid an attack by adding a d4 to their defense die (d20).
stalk die roll. This ability must be used before they roll their stealth
This may only be attempted once by spending 1 SP. You may roll the
& concealment skill. For every rating of this ability, their die will
d4 and add it to your result after you have failed to defend. The rule
advance one step d6, d8, d10, d12, d20. MR: 5
of max continuum is applied to the d4. MR: 1
Conceal Weapon (power 1): normally the character must
Avoid (power 2): Once per combat the character may
Mask (power 2): when the assassin attempts to blend in
roll a concealment skill check in order to hide a weapon from a guard
with a crowd, or is attempting to disguise themselves as one of the
or another character. With this ability the character gains an addi-
enemy they may activate the ability mask. This ability allows the
tional d6 to their concealment check for a concealed weapon. This
assassin to gain +3 levels to their concealment skill when attempting
weapon must be of reasonable size in order to get away with such a
to blend in with a group. If they possess the disguise skill they may
task, especially if a guard is patting the assassin down in search of
also add +3 levels to the skill. This costs 1 frenzy to activate before the
hidden weapons. This ability costs 1 saga point to activate it and may
skill is rolled. At max rating they gain +5 levels. MR: 2
be used after the concealment roll is failed. You may raise the rating
of this ability by bringing the die rank up one level until you max the
assassin can force a character to re-roll a defense roll against their
rating at a d20. Thus the ratings are d6, d8, d10, d12, and d20. MR: 5
attack. This must be activated after the defender rolls. MR: 1
Shadow Strike (power 1): this ability allows the assassin
Head Hunter (power 2): once per combat and for 1 SP the
Dark Blade (power 3): during combat even if an enemy
to gain x1 power damage to any sneak attack made, which brings
is aware of the assassin, the assassin can make a resisted dexterity
a normal quick strike to a x3. This will make a rage attack with a
or acrobatics skill check against a foe in order to attempt a flank
shadow strike x5 power damage. Projectile weapons do not normally
attack. This dark blade attack will grant the assassin his or her Shiv &
grant sneak attack power damage, they only make the attacks armor
Shadow Strike bonus to power damage and an attack edge of 2d20
defeating. Now that you possess Shadow Strike though, even your
so you may choose the higher roll. This may be attempted once per
projectile sneak attacks will deal x2 power damage. Once per combat,
combat. Dark Blade costs 1 SP and 1 movement to attempt. MR: 1
per rating, you may gain a shadow strike on a foe who has their back
turned toward you by making a concealment skill check versus their
whenever the assassin fires a weapon into an unaware victim. This
perception check during one attempt per round. MR: 2
sneak attack from long range will instantly kill an enemy (-15 HP) if
Distraction (power 2): the assassin can throw a small object
they are lower level than the assassin and fail their body save. Even if
a distance equal to their perception attribute in inches by rolling a
they make their save they suffer an additional x1 power damage (per
d20 for throwing an item, +1 per rating to activate distraction. The
rating). Therefore added to the assassin’s shadow strike ability, snip-
roll becomes the target number of the enemies’ perception check.
er will cause x3 power damage to the unsuspecting victim. For each
If the target character fails their perception check, they will often
rating in the sniper ability you gain 1 more power damage, thus at
investigate the sound and then they will suffer -3 to that same
max rating you may add x5 power damage (with shadow strike added
perception check allowing the assassin and allies to sneak by the
in) to your shooting attacks against a target. Characters of equal or
guard or guards. Those guards that failed the perception check will
higher level can suffer power damage after a failed body save. MR: 3
all suffer -3 to the results of their perception but if they made their
check they do not suffer any modifiers. It also allows the assassin
using a blade you may instantly kill a victim that is lower level than
and allies to know what their target number is for sneaking. At max
you. They do get to make a body save, if they fail they drop to -15 hit
rating the ability will cause the guards a -5 to their perception check
points. If they make the body save or if attacking an enemy of equal
roll and +3 to throw the item of distraction, which is usually a coin
or higher level they will suffer x1 power damage (per rating) from
or a pebble. This ability may only be used once per scenario. MR: 3
the attack. Adding this power damage to the assassin’s shiv, shadow
Shiv (power 2): this ability allows an assassin x1 power dam-
strike, and sneak attack in melee range means the cutthroat ability
age to any sneak attack made on an enemy with a knife, dagger, or
will cause an unsuspecting victim x5 power damage from a quick
short stabbing weapon while in melee range and while unseen. The
cutthroat. You may add x1 per rating for this ability. MR: 4
75
Sniper (power 3): this ability is automatic and activates
Cutthroat (power 3): when attacking an unaware target and
Chap te r I V
Barbarian
Combat Skills Unarmed Combat: Brawler +2 Weapon Proficiency: Throwing Weapon Specialization: choose weapon type +1
The clans and tribes of barbarians are composed of
hardened warriors of the wilderness and many wild lands
Character Skills
beyond civilization. Barbarians are very territorial and wary
Climbing: 1 (dex)
of outsiders. They make excellent hunters and survivors;
Hunting: 1 (per)
they sometimes trade with caravans or other villages. They
Wilderness Survival: 1 (int)
have a well earned reputation for being warlike savages set
(Skill Slots: 1)
in the old ways. Some of them turn to raiding and slaving as many orc, skog, or vatagi tribes sometimes do. Some of the
Starting Equipment
most dangerous tribes have been known to eat the flesh of
Stone Spear (weapons) d8+d6
their enemies, paint themselves with their blood, or dawn
Bone Axe (weapons) 2d6
the body parts of their victims. The Crow, a race of dark org
Water skin (equipment)
that rule the Crow Wilderness in the south are some of the
(Starting Pay: d4 bits)
most frightening and have been known to ambush caravans and leave no survivors, sacrificing all captives to their beast
Spiritual Influence: 2%
gods or eating them. Some of the most famous of the northern tribes hail from Bor Gayden. These battle frenzy barbarians are the Iron Berserkers, dwarves who paint themselves for war, partake of fire water and dwell within the IronSkull Mountains. There are barbarian tribes all over the realms and they live in all different climates. Not all have to be beastly savages, but fighting is part of surviving and they do that quite well.
Character Class Abilities 2nd: Iron Hide 3rd: Beast Sense 4th: Blood Rage 5th: Battle Cry 6th: Blood Lust 7th: War Paint 8th: Improve Weapon 9th: Enrage 10th: Fury 11th: Scalps 12th: Brutality
Primary Attributes Strength Body Perception
76
C las s e s & Abil itie s
Iron Hide (power 1): this ability grants the barbarian an
intricate the war paint is until at max rating the war paint covers half
automatic upgrade of their toughness by 2 points. This ability is
the body. This requires one minute per rating to apply and lasts for
constant and costs nothing to activate. Add this toughness to your
d6 hours or until washed. This is used for combat benefits only, not
total armor value. The ability allows the barbarian to advance their
to learn spells. MR: 5
toughness by 2 points per rating to a maximum of 6. MR: 3
Improve Weapon (power 2): This ability allows the
Beast Sense (power 1): this ability allows you to burn 1 point
character to add +d6 damage to any weapon the character uses. Any
of frenzy to add a d6 to your perception check or skills based off of
weapon at all. The weapon is only improved while this character uses
perception such as foraging, hunting, and survival. This must be ac-
it, if they hand it to another character they do not gain the bonus.
tivated before you roll your dice. You may up the rating of this ability
For every rating this ability is increased by a new die rank; d6, d8,
by increasing the rank of the die: d6, d8, d10, d12, d20. MR: 5
d10, d12, d20. MR: 5
Blood Rage (power 1): this ability may be activated as soon
Enrage (power 2): this ability is used to taunt an
as the barbarian takes damage from an enemy. The barbarian may
enemy. It allows a barbarian to pull what is called aggro on their self
immediately enact the blood rage by burning 1 frenzy, even out of
instead of letting an enemy attack another character. Enrage allows the
turn, allowing the barbarian to gain +2 to their strength damage
barbarian to use their body attribute check (+1 to the roll per rating)
modifier, and a temporary +20 to their hit points (per rating). These
to roar curses and use rude or mocking body language at an enemy
bonuses are kept until the end of the combat; therefore once the
to provoke them. The enemy must resist with a willpower attribute
combat ends they lose these bonuses. It is quite possible for the
check. If the enemy fails their willpower check they must attack the
barbarian to lose the 20 hit points gained by this ability and then
barbarian instead for at least one round. Enrage may only be used
fall unconscious. At max rating 5, the barbarian gains a +10 strength
once per combat, per rating. At max rating 3, the barbarian may use
damage modifier and +100 hit points until the end of combat. MR: 5
enrage up to 3 times per combat. This ability is an out of turn ability
Battle Cry (power 2): before initiative is rolled during
(OOT) and is used during an enemies’ turn. Yet, it must be activated
combat or while it is being rolled the barbarian may scream out a
before the enemy makes an attack, because it may not be activated
battle cry that will instantly add +1 to the parties’ initiative results.
in an attempt to waste the enemies’ movement or actions. Once the
This ability costs nothing to activate and may only be used during
enemy to enrage is chosen that foe will possess their full movement
the initiative phase. This of course will let the enemies know of the
and the GM is able to reform their attack to charge the barbarian
barbarians whereabouts. So if they are trying to sneak around or
instead of the ally. If they cannot reach the barbarian in that round
have not been spotted yet it would probably be wise to not use this
and there is another enemy along the way, they may attack that
ability unless you do not mind having your location known. This
enemy. If they can use missile weapons they will attack the barbarian
ability may be stacked with one more barbarian’s ability to add +2 to
with those. This ability is used to taunt a foe, it does not force an
the party, or it may also be stacked by other initiative boosters. MR: 1
enemy to lose its actions. MR: 3
Blood Lust (power 2): this ability is activated after the
Fury (power 3): once per combat the barbarian may activate
barbarian has made a kill. For every enemy that is killed they get
a fury round by spending 1 SP and rolling a d6. A roll of 1-2 grants a
to add that number to their strength damage modifier and shot
+1, a roll of 3-4 grants: +2, a roll of 5-6 grants +3. This is added to your
damage modifier. At rating 2 the barbarian may add +2 to their
+ to hit modifier for all attacks this round. This must be activated
strength damage modifier for every kill until the battle is over. They
before your attack and is used for any attack types this round, even if
will max out once they reach their strength attribute in kills. MR: 2
you multi-class and cast spells. At rating 2 a roll of 1= +1, 2-3= +2, 4-6=
+3. At rating 3 a roll of 1= +1, 2= +2, 3-6= +3 MR: 3
War Paint (power 2): this ability allows the barbarian to
create war paint from any substance that could possibly be used
to paint symbols on the flesh or scales of yourself and allies. You
that is of equal or greater level can be scalped by the barbarian. The
may use blood, mud, clay, berry juice, whatever you have around
barbarian will wear these scalps and gain 1 additional saga point per
or in your equipment to make the war paint. Once it is made the
scalp that is able to be taken. MR: 1
barbarian can paint their self and one ally per rating to raise any
attribute they choose by 2 points (per rating). Therefore, the
1 SP and add x2 power damage to all attacks for 1 round, thus making
barbarian could war paint their own face with a symbol of strength to
this your brutality round. This may be activated at the beginning of
gain a +2 to their strength attribute. The higher the rating the more
your turn and ends just before your next turns begins. MR: 1
77
Scalps (power 3): any enemy that is killed by the barbarian
Brutality (power 3): this ability allows the barbarian to burn
Chap te r I V
Bard
Character Skills Barter: 1 (chr) Speech: 1 (chr) Choose: (Music or Singing)
The bard may go by many names; musician,
- Music (choose instrument): 1 (per)
minstrel, poet, writer, storyteller, skald, even troubadour.
- Singing: 1 (chr)
They often tell the tales of their travels with a song or
Stealth: 1 (dex)
inspirational story. They are good for adventurers to have
Story Telling: 1 (chr)
around due to their charismatic tales. They are specialists
Read & Write: 1 (int)
in building reputation and even keep many groups out of
(Skill Slots: 2)
trouble when it comes time to talk their way out of a fight. They are a jack of all trades in many aspects. Warrior, poet, rogue,
Starting Equipment
and they even gain some mystical abilities at higher levels.
Bone Knife (weapons) d10
Their powers border on magical as their sounds, tones, and
Musical Instrument: small enough to travel (equipment)
melodies seem to ever so slightly tap into the mystical world.
Sack (equipment)
Once the bard reaches 9th level their music begins to awaken
(Starting Pay: d6 bits)
unseen magical energy much like the sounds of an incantation resonating into the Aether and harvesting mana. The power is
Spiritual Influence: 2%
known as bardic magic and it is used to create what are called spellsongs. Yet, the bard is not considered a magic user and cannot reform mana as they do. Some of the more famous bards are Rynn Kalos of Thead, Timathet of Dum Dooh, and one of the last remaining Ghosts of Elkhorn; Hrothgar. He is known for his epic song “Tale of the Warhorse”.
Character Class Abilities 2nd: Battle Song 3rd: Tall Tales 4th: Calm 5th: Hail 6th: Melody 7th: Tavern Song 8th: Serenade 9th: Bardic Magic 10th: Legendary Tales 11th: Compose 12th: Lucky Break
Primary Attributes Dexterity Perception Charisma
Combat Skills Unarmed Combat: Fighter +1 Weapon Specialization: choose weapon type +1
78
C las s e s & Abil itie s
Battle Song (power 1): The bard can use 1 open action to
same night. With a skill result of 5 to 9 the party also gains 1 saga
make a music or singing skill check to grant all of the players an
point. On a result of 10 to 14 all gain 2 saga points, a result of 15+ the
additional +1 to attack or defend. This bonus must be chosen by the
party gains 3 saga each. This may be used as often as Tall Tales. At
bard during their musical performance check. At max rating, the bard
rating 2 it is possible to gain +4 SP on a roll of 20+, and on rating 3
can offer +2 to attack or defend. This ability lasts for 4 rounds before
it is possible to give everyone 5 saga points on a roll of 30+. MR: 3
it must be used again. The target number of the skill check is 7 for
gaining the bonus of +1, 15 for +2 when this bonus becomes available
alluring song or sing an enchanting tune in order to gain the favor
at max rating. If the first attempt fails, play it again for a 2nd action.
of a specific target of interest. The bard may play the tune to help an
Frenzy may not be burned to activate the song. MR: 2
ally gain the favor, or for themselves. For every 5 points they reach on
Serenade (power 2): this ability allows the bard to play an
Tall Tales (power 1): by using the skill of storytelling the
their result they will gain a bonus of +1 social modifier. For instance;
bard is able to spread the word of deeds done. The tall tale must be
the bard calls serenade and rolls a 16 on their skill check. This gives
heard by a handful of new listeners to gain any bonus for telling the
the bard’s ally a +3 to his or her charisma roll, allowing them to roll
story. They must make a skill check with a target number of 5. The
a higher check when attempting to persuade or negotiate with an
bard must distribute the result of the roll between party members for
NPC. At max rating the bard can use serenade for 3 characters. MR: 3
their reward of reputation points. Any additional points left over will
be given to the bard. So if the bard rolls a 12 on his or her storytell-
power to tap into the realm of magic by using music or singing as
ing skill, with a tale that involves 4 adventurers, each gains 4 points
incantations. This magic differs from other forms in the way that
of reputation. After a success this ability may then be used once per
the bard is not a spell caster at all, they do not gain access to mana
week or at least after several days with a different crowd to hear the
or the power to learn other spells. They can invoke a form of magic
tall tale. This is left to the GM’s discretion. MR: 1
through vibrations, notes, and tones that awaken it. The casting is
Calm (power 1): the bard may attempt to calm an ally that
accomplished by following the guidelines of the spellsong and it is
is under the affects of fear or if a character is suffering from some
cast by rolling the singing or music skill check. See yellow magic in
type of psychosis. This may sometimes work for animals as well in
the magic chapter for the spellsongs available to learn. MR: 1
Bardic Magic (power 2): this ability grants the bard the
certain circumstances and is left to the GM’s discretion. The bard
may attempt a charisma check for 2 unarmed actions in order to calm
allow their allies (a # up to the level of the bard’s storytelling skill) a
the target. The GM may set a target number equal to the severity of
chance to add their social pool dice into the result of their tall tales.
the affliction or the rank of an enemy spell caster’s willpower check
Thus allies can add to the grand story to gain more reputation. The
if it is a spell that is causing this. The bard must be within melee
1 SP covers the cost of one of their social pool dice as well as 1 from
range of the target in order to touch the target and calm them. MR: 1
each ally. Allies may burn frenzy to add more if possible. This also
allows the bard to transfer some of the gained reputation to another
Hail (power 2): with this ability, the bard is able to add a
Legendary Tales (power 3): the bard may burn 1 SP to
free d6 to their social pool during a first encounter with an NPC
location they have been. An amount equal to their skill level. MR: 1
without spending a frenzy. For every rating in the hail ability, the die
rank is increased; d6, d8, d10, d12, d20. MR: 5
their own spellsongs. The player creates the bonus that is given and
Compose (power 3): this ability allows the bard to create
Melody (power 2): the bard may use this ability to boost the
the mechanics of the song, while the GM will check this over and
result of the music or singing skill by burning 1 SP to add d6 to the
decide whether or not to allow it in their campaign. The bard can
result of the skill check. This is only for music or singing of course
base their spellsongs off of others in the book. The tier of the music
and may be activated after a roll has been made. For each rating in
or singing skill will matter in this as a basic skill will normally only
this ability raise the die one rank, d6, d8, d10, d12, d20. MR: 5
allow a +1 bonus to something, while expert opens up a chance to
reach a +2, and mastery opens a chance to reach +3 or more. You can
Tavern Song (power 2): the bard can play a tavern song and
must make a music skill check, singing skill check, or both. If both
use spell times for how long it takes to craft a spellsong. MR: 1
music and singing are used add the result and divide by 2 to get
the mean result (round up). Whatever the bard rolls on their skill
burn 1 saga point to roll 2d20 for their defense roll and they get to
check is how many reputation points are given to the bard and evenly
choose the one they want to keep. This can be used for any type of
distributed among all who the bard included in the song. This may
defense roll as long as it is the bard’s defense you are rolling for. This
be added to the results of the bard’s tall tales ability if used in the
must be activated before the defense is attempted. MR: 1
79
Lucky Break (power 3) once per combat (OpC) the bard may
Chap te r I V
Chaplain
Character Skills Healing: 1 (int) Plant Lore: 1 (int) Battle Chant: 1 (will)
Chaplains are an important part of the ministry and
Theology: 1 (chr)
are powerful missionaries. They are trained in the art of war
Read & Write: 1 (int)
to defend their church and those who follow its rule. They
(Skill Slots: 1)
are also great healers and learn the art of healing at an early age. They are taught to heal before they are taught to kill.
Starting Equipment
Chaplains walk all different paths and hail from different
Bone Mace (weapons) d12
churches yet they all serve the same purpose. They serve their
Healer’s Satchel (equipment)
deity, church, and allies to keep the faith. They are a perfect
Holy Symbol (equipment) +1% spiritual influence
mix of warrior and healer. Many cathedrals of war gods train
(Starting Pay: d6 copper)
their clergy so that they may be sent into battle as a part of the squad to operate as the medic and religious adviser.
Spiritual Influence: 10%
Some chaplains take up missions to spread the word of their god or gods and offer their healing abilities to small hamlets
Magic
or towns. Some of the more famous chaplains to arise from
Heal (white magic)
the Age of Bones are known as the Brotherhood of Set. A gallant group of humans, elves, and half elves out of Dalewynnd who have taken up a mission to purge the world of the Pale Plague and those who would exploit it.
Character Class Abilities 2nd: Faith 3rd: Repent 4th: Bleed Poison 5th: Sacred Steel 6th: Cleanse 7th: Holy Armor 8th: Remove Pain 9th: Holy Weapon 10th: Divine Shield 11th: Mend Wounds 12th: Codex
Primary Attributes Intelligence Willpower Charisma
Combat Skills Unarmed Combat: Fighter +1 Sorcery Weapon Specialization: Mace +1 Magic Specialization: White Spells +1
80
C las s e s & Abil itie s
Faith (power 1): the chaplain may call upon the gods for
used once on their armor until the holy armor ability wears off. For
help when it comes to accomplishing a task or a skill. For instance;
every rating in the holy armor ability the chaplain gains an additional
an ally or the chaplain needs an additional +d6 to add to an attribute
+2 to the bonus that they give for 1 vial of holy water. MR: 5
test or skill check so they burn a spiritual influence point to gain
the additional die, yet the GM rolls their S.I. percent. If the roll is a
may lay a hand upon an ally to remove their pain or trauma. If they
success they do not lose the S.I. point. This ability may be attempted
are suffering any pain damage or magically enchanted pain, this may
only once per day, per rating. They may activate this ability before or
be removed as well. The chaplain must also burn 1 saga point to ac-
after the attribute test or skill check is attempted. MR: 3
tivate this ability. This may be used once per combat. At max rating
the chaplain is able to use this ability three times per combat. MR: 3
Repent (power 1): the chaplain may burn 1 saga point in
Remove Pain (power 2): for 1 unarmed action the chaplain
order to activate this OOT (out of turn) ability where they must
recite the scriptures and make a theology skill check. The result of
ability, the chaplain may now pour one vial of holy water upon their
this check is then granted to a character of their choosing in the
armor and upon their primary weapon of choice. This weapon will
form of hit points. This may only be used once per combat and
now deal x2 power damage to undead or spirits of the dead. If the
activated at anytime. It may be used on their own body or an ally at
weapon is silver, this power damage is simply added together to deal
a range equal to the chaplain’s charisma attribute in inches (x 5’ feet
x4 power damage. This ability will last the duration of a d4 hours that
in real scale). Multiply the result of the check by the rating. MR: 5
is initially rolled when anointing your holy armor. MR: 1
Bleed Poison (power 1): with this ability the chaplain can
Holy Weapon (power 2): as with the chaplain’s holy armor
Divine Shield (power 3): the chaplain may burn 1 point of
cut the flesh of an ally or themselves dealing only 1 hit point in order
spiritual influence to grant a temporary bonus of +1 to defend. This is
to attempt to bleed a poison from the victim. The chaplain burns 1
an OOT divine ability that may be used at any time a character needs
point of frenzy to activate the ability and spends 2 melee actions.
only one more point to defend an attack. The chaplain must be able
This allows the victim of the poisonous attack to gain an additional
to see the ally. This ability may only be used once per combat. MR: 1
body save check versus the poison. This also lowers the character’s
body save by 1 point. At max rating 1 frenzy lowers the body save of
attempt at healing a severed limb or trauma damage to an organ.
Mend Wounds (power 3): this allows the chaplain an
the victim by 3 points. MR: 3
The limb must be available in full for this delicate process. The
Sacred Steel (power 2): with this ability the chaplain may
chaplain places the patient’s limb back in place and the limb must be
spend 1 spiritual influence point to bless a specific weapon of their
bandaged and set as if it were broken and needing re-alignment. The
choice. This ability will grant the user’s weapon a permanent +2 to
chaplain must make a healing skill check during this process, with a
damage per rating. This may be used only once per weapon and the
target number of 5 at minimum. If this is failed, the target number
blessing takes 2 magic actions to activate. If you raise the rating of
is then multiplied by x2. If this check is failed again this multiplier
your ability to 2 after you have already blessed a weapon with +2, you
will begin to grow (x3, x4, etc.). There will become a time if failures
must spend another spiritual influence point to gain the +4. This
continue where it will become hopeless. Once the check is made the
ability cannot be stacked upon by another chaplain. MR: 5
chaplain must use any means of magical healing that they possess
Cleanse (power 2): this ability allows the chaplain to
in order to complete the mended part. This healing process is not
remove disease or illness from the body of a victim by bathing them
instant. Although the magical healing has taken place, the body
and offering prayers. The rite of cleansing takes a few minutes and a
needs time. Every day after the mending the patient may make a
spiritual influence check must be rolled by the GM for this to work.
body attribute test in an attempt to reach target #15. For each day that
If the check fails then the victim is still stricken with the illness or
passes the target number drops by 2 points. The patient may make 1
disease and the cleansing may not be attempted again or by another.
body attribute test per day to gain full mobility back. MR: 1
At max rating 2 the chaplain gains a +10% to their spiritual influence
toward the baptismal ritual. If the check is a success the victim will
the holder x1 power effect to spells (as if the caster was one level
step from the water totally cleansed of the illness or disease. MR: 2
higher), +1 spiritual influence, and +1 to the roll of the Theology and
Codex (power 3): while the prayer guide is in hand it grants
Holy Armor (power 2): the chaplain may anoint an entire
Battle Chant skills per rating. This is your most prized possession
set of armor by splashing a vial of holy water upon it and giving it a
and if lost will take a very long time to get back (GM’s discretion).
blessing. This temporarily gives the character a bonus of +2 (per rat-
The codex also has the ability to contain 1 divine spell within its
ing) to their total armor value that lasts for a d4 hours. This may be
pages, per rating. Gold spells are often gained through prayer. MR: 5
81
Chap te r I V
Demon Hunter
Character Skills Circle Magic: 1 (int) Creature Lore: 1 (int) Demon Lore: 1 (int)
Demon hunters are trained to rid the realms of un-
Tracking: 1 (per)
natural demonic beings. They learn to locate, hunt, and wipe
Exorcism: 1 (will)
out spirits of the dead that roam our world and the evil beasts
(Skill Slots: 1)
of the mortal realms. The people call upon these hunters in times of danger when stories begin to spread throughout
Starting Equipment
the town of something evil in the woods. When cattle and
Silver Knife (weapons) 2d6 (x2 dmg undead & demons)
farmers end up missing or rumors of hag witches and
Bone Axe (weapons) 2d6
werewolves begin to spread. That is when the demon
3 Wooden Stakes (weapons): d12 (x3 dmg vampire hearts)
hunters are called to take care of these things. Many think
Holy Water: 2 vials (equipment) d8 x 10 (undead & demons)
demon hunters are insane, for who in their right mind would
(Starting Pay: d4 bits)
want to hunt demons? They are often feared and thought of as dangerous to have around. They are cast outs but a type of
Spiritual Influence: 2%
necessary evil. When the demons come from the Veil Myst to scratch at the windowsill, hunters are good to have around. Some of the more famous demon hunters are Jodas Black of Veldwar, Koga of Kade, or the infamous Thousand Silver Blades that have joined up with the Hands of the Justicarians on several quests to seal Soul Gates in Baahltizar and Narcadia. Some of the most prominent demon hunter schools can be found in the cities of Fanghaven and Hymnstat.
Character Class Abilities 2nd: Unnatural Senses 3rd: Spirit Ward 4th: Demon Hate 5th: Talisman 6th: Consecrated Weapon 7th: Ashes to Ashes 8th: Improve Weapon 9th: Destroy Undead 10th: Spirit Trap 11th: Expulsion Ritual 12th: Demon’s Blood
Primary Attributes Perception Intelligence Willpower
Combat Skills Unarmed Combat: Brawler +2 Weapon Proficiency: Throwing
82
C las s e s & Abil itie s
Unnatural Senses (power 1): the demon hunter can
components must be available during this process. MR: 3
sense unnatural beings that are within their vicinity (perception
attribute in inches) by simply making a perception attribute test.
the remains of slain undead is used as war paint to grant the hunter
Ashes to Ashes (power 2): collecting a pouch of ashes from
Tingles up their spine or the feeling of their flesh crawling, the hair
+1 to defend all types of attacks from demons and undead (per rat-
on their arm stands up, etc. The target number for such a test is 6 at
ing). This only works for the hunter. MR: 2
minimum but more powerful beings will raise the target number. For
every rating add a +1 to their perception tests. MR: 5
to any weapon the character uses, any weapon at all. The weapon is
Improve Weapon (power 2): the character adds +d6 damage
Spirit Ward (power 1): the hunter can block passages and
only improved while this character uses it, if they hand it to another
make magic circles using salts and other minerals. The ward is made
character they do not gain the bonus. For every rating this ability is
with an intelligence check or if the hunter wishes to make a protec-
increased by a new die rank; d6, d8, d10, d12, d20. MR: 5
tive circle to stand within they may use the circle magic skill instead.
This may be resisted by the willpower attribute of the spirit to defeat
this allows the hunter to create magic circle traps to catch their prey.
the ward. If the spirit fails, the ward acts as a magical barrier that will
The hunter makes a magical circle skill roll with the proper symbols
not allow the spirit to cross due to the ethereal cone of energy. Spirit
and components; powders, blood, salt, and chalk or ash. Construct-
wards can be used to protect items as well. It takes about two rounds
ing the prison can take up to 30 minutes. The hunter can make a
or around 10 seconds and a unit of salt to throw down a spirit ward.
perception check when attempting to hide the trap or a concealment
With this ability the hunter may add +2 to their circle magic skill roll
skill check if they possess the skill. This becomes the target number
when crafting a ward. At max rating they may add +10 to the result.
for the spirit to notice the trap. If a demon or spirit walks or flies
A handful of salt can sometimes stun a spirit if thrown true. MR: 5
over this circle they are trapped and must make a resisted intelligence
Spirit Trap (power 2): also known as a “sacramental prison”
Demon Hate (power 1): the demon hunter is a warrior that
check versus the circle magic roll to break free. The cone of magic
is bent on the destruction of evil spirits and undead. This ability is
is invisible to the naked eye but one who sees astrally can make the
permanent for the demon hunter and takes nothing to activate it.
cone of power out after it is activated (once a spirit has triggered it).
Demon hate allows the hunter to gain a +1 bonus to any attack at
The circle must be broken from the outside to set the spirit free. The
a spirit of the dead, or any type of undead. For every rating of this
spirit may attempt a new escape after days equal to the creator’s level,
ability, the hunter gains another +1 to hit. MR: 3
or if anything alters the circle and symbols. If someone attacks the
Talisman (power 2): the demon hunter must possess the
spirit they must be careful not to corrupt the circle. For every rating
components to construct their talisman or have one made and
the hunter gains +2 to the roll of their circle magic skill check. MR: 5
add to it their own personal sigils. The talisman will add +10 to a
resistance of their choice as well it allows the hunter to roll 2d20 to
may use holy water to splash upon the possessed victim in order to
defend from possession attacks and choose the higher result. The
gain an additional +2 (per rating) to the roll of their exorcism skill
talisman only helps the hunter, to anyone else it is merely jewelry.
check. The demon hunter shouts the Rite of Expulsion and throws a
MR: 1
vial of holy water upon the victim during the 2 actions of the exor-
Consecrated Weapon (power 2): the demon hunter may
Expulsion Ritual (power 3): during an exorcism the hunter
cism. The hunter must burn 1 frenzy to activate this ability. MR: 5
choose their weapon and begin the Rite of Consecration. The
demon hunter must choose a silver or silver edged weapon so that
causes a mild nauseating feeling that subsides after about 30 min-
it deals x2 damage to spirits of the dead, undead, and demon-kind
utes, which is the amount of time the “potion” lasts. This grants +d6
for this rite to work. During the ceremony the weapon is decorated
to their strength, perception, and willpower. These are all rolled with
with protective symbols and anointed with the ash of undead, ecto-
one die and the result is the same. They also gain this die to defend
plasm remains of spirit, or ash of a demon to create a single demon
possession attempts so it is rolled with the d20. For every rating,
rune. This weapon then adds x1 power damage to undead, spirits, and
increase this die one rank d6, d8, d10, d12. 1 vial per demon. MR: 4
demons for each rating, thus at rating 1 the silver weapon will deal
x3 power damage. This weapon has become an enchanted “demon
tect them from demonic possessions. They may create one tattoo
bane”. The hunter may only have one consecrated weapon and each
per rating. This ward causes a demon or spirit to suffer -2 to hit per
rating in this ability counts as a filled enchantment slot or demon
rating when attempting to possess and even if they are hit the ward
rune. The Rite of Consecration takes d4 hours to complete and the
will boost the bearer’s willpower roll by +2 per rating. MR: 5
83
Demon’s Blood (power 3): hunters drink the blood which
Demonic Ward: (power 3): this tattoo can be crafted to pro-
Chap te r I V
Enchanter
Read & Write: 1 (int) Tinker: 1 (int) Weapon Smith: 1 (int) (Skill Slots: 2)
The mystical enchanter or enchantress is a well
respected spell caster. This magic user is the one you seek
Starting Equipment
out when you wish to create or identify magical weapons,
Bone Hammer (weapons) d8+d6
armor, and other equipment. A good enchanter can take
Shoulder Bag (equipment)
your runes or magical components and make something very
Personal Spell Book (equipment)
special out of them. They are specialists when it comes to
(Starting Pay: d6 copper)
creating magical items and innovative tools. It is an art that takes a great amount of training and research to accomplish
Spiritual Influence: 2%
correctly. They are sought out all over the world from some of the richest nobles to even the most dangerous assassins
Magic
so that they may craft something that others cannot. Not
Astral Detection (blue magic)
only do they learn the art of shaping metals on the anvil,
Imbue Element (green magic)
placing magic into the steel makes their skill very powerful.
Ignite & Douse (green magic)
They must be wary of this craft as well though, for it is this curiosity with magic that has created much devastation.
Character Class Abilities 2nd: Charm Stones 3rd: Scroll Craft 4th: Verendum 5th: Rune Magic 6th: Bind Rune 7th: Weave Magic 8th: Spell Forge 9th: Crystal Magic 10th: Disenchant 11th: Spell Shatter 12th: Rune Craft
Primary Attributes Intelligence Willpower
Combat Skills Unarmed Combat: Basic Sorcery Weapon Specialization: Hammers +1
Character Skills Armorer: 1 (int) Crystal Lore: 1 (int) Thaumaturgy: 1 (int)
84
C las s e s & Abil itie s
Charm Stones (power 1): the enchanter has the ability to
smith, armorer, or tinker skill in order to achieve this successfully.
awaken certain energies that reside within a small stone, crystal,
The target number is 5 to craft a slot for the rune and place it into an
or gem by engraving the stone with glyphs of a specific attribute
item while invoking the power within it. They must speak the proper
and filling them with power. They may grant +2 (per rating) to an
invocation of the ritual. The chant will awaken the power of the rune
attribute of the enchanter’s choice. This takes the enchanter a total of
and it will then bind with the item. You may look to the magic chap-
6 hours to perform the Charm Stone Ritual. The enchanter makes a
ter for more information on enchanting items or empowering them.
crystal lore skill check with a target number equal to the rank of the
This ability allows you to power only one rune into an item no more,
attribute they are creating the stone for. If the skill fails, the stone
an act that takes a minimum of 6 hours to accomplish. It takes a d4
is shattered and lost. If successful the stone is awakened using the
hours to craft an actual slot into an item as well. This ability allows
vibrations of his or her chant and the ritual is complete. You may
you to make only 1 slot per item. Look to the magic chapter under
gain the benefits from only one charm stone at a time. You may wear
Runes on Pg. 323. MR: 1
them as jewelry such as; bracelets, brooches, anklets, etc. MR: 3
Scroll Craft (power 1): the ability to create magical scrolls
help save a failed rune magic or crafting skill test. This may be used
is useful when you wish to sell them or conserve mana during a
when making rune slots and runes once powerful enough. They must
combat by using scrolls. Make a writing skill check, the target
burn 1 saved saga point and it may be activated after a failed roll. This
number for this skill check is equal to the level of the spell
bind rune ability will add a d6 to their skill check result. For every
being written, yet no lower than 3. Initiate and advocate
rating in this you may increase the rank (d6, d8, d10, d12, d20). MR: 5
spells all have a minimal target # 3 to create them. A 6th
level robe spell has a target # 6 to create. You may write one scroll
to weave certain types of clothing or accessories and invoke magical
every two hours, only two per day (per rating) and must take
energies into them with symbols and sigils of power. The enchanter
the mana drain for doing so. Components for the spell are all
may weave magic into a once common cloak in order to enhance a
eaten by the mana and dissolve during the scroll creation. For every
certain skill such as concealment, thus creating a cloak of shadows.
rating in this ability you may craft up to 2 scrolls a day, yet remember
When the enchanter first begins this ability they may only add +1
each one takes a minimum of 2 hours. MR: 3
level to a skill. If the wearer does not possess the skill then they must
Verendum (power 1): your verendum is your personal chan-
add this bonus to the rank of their attribute that the skill falls under.
neling tool, which is usually a wand or staff. You must place a crystal
The enchanter must possess the proper material, such as a unit of
or stone upon your creation which is used to conduct energy. When
an animal pelt, wool, cotton, or silk in order to make such an item.
crafting a staff this is usually placed within a headpiece. With this
These items may usually be found or purchased in towns or from
ability you are able to craft a channeling rune for your personal use
hunters. Depending on what the enchanter is crafting this may take
within the item. This item becomes unique and bound to you during
many, many hours. You may use the Tinker’s Crafting Table found
the Verendum Ritual. During this age old ritual the caster should
in the Equipment chapter under gear. The enchanter must possess
use material that fits their astrological sign. The ritual must be per-
the proper skills such as sewing or weaving and make this skill check
formed during the time of day in which you were born and 3 drops
at a minimal target # 5. The higher result the faster the enchanter
of your blood must be rubbed upon the wand or staff at the point
may finish the work, or improve the look of the item. At rating 2 the
where magic will be released and your channeling rune will go. The
enchanter has the possibility to add +2 levels to any skill they wish to
verendum allows the caster to gain +1 to any spell cast while the
enchant their work with. They must roll a target # 10 in order to gain
verendum is in hand. The verendum also grants the caster a +1 to
the +2. At rating 3 the enchanter must reach a target # 15 in order
their magical defense while in hand. MR: 1
to grant the wearer +3 to a skill level. At rating 4 you may open the
Rune Magic (power 2): the enchanter is now able to craft
possibility to grant the wearer a +4 to a skill level by reaching a target
slots to place runes into items and enchant items with these runes.
# 20. Finally at rating 5 it allows the enchanter a chance to grant +5
The runes may be found in the magic chapter on Pg. 326. The
to the level of a specific character skill, the target # is 25. MR: 5
enchanter can place a single rune into a weapon, piece of armor, or
item in order to gain the bonus the rune allows. This does not allow
the power to charge a specific item with a specific spell, a process
the enchanter to create runes yet, only to awaken their power and
called charged enchantments. The item can be charged with almost
infuse them into an item. The enchanter must roll his or her weapon
any spell available to the enchanter or another present mage. This
85
Bind Rune (power 2): the enchanter may use this ability to
Weave Magic (power 2): the enchanter now has the ability
Spell Forge (power 2): with this ability the enchanter has
Chap te r I V is how items are enchanted with spells that can be used by speak-
ing a command word. Once the command word is spoken the magic
effects of an enchantment upon a character or item. For disenchant-
actions are spent according to the spell being cast. The command
ing sorcery cast on an ally the enchanter must burn half the mana
word is often written upon the item during forging. The enchanter
it cost to make the enchantment or a minimum of 20 mana points
rolls the proper smithy skill check depending on what item they are
and use 2 magical actions to attempt a resisted willpower check
working. At rating 1 you may add up to 2 charges in an item. Target
versus the one who cast the spell. The enchanter may add +2 to
# 5-9: allows the 1 charge. Target # 10-14: 2 charges. At rating 2 it is
their roll for every rating in this ability. This may be attempted only
possible to make up to 5 charges in an item. Target # 15-19: 3 charges.
once per rating as well. Frenzy may be used for this ability since
Target # 20-24: 4 charges, T# 25-29: 5 charges. At rating 3 in this
the enchanter is attacking the magical energy to expel it. When
ability it is possible to add up to 10 charges. T# 30-34: 6 charges, T#
disenchanting it is possible for the enchanter to make a thaumatur-
35-39: 7 charges, T# 40-44: 8 charges, T# 45-49: 9 charges, T# 50+: 10
gy skill check in order to identify the magic that is being used. A
charges. This is only to imbue the item with charges and once the
successful skill check will allow the GM to tell the enchanter what
amount of charges is configured the caster rolls the d20 to cast the
the target number is going to be. This is very useful for it allows the
spell into the item that many times and takes the drain. When the
enchanter to prepare themselves with any buffers if they are able to.
user of the item gives the command word, attack spells require the
When attempting to disenchant magical items this process takes a
user to roll a d20 to release the spell. The process of the spell forge
much longer amount of time and requires the enchanter to make a
requires 30 minutes per charge. Some spells, at the GM’s discretion,
skill check congruent with the one used to make the item. The target
are too powerful for an item to hold even more than 1 charge. MR: 3
number is created by the GM yet would be equal to the skill roll
Crystal Magic (power 2): this ability allows the enchanter to
that was made when the item was crafted. The mana drain on this
become an evoker of stones, gems, and crystals, mastering the ways
type of disenchant is 20 per rune, charge, or sigil within a weave.
of crafting these stones. These crystal powers can now be shaped and
Certain powerful artifacts require a disenchantment to take place at
awakened when they are found in the wilderness. From the list of
a location of powerful energy such as the crossroads of ley lines or
stones and crystals in the magic chapter you will find these stones
upon sacred ground. Then again some powerful artifacts cannot be
and the powers that may be awakened within. The skill of Crystal
unmade unless they are destroyed with a massive amount of energy
Lore must be rolled during the process of awakening them. If the
such as being cast into the heart of a volcano or a star. MR: 5
stone is in its raw form it must first be cut, which may be accom-
plished with the gem cutting skill. The gem must first be cut to be
once per rating the enchanter may attempt this out of turn maneu-
awakened so this may be a skill the enchanter may wish to pick
ver. When an enemy fires a magical spell at the enchanter or an ally,
up. This is not completely necessary for the skill may be accom-
the enchanter may call spell shatter and burn 1 SP. The enchanter
plished untrained at a higher target number. The enchanter rolls
must possess a single action attack spell that they can cast at the
their crystal lore skill and must reach a target number created by
attacker’s spell in an attempt to shatter it from the very air before it
the GM or is equal to the cost of the stone in gold. The target #
hits its target. The spell shatter attack must be equal to or over the
can be no lower than 3, this is up to the GM but can be used as a
result of the attacker’s spell in order to shatter it. If this succeeds
guideline. Without the gem cutting skill, it raises the target of an
then the enchanter has successfully shattered the enemy’s spell right
enchanter’s crystal lore skill check to awaken the stone due to it
out of the air, if not then the defender must roll their defense as
being poorly cut. If this is failed the stone becomes fragile and the
normal. The enchanter must activate this ability before the defense
power is lost. Once the enchanter has awakened the stone it is given
roll is made and rolls 2d20 choosing the highest result. MR: 2
a single charge to use while worn on the body. Many stones can
be activated in different ways, by simply placing them at certain
create a 2nd slot into items and place a 2nd rune into an item, weap-
chakra points through the use of the crystal lore skill, or by mutter-
on, or piece of armor. This allows the enchanter to make stronger
ing a command word or incantation that uses the charge due to the
empowered items. They now only begin to unlock the mystic power
vibrations of the words to activate it. At max rating the enchanter
that it takes to create 12th level runes from scratch, however few
may re-roll a failed crystal lore check by burning a saved saga point.
there are. Gaining this ability also allows the enchanter a new skill
The Ritual of Crystal Evocation takes about an hour to awaken one
at rating 1 called Rune Craft. Write this skill under your character
pre-cut stone. MR: 2
skills and it is based off of your intelligence attribute. This is a class
86
Disenchant (power 3): this ability is used to reverse the
Spell Shatter (power 3): once per combat scenario,
and
Rune Craft (power 3): this ability allows an enchanter to
C las s e s & Abil itie s specific skill only the enchanter may possess. When crafting runes
These runes will of course be limited in power to something similar
from scratch it takes the character’s spell time to do such a thing and
that your character level would be able to craft and handle. It will still
is no easy task. Just as with rune magic, the time it takes to empower
cost a great deal to manufacture the runes that you design due to the
a magic item with a rune (place a rune in a slot) is 6 hours minimum.
components that are necessary for making them. MR: 1
To empower an item with a 2nd rune there is a target number of 10 to succeed in placing it correctly, so the enchanter must be wary. A failure may result in a roll on the enchantment fumble table.
As with other skills the Rune Craft skill has 3 tiers. Gaining
this ability will of course allow you to have the first tier of the skill. Just as other character skills once you reach rating 8 you may unlock the 2nd tier of the skill (expert) by spending 2 skill slots to purchase it. Once you become an expert in the skill you are automatically givin a +1 to your skill rolls. An expert in Rune Craft will grant a +2 rating bonus to one of the trade craft skills of your choice (armorer, weaponsmith, or tinker). An expert in this skill will also allow you to improve the durability of an empowered item by 1 step (from moderate to strong). You can also make runes that are similar to other runes on the rune table as long as you are the correct level to design them.
A master of the skill at 3rd tier can still be achieved as
other skills, once you reach rating 16 in the skill you may spend 3 skill slots to master in it. This will grant you an immediate +2 to skill rolls and you may gain a bonus of +3 to the rating of a trade skill of your choosing (armorer, weaponsmith, tinker). You will also be able to engineer your own types of runes. That will be discussed with your GM and given an all clear based of runes on the list.
87
Chap te r I V
Mage
Character Skills Thaumaturgy: 1 (int) Conjuring: 1 (will) Circle Magic: 1 (int)
Mages are spell casters or magic users. They
Read & Write: 1 (int)
summon energy called mana in order to create spells that
(Skill Slots: 4)
alter reality. Mages usually study in magic schools or learn from a master who takes on an apprentice. Magic is ancient
Starting Equipment
and unreal thus often untrusted by many. It is a gift that is
Staff (weapons) d12
often seen in children at a young age, not all are born with
Shoulder Bag (equipment)
the ability to wield the gift. Some countries outlaw magic
Personal Spell Book (equipment)
in their lands and hunt mages often burning them at the
(Starting Pay: d6 silver)
stake for fear of their return as a blood mage or lich to seek vengeance upon them. In more civilized lands they are highly
Spiritual Influence: 2%
respected for their abilities. Mages begin as a fledgeling or apprentice before they reach their first “ring” of initiate. A
Magic
ring is what they call a mages’ status of power in the arts. As
Choose 3 initiate spells but each one must be from a different
they unlock each ring they begin to understand the magical
color of magic. You may only choose from the six primary
texts of more powerful spells. Some mages may choose to
schools of Red, White, Green, Blue, Gray, and Black. If you
specialize in a certain type of magic. These mages are given a
wish use the following page as a guide for it shows 3 initiate
generalized name known as a sorcerer or sorceress. Each
spells of each primary school.
is also given a different name depending upon which school or color of magic they study. Thus when choosing you may pick a mage open to any school, or a sorcerer/ sorceress.
Character Class Abilities 2nd: Astral Perception 3rd: Scroll Craft 4th: Verendum 5th: Mana Rite 6th: Familiar 7th: Sigil Ward 8th: Spell Focus 9th: Absorb Power 10th: Continuum 11th: Mana Flux 12th: Grimoire
Primary Attributes Intelligence Willpower
Combat Skills Unarmed Combat: Basic Sorcery
88
C las s e s & Abil itie s The mage class is the most common type of adept with knowledge in all forms of magic and its schools. The specialists in the art of sorcery are called sorcerers, which carry names to differentiate them from the mage. These specialists get to add a +2 to cast any spell from their school of magic. Yet when they attempt to cast a spell from another color other than their own they suffer a -1 to cast the spell due to their alienation with that school. Under the combat skills on your character sheet make a note of what color of magic you are specialized in (Red Magic +2). If you choose to take away the -1 to cast another color you must specialize in it to bring it to 0, then again to gain a +1. If you choose to make your character a sorcerer or sorceress, then make sure to take the name of the specialized class as well, or one similar that works (ie: Warlock, War Mage, or Red Witch). Sorcerers must also take the initiate spells below, instead of choosing like the mage does. When dealing with the added skills on the following page simply add these skills to the mage skills and only start with 1 skill slot. Here are the six basic schools of magic that you may choose from and the level advancement abilities that are gained for levels 2 through 12.
Warlock (red magic)
Witch (white magic)
Seer (blue magic)
2nd: Battle Rite 2nd: Attunement 2nd: Astral Perception
3rd: Red Athame
3rd: Circle of Protection
3rd: Read Aura
4th: Verendum 4th: Verendum 4th: Verendum 5th: War Caster 5th: Sanctuary 5th: Dowsing 6th: Mana Armor 6th: Familiar 6th: Augury
7th: War Ritual
7th: Aura Healing
7th: Dream Walker
8th: Spell Focus 8th: Spell Focus 8th: Visions
9th: Spell Blast
9th: Elemental Amulet
9th: Speculum
10th: Spell Breaker
10th: Protective Shield
10th: Astral Projection
11th: Will of War
11th: Spell Parry
11th: Prediction
12th: Grimoire 12th: Grimoire 12th: Grimoire Initiate Spells
Initiate Spells
Initiate Spells
Fire Orb Fire Dance Detect Life Ice Lance Hard Flesh Ethereal Orb Shock Orb Heal
Enhance Senses
Druid (green magic)
Psionic (gray magic)
Necromancer (black magic)
2nd: Hide of Oak
2nd: Psi Ritual
2nd: Blood Sacrament
3rd: Elemental Ritual
3rd: Psychokinesis
3rd: Bone Hex
4th: Verendum 4th: Verendum 4th: Verendum
5th: Beast Master
5th: Psionic Scream
5th: Death Lord
6th: Familiar 6th: Mind Power 6th: Raise Dead
7th: Sacred Grove
7th: Empathic Rite
7th: Dark Liturgy
8th: Earth & Air Ritual
8th: Mental Projection
8th: Black Altar
9th: Fire & Water Ritual
9th: Mind Trick
9th: Sacrifice Minion
10th: Elemental Blast
10th: Psychokinetic Shield
10th: Abomination
11th: Elemental Deflection
11th: Psychokinetic Shatter
11th: Soul Leech
12th: Grimoire 12th: Grimoire 12th: Grimoire Initiate Spells
Initiate Spells
Initiate Spells
Ignite & Douse Enthrall Bone Spear Light & Darkness Telekinesis Death Mask
Messenger Telepathy Necral Armor
89
Chap te r I V
Sorcerer
Color
School
Added Skills
*Suffer -1 to cast all other colors
Warlock
Red
Combat
Red Magic +2, Battle Chant: 1 (will)
(Skill Slots: 1)
Witch
White
Protection & healing
White Magic +2, Plant Lore: 1 (int)
(Skill Slots: 1)
Seer
Blue
Divination & detection
Blue Magic +2, Astrology: 1 (int)
(Skill Slots: 1)
Druid
Green
Nature
Green Magic +2, Animal Kinship: 1 (chr)
(Skill Slots: 1)
Psionic
Gray
Psionics & illusions
Gray Magic +2, Meditation: 1 (will)
(Skill Slots: 1)
Necromancer
Black
Death, curses, & disease
Black Magic +2, Necromancy: 1 (will)
(Skill Slots: 1)
Mage
the Verendum Ritual. During this age old ritual the caster should
Astral Perception (power 1): also called spirit sight this abil-
of your blood must be rubbed upon the wand or staff at the point
ity allows a spell caster to see into the astral realm around them and
where magic will be released and your channeling rune will go. The
distinguish magic and spirit. The caster’s eyes begin to glow with
verendum allows the caster to gain +1 to any spell cast while the ver-
the color of mana that they possess most within them. The ethereal
endum is in hand. The verendum also grants the caster a +1 to their
realm is the realm that coexists with our plane of existence. You see
magical defense while in hand. MR: 1
almost as if looking through a dream or clouded water. Anything
that has mana will be seen clearly, spirits radiate an aura and you can
day. The caster may half the drain from one of their spells or abilities
make out the colors of the mana that surround other casters within
by burning a 1 SP to do so. During the casting or conjuring the mana
their aura. You can also see the truth about a place. Places with great
rite is added into the invocation and this simple act saves half of the
negative energy might look dark and ominous in the astral realm.
mana spent. At max rating the caster may use this ability twice per
The caster may activate this at will yet it drains a d12 mana per round.
day. MR: 2
The caster can see a distance equal to their willpower in inches, yet
they roll perception while looking astrally to notice things. MR: 1
the casters time to find their animal companion. This creature will
Scroll Craft (power 1): the ability to create magical scrolls
possess a spiritual and psychic bond with the caster. Both gain 1
is useful when you wish to sell them or conserve mana during a
point of toughness from the joining. The caster must befriend this
combat by using scrolls. Make a writing skill check, the target
small creature and allow it to choose the caster as an ally on its own.
number for this skill check is equal to the level of the spell being
Once this bond has been made the creature becomes the caster’s
written, yet no lower than 3. Initiate and advocate spells all have a
familiar. The caster may see through the creature’s eyes at will and
minimal target # 3. A 6th level robe spell has a target # 6 to create.
know its thoughts and its pain just as it knows the caster’s pain. It
You may write one scroll every two hours, only two per day (per
will attempt to help the caster in times of need. It is good to have a
rating) and must take the mana drain for doing so. Components for
familiar that will be allowed to join you in the cities. Creatures such
the spell are all eaten by the mana and dissolve during the scroll
as birds, ferrets, rats, cats, snakes, often make good familiars. If a fa-
creation. For every rating in this ability you may craft up to 2 scrolls
miliar dies you will lose your toughness. You may choose a new one
a day, yet remember each one takes a minimum of 2 hours. MR: 3
after nine moons have passed. MR: 1
use material that fits their astrological sign. The ritual must be performed during the time of day in which you were born and 3 drops
Verendum (power 1): your verendum is your personal chan-
Mana Rite (power 2): the mana rite may only be used once a
Familiar (power 2): this ability marks the beginning of
Sigil Ward (power 2): the mage has the power to create a
neling tool, which is usually a wand or staff. You must place a crystal
magical trap by burning their sigil into a surface with the enchanted
or stone upon your creation which is used to conduct energy. When
words of the ward rite. They must cast their desired spell into the
crafting a staff this is usually placed within a headpiece. With this
ward as normal and suffer an additional 10 mana drain for the ward
ability you are able to craft a channeling rune for your personal use
rite. They then make a willpower check to hide the trap at +1 per
within the item. This item becomes unique and bound to you during
rating in this ability. They may also add 1 spell per rating to the ward
90
C las s e s & Abil itie s trap. They must assign a command word in order to pass the ward
Warlock
trap without setting it off. This is used to trap hallways, doors, even books. If a creature fails their perception or traps check and triggers the ward the spell is released and the caster rolls a new d20 to cast
the spell due to the energy transferring from one form to another.
burn 5 mana and add their strength and willpower attributes to
MR: 3
their max hit points for the duration of a combat scenario. These hit
Battle Rite (power 1): for 1 magic action the red mage can
Spell Focus (power 2): this ability allows the caster to create
points are lost a d4 rounds after the end of the combat scenario so
specific foci for certain spells at the GM’s discretion. For instance,
one must be careful to remember this. At rating 2 they must multiply
collecting the component for a spell will let the caster use the foci
the sum of the attributes by x2. At rating 3 this becomes x3. MR: 3
to gain an additional +1 (per rating) to their spell effect while casting
with the spell focus in their hand. This may be used only if the caster
dagger. The war mage does a small ceremony to grant the blade their
has a focus set for their specific spell. For instance the caster may use
one and only athame. This blade now becomes +1 to hit (per rating)
sulfur for their fire sphere spell focus. The foci must dissipate after it
and +d6 to damage. For one magical action this blade will return to
is successfully used. MR: 3
the mage’s outstretched hand when beckoned if a successful willpow-
er check is made. Each rating increases the dmg die (d8, d10). MR: 3
Absorb Power (power 2): when a spell is being cast at you
Red Athame (power 1): the athame is a magic user’s ritual
and you roll a natural 20 to defend you may activate absorb power.
The attacker rolls the damage as if they had hit you but instead you
channeling tool, which is usually a wand or staff. You must place a
Verendum (power 1): your verendum is your personal
transfer the damage to your mana pool. You may still counter attack
crystal or stone upon your creation which is used to conduct energy.
as normal. MR: 1
When crafting a staff this is usually placed within a headpiece. With
Continuum (power 3): this ability allows the caster to
this ability you are able to craft a channeling rune for your personal
lengthen the duration of a spell by double. This takes 1 SP to activate
use within the item. This item becomes unique and bound to you
the continuum when the spell is in effect. The caster may choose to
during the Verendum Ritual. During this age old ritual the caster
activate this ability at anytime during the duration, after it hits or
should use material that fits their astrological sign. The ritual must
even when it is about to run out. For each rating in this ability you
be performed during the time of day in which you were born and 3
may continue to duplicate the duration. MR: 3
drops of your blood must be rubbed upon the wand or staff at the
Mana Flux (power 3): once per combat and OOT, if the
point where magic will be released and your channeling rune will
mage is hit by a spell, or an ally within 15’ feet is struck the mage
go. The verendum allows the caster to gain +1 to any spell cast while
may roll a d100. The result will tell you how much damage may be
the verendum is in hand. The verendum also grants the caster a +1 to
transferred into drain from their mana pool. Yet, the mana the mage
their magical defense while in hand. MR: 1
spends must be doubled. At rating 2 the drain is not doubled. MR: 2
War Caster (power 2): the warlock may burn 1 SP in order
Grimoire (power 3): every mage and specialist gains a
to add an additional +1 damage to any red spell for up to 4 rounds.
grimoire at 12th level. The caster’s personal spell book has now
This must be activated before the combat spell is cast in order to
become a power source that adds +1 magical defense. The caster must
buff a specific spell. For every rating add another +1 to the damage,
use this grimoire in their hand while wielding their wand or staff in
therefore a rating of 3 they would add +3 damage to any attack spell
the other to aim their spells. The grimoire becomes a conduit for
effect for only 1 SP. MR: 3
magical energy and reading the incantation from the grimoire will
add x1 (per rating) to the spell’s power damage. This basically means
take 10 mana drain to gain +2 toughness and +2 fortitude. This power
the spell is being cast as if the caster is 1 level higher. You may also
lasts for 30 minutes. At rating 2 they may spend 20 mana to gain
add +1 (per rating) to the level of your spell craft skill while the book
+4 to toughness and fortitude, this continues to max rating which
is in hand. At rating 5 you will unlock a +2 magical defense. MR: 5
would cost 50 mana to gain +10 toughness and fortitude. MR: 5
Mana Armor (power 2): for 1 magical action the warlock can
War Ritual (power 2): once per combat the warlock may
shout out a war rite for 2 magical actions and 20 mana drain to grant every ally within their vicinity (inches per willpower) to gain a single d6 roll. This d6 roll result will let them know how many points of frenzy they are gifted to their frenzy pool. These frenzy are only
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Chap te r I V
Witch
temporary to the current battle and will dissipate after the fight is over. This ability will grant frenzy to as many allies as the caster has willpower. At rating 2 the allies gain 2d6 and get to choose which d6 is the highest. There is no rule for continuum on a roll of 6. During
a battle the allies will burn this temporary frenzy before using their
+1 (per rating) to the spell effects of their healing magic. The witch
own. MR: 2
must spend an additional 5 mana to gain this bonus. MR: 3
Spell Focus (power 2): this ability allows the caster to create
Attunement (power 1): this ability allows the witch to add
Circle of Protection (power 1): the witch may add an addi-
specific foci for certain spells at the GM’s discretion. For instance
tional +1 to the roll of their circle magic skill check (per rating) when
collecting the component for a spell will let the caster use the foci
crafting magic circles of protection. These circles are made with
to gain an additional +1 (per rating) to their spell effect while casting
magic circle components which usually consists of powdered bone,
with the spell focus in their hand. This may be used only if the caster
salt, chalk, candles, or sometimes blood and ash. Magical circles that
has a focus set for their specific spell. For instance the caster may use
are drawn upon the floor are protection from spirits and entities of
sulfur for their fire sphere spell focus. The foci must dissipate after it
other planes. The caster must draw a circle around a thaumaturgical
is successfully used. MR: 3
triangle within the center. The result of the roll becomes the target
number for the spirit’s intelligence check to break through. MR: 10
Spell Blast (power 2): the warlock may burn 1 saga when a
spell hits an opponent to add a d6 power damage to the spell. There-
fore you may simply add 1 to 6 more levels to the caster when using
channeling tool, which is usually a wand or staff. You must place a
Verendum (power 1): your verendum is your personal
spell blast. At rating 2 spend 1 SP to roll 2d6 and choose the highest
crystal or stone upon your creation which is used to conduct energy.
roll. MR: 2
When crafting a staff this is usually placed within a headpiece. With
Spell Breaker (power 3): the warlock is able to break a spell
this ability you are able to craft a channeling rune for your personal
that has been cast upon them or an ally by using this out of turn abil-
use within the item. This item becomes unique and bound to you
ity. To enact this ability the warlock burns 1 SP once an attack spell is
during the Verendum Ritual. During this age old ritual the caster
cast. The warlock must possess a single action attack spell to throw
should use material that fits their astrological sign. The ritual must
at the enemy’s incoming spell. The warlock’s attack must be equal to
be performed during the time of day in which you were born and 3
or higher than the enemy’s spell attack to break it. This ability allows
drops of your blood must be rubbed upon the wand or staff at the
the warlock to hurl their spell into the incoming enemy’s spell and
point where magic will be released and your channeling rune will
blast it out of the air if successful. This ability may be used once per
go. The verendum allows the caster to gain +1 to any spell cast while
combat and must be activated before a defense roll is made. MR: 1
the verendum is in hand. The verendum also grants the caster a +1 to
their magical defense while in hand. MR: 1
Will of War (power 3): the warlock is able to use this ability
once per combat. The warlock may burn 1 frenzy in order to add the
dice for their willpower attribute to the damage of any red spell. This
the parameter of a camp or hideout distributing small bags of
Sanctuary (power 2): during this ability the witch walks
ability must be called when the spell is cast and before the defender
components while muttering the rite of sanctuary. During this they
rolls. Will of war allows the warlock to build the power of the spell
call upon the powers that be to astrally guard the area by connecting
up greatly before unleashing it toward an enemy. At max rating it
to the ley lines of the primordial plane. This ritual takes at most
may be attempted 3 times per combat scenario. MR: 3
thirty minutes to perform and can reach a radial distance equal to the
Grimoire (power 3): every mage and specialist gains a
witch’s willpower in inches. The witch must possess small pouches
grimoire at 12th level. The caster’s personal spell book has now
containing the parts of three different small creatures such as chick-
become a power source that adds +1 magical defense. The caster must
en bones, frog’s legs, and a rattler of a rattlesnake. If an intruder
use this grimoire in their hand while wielding their wand or staff in
passes this area where the pouches create an invisible perimeter, just
the other to aim their spells. The grimoire becomes a conduit for
like an astral trip wire a warning will sound in the witch’s head. The
magical energy and reading the incantation from the grimoire will
witch will hear the croaking of frogs, the squawking of chickens,
add x1 (per rating) to the spell’s power damage. This basically means
the rattle of a snake, to warn them (depending upon the creatures
the spell is being cast as if the caster is 1 level higher. You may also
used in the components). The witch must possess such items to use
add +1 (per rating) to the level of your spell craft skill while the book
sanctuary, and may do this whenever he or she wishes. These compo-
is in hand. At rating 5 you will unlock a +2 magical defense. MR: 5
nents may be used once per rating before going bad. MR: 3
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C las s e s & Abil itie s
Familiar (power 2): this ability marks the beginning of
Spell Parry (power 3): this ability allows a witch to use
the casters time to find their animal companion. This creature will
protective magic to force an enemy caster to re-roll their spell attack
possess a spiritual and psychic bond with the caster. Both gain 1
die by spending 1 SP. This must be activated after an enemy rolls to
point of toughness from the joining. The caster must befriend this
attack. This is used once per combat scenario. MR: 1
small creature and allow it to choose the caster as an ally on its own.
Once this bond has been made the creature becomes the caster’s
grimoire at 12th level. The caster’s personal spell book has now
familiar. The caster may see through the creature’s eyes at will and
become a power source that adds +1 magical defense. The caster must
know its thoughts and its pain just as it knows the caster’s pain. It
use this grimoire in their hand while wielding their wand or staff in
will attempt to help the caster in times of need. It is good to have a
the other to aim their spells. The grimoire becomes a conduit for
familiar that will be allowed to join you in the cities. Creatures such
magical energy and reading the incantation from the grimoire will
as birds, ferrets, rats, cats, snakes, often make good familiars. If a
add x1 (per rating) to the spell’s power damage. This basically means
familiar dies you will lose your toughness. You may choose a new
the spell is being cast as if the caster is 1 level higher. You may also
one after nine moons have passed. MR: 1
add +1 (per rating) to the level of your spell craft skill while the book
is in hand. At rating 5 you will unlock a +2 magical defense. MR: 5
Aura Healing (power 2): the witch spends 3 magic actions
and 30 mana to create an aura around them that heals their willpower dice x their level to the HP of those in the AOE. They do gain their spell effect bonus to this magical ability. For each rating the aura grows by 1 inch (5’ feet), you also gain +1 per rating to your spell effect. The witch will begin to glow white within the AOE. MR: 3
Spell Focus (power 2): this ability allows the caster to create
specific foci for certain spells at the GM’s discretion. For instance collecting an added component for a spell will let the caster use the foci to gain an additional +1 (per rating) to their spell effect while casting with the spell focus in their hand. This may be used only if the caster has a focus set for their specific spell. For instance the caster may use a hellhound’s claw for their fire sphere spell focus. The foci must dissipate after it is successfully used. MR: 3
Elemental Amulet (power 2): this allows you to craft a
personalized amulet that grants only the owner a resistance of 10 to an element of your choice (per rating). A drop of blood from the wearer is placed on the amulet. Design 1 per rating (for allies). MR: 4
Protective Shield (power 3): this ability allows the witch
to throw up a protective shield versus all physical missile attacks within a 1.5 inch blast radius around the witch. It will not alter attacks leaving the shield to strike outside targets or melee attacks within the AOE. The barrier defends against all physical missile attacks like arrows, thrown weapons, and physical spell attacks. It does not defend mental and psionic attacks. It grants all within an additional d6 to defend these types of attacks that the white mage rolls and adds to their allies’ d20 rolls. The witch uses 3 magical actions and 30 mana to activate the shield. Then they must use 2 magical actions each round and 10 mana to keep it active. Increasing the rating will increase the range from 1.5” to 2” and also the defense die the witch adds to a d8. Then at the final rating to a 2.5” shield and a d10. These added defense dice also gain the continuum rule. MR: 3
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Grimoire (power 3): every mage and specialist gains a
Chap te r I V
Seer
number of 6 will give only a slight amount of information, the higher the roll the better. The seer is granted +1 to the roll per rating. This is used to see the future and the GM may give hints to what is planned
Astral Perception (power 1): also called spirit sight this
or what may happen. They may even roll a random encounter for the
ability allows a spell caster to see into the astral realm around them
seer that will be used later. This may be used once per day and drains
and distinguish magic and spirit. The caster’s eyes begin to glow with
the same amount of mana that was rolled on the astrology check
the color of mana that they possess most within them. The ethereal
result. MR: 3
realm is the realm that coexists with our plane of existence. You see
almost as if looking through a dream or clouded water. Anything
is sleeping may they leave their body to enter into another’s dream.
that has mana will be seen clearly, spirits radiate an aura and you can
The seer must prepare for this and must possess a personal link to
make out the colors of the mana that surround other casters and the
the target in which they wish to visit. Such as with clairvoyance they
aura of characters. You can see the truth about a place. Places with
must have a lock of hair, or a small personal item that will allow them
negative energy might look dark and ominous in the astral realm.
to connect with the recipient’s dream. This will also only work if the
The caster may activate this at will yet it drains a d12 mana per round.
recipient is sleeping as well. Therefore this ability must be timed
The caster can see a distance equal to their willpower in inches, yet
correctly, yet if they possess the proper spells of scrying they will
they roll perception while looking astrally. MR: 1
already know when the target is sleeping. This may be used once per
Read Aura (power 1): for 10 mana per round this grants the
week and only lasts for minutes equal to the seer’s level. This may be
seer +1 per rating to their perception roll in order to read the aura of
used for many purposes, yet no harm can really come to either the
a target. This may be resisted with a charisma check if the target is
seer or the recipient... or can it (GM’s discretion)? During this night
aware of the seers prying eyes. The aura can show emotions, energy,
of dream walking, the seer loses all mana from their mana pool so
and even possible intent with a result of 25 or more. MR: 5
that they awaken at zero due to the strain of crossing the astral realm
Dream Walker (power 2): only during a time when the seer
Verendum (power 1): your verendum is your personal
on this quest. During a dream walk, the seer’s astrally projected form
channeling tool, which is usually a wand or staff. You must place a
can move across the planet in an instant if that is indeed where
crystal or stone upon your creation which is used to conduct energy.
the recipient is. However, the dream walker cannot project through
When crafting a staff this is usually placed within a headpiece. With
dimensions or across alternate planes. At max rating they may use
this ability you are able to craft a channeling rune for your personal
this 3 times a week. MR: 3
use within the item. This item becomes unique and bound to you
during the Verendum Ritual. During this age old ritual the caster
an object and “see” what happened to the object during the last
should use material that fits their astrological sign. The ritual must
energy source that was captured by it. For instance; this
be performed during the time of day in which you were born and 3
post-cognitive ability may let the seer know who last handled a blade
drops of your blood must be rubbed upon the wand or staff at the
buried in a dead man. This ability is difficult to pick up on very
point where magic will be released and your channeling rune will
detailed images though since the energy may be altered by other
go. The verendum allows the caster to gain +1 to any spell cast while
things. A low test result from the willpower dice may only show the
the verendum is in hand. The verendum also grants the caster a +1 to
arm or hand of the murderer, where a high roll may actually allow the
their magical defense while in hand. MR: 1
seer to see the killer’s face. The seer must make a willpower check to
Visions (power 2): with this ability the seer can touch
Dowsing (power 2): this ability allows a seer to gain a bonus
make a connection. At a base target created by the GM, with a simple
of +2 per rating when dowsing. Using a map or a divination mat and
test being target # 6. This ability takes only 2 magical actions to use
a crystal attached to a pendulum, they ask questions with a willpower
with the vision coming instantly to the seer’s mind. This ability may
check. The questions are sometimes answered or locations are point-
be used once a day per rating, for 25 mana. MR: 3
ed out on a map if the target is not protected from scrying. Swinging
the crystal pendulum over the map and calling a name, it only takes
called a speculum, also known as a black scrying mirror. This magical
a few minutes to be given an answer. MR: 5
mirror will allow the seer to see special visions by asking the spirits
Augury (power 2): the seer has now found the ability to
to reveal them. The crystal ball may be used as well as a speculum.
read omens in the stars. Make an astrology check while at the camp-
The blue mage must first possess a black mirror or crystal ball in
fire, then concentrate and watch how the flames dance. A base target
order to use this ability. It raises the target number but you may
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Speculum (power 2): the seer may create or use a device
C las s e s & Abil itie s even use the reflection of a still pool of water. This may only be
attack by burning the SP to allow them or an ally to roll a defense
used where there is no sunlight, a dark place, or in the light of the
die. This ability may only be attempted once per day. MR: 1
moon. The seer has one charge to use the speculum, and then it
must be recharged by bathing the speculum in moonlight. Prefera-
grimoire at 12th level. The caster’s personal spell book has now
bly the light of the full moon gives the item its most potent power.
become a power source that adds +1 magical defense. The caster must
The seer makes a willpower check while adding a +1 to the roll per
use this grimoire in their hand while wielding their wand or staff in
rating in this ability. At a base target number of 6 the seer is able to
the other to aim their spells. The grimoire becomes a conduit for
gain a small amount of knowledge from the spirit world. The higher
magical energy and reading the incantation from the grimoire will
the willpower check the more information that can be gained. With
add x1 (per rating) to the spell’s power damage. This basically means
this device the seer is able to locate items that are lost or gain the
the spell is being cast as if the caster is 1 level higher. You may also
whereabouts of a person for whom the seer is seeking. This type
add +1 (per rating) to the level of your spell craft skill while the book
of clairvoyant image that is shown remains only visual to the seer.
is in hand. At rating 5 you will unlock a +2 magical defense. MR: 5
The seer may hear things as well from the speculum with a roll of at least 12 or higher on the willpower test. The seer does not need a link or personal item of a character, just a name. For every rating in this ability, the seer gains an additional plus to their willpower rank. Therefore at max rating the seer may add +5 to the rank of their willpower attribute. MR: 5
Astral Projection (power 3): using 2 magical actions the seer
is able to leave their physical form behind and astral walk as if they were a spirit. The seer may move a distance equal to their willpower attribute in inches to explore the world around them, invisibly to normal vision. One who looks astrally will see the seer as if they were gazing upon a spirit yet there will be a trail that connects the astral form to the body. With astral projection in effect the seer may pass through most doors but cannot pass through walls, metals, or earth more than six inches thick. The seer does have the ability to float while in this form so that they may reach higher levels, yet their movement remains the same. The seer may remain in astral projection for an amount of rounds equal to the character’s level. The seer takes 10 points of mana drain for every round they are in this state. At rating 2 the seer may travel x2 their willpower in inches, at rating 3 they may multiply this by 3, etc. During this time their body is completely vulnerable. They can see and hear with their astral body at +1 to the rank of their perception attribute per rating. No longer do they hear or see with their physical body. If they take any amount of damage or are jarred in any way they will instantly be pulled back to their physical form. If jarred back into their body by taking damage or being pushed they suffer a stunned effect roll called projection sickness. MR: 10
Prediction (power 3) this ability allows the seer a chance
to see an instant into the future and gives them a single chance to change its events. For instance, this out of turn ability allows the seer to force an enemy to re-roll their attack die. This costs 1 SP to force a re-roll. The seer may also use this as a way to save from a sneak
95
Grimoire (power 3): every mage and specialist gains a
Chap te r I V
Druid
per rating. This control will last days equal to the level of the druid. At rating 1 the druid gains a +1 to their willpower rank per rating. This ability also drains 15 mana points during its use. MR: 3
Hide of Oak (power 1) for 1 magical action and 5 points of
Familiar (power 2): this ability marks the beginning of
mana drain the druid can call upon the power of the oak spirit to
the casters time to find their animal companion. This creature will
bless them with a thick hide, granting the druid +2 to their tough-
possess a spiritual and psychic bond with the caster. Both gain 1
ness per rating. This ability lasts for 20 rounds. MR: 5
point of toughness from the joining. The caster must befriend this
Elemental Ritual (power 1): the druid calls upon the
small creature and allow it to choose the caster as an ally on its own.
power of the elementals for a specific resistance by spending 1
Once this bond has been made the creature becomes the caster’s
magical action and 5 points of mana. For example the druid must
familiar. The caster may see through the creature’s eyes at will and
state that they wish to gain power to resist fire in the old tongue.
know its thoughts and its pain just as it knows the caster’s pain. It
During this quick 1 action ritual they acquire 10 points of fire
will attempt to help the caster in times of need. It is good to have a
resistance. The druid may also give this gift to an ally through the
familiar that will be allowed to join you in the cities. Creatures such
channeling of touch yet it costs the druid 10 points of mana drain.
as birds, ferrets, rats, cats, snakes, often make good familiars. If a fa-
This ritual will last for rounds equal to the character’s level. For every
miliar dies you will lose your toughness. You may choose a new one
rating the caster may multiply the result by the rating. The resistanc-
after nine moons have passed. MR: 1
es may be stacked or placed upon different resistances. MR: 5
Sacred Grove (power 2): the druid meditates within a
Verendum (power 1): your verendum is your personal
chosen area of the wilderness. In inches equal to you willpower
channeling tool, which is usually a wand or staff. You must place a
attribute (x5’ real range) the grove is created in your mind and the
crystal or stone upon your creation which is used to conduct energy.
overgrowth begins to change the surroundings around you, creating
When crafting a staff this is usually placed within a headpiece. With
your sanctuary. This grove grants you +1 toughness per rating and
this ability you are able to craft a channeling rune for your personal
you may possess one grove per rating. After an hour of meditation
use within the item. This item becomes unique and bound to you
and 50 mana drain your grove is created. You may decide if you want
during the Verendum Ritual. During this age old ritual the caster
your hut within a tree house, beneath the ground, or ground level.
should use material that fits their astrological sign. The ritual must
In this grove you can fit up to 4 normal sized mortals with ease.
be performed during the time of day in which you were born and 3
The very grove can sense intruders in a radius equal to the druid’s
drops of your blood must be rubbed upon the wand or staff at the
willpower attribute, beyond the edge of the sanctuary. It will warn
point where magic will be released and your channeling rune will
the druid of travelers and hide all within the hut with +5 levels to
go. The verendum allows the caster to gain +1 to any spell cast while
their concealment. The grove appears however the druid envisions it
the verendum is in hand. The verendum also grants the caster a +1 to
to become as long as the vision is agreeable to the GM. This grove
their magical defense while in hand. MR: 1
will stay in the chosen area of the wilderness until the druid dies or
Beast Master (power 2): the druid may use 2 magical actions
spends an hour in meditation letting it fade back to its original state.
to control the mind of a creature of animal intelligence by making a
The druid must tend to their grove at times to appease the spirits.
resisted willpower test versus the beast. The druid must first know
You may only have 1 grove per rating and it costs 1 spiritual influence
about this creature or have come in contact with one in the past. A
to create it. He or she who visits a sacred grove and eats any of its
creature lore skill check must be made in order to know this type of
fruit will recharge mana or chi at a d20 for 20 rounds per sacred fruit.
beast. This ability will help if their mount becomes too afraid to do
If the grove possesses water and someone drinks from it they will
something or if they wish to simply ask a beast to help them in a
recharge hit points in the same way. If the water or fruit is taken
battle. Beast master will not work against the familiar, spirit guide,
from the grove it becomes normal and grants no bonus. No tree
or animal ally of another mage, shaman, or ranger. The druid cannot
should be damaged within a sacred grove or it is possible that an
control a creature that is already under control. The druid does not
elemental may be summoned 10% per rating. MR: 3
intentionally send a mastered beast to their doom, something of this
manner would force another resisted willpower test. This ability can
the druid to conjure an earth or air elemental with more power
be used to protect adventurers in the wild who are being attacked as
than normal conjurers and with a better chance of controlling the
well. The druid may use this ability only on one creature per combat,
spirit. They must decide which elemental they will call upon, earth
96
Earth & Air Ritual (power 2): the earth & air ritual allows
C las s e s & Abil itie s or air. The druid makes a circle magic skill check and must possess
add +1 (per rating) to the level of your spell craft skill while the book
the circle magic components. Read up on conjuring if you do not
is in hand. At rating 5 you will unlock a +2 magical defense. MR: 5
understand how to conjure, it is found in the magic chapter. With this ability you gain an additional +1 to your conjuring skill roll per rating, you also subtract an additional -2 per rating to the elementals resisted willpower attempt which is adjusted even more if you supply a good offering. For every rating in this ability you may summon a greater power elemental which is represented by the spirit power. These stats are found on the spirit conjuring table. MR: 3
Fire & Water Ritual (power 2): the fire & water ritual
allows the druid to conjure a fire or water elemental with more power than normal conjurers and with a better chance of controlling the spirit. They must decide which elemental they will call upon, fire or water. The druid makes a circle magic skill check and must possess the circle magic components. Read up on conjuring if you do not
Psionic
understand how to conjure, it is found in the magic chapter. With this ability you gain an additional +1 to your conjuring skill roll per rating, you also subtract an additional -2 per rating to the elementals
resisted willpower attempt which is adjusted even more if you supply
ritual by using 1 magical action to do so. They must drain 5 points
a good offering. For every rating in this ability you may summon a
of their mana to gain fortitude of 5. At rating 2 the mage may burn
greater elemental of that same spirit power, thus at rating 3 you are
10 mana from their mana pool, to gain fortitude of 10. The psi
able to summon a greater power 3 elemental. These stats are found
ritual takes only concentration of thought for 1 magical action with no
on the spirit conjuring table. MR: 3
somatic movements or incantations to activate the ability. The psi
ritual gives you this fortitude bonus for 4 rounds per rating. MR: 2
Elemental Blast (power 3) any spell that uses elemental
Psi Ritual (power 1): the psionic mage may conduct this
damage can be given a powerful boost by burning 1 SP and adding an
Psychokinesis (power 1): this ability allows the gray mage to
additional d6 to the damage of the spell. This may even be activated
boost any mental attack or relevant mental ability +1 to hit per rating.
after a victim is hit by the spell. The druid must call elemental blast
The psionic must spend 1 frenzy to do so. This must be activated
before damage is rolled. This may be used once per combat and once
before the attack roll is made. MR: 3
per rating. MR: 3
Verendum (power 1): your verendum is your personal
Elemental Deflection (power 3): once per combat and OOT
channeling tool, which is usually a wand or staff. You must place a
the druid is able to spend 1 SP to attempt to deflect any elemental
crystal or stone upon your creation which is used to conduct energy.
spell back at the caster who used the magic. The druid rolls a d20
When crafting a staff this is usually placed within a headpiece. With
casting one of their single action spells in an attempt to beat the
this ability you are able to craft a channeling rune for your personal
attacker’s spell. If they beat the spell the enemy caster must then
use within the item. This item becomes unique and bound to you
defend their own spell by rolling to defend the druid’s attack roll.
during the Verendum Ritual. During this age old ritual the caster
If the druid matches the attacker’s roll, the spell is deflected in a
should use material that fits their astrological sign. The ritual must
random direction (roll scatter dice). MR: 1
be performed during the time of day in which you were born and 3
Grimoire (power 3): every mage and specialist gains a
drops of your blood must be rubbed upon the wand or staff at the
grimoire at 12th level. The caster’s personal spell book has now
point where magic will be released and your channeling rune will
become a power source that adds +1 magical defense. The caster must
go. The verendum allows the caster to gain +1 to any spell cast while
use this grimoire in their hand while wielding their wand or staff in
the verendum is in hand. The verendum also grants the caster a +1 to
the other to aim their spells. The grimoire becomes a conduit for
their magical defense while in hand. MR: 1
magical energy and reading the incantation from the grimoire will
add x1 (per rating) to the spell’s power damage. This basically means
actions to push everything around them in a 1.5” blast radius back
the spell is being cast as if the caster is 1 level higher. You may also
1” inch (5’ real range). The psionic must burn 25 mana to activate
97
Psionic Scream (power 2): the gray mage may use 3 magical
Chap te r I V the scatter. The mage rolls a willpower check and those who fail to
Increasing the rating will increase the range from 1.5” to 2.5” to 3” and
resist it will all be pushed back 1” inch per rating and taking mental
also the defense die to a d8, then a d10. MR: 3
damage equal to the willpower dice roll x 2 per rating. MR: 3
Psychokinetic Shatter (power 3): the gray mage may throw
Mind Power (power 2) this grants the psionic a +1 bonus
psychokinetic energy in front of any mental attack in an attempt to
that will permanently increase their mental defense. At rating 2
stop it. This OOT ability requires you to spend 1 SP and a d20 attack
they gain a +2 bonus to their mental defense. This costs nothing to
roll of +1 per rating in this ability. The gray mage must roll equal to
activate and is gained through constant strengthening of the mind
or higher than the enemy attack roll to stop the mental energy. This
and mental training. MR: 2
may be attempted once per combat, per rating to shatter an attack
Empathic Rite (power 2) this rite may be used by the
at an ally or their self. This must be activated before a defense die is
gray mage in order to sense the emotional condition of another
rolled. The psychokinesis ability may be used to boost this bonus to
creature. The psionic must use 2 magical actions and make a resisted
hit the incoming mental attack. MR: 3
willpower attribute test versus the target’s charisma attribute with
the target. Most of the time the target is totally unaware that this is
grimoire at 12th level. The caster’s personal spell book has now
Grimoire (power 3): every mage and specialist gains a
happening since this rite is accomplished without somatics or incan-
become a power source that adds +1 magical defense. The caster must
tations. A low roll may spoil that. If the test is a success the gray mage
use this grimoire in their hand while wielding their wand or staff in
will feel the emotions of a character, fear, anger, sadness, happiness.
the other to aim their spells. The grimoire becomes a conduit for
The higher the success over the resistance the more knowledge that
magical energy and reading the incantation from the grimoire will
is obtained. The psionic gains a +1 to their result per rating. MR: 5
add x1 (per rating) to the spell’s power damage. This basically means
Mental Projection (power 2): using 2 magical actions the
the spell is being cast as if the caster is 1 level higher. You may also
gray mage is able to leave their physical form behind and travel as
add +1 (per rating) to the level of your spell craft skill while the book
if they were a spirit. The psionic may move a distance equal to their
is in hand. At rating 5 you will unlock a +2 magical defense. MR: 5
willpower attribute in inches to explore the world around them. While invisible to normal vision they may be spotted astrally and
Necromancer
will appear as an apparition with glowing eyes, with a misty link tracing back to the psionic. The psionic may pass through some doors and windows but not through the solid element of earth,
metal, or matter equal to 6” inches thick. They may also float or
their own body with their athame (ritual knife) or the body of a
levitate in this form but cannot communicate to others. They can
sacrifice in order to gain an additional die to their necromancy skill
hear and see with their mind’s eye, but not with their body in this
check. Burn 1 SP, roll damage and gain a d6 to the necromancy skill
form. Mental projection drains 10 mana per round and allows you to
roll even after a failed skill check is made. For every rating up the die;
multiply your max movement by the rating. MR: 3
d6, d8, d10, d12, d20. MR: 5
Mind Trick (power 2): at any time the psionic needs a little
Blood Sacrament (power 1): the necromancer may wound
Bone Hex (power 1) the necromancer uses 2 magic actions
more mental strength behind their willpower attribute test; they can
and a small pouch of bat bones and a pig’s tongue. By making a
burn 1 saga point to add a d6 to the check. For every rating you may
necromancy check at +1 per rating, the defender resists the hex with
raise your die rank; d6, d8, d10, d12, d20 (MR: 5)
their willpower or suffers mental damage equal to the necromancy
Psychokinetic Shield (power 3): this ability allows the
roll. From this point on the hex lasts for days equal to the level of
psionic to throw up a mental barrier versus all missile mental
the caster dropping a physical fatigue point once per day with losses
attacks that can shield all within a 1.5 inch blast radius around the
added to the mage. Any damage dealt to the victim is transferred to
psionic. It will not alter attacks leaving the barrier to strike outside
the mage as HP or as mana (their choice) that may temporarily boost
targets or melee mental attacks. The barrier defends against all mental
their max. If the hex bag is burned the curse is lifted. MR: 5
attacks and gray spell attacks but not melee or physical. It grants all an
additional d6 to defend these types of attacks that the gray
channeling tool, which is usually a wand or staff. You must place a
mage rolls and adds to their allies’ d20 rolls. The psionic uses 3
crystal or stone upon your creation which is used to conduct energy.
magical actions and 30 mana to activate the shield. Then they must
When crafting a staff this is usually placed within a headpiece. With
use 2 magical actions each round and 10 mana to keep it active.
this ability you are able to craft a channeling rune for your personal
98
Verendum (power 1): your verendum is your personal
C las s e s & Abil itie s use within the item. This item becomes unique and bound to you
during the Verendum Ritual. During this age old ritual the caster
may create an altar of bone. The altar must be constructed from the
should use material that fits their astrological sign. The ritual must
bodies of 6 human sized creatures. The bones of the bodies make up
be performed during the time of day in which you were born and 3
the altar. This altar is for creating undead servants upon it. This adds
drops of your blood must be rubbed upon the wand or staff at the
a d6 to the necromancy skill roll when it comes time to make the skill
point where magic will be released and your channeling rune will
check. The necromancer also gains an additional d6 to the willpower
go. The verendum allows the caster to gain +1 to any spell cast while
attribute once it comes time for the Rite of Binding, which is used
the verendum is in hand. The verendum also grants the caster a +1 to
to enslave the servant under the necromancer’s will. For every rating
their magical defense while in hand. MR: 1
the die rank may increase d6, d8, d10, d12, d20. MR: 5.
Death Lord (power 2): this ability allows a necromancer to
Black Altar (power 2): with this ability the necromancer
Sacrifice Minion (power 2): for one magic action the
take control of undead by burning 20 mana, making a necromancy
necromancer points to one of their minions and makes a crushing
skill check, and using 3 magic actions. This attack can take control
motion. The servant will shatter or crush to ash and the remaining
over lesser undead (skeletons, zombies, bloaters, thrall, etc.) up to an
hit points of the creature will heal the necromancer. MR: 1
amount equal to the level of the caster. The target number is the rank
of the undead creatures’ willpower with a +1 per additional creature.
black altar (not entirely necessary) to create abominations upon,
The mage shouts the Black Rite of Domination. Ghouls, vampires
which upgrade an undead servant an amount of hit points equal to
and stronger undead resist individually with their willpower check
the caster’s necromancy skill check. For every rating in this ability
and must be controlled individually. The mage does not have to limit
allows
themselves to a number of minions when created from scratch, but
powerful undead that are often mutilated and enhanced with spikes,
controlled undead is limited to the caster’s level. For every rating in
blades, or other contraptions thought up by the intuition of the
this ability they may multiply the total number of controlled undead
player. The player constructs alterations to their abomination at the
that they may possess in their army by their level. MR: 5
GM’s discretion, and may come up with new and creative methods
Raise Dead (power 2) for 3 magical actions and 20 mana the
to upgrade minions. Alterations take 1d6 hours to do the dark ritu-
necromancer may create thrall, bloaters, skeletons, and zombies from
al, with the drain during the act being x 10 the creation time. The
the corpses that lay upon the earth. Thrall are lesser undead that
necromancer can possess 2 abominations per rating. MR: 5
Abomination (power 3): the necromancer can use their
another
upgrade
to
the
minions.
Abominations
are
can control weapons and armor, bloaters are undead filled with toxic
filth. The necromancer shouts the Black Rite of Awakening. This will
activate soul leech after rolling damage, which takes the life force of
Soul Leech (power 3): for 1 SP the necromancer may
animate an amount of dead bodies equal to the caster’s level if there
an enemy they have just damaged and transfers it to an ally or their
are enough to awaken. The mage must roll a necromancy skill check
own hit points. This may be used once per rating. MR: 3
with a target number of 5 minimum, yet adding 1 for every additional
body he or she is attempting to raise. For every 5 points rolled the
grimoire at 12th level. The caster’s personal spell book has now
black mage may gain 1 thrall or bloater, thus a roll of 15 would grant
become a power source that adds +1 magical defense. The caster must
3 if the GM allows. Thrall will pick up a weapon or seek them out.
use this grimoire in their hand while wielding their wand or staff in
Bloaters may arise if available and all these undead stats are found
the other to aim their spells. The grimoire becomes a conduit for
in the back of the book. These undead become mindless followers
magical energy and reading the incantation from the grimoire will
that are instantly under the control of the caster and can follow
add x1 (per rating) to the spell’s power damage. This basically means
certain commands such as “guard here” or “kill them”. The undead will
the spell is being cast as if the caster is 1 level higher. You may also
attack at the beginning of the necromancer’s next turn. If the caster is
add +1 (per rating) to the level of your spell craft skill while the book
killed the undead will attack the closest living creature. MR: 1
is in hand. At rating 5 you will unlock a +2 magical defense. MR: 5
Dark Liturgy (power 2): this necromantic ability will allow
the mage to burn 20 mana per undead mage in order to create a bone mage, or skeletal sorcerer. The creation of the bone mage takes close to 30 minutes. For every rating in this ability the bone mage can hold 10 charges of a combat spell. The bone mage can be given charges from the caster, another caster, a scroll, or items. MR: 4
99
Grimoire (power 3): every mage and specialist gains a
Chap te r I V
Monk
Character Skills Acrobatics: 1 (dex) Theology: 1 (chr) (Skill Slots: 0)
Monks train for a full ten years before they set out
into the world. Some decide to never leave their monastery,
Starting Equipment
to stay and seek out a divine level of consciousness. There
Prayer Guide (equipment)
are three paths according to the Book of the Tao. There is
Holy Symbol (equipment) +1 spiritual influence
the path of light, shadow, and dark. They must follow one of
Sack (equipment)
them and their god shows them that path. They are the foot
(Starting Pay: d4 bits)
soldiers of the gods. They crush the enemies of their god and seek to enlighten others of the path. With their skills in
Spiritual Influence: 10%
martial arts and the powers to channel chi some choose not to use weapons. Yet, once specialized in a melee weapon they
Chi Abilities
can channel their chi through it. Long range is often thought
Choose a single chi ability at 2nd level, and then every even
of as their weakness, but once they reach an enemy they are
level after that you may choose a new chi ability, or upgrade
a truly dangerous force. Some of the most famous monaster-
one that you own. You begin the game with Chi Strike. See Pg.
ies are found in Myen Wu. Also in Espadosa there is a place
162 for Chi Abilities.
called Pantheos Cathedral where many monks of all different paths dwell in peace.
Character Class Abilities 2nd: Kata 3rd: Cat Fall 4th: Blessing 5th: Chi Guard 6th: Discipline Mind 7th: Battle Mantra 8th: Spiritual Touch 9th: Battle Roll 10th: Kata Mastery 11th: Soul Strike 12th: Death Blow
Primary Attributes Dexterity Body Willpower
Combat Skills Unarmed Combat: Martial Arts +3 (Gain +1 unarmed combat action point) Blind Fighting
100
C las s e s & Abil itie s
Kata (power 1): the monk has trained for years in the kata
Battle Roll (power 2): once per combat the monk may
or “form” of their martial arts style. By spending 1 unarmed action
attempt a battle roll with an acrobatics skill check target # 15, if they
to use their kata the monk may add +1 to their defense for 1 round
are part of an area of effect (AOE) blast, in the line of sight (LOS)
until their turn again. At max rating the monk may spend 2 unarmed
of an attack, etc. They must first make the acrobatics check in order
actions to gain +2 to their physical defense for 1 full round. MR: 2
to gain a chance to roll 2d20 to defend. If they make the skill check
Cat Fall (power 1): the monk may fall a distance of about 30’
attempt they roll 2d20 for their defense. They choose the highest roll
feet or from a three story building without taking damage from the
and if they defend they get to move their character 1 inch (5’ feet) in
fall. In order to successfully pull this off a dexterity test (or acrobat-
any direction. MR: 1
ics skill check) must be rolled. Measure the distance in inches from
the monk to the ground to configure the target number (when using
kata ability allowing them to master in the form for defensive
miniatures). If you are not using miniatures the target number is 1
purposes. They may now spend 1 unarmed action to gain an
for every 5’ feet. If the dexterity attribute test result is lower than the
additional +1 to their defense for 1 full round. At rating 2 they may
target number the monk takes full damage from the fall. If the monk
spend 2 unarmed actions to gain +2 to their defense rolls for 1 full
reaches the target number or beats it, then he or she will not take
round. Therefore if they max the rating of kata and mastery and they
any damage. Each rating allows another inch (5’ feet). MR: 4
possess the unarmed actions to do so, they may sacrifice up to 4
Kata Mastery (power 3): this ability is added to the monk’s
Blessing (power 1): the monk may give a blessing to another
unarmed actions to go into a defensive stance and gain an additional
character by granting them a +1 bonus to hit before or as they are
+4 bonus to their physical defense from all attacks for a full round.
rolling their attack die. This drains the monk’s chi pool by 10 points
Using the general rule of defensive stance where you sacrifice all
and may only be used once per combat. The blessing works only for
actions for 2d20 as an edge to defend will work well with this. MR: 2
that attack. At rating 2 the monk can choose to burn 20 chi to give
an ally +2 to hit for a specific attack. This ability is out of turn yet at
influence point to add x2 power damage to an attack. This must be
rating 2 it may be used twice per combat. MR: 2
activated before the damage is rolled. This ability is a divine ability
and may only be negated with a divine counter. This ability may only
Chi Guard (power 2): the monk may burn 2d6 chi drain to
Soul Strike (power 3): the monk can burn 1 spiritual
add 10 to their armor rating once per combat. This may be activated
be used once per combat. MR: 1
after the damage is rolled. At rating 2 the monk may add 20 to their
armor rating for 4d6 chi drain. MR: 2
attack a character of lower level than the monk they may call the
Discipline Mind (power 2): due to many hours of
death blow. This must be an unarmed or melee attack and the roll
training the mind in meditation the monk may burn 10 chi to gain an
must be a critical hit of natural 20, not an improved critical hit. The
additional +1 to their mental defense. This must be activated before
victim is allowed a body save, if this is made the victim suffers a x3
the defense die is rolled. At max rating the monk may burn 10 chi to
critical hit instead of the normal x2. A roll of natural 20 to defend
add +2 to their mental defense roll before they attempt to defend a
will negate the possibility of a death blow. If the death blow is a
mental attack. MR: 2
success then the creature is instantly killed and no damage dice are
Battle Mantra (power 2): once per combat the monk may
needed. This may only be used upon normal sized creatures of ogre
burn 1 SP to make a theology skill check at the beginning of their
sized or lower. You cannot death blow massive beasts, giants, and
turn. This calls an amount of chi to their chi pool equal to the result
dragons no matter what the grand masters say... or can you? Most
of the roll. They may multiply this result by the rating. MR: 3
creatures of this size already possess the ability legendary, which
negates instant death attacks. Death Blow may also be countered
Spiritual Touch (power 2): the monk has the divine ability
to sacrifice spiritual influence to save an ally. They may grant the
Death Blow (power 3): if the monk rolls a natural 20 to
which means the normal x2 critical damage will be used. MR: 1
ally up to 5% spiritual influence per rating. They may use this ability OOT and even at a distance equal to the monk’s willpower attribute in inches. So if an ally missed their spiritual influence roll by 3% the monk can quickly reach out with spiritual power and bless them with that 3%. The drawback is that the monk loses whatever % that is given. This ability may be used only once per combat. This is a divine ability and may only be negated by a divine counter. MR: 3
101
Chap te r I V
Mu Dai
Character Skills Battle Chant: 1 (will) Read & Write: 1 (int) (Skill Slots: 1)
The mu dai are warrior mages. Their name is
derived from raikanu from the lands of Myen Wu, and the
Starting Equipment
name mu dai means “spell sword”. They concentrate on
Bronze Weapon (choose melee weapon type: swords, axes,
sorcery, martial arts, and melee training with equal
maces, flails, polearms, etc.) d8+d6
vigilance. The mu dai, much like monks must train a
full
10
years
to
reach
their
status.
Before
Basket (equipment)
they
Personal Spell Book (equipment)
graduate they are called dai. The dai cho are the initiates
(Starting Pay: d4 bits)
into the art of the weapon, spell, and fist. The mu dai must choose a certain melee type weapon that they wish to
Spiritual Influence: 2%
become one with. This weapon becomes a part of them, as another limb. They are also pushed into the direction of
Magic
the martial arts and are not full mu dai masters until they
Detect Life (blue magic)
become a martial arts warrior and archmage. Some become
Mana Bolt (red magic)
skilled in armor as well, so that their magic may flow through it easily. Their fame has grown across the realms as mystical
Chi Abilities
and dangerous, yet it began within the hidden clans of Myen
Mu Dai gain one chi ability every four levels, thus every level
Wu in the far east. Some of the most famous mu dai are the
that you gain a free talent, you also gain a free chi ability.
Five Flying Claws that reside in a temple deep in the jungles
You begin with Chi Strike. See Pg. 162 for Chi Abilities.
of Myen Wu. They are mhen tep and masters of the art.
Character Class Abilities 2nd: Mystic Kata 3rd: Blade Ritual 4th: Blade Call 5th: Astral Senses 6th: Battle Caster 7th: Blade Shield 8th: Improve Weapon 9th: Power Strike 10th: Deflect Missile 11th: Spell Bender 12th: Blade Master
Primary Attributes Intelligence Willpower
Combat Skills Unarmed Combat: Martial Arts +3 (Gain +1 unarmed combat action point) Weapon Specialization: choose melee weapon +2 Sorcery
102
C las s e s & Abil itie s
Mystic Kata (power 1) the mu dai has trained for years in
it, if they hand it to another character they do not gain the bonus.
the mystic kata or “mystic form” of their spell and weapon style. By
For every rating this ability is increased by a new die rank; d6, d8,
spending 1 magic action to use the mystic kata the mu dai may add +1
d10, d12, d20. MR: 5
to their magical defense for 1 round until it reaches their turn again.
At max rating the mu dai may spend 2 magic actions to gain +2 to
an unarmed or melee attack to attempt a power strike at an enemy.
their magical defense for 1 full round. MR: 2
If the attack is successful they gain x2 power damage. This may be
Blade Ritual (power 1): the mu dai performs the blade ritual
attempted once per combat. At rating 2 this may be attempted twice
during a ceremony that links their bond between their melee weapon
per combat. This must be activated before the mu dai attempts to
and their self. Doing this ritual which takes about an hour to perform
attack an enemy. MR: 2
they kneel before their weapon in meditation and then practice their
kata with the weapon in hand to bond it with their form. This gives
from a projectile toward the mu dai or an ally next to the mu dai, the
their weapon a +1 bonus to hit as if they had placed a rune within
character may use this ability in an attempt to slash the missile(s)
the weapon. This ritual may be used on only their primary weapon
from the air. This is an out of turn ability and allows the mu dai to
of choice. If the weapon is lost forever or changed to a new one, they
roll an attack at the missile(s). If the mu dai rolls equal to or higher
may perform the blade ritual upon a new weapon and the old one
than the attacker’s roll, they successfully slash the missile(s) from
loses the bonus. Be sure to give your weapon a name. MR: 1
the air. This takes 1 SP to use and may only be attempted once per
combat. MR: 1
Blade Call (power 1): the mu dai may use 1 open action to
Power Strike (power 2): the mu dai may throw d20 chi into
Deflect Missile (power 3): when a weapon is thrown or shot
summon their ritual weapon to their hand by burning 5 points of
mana. The weapon must be within inches equal to their willpower
mu dai may attempt to intercept a spell that has been thrown at their
attribute for them to call it to their hand. The weapon will fly right
self or an ally by making an attack roll with a single attack spell. If the
into their hand with a successful willpower check, base target # 3. For
mu dai’s attack spell result is equal to or higher than the attacker’s
more difficult calls, the target number is of course greater. MR: 1
roll the spell has been successfully bent, which is not always totally
Astral Senses (power 2): by making a willpower check the
awesome, yet it is very entertaining to watch. The mu dai then rolls
mu dai is able to close their eyes in concentration for 1 magical action
the scatter dice to find out where the enemy spell went. This is an
and “sense” the presence of astral activity around them. They then
out of turn ability and is used after an enemy makes an attack with a
open their eyes and possess astral sight for 1 full round. This helps
spell. If the mu dai rolls a natural 20 on this ability they are allowed
if someone is using magical invisibility or an enchantment such as
to put the spell where they want it to go and the defender must
this. The mu dai may sense magical energy, spiritual energy, and
attempt to dodge a critical hit. MR: 1
often whether or not this energy is dark, shadow, or light. This will
work a distance equal to the character’s willpower attribute in inches
use blade master, which allows them to re-roll a result of natural 1
(x5’ in real range). When activated this drains 10 mana. MR: 1
on their to hit die. This may only be used with their specific ritual
weapon and costs 1 frenzy to activate it. MR: 1
Battle Caster (power 2): the mu dai may spend 1 SP in order
to add a +1 bonus to the spell effect of any spells for 1 round. They may activate this after they have struck an enemy with a spell. For every rating they add an additional +1 to their spell effect for that round, yet it always takes only 1 SP to activate. MR: 3
Blade Shield (power 2): the mu dai can use their primary
melee weapon as a shield to try and deflect many types of enemy attacks. The blade shield will even deflect arrows or bullets from a black powder weapon. You may add +1 to defend by burning 1 frenzy point, yet it must be activated before your defense roll is made. At max rating you may add up to +2 to your blade shield. MR: 2
Improve Weapon (power 2): This ability allows the
character to add +d6 damage to any weapon the character uses. Any weapon at all. The weapon is only improved while this character uses
103
Spell Bender (power 3): once per combat and for 1 SP the
Blade Master (power 3): once per combat the mu dai may
Chap te r I V
Pirate
Character Skills Concealment: 1 (per) Looting: 1 (per) Seafaring: 1 (per)
Pirates are known by many names and may choose
Steal: 1 (dex)
to fall under any one of them if they wish to shape their
Swimming: 1 (dex)
destiny by this title; smuggler, corsair, raider, buccaneer, or
(Skill Slots: 1)
brigand. They are all considered scoundrels that live short lives filled with adventure and profit. Pirate ships are known for
Starting Equipment
robbing vessels throughout the waterways of Koth and they
Bone Knife (weapons) d10
are a constant nuisance to the naval forces and sea faring
Sack (equipment)
merchant ships. Their kind are not trusted and with good
(Starting Pay: d6 bits)
reason. Many simply call them thieves which is a mistake. Thieves attempt to steal without being noticed while pirates
Spiritual Influence: 2%
tend to take what they want through brute force. Not all pirates are ruthless murderers though, for some live by a code of honor. Some pirate captains have been known to let captives go free or offer them a new life as a pirate in their crew. Some of the most famous pirates come from the Pirate Isles in the Sea of Spears. Tamrella the Red and Black Powder Baron Malos are a couple of the most recent terrors in the isles that have made a name for themselves and now possess their own fleets.
Character Class Abilities 2nd: Trickery 3rd: Blind Side 4th: Plunder 5th: Sea Legs 6th: Helmsman 7th: Ahoy 8th: Improve Weapon 9th: Deflect 10th: Ransack 11th: Freebooter 12th: Corsair
Primary Attributes Dexterity Perception
Combat Skills Unarmed Combat: Brawler +2 Weapon Specialization: Knives +1
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C las s e s & Abil itie s
Trickery (power 1): for 1 unarmed or melee action the pirate
Ahoy (power 2): this ability may only be activated during an
is allowed to attempt trickery upon an enemy during a fight. The
initial meeting of a character or crew. The pirate rolls their charisma
pirate makes a dexterity attribute test versus the enemy’s perception
check, if they wish it to be higher they may burn 1 saga point to gain
attribute in order to make them suffer -2 to defend the pirate’s next
an edge and roll it twice, choosing the best result. MR: 1
attack. At rating 2, the pirate may use 1 unarmed or melee action in
an attempt to make an enemy suffer -4 to defend their next attack.
character to add +d6 damage to any weapon the character uses. Any
This is usually accomplished by kicking something in their foe’s face,
weapon at all. The weapon is only improved while this character uses
or using some form of distraction to gain a bonus to strike an enemy.
it, if they hand it to another character they do not gain the bonus.
This is often viewed as dirty fighting, but who is the best at such
For every rating this ability is increased by a new die rank; d6, d8,
things? This may only be attempted once per combat, at rating 2 it
d10, d12, d20. MR: 5
may be attempted twice in one combat. MR: 2
Improve Weapon (power 2): This ability allows the
Deflect (power 2): once per combat the pirate may call
Blind Side (power 1): when sneak attacking an enemy
deflect and force the enemy to re-roll their melee or missile attack
in melee or unarmed combat there is x2 to the power damage,
roll. This may be activated before you roll your defense and by spend-
which is a usual thing for anyone that uses a sneak attack in melee
ing 1 SP to do so. Deflect may also be activated OOT if the pirate is
range. Blind side allows the pirate to add an additional x1 to that
in range of an ally who is being attacked. If the ally is being attacked
power damage. If using a bludgeoning weapon in an attempt to
and the pirate wishes to use deflect in an attempt to force an enemy
knock someone unconscious during a sneak attack they must roll
to re-roll their attack die, the player activates the ability before their
a 10 or higher to hit instead of an 11. The victim still gets a body
ally rolls his or her defense die and spends 1 SP to do so. In game this
save versus the knockout as well and suffers a -1 per rating in this
is visually displayed as a type of parry maneuver. MR: 1
ability. At rating 2 the sneak attack adds an additional x2 to the power
damage, while knock out blows are rolled at a target number 9 and
in two different ways. The pirate may burn this SP to gain a re-roll of
the victim’s body save is rolled at -2. MR: 2
their looting skill check that they were not happy with. If the pirate
Plunder (power 1): during the looting roll the pirate may
activated the ability plunder during the looting skill check then they
burn 1 frenzy in order to add an additional d6 to the looting skill
are allowed to re-roll the plunder dice as well. The other method of
check. For each rating in this ability the pirate gains another d6.
using this ability allows the pirate to re-roll a failed perception check
Thus at rating 3 the pirate burns 1 frenzy to roll an additional 3d6 on
when searching an area for something. By burning 1 SP the pirate
their looting skill check. MR: 3
may use ransack on an area equal to the character’s perception attri-
bute in inches (x5’ real range). As well, they get to add another d6 to
Sea Legs (power 2): at anytime the pirate is on a boat,
Ransack (power 3): For 1 SP the pirate may use this ability
ship, or in the water they may use this ability. Anytime the GM
the check result after activating ransack. MR: 1
calls for a dexterity check, strength check, or swimming check when
dealing with the movement of the boat, swinging on ropes, keeping
d6 to their stealth and concealment skill checks or attribute checks
balance, or swimming in the sea the pirate may burn 1 frenzy to add
when attempting to sneak or hide. The result of their d6 is added to
a d6 to the attribute or associated skill check. When used in this
both skill rolls. For every rating in this ability the freebooter allows
manner the character must call the ability before the roll is made.
another d6 to be added. This may be activated after the stealth and
The pirate may choose to use this ability after a check is failed by
concealment attempts are made. With higher ratings the pirate must
spending 1 SP instead. This check is not used for the piloting and
burn an additional SP for every d6 they wish to add. MR: 3
control of the vessel, but for control over their character’s move-
ments. For every rating in sea legs the pirate may upgrade their die
hit and defend in melee combat only. This is activated with 1 SP at
one rank (d6, d8, d10, d12, d20). MR: 5
the beginning of the pirate’s turn. This becomes your “corsair round”
Freebooter (power 3): the pirate can burn 1 SP to add a
Corsair (power 3): For 1 round the pirate is granted a +1 to
Helmsman (power 2): the pirate may burn 1 frenzy before
where all of your melee attacks become +1 to hit per rating. During
any piloting skill check is made to add a d6 to the result. If they
your defense this round you also gain an additional +1 to defend
wait they may spend 1 SP instead to use this addition after the
melee attacks only during your corsair round. When the initiative
check has failed. This is for piloting skills such as seafaring or
counter comes back to your turn the corsair bonuses are finished.
skyfaring and may be used each skill check. For each rating in this
At max rating 2 you gain +2 to attack and defend for 1 full round of
ability it will raise the die up by one rank (d6, d8, d10, d12, d20). MR: 5
melee combat once you activate your corsair round for 1 SP. MR: 2
105
Chap te r I V
Priest
Priests are magic users that devote their lives and
their souls to a god or pantheon of them. They use their magical abilities to heal and protect their allies. They often seek the divine magic of the spirit world. Priests take up servitude within a church where they use their talents to travel and operate as missionaries. They spread the word of
it
and
all over the realms and every city has a church, temple, or Espadosa in the Pantheos Cathedral which houses shrines to all known gods. As well as the Celestial Cathedral of Divinities found in the High Ward of Northwater.
Dark Priest Abilities 2nd: Curse
3rd: Consecrate
3rd: Malefic Chant
4th: Cure
4th: Cure
5th: Sacramental Weapon
5th: Death Lord
6th: Shatter Undead
6th: Raise Dead
7th: Purifying Light
7th: Dark Shroud
8th: Celestial Armor
8th: Celestial Armor
9th: Holy Word
9th: Unholy Word
10th: Exalted Deed
10th: Exalted Deed
11th: Last Rites
11th: Last Rites
12th: Codex
12th: Codex
Theology: 2 (chr)
Exorcism: 1 (will)
Exorcism: 1 (will)
(Skill Slots: 2)
Necromancy: 1 (will)
Magic Dark Priest
cathedral. Some of the greatest holy places are found in
2nd: Bless
Read & Write: 1 (int)
Theology: 2 (chr)
Spiritual Influence: 10%
demonic beings from the black plane. Priests come from
Character Class Abilities
Read & Write: 1 (int)
(Starting Pay: d6 copper)
Although some may turn to necromancy in an attempt to by
Thaumaturgy: 1 (int)
Healing Powders: 2; heals +3d6 hit points (equipment)
great power in this world and often damnation in the next. corrupted
Circle Magic: 1 (int)
Thaumaturgy: 1 (int)
Prayer Guide & Holy Symbol (equipment) +1% S.I.
Old Gods. These priests who study necromancy are granted
become
Circle Magic: 1 (int)
Club (weapons) d12
Dark priests worship demons, devils, or often follow the
they
Conjuring: 1 (will)
Starting Equipment
their God and use their talents to support those with them.
death,
Dark Priest Skills
Conjuring: 1 (will)
(Skill Slots: 1)
help others that follow their deity. There are also priests that
control
Character Skills
Primary Attributes Intelligence Willpower Charisma
Combat Skills Unarmed Combat: Basic Sorcery
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Aether Bolt (gold magic)
Aether Bolt (gold magic)
Heal (white magic)
Heal (white magic)
Hard Flesh (white magic)
Blood Vise (black magic)
C las s e s & Abil itie s
Bless (power 1): the priest may spend 1 spiritual influence
must spend 25 mana for its power to be unleashed. They roll the d20
point and 2 magical actions to give a +1 bonus to hit and defend for
once to hit and declare how they will divide the streams at which
an entire combat situation. This may be used once per combat, per
target(s). All streams must be fired within the priest’s cone of vision.
rating. At rating 2 the priest may spend 1 spiritual influence point
All targets must defend the same result. At rating 2 gain a +2 to hit.
to give two characters +1 to hit and defend. During non-combat
The range of this ability is equal to willpower in inches. MR: 10
situations this bless may be used to consecrate a marriage, absolve
someones’ sins, or to bless one unit of water to make 5 vials of holy
weapon and call upon the purifying light for 30 mana drain and 4
Purifying Light (power 2): the priest shall raise their
water. The priest announces the blessing and the GM will roll the S.I.
magic actions. This light is drawn from divine magic so any bonus
check, if it is a success they do not lose a S.I. point. MR: 2
to divine magic is given to the d20 roll. This light will destroy any
Consecrate (power 1): for 4 magic actions, a vial of holy
magical darkness within a 2.5 inch blast radius around them. This
water, and 10 mana the priest may consecrate an area equal to his
light does not allow even a shadow in this area of effect and any
or her charisma in inches. Evil spirits and undead suffer a -1 to hit
undead within the area suffer the caster’s willpower attribute x level
for an entire combat scenario, per rating of this ability as it tends to
for every round that they are within the area of effect. This also gives
slow their attacks on hallowed ground. If there is an altar or shrine of
all within the light a +2 bonus to the die roll to save versus poisons,
the priest’s deity in this area this will grant a temporary +1 spiritual
10 toxic resistance, and regenerates those within the AOE the priest’s
influence to the priest and all allies of the same god per rating, while
theology skill roll in hit points each round. This ability lasts for 4
in the consecrated area. MR: 3
rounds before it diminishes. MR: 1
Cure (power 1): the priest may use this ability to re-roll
Celestial Armor (power 2): divine power surges through
their healing skill check or the heal spell effect roll once per combat.
the priest for 1 magical action and 10 mana drain as they unveil the
Spend 1 SP to activate the ability in an attempt to alleviate the result
celestial armor. This is seen as random twinkling lights around the
of the roll that was made. MR: 1
priest that follows him or her as they move. The celestial armor is
Sacramental Weapon (power 2): the priest has the
actually divine energy that serves as temporary armor for the priest.
power to create their sacramental weapon by spending 1 spiritual
At rating 1 the priest may add 10 points to their total armor value.
influence point per rating and committing 6 hours to the Rite of the
Their normal armor soaks damage from attacks first and then their
Sacraments. The priest uses their primary weapon and must coat it
celestial armor soaks 10 damage, yet this is taken from their mana
in blessed silver. Any church can perform the rite of the sacraments
pool. All remaining damage over this is taken normally from their hit
and help with this rite by giving a descent tithe. The priest must use
points. Celestial armor lasts for 4 rounds. It may only be used once
three drops of their own blood and anoint the weapon in holy water
per combat. For every rating in this ability they may add 10 more
at the end of the rite to bless it with +1 to hit as well as x1 to the
to celestial armor. Yet remember for every point the celestial armor
power damage (per rating) against undead and spirits of darkness.
soaks, this is taken from your mana pool. MR: 4
Thus at rating 1 you are granted a weapon that is +1 to hit and x3
damage to spirits of darkness and undead beings. At rating 2 the
per combat, a distance of the priest’s charisma. The priest targets one
sacramental weapon gains +2 to hit and x4 power damage to spirits
evil being and makes a theology skill check versus their willpower.
and undead. At max rating, the priest is able to gain +3 to hit with
This ability takes 2 magical actions and 25 mana. If successful the
the sacramental weapon and x5 power damage to spirits and undead.
enemy suffers -1 to hit and defend for the remainder of the combat.
These powers actually fill 1 slot per rating into this weapon. MR: 3
At rating 2 the target suffers -2 to hit and defend. The holy word is
a shout of their God’s name and at rating 2 they may also target 2
Shatter Undead (power 2): for 3 magical actions the priest
Holy Word (power 2): the holy word can be attempted once
may attempt to shatter undead by outstretching his or her hand
enemies MR: 2
and shouting the Rite of Absolution. The priest deals an amount of
damage equal to their willpower attribute roll x the level of the
prayer to the priest’s deity as a promise to their god or gods that
priest. Each stream of light that fires from their hand acts as a level
they will be successful in their quest. If the quest is failed the priest
of damage. They may spread the streams out at several undead or
will lose a spiritual influence point, if it is a success they will gain a
focus all the streams into one undead. For instance; a level 12 may
spiritual influence point per rating. This ability is allowed once per
fire 12 streams into one target or 4 streams into 3 targets. The magic
quest at the GM’s discretion. MR: 3
ability is +1 to hit per rating. To use this magical ability the priest
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Exalted Deed (power 3): an exalted deed is given during
Chap te r I V
Last Rites (power 3): Any character that drops below 0 hit
Dark Priest
points during an attack allows the priest or priestess a chance to activate the last rites. The GM rolls the priest’s spiritual influence check. If it is a success they lose a spiritual influence point but they
are aloud to enact an OOT Theology skill check roll x the level of
target by burning 10 mana, 1 Spiritual influence point, using 2 magic
Curse (power 1): the dark priest has the power to curse a
the priest. The result of this divine ability is used to soak the last
actions, and choosing one target per rating. The target suffers -1 to
damage taken by the target that sent them below 0 hit points. This
attack and defend for the entire combat scenario per rating. During
ability may only be used on a target dropping below 0 HP. It may be
this divine ability the GM rolls their S.I. Check, if successful the
attempted once per ally, but a successful last rites is only aloud once
priest does not lose S.I. MR: 2
per day, per rating. It will only return the amount lost from the last
attack, it will not heal more hit points than were taken. MR: 2
drain the dark priest has the power to curse a target by making a
Malefic Chant (power 1): for 2 magic actions and 10 mana
Codex (power 3): while the prayer guide is in hand it grants
theology skill check versus a target’s willpower test. If the skill roll
the holder x1 power effect to spells (as if the caster was one level
is higher the target suffers the result of the priest’s roll to their
higher), +1 spiritual influence, and +1 to the roll of the Theology and
mana, chi, or hit points chosen by the priest. This energy is then
Battle Chant skills per rating. This is your most prized possession
bestowed to the priest to convert into their body or an ally’s of their
and if lost will take a very long time to get back (GM’s discretion).
choice. Once the curse is enacted the priest continues to sacrifice 1
The codex also has the ability to contain 1 divine spell within its
magic action each round to continue taking this same energy form
pages, per rating. Gold spells are often gained through prayer. MR: 5
but gains a new theology roll each round. The curse is lifted if knocked unconscious. MR: 1
Cure (power 1): the priest may use this ability to re-roll
their healing skill check or the heal spell effect roll once per combat. Spend 1 SP to activate the ability in an attempt to alleviate the result of the roll that was made. MR: 1
Death Lord (power 2): this ability allows a dark priest to
take control of undead by burning 20 mana, making a necromancy skill check, and using 3 magic actions. This attack can take control over lesser undead (skeletons, zombies, bloaters, thrall, etc.) up to an amount equal to the level of the caster. The target number is the rank of the undead creatures’ willpower with a +1 per additional creature. The priest shouts the Black Rite of Domination. Ghouls, vampires and stronger undead resist individually with their willpower check and must be controlled individually. The priest does not have to limit themselves to a number of minions when created from scratch, but controlled undead is limited to the caster’s level. For every rating in this ability they may multiply the total number of controlled undead that they may possess in their army by their level. MR: 5
Raise Dead (power 2) for 3 magical actions and 20 mana
the dark priest may create thrall, bloaters, skeletons, and zombies from the corpses that lay upon the earth. Thrall are lesser undead that can control weapons and armor, bloaters are undead filled with toxic filth. The priest shouts the Black Rite of Awakening. This will animate an amount of dead bodies equal to the caster’s level if there are enough to awaken. The priest must roll a necromancy skill check with a target number of 5 minimum, yet adding 1 for every additional body he or she is attempting to raise. For every 5 points rolled the
108
C las s e s & Abil itie s priest may gain 1 thrall or bloater, thus a roll of 15 would grant 3
quest at the GM’s discretion. MR: 3
if the GM allows. Thrall will pick up a weapon or seek them out.
Bloaters may arise if available and all these undead stats are found
points during an attack allows the priest or priestess a chance to
in the back of the book. These undead become mindless followers
activate the last rites. The GM rolls the priest’s spiritual influence
that are instantly under the control of the caster and can follow
check. If it is a success they lose a spiritual influence point but they
certain commands such as “guard here” or “kill them”. The undead will
are aloud to enact an OOT Theology skill check roll x the level of the
attack at the beginning of the necromancer’s next turn. If the caster is
priest. The result of this divine ability is used to soak the damage
killed the undead will attack the closest living creature. MR: 1
taken by the ally. This ability may only be used on an ally. It may be
attempted once per ally, but a successful last rites is only aloud once
Dark Shroud (power 2): for 3 magical actions the dark priest
Last Rites (power 3): Any character that drops below 0 hit
shouts the incantation to summon the dark shroud. This takes 25
per day, per rating. MR: 2
mana and is centered upon a target creature or object. The dark
shroud then covers a radial area equal to the caster’s willpower in
the holder x1 power effect to spells (as if the caster was one level
inches. The shroud operates as an umbra to shield undead from
higher), +1 spiritual influence, and +1 to the roll of the Theology and
the rays of the two suns. This will even defend them from certain
Battle Chant skills per rating. This is your most prized possession
magic used to blast an area in ultraviolet light. All undead within
and if lost will take a very long time to get back (GM’s discretion).
the shroud gain an additional +1 to hit and an additional 10 HP per
The codex also has the ability to contain 1 divine spell within its
rating. The shroud will last hours equal to the caster’s level yet drains
pages, per rating. Gold spells are often gained through prayer. MR: 5
5 mana per hour keeping the shroud strong in daylight. Within the shroud it is not difficult to see for normal chromatic vision. MR: 3
Celestial Armor (power 2): divine power surges through
the priest for 1 magical action and 10 mana drain as they unveil the celestial armor. This is seen as random twinkling lights around the priest that follows him or her as they move. The celestial armor is actually divine energy that serves as temporary armor for the priest. At rating 1 the priest may add 10 points to their total armor value. Their normal armor soaks damage from attacks first and then their celestial armor soaks 10 damage, yet this is taken from their mana pool. All remaining damage over this is taken normally from their hit points. Celestial armor lasts for 4 rounds. It may only be used once per combat. For every rating in this ability they may add 10 more to celestial armor. Yet remember for every point the celestial armor soaks, this is taken from your mana pool. MR: 4
Unholy Word (power 2): the unholy word can be attempt-
ed once per combat, a distance of the priest’s charisma. The priest targets one creature and makes a theology skill check versus their willpower. This ability takes 2 magical actions and 25 mana. If successful the enemy suffers -1 to hit and defend for the remainder of the combat. At rating 2 the target suffers -2 to hit and defend. The unholy word is a shout of their God’s name and at rating 2 they may also target 2 enemies MR: 2
Exalted Deed (power 3): an exalted deed is given during
prayer to the priest’s deity as a promise to their god or gods that they will be successful in their quest. If the quest is failed the priest will lose a spiritual influence point, if it is a success they will gain a spiritual influence point per rating. This ability is allowed once per
109
Codex (power 3): while the prayer guide is in hand it grants
Chap te r I V
Ranger
Character Skills Wilderness Survival: 1 (int) Tracking: 1 (per) Animal Kinship: 1 (chr)
Rangers are defenders within the vast realms of
Plant Lore: 1 (int)
the wilderness. They are skilled warriors and very adept
Foraging: 1 (per)
survivalists. They bring law to the wild lands and hunt
Hunting: 1 (per)
criminals, bandits, slavers, and all that would torment the
(Skill Slots: 1)
realm. Some even serve as bounty hunters tracking down outlaws for the right price. They are hardened warriors of
Starting Equipment
the wild lands and are reputable for being some of the best
Short Bow (weapons) 2d8
trackers coin can buy. Many rangers prefer the wild to the
Quiver and 20 arrows (ammo)
crowded, bustling streets of the cities. Rangers dwell in
Bone Knife (weapons) d10
almost every type of terrain and live all across the realms
Water Skin (equipment)
of Koth. Some prefer the use of long range weaponry while
Rope: 25’ feet (equipment)
others enjoy the blade in hand and up close combat. Some
(Starting Pay: d4 bits)
of the most famous rangers have been Aldel SilverStream of the Shadynnar Territory. She was a famous elf who helped
Spiritual Influence: 2%
defend the lands from the skog hordes during the Kin Wars. Also Leath Woodrynn a half elf who still lives in Shimmermere and trains rangers of Dalewynnd.
Character Class Abilities 2nd: Eagle Eye 3rd: Survivalist 4th: Ranger Cloak 5th: Animal Empathy 6th: Tracker 7th: Ranger’s Strike 8th: Improve Weapon 9th: Encampment 10th: Ranger Boots 11th: Warden 12th: Warden’s Strike
Primary Attributes Dexterity Perception Intelligence
Combat Skills Unarmed Combat: Fighter +1 Weapon Proficiency: Projectiles
110
C las s e s & Abil itie s
Eagle Eye (power 1): the ranger may use this ability to add
For every rating this ability is increased by a new die rank; d6, d8,
a d6 to their perception rolls and +2 to their shot damage modifier
d10, d12, d20. MR: 5
per rating. This ability lasts for 20 rounds and costs 1 SP to activate.
At rating 2 the ranger gains d8 and +4 shot damage. This ability may
give their entire party certain bonuses during camp. The ranger must
be used once per combat, or may be activated whenever the GM calls
make a wilderness survival skill check in order to set up a sufficient
for a perception check. (d6: +2, d8: +4, d10: +6, d12: +8, d20: +10) MR: 5
and defensive position. This can easily be accomplished with skills
Survivalist (power 1): the ranger may burn 1 frenzy in order
in survival and how to use the natural terrain around you to your
to add a d6 bonus to any survival skill that they possess or pick up in
advantage. For every additional member of their party that they wish
their adventures. This ability may be activated before the skill check
to include in their encampment bonus the GM may add +1 to the
is made. For every rating in this ability you may raise the die up one
target number. If the ranger makes the target number then all gain
rank, d6, d8, d10, d12, d20. MR: 5
the bonuses of encampment, if the ranger makes near to the target
Encampment (power 2): this ability allows the ranger to
Ranger Cloak (power 1): The ranger cloak adds 2 levels per
number he or she may give the bonuses to certain members as long
rating to the concealment skill while in a wilderness setting. The
as the roll was over the base target number. Those who gain the
cloak also adds +2 levels or ranks per rating to any survival skills,
bonuses gain +1 to their perception checks per rating during guard
body attribute tests, or endurance skill checks when attempting to
duty or while at camp. They also gain an additional +10% per rating
keep warm in the freezing cold or weather that can bring on sickness.
to HP gained back from eating and sleeping, as well as mana and
The ranger cloak also adds a +1 per rating to the armor rating. All of
chi. The GM may even allow the +1 bonus to certain camp activities
these bonus are constant while the ranger cloak is being worn. The
outside of this at their discretion. MR: 5
ranger must gain a cloak on their own during play to dub this their
ranger cloak. MR: 5
armor rating of 1 per rating in this ability. They can also add a d6 to
Animal Empathy (power 2): the ranger is able to perceive
the ranger’s stealth roll while in the wilderness terrain (per rating).
an animal’s behavior and sense emotions and intent. With this the
The ranger may use counter tracking techniques if they wish to do
ranger may make an animal kinship skill check in order to calm an
so, as to leave no signs of their passing. When this is attempted the
animal or even befriend it. This ability will add a d6 to the animal
ranger may add a d6 to their tracking skill (per rating) to counter
kinship skill by burning 1 SP and may be added after the skill roll
track. The ranger may choose which boots will become their special
is made. For each rating in this ability the ranger may raise the die
boots when they get this ability. Remember as well that heavy armor
one rank (d6, d8, d10, d12). This ability will especially help for rangers
or very heavy is not allowed to use this ability. MR: 2
who choose to gain an Animal Ally, as in the ability. MR: 4
Tracker (power 2): this ability allows a ranger to add a d6 to
lands and a protector of the territory in which he or she roams.
their tracking and hunting skill check while in the wild. The ranger
This ability gives the ranger a bonus to reputation and saga points
must burn 1 frenzy to activate this ability and add it to the result of
for bringing justice to those criminals, robber knights, bandits, and
your check as you roll. If you choose to add it to a roll that has failed
slavers that are wanted by the law. Any criminal the ranger brings
it costs 1 SP to add the die. For each rating in this ability you may
in will grant them extra reputation and saga points on top of what
raise your die by one rank (d6, d8, d10, d12, d20). MR: 5
the GM grants them as a reward and it increases per rating. Bringing
Ranger’s Strike (power 2): with this ability the ranger may
criminals into the magistrate alive grants +5 reputation and +2 SPs
burn 1 frenzy in order to gain an additional d6 to their d20 to attack.
per rating. Bringing in the head of a wanted criminal or bringing
This may be activated only once per combat, per rating. This must
them in dead grants +2 reputation and +1 SP per rating. Thus at rat-
also be called before the attack roll is made. The player simply rolls
ing 2: Alive (+10 rep, +4 SPs) Dead (+4 rep, +2 SPs). At rating 3: Alive
the d20 and the d6 together adding the result to hit at a specific
(+15 rep, +6 SPs) Dead (+6 rep, +3 SPs). At rating 4: Alive (+20 rep, +8
target. Ranger’s Strike may be used for any type of melee, shooting,
SPs) Dead (+8 rep, +4 SPs). MR: 4
or throwing attack. MR: 3
Ranger Boots (power 3): the ranger’s boots will add an
Warden (power 3): the ranger becomes a warden of the wild
Warden’s Strike (power 3): this ranger ability allows the
Improve Weapon (power 2): This ability allows the
ranger to spend 1 SP once per combat to force an enemy to re-roll
character to add +d6 damage to any weapon the character uses. Any
their defense die. The ranger may use this while they are attacking in
weapon at all. The weapon is only improved while this character uses
melee or ranged combat. This may be activated after the enemy has
it, if they hand it to another character they do not gain the bonus.
rolled their defense die.
111
Chap te r I V
Scout
Combat Skills Unarmed Combat: Fighter +1 Weapon Proficiency: Projectiles
Scouts make perfect spies, infiltrators, or sentries.
Character Skills
Those trained by the military often worked alone or within
Stealth: 1 (dex)
a small reconnaissance squad in order to gather information
Concealment: 1 (per)
from within or even behind enemy lines. They specialize in
Navigate Land: 1 (per)
stealth and hiding within the wilderness terrain; reading the
Observation: 1 (per)
signs, tracking, collecting enemy intelligence. They also lead
Listening: 1 (per)
the way and make sure it is safe for others to pass. It is an
Tracking: 1 (per)
extremely dangerous position due to the fact that they are the
Wilderness Survival: 1 (int)
ones who take point to learn what is ahead. This is why it is
(Skill Slots: 0)
very important for them to be well trained in the art of stealth and concealment. They must always remain alert, to be ever
Starting Equipment
vigilant of the dangers that roam the lands. Scouts are rogues
Short Bow (weapons)
of the wilderness, many enjoy using long range weapons yet
Quiver: 20 arrows (ammo)
some prefer to get up close and fight with steel. Scouts hail
Bone Knife (weapons) d10
from any kingdom in the realms and from every territory. The
Spyglass (equipment)
dark orcs of the Crow Wilderness use some fearsome scouts,
(Starting Pay: d4 bits)
as do the sharpheen lizard men in the swamps of Haktaahl. The Crow scout known as Yaar Five Bones is said to ride
Spiritual Influence: 2%
a deadly drake and could smell intruders coming through the trees from an impossible distance. Ragaath Dragonbone, son of Shar is known to have taken down several squads of imperials moving through the swamps in canoes, and leading them through traps.
Character Class Abilities 2nd: Light Foot 3rd: Trap Hunter 4th: Trail Blazer 5th: Take Point 6th: Keen Senses 7th: Low Profile 8th: Infiltrate 9th: Sense Weakness 10th: Sudden Move 11th: Know Strength 12th: Scout Cloak
Primary Attributes Perception Dexterity
112
C las s e s & Abil itie s
Light Foot (power 1): for 1 SP the scout may add a d6 to any
to hide. If they are trailing someone through the streets they may
stealth skill check after the stealth roll is made. For each rating raise
add the d6 to their trailing skill check. This ability may be activated
the die up one rank (d6, d8, d10, d12, d20). MR: 5
before the skill check is made. For every rating in this skill the scout
may raise the die up one rank (d6, d8, d10, d12, d20). MR: 5
Trap Hunter (power 1): the scout may activate this ability by
burning a frenzy and alerting all that they wish to look for traps. This
will raise their perception attribute check by adding a d6 to their roll.
difficult to pull off when the others have no skill. Whenever you are
If the scout gains the traps skill they may add this to the skill roll. For
attempting to infiltrate a complex the scout can burn 1 SP to drop
every rating raise the die by one rank (d6, d8, d10, d12, d20). MR: 5
target numbers by 1 per rating. Attribute and skill checks like stealth,
Trail Blazer (power 1): the scout can move through thick
concealment, and traps for up to 10 in a party will drop by following
forest with ease, making a trail for allies to follow and symbols for
the scouts lead and hand signals. This lasts an hour per rating. MR: 5
them to read. Scouts often leave messages such as alerts, warnings
of traps, signs of water or camp ahead. A broken branch, a pine cone
attempt to locate the holes in a suit of armor, or weak spots in a
pointing in a certain direction, or symbols for their allies to read
creature’s scales by making an observation skill check and spending 1
can be subtle signs to follow. The scout rolls the navigate land skill
open action. This will also work for inanimate objects such as doors
and can mark or tag specific targets for their allies. All allies roll
or walls. Doing a successful check versus the total armor rating will
perception and add to the skill roll. All is added up then divided by
allow the character to attempt to bypass an enemy’s armor rating and
the number of the party to get the mean. The scout can burn a frenzy
concentrate on 25% of the max HP by using called shots at the target
to add a d6 to the final mean result. This is a way of communicating
to cause trauma to the area. At rating 2 a high enough roll on the
back to the party and for them to decipher the signs. The higher the
observation check can sometimes even bypass a creature’s toughness
roll the more information that may be gained. For each rank in this
if they have any open wounds when beating their TAV as your target
ability the scout may move the die up d6, d8, d10, d12. MR: 4
number. This can be attempted once per combat, per rating and is
used for called shots only. Once the soft spot has been located by the
Take Point (power 2): when on point, the scout may burn
Infiltrate (power 2): sneaking into a complex can be
Sense Weakness (power 2): during combat the scout can
a SP to roll a master d6. This d6 will grant the scout 1-2: +1, 3-4: +2,
scout they can continue to attack with called shots. MR: 2
5-6: +3. The bonus of the roll will be granted to stealth, concealment,
observation, listening, and perception checks while on point. The
a d8 to their defense roll once per combat. This must be activated
scout must be alone or with another scout. At rating 2 the master die
before the defense roll. At rating 2 this may be activated before the
grants 1: +1, 2-3: +2, 4-6: +3. At rating 3; 1-2: +2, 3-6: +3. MR: 3
roll to hit, to gain +d8 to the attack roll once per combat. MR: 2
Keen Senses (power 2): scouts gain information in many
Sudden Move (power 3): the scout may burn 1 SP to add
Know Strength (power 3): this meta ability allows the scout
ways. They learn to read the signs of the terrain around them, they
to gain information about an enemy by making an observation skill
notice the reaction of animals, and they pay attention to the shift
check versus a target’s body rank. The range of this ability is equal
in the breeze and what new scent may fall down wind. They also
to the scout’s perception attribute in inches. This will give the scout
attempt to sleep lightly and may use this ability if they have not
basic information such as the level of the enemy, their basic + to hit
dulled their senses with narcotics and alcohol. If any danger moves
and defend, and possibly even their hit points (GM’s discretion). If
into range of their perception attribute in inches they may use
used in combat this ability costs 1 open action to perform per enemy
their keen senses to gain an edge. For 1 SP the scout may roll a
they study. If the scout has creature lore the GM may allow them to
perception check twice and choose the best result versus a dangerous
gain information on a monster’s abilities and weaknesses. MR: 1
enemy’s concealment and stealth. This allows the scout one chance
to notice an enemy before they gain ambush upon a party, which
create a special camouflage design by adding leaves, twigs, and
immediately puts the enemy at the top of the initiative order. MR: 1
branches to their cloak and hood. This cloak adds +2 levels to their
Scout Cloak (power 3): the scout can use their cloak to
Low Profile (power 2): this ability is used in two ways. In
concealment skill in wilderness terrain, per rating. The cloak also
the wilderness it grants an additional die to the concealment skill
becomes armored giving them an armor value of 1 per rating. The
check. In the city, in a large crowd of people the scout may blend
scout will change the cloak’s camouflage whenever they change the
with the surroundings. They often act like they are shopping at the
type of wilderness setting they are in to adapt it to fit and be more
fruit stand, fixing a wagon wheel, or asking for directions. The scout
useful to the terrain when possible. If the cloak is lost or destroyed it
may burn 1 frenzy point to add a d6 to their concealment skill check
will take the scout a d3 days to construct another. MR: 5
113
Chap te r I V
Shaman
Healing: 1 (int) Wilderness Survival: 1 (int) (Skill Slots: 1)
The shaman is a witch doctor or a tribal spell caster
Starting Equipment
that dwells within the barbarian tribes or wandering clans of
Stone Spear (weapons) 2d8
nomads. They possess a spiritual bond with a creature that
Healing Powders: 2; heals +3d6 HP (equipment)
becomes what is known as a “spirit animal”. They are often
Magic Circle Components: 2 (equipment)
given the title of their spirit type they are tuned with such as
(Starting Pay: d8 bits)
crow shaman or wolf shaman. They can call upon the forces of nature to destroy their enemies, yet they are great healers
Spiritual Influence: 10%
as well. They dwell within barbarian tribes who often seek their council in times of need or fear. They are also known to
Magic
possess powers that allow them to speak with the spirits of
Heal (white magic)
the Outworlds. Shamans can be found throughout the realms
Light and Darkness (green magic)
wherever tribes and clans can be located in the wilderness. It
Ignite and Douse (green magic)
is rare to find shamans in the cities or rural areas but if so it is usually because their spirit animal can be found wandering that place as well.
Character Class Abilities 2nd: Medicine Bag 3rd: Animal Speak 4th: Prayer Feather 5th: Speak With Spirits 6th: Spirit Guide 7th: Ancestral Call 8th: Ritual Blade 9th: Spirit Walk 10th: Shape Shift 11th: Ghost Scream 12th: Storm Bringer
Primary Attributes Intelligence Willpower
Combat Skills Unarmed Combat: Basic Sorcery
Character Skills Conjuring: 1 (will) Circle Magic: 2 (int) Plant Lore: 1 (int) Animal Kinship: 1 (chr)
114
C las s e s & Abil itie s
Medicine Bag (power 1): the shaman may burn 1 frenzy to
Speak With Spirits (power 2): there is a 30% base chance at
add +2 to the healing or medicines skill roll per rating. This must be
all times that there is a spirit nearby in the spirit world, or on the
activated before the skill check is made. This will also multiply the
ethereal plane. The player may roll to see if there is one capable of
result rolled by the rating of this ability. MR: 5
speaking to the shaman through the smoke of their fire. Their words
Animal Speak (power 1): the shaman now possesses the
are carried to the spirit world within the smoke. If they are near a
mystic ability to actually communicate with animals by telepathic
waterfall it is a good chance they could contact a water elemental,
means. The shaman must be within range of the creature equal to
undine, or nymph. If the shaman is sitting simply at his or her
the shaman’s willpower attribute. If they are attempting to commu-
campfire it is possible that they will contact a fire elemental, or
nicate with their spirit guide, then the range is not limited by the
salamander. Perhaps they contact a spirit of the earth elemental,
shaman’s willpower because it may be accomplished through
tree gnome, or the air elemental or sylph. In a setting where a great
meditation over many miles. The shaman gains +1 per rating to their
amount of death took place it is possible to speak with spirits of
animal kinship skill roll when using this ability. They must make this
the dead who have not moved on. The shaman may attempt this
skill check with a target number equal to the creature’s willpower
once per day and it uses 5 mana every round or every 5 seconds.
rank. The shaman may speak with the creature by burning 5 mana
The shaman may only hold this connection open for rounds equal
per round. MR: 3
to the caster’s willpower attribute. This is primarily used to learn
create
quick information without conjuring a spirit. For instance, the
the prayer feather to grant them a +1 spiritual influence per
Prayer
Feather
(power
1):
the
shaman
may
shaman may ask questions such as, “Do ogres live in these woods
rating, and +1 to their magical defense as long as the feather stays
and where?” Most answers from spirits in this manner are very
upon them within their personal belongings. For every rating
distant and minimal for it is not often so easy to pierce the veil. MR: 1
in the ability a new feather is added. The prayer feather is used
for smudging rituals, burning specific components for different
with an animal and befriends it, the shaman may connect with the
rites and wafting the smoke upon themselves and allies. Those
creature as his or her spirit guide. This ability grants both the animal
who choose to be part of the ceremony by the fire are blessed by
and the shaman a toughness of 2 and fortitude of 2. The shaman may
the smoke and will gain all modifiers for a duration of 1 hour per
even spend 5 points of mana per round to look through the eyes of
rating. The shaman must possess the proper components to
their spirit guide; for rounds equal to the willpower attribute of the
burn for each ritual and a shell to burn them in. For the healing
shaman. The shaman feels what the spirit guide feels and the animal
smoke ritual, sage is used. Those blessed may burn 1 SP which
feels what the shaman feels. They will fight to the death to protect
allows the shaman to re-roll the dice of a healing spell, once
one another from harm. This doesn’t have to be the shaman’s spirit
per combat. They may also be regenerated once per round by
animal, only an animal companion that the GM allows the player to
the shaman’s healing skill check, the result is multiplied by the
have after befriending it. For every rating in this ability the shaman
rating of this ability and is gained at any distance. For the
may add another spirit guide. MR: 3
spiritual protection ritual, cedar is burned and all blessed gain +1 spiritual
influence per rating, as well as +1 to defend spiritual possession or
shaman the power to call upon their ancestor spirits to aid them. The
attacks at the soul. Holy wood is used in the mana smoke ritual which
shaman must burn 10 mana during the call and 1 SP. This allows the
causes all magic spells to be cast at 1 level higher (per rating) and
shaman to make a conjuring skill check and gain the result to their
allows the shaman to regenerate the mana of all allies with their
hit points x the rating. If they wish to boost the call, they may blast
willpower check or battle chant skill check if they possess the skill.
an area of effect of 1.5” inch radius (7 ½ ‘ feet real range) by burning 25
This too is of course multiplied by the shaman’s rating in this ability.
mana and allowing their conjuring skill roll to effect allied hit points.
MR: 3
This power can boost them above their max hit points for a limited
Spirit Guide (power 2): once the shaman makes a bond
Ancestral Call (power 2): this ability is OOT and allows the
time. It may even be used as they are going below zero hit points in an attempt to save them. For every additional rating in this ability, the shaman can multiply this result by the rating of the ability. This ability may be used once per combat. The boost in hit points will last 1 hour per rating. MR: 5
115
Chap te r I V
Ritual Blade (power 2): the shaman must construct the blade
Spirit Walk (power 2): using 2 magical actions and 5 mana
which is usually a 3 or 4 edged ritualistic dagger. The hilt holds the
drain per round the shaman can step out of his or her body to
image of an angry spirit and the hilt is often crafted of bone with
become ethereal. Much like the form in which some apparitions can
symbols of binding and entrapment carved into it. This blade
take, the shaman sees astrally and can move invisibly a distance of
becomes part of the ritual and is used to bind a spirit to the
inches equal to the shaman’s willpower (5’ feet x willpower in real
dagger. It also offers a +1 to cast only white or green spells through it as
range). This is used to look around corners, step through doors or
a channeling device, and as if it had a channeling rune within it. This
explore rooms without actually going into them. The shaman must
bonus is given per rating. The shaman must also sacrifice 1 spiritual
be wary for their body can still be in danger while doing this and it is
influence during the construction. These ritual daggers can be very
usually good to have a sentry there to watch over them. In spirit walk
dangerous when found without their shaman. This often means
you can move as normal, you cannot fly or float, and cannot move
that the spirit bound to the blade may have been too powerful to
through earth or elements of more than 6” inches thick. To begin the
control. The final stage is completed when a spirit is hit by the blade
spirit walk you must partake of the spirit pipe, an item you must craft
and it traps the spirit’s soul within the ritual blade and its sub-
from clay or wood at the time of gaining this ability. For every rating
dimensional prison. This dagger becomes even more powerful when
in this ability you may multiply your rating by your willpower to see
the bone that it is constructed with is from the same body that
how far you may explore. MR: 5
originally held the spirit. Not only is this the more sought after ritual
method, but it is always the most powerful. Just a touch from the
the form of an animal by using 4 magical actions to do so, drain-
dagger and the spirit makes a body save or it is taken into the blade
ing 25 mana, and making a conjuring skill check target # 4. This
prison. The blade may only hold one spirit within it and the GM may
target number is altered by the GM during certain situations that
construct its hidden powers and gifts depending upon what type of
may alter the concentration. The first time that the shaman uses
spirit is trapped within the dagger. The ritual blade begins with a
this ability though, it takes them close to 2 rounds to shift, so the
d20 damage and once a spirit is trapped it will be granted a d6, d8,
shaman must get used to it before they may need it in combat. The
d10, or d12 additional damage due to a certain element or power that
shaman must possess something of the animal creature they wish
the spirit contained. For instance, if a fire elemental was trapped
to shift into, such as the feather of a hawk, the claw of a rat, or the
within the blade the GM might add a d8 fire damage and now the
tooth of a wolf. The shaman may only shift into one size of animal
blade erupts with flames curling around it once unsheathed. A very
per rating. For instance, you may see the game table under hunting,
powerful one might allow you to cast a fire sphere with 3 charges a
to get an idea of the animal sizes. At rating 1 you can shift into tiny
day. Thus it truly depends upon the spirit trapped within and to what
animals (rat, snake, rabbit, sparrow). At rating 2 you may change
powers the GM wishes to allow. The blade may contain 1 special pow-
into small animals (raccoon, cat, hawk, owl). At rating 3 you may
er per rating, thus allowing a +3 to hit at max rating. MR: 3
become medium sized creature (wolf, leopard, boar). They may only
Shape Shift (power 3): The shaman may shape shift into
shift into an animal that they have made a successful kinship with before, even if it was only for a moment through a cell in the city where slavers sometimes sell creatures in cages. When you shift into this animal all of your equipment and gear is transferred into a sub-dimensional space between planes. You gain the weaknesses and strengths of the creature, yet you keep the same hit points and mental stats but physical ones are very likely to be altered to 25% of the original or even a bonus of 75% for some. The damage, toughness, and all other stats may have to be given by the GM and be sure to keep track of these stats for when you shift again. The material component of the shape shift is not destroyed, you may use the item again. You may stay in this shape for hours equal to your character level. If you stay longer than that you have the risk of becoming the creature permanently. MR: 6
116
C las s e s & Abil itie s
Ghost Scream (power 3): this ability allows the shaman
to shift into an ethereal form as they move, giving them an edge and an additional d20 to their defense or attack roll to choose the highest one rolled. When under attack you call ghost scream, burn 1 SP and roll 2d20 to defend. If you successfully defend the attack you may also move your character an amount of inches equal to your normal movement in a direction of your choosing. This ability allows you to escape an onslaught and retreat without an attack of opportunity upon you away from further attacks in melee range. If your defense fails and you are struck you do not gain the movement. If you choose to use this during an attack you must burn 1 SP and roll 2d20 choosing the highest roll for the attack. You are also given a bonus of your normal movement. If the attack fails to hit the movement is lost and you must move back to your body. At max rating you may use ghost scream up to 3 times in a combat scenario. MR: 3
Storm Bringer (power 3): this mighty divine ability
allows the shaman to call forth a thunderstorm over the area for 6 magical actions by spending a spiritual influence point to do so. They may not burn frenzy to quicken the initial storm call. If there is a storm already present they do not have to summon the storm at all since it is already there. The primary point of the storm is directly above the shaman and reaches out a distance equal to the shaman’s willpower attribute in miles. Within this radius there is a great amount of electric activity above them due to the lightning storm raging in the clouds above. From this point on, the shaman may burn 30 mana to call down a lightning strike upon a target area that can be centered anywhere within the willpower attribute radius. This lightning blast deals 2d12 x the shaman’s level in electrical damage to all in a 1.5” inch blast radius of the target area. The shaman must roll the attack die once they target the area for 3 magical actions. This part of the ability is called the Lightning Strike and works much like a spell. The shaman gains a +1 to hit due to the rating, raising the rating of this ability allows the shaman to gain an additional + to hit with the lightning strike. The actual lightning strike cannot be defeated by the counter spell ability or the counter ability, but a divine counter will work. This ability can only be used under the open sky. MR: 3
117
Chap te r I V
Summoner
Character Skills Thaumaturgy: 1 (int) Conjuring: 2 (will) Circle Magic: 1 (int)
The summoner is a specialist of conjuring and
Read & Write: 1 (int)
circle magic. They use their magical powers and abilities to
Creature Lore: 1 (int)
summon or conjure beings from the primordial realm or
(Skill Slots: 1)
alternate planes within the Outworlds. They bind these beings, using spirits and creatures to fight for them.
Starting Equipment
These beings are forced into servitude by the magic and the
Bone Scepter (weapons) d10
Rite of Binding, yet it is possible for the summoner to gain
Shoulder Bag (equipment)
allies. Some summoners enjoy the power and control that
Personal Spell Book (equipment)
is given, to command while others prefer to focus on the
Lupus Root: 3 (equipment)
awesome potential of the circles. Not only can they call
(Starting Pay: d6 silver)
beings from other worlds, but once strong enough they can learn to open doors to those other worlds and step
Spiritual Influence: 2%
through them. Perhaps it is the power that is held within this knowledge that can lead to the destruction and creation of
Magic
gates? Being able to wield such an ability is a dangerous and
Siphon Power (brown magic)
efficient tool that would be loved by many within the realms
Summon Shadow Imp (brown magic)
of Koth. Some of the most prominent schools for summoners
Summon Varg (brown magic)
can be found in the Nine Towers of Thead and in Aticraulys the imperial city of the Aticraulian Empire.
Character Class Abilities 2nd: Summoner’s Circle 3rd: Life Leech 4th: Verendum 5th: Link Senses 6th: Minion Tactics 7th: Blood Invocation 8th: Binding Ritual 9th: Blood Evocation 10th: Transference Rite 11th: Summoner’s Idol 12th: Rite of Exile
Primary Attributes Intelligence Willpower
Combat Skills Unarmed Combat: Basic Sorcery Brown Magic +2
118
C las s e s & Abil itie s
Summoner’s Circle (power 1): this ability allows the
Blood Invocation (power 2): once per day you are able to
summoner to add +2 levels to their conjuring skill, as well as their
summon the power of the spirits from the astral realm to power your
circle magic skill per rating. In order to activate this ability the
body and gain 25% of your max HP per rating of the ability. This
summoner must spend 1 point of frenzy for each of these bonuses,
invocation takes 2 magical actions to use and 20 mana drain. This
therefore if they wish to gain this bonus to both skills they must
ability only lasts rounds equal to your level. MR: 4
burn 2 points of frenzy before the skills are rolled. At max rating
they still only burn 1 frenzy per skill bonus to gain +10 levels. MR: 5
burn 1 SP and throw an additional d6 to the result of their conjuring
Binding Ritual (power 2): this ability allows a summoner to
Life Leech (power 1): the summoner can steal the hit points
skill to force a bind spell on the spirit so they may gain its true name
of a creature that it has summoned or conjured as long as it has
for future calling. At rating 2 the summoner gains another d6 to roll
control of its will. The life leech ability is used by spending 2
for 2 saga points. Rating 3 allows 3d6 for 3 SP. MR: 3
magic actions, burning 5 mana, and rolling a willpower check at +1 per
rating. The willpower result x the caster’s level is how many hit points
drain the summoner shouts the blood evocation and may grant an
may be taken from the being. If the result is higher than the beings
ally or a minion 25% max HP per rating. This ability may be used
current hit point then the summoner can only take what remains.
once per target in a day and lasts for rounds equal to the character’s
This can be used once per combat, per rating in the ability. MR: 3
level. They will lose this after the duration so be wary. MR: 4
Verendum (power 1): your verendum is your personal
Blood Evocation (power 2): for 2 magic actions and 20 mana
Transference Rite (power 3): this ability allows the
channeling tool, which is usually a wand or staff. You must place a
summoner to perform this rite of transference as their minions are
crystal or stone upon your creation which is used to conduct energy.
being summoned. The summoner must burn 10 additional mana
When crafting a staff this is usually placed within a headpiece. With
during the summoning to engineer their minions at the GM’s
this ability you are able to craft a channeling rune for your personal
discretion, allowing them to combine smaller minions into one or
use within the item. This item becomes unique and bound to you
two larger minions, or vice versa. Thus 6 tyrant spiders of normal
during the Verendum Ritual. During this age old ritual the caster
status could be combined into 2 tyrant spiders at x3 the power. MR: 1
should use material that fits their astrological sign. The ritual must
be performed during the time of day in which you were born and 3
with the circle magic skill. It contains runes and symbols that will
drops of your blood must be rubbed upon the wand or staff at the
allow the idol to contain a link from the idol to the world in which
point where magic will be released and your channeling rune will
the summoned being comes from. Once a spirit or minion is
go. The verendum allows the caster to gain +1 to any spell cast while
summoned or conjured the summoner must burn a d10 x 10 mana
the verendum is in hand. The verendum also grants the caster a +1 to
drain and may force a bound creature’s spirit into the idol before
their magical defense while in hand. MR: 1
sending it back to its world. After 5 hours the idol can be used
Summoner’s Idol (power 3): a small idol must be crafted
Link Senses (power 2): for 1 magical action the summoner
to summon the being for 2 magic actions by calling its name and
chooses a minion to link with and drains 5 mana per round. The
placing the idol upon the floor. The spirit can come from the idol and
summoner may then see, hear, taste, and even feel what the minion
no drain is taken. For every hour the being is in this realm it must
does while the link is made. The minion does not know that this is
rest x5 hours within its own. This may be used once every few days.
happening unless the summoner wishes it to. The summoner may
They may craft one idol per rating. MR: 3
communicate telepathically and give it orders this way. MR: 1
Rite of Exile (power 3): all who possess the conjuring skill
Minion Tactics (power 2): this ability allows the summoner
can banish, yet for 1 frenzy and 4 magical actions the summoner
to spend 1 or 2 magical actions using an astral connection with the
adds +2 levels per rating to their conjuring skill check, in order to
minions to give them a +1 or +2 to hit and defend for one round.
attempt to banish a being from our realm. The being may resist by
The bonus strictly depends on the actions spent by the summoner.
making a resisted willpower check. The summoner may also use
Minions do not gain the bonuses that are given by other allies and
this ability by burning 1 SP out of turn in an attempt to counter
rely on the bonuses of their summoner. The summoner may choose
the summoning spell of a caster as it is happening, by making the
to use this each round to have their minions gain these bonuses. The
conjuring (banishment) skill check versus the enemy skill check. The
ability is activated during the summoner’s turn and lasts until the
counter summoning rite may only be used once per combat just as
beginning of the summoner’s next turn when it must be activated
banishment may only be attempted once per spirit. If failed it cannot
again for 1 or 2 actions to give +1 or +2 to attack and defend. MR: 1
be attempted again for days equal to the spirit’s body attribute. MR: 5
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Chap te r I V
Sword Master
Combat Skills Unarmed Combat: Fighter +1 Weapon Specialization: Swords +2 Blind Fighting
The sword master is a swashbuckler, a warrior that
specializes in the art of swordplay. Like most adventurers
Character Skills
they search for high adventure, coin, glory, and fame! The
Acrobatics: 1 (dex)
stereotypical sword master is arrogant and likes to show
Dancing: 1 (dex)
off their talent. They gain reputation by doing so and are
(Skill Slots: 2)
romanticized in the writings of the scribes and the songs
of
bards
who
often
follow
them
around
to
Starting Equipment
mention those deeds. This does not mean that all sword
Rapier (weapons) d10+d6
masters must follow under this same archetypical prose.
Bone Knife (weapons) d10
Their sword is the most important item that they can
Sack (backpack)
carry, and it is treated as their very close ally. It is a great
(Starting Pay: d6 bits)
dishonor for the sword master to lose their weapon. They train for years in the art of the sword dance, agility, and
Spiritual Influence: 2%
precision. They study specific styles and stances to master for fighting upon different types of terrain and what counters are necessary during different types of attack. There are countless numbers of mercenary guilds throughout the cities of Koth, but there are not countless masters of the sword. A few very famous sword masters of grand repute are Vincini Bertolli of the Aticraulian Empire, Alianna Lariette of Espadosa, and Galian Corav who ran with a group of Demon Hunters and with the Hands of the Justicarians. There is an excellent school of the art in Aticraulys, the imperial city, as well as “the Dancing Blade” within the walls of Vallagena in Espadosa.
Character Class Abilities 2nd: Blade Form 3rd: Disengage 4th: Beckon Foe 5th: Hone Blade 6th: Blade Dance 7th: Riposte 8th: Improve Weapon 9th: Displacement 10th: Improved Riposte 11th: Insistence 12th: Remise
Primary Attributes Dexterity Strength
120
C las s e s & Abil itie s
Blade Form (power 1): by spending 1 melee action to use
Riposte (power 2): once per combat and out of turn (OOT)
their blade form the sword master may add +1 to their defense for
the sword master may use a riposte after defending a melee attack.
1 round until it reaches their turn again. At max rating the sword
The sword master may burn 1 frenzy to launch a single attack back
master may spend 2 melee actions to gain +2 to their physical
at their enemy. These are very good when saved for a natural 20 to
defense for 1 full round. This is used by preparing oneself for an
defend, thus launching a riposte will grant a rage attack back at the
attack with a defensive technique and may even be used with the
enemy in that instance. MR: 1
defensive stance by sacrificing all other actions and frenzy. MR: 2
Improve Weapon (power 2): This ability allows the
Disengage (power 1): the sword master may use a resisted
character to add +d6 damage to any weapon the character uses. Any
acrobatics skill check versus the same or a dexterity check in order to
weapon at all. The weapon is only improved while this character uses
disengage from melee combat as long as the skill check is successful.
it, if they hand it to another character they do not gain the bonus.
If the character already possesses the sneaky talent called retreat, this
For every rating this ability is increased by a new die rank; d6, d8,
allows them to automatically disengage without making a check or
d10, d12, d20. MR: 5
suffering an attack of opportunity. MR: 1
Displacement (power 2): once per combat the sword
Beckon Foe (power 1) the sword master may use this as
master may spend 1 SP and choose to use either their acrobatic skill
a taunt ability to pull aggro upon their self instead of letting an
check or their dancing skill in order to deflect an amount of damage
enemy attack an ally. This is an out of turn (OOT) ability and may
taken to their body equal to the roll made. This amount of damage
be used once per combat, per rating. The sword master makes a
that is soaked by the skill roll is called the displacement. The sword
charisma attribute test (+1 to the roll per rating) while the enemy must
master gains a +1 to the result of the skill roll that they choose to
resist with their willpower check. If the enemy makes their willpower
use per rating. The only difference in the skill choice would be an
check by rolling the same result or greater the taunt has failed. If
acrobatic move or a display of footwork to defend an attack. MR: 10
they fail their willpower check they must attempt to attack the sword
master. They will charge at the sword master and must attack him
defend a melee attack, the sword master may gain one single attack
or her for at least one round. The sword master may not call beckon
back at an enemy, just as if they had rolled a natural 20 to defend.
foe after the enemy has already moved in an attempt to waste the
This gives the sword master a type of improved critical defense.
enemy movement. Once the enemy to beckon is chosen, that foe
This only works when the sword master is being attacked in melee
will possess their full movement and attacks. The ability must be
combat. This may be a good time to activate a riposte to gain 2 melee
activated before the enemy attacks another character. MR: 3
actions back at an enemy or a rage attack at their foe. MR: 1
Hone Blade (power 2): using a whetstone the sword master
Improved Riposte (power 3): on a roll of a natural 19 to
Insistence (power 3): once per combat the sword master
may spend an hour on a blade to keep it nice and sharp. This ability
may burn 1 SP to force an enemy to re-roll their defense die against
will allow this weapon an additional +1 to damage per rating. This
the sword master during a melee combat situation. MR: 1
costs the sword master 1 point of frenzy for every blade they hone
or sharpen and only lasts for 1 battle in which it is used. This ability
frenzy in order to gain an edge and roll 2d20 during their attack,
may even be stacked with others like Cutler. MR: 3
choosing the highest result. This may only be used with their sword
once per combat, per rating. MR: 2
Blade Dance (power 2): only when the sword master is
being attacked by enemies with melee weapons may they activate the blade dance. They do so by burning 1 SP and rolling their dancing skill (OOT). A target # 5-10 will give them an additional +1 to defend for this round only. A target # 11-14 grants the sword master an additional +2 to defend for 1 round. At rating 2 the sword master unlocks the ability to reach a target # 15-19 which will grant the sword master an additional +3 to defend. Rating 2 will also allow a target # 20 or higher to give an additional +4 to defend. This is for 1 round only and only against melee attacks at the sword master. The sword master must activate this before the defense roll is made to gain the bonus. This may not be used while in a defensive stance. MR: 2
121
Remise (power 3): the sword master may burn 1 point of
Chap te r I V
Templar
Combat Skills Unarmed Combat: Brawler +2 Weapon Proficiency: Heavy Weapon Proficiency: Throwing
Templars are holy or unholy warriors that serve the
Weapon Proficiency: Projectiles
church of their deity. Much like monks they serve as agents
Weapon Specialization: choose wpn +1
that spread the word of their lord throughout the lands while questing to serve their faith. They are the mighty, heavy
Character Skills
infantry of the church. They are the knights of the order
Exorcism: 1 (will)
that will lay down their lives to protect its cause. Templars
Theology: 1 (int)
of the pantheon of light find it hard not to help others in
(Skill Slots: 1)
need for there is always a sworn oath to protect the weak and to become the harbinger of justice. There are also known
Starting Equipment
to be what are called dark templars. Dark templars worship
Stone Hammer (weapons) d12+d6
evil gods and will kill anyone that stands in their way, if
Infantry Shield +3 (armor)
it is the will of their master. All templars of any pantheon
Padded Armor (armor) AR: 1
whether they be holy or unholy are powerful and honor bound
Prayer Guide (equipment)
vessels who will die in the name of their god. For one
Holy Symbol (equipment) +1% spiritual influence
day they will reach the spirit realm and it is their goal to
(Starting Pay: d6 copper)
forever become a vanguard of their order. Templars are found all over the world and are primarily sought out within a church
Spiritual Influence: 10%
or cathedral, such as the Pantheos Cathedral of Espadosa. The shining templars of Caerwynn are found guarding the chapters of the Grand Order in Dalewynnd, and the Temple of Six is a cathedral found in the city of Underwall of Vasgar. That temple is home to some of the most fearsome dark templars known.
Character Class Abilities 2nd: Toughen 3rd: Shield Ally 4th: Elysian Weapon 5th: Outrage 6th: Elysian Armor 7th: Defender 8th: Improve Weapon 9th: Absolve 10th: Sacred Shield 11th: Defiance 12th: Reverence
Primary Attributes Strength Body Willpower
122
C las s e s & Abil itie s
Toughen (power 1): this ability allows the templar to
Defender (power 2): Any allies that are within 1.5”
strengthen their natural armor permanently with each rating.
inches of the templar gain an additional +1 to their defense rolls. This
The templar gains their toughness through vigorous hardening
works against any type of attack but will not stack if two templars are
exercises making them able to sustain more physical damage. The
present. This ability is active at all times and only gives the templar’s
templar adds 2 point of toughness per rating. This ability costs
allies this bonus. MR: 1
nothing to activate and is constant. MR: 3
Shield Ally (power 1): this out of turn (OOT) ability allows
character to add +d6 damage to any weapon the character uses. Any
the templar to shield an ally from an attack as long as the templar
weapon at all. The weapon is only improved while this character uses
has his or her shield in hand and is within 1” (5’ feet) of the ally.
it, if they hand it to another character they do not gain the bonus.
The templar may add their shield bonus to the ally’s defense by
For every rating this ability is increased by a new die rank; d6, d8,
spending 1 SP to grant the ally the bonus if it is needed. This may be
d10, d12, d20. MR: 5
activated once per combat, per rating, and is called after the ally rolls
their defense roll. The damage must still be rolled upon the shield
order to pray for 1 day or 1 night before the altar, shrine, or statue of
if the attack is successfully defended. If the shield’s SHP (structural
their deity to use this ability. The templar must give 10% of their coin
hit points) are destroyed the remaining damage is soaked by the
(a tithe) to gain a +1 to their spiritual influence (per rating). This may
templar’s total armor value and then the templar’s HP. MR: 1
be used once a week or at the GM’s discretion. MR: 3
Elysian Weapon (power 1): by gifting the templar’s primary
Improve Weapon (power 2): This ability allows the
Absolve (power 2): the templar must visit their church in
Sacred Shield (power 3): the templar burns 1 saga point
weapon with 1 of their spiritual influence points, they are able to ask
whenever they have their shield in hand to roll 2d20 on their defense
their god(s) for the blessing of their grace. At rating 1 the templar
against any physical attack, even magical ones. This edge is used to
gains a +1 to hit with the weapon permanently. This makes an Elysian
choose the highest roll possible out of the two. The templar still adds
blade or hammer +1 to hit. At rating 2 the templar may spend another
their normal modifiers to their physical defense roll. This may be
spiritual influence point to give the weapon a +2 to hit. The templar
used once per combat, per rating in this ability. MR: 2
may only own one Elysian weapon. If the templar loses the weapon
or it breaks they must spend S.I. points to make a new one. MR: 2
they may burn 1 SP to roll a theology skill check (x1 per rating). The
Outrage (power 2): once per turn the templar has the
templar immediately gains the result of the roll to their hit points
ability to anger an enemy (1 per rating) during their turn by making
in an attempt to awaken from being taken down. This may be used
a Theology skill check for 1 open action and with a +1 to the roll (per
anytime the templar is dropped below 0 HP. MR: 5
rating). The templar points at who they wish to outrage and will
shout curses in the name of their god(s) toward the target(s). This is
use this divine ability to call upon the gods with great reverence.
used to taunt and to pull aggro toward them. If the enemies make a
The templar burns 1 spiritual influence point after they strike an
willpower attribute check that fails they must attack the templar for
opponent and roll a d6. The d6 determines the power damage:
at least 1 round when it becomes their turn. MR: 3
(1-2: x2, 3-4: x3, 5-6: x4). Therefore a rage attack normally deals x2
Elysian Armor (power 2): the templar chooses the specific
power damage, if the templar rolls a 3 on the reverence d6; this rage
piece of armor that they wish to have blessed by their deity and
attack becomes x5. Remember when using a combo attack the base
burns 1 spiritual influence point. This armor becomes Elysian armor
damage that is rolled is multiplied by the power damage and then it is
and gains an AR (armor rating) bonus of +2 as well as a durability
multiplied by how many attacks were called for the combination
upgrade. The templar may add this once to any piece in their set that
attack. Reverence must be called before damage is rolled. This ability
they wish. If they choose their helmet, then it becomes an Elysian
cannot be countered unless the enemy has a divine counter ability.
Helmet +2. When the templar gains another rating in this ability
At rating 2 the reverence die gains a greater advantage (1: x2, 2-3: x3,
they may bless a new armor piece with 1 S.I. point adding another
4-5: x4, 6: x6). MR: 2
+2 to the rating of the armor, granting a new piece of Elysian Armor. If this armor is ever lost or destroyed the templar may eventually make a new piece but must again spend a S.I. point. Every rating in this ability represents a new piece of armor to become the blessed Elysian Armor that is often honored and anointed in blood. MR: 6
123
Defiance (power 3): if the templar drops below 0 hit points,
Reverence (power 3): once per combat the templar may
Chap te r I V
Thief
Combat Skills Unarmed Combat: Basic Weapon Proficiency: Throwing Weapon Specialization: Knives +1
Thieves are found in every race and every culture.
This is not always by choice but is often due to survival, for
Character Skills
many must steal to eat or feed their families when there is
Stealth: 1 (dex)
no work. Thieves steal and that is what they are best at. They
Concealment: 1 (per)
go by many titles; bandit, pickpocket, cutpurse, swindler,
Steal: 1 (dex)
robber, or burglar. Some may hold a certain moral attitude
Lock Picking: 1 (dex)
while others are cold-hearted cutthroats. The professionals
Looting: 1 (per)
dwell mainly on the art or skill of defeating deadly traps or
Traps: 1 (int)
beating a score with untraceable results. There are many
Streetwise: 1 (chr)
gangs throughout the realms of Koth that swarm the streets,
(Skill Slots: 1)
sewers, and forest roads. They create organizations known as thieves’ guilds in order to mask a structured family that
Starting Equipment
shares in its rewards and protects its loyal members. Some of
Bone Knife (weapons) d10
the most powerful guilds are known on the tongues of many;
Lock Picks: 2 (equipment)
like the Silent Boot in the city of Soulbade. The Jewel of Set
Sack (equipment)
is a powerful guild in the desert lands of Vazuun Denaahl.
(Starting Pay: d8 bits)
There is a long list of many famous thieves but a few more recent names are Allowyn Dane from the Clan of Tal. They
Spiritual Influence: 2%
are a group of highwaymen that operate out of the forest of Everdark. Also Pathao Egral who is known as a deadly ratkin cutthroat and avid follower of the rat god Nymn Tat. The rogue, gnome Pogo of Gnollfirk is known for his many adventures with several different famous groups.
Character Class Abilities 2nd: Prowl 3rd: Fade 4th: Evade 5th: Lock Trick 6th: Trap Finder 7th: Quick Fingers 8th: Scale Walls 9th: Gambit 10th: Silent Strike 11th: Quick Shadow 12th: Nimble Foot
Primary Attributes Dexterity Intelligence Perception
124
C las s e s & Abil itie s
Prowl (power 1): the thief may use this ability in one of two
not multiply a loot horde or the GM’s planned treasure for everyone
ways. They may burns 1 point of frenzy and add a d6 to their stealth
to dish out. This is only used for the steal and the looting skill checks
skill attempt, activating this before the skill roll. If they choose to add
which are always personal and additional loot for the thief. MR: 3
the die after rolling the skill dice instead, they may do this with one
saga point. For every rating the die used is moved up one rank (d6,
weapon will deal an additional x1 power damage (per rating) to an
d8, d10, d12, d20). MR: 5
enemy. Thus with the normal x2 for sneak attacks in melee combat
Fade (power 1): the thief may fade by adding a d6 to their
this bonus will grant a x3 power damage from a sneak attack. At
concealment skill check before the roll, which costs 1 point of frenzy.
rating 2 the silent strike attack will add x4 power damage. At rating 3
If the thief chooses to wait and gain a d6 after the roll has failed the
the power damage becomes x5, rating 4 brings the power damage to
thief may burn 1 SP to add the die after the check is made. Only one
x6, while rating 5 brings the sneak attack to x7 power damage. Then
of these methods may be used per attempt at concealment, never
finally at max rating 6 you will sneak attack at x8 power damage. This
both. For every rating in this ability the rating die is moved up one
is when using a silent strike, sneak attack for only 1 melee action. If
rank (d6, d8, d10, d12, d20). MR: 5
you chose to attack with a 2 action heavy or rage attack, at max rating
you would deal x10 power damage. This costs nothing to activate, but
Evade (power 1): once per combat the thief may add a d6 to
Silent Strike (power 3): any sneak attack with a melee
their defense roll even after the d20 has been rolled to establish their
the enemy must be unaware of the attack from behind. MR: 6
defense result. This ability costs 1 SP to use. The d6 that is added
also has the max continuum rule (explodes) so that if you roll a 6 you
move silently and concealed at their maximum movement. This also
may roll it again to continue your result to defend. For every rating
allows the thief an attempt at gaining silent strike to power damage
in this ability raise the die up one rank (d6, d8, d10, d12). MR: 4
while in plain view during the midst of battle. The thief makes a
Quick Shadow (power 3): this ability allows the thief to
Lock Trick (power 2): the thief may use this ability once per
dexterity check or acrobatics skill check versus the enemy’s
lock picking attempt. This ability allows the thief to re-roll a failed
perception roll. If the thief wins they may quick shadow behind
lock picking skill check by burning 1 SP in order to re-roll the event.
the enemy and burn 1 SP to roll 2d20 to their attack, choosing the
MR: 1
highest roll. A hit allows the thief to gain their sneak attack power
Trap Finder (power 2): the thief may use this ability to add
damage. This ability is once per combat but may be attempted once
an additional d6 to their traps skill check after the result of the check
per turn until the SP is spent. MR: 1
has failed. This ability costs 1 SP to activate and covers an area equal
to the thief ’s perception attribute in inches. For every rating in this
to roll 2d20 to a defense attempt and choose the highest d20 roll as
ability raise the die up one rank (d6, d8, d10, d12, d20). MR: 5
their result. This ability as called before the defense roll is made in
an attempt to gain an edge over the attack. MR: 1
Quick Fingers (power 2): this ability allows the thief to add
an additional d6 to their steal skill check before the skill check is made by spending 1 point of frenzy to do so. This may be used only once per target. For every rating in this ability you may raise the die up one rank (d6, d8, d10, d12, d20). MR: 5
Scale Walls (power 2): the thief may burn 1 point of frenzy
to add +2 to the rank of their dexterity attribute or +2 to the level of their climbing skill when attempting to scale walls. This must be activated before the thief attempts the climb. The thief may add +2 for every rating in this ability, therefore at max rating the thief will possess a +10 to the rank or level to scale walls, for 1 frenzy. MR: 5
Gambit (power 2): this ability is a bit of a gamble. When
rolling the cache of your steal or looting skill you may choose to burn 1 SP in an attempt for more. Roll a d6: a result of 1 or 2 is x1 to your skill roll and a waste of 1 SP. A roll of 3-4= x2 loot, and 5-6= x3 loot. At rating 2: 1= x1 (no gain), 2-3= x2 loot, 4-5= x 3 loot, 6= x4 loot. At rating 3: your d6 roll is what you multiply the loot by. This does
125
Nimble Foot (power 3): once per combat the thief is able
Chap te r I V
Warrior
Weapon Proficiency: Projectiles Weapon Specialization: choose weapon +1
Character Skills
The warrior is specialized in a broad range of combat
(Skill Slots: 4)
styles left open for you to shape your fighter into what you want. They have spent their lives training to be battle ready
Starting Equipment
at any moment and in any situation. Some warriors are lone
Bone Knife (weapons) d10
wolves that wander the lands thirsting for gold and glory.
Stone Axe (weapons) d8+d6
Other warriors are soldiers trained in warfare since they were
Short Bow (weapons) 2d8
young to work for the city guard or the military. Warriors
Quiver: 20 arrows (ammo)
come from all over the world and from any race. From the
Sack (equipment)
eldrynn tribal archers of the Shadynnar Territory all the way
(Starting Pay: d4 bits)
to the Aticraulian imperial infantry you are free to build your warrior as you see fit. They are given the primary combat
Spiritual Influence: 2%
skills that are necessary to open a path for you to specialize any way you wish. Many warriors have a reputation for being mercenaries and sell swords. A few famous warriors of legend are Wartoth the Unholy, a bogkroll general of Varagoth. Mouwltyen Zhu the female mhen tep archer from Myen Wu. Ralth Avanos a mercenary sell sword who rose from the poor street of Three Penny Palace and became an honorable legend among humans. There are endless names and legends to hear and hopefully you will create the next.
Character Class Abilities 2nd: Blood Rush 3rd: Vitality 4th: War Cry 5th: Opposition 6th: Weapon of Choice 7th: Combat Roll 8th: Improve Weapon 9th: Formation 10th: Battle Edge 11th: Wrath 12th: War Master
Primary Attributes Strength Dexterity Perception
Combat Skills Unarmed Combat: Brawler +2 Weapon Proficiency: Throwing
126
C las s e s & Abil itie s
Blood Rush (power 1): this is an out of turn ability (OOT)
inch (5’ feet) in an adjacent hex. This allows the warrior to jump out
and may be activated at anytime during a combat scenario, once
of incoming AOEs and LOS attacks at the group. If the warrior is at-
per combat. The warrior must burn 1 saga point to roll their body
tempting to use this as a retreat from melee combat with another foe
attribute and gain the amount rolled to their hit points due to a rush
they must make a resisted dexterity check or acrobatics skill check
of adrenaline. If the warrior possesses the endurance skill this may
to gain the movement. If they possess the retreat talent, there is no
be used instead of the attribute. This amount is multiplied by the rat-
need. At rating 2, they may burn another 1 SP to use this bonus d6 on
ing of the ability. D4 rounds after the combat the bonus is lost. MR: 5
an attack roll as well. They will add this d6 to their d20 result. MR: 2
Vitality (power 1): this ability grants the warrior an
automatic increase to one physical attribute of their choice. This increase will raise 1 per rating. You may place the 1 point into Strength, Dexterity, Body, or Perception. MR: 5
War Cry (power 1): during the initiative stage of combat the
warrior may shout out a war cry as long as he or she is not trying to hide. This grants all allies within the range of the warrior’s charisma check (in inches for miniature use) a +1 bonus to their initiative. This ability may be stacked upon other war cries, howls, and battle cries to gain a higher temporary bonus on initiative. Yet, it may only be
Improve Weapon (power 2): This ability allows the
added to a max of 3 other war cries from other warriors. The war cry
character to add +d6 damage to any weapon the character uses. Any
also adds a +1 to hit with any type weapon for 1 full round. MR: 1
weapon at all. The weapon is only improved while this character uses you
it, if they hand it to another character they do not gain the bonus.
make a dexterity or acrobatics skill check in an attempt to
For every rating this ability is increased by a new die rank; d6, d8,
receive a bonus to your physical defense modifier for one round. The
d10, d12, d20. MR: 5
bonus is only toward specified attacker(s). A result of 6-9 grants an
additional +1 to defend, a roll of 10-14 grants a +2 to defend. The
party are moving through an area you may call “formation”. By calling
warrior must burn 1 frenzy per attacker as they rush them or fire
this ability you may choose any one of the many different types of
upon them to gain the bonus. If you botch the check, you fall to the
military formations for your party to move in. The wedge formation
ground and suffer -1 to defend as normal. At rating 2 it is possible
is shaped like a “V” where one character is at point and the others
to gain a +3 to defend if a 15-19 is rolled, or a +4 to defend if a 20+
at 5’ or 10’ feet apart. Even a “line” formation is possible especially
is rolled on the skill dice results. This may only be used once per
during tunnels and caves with each character guarding in a different
combat and may even be used during a defensive stance. MR: 2
direction as they move. Using this ability grants all characters a +1
to their perception rolls, stealth rolls, and initiative per rating. If the
Opposition
(power
2):
this
OOT
ability
lets
Weapon of Choice (power 2): with this ability the
Formation (power 2): during a time when you and a
warrior is able to add to the damage modifier of a specific
party is attacked they are already poised to strike. MR: 3
weapon of their choice by maintaining it before a battle. They roll a
d4 and are able to add the result to their damage modifier (strength
burn 1 point of frenzy to gain an edge and roll 2d20 to attack,
or shot). It must be taken care of, sharpened daily, taking 30 minutes
allowing them to choose the best roll. At rating 2: The warrior may
to prepare the weapon. The bonus is lost after the next battle it is
burn 1 SP allowing them to roll 2d20 on one defense roll and choose
used in. It may be given to an ally for them to use in a battle, but
the best one. MR: 2
there is only one weapon of choice. At rating 2 you gain an edge and
roll 2d4 choosing the highest roll for your bonus. MR: 2
is rolled to add x2 power damage to any attack. This may only be
Battle Edge (power 3): once per combat the warrior may
Wrath (power 3): the warrior may burn 1 SP before damage
Combat Roll (power 2): Once per combat the warrior may
used once per combat. This will allow a rage attack to deal x4 power
use combat roll by spending 1 SP to gain an additional d6 to try and
damage, or x2 power damage then x the number of attacks in their
defend an attack. This d6 result is added to the warrior’s d20 die
combo attack, if they possess that talent. MR: 1
roll and modifiers. The rules for max continuum apply, so if a 6 is
rolled you may roll it again and add it to the result. If the defense is a
rolls a natural 1 to attack, they are allowed to burn 1 SP in order to
success the warrior is able to move their miniature or character one
re-roll this attack. MR: 1
127
War Master (power 3): once per combat when a warrior
Chap te r I V Types of Character Class Abilities
Power Advancement Table
Class Specific Abilities are those abilities that are given to
a specific character class from levels 2 through 12. These abilities
cannot be chosen by other classes for they help define a character class during the characters employment in that profession. There will be only a few abilities that might be shared by other classes due specialist mages or sorcerers will gain the ability Verendum, yet this ability is for the construction of each mages’ staff or wand which is an important moment in every mage’s life. Another example would be the ability improve weapon. This ability is given to all fighter type classes or classes that use melee and shooting weapons more than 8th level due to the fact that enemies and NPCs will be getting much stronger as levels progress; therein it makes more since that the characters should be dealing more damage with the increase of level and experience. Class specific abilities will be listed with three asterisks
Caster Abilities are those abilities that may only be chosen
15-19
Power 4 abilities or lower
20-24
Power 5 abilities or lower
25-29
Power 6 abilities or lower
30-39
Power 7 abilities or lower
40-49
Power 8 abilities or lower
50-59
Power 9 abilities or lower
60-69
Power 10 abilities or lower
70-79
Power 11 abilities or lower
80-89
Power 12 abilities or lower
90-99
Power 13 abilities or lower
100+
Legendary
Some players may choose to multi-class a character. This
a mundane character class (non spell caster), to a caster. Most spell
multi-class into a caster. These abilities will be labeled with a single
casters are born with the ability to use magic in this world, they
* on the class abilities list.
slowly begin to develop their powers by training and in schools. A
Faction Abilities are abilities that may be chosen by any
multi-class character that becomes a spell caster at 13th level is a late
character class that falls under one of the same class factions;
bloomer if you will, one late to uncover that they had powers at all.
Fighters, Rogues, Wizards, and Spiritualists. Faction specific abilities
will be labeled with ** on the class abilities list.
You may choose to multi-class anywhere between 13th level
to 24th level. Let’s say you are a warrior and you want to multi-class
Power Advancement Table
into a mage at 13th level. You may prepare yourself by gaining skills that are necessary prerequisites to become a mage by checking the
This table shows you at what level your character must be
prerequisites for multi-classing table. You continue to advance until
to unlock certain abilities. There are certain times in the game where
you are about to hit 13th level, instead of becoming 13th level you
you might be gifted with a free ability, such as the first time you hit
would multiclass into a level 12/ 2 warrior/ mage. The prerequisites
a new reputation rank due to gaining reputation points. This allows
are listed for you to prepare. If the class you wish to be has pre-
you a free ability and you are only allowed to purchase one according
requisites be sure to purchase them or save up for them with skill
to what level you are. If you are a level 4 character you can choose
slots until you are ready to make the change. Suggested skills are
only power 1 abilities. Yet a level 10 character may choose either a
skills that are not mandatory but they do help you to define the
power 3 ability or one lower than that.
Power 3 abilities or lower
another class as well. This is one of the only ways to go from being
spells you will not be able to choose this type of ability unless you
Power 2 abilities or lower
10-14
is when you are playing one character class, but wish to become
by those who possess the skill in sorcery. If you are not able to cast
Power 1 abilities
Multiclass Characters
*** after the title on the class abilities list.
Power Rating
1-4 5-9
anything else in combat. This allows them to deal more damage at
Level
to the fact that the class is similar in some aspects. For instance all
class. A free skill is of course the skill that you gain automatical-
Once you finish out your class specific abilities at 12th level
ly when multi-classing. The S.I. % bonus you see is for spiritualist
you will be ready to gain abilities of your choice at the moment you
classes. Simply add this number to your spiritual influence when
gain a level. Be sure to look at the table here for at 13th level you
becoming the new character class, for you should have to do a great
will be able to choose a power 3 ability or lower. Then again you
deal of praying along with others that may be assisting you in your
may always decide to promote one of your other abilities that you
transition within a church or grove. This allows you to become
already have. Promoting is when you up the rating of your pre-owned
noticed by the spirits and granted this bonus with the help of a mass.
abilities.
128
C las s e s & Abil itie s Transition
Flaws of Multi-classing
Whatever level you choose to multi-class at, between
You gain saga points from the game master according to the
levels 13 and 24, earlier is often better. Let us say you choose
class you are working on, so some players might end up getting more
to do so at level 13 using the example of the warrior/ mage
points than you for being higher level, while you gain saga points as
as before. Instead of hitting level 13 at the threshold you hit
a novice in your new class. Another flaw is that once you reach 24th
level 2 in the new class and take the 2nd level mage’s class specific
level, those who do not multi-class get a special bonus that grants a
ability. Instead of getting to choose your own abilities you will now
free ability upgrade to go with their free talent, every four levels. This is
take the class specific abilities for your new class as normal. Any left
called the “Promotion” and it starts at level 24 then continues onward.
over saga point that you have from going over the 13th level mark
Another flaw is that you must purchase the skills of certain classes
will be added to the threshold of the 2nd level mark. Meaning if you
on your own to prepare for your change. A final flaw that weighs on
would have had 4 saga points over the 13th level character mark, you
the “to multi-class or not to multi-class scale” is that after 12th level
now add those 4 to the 16 saga points that it takes to reach level 2.
you do not get to choose your abilities like normal characters. They
This keeps you fairly above your mark as you should be and now
get to pick ones they want in order to shape their character the way
on your way to level 3 as a mage. You will continue to level up as
they want to, but for the next 11 levels you will not unless you gain an
normal and when you are awarded saga points by the GM you will
ability through a reputation status upgrade.
gain them as a lower level character would. You do not get what
Perks of Multi-classing
they call “rushed”. This is when you are traveling around with higher level characters and getting awarded saga points as if you were the
same level. The GM should grant you saga points according to your
entirely, which is pretty cool on its own. If you were not a spell caster
level, unless they wish to allow rushing in their campaign that is
before you can become one now, so you are a late bloomer and have
their choice. Higher level characters are granted more saga points
just begun to notice your powers. If there is ever an ability that you
as they level up, due to the fact that they begin to spend many more
gain for leveling, but it is the exact same ability that you already have,
during the game in combat scenarios, they deal more damage, and
you must upgrade the rating of that ability. If it is a rating one max
often have more effect on the story or combat than lower level char-
ability you are allowed to choose a new ability, just look at the Power
acters do. Once you reach level 13 as a mage, you may now combine
Advancement Table. Some players ask “If I am a specialist, sorcerer,
your points back into one saga point pool and your character can
blue mage or Seer, can I multiclass and become a red mage or war-
now be called a level 13 warrior/ mage. From this point on you will al-
lock?” The answer is yes. You will only have to spend 2 skill slots to
ways level as one united class and any character that becomes a spell
gain the +2 specialization in your new school. Yet now you suffer -2
caster will always roll on the gift table as a caster.
to cast all other colors if you are going to become a sorcerer twice.
129
The perks are rather obvious. You get to be another class
Chap te r I V
Prerequisites for Multi-Classing Character Class
Prerequisite Skills
Suggested Skills
Free Skills
S.I. % Bonus
Alchemist
Alchemy, Creature Lore, Crystal Lore, Plant Lore, Read & Write, Thaumaturgy
WP: Throwing
Sorcery
+0%
Assassin
Stealth, Concealment, Trailing, Pick Locks, Climbing, WP: Projectiles
WP: Throwing
None
+0%
Barbarian
Foraging, Hunting, Wilderness Survival
Climbing
None
+0%
Bard
Barter, Speech, Music (choose instrument) or Singing, Stealth, Story Telling
Deceive
None
+0%
Chaplain
Healing, Plant Lore , Chant ,Theology, Read & Write
-White Spells +1
Sorcery
+8%
Demon Hunter
Creature Lore, Demon Lore, Tracking, Exorcism
WP: Projectiles
None
+0%
Enchanter
Armorer, Crystal Lore, Thaumaturgy, Read & Write, Tinker, Weapon Smith
Research
Sorcery
+0%
Mage
Thaumaturgy, Conjuring, Circle Magic, Read & Write
Battle Chant
Sorcery
+0%
(Sorcerer)
Check their skills; only pay 2 skill slots for +2 to cast from your specific school
Research
Sorcery
+0%
Monk
Acrobatics, Theology, Martial Arts +3, Blind Fighting
Battle Chant
None
+8%
Mu Dai
Battle Chant, Read & Write, Martial Arts +3
Research
Sorcery
+0%
Pirate
Concealment, Looting, Seafaring, Steal
-WS: +1
None
+0%
Priest
Conjuring, Circle Magic, Thaumaturgy, Theology, Exorcism
Battle Chant
Sorcery
+8%
-Dark Priest
:::as above as well as::: -Necromancy
Blood Magic
Sorcery
+8%
Ranger
Wilderness Survival, Tracking, Animal Kinship, Plant Lore
WP: Projectiles
None
+0%
Scout
Stealth, Concealment, Navigate Land, Observation, Listening, Tracking
WP: Projectiles
None
+0%
Shaman
Conjuring, Circle Magic, Plant Lore, Animal Kinship, Healing, Thaumaturgy
Battle Chant
Sorcery
+8%
Summoner
Thaumaturgy, Conjuring, Circle Magic, Read & Write, Creature Lore, Occult
Battle Chant
Sorcery
+0%
Sword Master
Dancing, Acrobatics, Swords +2, Blind Fighting
WP: Throwing
None
+0%
Templar
Exorcism, Theology, WP: Heavy
WP: Projectiles
None
+8%
Thief
Stealth, Concealment, Steal, Lock Picking, Looting, Traps, Street Survival
WP: Throwing
None
+0%
Warrior
None
W.P. All
None
+0%
C las s e s & Abil itie s
Character Class Abilities
Power 7 Abilities (Levels 30-39) Abdicate, Alchemical Blast, Angel Ward, Attribute Pool, Blood Rite III, Demon Ward, Divine Counter, Divine Digression, Divine Dull-
Power 1 Abilities (Levels 1-4) Arcane
Tongue*,
Battle
Scars,
Blend,
Blood
Rite,
ing, Divine Influence, Ecosphere*, First Blood, Heavy Wound, In-
Charm,
vention, Memento, Overkill, Psionic Defender*, Redemption, Rune
Cutler, Dodge, Endure, Fearless, Feather Fall, Feint, Harden, Hide,
Master***, Sever Emotions, Shadow Ward, Shout Orders, Skill Pool,
Hunter’s Senses, Improvised Shield, Improvised Weapon, Logic,
Summon Creatures II***
Manipulation, Mark of the Beast, Quick Bolt, Repair, Scribe, Scroll Maker*, Tend Wounds, Whisper Walk
Power 8 Abilities (Levels 40-49) Almighty Blow, Almighty Spell*, Blood Line, Cheap Shot, Dead Aim,
Power 2 Abilities (Levels 5-9)
Deep Hood, Demonic Curse, Dispossess, Evade Cold, Fire Cloak,
Agility, Animal Ally***, Anticipate Attack, Coordinated Attack,
Grounded, High Shield Master, Imbue Item, Mental Barrier, Merit,
Counter, Counter Spell*, Damager, Dual Block, Haggle, Hawk’s
Pay Homage, Rehabilitate, Rune Artifice**, Salvage, Show Off, Sixth
Eye, Herbal Additives, Improve Cover, Iron Will, Leap, Navigator,
Sense
Psionic Shell, Shield Bash, Struggle, Tank, Trick Ride, Ultimatum, Wood Strider, Zweihander
Power 9 Abilities (Levels 50-59) Amplify Armor, Amplify Weapon, Arcane Sorcery*, Chi Mastery,
Power 3 Abilities (Levels 10-14)
Counter Divine Spell*, Divine Acid Shield, Divine Fire Shield,
Blood Hound, Clothesline, Co-op Attack, Death Sense, Disorient,
Divine Ice Shield, Divine Storm Shield, Draw Crowd, Elemental Gate*,
Half Sword**, Improve Armor, Improve Weapon, Invisibility,
Glory, One Eye Open, Rune Supremacy***, Skull Collector, Spell
Keep Watch, Lose Tail, Lullaby***, Prana Ritual, Shady Associates,
Books*, Unburden, Vengeance, Weave to Spirit*
Spider Climb, Spirit Bond*, Taunt, Trample, Venom, War Fire, Wards*, Weapon Bond
Power 10 Abilities (Levels 60-69) Attract Enemies, Bitch Slap, Counterstrike, Decipher, Degrade,
Power 4 Abilities (Levels 15-19)
Demonic Sentinel***, Eat Magic, Elder Chief, Elder Might, El-
Aviator, Blast, Capture, Crowd Speak, Denizen*, Destruction, Detect
der Senses, Gridlock, Psion Aegis Master, Rune Lord***, Summon
Lies, Entomb*, Formation Fighting, Hired Thugs, Map Maker, No
Creatures III***, Seraphic Knight***, Temple Guardian***, Totem
Pain, Parry, Quick Dodge, Random Lore, Rune Shaper***, Second
Builder***
Chance, Spell Master*, Stand Strong, Tactics, Weapon Master
Power 11 Abilities (Levels 70-79)
Power 5 Abilities (Levels 20-24)
Allied Chi, Allied Health, Allied Mana, Breath of Chi, Breath of Mana,
Arsenal, Astral Armor*, Awaken**, Battle Born, Blood Rite II,
Divine Intervention, Elder Agility, Elder Power, Elder Thoughts,
Clobber, Creature Command*, Dual Hack, Escape Artist, Gadge-
Elder Wisdom, Rage of God, Rune of Unique Power**, Soul Shatter,
teer, Ghost Dance***, Golem*, Grace**, Improve Magic*, Mighty
Summon Legendary Beings***, Transcendence, Treachery, Word of
Blow, Mighty Spell*, Path Finder, Psi Armor*, Psionic Focus*, Rune
God*
Builder***, Shadow Walk, Shield Master, Shield Push, Spirit Call*, Spirit Shield, Summon Creatures***, Trap Master, True Aim
Power 12 Abilities (Levels 80-89) Artifact Builder***, Astral Possession*, Create Atrocity*, Discovery,
Power 6 Abilities (Levels 25-29)
Divine Invulnerability, Legendary, Regenerate Chi, Regenerate Life,
Astral Gate*, Battle Armor, Bombard, Cataclysm*, Cover Tracks,
Regenerate Mana, Weaken, World Gate*
Customize Craft, Dark Hatred, Exchange Gift, Evade Damage, Experimentation,
Funeral
Pyre**,
Good
Luck,
Ki
Power,
Power 13 Abilities (Levels 90-99)
Marauder, Psion Aegis, Remove Curse*, Retrain, Vision Quest***,
Ability
Word of Honor
Craft,
Absolution**,
Deadlock,
Indestructible,
Legacy,
Plane Gate*, Powerful Presence, Resist Elements, Summon Divine Being***, Theistic Aid
*Spell Caster Abilities, ** Faction Abilities, ***Class Specific Abilities
131
Chap te r I V
Character Class Abilities
fluence points. This may be used once per week or journey to a new city or town at the GM’s discretion.
These character class abilities are listed here in alphabeti-
Agility (power 2): this ability allows the character to add a d6 to an
cal order and include all character class abilities that may be chosen
attribute test of dexterity. You may burn 1 SP to use this ability after
by players as they progress in levels during the game. All of these
you have failed a check. For every rating in this ability you may raise
abilities are additional abilities, the primary class specific abilities
the die up one rank. This ability may be used only once per scenario.
that are given to each character for advancing levels 2 through 12 are
(D6, d8, d10, d12) MR: 4
explained directly after the character class template. The ones listed throughout these pages are free to choose by any class unless they
Alchemical Blast (power 7): this ability is for those who practice al-
are marked by an asterisk *. If so, read Types of Class Abilities on Pg.
chemy. Any use of alchemical explosions can be made even more de-
128 for a brief summary.
structive by burning 1 SP before the damage is rolled. Doing so will add x2 to the power damage per rating. This will also add 1 more inch
Promotions
to the blast radius per rating. Thus if the potion deals 2d6 x 10 dam-
These are granted to those who do not multi-class and are
age, adding x2 to the power damage would make it 2d6 x 12. MR: 5
only achieved at level 24 and beyond. At level 24 the character not only gains their free talent and their free ability, they also gain a free
Allied Chi (power 11): this ability allows you to give or take a friend’s
ability upgrade. This upgrade is called a promotion. You may up-
chi for 2 actions. The chi may only be taken from an ally if they allow
grade the rating of any ability that uses them. From this moment on,
it, and must be accepted when given. This may be used once per com-
each time you gain a free talent you also gain a promotion point.
bat and as much may be transferred as needed. You must touch the ally to transfer power. You may not overfill your chi pool.
Ability Abbreviations
Some abbreviations you might find in this chapter are list-
Allied Health (power 11): this ability allows you to give or take a
ed here; AOE (area of effect), AR (armor rating), AV (armor value),
friend’s health for 2 actions. The hit points may only be taken from
Dmg (damage), GM (game master), HP (hit points), LOS (line of
an ally if they allow it, and must be accepted when given. This may
sight), MR (max rating), OOT (out of turn), OpC (once per combat),
be used once per combat, and as much may be transferred as needed.
SHP (structural hit points), S.I., (spiritual influence), SP (saga point),
You must touch them to transfer. A character cannot go over their
TAV (total armor value).
maximum.
Abdicate (power 7): give an ally saved saga points or frenzy. This
Allied Mana (power 11): this ability allows you to give or take a
may be used out of turn, once per combat. The SPs are used as saved
friend’s mana for 2 actions. The mana may only be taken from an
points only and do not raise max SPs. At rating 1 you can throw an
ally if they allow it, and must be accepted when given. This may be
ally 1 SP and 2 frenzy from your own pool. At rating 2 you may throw
used once per combat, and as much may be transferred as needed.
an ally 2 SPs and 4 frenzy. At max rating 3 you may throw an ally 3
You must touch them to transfer power. A character cannot go over
SPs and 6 frenzy if you wish. This is only once per combat. MR: 3
their maximum.
Ability Craft (power 13): create your own abilities. This will be dis-
Almighty Blow (power 8): this improved critical hit will work with
cussed between the GM and player and used at the GM’s discretion.
all attacks that are unarmed and melee. Using melee, unarmed, and
This will allow you to expand on your own. This ability is made only
throwing melee weapons as you roll a natural 18 or higher on your
for the expansion of epic or legendary characters. It is only necessary
attack die will cause x2 critical damage. This is the highest upgrade
for those players who have ideas for their own abilities.
to the ability Mighty Blow, which must first be unlocked to gain this ability. A natural roll of 18 and 19 might be critical but the attack may
Absolution** (power 13): this ability is faction specific to the spiritu-
still be defended as normal, unlike the natural 20 to attack which
alists classes only. Those that are able may use absolution in order
requires the enemy to roll a natural 20 to defend. Critical damage is
to gain spiritual influence. For every enemy 80th level or higher that
always added to the end of the damage equation.
is converted from one path to your own, you gain a d10 spiritual in-
132
C las s e s & Abil itie s Almighty Spell* (power 8): this ability is an improved critical strike
for traveling around, else it must remain in the wild outside of town.
when casting magical spells or attacking with magic potions. You
The animal ally will attempt to protect the ranger with its life. The
must first unlock the ability mighty spell to gain this ability. This al-
ranger must never mistreat the beast for it will break the bond if it
lows any natural roll of 18 or more on your d20 to cast a critical spell
wishes, taking the toughness away and leaving for good. If the ranger
causing x2 critical damage. A natural roll of 18 and 19 might be critical
treats its ally well; the ranger will be respected in turn. The GM will
but the attack may still be defended as normal, unlike the natural 20
give you the stats on the animal ally after the animal kinship skill
to attack which requires the enemy to roll a natural 20 to defend.
check has been successfully made to make the bond and the animal
Critical damage is always added to the end of the damage equation.
empathy ability can be used to enforce the roll. You cannot ally with an animal that is hostile towards you and trying to eat you by natural
Amplify Armor (power 9): add more AR (armor rating) to your armor
means. It is up to the GM to let you know target numbers for creat-
for an amount of SPs equal to the rating of this ability. This will
ing a friendship with the beast. This creature is able to come to you
make the armor better, and may only be added by those who possess
when you call it, within 1 round, if the creature has moved away from
the armorer skill at 3rd tier. The target number is the armor rating
you. It should be able to warn you of coming danger with the animal
you are trying to reach. You must spend the SPs even if the attempt
empathy ability, not by talking to you of course, but by relaying nat-
failed. This may be used for other characters’ armor as well. It may
ural signs of the beast’s feelings.
not be used on artifact armor. Chances are it’s already been amplified. The target # for your armorer skill is the rating and the SPs
Anticipate Attack (power 2): the character may burn 1 or 2 saga points
you will spend on the piece of armor. Working on a piece of armor
in order to gain a +1 or +2 to their defense roll against an attack.
to amplify it may take an amount of days equal to the armor rating
This is used when the character needs more points to defend after a
divided by 5. At rating 1: +2 AR, rating 2: +4 AR, rating 3: +6 AR, rating
defense roll is made. It works against all forms of attack, even mental.
4: +8 AR, rating 5: +10 AR. MR: 5
This ability may be countered by the enemy so it is wise to use it strategically.
Amplify Weapon (power 9): add more damage to your weapon for SPs equal to the rating of the ability. This will make the weapon
Arcane Sorcery* (power 9): add another die to your spell effect. For
better overall and may only be added by those who possess the weap-
instance, add a d6 to your damage, or a d6 to your heal spell. This
onry skill at 3rd tier. If the skill fails to reach the target number,
is very powerful and is certain to cause some very destructive con-
which is the max base damage sum, you lose the saga spent. So if the
sequences, enjoy. At rating 1: d6, rating 2: d8, rating 3: d10, rating 4:
weapon deals 2d20 and you wish to add a d10 the target number is 50.
d12. MR: 4
This may be used on allies’ weapons as well. This takes days equal to the max base damage sum divided by 5. At rating 1: d6, rating 2: d8,
Arcane Tongue* (power 1): this may be used to speak with spirits of
rating 3: d10, rating 4: d12, rating 5: d20. MR: 5
the dead or spirits of nature by closing your eyes, sitting and mumbling the Sepulchral Rite. You must concentrate for nearly five min-
Angel Ward (power 7): this ability allows a character to create a ward
utes at the end of which you must make a willpower attribute check.
upon a door, wall, or even a tattoo on their body so that no angel
The GM may create a target number of their choice, depending on
can sense or scrye upon the character using magic. As long as that
their surroundings. Some places are filled with spirits as where oth-
symbol is there the angels and powerful spirits of light must de-
ers are void of them. You may roll to see if any spirits are available
feat a target number of the maker’s willpower roll +10 (per rating).
in the area with a 30% base chance. If the character is attempting to
The symbol grants the maker a high resistance to scrying eyes using
contact a spirit in an area where you know spirits will reside then
these symbols of power. MR: 3
there is no need to roll this chance, it is always up to the GM to decide this. You may communicate with a spirit for only a brief mo-
Animal Ally*** (power 2): this ability is class specific to the ranger
ment when they are contacted through this means and no others
only. The ranger must now choose an animal ally that will become
around you will hear the voice on the wind that you hear. You may
his or her closest companion. The ranger and the animal ally will
ask them a question for every 5 rolled on the willpower check, thus
gain 2 points of toughness and fortitude during this unity. It is often
if you rolled a 15 to 19 your connection to the spirit world was strong
wise for the ranger to choose a creature that would be let into a city
enough to ask three questions if you wish. The questions should be
133
Chap te r I V about the local area, its history, things of this nature; certain spirits
open a passageway to the ethereal plane. This cannot open a gate to
may not know all the answers and some spirits are evil or lie. It is
Hell, Purgatory, or Heaven directly. Hell or Heaven can however be
sometimes good to burn certain herbs such as sage in an attempt to
reached through other passages once within the spirit world and the
keep the evil spirits at bay.
astral gate. A soul gate is rather large and powered by many souls to open, as well soul gates stay open and often require sacrifice to keep
Arsenal (power 5): at any moment in time this character is able to
open. The magic circle symbols are crafted in a specific way to open
carry an arsenal on their character. This ability allows the character
the gate with a pentagram marking the entrance to the 5th plane of
to carry 20 more lbs. of weight per rating. At rating 5, it really stacks
existence. The mertacullum steel component serves as a catalyst and
up. MR: 5
conduit to boost and channel the energy of the circle, it is also spent after its use. The base target to open this gate is 25 on the circle mag-
Artifact Builder*** (power 10): this ability is class specific to the en-
ic skill check. A willpower check must also be made to keep the gate
chanter character class only. The ability allows the enchanter to cre-
open for longer than the duration.
ate artifacts. They possess the knowledge to craft the 10th slot into an item, to gift it with the power of the 10th rune, and to awaken the artifact. Crafting the artifact usually takes at minimum a week to do and is very exhausting to the enchanter. It is as if the enchanter places a part of their very soul within this item so the toll is heavy. The target number for adding the 10th rune is 50. The enchanter must also take a d6 points from their spiritual influence. At rating 2 the ability allows the enchanter to re-roll a failed skill check for any empowered item they are working on with 10 runes. They may burn 1 SP and re-roll the failed check only once. MR: 2 Astral Armor* (power 5): the caster uses this ability to gain armor against all magical damage. The caster gains an armor rating of 20 that will soak 20 points of damage from all magical attacks, per rating. The armor takes 1 magical action to initiate and lasts 8 rounds; the magical rite takes 20 mana drain during the activation. At a max rating of 10, armor soaks up to 200 points of magical damage. MR: 10 Astral Gate* (power 6): the caster may open a portal to the astral realm using an incantation that takes 6 magical actions, a unit of mertacullum steel as a component, a creature to sacrifice to actually get the gate to open, and a circle magic skill check. There is also a drain of 4d20x2. These gates will allow passage through to the spirit world as well as passage back. There is a base chance of 30% that there may be spirits nearby, or even demons that would love to come through. It takes 1 magic action to close the gate or it will close on its own in 4 rounds. Spirits of the dead cannot open these gates from the astral realm, so demons enjoy catching someone who can. An archmage that can open an astral gate is a well sought after being. This is not knowledge that should be flaunted freely or bragged about for one can easily find himself or herself hunted by beings from the alternate planes. An astral gate is similar to a Soul Gate yet this gate opens in a 2.5 inch blast radius and will only
134
C las s e s & Abil itie s Astral Possession* (power 12): while in meditation a caster may leave
Awaken** (power 5): for 1 spiritual influence point and 2 magic ac-
his or her body into their spirit form. You may attack, as well as be
tions, you may touch an ally that is wounded below zero hit points. If
attacked, just as normal spirits. If you are wounded in spirit form
they were not killed instantly and are bleeding out (-1 to -49 HP sta-
your body is not wounded. If your spirit is killed on the primordial
tus) then this divine ability will allow you to touch them and awaken
plane you are banished to the spirit world and your body slowly dies
them at d6 hit points. This may be used once per day. This ability
after days equal to your body attribute. There is no way to link your
may only be taken by those character classes that fall under the spir-
spirit back to your body after this time and a reaper will be sent to
itualist faction. At max rating this ability may be used 4 times per day
collect your soul. This may not be used in daylight unless you are
but never upon the same character in one day. MR: 4
within a body for you will begin to take 2d6x10 damage per round until you are blasted into the spirit world. It also requires 2 magic
Battle Armor (power 6): any character that wears a set of all very
actions with an unarmed possession attack in order to jump into the
heavy armor (VH) may take this ability. Through great training and
body of a victim. If the hit is a success, the victim is allowed a resist-
expertise in heavy armor they may lower their dexterity modifier by
ed willpower check. If you succeed you have control over the body
dropping a -1 from their penalty with each rating. Therefore at max
and may do what you wish using their powers and abilities as well
rating 3, they will actually gain back +3 to their dexterity attribute.
as your own. If you fail a willpower check you are instantly expelled
This will also take away 10 lbs of weight encumbrance for each rating,
from the body and may not possess the same body for days equal
allowing 30 lbs of additional weight to be carried by the character, at
to the target’s body attribute. To keep from doing acts that they do
max rating. MR: 3
not agree with the GM may sometimes allow a resisted willpower attempt to try and fight it. If the body is killed you are immediately
Battle Born (power 5): this character can drop below zero hit points
expelled, or if the rite of expulsion is used and you are exorcised
and fall unconscious. All of their abilities, buffs, or enchantments
you are expelled from the body. If a banishment is used upon you in
that were on them are still lost but the character has the chance to
spirit form you can be banished from the primordial realm. If your
roll a percentile and gain back an amount of hit points equal to the
spirit is killed on a different plane of existence then you are banished
roll. The roll is also granted +10 per rating in the ability. This may
from that plane and thrown back into your body. Since you are not an
be used by burning d4 saga points. If the saga point result rolls over
actual spirit you do not gain all of the powers of one so you may only
your amount saved, battle born fails and you do not gain the points
attempt this ability once per day and it drains you 50 mana.
rolled yet still lose the SP. This may be stacked upon other abilities that allow a chance when dropped below 0 hit points. MR: 10
Attract Enemies (power 10): For 1 SP you may attract all enemies around you in a 2.5 “inch radius to attack you for 1 round, or until you
Battle Scars (power 1): using this ability you may choose to raise any
are down! Enemies that are already in melee range with another will
attribute up by 2 points due to the intense training you have suffered
disengage to attack you instead. This may be used OOT, and once per
through during your travels. Each rating can be used to raise any
combat. You must make a charisma check to use this AOE taunt and
attribute up by 2 points. MR: 10
it is resisted by the enemies’ willpower attribute check. Bitch Slap (power 10): using at least 1 unarmed action as an attack Attribute Pool (power 7): spend 1 saga point to add a d6 to any at-
the character can attempt to bitch slap an opponent or “back hand”
tribute check. This may be used once per situation. This must be
whichever you prefer, in order to steal a saga point from an enemy. If
activated before the roll is made. Rating 1: d6, rating 2: d8, rating 3:
the back hand or bitch slap is successful and the enemy is hit by the
d10, rating 4: d12. MR: 4
unarmed attack the character rolls a d6 and steals the result rolled from the enemies saved saga points, adding the result to their own
Aviator (power 4): this ability allows a character that is flying, wheth-
saved saga point pool, but not their max. If the enemy does not have
er this is the character’s wings, on the back of a beast, or sailing
enough saga in their pool then the character steals what remains.
through the skies on an airship you may add a bonus of +2 levels or
Even if the character does not deal any damage they still steal the
ranks per rating. This ability may be activated by burning 1 frenzy
saga, it’s the principle of getting bitch slapped that is important here!
before the skill roll is made. MR: 5
The character may only attempt this once per combat, per rating. MR: 3
135
Chap te r I V Blast (power 4): just like the ability destruction is used to gain x2
Blood Rite II (power 5): this ability is an extension of the original
power damage to unarmed and melee attacks, blast allows the same
ability and allows you to have two blood rites. Doing so will grant
thing for missile attacks with shooting weapons. Anytime you are
you and your ally a toughness of 2 and the same rules apply when
firing a bow, crossbow, blowgun, black powder weaponry for shot
a blood brother or sister is lost in battle, you may pray for them no
damage, you may burn 1 SP after striking your enemy to add x2 pow-
matter how far apart you are because you will feel the loss. You must
er damage to the attack. This ability is activated after you hit an
unlock blood rite before gaining this ability.
enemy successfully and must be activated before damage is rolled. Blood Rite III (power 7): this ability is the continuation of blood rite Blend (power 1): the character has the ability to disappear within a
II of course. It allows you to add another ally to your blood brothers
large crowd. The player must make a concealment skill check once
and sisters. This will give you and the blood rite a +2 bonus to your
in the crowded area. If there are no enemies that beat the result
toughness until the blood rite dies. You must unlock blood rite II
by using their perception attribute, the character is gone. Not even
before gaining this ability.
the ability Hunter’s Senses will work to find them while they are blending in.
Bombard (power 6): spend 1 to 5 frenzy points in order to add +2 to +10 to the base damage for any type of explosive weapon or artillery.
Blood Hound (power 3): this allows the character a more superb
You must call this ability and activate it before the damage is rolled.
sense of smell in order to catch the scent of someone or something as long as it is possible to do so. For instance being down wind of
Breath of Chi (power 11): with this ability the character can burn 1
your prey would certainly allow you to burn 1 point of frenzy in order
SP to gain d6 x 10 chi back into their pool for 0 actions. This can be
to add an additional d6 to your perception attribute roll. For each
used OOT if necessary but only once per day. At rating 2 this is d6
rating in this ability you may raise the die one rank higher: d6, d8,
x 20, rating 3 it is d6 x 30, all the way to max rating 10 which is d6 x
d10, d12. MR: 4
100 chi back for 1 SP. MR: 10
Blood Line (power 8): the character must have living children for
Breath of Mana (power 11): with this ability the character can burn 1
this ability. For every child that lives on to tell your stories, you will
SP to gain d6 x 10 mana back into their pool for 0 actions. This can
gain a d6 x 100 reputation points in the country or city in which the
be used OOT if necessary but only once per day. At rating 2 this is
child dwells. The character gains this bonus once the child reaches
d6 x 20, rating 3 it is d6 x 30, all the way to max rating 10 which is d6
a suitable age that the GM decides is fit to spread the story of their
x 100 chi back for 1 SP. MR: 10
father or mother. This allows the character to gain this bonus to their reputation within that city.
Capture (power 4): in order to use this ability the character must possess some type of restraints or capturing device. This is
Blood Rite (power 1): the character may choose a creature of any race.
usually an unarmed attack unless you are using a web, a trap cage, or
This creature should be trusted as a true companion and is usually
polearm like the mancatcher. You must spend 4 actions to attempt
another PC. Those who blood rite together will gain a toughness of
the capture maneuver but if the victim does not defend, you have
2 for the duration of their lives. If the blood rite dies, then the tough-
successfully taken the victim down and restrained them. All four
ness goes away. A blood rite character will instantly feel the loss of
actions are used in this attempt, but a success means that the victim
their blood brother or sister and is allowed to pray for their lost ally
is restrained and on the ground. You may attempt this attack once
even if they are nowhere around, or in a far away country when their
per combat for every rating in the ability. MR: 2
blood rite falls. In order to blood rite with someone, you must both cut your hands and clasp the wounded hands together swearing an
Cataclysm* (power 6): the caster can call upon the forces of nature to
oath as allies to complete the ritual. You are allowed only one blood
ravage the land yet this is a very destructive force that is awakened
rite at a time. Even if the blood rite is not playing the game session
and very random. It can be devastating to both enemy and ally. Roll a
at the time of a player’s possible death, the blood rite has a chance to
d4 for results. These may only be used in open areas unless the GM
make a spiritual influence check to save their blood.
allows otherwise, or this is a result of a magical fumble. This ability takes 6 magic actions and costs 2d6x10 mana drain. A cataclysm lasts
136
C las s e s & Abil itie s for 2d6 rounds and may be performed once per week. This powerful
in real range) to the ground. If there is something to hold onto,
magic creates natural destruction for only a short time. As well, there
make strength checks or dexterity checks with a target # equal to the
is a 10% chance that this will cause the cataclysm to become real and
caster’s willpower check. If not, all are in for a ride. Those caught
remain for as long as the GM sees fit.
within blasts of debris will take 2d6x10 damage per round during
1) Tornado: a 2.5” inch blast radius begins at a target area,
moments of flying debris. There are random bursts of debris with a
and the caster makes a willpower check. The tornado will then
35% base chance each round for a moment that allows the character
scatter in a random direction. Those within the area must make a
to move to a different location. During these round checks a roll of
dexterity check and beat the willpower result. If they fail, they must
95 to 100% will mean those caught in the open this round will be
make a body save or suffer. First roll d6, then depending on what that
instantly killed by a large flying object if their dexterity check is
result is using that many d6 x 100 damage from debris. They will also
failed. If they can make it to safety where a solid structure can sustain
be taken up into the tornado and thrown into a scattered direction.
the winds and protect the character from debris, that is where they
Victims will then take falling damage. Roll a percentile (d100) for
should probably stay. The hurricane grows 100 inches in diameter
height in feet. On the second round, the tornado scatters in another
each round for a 2d6 more rounds. At the end of this duration there
direction. The caster will also reroll their willpower check, making
is a 30% base chance the hurricane will become real.
the target number for the victims to try and defeat. If this tornado becomes real, it will turn into a 5” inch blast radius and move off into
Charm (power 1): the character may burn 1 saga point while
a scattered direction upon a straight path of destruction.
conversing with an NPC. This allows the character to change all dice
from their social pool into a higher rank. This may be used once per
2) Earthquake: An earthquake is centered at a target area
and a willpower check is made. A fissure will open toward two
meeting. Rating 1: d8, rating 2: d10, rating 3: d12, rating 4: d20. MR: 5
scattered directions, so roll 2d10 for the scattered directions and scatter from a center point. Those in the path of the fissure must
Chi Mastery (power 9): in order to unlock this ability to use chi
make a dexterity check with a target # equal to the willpower
abilities you are granted one chi ability per rating once you become
result, or fall. There is a 40% base chance of having a ledge or roots
a champion in martial arts. This will allow you to choose a Chi
where they may have 1 more dexterity attempt to try and catch onto
Ability. For every specialization after reaching champion status (+7,
something before the fall consumes their life. There is a 30% chance
+8, +9, and +10) you may up a rating in this ability to unlock a new chi
that the earthquake will cause a chain reaction in another scattered
ability. At max rating, you may choose up to 5 chi abilities, yet you
direction that will open another fissure of 10’ feet in width (2” inch-
would have to be a martial arts master at that point. MR: 5
es). At the end of the duration you can make another check if you wish to see if the fissure grinds nearly to a close leaving major cracks
Cheap Shot (power 8): burn 1 saga point and 1 frenzy to use cheap
in the ground. An earthquake will cause severe damage to buildings
shot. This out of turn ability allows you one attack action at an
and mortal made constructs as well as the land around you. If there
enemy even within another’s turn. This is instant and used only once
are mountains you should probably make random checks for rock
per combat. This is sometimes used in order to attempt to counter a
slides. You can have each character roll a 30% base chance that there
character’s incoming attack.
will be a severely dangerous situation to avoid. Thus forcing the character to make more dexterity checks to escape. In a subterranean
Clobber (power 5): this ability is a maneuver that enhances your
situation, an earthquake will of course cause a very serious problem.
chance to knock an opponent out with your bludgeoning or blunt
3) Meteor Shower: A willpower check is made at the target
weapon. If you are using a sword you must use the pommel or
area, where one meteor will do damage to a 2.5” inch blast radius
the hilt of the weapon in order to attempt this attack. This takes 2
(12 ½‘ foot blast radius). Targets resist with their dexterity checks
actions as normal and only decreases the target number by 1 point
against the willpower result as the target number. Those who are hit
per rating. If the attempt was a natural 18 target number on the d20,
are most likely killed as a meteor will deal 2d10 x 1,000 damage. A d6
then it becomes a natural 17. When sneaking up on an opponent the
meteors will then hit the area each round, and scatter from the last
usual target number is as low as 11, be sure to look at knockout at-
point. After the meteor shower
tacks in the combat chapter. This ability also raises the enemy body
save die by 1 point per rating. MR: 3
4) Hurricane: A wall of mighty wind will slam into the
target area, throwing all within a 100” inch radius (500’ foot radius
137
Chap te r I V Clothesline (power 3): this OOT ability may be used anytime a
Counter Divine Spell* (power 9): the caster must see the divine
character attempts to run past you in melee range. A resisted
spell being cast in order to counter it. They must spend 1 spiritual
dexterity check must be made, if the victim fails the check they are
influence point in order to use this out of turn ability. This ability
knocked to the ground taking only 2d6 falling damage resisted only
may not be countered and it may only be used once per combat. The
by toughness. This may be used once per combat and can be attempt-
caster fires magical, divine energy from their verendum with 2d20
ed even when a character owns the sneaky talent called retreat.
mana drain as well as their spiritual influence point and then automatically blasts the enemy divine spell out of the air.
Co-op Attack (3): this ability allows a player to give another player one of their actions. They must be in view of each other and
Counter Spell* (power 2): much like the counter ability, this is used
this can be accomplished once per combat. The character with the
for countering a foe’s spell. This may be used OOT and only once
co-op attack may give an ally 1 of any open action per rating in this
per combat. The player must burn 1 saga point and 2d20 mana to
ability. This action can be used OOT as well, allowing the character
send a burst of magical energy to destroy the enemy’s spell. It may
to give their action to their ally, then the ally can use that action right
only be used if you know the enemy is casting. This ability cannot
away allowing them to perform an OOT maneuver. The player must
be countered. You may not counter divine spells with counter spell.
remember to subtract their actions that were given, from their very
This ability must be activated before the roll to defend is made.
next turn. MR: 4 Coordinated Attack (power 2): this ability allows you to hold an amount of actions and your movement if you wish, to use your held actions out of turn on an ally’s actions. This ability may only be used during an ally’s turn so that you may both act simultaneously. During this time you may finish your actions and attacks that were saved, once it comes back to your turn those actions are lost if you did not use them. This ability costs nothing to activate and may only be used once per combat scenario. Counter (power 2): this ability is used in order to counter character class abilities only. The player must burn 1 saga point in order to activate this and they may use this only once per combat scenario. Counter is used OOT and directly after the enemy calls an ability they are using. The counter ability may never be countered itself. This does not counter divine abilities (those that use spiritual influence points). You must use a separate ability called divine counter. You may counter the ability of your enemy if you are within the same area of combat, even if you can’t see your enemy. If you are
Cover Tracks (power 6): this counter tracking technique allows the
on the same battlefield you may use counter to help yourself or an
character to cover the tracks of an entire party in order to throw off
ally by negating the effects of the enemy counter. They must still pay
enemy scouts or rangers. The character must possess the tracking
the activation fee of their ability as if they had activated it.
skill in order to use this ability and must roll this to set a target number for the enemy to beat with their tracking roll. Any normal
Counterstrike (power 10): anytime you roll a natural 20 to
counter-tracking technique would severely slow a party down as far
defend, you now gain 2 attack actions back at the opponent that
as travel time, yet with this ability your travel time gains only one
attacked you, instead of just 1 attack. This may be stacked onto other
more step of difficulty.
counterstrike abilities or talents like riposte that offer a similar outcome. Allowing you to gain another action to counter attack your
Create Atrocity* (power 12): a spell caster may create their own
enemy with immediately.
creature using unique magic of their own design. This being will be
138
C las s e s & Abil itie s a servant to its master and a powerful bodyguard. The atrocity may
Dark Hatred (power 6): this ability simply grants those who fight for
be discussed by the GM and the player, as far as abilities, weapons,
the side of darkness a +1 to hit angels and other spirits of the light.
and stats. The atrocity will die to defend its creator (in most cases).
Dark hatred can be raised to rating 2 which gives the character a +2
It will begin with 10, 000 hit points x the rating of the ability, unless
bonus to hit spirits of light. MR: 2
the caster wishes to make more than one. In which case the creator may design an amount of atrocities per rating, all with the base hit
Dead Aim (power 8): this ability is the highest improved critical
point given. The creation time for such a servant is a base time of 3
ability for the archer or anyone using projectile or shooting attack
months per atrocity. MR: 3
methods. Any attack roll in this manner that lands on a natural 18, 19, or 20 is now a x2 critical hit. This however may still be defended
Creature Command* (power 5): the caster is able to command
normally unlike the natural 20 which may only be defended on a
animal creatures of low intelligence with a willpower check. The
roll of natural 20. You must possess the ability True Aim in order to
creature must resist with its own willpower. One attempt per
unlock this ability. Critical damage is always added at the end of the
target is allowed. If the caster is successful, the creature can be used
damage equation.
as an ally until it is killed or horribly mistreated. This ability takes 3 magical actions and 25 mana drain to perform and at max rating 3;
Deadlock (power 13): for d10 saved saga points, you may force 1
you may control up to 3 creatures. MR: 3
enemy to lose the ability to use any type of combo attack for 1 round. This is an OOT ability that may only be used once per combat.
Crowd Speak (power 4): the character makes a charisma check within a crowd or gathering. The result, if not a botch, is how many listeners
Death Sense (power 3): these characters cannot be automatically
will stop to hear what the character has to say. This ability is good
killed with instant kill abilities or stealth abilities such as cutthroat
when combined with others such as Tall Tales or Legendary Tales; in
or sniper. The character has the ability to sense the fact that they are
which case, you will gain an additional amount of reputation points
about to be attacked with some type of sixth sense or premonition.
as the result of the charisma check. You will gain a +1 to the result of
They can still fall victim to stealth attacks, but insta-kills are not al-
your charisma per rating in this ability. MR: 5
lowed without death sense first being countered.
Customize Craft (power 6): using this ability the character may
Decipher (power 10): this ability will add d6 to the skill check
add modifications to a craft that they own and these modifications
decipher or the intelligence rank test when attempting to decipher
can be used on anything from a wagon to a galleon. You may do
an unknown written text. This is useful when ancient writing or
these additions yourself if you possess the proper tools and skills to
pictograms are found within an ancient ruin. You may burn 1 SP to
construct these ideas, or you may pay a professional laborer to work
activate this ability once per scenario, even after the check has failed.
out these additions for you that will push your vessel beyond the
For every rating in this ability you may raise the die up one rank. D6,
normal boundaries. You may utilize this ability to add more mounts
d8, d10, d12, d20. MR: 5
or more handling per rating. You may discuss ideas with your GM as to what they will allow in their campaign. MR: 4 Cutler (power 1): this ability allows the character to sharpen a blade using a whetstone or grinder adding a +1 to the damage per rating, for one battle in which it is used. The character must spend a half an hour sharpening their blade with a whetstone or similar device. They may also sharpen one other blade taking a full hour, yet this only works on edged weapons. MR: 3 Theban Alphabet
Damager (power 2): the character may burn 1 saved SP to re-roll a
(Often used by mages, this is known as the “mage tongue”)
lame ass damage roll. This ability may only be used once per turn.
139
Chap te r I V Deep Hood
(power 8): wearing a deep hood can allow you to
ity and ask a favor to be carried out. Once this ability is chosen the
disguise yourself and your powerful aura, thus making you appear
character gains 100 ghost points to distribute on the character as if
to be lower level than you really are. If the hood or helmet is taken
they were saga points. If the favor is asked for while the character is
off, this ability does not work. You can activate the deep hood ability
dying, they will be healed by a d10 x 1,000 HP. During the favor if the
whenever you are wearing a hood or close faced helmet. This ability
character is not a worshiper of the old gods yet they will lose a d10
will also keep the exact location of your character from being found
spiritual influence points. Then they can either roll on the disfigure-
by hunter’s senses.
ment table to mutate, or gain a roll on the random afflictions. This is a divine ability and may only be countered by a divine counter.
Degrade (power 10): once you hit an opponent in combat you may
This curse may only save a character’s life if the character saves the
activate degrade once per combat by burning 1 SP. The victim must
demonic favor and asks for help from the dark gods as they are being
make a body save if they fail you can choose one of their attributes
consumed by the darkness at negative hit points.
to degrade by d6 points. For every rating in this ability you may raise the degrade dice up by one rank. D6, d8, d10, d12. MR: 4
Denizen* (power 4): for 4 magical actions and a conjuring skill check, a conjurer may summon a denizen native to the surround-
Demon Ward (power 7): this ability allows a charac-
ing region. This beast will follow the commands of
ter to create a ward upon a door, wall, or even
the summoner and even die for the caster if the
a tattoo on their body so that no demon can
conjuring roll is a success of course. Unlike
sense or scrye upon the character using
most summoning spells, this quick rite will
magic. As long as that symbol is there the
pull a being from the surrounding area.
devils and powerful spirits of darkness
This drains d6 x 10 mana drain, the GM
must defeat a target number of the maker’s
may determine how powerful the denizen
willpower roll +10 (per rating). The sym-
is based upon the drain of this magical rite,
bol grants the maker a high resistance to
one being small and six being huge. At max
scrying eyes using these symbols of power.
rating the summoner can call up to six den-
MR: 3
izens to fight for him or her. The drain is a d6 x 10 x the number of denizens. If a denizen
Demonic Sentinel*** (power 10): an evil priest or
is killed it is truly dead and its soul is sent to the
necromancer may use their dark magic to create an
spirit world. MR: 6
undead monster. The player and GM may decide on the outcome of the servant monster. At max rating up to 6 monsters can be made at
Destruction (power 4): used only in melee or unarmed combat.
5, 000 x rating in hit points. This ability takes a d6 weeks to complete
Destruction allows a character to burn 1 saved saga point in order
one monster on your own. The caster may actually use one of these
to deal x2 power damage. The ability must be called right after the
monsters as a sentry to guard a specific location. They may be set to
character successfully hits the opponent. If used with a combo attack,
guard your abode or in a location of your choice they do not travel.
you still only spend 1 saga point and the damage equation will look
These demonic creations need a sacrifice to use part of the sacrificed
like this (base dmg x 2 power damage x combo damage). This ability
soul to keep the creation alive. This is an evil ability and although it
creates power damage for an attacker, so adding it to a rage attack
is a lower class demon that is created, it is still a thing of hatred and
will make it x4 power damage.
darkness. The GM and the player may create this monster together. Detect Lies (power 4): a simple perception check or observation
MR: 6
skill check is made by the character. The opponent must resist the Demonic Curse (power 8): a demonic curse is given to those who ask
roll with a charisma check, acting skill check, or deceive skill. With
for it. You can gain this ability and wait to enact it for the right time,
the detect lies ability the character is able to burn 1 SP to add an
as you lay dying, or you may use it right away. Followers of any path
additional d6 to their result even after the opponent has made their
turn to the black path for more power, vengeance, to ask the old gods
result. For every rating increase in this ability it raises the die up one
for a favor, or to make a deal with a demon they will take this abil-
rank, d6, d8, d10, d12. MR: 4
140
C las s e s & Abil itie s Discovery (power 12): this ability allows the character to force a
Divine Ice Shield (power 9): calling to the gods and rolling a d6 for
random encounter by simply whispering a wish on the wind. The
how many spiritual influence points are lost will double your cold
character burns 1 SP and the random encounter goes into effect.
resistance for an entire combat scenario.
This could be a good or bad encounter and it is uncertain what will happen. This may be used once per week.
Divine Influence (power 7): spend a spiritual influence point in order to gain a +1 to hit an opponent. This may be used after they roll their
Disorient (power 3): any character attacking with a flash or blinding
defense roll and add up their modifiers. This divine ability may be
weapon can make an enemy that is hit suffer an additional -1 to
used once per combat.
defend or attack stacked on top of their normal -4 partial blindness. They may do this by activating this ability with 1 SP during
Divine Intervention (power 11): this divine ability may be used when
their blinding attack. This SP may be burned after the character
defending against an enemy attack. Once you find out you have
determines how many are hit by the blinding attack which can take
been hit you may call for divine intervention once per day. You must
place within a 7 ½’ foot radius (1.5” blast radius). For every rating in
activate this ability before the damage is called by burning 1 spiritual
this ability the character modifies the disorientation by an additional
influence point. The damage is then cut in half. This divine ability
-1. At max rating they may cause their enemies to suffer an additional
may only be used once a day.
-4 to defend from attacks for a duration of 3d6 rounds. MR: 4 Divine Invulnerability (power 12): burn a d4 spiritual influence points Dispossess (power 8): spend d4 spiritual influence points to instant-
to add 100 to your total armor value for 1 round only. This may be
ly drive a spirit out of your body or an ally who is possessed by
used once a week and takes 2 open actions to activate. For each rating
touching them and shouting the Rite of Expulsion. This divine
in this ability you may add 100 TAV. MR: 5
ability is used only once per combat. Divine Storm Shield (power 9): calling to the gods and rolling a d6 Divine Acid Shield (power 9): calling to the gods and rolling a d6 for
for how many spiritual influence points are lost will double your
how many spiritual influence points are lost will double your toxic
electrical resistance for an entire combat scenario.
resistance for an entire combat scenario. Dodge (power 1): burn 1 frenzy before your defense roll to add +1 Divine Counter (power 7): spend 2 spiritual influence points to
to your defense. This may be used to defend against any type of
destroy another creature’s divine ability. This ability may be used
physical attack. At max rating you can burn up to 4 frenzy before
out of turn and cannot be countered. It may only be used once per
you roll your defense against an attack, and gain an additional +4 to
combat and only to counter a divine ability which is one that costs a
defend. This may be used once per rating in the ability, per combat
spiritual influence to use it.
and may even be separated in its use. Therefore if you possess a max rating of 4 and wish to use it one round to defend at +2 then another
Divine Digression (power 7): spend a spiritual influence point in
round the other +2 that is fine. Once all of your dodge is used it is
order to degrade a foe’s attribute dice or skill dice by d6 levels before
gone for this combat. MR: 4
they make their attempt at the check. For every rating in this ability you may raise the die up one rank. The result of the cursed die does
Draw Crowd (power 9): you must possess the crowd speak ability to
not have a max continuum rule. D6, d8, d10, d12. MR: 4
use this one. Draw crowd will add more listeners to you by burning 1 SP to activate this ability. After using your other abilities like crowd
Divine Dulling (power 7): spend a spiritual influence point to make
speak and activating this ability the character rolls a percentile to see
an enemy re-roll damage. This ability is out of turn and may be used
how many more people have joined the crowd. This only works if
once per combat.
the amount of people rolled is even available. This may only be used once per visit to a new city and at the GM’s discretion. MR: 1
Divine Fire Shield (power 9): calling to the gods and rolling a d6 for how many spiritual influence points are lost will double your fire resistance for an entire combat scenario.
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Chap te r I V Dual Block (power 2): you may only use this ability if you are a dual
Elder Chief (power 10): those with this ability will gain a +2 to their
weapon user, thus you fight with two weapons. Using both weapons
Charisma attribute per rating, this bonus is permanent. The elder
to block an attack allows you to burn 1 SP to add an additional d6
chief also gains +2% morale to troops per rating, if they possess
to your defense die (d20). You must activate this ability before you
troops under their command. MR: 10.
roll the d20 to defend. This ability may only be used to defend a physical attack. You may use this ability to add to an allies defense
Elder Might (power 10): those with this ability gain +2 to their
roll if they are standing right next to you and your dual weapons can
strength attribute per rating, this is permanent. MR: 10
reach them. This may only be used once per combat and your d6 is allowed the rule of continuum.
Elder Power (power 11): those with this ability gain +2 to their body attribute per rating, this is permanent. MR: 10
Dual Hack (power 5): a hack attack is when you are attempting to strike two enemies standing next to one another with a sweeping
Elder Senses (power 10): those with this ability gain +2 to their
rage attack at both targets. The dual hack allows you to attack with
perception attribute per rating, this is permanent. MR: 10
both weapons once per turn, which will add +1 to your strength damage modifier per rating and then double your strength damage
Elder Thoughts (power 11): those with this ability gain +2 to their
modifier all together during your damage roll. MR: 5
intelligence attribute per rating, this is permanent. MR: 10
Eat Magic (power 10): any roll of natural 20 to defend a magical attack
Elder Wisdom (power 11): those with this ability gain +2 to their
will result in the catching of the magical energy. The defender may
willpower attribute per rating, this is permanent. MR: 10
choose to eat the magic by burning 1 SP and gain d6 (per rating) x 100 hit points. This will not only heal the defender but they can also
Elemental Gate* (power 9): for 6 magical actions, a spell caster may
raise their max hit points according to the result (temporarily). This
use this ritual to open a plane gate that will drain 2d4x100 mana. This
raise in hit points only lasts for the remainder of the battle; once the
gate will take you to any elemental plane that exists around you once
battle is over they go back to what they had before. For every rating
the proper symbols are crafted within the circle magic. You must
in this ability you may add another d6 to multiply by 100 when you
possess a component of the elemental plane you wish to travel to.
eat magic. MR: 4
If there is not a component already around, you must produce your own. When stepping through a plane gate roll a % check to make it
Ecosphere* (power 7): this sphere will surround you and those around
through alive without being torn into subatomic particles within the
you within a 2.5 inch radius (12 ½’ foot radius real range). Within
bent fabric of space. Don’t roll 100%, or you will be praying to your
the sphere you are protected from harmful atmospheres, deadly
gods. Once stepping through the gate it is often wise to possess an
terrain, or areas without oxygen. The ecosphere is useless in a combat
ecosphere and to have it immediately activated due to the fact that
situation; aggressive energy focused on attacking those within it
you may step into the elemental plane and be instantly consumed
pass in and out of it. The ecosphere will float like a bubble and is
by fire, or ripped apart by wind, frozen in ice, drowned underwater,
controlled by the caster’s willpower. The drain of this ritual is 2d20x5
ripped apart by electricity, you get the picture. There are some very
per hour. Magical actions to activate the ritual are 4. This sphere
dangerous areas of the elemental planes that you may find yourself
can only last for an amount of hours equal to the caster’s level. This
within. The GM may roll a 30% base chance to see if the other side
powerful magic was created by the eldrynn for travel through the
is dangerous or if there might be dangerous elementals on the other
most dangerous areas of the Elemental Planes. It is often required
side where the rift is opened. The gate takes 1 magical action to close
for those who wish to travel through certain areas. It was also craft-
or it will close in 4 rounds on its own.
ed to stay afloat if the caster should lose consciousness and remain available for the duration, while still feeding off of the mage’s mana.
Endure (power 1): the character may burn 1 SP in order to add a die to a body check. This ability may be used after a body check is failed.
Elder Agility (power 11): those with this ability gain +2 to their
This may be used once per situation. MR: 4 (rating 1: d6, rating 2: d8,
dexterity attribute per rating, this is permanent. MR: 10
rating 3: d10, rating 4: d12).
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C las s e s & Abil itie s Entomb* (power 4): this ability is used for those who create the un-
potions, yet some rare experiments have a great find every so often.
dead. When burying undead, these beings slowly gain power from
When this ability is used the character will make enough to fill 2
the magic of the earth itself. For each week that the creature remains
vials, one is used for experimentation, because of course sometimes
beneath the soil, it adds +10 to its maximum hit points (1 HP per day).
you will have to use a specimen to experiment on. You may use this
It will remain gaining this bonus for an amount of weeks equal to
ability once per night and the GM may wish to keep this a secret
its necromantic master’s willpower attribute. For every month that
until the potion is used on the experimental specimen. You may use
it remains buried, the creature will also gain +1 to hit and defend.
a d6 to determine severity with a 6 being the most volatile. You may
Yet this bonus ends at the rank of this ability. These buried will also
also roll another d6 to see what form the alchemical substance takes
sense any creatures walking over their graves at which time they will
when necessary; 1-2: liquid, 3-4: powder, 5-6: gaseous. Have fun with
activate and burst forth from the ground to kill all living intruders
it and modify it as you see fit. This table here is primarily to help the
unless they speak the command word. At which time they will crawl
GM come up with something for the substance. If you are more in-
back into their graves. MR 3
terested in expanding the alchemical experimentation you may wish to do some research on and look up the alchemical processes.
Escape Artist (power 5): the character may attempt a dexterity check or an escape artistry skill check with a usual base target # 15. This ability will add +2 to the roll per rating. MR: 3
Percentile
Result
01-30%
Failure: this is a failure to create anything
worthwhile. The experiment is a waste as are the components. Evade Cold (power 8): once per combat the character may burn 1 SP
31-39%
while OOT to soak a % of the damage from a cold based attack. They
very dangerous. Also roll another d6 with 1-2 liquid form, 3-4 powder
Toxic Properties: roll a d6 for severity with a 6 being
can still soak damage by using their toughness and cold resistance.
form, and 5-6 gaseous. You might even wish to roll the body part dice if you wish for this alchemical toxin to hurt a specific body part.
Evade Damage (power 6): once per combat you may evade 100 points
40-49%
of damage dealt to you. This is damage that is dealt to you in a single
have the potion effect a certain body part with a negative reaction,
Disabling Properties: roll the body part dice to
strike so if it is more than 100 you will soak 100, if it is less then you
possible causing the shutdown of its use (in severe cases) or
will soak the full amount and the ability has been used. This ability
negative modifiers to a physical attribute due to the potions
allows you to soak 100 damage X your rating in the ability, thus at
debilitating effects.
max rating 10 you may soak 1,000 damage from one hit. MR: 10
50-59%
Destructive Properties: these can range from acidic
in the liquid form, explosive in the powder form, to corrosive in a Exchange Gift (power 6): burn 1 saga point to re-roll a level advance-
gaseous form. Yet do not let this limit your imagination, just use
ment gift. When you go up a level and are allowed two or more
this as a guideline or to spark other ideas. Some powders such as
percentile rolls on the level advancement gift table. This may only be
demon bags must be shaken before they are thrown and explode. The
used once per level, to re-roll a roll that you do not want.
severity of the damage can be the result of the d6 represents how many d6 are rolled x 2 – x 10.
Experimentation (power 6): this ability allows an alchemist or any-
60-69%
one who uses alchemy to create their own experimental effects by
with a 6 being the most dangerous. A result of 1-2 should have some
taking random ingredients and mixing them together. This ability is
type of animal mutation or polymorph, 3-4 more of an invisibility or
a great deal more chaotic than many know so one must be cautious
ethereal type of effect, and 5-6 could force a character to roll on the
in its use. With this ability you can throw three different alchemical
disfigurement table.
reagents into the mix and then roll on this table to see what is made.
70-79%
If something good becomes of it then hopefully you remember the
water, 4: air, 5: spirit, 6: plasma or dark matter). Then another d6
formula and can write it down to use it again some time later. The
can determine if this is a 1-2: good effect, 3-4: neutral effect, 5-6: bad
GM and player may elaborate more on what ingredients are used and
effect and wherever that leads you, go ahead and travel there. Good
the results of new designs. At least two of the ingredients are never
effects might be beneficial to the character like pouring the potion
on the usual list of reagents and are often made up by the player or
of fire over your weapon consumes the blade in flames that deal an
GM. Experiments are rarely more powerful than the actual listed
extra d6 fire damage for 30 minutes. Perhaps the neutral gives you a
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Mutative Properties: roll a d6 to see the severity
Elemental Properties: a d6 (1: earth, 2: fire, 3:
Chap te r I V resistance, and perhaps the bad one explodes when opened dealing
Fire Cloak (power 8): the character can burn 1 SP, once per combat to
elemental damage to all in a 1.5 inch blast radius?
soak a % roll of the fire damage dealt from an attack. The character
80-89%
may also soak damage using their toughness and fire resistance as
Enhancing Properties: you can roll the body part die
to find out what location of the body is enhanced by the potion
well.
when taken. For instance a roll of the leg might mean it enhances dexterity. A roll of the arm might raise the strength attribute whereas
First Blood (power 7): you may spend d6 frenzy points from your
a roll of the torso would be the body. A roll of the head could effect a
pool in order to re-roll your initiative. This may be activated after
mental attribute; d4 (1: eyes & ears (perception), 2: tongue (charisma),
everyone has rolled their initiative, just not after the combat has
3: mind (willpower), 3: brain (intelligence). Then once you get to the
actually started. This may only be used during the initiative phase of
severity of the potion you could have that represent the bonus in the
combat of course.
attribute. 90-99%
Magical Properties: of course you say its alchemy it
Formation Fighting (power 4): if you have three or more allies
is all magical! Yet what if this roll made you roll a random color of
together you can shout out formation fighting tactics to one another.
magic with a d8 from red spells, black spells, to divine spells. That
The allies must be within a 2.5 inch radius of one another to gain the
means the essence in the potion is filled with that color magic. Then
bonus of +1 to defend and +5 TAV per rating. The character must call
roll a d20 and base the potion off of the spell rolled.
the use of this ability once everyone is in formation and burn 1 SP
100%
Unique Properties: this potion should be special, for
to activate it. This will last as long as the party can keep their forma-
whatever reason you rolled the 100%, it should probably excel or be
tion centered upon who called the formation. If an ally jumps into
a new find that could be produced and sold. Remember though, this
the area of the formation after the character has already activated
one might just be one of a kind and for some reason you are never
the ability, they too begin to gain the bonuses as long as they burn
able to quite duplicate it again. The GM may use discretion in this
1 SP as well at the time of entering the formation. At max rating the
result for special potions would also draw special attention.
character burns 1 SP and gives +2 to defend and +10 TAV. Again anyone that also wants the formation fighting bonus must spend 1 SP to gain from it. MR: 2
Fearless (power 1): the character knows no fear! Spells, items, abilities, are all easily ignored with a +10 levels or ranks to resist fear based attacks if struck by them. Any willpower check needed will
Funeral Pyre** (power 6): only character classes in the spiritualist
gain +10 ranks allowing much higher dice to be rolled. This may also
faction may use the funeral pyre ability due to their connection with
be stacked upon other bravery abilities if you possess fearless.
the spirit world. It allows the departed to take all of their belongings to the spirit world when they are burned on the funeral pyre. All of
Feather Fall (power 1): with a dexterity check, the character may
their items and their body will dissipate from the primordial realm
attempt to pull out of a fall of up to 40 feet. This does not work at
within 1 hour, while nothing but ash is left in our world. To anyone
very high speeds, like leaping off of a griffon at full speed! The base
witnessing the funeral pyre it is no spectacular event, it is a simple
target number for the dexterity check is 4 for every 10 feet of falling.
funeral pyre where the remains of the departed ally are burned upon
Even if a skill or attribute check is failed trying to save yourself from
a bed of wood or in a small boat with all of their belongings that
a bad fall you can half the damage of a fall up to the shown distance
they wish to take with them to the spirit world. If this is not made
if your roll is near to the target number.
available the character will awaken in the spirit world with nothing and must fend for themselves unless a reaper shows up to transport
Feint (power 1): for 1 melee action point the character may use a feint
them. The funeral pyre will also ensure that the departed will not
attack move where no attack roll is made, instead they roll a dexterity
return as undead.
attribute check at +1 to the roll per rating of this ability. The enemy resists the check with a perception attribute test. If the character’s
Gadgeteer (power 5): one of the favorite abilities of the dwarf or
feint is a success the enemy suffers a -2 to defend (per rating) the
tinkers of any race, this ability will allow the quick, inventive,
character’s next attack. Thus at rating 3 a successful feint will make
intuition of the character to create a useful item out of bits of
an enemy suffer -6 to defend the character’s next attack. This feint
seemingly useless whatchamacallits. For instance the party may need
attack may be used once per combat, per rating. MR: 3
a lantern. The gadgeteer may make an intelligence check or tinker
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C las s e s & Abil itie s skill check to quickly craft one using a small piece of rope, a helmet,
Golem* (power 5): this ability is a ritual that takes a week with 6
and the remains of a small animal that was captured during the hunt
hours a night to work, yet may even take more to collect all of the
that night. This is up to the player to come up with ideas that might
items needed. The caster must be careful during the collection of
be possible and the GM must allow it before the roll is made. This
the body parts for the creation of the flesh golem due to the fact
ability will add +2 to the rank or skill check per rating, and allow it to
that this is easily seen as necromancy by many people. The caster
be crafted quickly. MR: 5
may gather body parts from many different bodies to use during the ritual. The caster may only possess one golem at a time for each
Ghost Dance*** (power 5): the ghost dance is performed around an
rating in the ability. They must also finish the ritual by sacrific-
unlit funeral pyre and is class specific only for the shaman. There
ing 1 point from any attribute that they possess that they wish the
is to be four fires set around the slain target(s) of the dance. The
golem to excel at. This loss is permanent, yet they gain a
shaman must use ink, blood, or some way to create the ancient
toughness of 2 from this bond and can feel if the golem is destroyed
and mystic markings that are needed upon the body, so that the
when they lose this toughness. At rating 2 the caster may create a
crow or reaper may stay at bay long enough to save the soul of the
stone golem. At rating 3 the caster may create an iron golem. The
victim. The shaman then uses music, chanting, and singing to evoke
GM may elaborate on the actual ritual and what all is needed but
the spirits of the dead to gather around the area upon their parallel
an intelligence check and the sacrifice of an attribute point is the
plane within the spirit world. Others may participate in the ritual
prerequisite. The GM will create the stats of your golem and may
by playing music and dancing, even adding a small bonus of +1 to
base the creature’s starting H.P. off of the intelligence check x 100
+3 during their skill check. Yet it is the shaman who must chant the
during it’s creation. These beings are dangerous once made but
incantation of the ghost dance. This dance is made in hopes that it
can defend or guard a location. They require a covered wagon to
will bring allies and loved ones back from traveling to the realm of
travel fast and draw attention in the streets but this is left to the GM
the dead to fight by their side once more. The spirit will remain on
discretion. MR: 3
the primordial plane for hours equal to their body attribute when killed. If the body has been dead longer than this time the ghost
Good Luck (power 6): this ability is used by a character before
dance will not work. If the living characters have already prayed to
them or their ally makes an attribute check or a skill check. The
their gods to bring their ally back it is far too late to use the ghost
character wishes them good luck, burns a frenzy point to lower the
dance. This ritual is accomplished by rolling the shaman’s conjuring
target number by 1 point. For every rating in this ability you may
skill. A result of 5-9 will only add a +1% to the spiritual influence of
lower the target number by how many frenzy points you wish to
all who will pray for their ally. A result of 10-14 will add +2%, 15-19 will
spend, as long as you have that same rating. This ability may only be
add +3%, 20-24 adds +4%, 25-29 adds +5%, 30-34 adds +6%, 35-39 adds
used once per day. MR: 3
+7%, 40-44 adds +8%, 45-49 adds +9%, and finally 50 or more will add +10% to everyones’ spiritual influence roll during their prayer for the
Grace (power 5): this divine ability allows you to give an ally up to
dead to come back to life. This may be attempted only once per death
+3% of your spiritual influence. These are never taken back and are
for any character. If a character dies and comes back to life as a result
given when the ally needs from 1 to 3 more. You may use this once
of a ghost dance that is the only time the ghost dance will work. The
per ally.
shaman that uses this power is immediately dropped to zero mana and loses 1 spiritual influence permanently due to the drain. The
Gridlock (power 10): an ability that is good for thieves and others that
ghost dance may be attempted once per week.
plan on being chased through city streets. The character knows how to create chaos among the populace or crowded areas. While they are
Glory (power 9): gain 1 instant saga point each time you roll a natural
running they can knock things over, toss obstacles in the way, make
20 to defend. For every rating in this ability you may add that amount
an animal freak and charge off through the crowd with its wagon
of saga points each time you roll a natural 20 to defend. This only
still attached, etc. The character uses 2 actions and a frenzy point as
counts for your character, not when you are rolling for a group of
they are running, to add a d10 to the target numbers of those who are
allies or an NPC this is only for your character. MR: 2
chasing. This may be performed each round if necessary.
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Chap te r I V Grounded (power 8): once per combat the character can pull this
Harden (power 1): the character will gain +5 to toughness for 1 action,
OOT (out of turn) ability by burning 1 SP when they are hit by an
once per day. This ability lasts for 30 minutes.
electrical attack. The character soaks a % roll of electrical damage. They may still soak damage because of their electrical resistance and
Hawk’s Eye (power 2): the character may burn 1 SP in order to gain
their toughness, so this ability can certainly save the character’s life.
an additional d6 to their perception check. This may even be used after the check is failed. (Rating 1: d6, rating 2: d8, rating 3: d10, rating
Haggle (power 2): the character may burn 1 SP in order to gain an
4: d12) MR: 4
additional d6 to Barter attempts. This ability may be used once per scenario, even after the check is failed. (Rating 1: d6, rating 2: d8,
Heavy Wound (power 7): spend 1 frenzy to cause a wounded enemy
rating 3: d10, rating 4: d12) MR: 4
to bleed after taking damage from one of your attacks. Once activated d20 bleeding damage is rolled immediately and then every time
Half Sword** (power 3): this faction specific ability may only be
it gets to the character’s turn he or she can roll bleeding damage on
chosen by fighter classes. This is a combat maneuver that takes place
the enemy until the enemy heals the wound magically or stops the
during sword fighting and is used primarily toward targets adorned
bleeding. If the character wounds the enemy again they may burn
in plate armor. The term “half-swording” is a technique in sword
another frenzy to stack bleeding damage, causing 2d20 damage per
fighting where the attacker will grab part of the blade in order to add
round.
quickness and strength into penetrating the armor of the enemy with a stabbing attack, while one hand supports the blade and the attack
Herbal Additive (power 2): this ability allows the character to add
by grasping above the hilt. You must use 1 melee action as an upkeep
medicinal herbs to potions or powders used for healing in order to
action to support this attack. Yet during your rage attack a successful
gain a bonus to the properties of the alchemical substance. These
hit will cause x3 power damage instead of the normal x2 and it will
additives are used to make the potion better by the amount rolled on
defeat up to 10 points of the enemy’s TAV. This may be used during a
a character’s medicines skill check. Thus if a potion formerly healed
combo attack as well but remember it takes 1 melee action of upkeep
25 hit points, yet you rolled a 12 on your skill check the potion will
to activate the ability. The ability adds x1 power damage and defeats
now heal 37 hit points. You must possess a medicinal herb to add
up to 10 armor. The character calls the ability before attacking and
to a potion in order to do this, as well as a mort and pestle to crush
must be using a sword with two hands upon it. You may have noticed
the herbs. You may use this ability on 2 potions per rating in this
some swords that possess a ricasso (grip above the hilt); this is used
ability. MR: 5
primarily for the half sword technique. This attack may be used once per turn for every rating in the half sword ability. MR: 3
Hide (power 1): the character may burn 1 frenzy to add an additional d6 to their concealment skill or perception roll whenever they are attempting to hide. This ability may be used before the skill check is rolled. For every rating of this ability, their die will advance one step d6, d8, d10, and d12. MR: 4 High Shield Master (power 8): this is the highest form of critical defense for the shield user. You must possess the shield master ability in order to unlock the high shield master ability. On a natural roll of 18 or 19 your defense becomes critical. This allows you to block a physical attack even against a natural 20, with a natural 18 or 19 as long as your modifications bring you equal to the attacker’s target number. If you are able to defend with a natural 18 or 19 then your shield will take damage from the physical attack due to the fact that it was due to your shield that you were able to defend. You still only gain an attack back at your enemy on a roll of natural 20 to defend.
146
C las s e s & Abil itie s Hired Thugs (power 4): the character can call this ability whenever
is used once per combat. For every rating in this ability you may add
they know there is about to be a fight and they are located within a
an additional +1 to the cover and still only spend the 1 frenzy to gain
city or town where their reputation is at least known. The character
the bonus. MR: 3
activates Hired Thugs by spending 1 SP and rolling a d6. The result of the d6 is how many rounds it will take for 2d6 low level thugs
Improve Magic* (power 5): this archmage is a very dangerous spell
to show up to help the character. The level of the hired thugs is
caster and with this ability unlocked your power has increased great-
determined by the GM. This ability may be used once per week.
ly adding another die to all spell effects. All spell dice now gain an additional d6, which you may raise by one rank per rating. Rating 1:
Hunter’s Senses (power 1): the character may use Hunter’s Senses
d6, rating 2: d8, rating 3: d10, rating 4: d12, rating 5: d20. MR: 5
in order to locate a target creature. The name must be known and thought over for at least 5 minutes. The hunter must make a percep-
Improve Weapon (power 3): this ability is open to all classes once
tion check with base target # of 6; the farther away, the higher the
they reach 10th level. This ability allows a character to add d6
target number. This ability may be used once per day in an attempt
damage to any weapon or item that they are currently using as a
to track down a target. It will not give an exact location, but it will
weapon. This ability costs nothing to activate and automatically
narrow down a search to a city block or even a room if the hunter
upgrades a weapon’s damage the minute the character picks it up. If
is close enough. If the target is in a far away country, the hunter’s
the character gives this weapon to an ally who does not possess the
senses will let you know what country a character is in or even a city
ability improve weapon then the additional die of damage is lost.
if the perception roll is high enough. This is after a half an hour of
The improve weapon ability does not improve a weapon’s damage
staring at a map or questioning folks around the area. If the tracker
permanently; it only improves the weapon while the character has it
knows the name of the target it will lower the target number from 1
in his or her possession. This ability works with any type of weapon,
to 3 points.
from a chair, to a sword, to a huge siege weapon. For every rating this ability is increased, the die is taken up one rank, d6, d8, d10, d12, d20. MR: 5
Imbue Item (power 8): do you wish to set up your item to one day be a relic, artifact, or even a family heirloom? Spend 1 spiritual influence point per weapon, armor, or piece of gear to give it an additional
Improvised Shield (power 1): the character can pick up any type of
d6 to damage, AR of 2. Give the weapon or armor a title. This may
object from a table top, to a dead body and use it as a shield for one
not be used on weapons or armor that are already relics or unique
unarmed action. These additional bonuses are added to the cover for
artifacts. You and the GM can come up with unique bonuses for
the remainder of its use to your character and those who join you
certain items that are imbued. The player will also grant the new
behind the cover. At rating 1 it allows +2 cover with a +20 SHP, rating
name for the item which may include their character’s name or what-
2: +3 cover at +30 SHP, and rating 3: +4 at +40 SHP. MR: 3
ever they like. Examples; (rating 1: d6 damage, 2 AR, +2 attribute bonus. Rating 2: d8 dmg, 4 AR, +4 attribute. Rating 3: d10 dmg, 6 AR, +6 attribute bonus. Rating 4: d12 dmg, 8 AR, +8 attribute. Rating 5: d20, AR 10, +10 attribute. MR: 5 Improve Armor (power 3): this ability allows the character to add a +1 bonus (per rating) to any piece of armor that is picked up and worn. This bonus does not transfer to anyone else. If the armor is given to an ally the bonus is taken away and the armor falls back to its normal status. This ability is constant and costs nothing to use. MR: 2 Improve Cover (power 2): this ability may be used to add an additional +1 to any cover you are behind or any shield you may be using for 1 full round. This ability may be activated before your defense roll is made and you must burn 1 point of frenzy to activate it. This ability
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Chap te r I V Improvised Weapon (power 1): the character can pick up an item
Ki Power (power 6) using this ability allows you to burn 1 frenzy
normally not specialized in, from a chair to a broken bone and use it
during meditation and gives you back an additional d20 chi. The
as a weapon. This simply adds a +1 to hit and a +1 to the damage of
word Ki is simply another way of saying chi they are both used in
the item. This may be increased by upping the rating. Where most
the lands of Myen Wu just different dialects. For every rating in this
club-like weapons will deal a d12, this will add an additional +1 to the
ability you may add 1 more frenzy to burn during meditation to gain
weapon’s damage. For each rating in this ability increase +1 to hit and
another d20 ki back. MR: 3
+1 more damage. MR: 3 Leap (power 2): the character gains an additional 2 levels per rating Indestructible (power 13): a character with this ability can still be
to their dexterity check or jumping skill check when attempting any
saved or resurrected once they reach -201 through -300 hit points.
long or high jump. You must burn 1 frenzy to activate this ability
Usually a character that suffers enough damage to bring them passed
before a jump. MR: 5.
negative -200 means that their body is so severely damaged that there is not enough of their vital parts to be brought back to life by
Legacy (power 13): this ability allows you to pass on reputation points
resurrection magic. With this ability the character can suffer much
to characters that are lower level than you. You also give them a
more damage to their body per rating. At rating 2: 301-400, rating 3:
talent and a free ability upgrade simply by touching them, or
401-500, rating 4: 501-600, rating 5: 601-700, rating 6: 701-80+0, Rating
placing a hand on their shoulder. It can be used to grant these gifts
7: 801-900, and rating 8: 901-1,000. MR: 8
to your children or allies, whomever you choose. You may only use legacy upon a character once. You may include this in a ceremony if
Invention (power 7): this ability allows your character to add a die
you choose a ritual such as knighting a character is a good example.
to an inventive skill check. You can burn 1 saved saga point in order
Once they kneel before you, you shall burn 1 SP and place their blade
to add a d6 to the result of the skill check even after you have failed
upon their shoulder before giving them the sword back and they are
to reach the target number. Rating 1: d6, rating 2: d8, rating 3: d10,
granted d6 x 50 reputation, 1 free talent, and 1 free ability upgrade.
rating 4: d12. MR: 4 Legendary (power 12): Legendary characters cannot be killed by Invisibility (power 3): when you are not moving at all, your character
instant kill abilities like cutthroat and sniper. Also a
legendary
gains +2 levels to their concealment skill or perception rank (per
character may now add 100 reputation points per rating as their
rating) if you do not possess concealment. The character must
legend grows throughout the realms. At this point in your career
remain still and burn 1 frenzy point. They may use it every time
you have become a household name to your own race. So many
they wish to hide. At rating 2 you may improve this to +4 lvls to
people talk of you during the year that your reputation can grow very
concealment or perception rank. MR: 5
quickly at times. MR: 10
Iron Will (power 2): this ability allows the character to add an addi-
Logic (power 1): this character can burn 1 saga point in order to add
tional d6 to their willpower check. You must burn 1 SP to add this d6
an additional die to an Intelligence check. The ability may only be
to your willpower check and it may be activated even after your roll
attempted once every hour but may be added to your intelligence
is made. For each rating you may raise the rank of your die (d6, d8,
check even after failing a target number. (Rating 1: d6, rating 2: d8,
d10, d12). As well, for every rating in iron will you will gain 1 point of
rating 3: d10, rating 4: d12) MR: 4
fortitude permanently to your character. MR: 4 Lose Tail (power 3): the character makes a dexterity attribute check Keep Watch (power 3): while keeping watch or guarding, you
and a concealment skill check (perception test if untrained in con-
gain a +5 ranks to your perception attribute, as well as the +5 to
cealment) while moving through the crowded streets of a city when
initiative if something goes down. You must call that you are
they are being chased or tailed in any manner. This takes all of the
guarding or keeping watch to gain this bonus. If you are using
character’s actions for this turn and you gain the sum of both checks
miniatures you may wish to place it next to a door or in a specific
by adding them together to get a final target number. Those chasing
place that you are guarding.
the character must make a dexterity check and a perception check, adding the results together. If they fail to equal the target number
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C las s e s & Abil itie s they have lost the tail. Not even the ability hunter’s senses will pick
gear, or magic if they wish to give the player the option is left to their
it up for another d4 hours. The character that uses this ability gains a
discretion. At max rating you may burn 3 SPs to gain 3 additional
+2 bonus per rating to the sum of their rolls during their escape. This
random, loot rolls. MR: 3
escape attempt usually lasts up to a few blocks within a city. MR: 5 Mark of the Beast (power 1): if at anytime you are rolling your Lullaby*** (power 3): the bard is able to use their power of song in
damage dice and you roll 6, 6, 6, on three of your dice then you
order to cast an enchanted song onto the mind of a beast of low
must shout mark of the beast! Then you spend 1 SP to make your
intelligence. The song will only work on a creature that is not
dmg x2 power damage. This ability may be activated while damage is
hostile towards the bard or their allies. The bard makes a music or
being calculated.
singing skill check that is resisted by the creature’s willpower attribute check. If the creature fails it will gently fall asleep and will
Memento (power 7): a memento is an awakening of memory. This
remain asleep until the song is over and sometimes even after the
is used for those who become mind controlled, hypnotized, etc.
song has finished. This ability is particularly good when a group
Memento is the escape artist of the mind. It may only be attempted
of allies are attempting to sneak by a beast without fighting it, or
once per situation with a resisted willpower check that takes 1 magic
stealing something from its lair without having to battle it. At max
action. This ability grants the character a bonus of +2 to the rank
rating the lullaby can work for up to 6 creatures. MR: 6
of his or her willpower per rating. This ability allows the character one last chance to break free from the immediate hold. It grants
Manipulation (power 1): this ability is primarily used out of
the character a moment of clarity or if possessed they are given a
combat. During a conversation the character uses 2 magic actions to
chance to see through the curtain that has been dropped over their
make a charisma check or a speech skill check that is resisted by the
eyes. The GM may allow the character to use their own actions for a
opponent’s speech or charisma. Both have a chance to argue with
round in an attempt to totally free themselves from the hold of the
their social pool in a battle of wits. If the character attempting the
enchantment, possession, or mind control. MR: 5
manipulation wins the enemy suffers –d6 to their willpower checks and social modifier for a half an hour per rating. With each rating
Mental Barrier (power 8): burn 1 frenzy per rating in order to gain +1
in this ability the character may raise the die up one rank and add
per rating in this ability, up to +3 to your mental defense roll. You
another 30 minutes to the duration of the manipulation technique.
must use this ability before you roll the defense. Your mental barrier
The ratings will increase as shown here; d6, d8, d10, d12. This may be
can be added during each mental attack as long as you have frenzy
used once per target per day and only takes 2 magic actions. MR: 4
to attempt it. Rating 1: +1 def, rating 2: +2 def, rating 3: +3 def. MR: 3
Map Maker (power 4): once every 26 hours you may create a map of
Merit (power 8): each time you are awarded saga points you gain 1
an area or path in which you have traveled y rolling your mapping
more. Therefore at a max rating of 5, you are granted 5 additional
skill or making a perception attribute test at +1 per rating in this
saga points every time your GM grants you some at the end of a
ability. You must possess parchment, ink, and quill or at least items
battle or mission. This does not include individual gifts from the GM
to design a map. State which area or location you are mapping and
for doing something funny in the middle of role-playing but during
later you or others using it will gain +2 levels to the navigation skill
main group awards of saga points. Merit is used when all players are
or perception rank (per rating) when following the map. Your maps
granted experience. MR: 5
will grow in detail as your rating increases and you may even be able to gain some coin for them if you wish to design them and sell them
Mighty Blow (power 5): this ability is an improved critical hit for
in your down time. MR: 5
those who have reached the 20th level or higher. Only in melee, unarmed, or while throwing melee weapons in combat will this
Marauder (power 6): spend 1 saga point to gain 1 additional loot roll.
ability work. Any natural 19 becomes a critical hit and will deal x2
The GM may decide whether the loot is just an additional bonus roll
critical damage. Natural rolls of 19 may still be defended as normal
of coin or if it can be used for additional random equipment, weap-
though. Unlike a natural 20, which you must roll a natural 20 to
ons, armor, or magical loot. The GM may even even ask if the player
even have a chance to defend. The x2 is multiplied at the end of the
using the ability wishes to search for more coin, weapons, armor,
equation as critical damage. This ability can be countered.
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Chap te r I V Mighty Spell* (power 5): any sorcery roll or alchemical magic
Path Finder (power 5): this ability allows the character to add +2
attack of a natural 19 becomes a critical hit, therefore dealing x2
levels per rating to the tracking or the trailing skill. The character
critical damage just as a natural 20. This ability is also used for the
must burn 1 point of frenzy to activate this ability and it must be used
alchemist’s magic potion attacks that are thrown. A mighty spell
before the skill check is attempted. MR: 5
attack may still be defended as normal though, unlike a natural 20 where you must roll a natural 20 to defend to even consider defeating
Pay Homage (power 8): the GM may allow the character to pay large
the attack.
sums of gold to their church in order to raise their spiritual influence points. At rating 1 the character can donate 100 gold to gain 1 spiritual
Navigator (power 2): this ability will add an additional die to any nav-
influence point. At rating 2 the character may gain 2% for 200 gold,
igation skill check by spending 1 saved saga point. This ability may
etc. The character is not allowed to gain over 70% spiritual influence
even be used after the skill check is failed. Rating 1: d6, rating 2: d8,
using this method. MR: 10
rating 3: d10, rating 4: d12.MR: 4 Plane Gate* (power 13): for 6 magical actions a spell caster may open No Pain (power 4): if the character loses 90% of their hit points in
a plane gate that will drain 2d6x100 mana. These magical actions are
one attack they may burn 1 SP so that they do not have to make a
only after all other preparations have been made, hence the making
trauma check. This means that they can lose a body part and still
of the magic circle, the use of a unit of mertacullum shaped into
fight on like it’s no big thing as long as they still have hit points left
a conduit at the top of the portal, and a soul used as a sacrifice to
to do battle. It is possible to activate no pain as an adrenaline rush
open the doorway. This gate will take you to another plane of ex-
that allows the character to fight on even after a failed trauma check.
istence that connects to our world within the Tree of Zaghos. The Tree of Zaghos is said to contain the ten different planes of exis-
One Eye Open (power 9): when a character sleeps they are often
tence. 1st plane: the Outer Planes (where the Never is, or the Spirit
at their most vulnerable moment to get attacked. Not this charac-
World of the Void). It is said that this plane is one that connects
ter, they sleep with one eye open (so to speak) and do not take any
to all of the Outworlds and beyond. 2nd plane: the Mental Plane
negative modifiers to their perception checks. They are also not left
“the Labyrinth” also called the Dream World. 3rd plane: the Mortal
out of perception checks due to the fact that someone or something
Plane “the Primordial Realm” where we dwell now. 4th plane: the Fey
is sneaking up on your campsite. This character gets a chance to
Plane “the Otherworld” the place beyond mirrors and reflections.
awaken before they are ambushed.
5th plane: the Astral Plane, the Spirit World, “the Aether,” the first place mortals go when they die. 6th plane: the Black Plane “Hell”
Overkill (power 7): add x 1 per rating to power damage by spending
where evil spirits are taken by reapers and sold to devils. 7th plane:
the relative amount of saga points. Overkill must be called before
the White Plane “Heaven” where moral and good souls are taken by
damage is rolled, and it may only be used once per combat. This
reapers and sold to angels. 8th plane: the Shadow Plane “Purgatory”
damage multiplier is added as power damage to any type of attack.
the Realm of Chaos, where reapers take souls and leave them, or sell
If you reach rating 3 in this ability and wish to call overkill for 3, you
them to djinn. 9th plane: the Elemental Planes “the Nine Worlds”
must spend 3 saga to gain the additional x3 power damage. MR: 10
that surround the ethereal plane of fire, water, air, and earth. 10th plane: the Divine Plane “Pantheos”. When stepping through a plane
Parry (power 4): the character can burn 1 saved saga point in order
gate, roll a % check to make it through alive without being torn into
to force an opponent to re-roll their unarmed or melee attack. This
subatomic particles. Don’t roll a 100%, or you must make a spiritual
ability may only be used during melee or unarmed combat attacks.
influence check to save your life. In order to create a plane gate you
The character must call the parry right after the attack roll is made.
must possess the skill circle magic at 3rd tier. You may open a gate
Parry may only be used once per combat scenario and before your
parallel to the plane you are within with the target number equal to
defense roll. So remember, do not roll your defense die first before
a minimum of 10 for every parallel level you must ascend or descend.
the attacker.
You must make a magic circle upon the ground in a 2.5”inch radius. The symbols you craft in the circle will awaken the magic of the gate. You must make a willpower check in order to keep this gate open for longer than a d6 minutes. You may use this ability once per day.
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C las s e s & Abil itie s Powerful Presence (power 13): characters that are under 20th level
Psionic Focus* (power 5): with this ability the caster can concentrate
must make a willpower check in order to engage you in combat un-
on a psionic attack with enough energy to add +1 per rating to the
less they are immune to fear. Their target # is your charisma attri-
spell effect of a gray spell. Doing this also adds a 5 additional mana
bute.
drain per +1, yet the results of the psionic focus can be brutal with a simple addition to the dice result. MR: 3
Prana Ritual (power 3): this ability allows the caster or martial artist a chance to suffer much less drain from their mana or chi
Psionic Shield (power 2): once per combat the character may burn
from a spell, rite, ability, or ritual. This may only be used once
1 SP to add d6 to your mental defense roll by activating this ability
per day and it may be activated by burning d3 saga points and
before your defense roll is made. This psionic burst of energy can be
rolling percentile (d100). This result of the percentile dice is the
learned by anyone that can possess psionic powers and can even be
percentage of mana or chi you will actually spend out of the entire
used to throw a d6 to an ally who is right next to your character. This
drain. For example; if a ritual takes 75 mana to use it, you roll a 2
psionic shield may be activated once per combat, per rating. If you
on a d3, burning 2 SPs to activate the ability, and roll a 36% on the
are giving the bonus to yourself and an ally during an attack at both
percentile. You only have to spend 36% of that 75 mana thanks to
of you, this will count as once per combat but will cost you 2 saga
your prana ritual. The fast and easy equation would be 75 x .36 =
points to gain the d6 for yourself and your ally. MR: 3
27. Thus, you want to roll low on the activation d3 to burn your saga points during the ritual and you also want to roll low on the percentile. If you do not have a d3 roll a d6 (1-2: 1, 3-4: 2, 5-6: 3). Psi Armor* (power 5): the caster can use this ability to gain an additional 10 fortitude to soak any mental damage. The caster must use 1 magical action and drain 10 mana points. This rite lasts for about 30 minutes and may be used once per combat. At max rating the character may gain 20 fortitude for 20 mana drain. MR: 2 Psion Aegis (power 6): this ability is the critical defender of mental attacks on a roll of a natural 19. This allows you to critically defend even a natural 20 as long as your modifiers are equal to or greater than the attacker’s target number to hit. A natural roll of 19 however does not allow you to gain an instant attack back at the enemy as a natural 20 to defend would. Psion Aegis Master (power 10): this ability is the critical defender of mental attacks on a roll of a natural 18 or 19. This allows you to critically defend even a natural 20 as long as your modifiers are equal to or greater than the attacker’s target number to hit. A natural roll
Quick Bolt (power 1): this ability allows a crossbowman to quickly
of 18 or 19 however does not allow you to gain an instant attack back
grab a bolt and load it into the mechanism by taking 1 action from the
at the enemy as a natural 20 to defend would.
task. Since loading many types of crossbows takes 2 or more upkeep, shooting actions this ability will help once per combat, per rating. If
Psionic Defender* (power 7): Any allies that are within 1.5” inches
you possess rating 3 in this ability you may use it up to 3 times per
of the caster gain an additional +1 to their mental defense rolls per
combat to take away a single shooting action from the process. MR: 3
rating if they stand within the area of effect. This only works against mental attacks. MR: 3
Quick Dodge (power 4): the character may burn 1 saved saga point in order to re-roll their defense roll. The character can do this once per combat. This can be used for any defense roll, even mental.
151
Chap te r I V Rage of God (power 11): you may burn 1 spiritual influence to add d20
marks, and other curses that are permanent. For every day the curse
damage to any unarmed, melee, or shooting attack, even after you
has lasted over the character’s body attribute, raise the target #. This
have rolled the rest of your damage. This cannot be used for magic
may only be tried once per creature, so time is of the essence as well
attacks, if you are interested in that ability look up word of god. This
as the material components are necessary to enact the long ritual and
divine ability may only be used once per combat.
make the connection.
Random Lore (power 4): the character takes a great interest in
Repair (power 1): this ability may be used to help repair anything that
learning from others and listening to tales or reading what they
has broken. From a wagon wheel, to a broken sword it can be used by
can when they can. Those with this ability have picked up enough
any character that is attempting to fix something after its durability
seemingly useless information in their head to gain a random
has run dry. The repair ability costs 1 SP to add a d6 to the result
chance of using it. At rating 1 the character is given a 25% chance of
even after the check has failed. For every rating in this ability you
knowing something valuable about local legends and lore that they
may raise the die up one rank. D6, d8, d10, d12. MR: 4
are searching for. For instance the party is searching for the remains of the old priest Catvius. The player calls random lore and rolls a 15%
Resist Elements (power 13): this ability allows the character to gain
on his dice. The character recalls that back in those days the people
a resistance to all elemental effects by 10 points per rating. At max
of this land would bury their priests in the highest elevated areas
rating you will resist 100 from all elemental damage. MR: 10
of the cemetery to put them closer to the heavens. Random bits of information such as this can be picked up at times while using this
Retrain (power 6): a character with this ability can count up all of
ability. At rating 2 the player gains a 50% chance of knowing some
their talents that they wish to re-roll. They erase these talents and
random lore. MR: 2
roll new ones in their place. This ability is unique in the way that you only use it once and it cannot be countered.
Redemption (power 7): each time you spend saga on gaining max hit points you get 2 HP for every 1 saga point from this point onward.
Rune Builder*** (power 5): this ability may only be taken by the enchanter character class. This ability advances the enchanter in their
Regenerate Chi (power 12): you naturally regenerate chi at a rate of
ability to make stronger empowered items. This ability allows the
d20 x rating per day. MR: 5
enchanter to make items with a 4th rune in them. The target number to add this rune is 20, and if it fails there is a roll on the
Regenerate Life (power 12): you naturally regenerate hit points at a
enchanter’s fumble table. Look to the magic section under
rate of d20 x rating per day. MR: 5
enchantments for more information. At rating 2 in this ability you may attempt to re-roll a failed check for attempting the 4th rune, by
Regenerate Mana (power 12): you naturally regenerate mana at a rate
spending 2 saga points to avoid the enchantment fumble table. MR: 2
of d20 x rating per day. MR: 5 Rune Artifice*** (power 8): this class specific ability is for the Rehabilitate (power 8): with this ability you may take away an
enchanter character class only. This ability allows the character
unwanted ability and trade it with one of like or lesser power. You
to craft the 6th slot into items and empowers items with the 6th
may do this once when this ability is taken and once for every rating.
rune also known as grand items or the power of the hexad rune.
MR: 10
This item has a target number of 30 to create and to fail is a roll on the enchantment fumble table. At rating 2 the ability allows the
Remove Curse* (power 6): this ability takes 2d12 hours to perform.
enchanter to re-roll a failed skill check for any empowered item they
The caster must make a willpower check target # 15, or resisted by the
are working on with 6 runes. They may burn 2 SPs and re-roll the
willpower check of the one who enacted the curse. Then they must
failed check only once. MR: 2
take a drain of 2d4 x 10 to their mana, whether the check was made or not. The caster must also possess something of the creature that enacted the curse. Such as the heart of the tainted being, or its ash. This ability will negate the effects of lycanthropy, vampirism, demon
152
C las s e s & Abil itie s Rune Lord*** (power 10): this ability is class specific to the enchanter
skilled enchanter to accomplish this task. The target number to reach
character class alone. This ability allows the enchanter an attempt to
this creation of the 7th slot and implanting the power of the 7th rune
create empowered magical items that contain the 8th rune, the octad,
is 35. A failed roll results in a roll on the enchanter’s fumble table. At
or archrune of power. This takes a completely powerful and skilled
rating 2 the ability allows the enchanter to re-roll a failed skill check
enchanter to accomplish this task. The target number to reach this
for any empowered item they are working on with 7 runes. They may
creation of the 8th slot and implanting the power of the 8th rune is
burn 2 SPs and re-roll the failed check only once. MR: 2
40. A failed roll results in a roll on the enchanter’s fumble table. At rating 2 the ability allows the enchanter to re-roll a failed skill check for any empowered item they are working on with 8 runes. They may burn 2 SPs and re-roll the failed check only once. MR: 2 Rune Master*** (power 7) this class specific ability is for the enchanter only. This ability allows the enchanter to craft a 5th socket into an item, weapon, or armor. It also allows the enchanter to place a 5th rune into the item and empower it with great magic. This 5th rune allows the enchanter to create master items with the power of the pentad rune. This target number is 25 to craft this 5th rune into the item, if this is failed roll on the enchanter’s fumble table. At rating 2 in this ability, the rune master may re-roll a failed enchantment attempt for any empowering attempt of 5 runes or less by burning 2 saga points to re-roll their entire skill check only once. MR: 2 Rune of Unique Power*** (power 11) this class ability for the enchanter class only. This ability is for enchanters that have reached 70th level. Those mighty enough to reach this power can
Salvage (power 8): this ability allows the character to salvage items
create unique items with the 9th slot into an item. The 9th rune, the
from ruins or lairs that are actually worth some good coin by
ennead or unique power must be crafted with a target number of 45.
ransacking and pilfering through the remains of the most valuable
Those who fail will roll on the enchanter’s fumble table. At rating 2
items. Even if they possess the looting skill and other abilities of the
the ability allows the enchanter to re-roll a failed skill check for any
sort they may add salvage to the result. At rating 1 they will gain a
unique empowered item they are working on with 9 runes. They may
d6 x 20 gold. For every rating in this ability they may raise the die
burn 2 SPs and re-roll the failed check only once. MR: 2
up one rank and the power effect will raise another x 20 per rating. Thus at rating 2 it moves to d8 x 40. This must be listed as salvage
Rune Shaper*** (power 4): this ability may only be taken by the
and to actually gain the gold from it it must be taken back to a town
enchanter character class. This ability allows the creation of more
or merchant for trade. D6, d8, d10, d12, d20. MR: 5
powerful runes and the enchanter can now add a 3rd rune into an item and create “high” weapons, armor, and items. The target
Second Chance (power 4): the character must burn 1 spiritual influ-
number for this to be successful is 15 to add the 3rd slot and the rune
ence point in order to gain 1 more chance for a body save. This divine
into its place. If this is failed you must roll on the enchanter’s fumble
ability allows a re-roll for any body save. This ability is once per day.
table. At rating 2 in this ability you may re-roll a failed attempt by spending 2 saga points. This may only be used once. MR: 2
Seraphic Knight** (power 10): a priest that serves under one of the gods of light has the ability to construct a powerful guardian of their
Rune Supremacy*** (power 9): this ability is class specific to the
place of worship. The player and GM may decide on the outcome of
enchanter character class alone. This ability allows the enchanter
the servant as to what the player might want to design for this golem
an attempt to create empowered items that contain the 7th rune,
like construct. At max rating up to 6 may be made at 1, 000 x rating
the heptad, or supreme power. This takes a completely powerful and
in hit points. This ability takes a d6 days to complete one guardian.
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Chap te r I V The caster may actually use one of these beings as a sentry to guard
2, they may add +10 to their stealth and concealment. There must be
a specific location. They may be set to guard your abode or in a loca-
shadows around in order for this ability to be used of course. MR: 2
tion of your choice but they do not travel. These beings need a soul for the creation to come to life. The character may use the trapped
Shadow Ward (power 7): this ability allows a character to create a
soul of a demon in order to purify and reshape it to do good. The
ward upon a door, wall, or even a tattoo on their body so that djinn
GM and the player may create this knight together yet the character
cannot sense or scrye upon the character using magic. As long as
is responsible for giving the knight armor and weapons. MR: 6
that symbol is there the djinn and spirits of shadow must defeat a target number of the maker’s willpower roll +10 (per rating). The
Sever Emotions (power 7): this character can now sever their
symbol grants this high resistance to scrying eyes from the denizens
emotions when necessary so that they do not feel fear, hatred, love,
of the Shadow Plane as well.. MR: 3
despair, or any emotion that will cause a dangerous effect to take place that might cause the character to be manipulated by those very reactions. By burning 1 SP you may simply roll a d6 to degrade the target number that is necessary to keep your emotions from getting the best of you. This ability may be activated before your resisted check is made so you may lower the target number you will need. For every rating you may raise the die up one rank; d6, d8, d10, d12. MR: 4 Scribe (power 1): for every page that the actual player writes about their party or character’s adventures, they gain +5 to their reputation points per rating. Allies gain +2 reputation points at rating 1 and +5 reputation at rating 2 if they are mentioned by the scribe in her or his work. It is up to the GM to determine if what is written is a page
Shady Associates (power 3): the character must spend a d4 hours
or close to 250 words. This ability is given under the GM’s discre-
mingling with others in the marketplace, taverns, or places of ill
tion and may be altered as the GM sees fit to award the player. This
repute in order to establish themselves within a circuit. After the
ability is for those players who love to write down the stories of their
d4 is rolled the character makes a charisma attribute check in
adventures, which is always a great thing for a player to do. MR: 2
order to gain shady associates within a city. The target number is usually around 8 base, but should be altered if necessary. Having shady
Scroll Craft* (power 1): the ability to create magical scrolls is useful
associates within a city will allow you to find out information you
when you wish to sell them or conserve mana during a combat by
might be seeking or to locate items on the black market for sale
using scrolls. Make a writing skill check, the target number for this
that cannot normally be found with a regular availability roll. You
skill check is equal to the level of the spell being written, yet no
may call upon the shady associates in a city once they have been
lower than 3. Therefore initiate and advocate spells would all have a
established, once a day. It allows you to gain a 30% chance that you
target number 3 to write them. A 6th level robe spell would have a
may gain the information you were seeking, or locate a specific item
target number 6 to create. You may write one scroll every two hours
for sale that was not available in the marketplace. At rating 2 your %
and must take the mana drain for doing so. For every rating in this
chance becomes 40%, at rating 3 you gain 50%. MR: 3
ability you may add +2 to the roll of your writing skill check for making a scroll. You must have materials such as mystic ink, quill,
Shield Bash (power 2): the character that uses a shield may use this
parchment, and mana. MR: 5
ability to add an additional x2 power damage per rating when they attack an enemy with their shield. They burn 1 SP before damage is
Shadow Walk (power 5): the character can move into a shadow and
rolled to activate shield bash. Therefore at rating 2 the character may
appear from another one as long as it is within their movement.
burn 1 SP to add x4 to the power damage of the shield bash. MR: 2
While in shadow walk, the character gains +5 levels to their stealth and concealment skill checks by burning 1 SP. This does not allow
Shield Master (power 5): those that use a shield may use a defense
them to teleport it only appears as though they have. At max rating
roll of 19 as a critical defense roll, a roll that will stand up even
154
C las s e s & Abil itie s against an enemy’s natural 20 to hit as long as you possess a shield.
awarded. These enemies must be 20th level or higher and you must
You can use this improved critical shield defense to add your defense
collect them, brandish them, place them on pikes, hang them from a
modifiers up to see if they can match or beat the enemy roll. If you
net, in some manner show them off as a trophy of war.
are able to defend a natural 20 because you rolled a natural 19 then the shield will take damage even if your defense modifications are
Soul Shatter (power 11): those who possess this ability must activate
higher, because you have been saved only due to your shield master
it by spending 2 open actions before attacking. They call upon this
ability. The damage is dealt to your shield yet it is not critical, be-
power and then attempt the killing blow on an enemy. An enemy of
cause you rolled a critical defense as well. The shield master ability
at least 20th level that is killed during your soul shatter will be taken
will only defend physical attacks, it is useless against mental attacks.
in by you, granting you 1 HP to your max. Stronger souls will grant you d6 per kill to your max hit points. Each rating in this ability will
Shield Push (power 5): the character that uses a shield can push an
raise the die up one rank; d6, d8, d10, d12, and d20. At rating 5 you
enemy back 1d4 inches by simply using 1 movement, 1 melee action,
gain a d20 to your max hit points each time you shatter a soul. These
and a strength check. The enemy may resist with a strength check
soul fragments are released once you are killed. MR: 5
and if they succeed they stop the shield hammer from moving, if they fail they are pushed back a d4 inches and must make a dexterity
Spell Books* (power 9): this ability allows your character to craft
check versus the same target number or fall to the ground. This abil-
spell books with magical text as long as they possess the skill read
ity may be used once per round.
and write at 3rd tier. The caster must also know the spell of course that they wish to write the book about. It normally takes about a
Shout Orders (power 7): this ability allows the character to double
month of writing to finish a spell book. You may deduct days from
the range of abilities like tactics where the range is limited to the
the writing time after making a writing skill check and deducting
character’s charisma attribute. If the character must shout or commu-
days from the spell equal to what was rolled. These spell books may
nicate information to an ally that is farther away than the character’s
be sold to local libraries, traded to mages, or given as gifts.
charisma attribute in inches (chr x 5’ feet without miniatures), this ability will help to double the range. At rating 2 the character may
Spell Master* (power 4): spend 1 frenzy to re-roll a spell casting. This
triple the range. MR: 3
is called after the d20 roll has been made, or even after the defense is rolled. The enemy may choose to keep their roll or choose to roll
Show Off (power 8): anytime you wish to spend an action to attempt
again. The defender must state this before the attacker reports their
to show off, you may gain instant saga points for doing so during
new roll. This ability may only be used once per combat.
combat. During your actions you may attempt a dexterity or acrobatics check with a target # 25. If you land this target number while you
Spider Climb (power 3): when climbing any surface, the character
are attacking an enemy you will be granted +1 SP during your turn.
may spend 1 point of frenzy in order to gain +5 levels to their climbing skill or their dexterity attribute check if they do not possess the
Sixth Sense (power 8): at anytime the character fails a perception
skill climbing. At rating 2 the character will gain +10 lvls with only
check when there is danger about the GM may allow the player to
one frenzy burned. This must be activated before the skill roll. MR: 2
use their sixth sense after they ask to do so. To activate the sixth sense burn 1 saved saga point adding a d10 to your perception check.
Spirit Bond* (power 3): this ability allows the player to create a bind
This also grants a +1 to the roll of the check per rating in this abil-
spell within the conjuring circle by using bind runes and during the
ity. This ability can also work during camp when the character is
spirit’s resisted willpower roll versus the conjuring skill check the
sleeping and something bad is creeping up. MR: 5
spirit will become bound and may give the conjurer it’s name for future calling. They may then summon that same spirit at another time
Skill Pool (power 7): spend 1 saga point to add a d6 to any skill check.
or befriend the spirit, whether they are a spirit of nature or the dead.
This may be used once per situation. This must be activated before
The caster must also possess an offering for this spirit in order to
the roll. Rating 1: d6, rating 2: d8, rating 3: d10, rating 4: d12. MR: 4
use the spirit bond ability. Offerings are different for all spirits. The
Skull Collector (power 9): for every skull that you claim as your own
GM may help the caster to know what they will need for the offering
kill, you gain an additional saga point added to your total when
by reading about conjuring in the magic chapter. For every rating in
155
Chap te r I V this ability, that is how many spirits you will be able to bond with.
are pulled to the target area after the summoner suffers the drain
This ability may force the bond if necessary. The conjurer must also
from this ritual. The summoner must possess a piece of a being to
craft a totem that will link the spirit to it for future conjuring. The
call a specific one, such as hair, a claw, bone, or ash. If they have
totem can be made with an art skill check or a perception attribute
no material component, it will be random who is summoned.. Hit
roll during the conjuring ritual. MR: 6
points can be rolled and added to the base HP, their + to hit is for their primary attack and + to defend follows. Their damage is listed
Spirit Call* (power 5): this ability allows a caster to speak with a
for their unarmed damage. As most of these creatures use weapons
known spirit through a cross-dimensional mind link. The caster
the GM may allow them to appear with basic, shoddy weapons. Their
must already have a bond with the spirit for this to work. It may
movement is listed with their maximum in parenthesis. Remember
be used once per night while in deep meditation or within the
that flying creatures can move x3 their normal movement. The T is
caster’s dream state. This may be used for rounds equal to the caster’s
for toughness and the GM may allow the creature to wear armor if
willpower attribute, before the mind link is severed.
it is in fact one that would own it. Most of these creatures possess 2 action points and may spend 2 points of frenzy unless the GM grants
Spirit Shield (power 5): when a demon attempts to possess the
them more. The GM may alter these stats as they feel they should
character, you can burn 1 spiritual influence point. This spiritual
be altered these are just a base to follow and they do not contain
shield will add an additional +1 to defend from the possession. This
information on the special abilities of these creatures or talents.
is used after the defense roll fails by 1 point. This is a divine ability.
These creatures also possess different stats as they level, so a
At max rating you may burn 3 spiritual influences to gain up to a +3
higher level beast will of course have better stats in some areas. If an
to defend a possession attempt. MR: 3
asterisk is listed this means that there is a special type of attack such as poison or mental damage involved.
Stand Strong (power 4): this ability may be used once per combat; the character burns 1 SP to remain standing after being struck for an
Percent Creature
HP
Move
T
amount of damage over your body attribute.
01-09
Goblin: 2d6
20 +d10 +0/ +0 d6
3 (6)
1
+ H/D
Dmg
10-18
Cave Imp: 2d8
20 +d6 +0/ +1
d8
3 (9)
0
Struggle (power 2): this ability is used in order to add an additional
19-24
Gargoyle: 1
60 +d20 +2/ +1
2d6+2
4 (12)
6
die to a strength check. The character must burn 1 saga point in order
25-37
Dread Rats
12 +d10 +0/ +0
d6+1
5 (10)
0
to gain a d6 to their roll. This may be used once per strength check.
38-44
Ogre: d4
30 +d10 +1/ +0
d8+d6+6 2 (4)
4
It may even be used after a roll is failed. (Rating 1: d6, rating 2: d8,
45-57
Hags: d6
30 +d6
2d6+2
4 (8)
3
rating 3: d10, rating 4: d12, rating 5: d20) MR: 5
58-66
Tyrant Spider: d8 30 +d10 +1/ +1
2d8+2*
6 (12)
3
+1/ +1
67-75
Gremlyn: 4d6
20
d6
3 (6)
0
Summon Creatures*** (power 5): this is a class specific ability that
76-85
Umberlax: d4
60 +d12 +2/ +2
2d12*
5 (10)
5
may only be used by the summoner character class. The caster must
86-94
Trog: d4
30 +d8
d6
4 (8)
1
possess the conjuring skill. They will make a skill check with a base
95-99
GM Creates
?
target # 6. After that the caster takes 4d12 mana drain, roll a % to see
100
d20+8
5 (10)
6
what creatures have been summoned. These summoned beings will act at the beginning of the caster’s following turn, after going through 1 round of summoning disorientation. They enter play already under the mental control of the summoner and will obey the character’s every command. The creatures will vanish back to their plane of origin in 1 minute per level if not slain. Most of these beings are denizens from the Primordial Plane so if they are killed they are slain from this world permanently. This ability takes 4 magical actions to complete this particular summoning ritual. This may only be used once every 5 days. You may refer to the basic stats found here. During the summoning the quantity is rolled to see how many
156
Giant: 1
0/ 0 +1/ +1
80 +d20 +3/ +0
C las s e s & Abil itie s Summon Creatures II** (power 7): this is a class specific ability that
start the combat with 6 actions and 2 frenzy to burn each round. The
may only be used by the summoner character class and after the
GM may of course alter this as they see fit.
first summon creatures is unlocked. The caster must possess the
d100
conjuring skill. They will make a skill check with a base target # 12.
01-09 Chimera
5,000+d10x100 +6/+4 2d20+d12+12 * 8(16)
10
After that the caster takes 4d12x2 mana drain, roll a % to see what
10-18 Wyvern
2,500+d10x100 +5/+3 d20+d12+8* 7(21)
10
creatures have been summoned as well as a d6 to see how many.
19-24 Gargoyle
Unless you roll 100%, only 1 young gundertot will be called. These
25-37 Giant
summoned beings will act at the beginning of the caster’s following turn, after going through 1 round of summoning disorientation. They enter play already under the mental control of the summoner and
58-66 Corpse Eater 1,000+d10x100 +4/+4
will obey the character’s every command. The creatures will vanish
67-75 Gorgon
back to their plane of origin in 1 minute per level if not slain. This
76-85 Fairies
ability takes 4 magical actions to complete this summoning ritual.
86-94 Gundertot
This may only be used once every week. These creatures usually
95-99 GM Creates
possess 4 actions and may burn 2 frenzy per round unless the GM
100
wishes to alter the stats of the beasts.
* These creatures possess special attacks such as the lethal poison of
Percent Creature
HP
+ H/D
01-09
Basilisk
10-18
Dire Wolves 100 + d6x100 +2/+2
19-24
Were Rats
200 + % +3/+3
25-37
Trolls
200 + % +3/+3
38-44
Raptors
200 + % +3/+3
45-57
Harpy
200 + % +3/ +3
58-66
Hobgoblins
67-75
Tormentors
76-85 86-94 95-99 100
500+d6x100 +2/+2
Move
HP
1,000+d10x100
+ H/D
Move T
3d6+6
6(18)
10
1,000+d10x100 +4/+3
2d8+12
5(10)
8
38-44 Griffon
1,000+d10x100 +4/+3
2d12+10
8(24)
8
45-57 Manticore
5,000+d10x100 +6/+5 2d20+2d6+10* 9(27)
Dragon
+4/+4
Dmg
10
d12+d10+8
8(24)
8
2d8+6*
6(12)
6
200 +d6x100 +4/+6
d12-1*
6(18)
5
5,000 + d10x100 +6/+4
2d20+20
6(12)
20
1,000 +d8x100 +4/+3
? 12,K+d10x1,K
+8/+6 3d20+d12+20* 9(27) 20
T
the manticore and wyvern. The gorgon uses attack vision to turn to
2d12+5* 5(10)
8
stone. The fire breathing power of the chimera, and the all magical
2d10+4
6(12)
4
powers of the fairies.
d12+d6+6 6(12)
5
2d6+6
4(8)
4
Summon Divine Being*** (power 13): this ability is class specific to
2d10+5
6(12)
6
the summoner class only and is activated by using the conjuring
d12+d6+3 5(15)
4
skill. They will make a skill check with a target # 50. If successful,
4(8)
4
spend d6 spiritual influence and take 4d20 x 100 mana drain. You
200 + d6x100 +4/+3 d20+d6+6* 5(15)
5
summon 1 divine being to help you against your enemies. This takes
Minotaur
200 + d4x100 +3/+3
2d12+8
5(10)
8
8 magic actions to use, and it may be used once every 6 months.
Naga
200 + d4x100 +3/+3
2d10+5
6(12)
5
Rating 1: angel, immortal lord, dark angel, rating 2: archangel, reaper,
GM Creates Gundertot
100 + % +3/+2
Dmg
Creature
2d6+3
? 2,000+d10x100 +5/+3
devil, rating 3: devilslayer, death lord, godslayer. This divine being 2d20+12 6(12)
20
will stay around for d6 hours only before returning to its own realm,
* These creatures possess special attacks such as attack vision, the
unless of course it is destroyed. MR: 3
basilisk can petrify with its eyes for 3 actions once every 4 rounds. The tormentor can mental attack an enemy with its eyes and cause
Summon Legendary Being*** (power 11): this ability is class specific
-d4 will, temporary insanity, and mental afflictions for 3 actions.
to the summoner class only. They will make a conjuring skill check with a target # 30. The summoner may attempt to call one of the
Summon Creatures III** (power 10): this is a class specific ability that
beasts on the following list specifically or the GM may force them
may only be used by the summoner character class and after the
to roll randomly. Take a drain of 2d6 x 100 mana. They will fight to
first two summon creatures abilities are unlocked. The caster must
the death for you for 1 minute per level of the caster or until they
possess the conjuring skill. They will make a skill check with a base
are killed. When they are killed they will vanish back to their plane
target # 18. After that the caster takes 4d12x3 mana drain, roll a % to
of existence, or they die if they were denizens of the realm where
see what creatures have been summoned. You may only summon 1
you summoned them. This may be used only once every d4 months.
of these beings unless fairies is rolled in which case roll a d6. Most
Legendary creatures are beings that possess a massive amount of
of these beings are denizens from the Primordial Plane so if they are
power. These beings that have a minimum of 20,000 Hit Points, +9 to
killed they are slain from this world permanently. This ability takes
hit, +7 to defend, toughness of 20, and varying damage and types of
4 magical actions to complete this particular summoning ritual. This
attacks that will grant you a plethora of tactical advantages. These are
may only be used once every 10 days or 1 week. These beings may all
formidable allies and you must possess a piece of one to summon it.
157
Chap te r I V d100 %
Legendary Being
for this golem like construct. At max rating up to 6 may be made at
01-09
Chimera
10-18
Dragon
one guardian, working on it by yourself. The caster may actually use
19-24
Bog Wyrm
one of these beings as a sentry to guard a specific location. They may
25-37
Frost Wyrm
be set to guard your abode or in a location of your choice but they
38-44
Storm Dragon
do not travel. These beings need a soul during its creation for the
45-57
Hydra
guardian to come to life. The character may use the trapped souls of
58-66
Gundertot
5, 000 x rating in hit points. This ability takes a d6 weeks to complete
demons, djinn, even angels in order to purify and reshape it to do its
67-75 Behemoth
service for them and their god. The GM and the player may create
76-85 Titan
this temple guardian and the rest of its stats together. It may be given
86-94
Leviathan
a weapon, armor, or the character’s available gear. It is the creator’s
95-99
GM Creates
responsibility to arm the being. MR: 6
100
Void Terror Tend Wounds (power 1): this ability allows the character to add d6 to
Tactics (power 4): the character may call out tactics to their allies as
hit points that are gained by tending to the wounds of a character.
long as they are within hearing range or the charisma attribute of
You may use this ability in one of two ways. You may burn 1 point
the character and within LOS of their ally that is calling tactics. The
of frenzy in order to gain a d6 to your healing skill check before you
character spends 1 or 2 open actions doing so, therefore giving all
roll the skill check or you may burn 1 SP to gain the d6 after a roll
comrades a +1 or +2 to attack and defend for 1 full round depending
is made. For every rating in this ability the character gains another
upon the actions they wish to sacrifice for the bonus. Tactics may
d6, so at rating 3 you may add 3d6 to your healing skill check. MR: 3
only be called for 2 actions per group. If 2 allies possess the ability tactics, 1 may call it for 1 action while the other uses 1 action to call it
Theistic Aid (power 13): you may use this divine ability to add a +1 to
as well. It must be used every round to keep the bonus going.
your Body Save die roll so that if you are one point away from making your body save, you got it! This costs 1 spiritual influence point
Tank (power 2): the character can use this ability to soak damage
after it saves you. It may be used anytime you need it.
from any type of attack. The tank at first rating is only able to soak 25 dmg per rating. At rating 8 the tank can soak 200 dmg. The tank
Totem Builder*** (power 10): if a character has a strong bond with
chooses what attack they wish to tank after being hit by their enemy.
an animal or beast from an alternate plane, a shaman can carve a
To activate this ability you must burn 1 saga point, and it may only be
totem that will link with the spirit during this six hour ritual. Only
used once per combat. MR: 8
shamans perform this ritual. There is no mana drain taken from the character during the totem craft yet they may only craft one per
Taunt (power 3): this ability allows a character to call out a challenge
rating in this ability. The target number is made with a conjuring
to a single enemy on the beginning of the enemy turn. The challenge
skill check versus the level of the spirit as the target number. Three
must allow for the enemy to have movement to get to the challenger
drops of the character’s blood must be placed upon the totem for the
or be able to attack the challenger for this ability to work. With a
character and the spirit to be linked through the totem. The totem
charisma check versus the target’s willpower check the challenger
is placed within the center of a magical circle during this ritual and
may taunt the enemy into attacking him or her this round. If they
once it is a success the link between the two planes is made. The
fail their check they must attack the challenger until he or she is at
owner of the totem may call the spirit for 2 actions by whispering
least knocked down. At max rating you may challenge up to the four
the spirit’s name and the beast will manifest in place of the totem.
enemies to attack you. This may be used once per combat. MR: 4
The beast can remain in this world for hours equal to the rating of the shaman’s ability. The rating of this ability also adds +2 levels to
Temple Guardian*** (power 10): a priest that serves under one of
the conjuring skill check when crafting this totem. The rating of this
the gods of shadow has the ability to construct a powerful guardian
ability is also multiplied by 2 which is a gift of toughness that is
of their place of worship. The player and GM may decide on the
shared between the beast spirit and the owner of the totem. MR: 3
outcome of the servant as to what the player might want to design
158
C las s e s & Abil itie s Trample (power 3): this character is able to charge over smaller
to even have a chance to defend. The x2 is multiplied at the end of
creatures during their movement phase if they fail to move out of
the damage equation as critical damage.
the way of a resisted dexterity check. If the trampling character is mounted they may even use their riding skill versus the enemy’s
Ultimatum (power 2): during combat you may choose to hold your
dexterity. It doesn’t work on creatures larger than them. The charge
frenzy instead of attacking, to place a weapon toward your enemy
must be during running movement thus the second half of movement
and offer them a chance to surrender. You may use your charisma
and is activated by spending 1 frenzy. It does not cost any actions to
for 2 open actions in order to talk them out of fighting. The GM
attempt and may be attempted once per round. Damage is unarmed +
may allow a resisted willpower check for the enemy if they deem
strength damage modifier of the mount or the character that is doing
the situation requires one. If the ultimatum is accepted the target
the trampling. They are also granted x1 power damage per rating in
may drop his or her weapon, if not the two must make a dexterity
this ability. They may trample a max of three enemies per rating in
check on the enemy’s turn, if the enemy wins the frenzy are lost and
a straight line. MR: 4
battle resumes as normal. If the enemy fails the dexterity check the character offering the ultimatum gets to unleash their 2 frenzy upon
Transcendence (power 11): this ability will allow the character to burn
the target in the middle of the enemy’s turn. The initiative is not
2d6 spiritual influence points in order to gain a chance to re-roll a
altered during this ability as it would be when holding actions. This
spiritual influence check that has failed. This check will be made
may be attempted once per combat, per rating. MR: 2
after the drain is seized. This may be used only once per week. Unburden (power 9): this ability adds 25 lbs per rating to the Trap Master (power 5): this ability allows a character to add +1 to
weight allowance. This added weight allowance grants the character
their traps skill roll per rating, when creating a trap or defeating
less of a chance of becoming encumbered once they reach 75% of
one.. It will also add x1 power damage per rating to the trap that is
their max carry weight. MR: 4
designed. At max level the character gains +10 to the traps skill and x 10 damage to the trap by spending 1 frenzy point before the skill
Vengeance (power 9): anytime you are taken down past 0 hit points
check is made. MR: 10
by an enemy you may spend d10 saga points in order to gain 2 instant attacks (rage attack) at the enemy before you drop. Hope they
Treachery (power 11): this ability will overpower death sense
don’t have a counter left for you; that would suck! If you roll over the
and sense danger for the user must be thought of as an ally. The
amount of saga points that you have left, then you still drain the saga
attacker must spend a spiritual influence point. You must roll stealth
points but fall unconscious before you can claim vengeance. This
and concealment to attack the false ally, but the enemy must resist
ability may only be used once per combat and hopefully you do not
with their perception roll. You cannot use shadow walk or invisibility
have to use it more than that.
while using treachery. It will allow you to use cutthroat or sniper. If these are countered, the damage is still multiplied as normal. This is
Venom (power 3): this ability allows the character to add a d20
a divine ability that calls upon spirits of treachery to overcome the
additional damage to any poison they might be using. As poison
alertness of a target. For every rating in this ability you may add that
works to inflict damage per round to a victim, this makes venom a
as power damage. MR: 10
very dangerous tactic. The character must spend 1 point of frenzy while poisoning a blade or projectile tip to activate. This d20 lasts for
Trick Ride (power 2): whether you are on horseback, riding a kirin, a
the remaining of time the individual poison does, when the poison is
drake, or dragon riding, you may activate this ability to add +2 levels
finished so is the duration of this ability. MR: 1
to your riding skill per rating. It must be activated by burning 1 point Vision Quest*** (power 6): the shaman must partake of a narcotic,
of frenzy before your skill check is made. MR: 3
hallucinogen, the lotus is taken orally after the shaman prepares it. True Aim (power 5): only in projectile or shooting combat will this
The shaman first makes a medicine skill check to prepare the narcot-
ability work. Any natural roll of 19 becomes a critical hit and will
ic at a target # 4. If the shaman does not possess a narcotic it will take
deal x2 critical damage. Natural rolls of 19 may still be defended as
much longer to use this ability. They will have to refrain from food or
normal though. Unlike a natural 20, which you must roll a natural 20
drink for 4 days, attempting to stay awake so that they may reach a
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Chap te r I V level where they will begin to naturally hallucinate. Once in this state
Weaken (power 12): spend 1 SP after hitting an enemy with a
the shaman may begin the incantation to invoke the vision quest.
combo attack for all actions and call weaken. Do this before damage
The shaman may allow another to partake of the vision quest by
is rolled, and it shall temporarily degrade a certain physical attribute
giving them the sacred narcotic and including them in the rite.
of your choice by d6 (strength, body, dexterity, or perception). This
The shaman may also send others on a vision quest by us-
curse may be removed or the victim may make a body save if they
ing this ability and offering guidance while interpreting the vision
survive the combat, else it lasts for as many days as the level of the
after their quest is complete. A vision quest may be used for dif-
character that used the curse. For each rating in this ability you may
ferent purposes such as divining one’s purpose or direction in life.
raise the weakening die up one rank, from d6 to d12. MR: 4
They may use the quest to discover their spirit animal, or to find out information that they are seeking that will be given to them from
Weapon Bond (power 3): the character is allowed to link special-
beyond this plane. The person that takes the vision quest must do so
ization modifiers from one weapon to another, thus granting you
away from civilization. It is possible to find yourself in much danger.
two weapons that will gain the same bonus to hit. Remember not to
They must make a body attribute check target # 3 to stay conscious.
add bonuses from runes. This takes an hour to perform the bond. If
A fail will result in death over time if they are not found or helped. A
one weapon has a specialization already, you simply use the highest
willpower check target # 3 must be made as well so that the traveler
bonus. This may only be used for one other weapon, for instance to
does not lose their head and gain a random mental affliction from
make your sword and bow possess the same bonus to hit.
the narcotic or the fasting. If these two checks are made the GM can create a small “trippy” quest for the traveler(s) to partake upon.
Weapon Master (power 4): once per combat the character may spend
They will gain a base of 5 SP minimum even without an
1 frenzy in order to re-roll an unwanted attack roll. This ability is
encounter for they will come to meet their spirit animal which may
used after the character makes their roll and even after the defender
be determined by a random animal chosen by the GM. It is often this
rolls their d20 to defend. This ability is used for all combat excluding
animal spirit that is a major part of the quest which is not always a
spells. When attacking unarmed, melee, shooting weapon attacks;
peaceful meeting. At the end they will also be given a gift on the level
kicks, blades, bows, thrown alchemical weapons and black powder
advancement table. They are allowed to gain 1 free roll on the table
weapons. The defender can choose to re-roll their defense roll as
even if they do not level from the saga points that are given during
well, yet they must choose whether they wish to re-roll their defense
the vision quest. The GM may allow a character a vision quest only
roll before the attacker announces their new roll.
once. At rating 2 those who take the quest gain 10 SP base and 2 random rolls on the gift table for level advancement. MR: 2
Weave to Spirit* (power 9): a spell caster has the ability to weave items to their own spirit or to others. When an item is woven to you,
War Fire (power 3): any fire damage you deal may be given a boost
it goes with you to the spirit world when you die. You must spend a
to the cumulative damage that is taken each round when someone is
spiritual influence for each item that you want woven to you. Even if
on fire, not the original fire damage sustained, but the damage that
you are killed and the weapon flies from your hand lost in the field
is taken when they catch fire. For instance rating 1: d6, rating 2: d8,
of grass it will travel with you to the realm of the dead. These items
rating 3: d10, etc. as the skill dice table goes. MR: 4
are often placed upon your funeral pyre if given one. Even strangers are compelled to bury or burn a woven item with your body.
Wards* (power 3): the player makes an intelligence check, target number 4 (x # of wards on a single trap). This burns the mage’s
Whisper Walk (power 1): the character may burn 1 saga point in order
symbol into a wall, door, a book, or a passage. Then, the caster must
to gain an additional d6 to their stealth check. This may be used even
cast a spell into the ward. This creates a magical trap. The caster
after the player knows that they have failed the check. (Rating 1: d6,
utters a command word that will let only those who speak it
rating 2: d8, rating 3: d10, rating 4: d12) MR: 4
bypass the trap. If those who pass or touch the object do not speak this word, the spell releases at the traveler. Wards cannot be used to
Wood Strider (power 2): when in forests, swamps, and woodland
enchant items; this may only be used for harmful traps. You may
terrain, you gain +2 levels (per rating) to the result of your stealth
place as many wards on an item as your rating. MR: 3.
or concealment skill checks while within that woodland terrain. Characters without the skills stealth and concealment may add 2
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C las s e s & Abil itie s levels to their perception and dexterity ranks when trying to hide
place in which that item or object was taken from as long as the
or sneak in the forests. This ability costs nothing to activate. MR: 3
conduit was taken from an area within the ley line. The gate also takes a unit of mertacullum shaped into the apex piece of the magical
Word of God* (power 11): this ability allows a spell caster to burn 1
gate. This piece of magical metal is used up as a component of the
spiritual influence after they have rolled their damage to add a d20 to
gate’s power. When stepping through a world gate, roll a % check to
their spell effect. This ability may only be used once per day.
make it through alive without something very bad going wrong. At which point the gate may tear you into subatomic particles and scat-
Word of Honor (power 6): when assigned a quest or mission, you
ter them across the edge of the Void. Don’t roll a 100%! This ritual is
may choose to give your word of honor that you will not fail in any
powerful since it transports you to another part of the world. Most
of your duties. If you are successful in accomplishing the quest in
gates will have you dimension step into the same area just another
good parting, your character will gain an additional 5 saga points and
plane of existence. This will actually take you and others who jump
5 reputation points per rating. If failed, you lose 5 saga points and 5
through upon the wind of the lines, all the way across Koth. It is
reputation points. MR: 2
because of this power that you may only possess a certain number of connections equal to the rating of this ability and what are called
World Gate* (power 12): for 6 magical actions, a spell caster may
Winds. Each rating acts like a ticket to another kingdom. Only Four
open a world gate that will drain 2d6x100 mana. This gate may take
Winds are allowed at max rating. The gate takes 1 magical action to
you a great distance upon what are called the Ley Lines, which travel
close or it will close on its own in 4 rounds. MR: 4
through sub dimensional space, the span of the planet Koth. Therefore, you may go from the frozen northlands of Baleklade, to the
Zweihander (power 2): whenever you use a single, two handed
mystical mountains of Myen Wu. The caster must have something
weapon you get to add an additional d6 to the damage dice. For each
from the area in which they wish to travel to, whether it is a rock,
rating you may upgrade the die by one rank, yet at rating 5 you gain
pouch of dirt, or vial of water. The location chosen needs to hold
a d20 to add to your damage dice. (Rating 1: d6, rating 2: d8, rating 3:
a great deal of sacred energy. The gate will take you directly to the
d10, rating 4: d12, rating 5: d20) MR: 5
Chap te r I V
Chi Abilities
channel these energies into attacks or actions. Some abilities will allow you to channel them through specialized melee weapons as well. Thus allowing a monk or mu dai to add a chi ability to a staff
Chi abilities are only given to the monk or mu dai
attack, sword attack, etc. If the attack is labeled with the word strike,
character classes. Unless a character trains in the martial arts they
this is the indication that the chi ability can be combined into a
cannot unlock the ability to channel chi through their body into
melee attack, used in a kick, a punch, elbow, knee, headbutt, etc. You
attacks and chi abilities. Any class that gains martial arts will be able
must be specialized in a melee weapon in order to be able to channel
to gain the power known as chi strike. It is a fifth elemental power
chi strikes through it. When the chi ability is named with punch or
of spirit. Classes that are not mu dai or monk must then wait until
kick then it must be used in that manner.
they are a master of martial arts to gain an ability called chi mastery
in order to unlock the chi abilities in this book. This takes an avid
advantage. You know how much is within your chi pool by adding
The monk and the mu dai both start with the most basic
your Body + Willpower attributes. This shows you how much is in
of all chi abilities which is simply called the Chi Strike. This is the
your chi pool. If you use your Chi Strike ability you will drain a d6
first thing you learn when releasing chi from your body and into an
and the drain of chi abilities are used the moment you are attacking.
attack. The Chi Strike allows you to add an additional d6 to the
Thus you may roll your chi drain with your attack because you must
damage of your attack. This chi strike can be thrown into your kicks,
call the entire amount of chi abilities that you wish to use when you
punches, elbows, knees, throws, and even melee attacks as long as
attack to a maximum of 3 abilities at once. Example: “I jump up into
you are specialized in the melee weapon you are using. You also roll
the air and use Iron Foot, Flying Jump Kick, and Crushing Strike!”
a d6 for the chi drain. The chi drain is usually rolled at the same time
as your attack since you are throwing your chi abilities into your
level, they may choose to take a chi ability in place of a class ability.
until your skill level is high enough to unlock a 4th at Champion
That comes in handy if you don’t fancy any of the class abilities
in martial arts. This means once per turn you may throw in a 4th
for your level advancement. Monks or mu dai that multi-class do
chi ability, but only once per turn. Then once you reach a Master of
not gain this privilege. This is due to the fact that the monk has
martial arts you gain a 5th chi ability to use once per turn. Finally at
dedicated his or her entire training to the martial arts, as well as
the skill of Grand Master you may unlock the 6th chi ability.
being completely devout to the control of chi.
The monk and mu dai both gained the chi strike ability at
0 level so they start the game with the chi strike ability at 1st level of
Like character class abilities, chi abilities have ratings too.
You can read each chi ability to find out the details about increasing
course. The monk will gain a new chi ability every other level, thus
the chi ability rating and what that entails. You begin the chi strike
every even level that is increased. The mu dai only gains a new chi
as a d6, once you reach martial arts champion at +6 to hit you gain
ability every four levels, such as when they gain their free talents. On
a d8 on your chi strike and yet the drain to your chi pool remains a
the level advancement table you will know when to gain a chi ability
d6. If you reach a master of martial arts at +8 then you gain the +d10
for it will be labeled with an asterisk * next to the level when you
to the chi strike. Finally, a grand master in martial arts at +10 would
gain a free talent as well.
Monks or mu dai that do not choose to multi-class once
they reach 13th level gain a special privilege. Once they reach 13th
attack. You may only use up to three chi abilities at the same time
All characters possess chi in their bodies, yet only those
who learn the martial arts can unlock this flow and use it to their
amount of devotion to reach this point at a higher level.
These powers are learned by those who know how to
grant you a +d12 chi strike.
When it is time to gain a chi ability you may either choose
any one that you want or you may increase the rating of an already owned ability. You are not limited to a specific element alone. You can choose one chi ability from Air and then for the next ability choose one for Water if you wish to. If you do wish to stay within a specific element there is a bonus to staying within that element. Staying the same element or becoming a fire monk for instance, will raise all the ratings of the chi abilities in the fire sphere by 1 rating once they are all obtained.
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C las s e s & Abil itie s
AIR
Air Walk: you may run across trees, up walls, and over wa-
ter as long as your feet touch a surface between your max movement. Between each round there must be a surface to jump off of, it may very well seem as though you can fly but you are not flying, you are forming chi energy to run across as light as a feather. Drain 2d8 per round. At rating 1 you may add 1 at the end of your max movement while running and while air walking only. At rating 3 you
may add 3 at the end of your maximum movement while running and air walking only. MR: 3.
weapon. Yes, if an enemy has a weakness to electrical damage all of your damage will be considered x2 power damage. Drain: d10, at rat-
Storm Kata: by spending one unarmed action to use the
ing 2 the damage is +d8+2. At rating 3 the damage becomes a +d8+3
storm kata, you gain 1 point of electrical resistance for every 1 chi
electrical damage. MR: 5.
point drained (up to 20 resistance per rating). At rating 2 you gain 2 electrical resistance for every chi point spent. At rating 3 you gain
3 electrical resistance for every 1 chi point drained. This lasts for 4
attack 2 targets that are within your normal movement of one another (not running or max movement). This is used to launch a combo
Flurry of Force: only when using a combination of
attack of at least 3 or more attacks at the targets. Those who do not
unarmed or melee attacks may this ability be thrown into your
defend will suffer the same damage from the attacks. At rating 2 you
attacks to knockback an opponent as well as deal damage to them.
may target up to 3 enemies within normal movement of one another,
You must call the chi ability as you attack and spend the drain, but
and at rating 3 you may attack 4 targets within normal movement.
if you hit the enemy and deal damage you may also push the enemy
Drain: 2d12 x targets MR: 3
back a d4 inches (5’ to 20’ feet) Drain: d12. At rating 2 in this ability you will knock an enemy back +1 inch to what is rolled, at rating 3;
you will knock an enemy back +2 inches. MR: 3.
Twenty Fists: used with the combo attack talent and you
must spend every unarmed action you have (including frenzy) at a target. These all become punches at an enemy. You gain 1 extra hit
Flying Jump Kick: this chi attack may only be used with a
per rating added onto your combo attack. Thus at max rating you can
rage attack and a kick. You can use this ability if you are at least 3
add x4 more combo damage to a single target. Drain: d20, MR: 4.
inches (15’ feet) from the enemy when attempting the flying jump
Whispering Wind: you may speak to the mind of others that are far
kick. If the attack works it will knock an enemy back a d4+1” inch (5
away. This chi ability takes at least one hour of meditation per 20
to 20’ feet). This attack deals an additional +d12+1 damage. At rating
miles. Drain: 2d12 x 1 (per 20 miles or days travel). The connection
2 (+d12+2 dmg and +2” inches), rating 3 (+d12+3 and +3” inches), and
only lasts for a brief moment, allowing you to contact the mind of the
rating 4 (+d12+4 and +4” inches). Drain: d20, MR: 4.
Tornado Attack: you must possess the combo attack talent
to unlock this ability. During the tornado attack at rating 1 you may
rounds yet +1 round for each additional rating. Drain: special. MR: 5
Shocking Strike: add +d8+1 electrical damage to your attack,
either unarmed or melee as long as you are specialized in the melee
target you are meditating upon. At rating 1 you may ask or receive 1 statement, at rating 2 you may ask and receive 2 statements or ques-
Great Leap: you may leap a distance equal to your
tions, etc. MR: 4.
normal movement x2, with the inches measured usually acting as a base target number. At rating 2 you may lower the target number by
1 point. With each additional rating in great leap you may lower the
Wind Dance: used before the defense roll is made. You
must call the bonus you wish to add to your physical defense roll. At
target number by 1 point per rating. Drain: d12 MR: 4.
rating 1 you may only add a +1 to your physical defense roll. At rating 2 you may choose to add +1 or +2. A +4 at rating 4 is the highest you may gain for the wind dancer, yet the drain is very expensive. Drain: d20 x + to def. MR: 4.
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Chap te r I V
Paralyzing Touch: you must spend 3 unarmed attacks to
attempt this chi ability. You must call this attack before the roll. Due to the difficulty of the maneuver you must roll an 18 or higher to have a chance to even strike one of the correct pressure points. The enemy must fail to defend. The victim must also roll on the body save to see if they can keep from being paralyzed by a single strike. If they save, they are still stunned and must roll on stunned effects table. If the save fails they are paralyzed and cannot move until they take damage, are healed, or released by a pressure point. This attack deals 0 dmg. This maneuver is used in many forms much like the art of
EARTH
Dim Mak. For each additional rating in this strike you may bring the target number down 1 point, thus at max rating your target number
Bone Breaker: this is a maneuver that attempts to summon
is natural 15 or higher to hit on your attack die. Drain: 2d20, MR: 4.
enough chi to break the bone of an enemy. This is only used during a rage or combo attack with unarmed or melee attack forms of the
Root Kata: spend one unarmed action to use the root kata,
bludgeoning type. This must also be a focused attack or called shot
then burn 1 chi for every point of toxic resistance that you wish to
to gain the additional +d6 to the damage. If the damage deals 20% of
have (up to 20 resistance per rating) this lasts for 4 rounds yet +1
the character’s max hit points and they fail their body save then you
round for each additional rating. At rating 2, gain 2 toxic resistance
may roll on the trauma table for that specific body part. The victim
for every chi point. At rating 3 gain 3 toxic resistance for every chi
does not slip into trauma though unless they suffer 90% of their max
point. Drain: special, MR: 5
hit points in one hit and fail a body save. Yet, you must roll on the trauma table to see what effects take place upon the body part. At
rating 1 the damage die is a +d6+1, at rating 2 a +d6+2, then +d6+3,
composed of the earth with a concentrated punch, kick, head-butt,
and finally +d6+4 at max rating. Drain: d12, MR: 4.
elbow, etc. This requires the use of a heavy attack, so 2 unarmed
Shatter: you can use your chi to shatter substances
action points must be used for the shatter. If your roll to hit is a
Boulder Tumble: use your movement as a trample, trip,
success the object shatters. Drain: d20 x inch up to 6 inches.
or knockdown on creatures you wish to move by. Make a resisted
At rating 1 you can only break wood, but rating 2 you can shatter
strength or dexterity check to knock an enemy down (determined by
stone. MR: 3 (1= wood, 2= stone, 3= steel).
GM). This chi ability does not deal any real damage it only knocks opponents to the ground. You can knock over 1 target per rating in
this ability, as long at they are within your movement and they fail
physical damage. Drain: d10 x 1 to 10 depending on what you choose
their strength check. Drain: d12 x targets, MR: 4.
to gain for toughness. For every rating in the ability you can drop
Stone Skin: gain 1-10 toughness for 4 rounds to soak
your chi drain die down one rank from d10, to d8, to d6. MR: 3.
Iron Fist: this is a type of punch in martial arts that is used
to cause crushing damage. At rating 1 you gain +d10+1 to the damage.
Submission: this maneuver takes 3 unarmed actions to
At rating 2 you gain a d10+2 damage, all the way up to a max rating
attempt. Victim suffers -6 to hit & defend when successfully held.
of 4 and a d10+4 damage. Drain: d10, MR: 4.
Each action the attacker uses to strengthen the submission move after the bar will make the victim’s strength roll -d6. The enemy may
Iron Foot: this crushing kick attack adds +d12+1 damage.
attempt to break the submission move for 2 unarmed actions and
This ability adds an additional +1 to the damage modifier per rating.
a strength check resisted by the attacker’s strength. If they fail the
increase the rating of this ability. Drain: d12, MR: 4.
strength check, they must submit or suffer a trauma result roll upon the consentrated area. At the point of physical trauma the victim
Iron Strike: add a d6+1 to any type of unarmed or melee
must roll a body save versus the broken limb. Drain: 2d6, for each
attack. At rating 2 add d6+2 damage, at max rating +d6+4. Drain: d10
rating in the ability you can drop the victim’s strength roll by an
MR: 4
additional -d6. MR: 4.
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C las s e s & Abil itie s
Dragon Stance: if you are on your feet at the end of your
turn and are able to go into the dragon stance with one foot forward and the rear leg bent, you may call the dragon stance ability at the same time you would take a defensive posture or call the skill battle chant. You take the drain before you gain chi from the chant but you must also take double the amount of your body attribute to be knocked down for the entire round. At rating 2 you must take triple the amount of your body, and at 3 quadruple the amount. Drain: d20, MR: 3.
FIRE
Dragon Strike: add an additional +d8+1 damage to any un-
armed or melee attack. This damage is fire damage but it does not cause an enemy to catch fire. Each rating will bring a +1 the damage
Burning Flurry: using this chi ability may be attempted
(d8+1, d8+2, d8+3, and d8+4). Drain: d10, MR: 4.
during three or more attacks using the combo attack; the victim must make a body save if hit. If the victim fails they must roll on the stunned table. Drain: d20, MR: 4.
Burning Strike: if you hit with this attack it causes a burn-
ing pain that deals additional pain damage of +d6 per attack that hit. The victim hit by this attack must take an extra +d6 points of damage each round for rounds equal to the attacker’s level. Those who do not feel pain are not affected by this additional damage. The burning strike is cumulative, so every time the victim is hit by this strike you may add another d6 to stack onto the damage with a max of 8d6 cumulative. Remember that combo attacks using this strike will add as many d6’s as attacks were made. At rating 2 you can multiply the
Fire Kata: by spending one unarmed action to use the fire
pain damage by x2 (not the initial damage added to your attack, only
kata, you gain 1 point of fire resistance for every 1 chi point drained
the pain damage). At rating 3 the pain damage may be multiplied by
(up to 20 resistance per rating). At rating 2 you gain 2 fire resistance
x3. Drain: 2d6, MR: 3.
for every chi point spent. At rating 3 you gain 3 fire resistance for every 1 chi point drained. This lasts for 4 rounds yet +1 round for each
Circle of Fire: you may add a d10 to your hour of meditation
additional rating. Drain: special. MR: 5
as long as you have fire, candles, etc. At rating 2 you may roll a d12 during meditation. At rating 3 you gain an additional d20. Drain: 0,
MR: 3.
your attack adds +d12 damage. The kick also adds +2 damage per ac-
Flying Dragon Kick: during a rage attack or combo kick,
tion (attack) spent, per rating, so if you kick your enemy with a rage
Dragon Claw: add +d6+1 fire damage to a punch attack mak-
it only adds d12+2, while a combo attack for 3 would be a d12+6.
At
ing all of the damage become fire damage. This may also be resisted
rating 2 you can add +4 damage per attack spent. Thus kicking an en-
by normal armor as well as fire resistance. A critical hit will catch a
emy 4 times would be +d12+12 at rating 2. This kick will also send an
foe on fire. With each rating the damage die will increase by adding
enemy flying back 1” inch per rating in this ability which will knock
+1 per rating to the d6. Drain: d10. MR: 3.
an enemy off an edge, or into another foe, etc. Drain: 2d12, MR: 3.
Dragon Foot: add +d10+1 fire damage to a kick attack. A
Resist Pain: take chi drain in place of physical damage only.
critical hit will catch a foe on fire. With each rating the damage die
This chi ability will not protect you from mental damage. Drain: 4 chi
gains a +1 to the damage die per rating. Drain: d10. MR: 3.
per 1 point of damage, MR: 3 (at max rating, 2 chi per 1 HP).
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Chap te r I V by 1 for every 3 chi spent and will stop pain damage from causing further damage. The monk may heal in this manner up to their level x 10 in hit points with 2 unarmed actions. At rating 2 you may heal a patient by 1 HP for every two chi you spend. Finally at rating 3 you may heal 1 HP for 1 chi. Drain: special. MR: 3.
Maelstrom: this ability is used to control where an enemy is
standing as a setup for a more powerful attack at them. If the martial artist moves into melee range with several foes and they are scattered by more than 5’ feet (1 “) you can spend 1 unarmed action per target to plant your enemy next to another enemy by moving a target 5’ feet (1
WATER
“inch) so that they stand directly next to another enemy. This will set you up for a rage attack at both or a hack attack at several targets if
Dark Water: add +2 levels to stealth and concealment or to
you possess the abilities and talents to do so. In order to pull this off
the rank of your dexterity and perception when sneaking, for a single
the maelstrom chi ability is used as a form of grappling and hurling
sneaking attempt roll. You may activate this chi ability when the GM
opponents into the direction of your choice with a resisted dexterity
asks you to make a stealth and hiding check. Drain: d20, MR: 5.
check and 1 unarmed action per opponent you want to move. You can only move an opponent 1 inch (5’ feet) per rating and only if they fail
Fasting: you take no ill effects from going without food
on the resisted dexterity check. Drain: d6 per target MR: 3
for days equal to your body attribute. For every rating in this ability you may add an additional d6 days, to survive without food. Going
Purify: bless water to purify up to 1 unit (1 waterskin) per
without water is quite less taking your body attribute and dividing
rating from toxins or poisons before anyone can ingest the water.
the number by 6. With each rating in this ability you may add 1 day
Touching a poisoned victim gives them an additional body save to
to your survival time without water. Drain: 2d12 per day without food
take away or slow the poison or toxin. Drain: d20 x 2. MR: 3.
and water, so that you do not suffer any negative modifiers. MR: 3.
Tidal Wave: add +d20+1 damage to any unarmed attack
Fluidity: used before the mental defense roll is made. You
that is a rage or combo attack. This attack is considered a throw, so
must call the bonus you wish to add to your mental defense roll. At
pulling this off will put the enemy on the ground. The enemy will
rating 1 you may only add a +1 to your mental defense roll. At rating
be slammed to the ground 5’ feet (1” inch) in another direction. For
2 you may choose to add +1 or +2. For each rating up to 4 can get
every rating in this ability the +1 on the d20 damage is raised by 1
you up to a +4 defense if you choose, yet the drain is very expensive.
more point. Drain: d12 MR: 4.
Drain: d20 x + to def. You must activate fluidity before you roll your mental defense. MR: 4.
Tranquility: for one unarmed action you may gain 1-10
fortitude for 4 rounds, used to soak mental damage only. Drain: d10 x
Frozen Strike: this attack adds a +d8+1 ice damage to your
1 to 10 depending on what you choose to gain for fortitude. For every
attack roll. Any critical hit will also slow a victim that fails a body
rating in the ability the duration is extended by 1 round and the drain
save for d4 rounds, causing them to suffer a -2 to attack and defend
die decreases a rank from d10 to d8, and finally d6. MR: 3.
for this duration. This attack will cause fire-based enemies to suffer x2 power damage. For every rating in this ability you may increase
Water Kata: by spending one unarmed action to use the
the damage die by +1 to the d8. Drain: d8. MR: 4.
water kata, you may gain 1 point of cold resistance for every 1 chi point drained (up to 20 resistance per rating). At rating 2 you gain 2
Heal: by putting a hand on the wound you may actually
cold resistance for every chi point spent. At rating 3 you gain 3 cold
heal a patient for 2 unarmed actions using chi. This healing is not
resistance for every 1 chi point drained. This lasts for 4 rounds yet +1
magical, it will not close a wound or regenerate a nearly severed body
round for each additional rating. Drain: special. MR: 5
part, and it will not stop bleeding. This will however grant hit points
166
C las s e s & Abil itie s
167
Chap te r V
Skills
Character Skills
All character skills are based off of an attribute. So if
you see an abbreviation next to the Concealment skill (per), this
“If the pathway you have found is an easy one, it is very likely the
means that the concealment skill is based off of the perception
wrong one to traverse. ”
attribute. Some branch off of your intelligence, some off of your perception, and some off of how sly you are by branching off of your
-Gallavyn Fynch (eldrynn/ pirate)
charisma. Thus raising your attribute might affect quite a few of your A character uses their skills during the game to tackle
character skills. Some skill checks may be attempted by simply
challenges that many different circumstances will bring forth. They
rolling an attribute check if you do not have the specific skill. This
are used for many situations such as; to work, to craft, to hunt, and
is called an untrained skill check and may only be attempted in
to survive. Skills are a very important part of the game. Some of the
certain circumstances. An example is the skill Concealment. The
skill checks can sometimes keep a character alive. There are three
concealment skill is based off of Perception, so if you do not have the
forms of skills; combat skills, character skills, and language skills.
concealment skill you may roll your perception attribute when trying
All characters start with character skills and combat skills based
to hide. We will talk more on untrained skill checks later.
off of their character class. We can call these your primary skills, it
Improving Character Skills
includes all of your character and combat skills that are listed on your character class template. You can look at your character class
All character skills possess three tiers in their field. The
template and copy all of this information onto your character sheet.
first tier is the basic knowledge of that specific skill and that is what
Combat skills are gained from the start of game play due to the
you start with. You will begin at rating 1 unless otherwise noted on
training the character went through in becoming the class they
your character class template but if you are purchasing a skill with a
are now; they are also obtained during the course of a character’s
skill slot you always begin at rating 1 in a character skill. To configure
adventures. On each character class template you will notice a place
your skill rating, level, and dice you will have to look at the skill table
for skill slots located below the character’s character skills. This
on the next page.
should look something like this Ex: (Skills Slots: 1). In this case, the
character is given 1 skill slot that they may spend on a combat skill,
rating 1 in a character skill and wish to go to rating 2, you simply
character skill, or language skill of their choice as long as it costs 1
spend 2 saved saga points to go to rating 2. This not only raises your
skill slot. This chapter will explain how to buy the skills, how to gain
rating to 2, but it will raise your skill level up by 1 point as well, thus
skills during your adventures, how to use them and improve them.
making your dice move up one rank or level on the dice table. If you
For character creation you may use skill slots to purchase
want to go from rating 2 to rating 3 you must spend 3 more saved
more skills of your choice. Each character skill, combat skill, or lan-
saga points. Do not skip a step; say if you want to go from rating 2
guage skill may usually be purchased by spending 1 skill slot, unless
to 5 you do not simply spend 5 saga points. Grab a calculator for fast
otherwise noted on the quick skill table. You may also use them for
calculations and hit 3+4+5= 12 saga points. Thus it will cost you 12
advancement in a type of combat skill, or to specialize in a specific
saga points to jump from rating 2 to 5. If you don’t understand that,
weapon type. A skill slot is equal to 10 saga points as they can be
then stop smoking that stuff and read this paragraph again. Here is
purchased later during your adventures. Each character skill or lan-
the dice equation for skills.
guage skill that is purchased will begin with a Skill Rating of 1. Every
To increase the rating of the skill is easy. If you have a
Skill Dice Equation
combat skill that is purchased with a skill slot is either a weapon proficiency; which says that you know how to use this type of weapon,
(Character Skill Rating + Attribute Rank = Skill Level)
or it is to specialize in a weapon type in order to gain +1 to hit with it.
Once you know the skill level, you can look at the Dice Table on
Remember you may find out how many skill slots your character has
Pg. 44 and find out what dice you roll for your skill! Remember for
by referring to the bottom of character skills listed on your character
unskilled checks just roll the attribute dice that the skill is tied to.
class template (where you choose which class you want to be). The slot cost of each skill is found on the quick skill table in this chapter, it is how many skill slots the skill will cost to purchase. Note: skill slots can be purchased with 10 saved saga points.
168
S kil l s Untrained Skill Checks
Raising your attributes will eventually raise your skills
that fall under that attribute. Some character skills may be attempted without having the skill; this is called using a skill untrained. We will use concealment as a perfect example because it is used a great deal, when trying to hide yourself or an item. If the character is no thief or they just do not have the concealment skill but they wish to try and hide from a big bad monster, then there is no reason that they should not be able to try. Even as children we learn to hide and in this world you really should know a little about it. Instead of rolling the skill dice they simply roll the attribute die that the skill ties to instead. Not all character skills may be used in this manner. For instance if a warrior wants to make a black powder rifle but knows nothing about the weapon smith skill or how to even make black powder, there is no chance in Hell. As the GM use your discretion in moments of untrained skill checks for some are obvious and some everyone may talk about and set their own house rule.
When attempting a skill check without actually having the
skill, remember unskilled checks can raise a target number by at least +3 to +5 on the difficulty. The GM may use this rule only on standard skill checks not on resisted skill checks. Resisted skill
The 3 Tiers
checks are checks that another character makes in order to beat
The three tiers exist for character skills. The first tier of
the player’s check. So you are rolling against one another to see
most character skills may be purchased for 1 skill slot (or 10 saga
who rolls higher. Standard skill checks will have a target number
points also buys a skill slot); be sure to look at the skills slot cost on
predetermined by the game master. When the GM designs their own
the quick table when you purchase it. Once you reach rating 8 in the
difficulty they just need to keep in mind that certain target numbers
first tier of a character skill you can unlock the 2nd tier if you choose.
are normally for characters who possess a skill to try and defeat say
The second tier means that you have become an expert in that skill.
a lock for example. If the target number is normally 8 for the thief to
It must be unlocked with 2 skill slots or 20 saga points. Becoming
crack the lock with her lock pick, it is going to be much harder for
an expert in a skill grants you specific bonuses listed under the skill
the warrior who knows nothing about lock picking and is just rolling
descriptions. It also grants you a +1 to your skill roll for the specific
his attribute to try it out.
skill.
Making Skill Checks
Once you have reached a rating of 16 at tier 2 then you
may spend 3 skill slots (30 SPs) to gain 3rd tier in the skill, which is
mastery in that skill. A master of a skill is as good as you can get as
using the same premise to accomplish skill checks. Skill checks are
far as tiers go. If we are talking about a character skill where you are
used for when you have training in a specific arena of knowledge and
crafting items, as a master you are able to even engineer items within
gain an even more advanced roll than you would if you were simply
your field. This means that not only can you create items in your
rolling an attribute test. As an example let us say that you wish to
specific school of study, but you can design your own types of that
climb the wall of the guild house because you have the skill climbing.
item. A master is an engineer of that subject, so be sure to use this
The skill is based off of the attribute dexterity. So, let us say you have
power and speak to your game master about possibly engineering
a dexterity of 16. When we look at the dice table under attributes we
new things within your field of study if you wish to do so. Becoming
find 16 and pan over to the right to notice that the rank is 6. Looking
a master also means that you can gain +2 on your skill roll. You can
at your character sheet you see that your skill climbing is a first tier
find descriptions under each tier of the specific skill to find out what
beginner at rating 1. Adding the rank of 6 to the rating 1 of climbing
specific bonuses are gained for raising a tier in each skill.
makes the skill level 7. Then looking at the 7 on the dice table it says
169
Just like when you are making attribute checks, you are
Chap te r V The Rule of One (the Botch)
that we use d8+d6 for climbing. So, we must roll the d8+d6 to see how good we are able to scale the side of the guild house. The GM
believes that it should have a target number of 5 since it is an easy task there are many footholds and vines and handholds, thus all you
not a 1. Rolling a one is a botch when you only have 1 die to roll.
have to do is reach the number 5 with your d8+d6 roll. You roll the
No matter what bonus or modifier you have to add to the botch it
dice and add the result together to get the result of your skill check.
is still a botch. When you have more than one die and start using
If you roll a 6 on your six sided die, or an 8 on your 8 sided die you
two and three dice, you have to roll all 1’s for it to be considered
get to enact the rule of max continuance, or continuum. You get to
a botch. A botch is a critical failure and it means that something
roll that die again and keep adding to the result.
very wrong has happened that may hurt or possibly even kill your
Note: now everyone knows even though more attributes are
character in severe cases. It is highly loathed to lose a life during a
actually used in the skill of climbing, we base the skills productivity
skill check but in certain situations it is sometimes unavoidable. For
off of its primary attribute. In reality you could say that the skill
example; Jack is trying to climb from the 8th story to the 9th story
climbing uses your body, your strength, and your dexterity. There are
of the mage tower, a very dangerous thing to attempt and as the GM
many skills like this, but we will always default to what we believe the
you would want to warn the player in a dangerous case such as this
skill’s primary attribute should be based off of. You should do this as
before they make the attempt. Tell the player that the winds are high
well if you wish to design any new skills for the game, or change any.
Anytime a character rolls a 1 during a skill check it is a fail,
unless you have two or more dice and the additional die or dice is
and if you fail it could very well mean your death. Warning the player beforehand of something that their conscience might scream to the
Continuum
character before they attempt to do something, does not break the
The rules for continuum or maximum continuance apply
wall into meta territory. That is something your brain would actually
for skill checks. If that isn’t too many names for one thing, some
scream to you while looking out the window of an 8th story tower,
games call it “exploding dice”. Who knows why, they don’t actually
knowing you are about to climb out and up to the next level with
explode!? How awesome would that be?! Any max result on a die
very little or no climbing equipment to help you. Let us say he has
should be rolled again and the result is added to the first roll. This
the skill Climbing at d8+d6 and he rolls two 1s. A roll like this means
may continue for as many times as you can roll the max on the die.
Jack slips and falls 8 stories most likely to his death.
For example, Jack’s skill dice are 2d8. He rolls and gets a 2 and an 8
(2+8=10, hell yea but it’s not over mother bitches). Since Jack rolled
In times like this it does suck to lose a character but then
again you warned the player and instead of using the stairs and at-
an 8, he rolls that die again. Blam, he rolls a 6. So the total of the skill
tempting to sneak by the guardian the player chose to try a different
check is actually 16. This can go on forever unless the GM wishes to
route. This is not a punishment at all by any means for you need
put a cap on it for their campaign, such as a 3 or 5 continuum rule.
not punish players for attempting to think of other ways to defeat
I suggest leaving it open because you can actually reach some epic
a problem, yet the dangerous task failed. If the damage does indeed
situations because of the continuum rule. It adds a level of realism
kill Jack then he still gets a spiritual influence check to see if he is
to the mechanics where certain things can be accomplished with
actually just near death, with many broken parts. The 1 will happen
astonishing results and not always just the known level of
in attribute checks and skill checks throughout the game and it is the
achievement. A higher level enemy can be killed with your dagger
GMs responsibility to come up with a colorful scenario to what has
from one well placed blow. A seemingly unbeatable lock can be
happened. It doesn’t always have to be deadly of course. Sometimes
picked by a lucky thief. It is fun to hit that max die and continue, so
when you botch a crafting check you will most likely destroy what
let them roll!
you were working on and have to restart the entire project paying for new components and all. If you are attempting to sneak, you might have just scraped your shoe across a stone on the floor or accidentally kicked a bone or bottle. There are endless ways to explain a botch, some may even be humorous more than anything and in fact many times they are.
If you are rolling two dice and one die is a 1 but the other
is a 5 then you still add these together with a total of 6. If you are an expert in a skill or master and gain a + to the skill check you still
170
S kil l s Resisted Skill Checks
get to add this to your dice as long as all of your dice are not 1s. For if they are all 1s it will not matter what + you have to your dice rolls
or what the target number is for that is the meaning of a botch, you have failed. Therefore as long as you do not roll all 1s you should be
when
there
actions is the defender.
up
with
a
target
During some resisted checks there will be certain cases
where the protagonists and antagonist is unclear, for instance on
number in their head or can roll one at random if they wish. It
an attribute test such as arm wrestling. Both opponents are going
really depends on the difficulty of the task at hand. This is for
into the match with equal force against one another in a planned
standard skill or attribute checks. The target number must be
contest. They must both make a strength check to see who wins the
matched or beaten to accomplish a task. Some target numbers are
match. In the case of a tie in this situation you are at a stalemate
determined from the resisted rolls of another character or creature;
and we should say that no one has yet won, that the game is still in
those are plainly called resisted checks. The GM does not have to let the
progress. They are still struggling to defeat each other thus have
players know what the target number is on checks if they do not
them roll again until one wins.
want to, even though it tends to be more exciting for the players
when they know what the target number is. It can be used as a tool
Another perfect example of the resisted check is when
someone is sneaking up on an enemy. Let us use the thief Jack for
to build tension when they know what number they have to reach.
play
that is being forced to make a check due to some other character’s
Difficulties and Target Numbers comes
into
being forced to make this skill or attribute check?” The character
with a funny scenario for what happens.
master
come
unsure of who the defender is just remember the question “who is
botches then they can cancel one another out and you can come up
game
checks
resisted skill checks the tie goes to the defender. If you are ever
in a situation. If you botch a resisted skill check and an enemy also
The
skill
progress in making a successful skill check happen. In the case of
fine. A botch is quite often the worst thing that could have happened
Resisted
is an enemy or opponent involved that may hinder your
an example. He is going to try and sneak on board the ship and take
When a skill is unknown to a character, such as during an
out the orc pirate who is guarding the cabin. The orc is sitting on
untrained skill check they may attempt certain skills but the GM
a barrel and does not have his back to the wall. Jack sees a perfect
usually adds 3 to 5 to the target number depending upon the situa-
opportunity. He makes a stealth skill check and a concealment skill
tion. Difficulties and target numbers are shown on this table here for
check so that he is neither heard nor seen. Jack rolls a 6 on his stealth
quick reference. These target numbers represent a base example for
and rolls an 8 on his concealment. The orc pirate is forced to roll his
you to follow as a GM.
perception attribute test and rolls a 4! This means that he did not perceive Jack and the thief is able to sneak right up behind the pirate.
Difficulty Table Very Easy
3-4
Easy
5-7
Moderate
8-10
Hard
11-14
Difficult
15-19
Very Difficult
20-29
Formidable
30+
171
Chap te r V Teamwork
down time spent on skill training. In case a situation arises where the GM may allow a +3 untrained target number to be dropped down to +2 or +1. This is when the character makes an attribute roll when
The rule of teamwork works for both attribute checks
they have been training a great deal on a skill but have not obtained
as well as skill checks and can be handled in more than one way.
it yet. The GM may also charge less saga points for the skill slot to be
Certain skills will allow two or more team members to join forces
purchased if it is a skill that the character has been learning through
together to defeat a lock, or to push a giant shelf out of the way, or
role-playing and the variant method.
to lift a rock off of a friend. Some skills will allow you both to make a skill check and to add those results together to try and beat a target
Mentors, Schools, & Variant Skill Training
number. While others will allow only one character at a time to try and defeat a task. For instance, two maybe even three characters can
try to move the shelf out of the way by all using the strength checks
someone who is at least 5 levels higher than yourself, or if they
and adding them together to reach the target number. In fact some-
possess the teaching skill they do not have to be 5 levels higher. You
times that is the only way to beat some T#s. Other times, such as
must study extensively and have at least 4 to 6 hours a day to spare.
when trying to pick a lock only one character at a time can do that.
Schools may also train characters in certain skills, yet usually one
Yet in many cases you will want to reach what is called
must first pass a test to be granted into a school, a test that is often
the mean result. This is accomplished by all rolling the skill checks,
granted by a few good intelligence checks. When going through a
adding the results together, and then dividing it by the number of
school sometimes they charge a fee, and this is called tuition. This
characters who performed the task. This way you can all help one
is up to the GM to determine if a school will charge for a student
another out while at the same time getting only one result. This is an
to learn there. Some mage schools may charge around 20 gold
option that is left to the GM’s discretion and is only used for certain
talons for a month of studies. Tuition is all up to the GM of course
situations where it makes no since for all results to stack. It is best
for different schools will charge a different amount depending upon
used when other characters may offer advice while watching a task
what the character is studying. So, players may ask the GM what to
be performed.
pay if they wish to enroll in a school. Some NPC, such as Ragar the
Skill Advancement through Variant Training
weapon smith may teach a character the art of Smithery for free if the character just completed a quest for him. So the charging of training is situational and up to the GM to establish. Twenty gold is very
You may be trained to learn a skill, by being taught by
expensive, however tuition and buying a character’s time usually is.
You can “purchase” a skill slot by spending 10 saga points.
The first tier of most skills have a slot cost of 1 but make sure on the table for what skill you choose. Once you buy the skill you start with a skill rating of 1. We have gone over this as the traditional method of gaining skills and this is normally how it is accomplished. You can say that your character was learning the skill in their free time when doing it in this manner, or another character may have helped in the matter. Yet there will arise a time when characters wish to train in a skill during their down time or be taught a skill by another character in a more realistic manner through role-playing. Even though this is what we consider is happening when you gain a skill slot and use the conventional method you may use an optional variant method or tactic. This method allows some type of gain to be had through role-playing a period of training time or even paying coin to gain it. Although this method should not allow you to attain a skill without paying something for it, the GM has the option to allow some type of payoff. This is called Variant Skill Training and it is an optional rule that you may choose to apply. The player will always want to copy
172
S kil l s Training Time
Using Skills to Make Money in Town
First the teacher and student add their intelligence
During your stay in towns and villages it is often good
attribute together. Their combined intelligence will show you the
to have a job that takes up some of your character’s downtime as
result of the base training time. Then, the teacher rolls their teaching
well as makes money to cover the cost of boarding and food. This is
skill or just an intelligence check if that is all they have. The student
especially important when you are not a rich adventurer as those
then rolls their intelligence attribute test and the result is added to-
who start out usually are not. Some characters will often turn to their
gether then divided by 2 for 1 mentor and 1 student to find the mean.
skills while in town to make money. Many of the character skills
The mean of their roll is how many days are taken off of the base
found in this book contain a description of how much coin (in bits
training time. Once this training time is up, the player may even be
or bones) may be made during a night of work or upon completion
given 1 free skill slot toward the skill they were training for if you
of an item crafted. Some information will be given under each indi-
wish to allow the variant training method in this manner. If they still
vidual skill so that you may determine time or money gained for a
do not have enough to learn it then they must continue training for
days work at that specific job. This is usually not very much money
another skill slot. That skill slot may only be used for what they were
at all. Most jobs barely pay enough to feed a family for the evening
training for, so if it has to be saved until it is time then make a note
with a coin or two to save for the taxes one must pay to the king or
of this on your sheet or in your character notes somewhere. Some
lord biannually. The soldiers are usually sent out every six months
characters may study for some time and not be able to finish their
within the city to collect these taxes, with a squad of soldiers and the
training. This is okay as well and there is a way to figure the problem
tax collector. The collector is more often than not a scribe or mage.
out as long as you kept track of the training time that was involved.
If a thief strikes in the night upon a common rural family, it usually
For instance Raul wanted to learn the skill Demon Lore, he studied
means their tax money is gone. This can prove fatal for commoners.
in the school with a mentor for 2 weeks but still had a month and a
half left to go to finish his training when the city was attacked and
often simplify this as 6 hours to work on whatever skill they possess
his school was burnt to the ground. Well, the GM may allow Raul
that may be used to make money. So one day of work we shall say is
to spend 8 saga points to go ahead and gain a skill slot toward the
the usual 6 to 8 hours. Other time is spent doing other activities like
Demon Lore skill to purchase it and go ahead and finish off the train-
sleeping, praying, shopping, repairs, research, etc. So, when looking
ing. This variant method of training is all left to the GM’s discretion
through the descriptions of the character skills keep in mind one
and the rules are always given as a guideline.
day of work is considered 6 to 8 hours of your time. Some players
Anytime a character has downtime in the game to work we
may ask their GM if they can spend double the amount of time to do
Combined Intelligence
something and it is left to the GM’s discretion but you may of course
Base Training Time
allow this as long as they are sacrificing other activities in order to
3-6
2 Years
7-9
1 Year
10 - 12
10 Months
money during downtime so that you may calculate a set amount of
13 - 15
8 Months
money made per day due to the job that you are working. Having the
16 - 19
6 Months
20- 29
4 Months
30 - 39
2 Months
40 - 49
1 Month
would have rolled a 12 on the skill check they would have made 2 ex-
50 - 59
3 Weeks
tra bones. Most skills will pay a base set amount per day in pfennigs,
60 - 69
2 Weeks
70 +
1 Week
accomplish their duties.
You will most likely wish to simplify the task of making
player roll his or her character skill for the job is necessary. For every target number of 5 reached on the roll simply add an additional coin to the amount gained for the night. Thus if the job pays 6 bones and they roll an 8 on their skill check they make 7 bones total. If they
bits, bones, or pennies. Thus during high skill checks perhaps they made a little extra doing good work. So if the characters choose to stay in the town for one week (10 days) so that their spell caster may finish studying a certain spell, then the others may take up work for that week in order to gain some money. Whatever the case may be in
173
Chap te r V whatever situation, you do not need them to make 10 different skill
Job Type
Laborer
Craftsman
Specialist
to the coins made for that week of pay. Example: a character who has
Basic Skill:
the Armorer skill can perhaps work as a craftsman to gain 7 pfennigs
pay (1 day) in Bits
5
7
10
a day in Kauldane. He is working there for 10 days while his wizard
2nd Tier: Expert
10
14
20
15
21
30
checks. Have them make just 1 if you like and let them add the bonus
learns a spell in the library. He rolls his armorer skill to see how he
pay (1 day) in Bits
is doing and rolls a 12 on his skill check. Since he beat a 5, then a 10
3rd Tier: Master
on his skill check that will grant him 2 additional coins. Add those 2
pay (1 day) in Bits
coins plus 7 for being a craftsman and this equals 9. Therefore 9 bits x 10 days is 90 pfennigs were made in those 10 days. You should take out the cost of food and room for staying as well but that may be accomplished how you see fit. In the case of a botch, they probably made nothing for several days due to the fact that they were fired for screwing up their job.
Working in Town as Experts & Masters
When attempting to make money in your downtime as an
expert or a master it still works the same way yet you do gain more coin. Multiply the base pay by x2 for a 2nd tier: expert in the skill. Then you may roll the skill dice to gain an additional coin to the total for every 5 points that are reached on your skill roll, thus rolling a 15 would grant 3 extra coins added to your 2nd tier expert pay for the day of work.
A master of a skill will gain 3 times the amount of the base
pay from a skill just for one day of work for there is usually no one better in the town or city that can do work as well as a master of the craft. The master will also gain 1 additional coin for every 5 points rolled on the skill table. The table to the right will give an idea for the money that is made each day in bits or pfennigs. If the skill does not list the base pay you may always use this table to determine the pay for a daily job.
174
S kil l s
Combat Skills
Weapon Specializations
Combat skills cover all of your knowledge and training in
describe how they work. You have primary weapon specializa-
specific types of weapons, proficiencies, and your specializations
tions and secondary weapon specializations. All primary weapon
in these specific types of weapons. Everyone possesses the skill
specializations describe a group or family of weapons such as swords,
unarmed combat and everyone possesses the weapon proficien-
axes, or hammers. You may spend 1 skill slot to gain a +1 to hit with
cy known as melee combat. Unarmed combat covers any fighting
swords, then write on your character sheet WS: Swords +1 under
skills that the character has with punches, kicks, head butts, biting,
combat skills and weapon specializations. This means that any sword
clawing, wrestling, pulling hair, because everyone knows how to do
you pick up you will have a +1 to hit with it on your d20. You can
that to some degree. This does not mean everyone is good at it,
go up to a +3 in primary weapon specializations if you wish but you
but all know how to use their natural defense mechanisms without
must pay 20 saga points or 2 skill slots to reach +2 in swords. Then
suffering penalties. All of your combat skills will be shown here in
you will have to pay 30 saga or 3 skill slots to reach +3 swords. You
this section.
must pay each rank up you cannot skip from +1 to +3. This works the same way with magic as well. If you want a +1 in red magic you spend
Proficiencies
For weapon specializations we will use two terms to help
1 skill slot or 10 saga to get a +1 to all red spells (MS: Red spells +1). So
Combat skills are purchased in order to become more
then in primary specializations you can go as high as +3. If you want
proficient with certain weapon types, spell types, and armor types.
to go higher it’s time for secondary specializations.
All characters automatically begin the game proficient in melee
combat. This means that any character can pick up a club and swing
Let us say you have WS: Swords +3 and wish to go to +4.
Now with secondary specializations you must specify what exact
it at an enemy without suffering a penalty of -3 to hit on their d20.
type of sword you want to specialize in. So, you may spend 4 skill
Other weapon proficiencies such as projectiles are needed in or-
slots or 40 saga to gain WS: Scimitars +4, or longswords +4. With
der to use a bow without suffering a negative modifier to hit. You
spells it works the same way except you are choosing a secondary
can still use a bow untrained, you simply suffer -3 to hit with that
specialization in them. Let us say you have maxed your +3 in red
bow on your d20 attack roll. Other combat skills such as Weapon
magic, now you must spend 4 skill slots or 40 saga to gain MS: Light-
Proficiency: Projectiles, WP: Throwing, these must be purchased
ning Bolt +4. You can go as high as +10 in secondary specializations.
with a skill slot in order for a character to become proficient with the
This is for all specializations in weapons and magic. Remember to
weapon type so you do not suffer the negative modifiers to hit. When
stay away from double specializations. For instance Marcus has a +3
a character does not possess the proficiency skill this does not mean
in red magic and he channels his spells through his staff which has
that the character cannot use the weapon, it means that they know
a +1 channeling staff due to his verendum. This gives Marcus a +4
little about it. There are also magic proficiencies and armor profi-
to cast red spells from his staff. Marcus cannot specialize in his staff
ciencies that work very similar. You must purchase the proficiency
to gain +5. Casters cannot specialize in channeling staves to gain a +
skill to keep from suffering negatives. After the weapon proficiency
to hit with their spells. A specialization in the staff itself would only
(WP) is purchased with 1 skill slot, you may then begin specializing
give a + to hit if the caster was trying to bludgeon an enemy with that
in a certain weapon type. The weapon proficiencies are described in
staff. There is nothing wrong with Marcus learning to fight with it,
more detail upon the next few pages. You will find weapon proficien-
just do not double stack specializations.
cies such as; WP: Throwing, WP: Siege Weaponry, WP: Dual Melee,
and WP: Blind Fighting.
Skill slots can always be used as 10 saved saga points
toward skills. You may not cash in a skill slot for 10 saga points unless the GM allows you to do so under certain circumstances. If you are ever confused about what you are allowed to specialize in just look at the combat skills quick table and it shows you what you can specialize in and what it costs. Gaining the proficiency skill first (WP) opens up the specializations of the skills.
Let us say you purchase the weapon proficiency WP:
Throwing for 1 skill slot. You may not specialize in WP: Throwing to
175
Chap te r V gain +1 to hit with everything you throw. That is wrong because it is a weapon proficiency and not a specialization. Anytime a weapon is thrown the attacker suffers -3 to hit, unless they own WP: Throwing. If you wish to specialize in throwing weapons, you must specialize in a weapon type such as shuriken or knives. If you are specialized +1 in knives but do not own the WP: Throwing skill, when trying to throw the knife you would attack at -2 now instead of -3. Yet if you owned WP: Throwing you now know how to throw weapons, taking away the -3 to hit. Thus getting the Knife specialization with the WP: Throwing proficiency you now have +1 to hit with the knife no matter if you throw it or stab with it. This goes the same for alchemy or any other type of weapon that may be thrown. Once you’ve purchased a weapon proficiency skill for 1 skill slot, jot it on your character sheet and leave it alone for good. Specializations are what you want to spend saga points or skill slots on. These weapon specializations include; black powder pistols, black powder rifles, blunderbuss, knives, swords, axes, hammers, maces, flails, alchemy, bows, crossbows, shuriken, and whips.
When
dealing
with
the
Unarmed
Combat
skill,
you may specialize up to a maximum of +10 to hit just like
Unarmed Combat
weapon and magic specializations, but with unarmed combat it is all primary specialization. You will want to look to the table on unarmed combat. When a character reaches martial arts or higher, they will
gain a +1 specialization bonus on any melee weapons that they are
The character begins with one as it is listed on the character class
specialized in. For instance, Yorig the human/ monk has the skill
template. Most who are skilled with sorcery and do not spend any-
Unarmed Combat: martial arts +3. He spends 1 skill slot to specialize
time fighting with their firsts, will begin with basic. To advance to a
in the Sword, therefore giving him a +2 to hit with swords because
+ in unarmed combat, the slot cost is configured by the + to hit mul-
of his +1 martial arts bonus. This is because the weapon becomes
tiplied by 10. Example: a +4 in martial arts has a slot cost of 4 (4 skill
“one” with your martial art form and links into your training. The
slots or 40 saga points), just like specializing in other combat skills.
character only gains this bonus the first time they specialize in a melee
As in all skills one cannot simply just jump the other skills, each one
weapon. Once it is given, the +1 bonus bringing the weapon to +2
must be paid for and earned.
There are four sub-classifications of unarmed combat.
initially, you must spend 30 saga points or 3 skill slots to reach +3 to
hit with that weapon (as normal).
character is not skilled in the arts. They throw petty punches and
Basic: this is the lowest form of unarmed combat. The
Weapons such as the cestus, glove nails, or blade gauntlets
kicks. Some characters with this basic skill in unarmed combat have
may not be specialized in. These are used with unarmed attacks and
been known to bite, pull hair, or scratch their adversaries! It is the
you must use your unarmed combat bonus when using these acces-
basic, primal form of defending oneself. For these characters it is
sories. Spiked knuckles and foot spikes are like the cestus in the way
usually a good idea just to pick up a chair or stick if there is one
that they are all just extensions of your unarmed combat attacks.
around and hit their enemy with it, they have no bonus to their d20
They are a way to boost the damage of your unarmed attacks. There
to hit.
are other methods to gain more of a + to hit modifier as well such
as; runes, abilities, talents, and other mystic methods that you must
armed combat. At least they have gotten in a few fights before in the
unlock yourself.
local tavern perhaps and know how to throw a punch or a kick with a
Fighter +1: these characters have had some training in un-
bit more accuracy. Most of their tactics involve punches and a bit of grappling. They are +1 to hit with unarmed attacks so they add +1 to their d20 to attack.
176
S kil l s
Unarmed Combat Table
Brawler +2: the character has had some form of training
in the art of unarmed combat. Maybe military training, maybe they were trained by a personal mentor. Perhaps they worked as a bouncer in the local tavern, served as a sergeant in the army, or trained in a few pit fights as a slave. The character can throw punches, kicks, and grapple well enough to make a stand in unarmed combat as a brawler with +2 on their d20 to attack in all unarmed combat maneuvers.
Martial Arts +3: The character has been trained in a deadly
martial art form. This does not necessarily mean you know kung fu, but that you are skilled in an elite form of unarmed combat. All races have their own styles of martial arts. Most are quite similar with only slight changes to the kata or form. Some are formless yet all share similar techniques or maneuvers. Some martial arts use all grappling
Fighting Style
+ to Hit
Notes
Basic
+0
None
Fighter
+1
None
Brawler
+2
None
Martial Arts
+3*
chi pool (Body + Willpower), gain
techniques; some have more kicks than punches or look smooth
+1 unarmed action point, gain
while others possess a hard form. When you know that your character has the combat skill martial arts you may choose which style you would like to base it off of or create your own if you wish, something you perceive would be native to your people. Myen Wu has many different styles that are descendants of Kalari, Kung Fu, and even Ninjutsu that were brought to this world by Sóke or grandmasters from the Forgotten World. The martial arts of the bogkroll often
+4*
Martial Arts
+5*
Martial Arts
resemble wrestling styles and boxing with grappling techniques. Any character that uses the martial arts will gain an additional upgrade to their damage during unarmed combat, therefore changing the creature’s unarmed combat damage (found in Racial Abilities) and
(Champion)
+6*
Martial Arts
+7*
Martial Arts
making it 1 die level or rank higher on the dice table (ie: a d6 becomes a d8, a d10 becomes a d12, a d12 becomes d8+d6, etc).
Martial Arts
You should also gain 1 additional unarmed action point so
the martial artist should have 3 unarmed actions or attacks, for it is
(Master)
+8*
Martial Arts
+9*
chi strike (chi ability) Unarmed Damage increases 1 die rank up. Unarmed Damage increases 1 die rank up. Unarmed Damage increases 1 die rank up. Chi Strike is d8 now. Unarmed Damage increases 1 die rank up. Unarmed Damage increases 1 die rank up. Chi Strike is d10 now. Unarmed Damage increases 1 die rank up.
almost the same as becoming proficient in dual weapons. Martial arts
Martial Arts
will also help a character during melee combat. When a character
(Grand Master)
knows one of the arts, they will gain a +1 bonus on any melee weap-
*(raise dice rank on unarmed damage. ex: from d6 to d8)
on that they specialize in (+1 to hit). Thus, when you spend one skill slot to specialize in swords, maces, axes, etc.; you actually gain a +2 weapon specialization in that melee weapon. They have adapted the melee weapon into their form. They do not gain an additional melee attack with the weapon, only the initial +1 bonus to their weapon specialization. Remember that you may go no higher than +10 in any specializations. Specializations in Unarmed Combat can go to a max of +10 (grand master) to hit. You cannot overlap specializations and you cannot specialize in unarmed weapons or weapon armor accessories such as a cestus, spiked knuckles, shoulder spikes, or blade gauntlets. These accessories are weapons controlled by your skill in unarmed combat; they simply add damage to your unarmed attacks.
177
+10*
Unarmed Damage increases 1 die rank up. Chi Strike is d12 now.
Chap te r V Chi
Melee Combat
Martial artists have yet another advantage, they are
All characters possess the Weapon Proficiency: Melee
allowed the use of chi or some may call it ki depending on where
because everyone can pick up a melee weapon and swing it without
you come from. During unarmed attacks they are allowed to
suffering the -3 to hit. Even if the character is untrained in melee
summon up to 3 chi abilities at one time in order to form special
weaponry they all have some form of natural knowledge with these
attacks and be given more damage or other bonuses. Martial artists
types of weapons. Nearly every child used sticks to play and play
also begin to incorporate their melee weapons into their art form as
fight. You know how to swing a melee weapon to protect yourself
it becomes an extension of their body. Some chi abilities allow the
and it is a natural thing to learn in these days no matter what class
fighter to channel chi through their melee weapon (if the character is
you are. Some are better than others though and those are the ones
specialized in the melee weapon).
who specialize in certain melee weapon types.
To find the amount of chi gained within your chi pool once
Melee weapons are those weapons that are used in close
you become a martial artists simply add the Body and Willpower
range combat. Swords, axes, knives, and maces are just a few melee
attributes of the character. The result is the character’s Chi Pool.
weapon types that we will talk about in this section. Some melee
You will burn the chi with each chi ability used but it will replenish
combat will also cover the use of certain ranged attacks since you can
after rest or meditation. The martial artist is granted the chi ability
throw your melee weapon at an enemy anytime you want to. Since
called chi strike once they learn martial arts +3, it simply comes with
this is a possibility, the Weapon Proficiency: Throwing falls under
the skill of learning the martial arts. With chi strike roll a d6 for chi
melee combat since it works with the same mechanics. All characters
drain when using Chi Strike; and roll it with your attack die because
begin the game with 2 melee actions or attacks. In order to gain a 3rd
this is when the chi is summoned from the body, at the point of the
attack with melee weapons you must either gain the skill dual melee
attack. This allows you to add an extra d6 to the damage of unarmed
so that you can successfully use two weapons at once, or you can
or specialized melee attacks, when you wish to throw it into your
unlock more action points in each talent tree. The talents are picked
attack. You must call it as you roll your attack and will lose the chi
up during level advancement.
drain even if you miss with the attack. Yet if you connect, you get to
add a d6 to your damage. Try rolling any chi drain while rolling your
skill) these are basic hand held weapons: swords, flails, hammers,
attack die to speed things up.
axes, spears, knives. If you can hold it and try to hit an enemy with it, then it’s probably a melee weapon. Weapon Specializations: (SC: 1
Regaining Chi
WP: Melee: (all characters own this weapon proficiency
for +1 to hit) Axes, Flails, Hammers, Knives, Maces, Polearms, Staves,
Chi cannot be thrown into weapons such as projectiles or
Swords, or Whips.
black powder weapons, but it can with melee weapons as long as
WP: Dual Melee: (SC: 3) Training in two weapon fighting
you are specialized in the weapon type. When chi is all used up, you
is sometimes a good idea. This is a weapon proficiency. You are
must meditate or rest to regain it. Meditation fills d20 chi per hour,
granted an extra melee action point only while using two melee
the same as mana. Six hours of good sleep will regain d20 x 6 chi,
weapons. Dual melee or paired melee refers to all melee
for more information on how chi can be used and to see some chi
weapons. So, with any two melee weapons that your strength allows
abilities refer to Pg. 162. Remember that any character that has sex in
you to carry, you get 3 action points while you have two in hand.
the game is reduced to zero chi. Drugs, toxic substances, alcohol have
You cannot specialize in dual melee, only in the weapons you are
this same effect. It becomes difficult to channel chi when your mind
holding. Also, only characters with a 20+ Strength attribute are
and body are not aligned. You could channel chi if you knew how to
allowed to carry two moderate weighted weapons. 30+ Strength
focus it, such as having the drinking skill which allows you to focus
allows the use of 2 heavy weapons. Check out the weight allowance
the connection of chi to your body. Some have used their drinking
due to your strength attribute to find out what you can dual wield.
skill to their advantage, these being called drunken style masters.
Ask the GM if they will allow this in their campaign. If a character
when throwing grenades, alchemy, knives, axes, etc. Yes, without
burns through too much chi it can start to temporarily degrade the
this skill you take a -3 modifier to hit while throwing a weapon.
character’s hit points by 1 point for every 2 chi used below 0.
Throwing weapons are ranged attacks but they do not operate by
WP: Throwing: (SC: 1) this weapon proficiency skill is used
using shooting talents with them during a fight. Throwing weapons Special Note: one can only use up to 3 chi abilities per attack.
ties to melee fighting and are congruent with your melee talents
178
S kil l s since they work best with them. For instance you might attack with
proficiency is one of the latest forms of shooting weaponry and is
your axe and then wish to throw it at another enemy, the axe still
very difficult for many to wield, load, or even handle correctly. For
gains the bonuses during the throwing of the weapon to hit, if you
instance mages, when do they have time to pull away from their
are not skilled in the art of throwing though you lose -3 to hit with
books, learning finger patterns, and invocations? The weapon is very
the weapon. When you purchase this proficiency skill you are now
dangerous, and many have been known to explode easily during
skilled in the art of throwing weapons and will no longer suffer a
fumble attacks. This skill gives you the knowledge of using and
negative to throw a weapon. If you want to specialize in specific types
maintaining your black powder firearms. These weapons are rare in
of throwing weapons then you should do so after you buy the weapon
these realms. The use of black powder is very new technology created
proficiency. Throwing weapons allows you to throw half of your
by powerful alchemists in the Far East. As well, these weapons are very
strength attribute in inches. Weapon Specializations: (SC: 1 for +1 to
dangerous. A roll of 1-3 to hit on a d20 is a fumble with black powder
hit) Grenades, Alchemy, Javelins, or Shuriken.
weapons, just like in magic. Yet with a roll of 2 or 3 you may still
WP: Blind Fighting: (SC: 2) this skill allows your
be able to steer clear of a fumble roll as long as you have a + to hit
character to fight with melee or unarmed attacks in total darkness, or
that brings you over a 3. If you do not, then roll on the fumble table
without the use of your sight. There are many different ranges in the
for shooting fumbles! These weapons are created with flint charges
negative modifiers that are suffered for fighting in darkness. For
that allow a single spark to ignite the powder and fire a bullet from
instance when in total darkness or you have no idea where your
within the metal pipe toward a target. So one needs bullets as well as
enemy is you often suffer a -10 to hit and defend modifier for
a powder charge for each shot. Thus in combat it is quite normal for
complete blindness and you end up attacking everywhere. This skill
a warrior to fire a single powerful shot and then turn to their melee
will drop -4 from any penalty modifier due to blindness in melee
weapons... or just blow their own hand off. Weapon Specializations:
combat. If you are only slightly blind at -2 this will not give you a
(SC: 1 for +1 to hit) Black powder rifle, Black powder shotgun, Black
bonus to attack, the skill only takes away from negative modifiers.
powder lance, Black powder pistol.
WP: Blind Shooting: (SC: 2) this skill allows your character
to fight with missile attacks in total darkness, or without the use of your sight. Owning this skill will let you fire missile weapons while taking away a -4 penalty from blind attack and defend modifiers while in shooting combat.
WP: Dual Shooting: (SC: 3) the ability to use two pistol
bows or black powder weapons at once will grant an additional action point while armed with the two weapons only. Instead of 2 attacks, you are allowed 3 shooting attacks as long as you are strong enough to carry both weapons and both are in hand during your actions. Reloading is a different story, as some weapons are simply 2 handed weapons. If you possess this skill as well as dual melee you can still gain this bonus action point while using one pistol and a melee weapon.
WP: Projectiles: (SC: 1) this weapon proficiency skill
allows the use of missile weapons such as a bow, or those that use a contraption to launch conventional ammo such as rocks, darts,
Shooting Combat
arrows, or bolts. Weapon Specializations: (SC: 1 for +1 to hit) Blow
Any character that picks up a black powder weapon, uses a
Guns, Bows, Crossbows, Hand Bow, or Sling.
siege or artillery weapon, or fires a bow, is considered using shooting
or using projectile combat. You will be using shooting talents and
weapons
shooting action points with these types of attacks.
suffer -3 to hit. This modifier is taken when attacking with
siege
WP: Black Powder: (SC: 1) this weapon proficiency skill
must be purchased separately from WP: Projectiles. This weapon
WP: Siege Weaponry: (SC: 1) the ability to use siege and
weapons
artillery. if
the
Those one
not
launching
proficient is
rolling
in the
this dice.
WS: (SC: 1 for +1 to hit) Ballista, Cannons, Catapults, Trebuchet, etc.
179
Chap te r V Armor Skills: Proficiencies & Specializations
Specialization in Shields
Another type of combat skill is to be proficient in the
When using shields you are only allowed to specialize once
use of armor and gaining specializations in specific types of
and the cost of doing this is high. You must spend 3 skill slots to
armor. Wearing armor can be severely cumbersome to your charac-
unlock a bonus of +1 cover to your shield. This is reserved for those
ter although it protects the character very well from damage, it will
who really enjoy using the shield bonus and need the modification
certainly slow the character down by degrading the dexterity
to survive. Thus usually templars or knights who are going to be
attribute the more armor you place upon your character. Many
using shields a great deal to protect their body and allies around
pieces of armor also have other negative modifiers that will weaken
them. Those who use shields must be aware that using most shields
your skills like stealth and concealment, even your + to cast spells.
will take up the use of one of your arms. Thus, you will need to use
In order to lessen the effects of the dexterity modifier you may
a one handed weapon and use the shield in the other hand. In some
become proficient in the use of armor. Armor Proficiency or AP will
cases the shield may be worn on the back and it is alright for the GM
be listed under your combat skills and is able to be purchased for
to grant a shield bonus for any attacks at the back of the character if
2 skill slots for each of the 3 separate weight categories. There are
they wish to allow this optional rule.
actually 5 separate weight categories but being proficient in light armor covers both very light and light classes. Being proficient in
Armor and Penalties
heavy armor covers both very heavy and heavy categories, thus you only have to be proficient in 3 primary categories. You may become proficient in all 3 weight classes of armor by purchasing armor proficiencies (AP) for each weight class. Doing so will allow you to take away up to a -3 in your loss to your dexterity attribute.
Specializing in Armor
You may also begin to specialize in certain armor types
Weight Class
Dexterity Modifier
Heavy
-1 every piece
Moderate
-1 every 2 pieces
Light
-1 every 3 pieces
such as helmets, body armor, greaves, bracers, shields, and pauldrons. You must specialize under the three specific weight classes that you have unlocked due to your armor proficiency. Thus if you have AP: Light Armor you may specialize in light and very light body armor, or light and very light helmets in order to gain +1 to the armor rating of a specific type of armor. Specializing in specific types of armor will grant you a +1 to the armor rating anytime you place one of that type of armor upon your body. Even though there are other types of armor that can be placed upon the body, you may only specialize in the six basic parts that armor protects. Specializing in a type of armor will only be specific to the certain weight class, thus if you are proficient in light armor and specialized in helmets, you are only gaining a +1 armor rating to light or very light helmets. If you pick up a heavy helmet and place it on you do not gain the bonus. For armor skills you are allowed to specialize up to a +3 which would cost 3 skill slots to unlock (or 30 saga points). Remember that you cannot skip a slot; you must purchase them all one by one. So to advance from +1 to +2 would be 2 skill slots, then 3 more skill slots to a +3 armor rating. As well, you must first be proficient in that armor weight class before specializing, which costs 2 skill slots for the AP.
180
Armor Proficiency 3 pieces before losing any Dex. 6 pieces before losing any Dex. 9 pieces before losing any Dex.
S kil l s Language Skills
Language
skills
operate
a
little
different.
Your
character begins with their native tongue. Then, due to their intelligence attribute they should gain at least 1 additional language of their choice. They may choose anyone that they wish from the list of languages found at the end of the skills chapter Pg. 215. Be sure that if Kothan is not your native tongue as it is for many, then be sure to choose it. Kothan is the trader’s tongue and is the common language for most countries. It was made during the Thrall Wars so that the slaves could communicate with one another. Then it was later adapted to the road for use by all merchants so they could do business together. If by any chance a character wishes to learn another language they may do this by spending 1 skill slot on the language. Once this is accomplished do not write the language into the Fluent Languages part of your character packet. A language skill that is just purchased or learned first becomes a character skill with a rating of 1, and it is based off of your intelligence attribute. Say your character has an intelligence of 18, at rank 7. They purchase the language Dumatos for 1 skill slot and place the language under character skills at rating 1. Therefore their Dumatos language has a skill level of 8 (rank 7 + rating 1 = skill level 8; which is a 2d8 for the skill dice). This means that if you hear the language Dumatos being spoken by a couple of dwarves around the corner then you get to roll the dice to see if you can understand what they are talking about. You will also roll the skill dice if you wish to speak the language to another character. This is only while learning the language.
You may specialize in the language if you would like to
make it a fluent language. If you would like to speak the language you bought fluently, simply spend 1 more skill slot in the language. Once you specialize in that language you can erase it from your character skills and place the language under your Fluent Languages space of your sheet. Thus meaning you no longer have to make skill checks when speaking or hearing that language. You may also become fluent in the language by raising the rating of the language skill up to a rating of 5. Once you have spent enough saga points to raise the language to rating 5 you will have become fluent in the language and may erase it from your character skills and write the name of the tongue under your fluent languages.
Most characters of this day and age do not know how to
read or write. If you own the skill reading and writing then it is automatically gathered that you know how to do this with any language you are fluent in. Many spell casters come with this skill due to the fact that this is how they learn their spells.
181
Chap te r V
Combat Skills Quick Table Unarmed Combat
Shooting Combat WP: Black Powder
Specialize
Slot Cost
WP
1
Specialize
Slot Cost
-Black Powder Rifles
+1
1
Basic
0
0
-Black Powder Lance
+1
1
Fighter
+1
1
-Black Powder Pistols
+1
1
Brawler
+2
2
-Black Powder Shotguns
+1
1
Martial Arts
+3*
3
WP: Projectiles
WP
1
Martial Arts
+4*
4
-Blow Guns
+1
1
Martial Arts
+5*
5
-Bows
+1
1
Martial Arts: Champion
+6*
6
-Crossbows
+1
1
Martial Arts
+7*
7
-Hand Bows
+1
1
Martial Arts: Master
+8*
8
-Slings
+1
1
Martial Arts
+9*
9
WP: Blind Shooting
WP
2
Martial Arts: Grand Master
+10*
10
WP: Dual Shooting
WP
3
WP: Siege Weapons
WP
1
-Ballista
+1
1
-Cannon
+1
1
-Catapult
+1
1
-Trebuchet
+1
1
*Up damage die by 1 level (Ex: d8 becomes d10)
Melee Combat
Specialize
Slot Cost
-Axes
+1
1
-Flails
+1
1
-Hammers
+1
1
-Maces
+1
1
-Polearms
+1
1
-Staves
+1
1
-Swords
+1
1
-Knives
+1
1
-Whips
+1
1
WP: Dual Melee
WP
3
WP: Blind Fighting
WP
2
WP: Throwing
WP
1
-Alchemy
+1
1
-Grenades
+1
1
-Javelins
+1
1
-Shuriken
+1
1
Purchase the Weapon Proficiency before specializing.
No need to buy WP: Melee, all characters have already.
182
S kil l s
Specialize
Slot Cost
AP: Light Armor
AP
2
1
AP: Medium Armor
AP
2
+1
1
AP: Heavy Armor
AP
2
-Brown Magic
+1
1
-Body Armor
+1 AR (+3*)
1
-Gold Magic
+1
1
-Bracers
+1 AR (+3*)
1
-Gray Magic
+1
1
-Greaves
+1 AR (+3*)
1
-Green Magic
+1
1
-Helmet
+1 AR (+3*)
1
-Red Magic
+1
1
-Pauldrons
+1 AR (+3*)
1
-White Magic
+1
1
-Shields
+1 cover (+1*)
3
-Yellow Magic
+1
1
Armor Proficiency must be bought before specializing. (*)
Magic Combat
Specialize
Slot Cost
MP*
special
-Black Magic
+1
-Blue Magic
Sorcery
Armor Skills
This represents the maximum bonus that may be gained.
*Sorcery is a magic proficiency only attained by casters.
183
Chap te r V
Character Skills Quick Table Creative Skills
Physical Skills
Attribute
Slot Cost
Acrobatics
Dex
1
Climbing
Dex
1
Dancing
Dex
1
Drinking
Bod
1
Drug Tolerance
Bod
1
Endurance
Bod
1
Flying
Dex
1
Juggling
Dex
1
Jumping
Dex
1
Lifting
Str
1
Lip Reading
Per
1
Listening
Per
1
Observation
Per
1
Running
Dex
1
Swimming
Dex
1
Attribute
Slot Cost
Attribute
Slot Cost
Acting
Chr
1
Art
Per
1
Gem Cutting
Per
1
Glass Blowing
Per
1
Impersonation
Chr
1
Mapping
Per
1
Music
Per
1
Pottery
Per
1
Sewing
Per
1
Singing
Chr
1
Story Telling
Chr
1
Weaving
Per
1
Attribute
Slot Cost
Animal Kinship
Chr
1
Barter
Chr
1
Alchemy
Int
2
Deceive
Chr
1
Astrology
Int
1
Detect Lies
Per
1
Battle Chant
Will
1
Interrogation
Chr
1
Blood Magic*
Will
1
Leadership
Chr
1
Circle Magic
Int
1
Seduction
Chr
1
Conjuring*
Will
2
Speech
Chr
1
Crystal Lore
Int
1
Streetwise
Chr
1
Exorcism
Will
1
Meditation
Will
1
Necromancy*
Will
1
Spell Craft*
Int
3
Thaumaturgy
Int
1
Diplomatic Skills
Magical Skills
*Only spell casters may obtain these skills.
184
S kil l s
Medical Skills
Attribute
Slot Cost
Healing
Int
1
Medicines
Int
Plant Lore Poisons
Attribute
Slot Cost
Cooking
Per
1
1
Fishing
Per
1
Int
1
Foraging
Per
1
Int
1
Hunting
Per
1
Street Survival
Int
1
Attribute
Slot Cost
Tracking
Per
1
Appraisal
Int
1
Traps
Per
1
Begging*
Chr
1
Weather Sense
Per
1
Concealment
Per
1
Wilderness Survival
Int
2
Disguise
Per
1
Escape Artistry
Dex
1
Attribute
Slot Cost
Forgery
Per
1
Armorer
Int
1
Gambling
Per
1
Blacksmith
Int
1
Looting
Per
1
Bowyer & Fletcher
Int
1
Pick Locks
Dex
1
Brewing
Int
1
Steal
Dex
1
Carpentry
Int
1
Stealth
Dex
1
Masonry
Int
1
Trailing
Per
1
Farming
Int
1
Leather Working
Int
1
Locksmith
Int
1
Mining
Int
1
Siege Craft
Int
1
Tinker
Int
1
Weaponsmith
Int
1
Attribute
Slot Cost
Roguish Skills
Scholarly Skills
Survival Skills
Trade Skills
Attribute
Slot Cost
Astronomy
Per
1
Creature Lore
Int
1
Decipher
Int
1
Demon Lore
Int
1
Heraldry
Int
1
History
Int
1
Law
Int
1
Navigation
Per
1
Linguistics
Int
1
Riding
Dex
1
Philosophy
Chr
1
Seafaring
Int
1
Read & Write
Int
1
Skyfaring
Int
1
Research
Int
1
Teamster
Dex
1
Teaching
Int
1
Theology
Chr
1
Travel Skills
185
Chap te r V
Creative Skills
Gem Cutting
shapes and make them more appealing to the eye and able to be sold by
Acting
This skill allows the character to cut precious stones into ideal
vendors for more money than just the raw stones. A good gem cutter
The character may use acting techniques to perform for
can usually craft a finely cut gem in a d6 nights with the right materials
a number of situations. Your character is able to express emotion
for cutting in their hands yet they may raise 7 bits per day at this work.
when it is not felt, or even hide emotion when necessary. You may
(Perception)
also make an acting skill check when you are attempting to play dead
in combat. In certain situations you may gain your social pool if
crystal, gem, or stone by making a simple skill check. With a good
interacting with other characters. (Charisma)
skill check they can gain +15% more value out of a well cut stone. As
-Expert: the character can convince a person of something
an expert in this skill you may now add +1 to your skill rolls. Add a
by acting convincingly enough to gain a +1 social modifier when
+1 to your perception attribute permanently once this is unlocked.
rolling this skill. Add a +1 to your charisma attribute permanently
Experts may add +2 to the rating of their crystal lore skill.
once this is unlocked.
-Master: with the 3rd tier, you can pretty much make
they can craft items such as crowns, scepters, etc. A gem cutting
any story believable. You are able to show great emotion in your
master can now become a jeweler and specialist making 30 bits per
acts. Gain a +2 social modifier during a display of your skill. This
day if they so choose and they also gain a +2 to the roll of their skill.
upgrade will also grant your character a +1 to your charisma attribute
A master in cutting can also add +30% to the value of a stone.
-Expert: an expert in gem cutting can appraise any form of
-Master: a master of cutting can not only appraise a stone,
permanently once this is unlocked.
Glassblowing
Art
This skill allows your character to make glass objects with
Drawing, painting, sculpting, war paint, tattooing. The art
heat and sand. At a basic skill in glass blowing your character is able to
that you choose to excel at is up to you but being good at art does
craft vials, bottles, jars, with a total completion of one in d6 days. The
allow you to show some skill in all forms of artwork. This also grants
artist must possess the proper tools and a kiln to make 7 bits a day.
the artist the ability to create mystic tattoos that grant +1 to any
(Perception)
attribute, one must possess mystic ink to make these with a hard
target number. You can sometimes finish a piece of art in d6 days
vials, bottles, jars, lanterns, windows, and more, with enough skill to
and raise 7 bits per day as an artist. (Perception)
gain 14 bits per day for their work. As an expert in this skill you may
now add +1 to your skill rolls. Add a +1 to your perception attribute
-Expert: an artist can create certain pieces of art and sell
-Expert: the 2nd tier of this skill allows the artisan to craft
them for copper equal to your art skill check or gain 14 bits per day
permanently once this is unlocked.
as an artist. If you create a masterful piece of artwork it can grant you
+5 reputation. An expert artist can also add +2 to any attribute when
that may assist with use of vials in combat and out of combat. What
crafting a rating 2 mystic tattoo. As an expert in this skill you may
of potion vials that allow you to drink 2 potions at once, or a device
now add +1 to your skill rolls. Add a +1 to your perception attribute
that launches potions into the air? Just a thought, feel free to engi-
permanently once this is unlocked.
neer your own ideas, gaining mastery in this skill will add +1 to the
-Master: the master artist may gain silver equal to your
character’s perception attribute permanently once this is unlocked. A
art skill check or make 21 bits per day. Masters gain a +2 to their
master gains +2 to their skill rolls. They can also gain 21 bits per day
skill rolls. You may also gain up to 10 reputation points for creating
as a master in the skill.
-Master: a master of this skill is also able to engineer tools
and selling a masterful piece of artwork. Masters can gain their skill check in silver. A master can create a +3 mystic tattoo that grants +3
Impersonation
to any attribute. A rating 3 mystic tattoo takes up 25% of the body.
One body can possess 3 different rating 3 mystic tattoos or up to +10
or creature or to entertain and trick others. This skill, along with dis-
in attributes all together. A master artist is also granted an additional
guise is a dangerous combination for an infiltrator. If you possess the
+1 to their perception attribute permanently once this is unlocked.
disguise skill you may gain a +1 to the rating in that skill (per tier),
To mimic the voice, mannerisms, and habits of a character
and vice versa. (Perception)
186
S kil l s
-Expert: at 2nd tier the impersonator may create sounds
course you must be able to actually travel with this instrument and
like monsters and mimic another character to where they may even
carry it to gain any benefit. You may always create your own ideas
pass as the character with a proper disguise. As an expert in this skill
for instruments used when playing non- human races if you like.
you may now add +1 to your skill rolls. Add a +1 to your perception
Such as the “skorn” the kuthalan wind and percussion instrument, a
attribute permanently once this is unlocked.
hollowed out skull and spine of an enemy. You may gain 5 bits per
night from the skill when playing at a tavern for a full night of work.
-Master: at 3rd tier the mastery of this skill will allow you
to gain a +2 to your skill rolls. Mastery in this skill will also grant the
(Perception)
character +1 to their perception.
-Expert: the 2nd tier of this skill allows the musician to
perform in the streets or a tavern and gain 10 bits for a night. This
Mapping
is gained during a full nights work or performance, not just a song.
This skill allows the character to create maps of
The 2nd tier musician also grants you the right to choose another
areas that they are in, have traveled through, or the ability to read
instrument to become proficient in. An expert can grant +2
them accurately. These maps may even be sold in the marketplace for
reputation points per night of entertainment with a good roll. As
7 bones per day. Using a good map will allow a navigator to gain a +1
an expert in this skill you may now add +1 to your skill rolls. This
to +3 levels to their skill check. (Perception)
character also gains a +1 to their perception attribute permanently
when unlocking the 2nd tier.
-Expert: creating a map of an area as an expert cartogra-
pher will grant a navigation skill check +2 levels to the skill or to the
-Master: the 3rd tier of this skill allows the musician to
perception attribute test for those who are untrained in navigation.
gain an amount of 15 bits for one full night of performing. The
You may call it a +2 level map or make a note of this somehow for
musician also gets to choose their 3rd instrument that they can play.
those who read it. These maps may also gain you 14 bits per day,
This character gains +1 to their perception permanently once this is
while selling in the marketplace. If the player wishes to actually
unlocked. A master adds +2 to their skill roll. They can also grant up
sketch a real map the GM may award the player saga points for their
to +3 reputation for a night of entertainment.
time and creativity. As an expert in this skill you may now add +1
Pottery
to your skill rolls. This character also gains a +1 to their perception attribute permanently once this is unlocked.
The skill of pottery is very common in these times
-Master: at 3rd tier, the master of map making can sell their
and in order to use the skill you must possess clay. There are 3
work in the marketplace for 21 bits per day. A master of mapping will
primary types of pottery to create which include earthenware,
add +3 levels to the navigation skill or the rank of their perception to
stoneware, and porcelain. With this skill you may craft pots, jars,
those who read their maps. Masters gain +2 to their skill rolls. This
decanters, etc. The skill does not only consist of crafting containers,
character also gains a +1 to their perception attribute permanently
yet all are works of art. They can be used by the character and his or
once this is unlocked.
her party or crafted to sell in the marketplace for 7 bones per day. (Perception)
Music
-Expert: at 2nd tier a potter can use their skills to gain 14
When gaining this skill you must first choose a musical
bits per day. As an expert in this skill you may now add +1 to your
instrument that you wish to play. From the three basic families of
skill rolls. This character also gains a +1 to their perception attribute
instruments you may choose strings, woodwind, or percussion. In
permanently.
the strings family some of your choices shall be; harp, fiddle or lyre,
lute, gittern, vielle, etc. Some instruments from the woodwind family
of 21 bits per day of work The character also gains a +1 bonus to
are; crumhorn, flute, trumpet, bagpipe, three-holed pipe, etc. Finally
their perception attribute permanently. A master adds +2 to their
from the percussion family you may choose from; bells, cymbals,
skill rolls.
-Master: at 3rd tier the skill may be used to gain an amount
tambourine, tabor, many different types of drums, etc. When choos-
Sewing
ing the bard class this is a very important part of the class, for you shall begin the game with the musical instrument that you choose if
the music skill is in your arsenal. You may choose an instrument that
by many and very common. A seamstress or tailor can sew, craft
is not on this list of course if it fits within the game and era and of
clothing, upholstery, make sails, tapestries, book binding, and so
187
Yet another skill that is very basic in nature but is used
Chap te r V Storytelling
many other trades. This skill can make you 5 bits per day of work. (Perception)
when telling their tales. They may create or reenact stories that be-
-Expert: using this skill can grant you an amount of 10 bits
Storytellers can pass the deeds of heroes and villains on
per day working in the marketplace. You may certainly use it to craft
come entertaining to those around them. (Charisma)
a cloak or blanket for someone who needs it badly enough. You may
do so as long as you possess the materials, which cost 25% of the
per night from telling stories as long as there is a group to listen and
actual cost of the item you wish to craft. An expert can also create
spread the word of their deeds. A new group of listeners must be
hidden pockets at +2 levels to the concealment skill. They can even
available to continue gaining a reputation bonus. An expert in story-
make armored clothing with a max rating of 2 if they can reach a
telling can also come up with a story on a whim to entice people with
target number of 20. As an expert in this skill you may now add +1
a tale which will certainly catch their attention to stop and listen.
to your skill rolls. This character also gains a +1 to their perception
You may gain a +1 to your charisma attribute permanently once this
attribute permanently once this is unlocked.
is unlocked. Experts gain +1 to their skill rolls as well.
-Master: the 3rd tier of this skill allows the character to
-Expert: the expert storyteller can land +2 more reputation
-Master: at 3rd tier, the master storyteller can land +3 more
gain 15 bits for a day of work. At 3rd tier you may even craft what is
reputation per night from sharing stories. This also grants your
needed to make padded armor, or design your own types of clothing
character +1 to your charisma attribute permanently once this is un-
or armored clothing with a max rating of 3 if they can hit a target
locked. Masters gain +2 to their skill rolls.
number of 30. This character also gains a +1 to their perception attri-
Weaving
bute permanently once this is unlocked. A master gains +2 to their skill rolls.
Singing
A skill often used in making baskets that many use for back-
packs. Tapestries, curtains, and so many other items may be crafted with this skill; it can become useful in certain situations. You may
This skill allows you to perform vocally with basic skill in
even gain 5 bits per day of work in the marketplace. (Perception)
the matter. The bards, minstrels, and troubadours can combine this
skill with other musicians and all make their skill checks while in a
per day of work in the marketplace. Some types of armor can even be
tavern. You can make 5 bits per night singing in a tavern. (Charisma)
made with this skill with a max rating of 2 if you are an expert in this
-Expert: the 2nd tier of this skill can be rolled along with
arena, you must pull off a target number 20 to get an armor rating of
your music skill if you are a bard allowing you to choose the best
2. You may gain a +1 to your perception attribute permanently once
result for your payment when playing songs for money. If you are us-
this is unlocked. You may refer to the equipment list to make baskets
ing it by itself, without an instrument, or simply singing while others
or containers that will carry a certain number of units. Mastery in
play their instruments, you will gain 10 bits for a night of work. This
this skill will allow you to craft your own type of upgraded items
skill can also grant you from 2 reputation points (does not stack
you might find on the equipment list that rely on this style of craft.
with the music skill but you may add them together and divide by 2
Experts gain a +1 to skill rolls.
rounding up). As an expert in this skill you may now add +1 to your
skill rolls. You may gain a +1 to your charisma attribute permanently
gain an amount of 15 bits per day of work in the marketplace. At 3rd
once this is unlocked.
tier you may be creative with the skill and craft things of your own
-Master: the 3rd tier of this skill will allow you to write your
design. You can even design certain types of armor with a max rat-
own songs and grant you 15 bits for a full night of work. This may
ing of 3 at this tier, as long as a target number of 30 is reached. You
also grant you from 3 reputation points. None of these bonuses stack
may gain a +1 to your perception attribute permanently once this is
if you are using music with it, doing so allows you to add the results
unlocked. Masters gain a +2 to their skill checks.
then divide by 2. Becoming a master singer also allows you to gain +1 to your charisma attribute permanently once this is unlocked. You may add +2 to your skill rolls as a master.
188
-Expert: using this skill can grant you an amount of 10 bits
-Master: the 3rd tier of this skill allows the character to
S kil l s
Deceive
Diplomatic Skills
or come up with a believable story. The other character makes a
Animal Kinship
This skill allows a character to pull off convincing lies
perception check (or detect lies skill) to catch you in a lie or to notice
This skill allows you to become empathic toward a
what it is you are attempting to do. You may add your social pool to
creature of animal or beast intelligence. If the creature is very hostile,
this roll. (Charisma)
that’s a different story. This skill allows you to use your social pool.
(Charisma)
fabricate lies well enough they can become a political figure. Pa zow
-Expert: this allows your character to communicate with
(a silly jest)! Experts gain a +1 to their skill rolls. You may gain a +1
a creature in a primitive way using empathic movements and body
to your charisma attribute permanently once this is unlocked. An ex-
language. You can even calm creatures that are hostile if others stay
pert at lies can be dangerous, causing two targets to believe you.
back during your attempts. You may gain a +1 to your charisma attri-
bute permanently once this is unlocked. Experts gain +1 to skill rolls.
attribute permanently once this is unlocked. A master may add +2 to
their skill rolls. They can lie to an entire group convincingly.
-Master: with mastery in this skill you can give a creature
-Expert: the 2nd tier of deceive allows a character to
-Master: a master of deceive gains +1 to their charisma
commands and they will understand those commands, if you be-
Detect Lies
friend them, which should not be a difficult task for you. If you have developed a bond with a creature and you are a master in this skill,
they will often die to protect you. With mastery in this skill you may
terns in the speaker’s postures and expressions. The character may
interact with a beast even in the company of another character. Mas-
listen as well as gain visual hints that they speaker might be telling
ters gain +2 to skill rolls. You may gain a +1 to your charisma attribute
a lie. (Perception)
permanently once this is unlocked.
-Expert: having a 2nd tier in this skill gives the character a
+1 on their skill roll. You may gain a +1 to your perception attribute
Barter
This skill allows the character to perceive different pat-
permanently once this is unlocked. An expert can detect the lies from
This skill allows the character to successfully negotiate a
a speaker by simply listening to their words.
better price on products, better pay for salvage, as well as for your
assignment, etc. The skill dice are rolled and a resisted roll from the
to gain +2 on skill rolls. You may also gain +3 to the rating of your
vendor is made. The vendor is the defender in this situation because
interrogation skill. Mastery in this skill will also grant your character
you are forcing his or her roll. As we know from other rules, the tie
a +1 to your perception attribute permanently once this is unlocked.
-Master: having the 3rd tier of detect lies causes a character
goes to the defender. When dealing with merchants there is a very
Interrogation
good chance they will possess this skill. The character may gain a 10% discount or increase in pay, unless a different amount is established
beforehand. The player and GM only need to roll if an actual fair
manners without the use of torture at all times. The interrogator can
barter is offered. If the price the player asks for is far too high there
use this skill to gain information from a target. This skill is resisted
is no need to even roll for an NPC to refuse. You may add alter this
by a character’s charisma attribute. You also get to add your social
result by adding your social pool to this roll. (Charisma)
pool during this skill. This is different from torture although these
-Expert: the 2nd tier of this skill allows the character
may be used in tandem, torture is often resisted by willpower and re-
to gain a 20% discount or rise in pay. You may gain a +1 to your
quires causing the subject pain and suffering to extract information.
charisma attribute permanently once this is unlocked. Experts gain a
(Charisma)
The character is trained in interrogation methods and
+1 to their skill rolls.
-Master: the 3rd tier of this skill allows the character to
bonus to your skill rolls. You gain +1 to your charisma attribute
gain a 30% discount or rise in pay. At 3rd tier the character also gains
permanently once this is unlocked. Experts also filter out lies and
a +1 to their charisma attribute permanently once this is unlocked.
may lead the target into telling them truthful answers quickly.
Masters gain +1 to their skill rolls.
-Expert: being an expert in interrogation will grant a +1
-Master: a master of this skill gains a +2 bonus to skill rolls.
You gain +1 to your charisma attribute permanently once this is unlocked. A master can implant information for the target to admit.
189
Chap te r V Leadership
Speech
This skill is useful when gaining others to follow you or
This skill allows the character to make impressive and
help you establish a system of rank within a small group. In most
persuasive speeches to those around them. It may grant a charac-
cases the character with this skill and highest charisma is best suit-
ter a chance at an audience with a clerk to see about possible jobs
ed to be the leader of the party. They offer words of inspiration or
with guilds, banks, etc. You must usually establish yourselves as
can instill fear within their followers and friends. You do gain your
someone of note before you are allowed to seek an audience. You
social pool when using this skill. (Charisma)
will gain a +1% for every 5 you roll on the check, to your chance
-Expert: the 2nd tier of this skill can actually gain the
known when attempting to gain an audience with a high rank-
character an NPC follower that wishes to travel with the character.
ing official. You are allowed to add your social pool to your skill.
The character is an expert at leadership and gaining respect from
(Charisma)
followers. The character may use this skill to rally a group to follow
the character’s orders against a common enemy in times of danger.
ability to add +1 to skill rolls. You will gain a +2% for every 5 you roll
You may gain a +1 to your charisma attribute permanently once this
on the check, to your chance known when attempting to gain an
is unlocked. Experts gain a +1 to skill rolls.
audience with a high ranking official or with royalty, a magistrate,
etc. You may gain a +1 to your charisma attribute permanently once
-Master: the 3rd tier of this skill can rally a force equal to
-Expert: the 2nd tier of this skill allows the character the
the leader’s skill check in times of war. It is also possible to gain
this is unlocked.
another NPC follower that wishes to travel with you on your adven-
tures. At 3rd tier your character gains a +1 to your charisma attribute
You will gain a +3% for every 5 you roll on the check, to your chance
permanently once this is unlocked. Masters gain +2 on skill rolls.
known when attempting to gain an audience with a high ranking
-Master: you have the skills in speech to be a diplomat.
official. As well, the character gains +1 to their charisma attribute
Seduction
permanently once this is unlocked. Masters gain a +2 to skill rolls.
This skill is used for making advances toward characters of
Streetwise
the opposite sex, or the same if your character swings like that. This skill may be used to gather information and open up a connection
This skill represents the character’s ability to gain informa-
of trust between the two. You may gain your social pool during this
tion off of the streets by speaking with commoners and shady types
skill. Seduction is resisted with willpower. (Charisma)
in back alleys, slums, and black market areas. This skill is good for
-Expert: the 2nd tier of this skill allows the character to
those who have lived on the street for a long time. They know how
gain the trust of the other and add +1 to skill rolls. The character is
things are accomplished in the cities and how to talk to people in the
very good as seducing a member of the opposite sex and is allowed
darker parts of society. As this skill might go hand in hand with the
to add a 1 to their physical beauty in the eyes of their target, for every
skill speech, yet this one is not so much about speaking intelligently,
5 on the result of their skill check. Thus a roll of 16 would add +3 to
but speaking the slang of the streets convincingly and fitting in. You
your PB. You may gain a +1 to your charisma attribute permanently
may add your social pool. (Charisma)
once this is unlocked.
-Master: the 3rd tier of
from people in the shady areas of the slums, taverns, or dens within
this skill allows the character to
a city. Experts gain +1 to the skill roll. An expert knows right who to
gain +1 to their charisma attribute
go to and can dodge the peons that might cost an extra coin.
permanently when this is un-
locked. Mastery in this skill will
can save a bit of coin in bribes and learn a great amount of informa-
seduce the target character to the
tion from and about the city. A master gains a +1 bonus to their cha-
point where they believe that they
risma attribute permanently once this is unlocked. An expert in this
are in love with the character. At
skill will add +3 to the rating of a speech skill if it is owned. Masters
this point they may fight for the
of streetwise can find out where the local thieves guild is located, or
character, perhaps even die for
where the black market is in a new city by greasing the right palms.
them if need be. Masters gain +2 to skill rolls.
190
-Expert: an expert at streetwise can find out information
-Master: a master of streetwise adds +2 to skill rolls. They
S kil l s
Magic Skills
fluence from spending so much time in the stars and in awe of the godly creations and things of the world. The expert gains +1 to their
Alchemy
-Expert: an expert of astrology will gain +2% Spiritual In-
intelligence attribute permanently once this is unlocked. Experts
With the alchemy skill, your character knows the basics and
gain +1 to skill rolls. They can even make 20 bits per day as a palm
components of crafting magical potions and powders. Alchemists can
reader if they wish to do so in the marketplace during downtime.
make up to 10 bits per day working in the market as a specialist. An
alchemist must refer to the alchemy creation table in the magic chap-
ence. If it is nighttime and the stars are available to view, the master
ter. There is a great bit of information on ingredients and rules for
can actually call upon the ability of astromancy with a successful
alchemy such as the alchemy creation table. The ingredients can cost
enough check that they can force a random encounter on the party
25% of the base cost listed for a potion, or they may be gathered on
and the GM must tell the character what will happen before it does.
your own in the wild. Either way you must possess the correct for-
This astromancy may only be utilized once per week. The encounter
mula to craft the desired alchemical substance and the correct tools.
does not have to happen immediately it may happen the following
A character with 1st tier alchemy can make potions that range in cost
day. The master gains a +1 to their intelligence attribute permanently
on the potion table, from 1 to 14 gold pieces. If it costs more than that
once this is unlocked. Masters also gain +2 to skill rolls.
to buy in the market it is too difficult for your skill (Intelligence)
-Master: a master of astrology will gain +3% Spiritual Influ-
Battle Chant
-Expert: an expert in alchemy is granted +1 to their skill roll.
The expert alchemist may also gain +1 to their intelligence attribute
permanently and gain +2 ratings to the plant lore skill. The expert
in a combat situation. They regain an amount to either mana or chi
can create potions that range anywhere from 1 to 29 gold pieces on
that is equal to the result of their skill check. This may be used each
the potion table. An expert may also use this skill to break a potion
round and only after the character is finished with all of their actions
down and learn its formula as long as their skill level is high enough
and attacks. The character may only battle chant while in battle, they
to make the potions as well. This will waste one potion during the
have trained to channel the surge of energy while in the midst of
breakdown to find its components.
combat. (Willpower)
-Master: a master alchemist gains +2 to their skill roll. A
This skill is used for regaining drained mana or chi while
-Expert: the expert of battle chant will gain the amount of
master of alchemy can engineer their own type of potions as long as
mana or chi that is rolled on their skill dice with a +1 bonus to the
the GM discusses the ideas and approves them. The master gains a
roll. The expert of the battle chant also gains a +1 to their willpower
+1 to their intelligence attribute permanently once this is unlocked.
attribute permanently once this is unlocked.
A master alchemist gains +3 ratings to the herbalism skill. A master
in alchemy can read the formulas and craft potions that cost 30 gold
their meditation skill if they possess this skill. A master of battle
or more.
chant can gain mana or chi equal to what they roll on their skill
-Master: masters of battle chant gain a +3 to the rating of
check with an additional +2 to the roll. Masters also gain +20 to their
Astrology
max mana or chi you must choose one. The skill user also gains +1 to
The study of the heavenly bodies, the 12 Fates, positions
their body attribute permanently once this is unlocked.
of the stars and their influence over living creatures. Astrologists
Blood Magic
can use the positions of the stars at night to gain certain divination information. For instance some might notice a bad omen, a good
omen, and allow the GM to give them a small amount of information
of sacrifices and the caster at times in place of mana drain and can
about future events. This skill goes hand in hand with the following
sometimes even take the place of material components that are need-
and knowledge of “the Twelve Fates” who have been given the 12
ed within certain spells. During the casting of a spell, during a ritual,
pointed star as their joint symbol, with each of their individual sym-
or during a conjuring a sacrifice is slain and the blood is used to
bols at the end of each point. Knowing this skill allows you to also
soak some or all of the mana drain depending upon the power that
know about the 12 fates. Thus if your character possesses this skill it
resides within the blood and the roll of the skill. This is known to
would be wise to look over the information on the Twelve Fates on
most tribes and cities as evil. It is a death sentence in many lands and
Pg. 237 in the chapter on Gods. (Intelligence)
is often used by some of the most foul of necromancers and demons.
191
This skill is often tied to the dark arts for it uses the blood
Chap te r V Circle Magic
The sacrificial blood loses its power after the mana is drained from it, thus you cannot re-use the blood. You must sacrifice again. It is
usually saved for the most draining of magical rituals and not for
conjurers, and characters that seek protection in dealing with alter-
lower spells. You must roll your skill dice; the result is how much
nate realms and spirits. Primarily you might use this skill to keep
mana is soaked by using the blood of the sacrifice. You can gain a
spirits trapped within the circle when conjured or summoned. A
bonus of +1 to +5 levels depending upon the innocence of the
spirit can break through a magic circle with a resisted intelligence
sacrifice. It seems to appease the evil spirits and this bonus will
check against the result of the circle magic roll. This knowledge
be decided by the GM. Animal sacrifices are more common and
allows you to identify circle magic as well as design it with the
do not often grant additional bonuses, but that of a young mortal
correct symbols, runes, or components necessary to make a magic
virgin would appease dark gods due to its innocence. Some northern
circle. The time it takes to craft a circle is from 5 to 35 min-
tribes of Oondar still practice this as well as the Crow tribes. Many
utes. Non-spell casters may perform this skill; they do not need
countries that catch practitioners of blood magic are usually burned
sorcery to do this. There is magic within the runes and magical
at the stake for black witchcraft. (Willpower)
energy develops in an invisible cone-like shape starting from the
drawn circle then up to a point at its apex. This may sometimes be
-Expert: the expert of blood magic will take the amount that
This
skill
is
important
to
have
for
summoners,
is rolled x2 from their mana drain. The expert in this skill will gain
seen when looking astrally. (Intelligence)
a permanent +1 to their Willpower attribute. Experts gain +1 to their
skill roll.
a second ring of runes adjacent to the first circle and connected
-Expert: the 2nd tier of this skill allows a character to add
-Master: the master of this skill will gain x3 to the result of
by a line of salt, blood, sand, or whatever the magic calls for. This
their skill roll. This result is then soaked by the mana drain that they
circle possesses a thaumaturgic triangle within it and is used for the
suffer from the current ritual they are performing. A master of this
conjurer to stand within. This allows for a second barrier to be in
skill will permanently gain a +1 to their intelligence attribute as well
place if the first one shall fall. Experts gain +1 to their skill roll. The
as a +3 to the skill rating of their necromancy skill if they possess it.
expert gains a +1 to their intelligence attribute permanently.
A master gains a +2 to their skill roll.
-Master: a master of circle magic may add a 3rd tier circle
as a 3rd and final barrier against the power of an angry spirit, as long as time allows. Making the 3rd circle takes 3 times the amount of time to craft. At this rank of the skill this character is also able to create their own magical circle components out of chalk, bone, candles, blood, salt, and other useful ingredients that they may find by making a skill check in their downtime. A master of circle magic gives them knowledge to create circles of the greatest power, with three seals to be broken. This also means that the designer can craft circles that allow gates to be created to other planes of existence or outer worlds. However, sorcery is also a part that is necessary to complete the actual act of opening a gate such as this. This is where a powerful summoner is needed. Masters of circle magic often create large summoning chambers so that a circle does not need to be recreated each time. A master gains +2 to their skill roll. A master also gains a +1 to their intelligence attribute permanently.
Conjuring
You must possess the skill sorcery to gain this skill. This
very dangerous skill can allow a magic user to conjure spirits of the dead and spirits of nature; such as different types of elementals. This skill may allow beings from outer planes into our own realm through the use of magical circles as gateways. Circle magic is part
192
S kil l s Exorcism
of the method used to open a doorway to another plane. Look to the magic chapter under conjuring for more information. The first
tier of the conjuring skill will allow you to bring forth power 1 & 2
You do not need to be a sorcerer to attempt this skill. For 2 magic
spirits of the dead, elementals, and outer planar beings. It is also
actions the character shouts the Rite of Expulsion in order to bring
used during summoning spells to bind spirits to the caster’s will.
the demon from the body and release their hold over the victim’s
(Willpower)
soul. Once a demon has been exorcised, they may not jump into the
-Expert: an expert conjurer can call forth power 3 to 5
same body again for days equal to the body attribute of the character.
spirits if they wish to attempt it. Look to the random spirit table
Once the demon is out it is free. Yet you may now attempt to banish
under conjuring for more information on spirits to be summoned
it as long as someone owns the conjuring skill at expert level. You
and their stats. An expert in conjuring may also attempt to banish
cannot banish a spirit when it has possessed a body, it must be ex-
spirits for 4 magic actions. They do so at -3 to their roll if they do not
pelled first. The exorcist can throw holy water on the subject during
know the name of the spirit, or possess a totem of the spirit they are
the Rite of Expulsion to cause the demon an additional –d6 (no con-
attempting to banish. This may be attempted once per spirit. An
tinuum) to their willpower roll result. Sometimes holy symbols are
expert conjurer gains a +1 to their willpower attribute and may also
used to gain a bonus for the exorcism skill roll. (Willpower)
add +2 ratings to their circle magic skill. Experts also gain +1 to their
conjuring skill roll.
the Rite of Expulsion. The expert can also throw holy water on the
-Master: a master conjurer can call upon power 6 spirits or
subject during the Rite of Expulsion to cause them an additional –d8
greater if they choose to attempt it. Yet this can get very dangerous
(no continuum) to their willpower roll result. The expert also gains a
without the use of a coven to share in the drain. A master conjurer
+1 bonus to their willpower attribute permanently.
also gains +1 to their willpower attribute permanently and can add
+3 to the rating of their exorcism or creature lore skill, your choice.
This tier grants you a +1 to your willpower attribute permanently
Masters also gain a +2 to their skill roll.
once this is unlocked. A master also gains +3 ratings to their con-
-Expert: experts of the skill gain +1 to the skill roll during
-Master: a master exorcist gains +2 to the roll of the skill.
juring skill if they possess this skill. The master can also throw holy
Crystal Lore
This skill is used to drive demons out of a possessed body.
water on the subject during the Rite of Expulsion to cause them an
The character is skilled in the identification of crystals,
additional –d10 (no continuum) to their willpower roll result.
their powers, and knowledge of the chakra points or nadiis (points
Meditation
where chi and mana flow through the body). They are also trained in the use of crystals and their mystical properties in order to gain
bonuses from the stones. The character may use an activated stone
mana or chi back for that hour, just as you gain d20 mana or chi for
by placing it on the proper chakra point of the body and making
sleeping each hour. Yet those with the skill meditation can also add
a skill roll. The stones and their uses can be found in the magic
the result of their skill check to the mana or chi gained back during
chapter. The character with this skill can identify many types
that hour. So make your skill check and roll your d20 and add the
of stones with a cost from 1 to 14 gold. Those with this skill may
result together for the full amount of mana or chi regained to your
channel power through 2 primary chakra points at the same time.
pool for an hour of meditation. If one wishes to meditate for 2 hours,
(Intelligence)
simply multiply the end result by x2. (Willpower)
-Expert: an expert can gain the properties of four of the
Any character can meditate for an hour and gain a d20
-Expert: the character with expert meditation will roll their
bonuses given from the stones or crystals at a time. An expert in
skill dice as normal and add a +1 bonus to the roll. Thus add this to
this skill can identify stones from a cost of 15 to 29 gold. The expert
the d20 mana or chi for that hour of meditation. The expert gains a
also gains +1 to the intelligence attribute permanently once this is
+1 bonus to their willpower attribute permanently once this is un-
unlocked. Experts also gain +1 to their skill check.
locked.
-Master: the crystal lore master can gain the bonuses of all
-Master: a character mastered in meditation can add their
7 primary chakras or mystical properties at once. The 3rd tier of this
skill roll to their regained mana or chi as well as the d20 that is given
skill allows a character with crystal lore to identify any type of crystal
for the hour with a +2 to the result. This skill grants you a +1 to your
or stone. The master gains +1 to their intelligence attribute perma-
body attribute permanently once this is unlocked. You also gain a +3
nently once this is unlocked. A master gains +2 to their skill roll.
rating on your battle chant skill if you possess it.
193
Chap te r V Necromancy
spells of equal or lower ring (or level). Also first tier spell craft will
This skill allows a character of sorcery to create an undead
only allow the creation of Initiate or Advocate spells. Base your
servant within a d6 hours. You must possess a corpse in order to
creations off of spells already designed to get a feel for them. Once
create the undead servant. If the corpse is only bone you can craft an
the spell is planned and the mechanics, the drain, actions, etc. are
animated skeleton. If it still has flesh it becomes a zombie. You do not
configured then you must look to your spell time for how long it
need the ability Death Lord when creating servants in this manner,
will take you to create this spell. The character may not use the skill
this skill and black sorcery is enough to start the corruption. When
research to remove days from the spell time since there is no spell
using this skill as your method of black magic, you gain control over
to research, for they are designing it. The character must make a
the undead being during your dark ritual. There is no need to make a
skill check for every day of spell time taken off (6 hour period). The
separate willpower check over the skeleton or zombie when it awak-
target number equal to the following rings. Initiate; 3, Advocate; 4 or
ens as long as your roll is high enough to defeat the willpower rank
5, Robe; 6 - 11, Magister; 12 - 19, Archmage; 20+, etc. A failed result of
of the being. This is usually the rank of the creatures’ willpower
even one day will result on the magic fumble table. The magic talent
as the target number. This can be used to make rot hounds, blight
Astral Link may save you, but only once per day. A roll result that
wolves, corrupted, awakened all types of lower level undead creatures
doubles or triples the target number allows you to take off 2 or 3 days
with the GM’s discretion. Some creatures that are very large are too
from the spell’s creation time. (Intelligence)
difficult for a 1st tier necromancer. (Willpower)
-Expert: an expert of this skill gains a +1 to their skill roll.
-Expert: experts at necromancy can now create thralls,
An expert may also create spells of the Robe and Magister rings as
bloaters, twitchers and other 2nd tier servants at the GMs discretion.
long as their own ring is of equal status. An expert gains a +1 to their
The result of your skill checks can be added to a servant’s base hit
intelligence attribute permanently once this is unlocked.
points as well. An expert gains a +1 to willpower. If you have the pow-
er to raise the dead and use this skill on raised undead you can add
spells of 20th level and up, as long as the character level is of equal
the result of your skill roll to your servants and divide it up evenly or
power. A master at spell crafting may also gain a +1 to their intelli-
place it into one. Experts gain a +1 to skill rolls.
gence attribute permanently; they may also gain +3 to the rating of
their thaumaturgy skill. Masters also gain +2 to their skill roll.
-Master: a master at necromancy may create a ghoul, or
-Master: a master of spell craft can begin making archmage
even higher undead as long as they have the blood of a similar
Thaumaturgy
undead being to use in the dark ritual and a living subject. The other two tiers of the skill allow you to create only mindless undead. The
3rd tier of mastery opens your choices to those undead that still
symbols, potions, runes, even spells. This is a handy skill to have
have the ability to think on their own. Ghouls, blood raiders, blood
and is taught by magic schools during their first courses. You do
mages, and vampires are some of the undead you may create yet the
not have to be a caster to learn this skill. It is basic knowledge of
blood of one of them must be used to do so. The necromantic Rite of
magical properties, sorcery, its uses, and its techniques. Yet it seems
Corruption is used to tie their spirit to your command with
the primary use of this skill is for identifying basic magical items.
necromantic power. The body that is used in this procedure must
(Intelligence)
be living. So the 3rd tier of necromancy calls for a sacrifice. This is
an act of pure evil sometimes used to seal a deal with a demon. A
traps and cursed items. The expert of thaumaturgy doesn’t have to
master of necromancy may even begin to engineer their own type of
necessarily pick an item up to investigate it either. They cannot yet
undead at the GMs discretion. A master gains a +1 bonus to willpower.
identify unique items or more powerful items yet. The expert gains
Masters gain +2 to their skill roll.
+1 to intelligence. Experts also gain +1 to their skill roll.
Spell Craft
This skill allows a character to identify magical items,
-Expert: this skill allows the character to identify magical
-Master: this skill adds a +1 to the character’s intelligence
attribute permanently once this is unlocked. A master of this skill
A character that possesses this skill must possess the skill
can understand how to operate strange, magical creations. They can
sorcery. This spell caster can create their own spells with the help
even identify magic by viewing the traces of mana that still linger in
of the game master, for the game master has final say on what is
the air from a spell that was cast a couple of hours ago if they can see
aloud. They must talk about the spell and its mechanics in order to
astrally. They also have the knowledge to identify unique items and
completely craft a successful spell. The character can only create
artifacts. Masters also gain +2 to their skill roll.
194
S kil l s
Medical Skills
The medicines skill check may be used to prepare the herbal remedy
Healing
identify the specific plants needed so that you do not grab a
for treatment of the illness or disease. Healing time for illnesses and disease may take 3d6 days. The skill of plant lore also helps to
This allows the character to have basic knowledge in
poisonous plant on accident. (Intelligence)
healing; to stop bleeding, open airways to the lungs, to splint a
broken limb. The skill dice result rolled equals how many hit points
lower the severity of the patient by 1 step. If the patient was only
the target receives from the healing. A botch on this roll results in
at a 1 on the severity table then the medicines skill may cure the
a d6 more damage. This skill takes around 16 open actions so it is
patient with the correct medicinal applications. An expert can
wise to administer healing in non-combat situations. This may only
diagnose mental disorders as well as physical ones and know how
be used on a victim once per combat. However you can use it to stop
to treat them. An expert also gains +1 to their intelligence attribute
bleeding out and the loss of hit points. You may also use this skill to
permanently once this is unlocked. Healing time for illness and
make money at the local clergy for 8 bits per day. (Intelligence)
disease could take 2d6 days. Experts gain +1 to their skill roll.
-Expert: the 2nd tier of this skill is used to quickly sustain
-Expert: an expert in medicines may make a skill check and
-Master: a master of medicines has gained a great deal of
life in combat situations when magic is not an option. The result of
knowledge in illness and disease. They know about all known sick-
the skill check will result in hit points gained x2 to what you roll.
ness and their skill check will diagnose and drop the severity 2 levels
The character can also build a stretcher for a wounded victim and set
once the proper medicines are applied. A master in medicines may
broken limbs perfectly to heal. They may patch holes and stop bleed-
also add a +3 to the rating of the plant lore skill if it is owned. With
ing as normal but this may be accomplished by spending only 8 open
the proper medicines skill check and remedies, they may then heal
actions to do so. They have learned to use their healing skills in
the patient within a d6 days. It is possible for a master of medicines
the midst of combat and allow the stunting of bleeding out in 2
to even come up with new ways to cure ailments or even discover
actions. They grant half the gained HP in 4 rounds. Once the 8th
new ailments in rare cases. Masters gain +2 to their skill roll.
round is reached the full amount is then granted if still working on the
Plant Lore
patient. An expert healer gains a +1 to their intelligence attribute permanently. Experts gain +1 to their skill roll.
This is the study of plants and their medicinal or
-Master: the 3rd tier or the master healer can heal their
nutritional uses. With this skill you can identify plants that are found
victim in 4 open actions. The result of the skill check is how many
in the wild. The skill check is used to locate plants in the wilderness
hit points are given to the patient with x3 to the result from a
knowing where to find certain types, and make sure the ones that are
super fast bandage and salve applied or healer’s bag components.
found are not poisonous. This is a very helpful skill in herbalism and
Make sure you have a healer’s bag to use this skill as quickly as you
foraging. At first tier you will know more about plants that are native
can and efficiently. You can also help to cure many known illness-
to your homeland or places that you have traveled. (Intelligence)
es and even have the power to save dismembered limbs. You have
primitive surgical skills that can often save patients of traumatic
and will add +2 to the rating of your foraging skill. An expert can
damage if caught in time. You are a wounded victim’s best chance
identify plants from all over the realms and from many different
on the battlefield without magic. Masters gain +2 to their skill roll.
regions from deserts to mountains. You may also gain +1 to your
-Expert: this 2nd tier skill adds to your knowledge of plants
intelligence attribute as well as +1 to this skill check.
Medicines
-Master: a master of plant lore is about the best you can get
This skill gives a healer knowledge in the methods of pre-
for knowing all manner of plant life that grow within the realms of
paring medicines, salves, and how to diagnose illness as well as treat
Koth. If you haven’t found it yet, you have read about it in a book or
it. As the healer skill is more about patching wounds in the field of
heard a story about it. Knowledge of subterranean and underwater
battle, the medicines skill is good for sickness and disease. When
plant life have not been able to escape your studies, nor have plants
someone contracts an illness or disease the skill check will first be
that have been recorded to live in different planes of existence. You
made to diagnose the patient and allow the healer to gain the knowl-
are a master of plant lore after all. This gives you a +3 to your rat-
edge of what is needed to help them. Use the list of diseases and the
ing in medicines. You also gain a +1 to your intelligence attribute
herbalism table (found in the magic chapter under alchemy Pg. 316).
permanently. Masters also gain a +2 to their skill roll.
195
Chap te r V Poisons
Physical Skills
A character with this skill has been taught how to identify
or craft toxic substances using venom, minerals, plants, bones, even
Acrobatics
flesh from certain creatures. Many creatures of the swamp possess different types of poison that they use to cause death or affliction
to their enemies. Assassins have been known to use poisons during
can also get up on your feet without using half your movement to
combat to kill a target. There are many different types of poisons
do so with a successful kip up or similar acrobatic maneuver. If the
in the world and not all are designed to kill. A character with the
character owns the jumping skill, they may add +1 to the rating of
first tier of this skill can craft minor poisons and come up with the
this skill. (Dexterity)
antidotes to them as well. You must look to the poison table for de-
signing them. (Intelligence)
maneuvers. This allows you to pull out of melee range from only one
-Expert: the 2nd tier of this skill will allow the character to
enemy, if you are able to make a successful resisted acrobatic check
craft moderate poisons and the knowledge of creating counteractive
that is resisted by their dexterity attribute. If you have more than
antitoxins. You must look to the poison table for more information
one enemy on you, the others still get an attack of opportunity. You
on moderate poisons. Gaining 2nd tier in this skill also grants a char-
are given an additional +1 to your dexterity attribute permanently for
acter +2 to the rating of the alchemy skill if they possess it. Experts
becoming an expert. Experts also gain +1 to their skill roll.
gain a +1 to their skill roll.
-Master: at 3rd tier in the skill of poisons the character
to your strength, body, or dexterity attribute (you may choose two
gains a permanent bonus of +1 to their intelligence attribute for
different attributes to gain +1). You can now pull off an acrobatic
learning how to master even the deadliest of poisons. The character
maneuver resisted by the dexterity of your enemies, to pull out of
may now engineer some of the most dangerous poisons and with a
melee range without any of them scoring an attack of opportunity. If
high enough roll may even cause a negative to the victims body save
you possess acrobatic attack or acrobatic defense talents you may add
roll. You may also gain +3 to the rating of your medicines skill if you
another x1 or +1 if you can reach a target number 30. Masters gain a
possess it. You must refer to the poison table for more information.
+2 to their skill roll.
Masters gain +2 to their skill roll.
This skill allows you to do some basic acrobatic moves. You
-Expert: this skill allows you to do some advanced acrobatic
-Master: as a master, your training has granted you a +1
Climbing
The climbing skill allows you to scale walls, trees, and build-
ings without the use of a rope. When climbing you can move 50% of your max movement without a rope and ladder. (Dexterity)
-Expert: the 2nd tier of climbing allows you to scale walls
a bit faster with your training in climbing. You can now move 75% of your max movement. An expert of climbing can make their own handholds and footholds as long as they have climbing tools to do so. Your character now gains a permanent +1 bonus to your strength or dexterity attribute (you may choose). Experts gain +1 to their skill roll.
-Master: with this skill you have mastered the art of climb-
ing. You can now move 100% of your max movement when scaling walls of normal difficulty. You may scale even the hardest of cliffs and walls, even those that are inverted, without the use of tools. Your character now gains a bonus to dexterity, and a bonus to strength, gaining a +1 to these attributes permanently once this is unlocked. Masters gain a +2 to their skill roll.
196
S kil l s Dancing
Drug Tolerance
This skill allows you to perform basic dance moves to im-
The character can handle more narcotic use than most. At
press those around you and to build agility in your footwork and
1st tier the character can still use and channel chi and mana even
movement. There are many types of dances, from those learned to
though you are intoxicated. You may also lower any target number
help in swordplay to those found on the ballroom floor. (Dexterity)
by 1 when you are forced to make a body check because of a drug. You
-Expert: a dancer can impress those around them with their
always make this skill check instead of a body check when it comes
agility and grace. It can land you a +2 reputation during festivities
to handling the strength of a narcotic or from overdose (-1 target
during a festival, for every 10 that you roll during your performance.
#). This does not have anything to do with your willpower versus
Add a +1 to your dexterity attribute permanently once this is un-
addiction. It may sometimes be used in place of body checks versus
locked. Experts gain +1 to their skill roll.
addiction. (Body)
-Master: a master of dancing can impress those around
-Expert: an expert in this skill is usually one that has suf-
them during every festival granting the dancer +3 reputation points
fered through many years of addiction and built up a strong toler-
for every result of 10 that is rolled. A master at dancing is also given a
ance. They may take up to two additional doses of a drug while low-
+1 to their dexterity attribute permanently once this is unlocked. This
ering the overdose target number by -2 or any target numbers that
skill is actually important to the sword master especially during their
have to do with drug tolerance. This character also gains 5 points of
blade dance. The master of this skill can get to their feet without suf-
toxic resistance and +1 on their skill roll.
fering a loss of half of their movement and this skill can sometimes
be used in place of a dexterity check if the situation allows for it.
cotics while lowering the target number for overdose by -3. As long
Masters gain +2 to their skill roll.
as the skill check is made they will gain the bonuses from the nar-
-Master: the master can handle up to three additional nar-
cotics. This would normally have knocked a character unconscious
Drinking
or even killed many due to overdose because of the toxicity. The
The character can handle more alcohol than most. At 1st
character can use and channel chi as normal even though they are
tier the drinker can consume twice the amount than normal for their
intoxicated. The master of this skill gains a +10 to toxic resistance
weight, without getting totally pissed. You can also still use and
and may add +1 to their body attribute permanently due to building
channel chi and mana even though you are intoxicated. (Body)
up a high tolerance. This character can drop -3 from any forced body
-Expert: the drinker can handle three times the normal
checks due to drug use. The GM may want to make some checks ver-
amount that would come close to alcohol poisoning for most their
sus mental issues for this character due to prolonged effects to the
weight. The drinker is still able to use and channel chi, the expert
mind and take -1 from the character’s willpower attribute. Masters
will not take negative modifiers in combat when they are drunk. Ex-
gain +2 on their skill roll.
perts gain a +1 to their skill roll.
Endurance
-Master: the master can handle 4 times the normal alcohol
before alcohol poisoning or passing out. They ecan use and channel
This skill allows you to run long distances or hold your
chi as normal even though they are intoxicated. They have possibly
breath for twice the amount of time than most. Encumbered
developed a disease of the liver by the time they reach this status,
characters with this skill only lose ¼ of their movement instead of
thus they do not gain any attribute modifier bonuses, but at least
half. A character with endurance can carry an extra 10 lbs. If this
they can out drink an entire squad of the night watch. The master
character has the running skill, they may add +1 to the rating of that
drinker has also gained a +1 specialization in bottles during combat
skill, and vice versa. (Body)
scenarios! Shweeee you win! Masters gain +2 to their skill roll.
-Expert: the expert can last 3 times longer than most in
endurance situations. The 2nd tier of this skill allows the character to only lose 1 movement instead of half when they are encumbered. The character can carry an additional 10 lbs. added to their 10 from 1st tier. You also gain a +1 to your body attribute permanently once this is unlocked. Experts add +1 to their skill roll.
-Master: the master can last 4 times longer than most in
circumstances of endurance and stamina. The 3rd tier also gives the
197
Chap te r V character a +1 to their body attribute permanently once this is un-
attribute permanently once this is unlocked. Experts add +1 to their
locked. They do not lose any movement when encumbered, at least
skill roll.
for minutes equal to their body attribute. The character may also
carry 10 more lbs. while traveling, added to the other tiers of course
or throwing weapons at a time without suffering more than 1 action
for a total of 30 lbs from all tiers. Masters add +2 to their skill roll.
to draw the weapons while juggling. A master at juggling can throw
-Master: at 3rd tier a master of juggling can juggle 5 items
very light items a distance equal to their strength attribute in inches.
Flying
Add a +1 to your dexterity attribute permanently once this is un-
This skill is used only for those character races that are ca-
locked. Masters gain +2 to skill rolls.
pable of flying. A check is really only needed while in combat, pulling
Jumping
off daring maneuvers, or trying to carry another character which is very difficult. Being encumbered and flying do not mix very well for
the wings of the creature are only meant to keep one character in
movement in inches, since most mortals can only jump a distance
flight. The character will also gain 1 to their movement only added
equal to their normal movement (-1). Encumbered characters suffer
while flying. Therefore if a character has a normal movement of 3, it
an additional -1 to this range. The character must roll a jumping skill
is x3 when flying giving them a maximum movement of 9 in the air,
check and reach a target number often determined by the distance in
yet with this skill we add the +1 to their total making the character
feet. If the character owns acrobatics, they may add +1 to the rating
fly at 10 movement max. (Dexterity)
of that skill and the rating of this skill as well. (Dexterity)
-Expert: an expert of flight will grant the character 2 to
This skill allows a character to long jump their normal
-Expert: this character can add +1 to their normal movement
their movement during flight, remember this is added to their total
in inches when jumping (using miniatures of course). Therefore, if
movement after it is configured for flying. An expert at flying will
the character has a normal movement of 4, they can leap a movement
not have to waste movement to stand up after getting knocked down,
of 5 inches max as long as they reach the difficult target number. You
unless their wings are damaged. You may gain a +1 to your dexterity
may gain an additional +1 to your dexterity attribute permanently
attribute permanently once this is unlocked. Experts add +1 to their
once this is unlocked. Experts gain +1 to their skill roll.
skill roll.
-Master: this character can long jump their normal
-Master: this skill will grant the character a +3 at the end
movement +2 if they can reach the very high target number. If they
of their max movement while flying. The master of flying can add a
have any means of pole vaulting or using an accessory to help them,
+1 bonus to their physical defense roll if they roll a target number
they can vault up to their maximum movement. Characters with
of 20+ or higher while flying. You may gain a +1 to your dexterity
the 3rd tier gain +1 to their dexterity attribute permanently as well.
attribute permanently once this is unlocked. Masters add +2 to their
Masters gain +2 to their skill roll when jumping.
skill roll.
Lifting
Juggling
The lifting skill can add to feats of strength that require
This skill allows the character to juggle objects into the air
the act of lifting heavy objects. Their training in lifting heavy weight
for entertaining purposes and as a show of agility. They may juggle up
allows them to carry 10 units (lbs.) more while traveling. They can also
to three throwing weapons in combat without suffering any addition-
throw heavy objects 1 more inch (x5’ ft in real range). (Strength)
al actions for drawing three smaller weapons as long as the skill check
is a success. Add 5 to the target number for each item after the first.
to the weight they can carry (+20 units total). This skill also allows
(Dexterity)
them to throw heavy objects +2 more inches, or to bend bars or
-Expert: an expert at juggling may also juggle knives, hand
lift gates. This training due to heavy lifting has given the character
axes, or throwing weapons during combat to allow them the oppor-
an additional +1 to their strength attribute permanently once this is
tunity to have four throwing weapons at the ready without suffering
unlocked. Experts gain +1 to their skill roll when lifting.
the loss of more actions for drawing four weapons if they begin
juggling with success. You may also throw a weapon, potion, or small
another +10 units to carry weight and +1 more inch to throw range.
item to an ally for only 1 action by making a juggling skill check tar-
The 3rd tier of this skill allows an additional +1 to their strength and
get number equal to the target in inches. Add a +1 to your dexterity
body attributes permanently. Masters gain +2 to their skill roll.
198
-Expert: an expert in this skill gets to add another +10 units
-Master: a master in this skill allows the character to add
S kil l s Lip Reading
Observation
This skill allows a character to read the lips of another
Those
skilled
in
observation
can
gain
information
character from a distance equal to the character’s perception attri-
on things about a character or a specific target area with their
bute x5’ feet (inches with miniatures). This allows the reader to un-
vision. They can pick up clues or notice additional things people
derstand what a character is talking about. They must be in view of
normally would not see. The character states they are going to
the character and the character must be fluent in the language used.
observe an area or target to roll. This skill does not often take the
(Perception)
place of a perception check when the GM calls for one due to the
-Expert: an expert in lip reading can understand what two
fact that the player must actively call out that they wish to observe
target creatures are saying as long as they are speaking in a language
something in particular. The GM may allow observation to be rolled
known by the lip reader. This gives the character a +1 bonus to their
instead of perception in some circumstances. (Perception)
perception attribute permanently once this is unlocked. Experts gain
+1 to their skill roll.
or trap if they are observing that area and make a successful roll.
Experts gain +1 to their skill roll. You may gain a +1 to your
-Master: a master of this skill can understand a conversa-
tion between three people from afar instead of just two. It also grants
-Expert: an expert in observation can find a hidden door
perception attribute permanently once this is unlocked.
the character a +1 to their perception attribute and grants the charac-
ter 1 free skill slot to go toward any language skill of their choice. Due
perception attribute permanently once this is unlocked. A master of
-Master: masters of observation gain a +1 to their
to the mastering of this skill it has allowed the character the chance
observation can also add +2 to their skill roll. Masters of observation
to learn the basics of a language from those he or she has practiced
also gain natural movement detection at a distance equal to their
upon with or without their knowledge. The language starts out as a
perception in inches, if any movement happens within their cone
character skill at rating 1 based off of the intelligence attribute. Mas-
of sight.
ters gain +2 to their skill roll.
Running
Listening
A character with the running skill can add a +1 at the end of
Those that are very skilled in listening are able to increase
their max movement while running. Thus a character with a movement
their normal perception during hearing and can use their sense to
of 4 runs at 8 yet with this skill they run at 9. If this character has the
gain information about a distant conversation when behind a door
endurance skill, they may add +1 to the rating of that skill, and vice versa.
or within a surrounding area as long as it is within their perception
(Dexterity)
attribute in inches. (Perception)
-Expert: a character with expert running can sprint adding
-Expert: an expert of eavesdropping can gain a temporary
a +2 at the end of their max movement while running. You may gain
form of echo location. So if the character is in complete or magical
a +1 to your dexterity attribute permanently once this is unlocked. An
darkness, they can find their way by listening or making slight nois-
expert may add +1 to their skill roll.
es to sense objects, passages, or pitfalls nearby. The echo location
takes away 1 point of the negative modifiers that are given due to
end of their max movement while running. Those with the 3rd tier
fighting in darkness or blind. Having this skill adds a +1 to your per-
in this skill are also granted +1 to their body attribute permanently
ception attribute permanently. Experts gain +1 to their skill roll.
once this is unlocked. Even though the skill is based off of dexterity,
-Master: those who master listening gain a +2 bonus to
extended running will build better endurance thus you madd +3 to
their perception roll if someone is attempting to sneak attack them
the rating of your endurance skill. You also gain a +1 to your dexterity
in melee range and it is possible to hear them. The character’s echo
attribute permanently once this is unlocked. A master may add +2 to
location intensifies and takes away another point from the negative
their skill roll.
modifiers against them for fighting in darkness or blind fighting. Thus taking away a total of -2 from the negative -4 to attack and defend or whatever the current penalties are due to the situation. The 3rd tier of listening also gives the character a +1 to their perception attribute permanently once this is unlocked. Masters gain +2 to their skill roll.
199
-Master: a master of running can sprint adding a +3 at the
Chap te r V Swimming
Roguish Skills
The swimming skill allows your character to stay afloat in
rough waters, or if encumbered while in water. You will not need
Appraisal
to make a check for swimming if you possess this skill, unless there is danger. If the water has a strong current as it may in rough
waters, or if your character is encumbered that too would make you
instance; you are in the marketplace getting robbed by a vendor with
suffer a roll. You would have to make a skill check if you are in
a greedy deal. You are pilfering through a merchant’s bedchamber
combat and fall in while fighting, or when you are swimming with
looking for the most valuable items with little time to spare. Or you
full gear on is yet another example of when a roll should be made.
only have room to carry a certain number of items so might as well
Characters that are swimming only have 25% of their normal
grab the ones worth the most amount. Either way this skill may come
movement while in the water. With the swimming skill you have 50%
in handy for you can appraise basic items of their worth. This means
of your normal movement. (Body)
weapons, armor, gear, and jewelry, things that are not magical or rare
in the world. (Perception)
-Expert: an adept swimmer can dive from high distances
This skill is used to identify the value of items. For
without taking falling damage from hitting the water. An expert of
swimming can actually swim their normal movement without armor
magical items and rare antiquities. If you have the looting skill and
on. This skill also adds +1 to your body attribute permanently once
are an expert appraiser, you may add +2 to the rating of your looting
this is unlocked. Experts may add a +1 to their skill roll.
skill. They also gain a +1 to their perception attribute permanently
once this is unlocked. Experts gain +1 to their skill roll.
-Master: the mastery of swimming allows you to add +1 to
-Expert: the 2nd tier appraiser can identify the value of
your normal movement. Those with the 3rd tier in this skill are also
-Master: the 3rd tier of this skill allows the character to
granted +1 to their body and dexterity attributes. You no longer take
know where they might fetch the best price for the items that are
any negative modifiers when fighting under water as long as you are
appraised. A master will be able to locate any fence in a city by mak-
using stabbing weapons. Masters may add +2 to their skill roll.
ing at minimum a good skill check. At 3rd tier you may also gain +1 to your perception attribute permanently once this is unlocked. Masters may add +2 to their skill roll.
Begging
This “skill” is the art of successfully begging or asking for
donations in order to gain money from those around you, usually in an urban area. You may gain an amount of bones equal to your skill check within a day (close to 6 hours) of begging. Many monks often do this on the streets to raise money for their church or their own survival. They usually offer a blessing to any whom throw a coin in their cup, hat, or beggar’s bowl. A monk will offer a constricted blessing and once the funds of the day are collected by the monk he or she may even make a spiritual influence roll for their blessings of the day which the GM may offer. (Charisma)
-Expert: for some experts in this skill it may be
altered to become more than just harmlessly asking for coin on the corner street. At 2nd tier this skill is converted to swindler if the character so chooses this route instead of expert begging. At 2nd tier the player may actually change this skill to Swindle if they choose. Now what they will be doing is cheating people out of their money. They will gain their skill check in copper after doing this for a day of work but the GM must make a resisted intelligence check which can be an average of all targets for the evening of work. You must also
200
S kil l s gain +1 to your charisma attribute permanently once this is unlocked.
-Master: a master thief gains +1 to their dexterity attri-
Experts gain a +1 to their skill roll.
bute. They also use distractions or bumps in the crowd to pull some
-Master: masters in this skill may also change the title of
sleight of hand. Masters gain +2 to their skill roll. A master can take
this skill from swindle to Con Artist as they gain their skill result in
the ring from a lady’s finger without her even noticing it is gone. You
silver after a day of working the streets. A master of this skill that
may choose to gain your skill roll in silver for a night of pilfering.
pulls it off by beating the GM’s resisted intelligence check may get
Disguise
away with the con and the NPCs will not even know what happened. You also gain a +1 to your charisma attribute permanently once this
is unlocked. Masters gain a +2 to their skill roll.
by using props, costumes, makeup, or other tools of the trade. An
This skill allows a character to disguise their self or another
ogre with a mustache is kind of silly; you must come up with ideas
Concealment
on your own. (Perception)
This skill is used for hiding. It is the character’s ability to
-Expert: an expert can use disguise to even change their
blend in with their surroundings. You cannot run while concealed. It
race if your skill check is high enough. Experts in disguise gain +2 to
also represents your skill at concealing illegal weapons on your body
the rating of the impersonation skill to mimic the voice of another
or hiding items from others. (Perception)
if it is indeed owned. Experts may add +1 to their skill roll. They
also gain +1 to their perception attribute permanently once this is
-Expert: with this skill a character has actually trained in
hiding from the view of twilight, infravision, or dark sight as long
unlocked.
as there is cover to hide behind or heat patterns around to blend
with. An expert of concealment adds +1 to their skill roll. The expert
master also gains +1 to their perception attribute permanently once
also gains +1 to the perception attribute permanently once this is
this is unlocked.
-Master: a master of disguise may add +2 to a skill roll. A
unlocked.
Escape Artist
-Master: this skill allows a character to blend with their
surroundings to avoid being detected with even astral vision. This
This skill will allow you to slip from rope bindings,
works when there is at least something to blend with around the
manacles, and other basic restraints. Your training in this skill allows
area, for instance a tree does leave off a spiritual essence. It also
you to escape average bindings. (Dexterity)
allows the character to remain unseen while running their max
movement. A master of concealment may add +2 to their skill roll.
binds. Some may be locked cages or upside down legs and hands
-Expert: the escape artist at 2nd tier can get out of tighter
chained. An expert gains a +1 to their skill roll, they also gain +1 to dexterity permanently once this is unlocked.
Steal
-Master: a master escape artist can come up with a way to
This skill is used anytime a character is attempting to
escape from nearly any bindings, sometimes even magical ones. A
silently steal something from another. Some items such as swords
master escape artist gains +2 on their skill roll. They also gain +1 to
are too big to simply lift off of a character that is awake and aware
their dexterity attribute permanently once this is unlocked.
so the GM must use discretion on what is allowed. This is usually
Forgery
reserved for picking pockets, cut-purses, and snagging a potion off of a belt. Thus the GM must use their better judgment upon the
scenario. A thief may use this skill for a night of pick pocketing by
as deeds of ownership or copied signatures. They can simulate the
This skill allows a character to create false documents such
making a skill check and gaining the result in bits. (Dexterity)
seals of business owners, etc. They must possess the skill reading
-Expert: the 2nd tier steal can bump a victim, or wait for a
and writing for this to work of course or they may work in unison
distraction within the streets. An expert can gain +1 on their skill roll.
with another to combine these skills for specific situations. They also
They also gain a +1 to their dexterity. A steal expert is skilled enough
possess the ability to notice false documents. (Perception)
to lift slightly larger items off of a target, if it is at all feasible in
reality. The character must come up with a ploy to gain larger items,
Experts can simulate the work of magistrates and city officials. An
or they may gain the skill result in copper for one night of pilfering.
expert in forgery gains +1 to their perception attribute permanently
-Expert: an expert of forgery will add +1 to their skill roll.
once this is unlocked.
201
Chap te r V
-Master: this skill allows a character to gain +2 to their skill
men, cutting out their gold teeth, etc. When your crew is doing a loot
roll. Those that are masters of forgery can craft false copies of signet
check you may call this skill to get extra loot equivalent to your roll.
stamps and rings of royalty. They may also create fake documents
(Perception)
and blood notes and banknotes. Gain a +1 to the perception attribute
permanently once this is unlocked.
per equal to the result of their skill dice check. An expert of looting
-Expert: an expert at looting may gather an amount of cop-
may add +1 to their perception attribute permanently once this is
Gambling
unlocked. Experts gain +1 to their skill roll.
The skill of gambling allows the character a better chance
-Master: mastery in this skill allows your character to gain
at winning at the table. This may also be used to cheat if the player
an amount of silver coins, sometimes gold, equal to the result of your
wishes, which gives them an even higher bonus to win, but the other
skill dice check. A master of looting may add +1 to their perception
players in the room or others watching get to resist the skill check
attribute permanently once this is unlocked. Masters gain +2 to their
with a perception test. There are many methods a GM may use for
skill roll.
gambling and of course you are always free to come up with your
Pick Locks
own gambling mechanics. Yet this is a quick way to do it. Have each player roll a % percentile, the highest roll wins, simple as that. If us-
ing the gambling skill as normal this allows you to add +d6 to your
order to pick a lock you must possess a lock pick or a similar item,
percentile for every 10 points reached on the skill result. Therefore
or it is not possible. Basic locks include door locks and your average
if you rolled 12 on the skill check you would actually get to add 1d6
chests. (Dexterity)
to your gambling percentile roll. When cheating you may add your
skill check result (in this case +12%), but others get a perception test
into more difficult locks. Difficult locks would include manacles and
to notice you cheating. Their perception must equal or beat your skill
locks used on church doors and guild houses. An expert at this skill
roll. (Perception)
will allow a thief to break into a lock in 4 unarmed actions. An expert
also gains +1 to their dexterity attribute permanently once this is
-Expert: depending on the game and the dice you will be
This skill is used by thieves to pick basic tumbler locks. In
-Expert: 2nd tier pick locks skill allows a character to break
using a successful skill check which will allow you to add the equiv-
unlocked. Experts gain +1 to their skill roll.
alent of a +d6 to your percentile roll. As before you may add an ad-
ditional d6 for every 10 you roll on your skill check. If you are using
you possess this skill it is possible that you may defeat even the most
this skill to cheat you get to add your skill check x2. You also gain
difficult of locks in 2 unarmed actions. It is even possible for you to
a +1 to your perception attribute permanently once this is unlocked.
defeat magical locks if you can figure out the password or command
Experts get to add a +1 to their skill roll.
word that the mage lock was sealed with. This can sometimes be
-Master: 3rd tier pick locks is a master of lock picking. If
-Master: depending on the game and the dice you will be
accomplished by identifying the sigil of the mage that cast the lock.
using a successful skill check will allow you to add the equivalent of
Each one leaves their own sigil in the ward that is placed, unless step
+2d6 to your percentile check. As well for every 10 you beat on your
are taken to specifically hide that. Defeating magical locks is no easy
skill check throw in another d6 to add to your gambling percentile
task yet it is possible with a master of lock picking. A master can
roll. If you are cheating you may add the result of your gambling skill
sometimes trick the ward with a similar sound or a guess. You gain
check x3, to your percentile roll. The players get a chance to notice
a +1 to your dexterity attribute permanently once this is unlocked. If
this by matching or beating your skill check, without the x3 modifier.
you possess the skill escape artist you may add +3 to the rating of the
You also gain +1 to your perception attribute permanently when be-
skill. Masters may add +2 to their skill roll.
coming a master gambler. Masters get to add +2 to their skill roll.
Stealth
Looting
This skill is used for moving silently, or performing an ac-
This skill allows the character to collect some extra bits
tion without sound. It is resisted by a character’s perception attri-
from the surrounding area. The result of your skill dice is how many
bute. You cannot run in stealth. Remember there are some situations
bits, bones, or pfennigs worth of small items or actual coins are
where a lot of noise in the area can mask a character’s stealth and
found. This skill may be used after a battle or when stealing from a
help them sneak. A GM may give you a bonus to your skill level, or
room or tent. It also counts as pulling rings from the hands of dead
lower a target number. (Dexterity)
202
S kil l s
Scholarly Skills
-Expert: an expert of stealth can silently open an old creaky
door or move across the leaves of the forest floor without alerting enemies. An expert of stealth can add +1 to their skill roll. They also
Astronomy
gain +1 to their dexterity attribute permanently once this is unlocked.
-Master: a master of stealth can actually run while still
This skill allows you to understand planets, moons, stars,
remaining in stealth. A master gains +2 to their skill roll. The master
and other celestial bodies within your sky. What they mean, their
of stealth also gains +1 to their dexterity attribute permanently once
position in the heavens, etc. At night you may actually use this skill
this is unlocked.
to help you navigate your way due to the positions of the 12 celestial bodies. (Perception)
Trailing
-Expert: an expert of this skill knows the constellations (12
A character with trailing can follow a target creature
Fates), the relativity of it all to the gods, magic, and how these sub-
through the crowded streets of a city on foot without losing them, or
jects work together. An expert knows what the season, months and
without being seen. (Perception)
can even create a calendar based off of information gained from the
-Expert: a trailing expert can tail a target through the
stars. You may add +3 to the rating of your astrology skill. Working
crowded streets and gains +1 on their skill roll. An expert gains +1
in the city with other scholars can land you an amount of copper
to their perception attribute permanently once this is unlocked. An
equal to your skill result for a d6 days of studies, calculations, and
expert in trailing can defeat certain abilities that attempt to hide
research. You also gain +1 to intelligence and +1 on your skill roll.
characters as long as a successful skill roll is made.
-Master: a master in trailing can defeat the blend ability
of research. Using this skill will bring you to understand the use of
with a successful skill check. The master gains +2 to their skill roll. A
time, space, magic, and the gods. A master of this skill has a better
master also gains +1 to their perception attribute permanently once
chance of creating reliable portals. Any magic used involving gates
this is unlocked.
can be re-rolled or reconfigured in the event of a proximate failure
-Master: mastering this skill takes time and a great amount
due to miscalculations. You also gain +1 to your perception attribute permanently once this is unlocked. Masters gain +2 to their skill roll.
Creature Lore
This skill gives the character knowledge in animals and
beasts that live all over the realms of Koth. You have studied those that live in the air, sea, underground, and upon the surface. Using a skill checks you may know a creature’s strengths and weaknesses, if it is in fact edible and what part of the creature might hold value. Not just the creature’s hide, but specific parts of a creature might be very valuable to casters for ingredients or components. (Intelligence)
-Expert: the 2nd tier of this skill represents a character’s
knowledge of creatures that exist on the surrounding planes of existence. Perhaps you have studied manuals written by elemental travelers. You gain a +1 to your intelligence attribute permanently once this is unlocked. Experts add +1 to their skill roll.
-Master: your character has studied creatures throughout
all the realms of Koth and those beyond. Many piles of books written by dimensional travelers keep this kind of information to be studied. There is a chance you know of beasts from any realm in existence. Mastery in this skill will give you a +3 to the rating of your demon lore skill. You also gain +1 to your intelligence attribute permanently once this is unlocked. Masters gain +2 to their skill roll.
203
Chap te r V Decipher
Heraldry
This skill allows a character to decipher text or hieroglyphs
This skill gives you the knowledge of the flags and
as long as they have time to research the writing. This skill may only
symbols of lords, ladies, dukes, duchesses, kings, queens, kingdoms,
be used by a character that has the read and write skill. The character
and all of the many more that reside in the lands around your home.
must have a book on the language or linguistic studies or be skilled
(Intelligence)
in a modern dialect of the language to decipher the text. Depending
on the length of the text a character can usually decipher a single
have been placed upon scrolls, and the heraldic marks of basically
sentence in about an hour. (Intelligence)
every symbol in the realms of Koth. They also gain a +1 to their
intelligence attribute permanently once this is unlocked. Experts also
-Expert: the 2nd tier of this skill will allow the character to
-Expert: an expert in heraldry can identify signet rings that
decipher a line of text within a half an hour. As well the character
gain a +1 to their skill roll.
does not need to know a modern dialect of the writing. An expert
of decipher can gain +1 on their skill roll. You gain +1 to your intelli-
symbols of merchant lords and guild houses from all over the realms
gence attribute permanently once this is unlocked.
and even into the outer realms or alternate planes. If there is a
-Master: mastery in this skill allows a character to decipher
symbol out there, you have probably seen it before. You may also
any line of text within a few seconds. They may also read magical
gain +1 to your intelligence attribute permanently once this is
text and are able to decipher magical scrolls. A master of decipher
unlocked. Masters gain +2 to their skill roll.
-Master: a master of heraldry can identify even the many
gains +2 to their skill roll. This character is also granted +1 to their
History
intelligence attribute permanently once this is unlocked.
The knowledge of history can help in certain situations
that call for information on past events. This includes any culture that would have a chronological recording of their past. The character knows more about their own kingdom’s history or the kingdoms close to theirs of course, rather than the history of distant lands. (Intelligence)
-Expert: an expert historian can identify ancient civiliza-
tions and their writings, old artifacts left by the race, and their uses. The historian can give information from any culture near or far from their homeland. The expert may also add +3 to the rating of their
Demon Lore
decipher skill. You may also gain +1 to your intelligence attribute
The knowledge of secretive black magic cults and
permanently once this is unlocked. Experts gain a +1 to their skill
demonology. You can recognize their symbols and know what they
roll.
are capable of. You are able to recognize the signs of demon marks
and their methods. This skill can also help in identifying different
attribute permanently once this is unlocked. They can also gain
types of demons, their weaknesses and strengths. (Intelligence)
acceptance into any schools so that they may teach students their
-Master: a master in history gains a +1 to their intelligence
-Expert: with the 2nd tier of this skill you have become
vast knowledge, landing them silver equal to their skill check, for
knowledgeable in the many types of demons and their powers.
d6 days of work. A master historian can also add +3 to their skill
You also know weak points of specific demon types and can spot a
ratings in heraldry or thaumaturgy skill s, you may choose one.
demon better than most, even when they are hiding within a mortal
Masters of history are not only well versed in the past of our world,
host. An expert gains a +1 to their skill roll. You also gain +1 to your
but may know a great deal of history involving other worlds such as
intelligence attribute permanently once this is unlocked.
the Forgotten Worlds and other planes of existence. Masters gain +2
to their skill roll.
-Master: mastery in this skill grants your character
knowledge in demons, angels, and spirits of all kinds and dimensions, as well as their followers. Masters gain +2 to their skill roll. A master also gains +3 to the rating of their exorcism skill. You also gain +1 to your intelligence attribute permanently.
204
S kil l s Law
Philosopy
Allows knowledge of written laws and consequences
Philosophy: from the Aticraulian word philosia which
that exist locally and in the towns and cities around you. Laws are
means “love of wisdom”. This skill is knowledge in solving
different in distant countries yet many latch to the Draconian
fundamental problems connected with knowledge, existence, mind,
Laws of the empire. This is where you base your studies from, the
and body. This skill is often used to enlighten others and open
core of the knowledge in law spawns from the Aticraulian Empire.
their minds to ponder or rationalize a subject logically. You may
(Intelligence)
gain your social pool when using this skill to speak with others.
-Expert:
allows
knowledge
of
written
laws
and
(Charisma)
consequences that exist within the surrounding countries. You
could even become a constable or barrister with this amount of
of those who stop to listen. It can even be used to gain reputation
knowledge you possess in law. Gain +2 to the rating of your speech
when in larger crowds. It may be used once per week, allowing only
skill if you possess it. You are moving up in the world! Gain +1
your character to gain an amount of reputation equal to the result of
to your intelligence attribute permanently once this is unlocked.
your dice roll for a week of teaching. This skill can land you work at
Experts of this skill add +1 to their skill roll.
a local school, allowing you to also gain an amount of 12 bits per day.
You may add +1 to your intelligence attribute permanently once this
-Master: this character has studied laws from all over the
-Expert: 2nd tier of this skill is used to awaken the minds
realms of Koth. They have studied nearly all laws that have been
is unlocked. Experts gain +1 to their skill roll.
documented. They have enough knowledge on laws to write them
if they wish, to become a magistrate if they wanted, or part of the
your allies an amount of reputation equal to the result of your skill
imperial senate! Gain +1 to your intelligence attribute permanently
check x2 for a week of teaching. This must be divided up as the
once this is unlocked. Masters gain +2 to their skill roll.
philosopher sees fit. Having 3rd tier in this skill can also grant you
-Master: mastery of this skill can be used to grant you and
an amount of 18 bits per day of work at a school. It also allows your
Linguistics
character to gain +1 to their charisma attribute permanently once this
The character must possess the skill read and write to have
is unlocked. Masters gain +2 to their skill roll.
this skill. The character has studied many languages and may use
Read & Write
linguistics to make a very basic form of communication between other characters that do not speak their language. The character can
also choose a new language as a character skill, not a fluent language.
skill you may assume that you can read and write in all of your
(Intelligence)
fluent tongues. Those languages that have not yet become fluent
-Expert:
the
character
can
make
an
attempt
The basic knowledge of reading and writing. With this
to
will still need a read and write check to translate them with quill.
communicate with any race on the planet Koth that has the ability to
You will need this skill if you are planning on making scrolls of
communicate. The 2nd tier of this skill allows the character to choose
magical design.
another language for their character skills. They also gain +2 to
(Intelligence)
the rating of their read and write skill. Add +1 to your intelligence
attribute permanently once this is unlocked. Experts may add +1 to
in reading and writing. This will allow you to raise your reputation
their skill roll.
by points equal to your skill check result once you publish a set of
-Master: the character can attempt to communicate with
your writings. This is not gained from simply writing 1 scroll mind
any creature that speaks even ancient languages. Mastery in this
you, the GM may elaborate on how much writing must be completed
skill shows that the character has accomplished his or her research
to gain such a bonus. You may also find work in a clerk’s office or as
into dead languages and now any language skill taken automatically
a scribe gaining 14 bits per day. You may add +1 to your intelligence
becomes fluent on a successful skill check. A master of linguis-
attribute permanently once this is unlocked. Experts gain +1 to their
tics gains a +3 to the rating of their decipher skill. They may also
skill roll.
choose a new language, and add +1 to their intelligence attribute
permanently once this is unlocked. Masters gain +2 to their skill roll.
scrolls however if you do not possess sorcery then casting them
Working as a scribe can grant you 7 bits a day.
-Expert: this skill allows your character to become an expert
-Master: a master scribe has the ability to read magical
might be a problem. This only works for certain scrolls and is left to the GMs discretion when allowing non spell casters to use a magical
205
Chap te r V scroll. A master scribe can make an amount of 21 bits per day at a
intelligence attribute permanently once this is unlocked. You may
local library. A master scribe can add +3 to the rating of their
gain an amount of 21 bits per day as a university teacher. A master
Research skill. You are also granted 1 point to your intelligence
also has a chance to grant the student a specialized skill slot. For
attribute permanently once this is unlocked. Masters gain +2 to their
instance; a specific spell may be given a +1, a specific weapon such as
skill roll.
the long sword a +1. When dealing with character skills the master teacher may grant a specialized bonus of +3 ratings to a specific skill.
Research
For instance; cooking: fish at +3 ratings. The master must roll very
This skill allows a character to do some investigations into
high to grant this (T# 30) and this is left to the GM’s discretion.
any subject matter as long as they have access to a library or materi-
Theology
als necessary to conduct research. They can also drain the amount of days it takes to study a spell by subtracting the result of the roll off of
This is basic knowledge of religious beliefs and the
the days left on their spell time, when in a library. (Intelligence)
practices of the paths and pantheons. This skill is used when you
-Expert: with the second tier in this skill you may use your
wish to express the ideals of your religious beliefs for this is the
skills to help others in the libraries of cities and gain an amount of
knowledge that you possess in that arena and how you express or
12 bits per day. Experts of research also gain +1 to their skill roll. An
convey it to others around you in a manner to enlighten or awaken
expert of research also gains +2 to the rating of their read & write
them. (Charisma)
skill. They may also gain a +1 to their perception attribute for locat-
ing things quickly. An expert in research may roll for 2 spells to study
known cultures’ religious beliefs and how theology ties into their
at the same time.
laws and government, if it indeed does such a thing within a society.
-Expert: this skill allows the character to understand all
-Master: a master in research will gain +1 to their intelli-
It grants your character +2% to your spiritual influence. It also adds +1
gence attribute permanently, once this is unlocked. They can also
to your intelligence attribute permanently once this is unlocked from
learn the properties of items or the components of how they are
learning all of the knowledge. Experts gain +1 to their skill roll.
made. This does not allow them to craft these items necessarily but
they can bring the information to those who can. You may also add
influence, but you may teach theology at a local school and gain an
+3 to the rating of your spell craft skill. Being a master in research
amount of 21 bits for a day of work as a teacher. A master of theology
grants you a +2 to your skill roll. You may also research up to 3 spells
may also gain +3 to the rating of the exorcism skill or conjuring skill
at a time.
this is their choice in which direction they have chosen to take their
-Master: Not only do you gain +3% more to your spiritual
studies. A master in theology also gains +1 to their charisma attribute
Teaching
permanently once this is unlocked. Masters gain +2 to their skill roll.
With this skill you may teach other characters skills or
spells that you know. Look to the time it takes for learning skills at the beginning of this chapter. To learn spells you must look to the magic chapter. You may use this skill to become a teacher at a university or a school, or use it to teach any skill you possess. You may teach school in cities for 7 bits a day. The result of your skill check divided by 2 is the amount of days you may take off of your student’s spell time or study time. (Intelligence)
-Expert: having the 2nd tier of the teaching skill will take an
amount of time off of a character’s study time or spell time by days equal to the skill check result. An expert teacher gains +1 to their skill roll. A teacher may also gain an amount of 14 bits for a day of work. Experts also gain +1 to their intelligence attribute permanently once this is unlocked.
-Master: you have the master skill as a teacher and can
be considered or titled a professor. You are granted +1 to your
206
S kil l s
Survival Skills
to x3 on the catch of their meal die in areas where great fishing is allowed and you have the time to construct such a contraption.
Cooking
Foraging
An important part of the group is always the cook. With
This skill allows your character to track down plant food
this skill you can prepare meals for yourself and others with the
that is edible such as fruits, berries, seeds, flowers, stems, roots, etc.
right tools and food available. This usually only consists of a pot for
This skill allows the character to know just how to harvest the meal
boiling, and a knife. You often gather spices found while traveling.
from the plant as well as how it should be prepared. A successful skill
Pulling off a successful cooking check will give all who consume the
check will grant you an additional meal on the meal die for rolling a
meal an additional d6 hit points, mana, and chi if prepared properly.
successful harvest. (Perception)
They also add 1 meal to the fire during a good roll. (Perception)
-Expert: an expert in this skill may add a +1 to their skill
-Expert: an expert chef can whip up a meal for a large
roll and then add 2 additional meals to the harvested meals after a
group of people and give any who consume the meal 2d6 hit points,
successful find. An expert also gains +1 to their perception attribute
mana, and chi for eating healthy food. An expert gains +1 to their
permanently once this is unlocked. Experts of foraging also gain +2
perception attribute permanently once this is unlocked, as well as +1
to the rating of their plant lore skill.
to their skill check. An expert in cooking may also gain +2 to their
foraging skill rating. An expert cook may add 2 meals to the fire.
may add 3 additional harvested meals during a successful roll. A
-Master: a master in foraging adds +2 to their skill roll and
-Master: the master chef can cook a meal for a very large
master of foraging also gains +1 to their perception attribute perma-
group of people and give them all mana, hit points, and chi equal to
nently once this is unlocked. Masters of foraging also gain +3 to the
the result of their skill check. A master gains +1 to their perception
rating of their medicines skill.
attribute permanently once this is unlocked. Masters gain +2 to their
Hunting
skill roll. A master chef will gain +3 to the plant lore skill rating.
Fishing
This skill allows your character the attempt to provide food
for the party. It represents your skill to hunt an animal, clean it, take
A successful skill check while using this skill allows the
its hide, and harvest parts for sale or crafting as well. Keep track of
character to add 1 meal to the meal die. This skill also represents your
your hides, they can be sold or traded later. The target numbers
ability to craft a makeshift fishing pole or fishing device while in the
listed under the hunting table in the wilderness chapter are for a
wild. With the skill in fishing you also learn to dry your fish so that
successful hunt. They are based on characters that are using ranged
you can pack it and it will stay preserved for many days instead of
weapons to do so. Many animals are very perceptive and can dash
rotting by the next day. Fish will go bad quickly and eating it will give
away from a predator with great haste before one can ever get near
you food poisoning. Drying fish to preserve it will actually take 25%
them with a melee weapon. Any character not using a missile weap-
of your stock as well. (Perception)
on must add a +8 to the target number unless they are using traps
-Expert: a 2nd tier fisherman gains +1 to their skill roll. An
with bait. During the success, when you must roll a die for meals
expert at fishing also gains +1 to their perception attribute perma-
hunted you may add 1 meal to a successful roll due to owning this
nently once this is unlocked. A successful skill check while using this
skill. (Perception)
skill allows the character to add 2 meals to the meal die. Expert fish-
erman can also create nets or traps with the proper materials. This
may also add 2 to the meal die when a successful hunt is rolled. An
can sometimes allow you to multiply the result of your meal die x2 in
expert hunter may also gain +1 to their perception attribute perma-
areas where fishing is good and you have time to create contraptions
nently once this is unlocked. An expert of hunting may also add +2
for a large haul such as this.
to the rating of their tracking skill.
-Master: at 3rd tier a successful check by a master fisherman
-Expert: an expert hunter gains a +1 to their skill roll. They
-Master: a master hunter may add +2 to their skill roll. The
allows the master to add 3 meals to a successful meal die. Mastering
master of hunting may gain 3 additional meals on the meal die for a
the art of fishing also grants you +2 to your skill roll and 1 point to
successful hunt. A master of hunting may also gain +3 to the rating
your perception attribute permanently once 3rd tier is unlocked. A
of the stealth skill. They also gain +1 to their perception attribute
master of fishing can engineer traps and methods of bringing in up
permanently once this is unlocked.
207
Chap te r V Street Survival
Traps
This skill serves as your ability to live off of the streets
Those skilled in traps can create, locate, and disarm traps as
when times are rough. If you have no coin to rent a room or wish
long as they possess the tools to do so. The skill check result when
to walk the dangerous streets the target number is usually 6 as a
building a trap is the target number that must be met in order to no-
base (GM may alter as they see fit for a specific area). The result of a
tice the trap with a perception roll or observation skill check. At first
successful skill check will allow you to find or craft a makeshift
tier you may build dangerous traps that can deal varying types of
shelter for the night. You will also be able to find water at +10%. This
damage usually related to your skill roll. You can relate the skill roll
skill may also be utilized to find a quick escape route or place to hide
to the rank and skill level on the dice table to see what the damage
from predators or city guards. (Intelligence)
will be, thus if you roll a 12 the damage of the trap might be 2d12. You
-Expert: this allows your character to make a shelter for 2
may also add x2 or x3 power damage when double or triple the target
and gain +20% to the chance to find water. An expert at street surviv-
number is achieved. This is just one way to configure traps of course
al can gain a +1 to their skill roll. Experts in street survival can find
and the GM may do as they wish. (Perception)
escape routes, hiding places, or shelter much easier from city guards
or enemies. An expert also gains +1 to their perception attribute per-
the traps skill check is the target number for those who are passing
manently once this is unlocked.
to notice the trap. An expert in traps gains a +1 to their perception
-Master: a master can find shelter for 3 creatures for a night,
attribute permanently once this is unlocked. Experts automatically
as well as +30% to find water. A master at street survival gains +2 to
gain x2 power damage on their traps so any extra that is rolled may
their skill roll. If there are any hideouts around or escape routes,
be added to this power damage.
you better believe a master of street survival check will allow you to
know where they are. A master of street survival can also add +3 to
found around them. They can craft traps at x3 power damage nor-
the rating of their trailing skill. You also gain +1 to your intelligence
mally, so with a superb roll the GM may even grant them instant
attribute permanently once this is unlocked.
death traps that are body save or die. In which case if a body save is
-Expert: the trapper can add +1 to the skill roll. The result of
-Master: a master trapper can craft traps using basic items
made the victim still suffers x5 power damage. Masters of traps can
Tracking
make checks at +2 to their skill roll. They also gain +3 to the rating of
You are skilled in the art of tracking. This skill is mainly
their escape artist skill. A master of traps gains +1 to their perception
used in the wilderness since it’s close to impossible to track people
attribute permanently once this is unlocked.
through the streets unless there is mud, dirt, or snow around to pick
Weather Sense
up tracks within. Certain things can lower or raise a target number due to the behavior of the weather. When hunting you would roll the
hunting skill, tracking is necessary for all other forms of pursuing
weather changes within a few hours time. This gives you a chance
someone or something through the wilderness by way of the path
to look to the sky and let others know what is to come in the near
they have left by footprints or broken foliage. (Perception)
future. (Perception)
-Expert: an expert in tracking can tell you the weight of a
This skill allows your character to sense approaching
-Expert: the 2nd tier of weather sense allows the character
target, how old the tracks are, and even what type of creature they
to sense the drastic change in weather even up to 12 hours before-
are tracking. An expert is also skilled in counter tracking, or covering
hand. An expert at weather sense also gains +1 to their perception
ones’ tracks. It slows you down to counter track but it can be useful
attribute permanently once this is unlocked. They also gain +2 to the
if you have a head start. You also gain +1 to your perception attribute
rating of their wilderness survival skill and +1 on their weather sense
permanently. Experts also gain +1 to their skill roll.
skill roll.
-Master: a master of tracking can give you a great amount
-Master: a master of this skill can predict the weather a day
of information from simple tracks and do so with enough speed to
in advance by looking at the sky. The character also gains a +1 to their
actually gain on a target that is not in full sprint at all times. Your
perception attribute permanently once this is unlocked. A master
counter tracking may also be accomplished at nearly full speed. A
also gains +3 to the rating of their navigation skills and may add +2
master also gains +3 to the rating of their hunting skill, +1 to their
to their weather sense skill roll.
perception attribute permanently once this is unlocked. They may also add +2 to their skill roll.
208
S kil l s
Trade Skills
Wilderness Survival
With this very helpful skill you understand basic tasks that
will keep you alive in the wilderness. You are skilled at finding water
Armorer
with a +10% bonus to what the GM says the base chance is, if it is indeed available. You also know how to find or craft shelter. You are
able to find fuel for the fire and you know how to make one using
exists on the tables within. The character may build basic armor at
basic tools. You may read in the wilderness chapter for more infor-
25% of the listed price. It can take an armorer from one day, to a
mation and ideas for this skill. (Intelligence)
month to create certain pieces of armor. If you have the blacksmith
-Expert: as an expert you gain +1 to your skill roll. You have
skill or leather working skill you gain an immediate +1 to your rating
more training in the ability to locate water as well and can find it at
in your armorer skill. If you possess both of those skill you will gain
+20%. The expert of wilderness survival gains +2 to the rating of their
+2 to your armorer skill. An armorer is skilled in making armor out
hunting skill. When making fires you know how to hide them from
of all kinds of materials from creature hides and leather, to dragon
the view of enemies. You also gain +1 to your perception attribute
scales and mertacullum plates. Yet only masters in this skill can work
permanently once this is unlocked.
dragon scales and mertacullum. At 1st tier though, your character can
craft armor with a rating from 1 to 8 as a base. You may also make 7
-Master: with this skill you can build a nice shelter using
This skill allows a character to build and repair armor that
the surrounding terrain. You also gain +2 to your skill roll. Masters
bits per day working as an armorer. (Intelligence)
may add +30% on their chance to find water if it is indeed available.
You also gain +1 to your perception attribute permanently once this
armor for animal mounts, wagons, ships, and siege engines. You may
is unlocked. A master of wilderness survival also gains +3 to the rat-
base the armor off of armor from the book and pay the 25% of the
ing of their foraging skill. When looking for a suitable place to camp
listed price for the equipment needed unless you have the proper
you can find an area or build one that is strategically helpful to your
materials. If the vessel or mount is larger you should multiply the
party if attacked. It will also keep you safe against harsh weather.
cost by 2, 3, or 4 depending on its size. This goes the same for the
-Expert: this skill allows a character to build or repair
time to construct the armor. An expert armorer can craft armor with a rating all the way up to 16. You now gain a +1 to your intelligence attribute permanently. Experts also gain a +1 to their skill roll and may even roll well enough to improve the armor rating of armor within these pages up to a +1 if a 15 is reached.
-Master: you have the skills to engineer and create your
own types of armor. You may use the table in the book or base armor from a pre-existing set with special add-ons that are fabricated yourself. The GM and player can come to an agreement on engineered types and what they can offer. The 3rd tier armorer also has the ability to enhance the rating of most normal armor by 1 to 3 points for every 15 made on their craft skill check. A master of the armorer skill can craft armor at any rating; they can also work dragon scale now, and mertacullum. You now gain a +1 to your intelligence attribute permanently once this is unlocked and a +3 to the rating of your blacksmith skill. Master armorers gain a +2 to their skill roll.
Blacksmith
The character can craft metal items such as horseshoes,
tools, and other basic iron items. They must possess an anvil, hammer, tongs, all the tools and the kiln to forge these items. This might prove very difficult while traveling unless one has a wagon to carry these items. Thus sometimes this skill might be used for downtime.
209
Chap te r V Everything they craft may be accomplished at 25% of the base cost
bonus to their perception attribute permanently due to their
due to the need for supplies. You may gain 7 bits per day working in
practice in the art of archery. The master can also re-string a broken
the market as a blacksmith. (Intelligence)
bow string in 2 shooting actions. The master bowyer & Fletcher can
-Expert: the character is able to gain 14 bits per day to work
engineer their own types of crossbows and bows; this may be
at a smithy’s shop. The character must possess all of the proper tools
discussed with the GM to see what they will allow in their campaign.
of the trade in order for this to be a success. An expert blacksmith
You now gain a +1 to your intelligence attribute permanently as well.
can make metal items at 25% of the listed cost. They can also gain a +1
You also may add +2 to your skill roll.
to their skill roll at 2nd tier. It is possible for an expert blacksmith to
Brewing
make quick repairs to metal items while on the road if they possess proper tools. You now gain a +1 to your intelligence attribute.
-Master: a master of this skill can gain 21 bits per
things are needed for this skill and there are many ways of flavoring
Water, a starch source, and yeast for fermenting. These
day. The blacksmith must have a shop to work at that has the
or making a good ale or mead. It takes time to make the good stuff.
proper tools and kiln. The master of blacksmithing can create items
To make it only takes hours, for it to ferment and become drinkable
three times faster than a 1st tier blacksmith. The 3rd tier gives the
a minimum of 2 weeks. Take your skill result and divide by 5 to
blacksmith +1 to the strength attribute due to their constant
conclude how many jugs or bottles you may craft while using the
hammering and building of muscle. A master is able to engineer their
skill with all of the equipment, barrels, and jugs available to attempt a
own types of metallic items now, which means they can invent new
batch. Take up work in a brewery making 5 bits per day. (Intelligence)
items of metal to sell or use. You now gain a +1 to your intelligence
attribute as well. Masters add +2 to the roll.
character to work in a brewery and gain 10 bits per day. The
-Expert: using the 2nd tier of this skill will allow the
expert of brewing can craft some two times the amount of alcohol
Bowyer & Fletcher
in each batch they craft. An expert may also make wine and more
This skill allows a character to crafts bows, crossbows,
expensive types of drink. You now gain a +1 to your intelligence attribute
bolts, and arrows. They must pay 25% of the base cost to purchase
permanently once this is unlocked. You also gain +1 to your skill roll.
supplies, unless these are harvested from the wild. Actually gather-
Brew equation: skill result divided by 5 x 2= # of jugs.
ing the supplies yourself will add on quite a few hours to the work.
These hours can be rolled on 2d6 to establish the time it takes. It will
craft their own types of ale, liquor, and wine. They can also gain an
take a 1st tier bowyer 4 shooting actions to restring a bow if it breaks
amount of 15 bits per day working in the brewery. A master can also
and you have the string to do so. A starting bowyer and Fletcher can
craft x3 the amount in each batch. You now gain a +1 to your intelli-
craft a shoddy bow in a few hours with the right material. They can
gence attribute once this is unlocked. You also get to add +2 to your
also make 2d6 arrows in one day of work. A basic short bow has a
skill roll. Brew equation: skill result divided by 5 x 3 = # of jugs.
-Master: the 3rd tier of this skill allows the character to
target number 6 to craft it. A basic longbow can be crafted at a target
Carpentry
number 8 and normally takes d12 days. The recurve bow has a target number 10 to craft a suitable one. (Intelligence)
This
skill
gives
the
character
knowledge
in
wood
-Expert: this skill will land you an amount of 14 bits per
working. It allows a character to build a small shanty, shack, or a cart
day working in the market. You must possess the proper tools and
with the proper tools available. A hammer, some nails, axe, saw, and
equipment, and be at work in a shop that has these things available
wood for starters. You may gain 5 bits per day working as a laborer.
to you in order to make this kind of money for your hard work.
(Intelligence)
An expert bowyer/ Fletcher can also re-string a bow in 3 shooting
actions if their bow string happens to break in combat. An expert can
proper tools and equipment available. An expert can design a wagon
also begin crafting crossbows, pistol bows, etc. These usually take
if they have the proper equipment; doing such a thing would require
2d6 days to craft a real nice one, at a target number 12. You now gain
a great deal of work and supplies. You can pay 25% of the listed price
a +1 to your intelligence attribute permanently once this is unlocked.
of a wagon for the supplies and spend a d6 weeks crafting it. You
As well you gain a +1 to your skill roll.
now gain a +1 to your intelligence attribute permanently once this is
unlocked. Experts gain a +1 to their skill roll and can make 10 bits per
-Master: using this skill will grant you 21 bits per day
-Expert: experts of carpentry can build a house with the
day working in town.
working as a bowyer and fletcher. A master of this skill gains a +1
210
S kil l s
-Master: a master can craft their own creations using wood.
-Expert: this skill will land you 10 bits per day working as a
They may also build bridges, two story houses, and other build-
farmer. There are many available openings on most farms across the
ings. A master of carpentry is considered an engineer. A useful skill
realms. Many farms are eager to hire on farmhands. At 2nd tier an
to have if you want to build something instead of burn it down!
expert farmer can gather enough food from any crops to last a group
Mastery in this skill grants the character a +1 to their intelligence
of adventurers days equal to the skill check. An expert farmer gains a
attribute permanently once this is unlocked. Masters gain a +2 to
+1 bonus to their intelligence. They may also add +3 ratings to their
their skill roll and make 15 bits per day.
plant lore skill if they possess it. Experts gain +1 to their skill roll.
Masonry
-Master: this skill will land you 15 bits a day while working
on the farm. A master at farming can plot, plant, and harvest an
This skill is used for working with clay or stone-like
entire crop for a village. The master farmer may also add +3 to the
materials to build walls, streets, houses, and more. Working on
rating of the foraging skill if they possess that. They also gain a +1
cobblestone roads is possible, like the Aticraulians while making
bonus to their intelligence attribute permanently once this is un-
the Imperial Road. You may work in larger cities for the local lord
locked. Masters gain +2 to their skill roll.
building walls and towers which is all honest but hard work.
Leather Working
Finding work in the city is usually not a problem. You may make 5 bits per day as a laborer. The GM may sometimes allow your skill
check result x 10 to be be added to the SHP (structural hit points) of
that is composed of leather. They would need a blacksmith to help
A leather worker can create tools, armor, and anything
a structure you have built if the situation allows. (Intelligence)
in forging studs unless they may aquire some elsewhere to create
-Expert: the 2nd tier of this skill will allow your
studded leather. Most leather workers and blacksmiths often work
character to make 10 bits a day working in the city. An expert of
near each other in the markets. They gain business together and can
masonry can craft a stone building with the proper tools, but stone
help each other out when crafting certain items. With this skill you
structures take a very long time. Now your skill allows you to craft
can build and repair leather at 25% of the base cost of the item. You
things from stone of your own design. Your skill result roll may now be
may also make 7 bits per day working the market. (Intelligence)
multiplied by x 20 to add to the SHP of your structure. You now
gain a +1 to your intelligence attribute permanently once this is
in the market. An expert gains a +1 to their intelligence attribute
unlocked. Experts also gain a +1 to their skill roll.
permanently once this is unlocked. An expert of leather working can
-Master: the master of this skill can gain 15 bits per
make leather armor and gains a +2 to the rating of Armorer if they
dayworking as a laborer. You can now invent new types of
posses it. They may even improve the armor rating of any leather
architectural designs. You can discuss creations and ideas with
armor if they wish gaining a +1 for reaching a 15 or higher on their
your GM. You may also multiply your skill check result x 30 to add
craft check. Experts gain +1 to their skill roll.
to the SHP of your structure. The character also gains +1 to their
intelligence attribute permanently once this is unlocked. Masters
ing the market.. A 3rd tier leather smith can craft their own types of
gain +2 to their skill roll.
leather creations. This is left to the GM and player to discuss if there
-Expert: with this skill you can make 14 bits per day
-Master: with this skill you can make 21 bits per day work-
is something unique the player wishes to craft. The character gains
Farming
a +1 bonus to their intelligence attribute permanently once this is
This agricultural skill is one of the most common skills
unlocked. A master leather smith can engineer just about anything
found across the realms. It is a necessity to learn how to grow your
they want using leather. They can also raise the rating of leather
own crops when there are cities and towns filled with hungry people.
armor a maximum of armor rating 3, gaining +1 for every 15 that is
Not so much for the barbarian tribes that hunt their food and follow
met while crafting. Masters gain +2 to their skill roll.
the herds. Using this skill requires you to settle in one place for months in order to gain from it. Most farmhands only gain about a 3 pfennigs a day for all their hard work but working as a farm hand on someone’s farm it is possible to make 5 bits a day as a laborer. This basic knowledge allows you to grow, tend, and harvest crops in the most efficient way. (Intelligence)
211
Chap te r V Locksmith
Siege Craft
With this skill the lock smith can craft and repair locks.
This skill allows the character to craft small siege
They also know how to break them or pick them. Owning this skill
engines for large scale battles and defenses needed to fend off
will add +1 to the rating of your lock picking per tier in this skill if
attackers. Siege shields, battering rams, oil cauldrons, etc. You can find
you have it. You may craft a lock and key at 25% of the base cost. If
construction time in the weapons chapter. These times require a full
you do not own the lock picking skill at all and wish to pick locks
crew to create these engines in the specified time. (Intelligence)
you may still add +1 to the rank of your attribute check per tier in
this skill. You may also make 7 bits per day working for coin in the
larger siege engines such as; trebuchet, ballista, and catapults. The
marketple. (Intelligence)
expert gains +1 to their intelligence. Experts gain a +1 to their skill
roll.
-Expert: an expert of this skill can gain 14 bits per day work-
-Expert: the 2nd tier of this skill allows the construction of
ing in the market. A 2nd tier lock smith can craft a more advanced
lock that needs 2 keys, or even can connect it to a trap if they like.
of the largest siege engines. You may construct siege towers and
The check result is the target number for a thief to try and defeat
also creations of your own designs. You are an engineer of siege
the lock. An expert gains a +1 bonus to their intelligence attribute
weaponry now and can create anything for large battles. This skill
permanently once unlocked. Experts gain a +1 to their skill roll.
also grants your character +1 to intelligence. You also gain a +1
combat specialization to hit with siege weapons. Masters also gain a
-Master: a master lock smith can gain an amount of 21 bits
per day working in the marketplace as a master locksmith.. A 3rd tier
-Master: the 3rd tier of this skill allows the construction
+2 to their skill roll.
lock smith can craft a lock that needs 3 keys or connect the lock to a
Tinker
very dangerous or deadly trap. A master gains +1 to their intelligence attribute permanently once this is unlocked. Masters also gain a +2
to their skill roll.
now it is used for any who can craft small yet useful little items.
The tinker skill was originally given to tin smiths, yet
Stereotypically all gnomes are tinkers, but this is not true. A tinker
Mining
can craft almost any small useful item as long as they have the tools
Knowledge in mining will grant you information on
and components to do so. Tinkers make 7 bits per day working in the
where you may most likely find success in searching for minerals
marketplace. (Intelligence)
to mine. As well, you are able to assess your current depth when
underground. This skill also represents your skill in the act of
with their trade. If you want to invent things then you are on the
mining. You can make 5 bits per day working in the mines as a
right path. As long as you have some parts to work with you may
laborer. It is often hard work with little pay. (Intelligence)
talk your inventions over with the GM to craft something useful.
-Expert: the expert miner can find the locations of water,
Remember as well though, to create weapons you will need the
liquid, rock, crystal, or veins of metals. With a skill check they may
weaponry skill too. This goes with all skills that your invention
sense where to locate these items. You can make 10 bits per day
might fall under. This skill will also grant you 14 bits per day when
working in the mines. The shafts that you craft have a higher chance
you work in the market. You gain +1 to your intelligence attribute
of staying intact during explosions or earthquakes due to your
permanently once this is unlocked and +1 to your skill roll. An expert
skill check. The character gains a +1 to their intelligence attribute
tinker can also gain a +2 to the rating in any one trade, creative, or
permanently once this is unlocked. Experts gain +1 to their skill
survival skill. If it involves making something then the expert tinker
roll.
can add to it. Ask the GM if you need help.
-Master: the mastery of this skill will allow you to build
-Expert: the 2nd tier tinker has gotten a bit more serious
-Master: the inventive engineer no longer has to settle for
very safe shafts. You may locate valuable deposits in the rock and
small useful items. They can get serious and hire some hands to craft
have the ability to sense harmful gases in the area as well. A master
something serious. Again this is left to the player and GM to discuss.
will estimate how deep you are in the earth and where to find water.
A master tinker can make 21 bits per day in the market. The master
Gain +3 ratings to mapping skills or navigation checks. Masters gain
tinker gains +1 to their intelligence attribute permanently once this
a +1 to intelligence once this is unlocked and gain a +2 to their skill
is unlocked. They may also add +3 to the rating of any one trade, cre-
roll. Master miners gain 15 bits per day in pay.
ative, or certain survival skill but not the same one they raised during 2nd tier. Master tinkers get to add +2 to their skill roll.
212
S kil l s
Travel Skills
Weaponsmith
With this skill your character can build and repair
weapons. This represents all weapons yet mainly specializes in
Navigation
melee weaponry. You may do so at 25% of the base cost, which is the cost for materials. You must possess the right materials for
This skill allows you to locate where you are and where
the job and you must have anvil, tongs, hot coals, and a hammer at
you are going when on land, in the sky, or at sea, without the use
minimum. This basic skill in weapon smith allows you to craft and
of instruments. You can use the two suns during the day to locate
repair weapons that can cause up to 19 points of damage. Thus a
direction and tell time. You may use the stars and moon at night to
d10+d8 weapon is possible. You can build and repair weapons within
guide your path and tell time. The use of a compass or other tools
these pages. Working in the market you can make 7 bits per day.
will help add levels to your skill check. (Perception)
(Intelligence)
-Expert: the character is able to gain 14 bits per day if they
allows you to keep track of where you are going in underworld
work in a shop. The expert can craft and repair weapons that can
settings, or underwater. An expert at navigation can save travel
deal up to 29 damage. They can build and repair the weapons within
time by hours equal to the remaining result rolled over the target
these pages and may even add a +1 to +3 damage to a weapon with a
number. The expert in navigation also gains +1 to their perception
high enough craft roll (+1 for every 15 reached). They have not quite
attribute permanently once this is unlocked and gains a +1 to their
mastered how to shape mertacullum or valcrium. The expert also
skill roll.
gains a +1 to intelligence. Experts also gain +1 to their skill roll.
-Expert: this is the 2nd tier of your navigation skill and
-Master: a master navigator can save time equal to hours,
-Master: the weapons engineer can craft new types of
days, even weeks equal to the result rolled over the target number. It
weapons that have not yet been designed. This skill also helps when
is completely up to the GM on the time that is actually saved by good
building artillery or siege weapons. If you possess the siege craft
navigation used and short cuts taken. The character with the 3rd
skill it will give you +3 ratings to that skill. You may also gain 21 bits
tier mastery in this skill also gains a +1 to their perception attribute
per day for working in the marketplace. The 3rd tier of this skill will
permanently once this is unlocked. They also gain a +3 to the rating
give you a +1 to your intelligence attribute permanently once this is
of their mapping skill. Masters may add +2 to their skill roll.
unlocked as well as a +2 to your skill roll. One who can craft black
Riding
powder weapons might be called a gun smith, yet these weapons can be created by 3rd tier weapon smiths. You may also work valcrium
This skill allows the character to safely ride horses and land
and mertacullum weapons now. As well for every 15 reached on your
based mounts that are similar to the horse. Some creatures like the
craft roll you may add a +1 to the damage of a weapon.
goblin or mungreel even ride wolves or warthogs. Those with the riding skill do not simply fall off without taking damage enough to knock them down. They can make a riding check to remain on the back of their mount. The target number is configured by calculating how much damage the character has taken that was over their body attribute. (Dexterity)
-Expert: an expert at riding can perform maneuvers on the
backs of their mount called trick riding. An expert can leap off of one mount and onto another with a moderate skill check. The expert also gains +1 to their dexterity attribute permanently once this is unlocked. Experts also gain a +1 to their skill roll. Trick riding will allow even acrobatic maneuvers on horseback.
-Master: this mastery in riding at 3rd tier allows the
character to ride winged mounts with great skill. Yes this includes dragons, pegasus, wyverns, griffins, etc. The master gains a +1 to their dexterity attribute permanently once this is unlocked, it also allows the rider to gain +2 to their skill roll.
213
Chap te r V Seafaring
Skyfaring
This skill is used in piloting small boats, ships, and all
This skill allows your character knowledge in piloting
manner of smaller water crafts. This basic skill grants you the
smaller flying vessels and sky ships like air skiffs. It relies on the
knowledge in sailing, ship handling, and being able to operate all of
knowledge of how to utilize many instruments and tolls onboard the
the basic equipment on the deck of a vessel. (Intelligence)
vessel and how to catch wind currents to gain speed. (Intelligence)
-Expert: the 2nd tier of this skill allows the sailor the
-Expert: this skill allows your character the knowledge of
knowledge to control larger sea vessels. From drakkars to galleons,
flying larger sky ships, storm ships, and dragon boats. An expert is
your skill brings you to understand how everything works and could
good enough to earn the rank of first mate on board a sky ship. They
even grant you the status of first mate. You may also gain a +1 to your
are also given +1 to their intelligence attribute permanently once this
intelligence attribute permanently once this is unlocked, as well as +1
is unlocked. Experts also gain +1 to their skill roll.
to your skill roll.
-Master: the 3rd tier mastery of this skill will qualify you
fit to hold a legitimate rank of captain on board a sky ship. With this
to hold the legitimate rank of captain. Without this skill it will be
skill you can even build your own vessel with the right amount of
somewhat obvious that you are not fit to stand at the helm and run
coin. A master of skyfaring gains +3 to the rating of their navigation
a ship. A master of seafaring will grant you +3 to the rating of your
skill. A master in skyfaring also gains +1 to their intelligence attribute
navigation skill. A master in seafaring even has the knowledge
permanently once this is unlocked. Masters also gain a +2 to their
enough to build their own ship. A master also gains +1 to their in-
skill roll.
-Master: with the 3rd tier of this skill you will certainly be
telligence attribute permanently once this is unlocked. Masters also gain +2 to their skill roll.
Teamster
This skill gives you knowledge in piloting carts and
wagons that are being pulled by oxen or other mounts. Once basic knowledge of piloting the vehicle is gained, it is all about your ability to control the beasts of burden with agility. (Dexterity)
-Expert: this skill allows your character knowledge in
piloting war chariots and battle wagons. With the second tier in this skill you may add a +1 to your skill roll. For every 10 reached on your skill check you mmay add a +1 to hit or defend with your vehicle. This may be added to any other modifiers you may receive due to your chariot. An expert also gains +1 to their dexterity attribute permanently once this is unlocked.
-Master: with the mastery of this 3rd tier skill you gain a +2
to your skill roll. A master of the chariots may also gain a +1 to their dexterity attribute permanently once this is unlocked.
214
S kil l s
Language Skills
with one another and trade goods with one another. Trade is an important
component
for
the
thriving
of
civilization,
as
communication is the key to understanding. The kothan language
Each character starts the game with the language of their
has done a great justice for all the lands that they might come
people or the language that is spoken where they were raised. Due
together and enjoy the flourishing trade and commerce. Kothan was
to their intelligence attribute you may gain a number of additional
derived from the slave tongue T’yamin that was loosely made during
fluent languages. Remember that language skills branch off of the
the Thrall Wars. Yet later it was condemned as forbidden after it was
intelligence attribute. Be sure to write in the primary language of
broken by the Stygian Army. The language then formed into Kothan
your race that you want and then choose another from the list due to
by those who would later create the Council of Dragon Guard.
what your intelligence will allow. Some races have a few languages, simply pick the most common if it fits well with your character.
You may also gain a new language by spending 1 of
Race
your skill slots. The initial languages chosen by the player during
Primary Languages
Bogkroll/ Troll
Gargonian
Eldrynn/
Anath, Anath Nalhall
to your intelligence attribute so; rating 1 + your intelligence rank=
Shadulyn Eldrynn
(sign), Elder Anath, Kothan
your skill level. Whatever your skill level is you can find out what
Kuthalan
Klynnish
dice you roll to speak or hear that language. You may also specialize
Mhen Tep
Aza Benka, Noa Benka
character creation are fluent languages. Those learned later become character skills at a rating 1. These language/ character skill are tied
in a language skill for 1 additional skill slot to become fluent and no
(sign)
longer worry about rolling dice to use the skill. Erase the language from your character skills and rewrite it in your fluent languages once you specialize in a specific language.
Mongru/ Pale Dwarves
Duma Tos, Kothan
Nephilim
Kothan, Oldyn, Oldyn Sign, Enochian
Just because you know how to speak the language does
not mean you know how to read and write it either, unless you
Org/ Dark Org
Kohu, Kothan
speak it fluently and possess the skill read and write. If you do not
Sharpheen/ Mulpheen
Ramahh, Huth Ramahh
possess this skill at all, you cannot read and write at all, not such an
Skog
Vohu, Rothic
Tarkanys
Nitchit
Terran
Kothan, Oldyn, Oldyn Sign,
uncommon thing in these times unless you are a spell caster. Shamans might just be the exception to that rule though. If you possess the skill read and write then any language you are fluent in
Espadosan, Kauldanish,
allows you to read and write that language.
Aticraulian, Raikanu Vatagi
The Traders’ Tongue
Uroku, Nur’ oku (sign), Kothan
Kothan was crafted by the great minds that formed the
Council of Dragon Guard in the Age of Mortals’ Dawn. This high council is an assembly of great scholars and seers from many different countries that come together once a year to talk about news and troubles in the world. Emissaries that represent some of the greatest minds from each country or leaders from powerful tribes come to sit at this council and take part in decisions that affect the entire world. They all make this journey in the month of Council on the 15th day of the Convergence. The Council of Dragon Guard meets in the great city of Northwater.
One of these decisions was to complete the universal
language for the trade roads. Merchants could speak and write so that every mortal creature would have a way to communicate
Anath Writing
215
Chap te r V Ancient Tongues & Dead Languages
stay forgotten. It is said this tongue was one of the building blocks of
“A people without scribes is a people forgotten.”
of the eldrynn race in many ways. Many in ancient Hebrew texts
Oldyn and the written form holds an odd resemblance to the writing have come to name Baal “the False God”, for he is merely a powerful
-Gabriel Talum (terran/ seer of The Nine Towers)
devil, a demon that has stolen many ancient relics and such mighty secrets.
“There have been a great many languages lost to the tides
of time. Almost, I presume a close aquaintance to the number of
primarily been lost to humans that do not study alchemy or ancient
species lost to all the worlds out amongst the ocean of stars. Had it
magic texts. Even now these forms have turned into what is called
not been for the hard work of the scribes scribbling in the dark and
Oldyn. It is no longer taught in normal schools, only to a few mage
for all those who defended the texts with their lives, we too would
schools.
have lost who we are now. I have found my calling, my duty in life.
I find peace in the knowledge that I will spread the voices of the
Sumerian, or Hebrew is to humans.
Until the day that the empire kicks down my door and their demon
bought steel runs me through, I will keep on sending my words to
many races of Koth that were locked in servitude to keep knowledge
all. Knowledge must be kept intact and passed along, as if truth were
from the demons but abandoned when it was broken by them. The
the fading flame on the torch in the dark.
language is now the forbidden tongue to many races, yet it paved the
These are but a handful of the many lost tongues compiled
way for the Kothan tongue to be born.
over the years, within a myriad of the ancient libraries of the northwest. The terrans or humans as I like to call us have so very many different types of languages alone that have fallen from usage. Just as the other species they all seem to stem from a few or even a single root system. Here are some examples I have compiled for you.” -Gabriel Talum, Brother of the Truth Seekers Elder Futhark: a system of writing brought to Koth by
humans. A great deal of its influence is in the Kothan runes now and very similar to the mongru writing.
Ezeethanall: the dead language of the thokk race, a race
thought to be extinct by many. It is also called the dragon tongue, for some say that some dragons spoke the language while thokk scribes wrote of the legends and lore.
Hebrew:
one
of
the
primary
tongues
and
T’yamin (the Slave Tongue): the first tongue of the slave
clans before the Age of Thrall and the Kin Wars. It was made by the
the nephilim to guard and to teach. We must all play our part after
Oua Anath (Old Elvish): still spoken by some of the shadu-
lyn eldrynn and some elven casters of old. It is much like Latin,
dead with my writing, so that all may know the truth of their past.
Latin & Sumerian: still sometimes used in magic, yet it has
written
languages of the nephilim race was the language of Hebrew and the earlier form of Canaanite. This form of writing is responsible for the knowledge we have now of the Ever War from the Forgotten World, Terra, the birthplace of the human and nephilim race. This was also brought by the demons as well but is thought to have been eradicated by the hatred of Belial, the demon who named himself Baal. It is said by only a select few within obscure nephilim texts that he did so to hide himself from the scrying magic of other gods. That the name Baal means “the Lord” in his original tongue. The one false god who is perceived to despise that the truth be known of his origin. It is his wish that things from that world and all of the Forgotten Worlds
216
S kil l s Races and Their Languages
Org: the org race like all goblinoids has a system called
Kohu that is crafted to sound hard, rough, guttural, with quick syllables and easy pronunciation. The org and bogkroll have a very
similar system of spoken tongue yet the org writing is a bit more
Bogkroll: the Gargonian tongue is a hard, guttural tongue
elegant. The org scholar Omat Hakur also took part in crafting the
as most goblinoid languages are. The bogkroll language uses short
Kothan tongue as a universal system for all races.
one word syllables often and their writing is a system of scratches
that usually make lines in quick horizontal or vertical motions.
ished, for the most part yet sometimes it contains hissing sounds
Eldrynn: the smooth and eloquent language of Anath
and reverberating purrs. Certain growls that often begin a word then
is one of the softest sounds to the ear. Anath Nalhall is the sign
end with a vibrating suffix or the rolling of the tongue. There are
language primarily used for stealth missions. The shadulyn often use
many over-exaggerated punctuations and inflections yet it makes the
this tongue to remain absolutely silent. The writing of anath is one
speaker use their entire mouth and throat. The writing was made
of the most fluid art forms of calligraphy in the realms.
to be easily scribed with claws, and the long lost dragon tongue
Human: Kothan has become the most common of all
Ezeethanall’s influence is seen in their writing and heard in their
tongues due to it being derived from T’yamin (the slave tongue) and
spoken language. Huth Ramahh is called the “desert tongue” and it is
then becoming the Trader’s Tongue. Kothan sign is the language
a derivative dialect of ramahh made as another tool to separate races.
created and based off of Oldyn sign. Oldyn was the first tongue and
descended from dead languages such as Summerian, Hebrew and
with claws where it is easy to make symbols. The skog also speak
are also descendants from the Forgotten World.
Rothic which was created by the Five Tribes of skog that live in the
Kuthalan: Klynnish the hard, slithering, and clicking sounds
country of Roth. It is claimed that the tongue was crafted during
of the kuthalan tongue are often thought harrowing or that words are
the Kin Wars where mortals killed each other for territory more
being spoken in anger for those that hear it. Many of their words
than anything else. It is believed that the language was made so that
sound like hate or growls with many clicks. Having six tongues it
only the skog would understand the messages that moved by crow
makes sense for them to use these sounds and it comes easy to them,
or scout. They did not want any Espadosans or eldrynn from the
yet it is thought to be one of the most difficult for others to speak.
Shadynnar territory to find out their plans. Thus the Rothic tongue
Their writing is a little more elegant though.
is still used by barbarian tribes yet Vokhu is the true, skog tongue of
Mhen Tep: the race of the grimalkin creatures created a
popularity with Rothic being more of a dialect.
tongue called Aza Benka. Noa Benka is their sign language which
was designed by their assassin guilds rather than for the disabled
syllable sounds, quick and strong tempered. Nitchit’s form of writing
only allowed to speak sign when within their walls. They were the
is actually quite elegant and flows much like the eldrynn form of
innovators of a pictogram writing system that is a part of the Benka.
writing. “Not too close, bet elegant for a therian,” Eseverran Thorn
It is still thought to have some distant and forgotten connection with
wrote this about his eldrynn companion who gave him this “compli-
the ancient Egyptian race on Terra by many of their scholars.
ment”. He was one of the innovators of Kothan who belonged to the
Mongru: Duma Tos is the language created by the mongru
Coven of Raznuthar. They were a group of spell casters that ruled
race. The writing is extremely similar to Eldar Futhark for they use
over an ancient tribe of tarks said to exist in the days of Nymn Tat.
runes as well that are correlative to the old runes from the Forgotten
World. Some elders and scholars claim that this is not a coincidence.
Tarkanys: Nitchit, the name of the tongue is a strong repre-
sentative of many words in the language. Plenty of its words are two
to communicate. There are said to be some assassin guilds that are
Skog: Vokhu; a rugged, burly, sharp tongue of snarls and
growls. The written tongue is very similar to the sharpheen writing;
Latin. Espadosan, Kauldanish, Raikanu of Myen Wu, and Aticraulian
Sharpheen: Ramahh is a language that sounds smooth, pol-
Vatagi: the language Uroku is also called the Demon
Tongue. It is thought to have existed even before the vatagi were
Nephilim: Kothan is now their primary tongue just as it is
made and brought from Terra. It became very popular with the
for humans because they often dwell among them in hiding. Yet it is
spreading of vatagi throughout Vasgar and Baahltizar. Now, the vata-
believed that some tribes still speak Oldyn and some magical orders
gi pure bloods are taught it from birth as the purest of tongues. It
of the nephalim still speak in Enochian, the tongue of the angels.
is a deep and rigid language much resembling the skog tongue of
Enochian is a tongue of short syllables with strong words and is used
Vokhu, yet more polished and toned. Uroku is written using glyphs
in some divine magical spells for their incantations. Enochian is said
and sigils that are also angelic wards used in demonic rituals.
to be forbidden by Stygian cults and is sought out to be eradicated.
217
Chap te r V I
Gods
of ancient scrolls and shelved in the corners of the oldest library
“I thought you were dead for sure! I could have sworn that axe
How many angels died to try and warn mortals of the truth? Perhaps
cleaved through your skull!”
none shall know, for it is the ignorance of mortals to burn, pillage,
beneath a ruined Narcadian keep. How much blood was spilled to pass this knowledge on as a warning to mortals of what happened?
-Vagan Arl of Veldwar
and forget. To live under the stars, laugh, fornicate, and drink. Their
(after making a spiritual influence check for his Blood Rite)
lives are short and meaningless or so many believe. They do not see themselves as one entity that must fight onward through the trials
Through the hardest times during the Age of the
of time, to become the beings they were truly meant to ascend to.
Forsaken and the Age of Wrath all of the slave races began to learn
-Ziom Morne; Angel/ Templar
that their gods were no more. No prayers were answered by the gods
(Guardian of 12th Gate)
of men; the whispers to the Great Wolf fell on empty ears for the
“What God Do You Pray To?”
elves. The dwarves could no longer feel the thunder of Stone Father’s hammer. They thought the Gods had forgotten them, but the Gods
could no longer reach the realm in which their followers dwelt. Their
gods were now a part of the Forgotten Worlds and knew nothing of
comes time to choose your deity. Some may choose to be an atheist
their followers abductions. For all but the vatagi who followed the
if they wish, but it does not matter if they choose not to believe in
footsteps of Baal, the “one true god”, or so it was deceived. These
a God. These souls that have not chosen a deity are still watched
Godless ages were long and broken, but from them new Gods would
from the spirit world, whether it is by ancestors, curious spirits of
arise and take the place of the old ones. Those legendary heroes
the dead, angels, djinn, demons, or even gods at times. Every mortal
and villains that grew powerful by defeating immortals, dragons,
possesses a spiritual influence. This really is a chance to alter their
angels, and demons during the Thrall Wars created a new pantheon
fate. During character creation the religious beliefs on Pg. 27 can
once they reached the spirit world. These immortals did not know
explain in detail the choice you must make for your character’s
that once they reached the realm of the dead that their trials had
beliefs. If the character becomes powerful and makes a difference, a
only just begun. Those of the Ascension (the rise to immortality)
God quite possibly may choose them. Even though it is difficult for
would have to undertake The Reaper Trials in order to be deemed
ancestors to pierce the Veil and see into our world just as it is diffi-
worthy of divinity. The Reapers are immortals of the 8th plane, a realm
cult for us to see into theirs, it is possible for those who know how
with many names; the Realm of Shadows, the Realm of Chaos, and
to do it. Gods do not always have time to watch individual mortals
Purgatory. They tested the new spirits to see who was worthy of the
and one would have to make a great impact to catch ones’ attention.
Divine Ascension and so it became thus. The new pantheons were
This is an important question for your character when it
Spiritual Influence
born to this world just as each world has its own to govern over the planes of existence.
This realm was ruled by demons for thousands of years.
demons, or spirits will take notice of your character in his or her
Once the new Gods reached the Plane of Chaos they began to
time of need. A character may often call to the Gods for help and this
undertake the Reaper Trials. These ten tests were to wipe out the
(d100%) percent represents the chance that the spirits are listening.
Wyrm Lords for control over the domain of the dead. Much like an
This is also rolled when a character dies. This is a last chance effort
echo that scattered through time and space, this ripple that began on
to save a character’s life. Call it a fate save or whatever you want but it
the Primordial Plane collided with the Realm of the Dead and at its
does help sometimes, even if you only have a 2% chance. If it is used
end let slaves become Gods. For it was because of Belial the Deceiver
during character death as a last resort it is the GMs discretion to
that this all happened, if the thokk would have known that their one
allow the allies to pray for their fallen comrade at the point of their
true god was one of the Fallen they may have never helped to enslave
actual death, so that perhaps they do not die and really still have a
all races. It was an act that many claim foretold their own demise.
d6 hit points left; waking up with a gasp or labored breaths as their
So it is written in the Scrolls of Tartarus these truths that were to
allies attempt to revitalize them. If the spiritual influence check fails,
be lost. So many should die to keep such knowledge alive, yet only
the character is on its way to the Spirit World. Note: The GM is the
to be forgotten in the end. They were words merely written on a set
only one who should make the roll for spiritual influence.
218
This is the percent chance that the Gods, angels, djinn,
G o ds Asking the Gods for Help
Character Death
Spiritual Influence can save your life and when using it in
This percentile check is only rolled by the GM, as are all
game you will get lucky sometimes. Normally during a combat you
Spiritual Influence checks. No character is ever allowed to roll the
may allow a character a one time call to their God or Gods for help.
spiritual influence check. The game master represents the Gods
This is on their turn and some will say “I call to my God” or “shout
in matters such as this so it is the GM who rolls the spiritual
my God’s name”. The GM rolls the percentile dice to see if the gods
influence check. It should be an event that all players witness as
are listening. If you rolled their spiritual influence percent or lower
well. Some GMs will also allow other players to pray for their fallen
you can allow them a special bonus of your choice.
comrade in the middle of battle. This is rolled only after a
The GM may answer a successful god call in any way they
character is instantly killed, if the character’s HP status is between
please. They can make the failed attack actually strike the enemy,
-15 to -49 the character has 1 round to be healed to stabilize their
they can make a successful hit gain an additional x2 critical damage.
condition for at that point they are bleeding out. If they do not
It is up to the GM what they would like to grant them and it depends
reach a state where they can be saved, or if they are not magically
on what is happening in the specific situation. Players pray for all
healed in time and they die or bleed out, then it is time to roll the
kinds of things just as people do in life. They can choose to do so in
S.I. Wait until they have bled out and it gets back to their turn to
the middle of an attack or they can say a quick prayer before a skill
roll, you want to make sure they would be dead for certain for some
check, just as someone might do when worried they might fail. If the
characters have abilities that can save them at that status or they
check is made and the gods or spirits favor them, you can give them a
might be magically healed and therefore would have wasted their
little bonus to help them on their way. Perhaps you wish to give them
spiritual influence roll. If the character reaches the status instantly
an additional d6, a re-roll, or even an automatic success or hit. It is
killed, it is time to roll the Spiritual Influence check when it comes
completely up to the GM and should remain something believable.
to their turn.
Nothing should happen that is totally out of the ordinary, no beam
of heavenly energy shoots from the sky and obliterates all enemies
way with different house rules yet here are two options that
or anything, unless you are angels fighting in some biblical war in
you may follow if you so choose. Roll the S.I. check once for the
Heaven that might make more sense. It is best to leave the event as
player that died, if failed then you may allow any characters that fall
mundane as possible and to grant them +1 to their spiritual influence
under the spiritualist faction type to pray for their fallen ally as well.
points after a successful roll is often a good idea. Some classes have
The second option is to give all player characters that are allies, an
abilities that grant them Spiritual Influence points for deeds but
option to pray as well. Go around the table in the order the player
not all, so granting a free S.I. point every once and awhile is good,
chooses and ask, “will you pray for your fallen ally?” If the player says
especially when you believe the character has completed a holy act.
yes, let them tell you their spiritual influence percentage and make
Another time you will make a spiritual influence roll and
another roll for that player’s prayer. Then continue around the table
ask the gods for help is when a character dies. You usually only
using this free action. If all fail, the player dies. If one rolls a success,
roll a spiritual influence check for a character when it comes to
the praying character gains a +1 to their spiritual influence max, the
their turn on the initiative. You do not roll for a character’s S.I.
saved character will then awaken at a d6 hit points and should take
check when killed on the enemy’s turn, even if the player falls
this opportunity to either heal, or do what is called “play dead”.
below 0 hit points. Wait until the turn counter comes around to their
turn on the initiative counter. You should only allow a character to
not get a chance to roll for a prayer because they do not know of
succeed on a spiritual influence check once per combat. If they
their friend’s death unless they are the character’s blood rite. That
happen to be taken below -16 hit points but succeed on their
is an ability that makes two characters blood brothers or sisters and
spiritual influence roll go ahead and allow them to awaken on their
allows them to feel the death of their ally at whatever distance. Some
turn with a d6 hit points remaining. They should then do what they
GMs may wish to only allow priests or spiritual character classes
can to prevent dropping again, because if they are killed a second
the opportunity to pray for their allies in death which is also a great
time during the same combat they do not gain another spiritual
optional rule if you would rather use that one instead of allowing
influence attempt in order to save them. Spiritual Influence has a
everyone to pray. Then again it can still be fun allowing any player
once per combat rule when dealing with character death.
the chance to pray for their friend to save them.
219
Different groups may wish to take this on in their own
If a character dies away from their allies their friends do
Chap te r V I After the Flesh
d3 points from your Soul, this energy is lost eternal and transferred
into the Divine Plane, or so it is believed. Some say the soul is
So your character reaches a point beyond -15 hit points.
transferred into the Void. Losing soul points is a bad thing for when
Then the character bleeds out as the rest of the party decides the
it reaches 0 your character has no soul and no spiritual influence.
enemy is too powerful they must flee and sadly they had to leave
Jergen behind. He was a good mage but now he is dead. Once
As with all undead you gain the ability to see astrally due
to your closeness with the spirit world. A slight glow in the eyes
the player bleeds out or is hit for damage beyond -50 and killed
that resembles the foggy look in a dead man’s glare. See astral sight
instantly the spirit leaves the body, as long as they are not turned
under the descriptions on “types of vision” earlier in the book.
undead. Let us say that all the spiritual influence rolls fail and it
Another strength that some may see as a bit vile or revolting is the
is over. Jergen awakens in another plane, the Shadow Plane or
power of Necrophage. Also known as corpse feast; you may feast
the Veil. It is believed that a reaper will eventually find him and
upon your victims or the carcasses of animals to gain hit points back.
take him to the plane he belongs in. This often happens, yet
Normally undead gain 2d6x2 hit points for every 2 rounds, 2d6x4 for
sometimes circumstances do not allow the reaper to reach the
4 rounds, 2d6x6 for 6 rounds, to a maximum of 2d6x10 hit points per
soul. There are many lost souls wandering the Veil for whatever
victim. Some undead have different variations of these powers but all
reason, it does happen.
So first, you must roll the Lazarus Die (d3). This will drain
undead share some similarities. There is also the power of ageless-
During the death of a character it is usually a bad time
ness. You will not grow old and die from age. Undead suffer from a
for the player and it really depends upon how long they have been
different type of age deterioration known as madness. You can
playing the character and how attached they are. The truth of the
exist as an undead being for hundreds of years until finally your
matter is that sometimes characters die and if it happens you should
mind starts to erode away. The necrophage will keep your body and
probably just accept that it happened and make another character.
brain from total decay but after hundreds of years you will end up
Or if there is a complete party wipe you might want to continue
losing against the power of time as the soul wanes. The mind will
the characters in an afterlife campaign. This will be talked about in
eventually lose its abilities to determine friends from foe. You will
detail in the sourcebook called “After the Flesh”. You may contin-
become savage and kill any living being that you see to devour them
ue your characters in Heaven, Hell, Purgatory, or one of the many
and get a taste of that soul you have begun to miss.
planes. There are other alternate planes of existence that a spirit
may travel to, explore, and adventure. Death is not the end, but
One of the supreme weaknesses of the undead is their
inability to handle sunlight. The light of the divine and the rays
it does make it very hard to come back to the Primordial Realm.
of the stars will burn the body to the point of destroying it and
There are cities, animals, monsters, money, sex, murder, marriage,
you will become ash at a rate of 2d6x10 fire damage per round. The
everything you may find in this world. “As it was above then so be-
undead are not meant for the Primordial Realm, so only under a cloak,
low.” You can continue to play your character in the new realm as
darkness, shadow, or the drifting Veil can they walk unhindered by
long as the group agrees to, or make a new character and save the
the burning rays of the sun in this realm. Many undead wear deep
dead character until the others join them in the afterlife. Within
robes to escape these effects, and deep hoods or masks. This will
the pages of After the Flesh, new maps will be available for your
work for the undead being. As well in the months of Falling, Farstar,
afterlife campaigns. When you die, you will also lose a d3 points from
and Frostfall the darkness falls upon the land during the Algor
your Soul by rolling what is called the Lazarus Die (d3).
and you may move freely even during the day. The other supreme weakness of all undead is their allergic reaction to silver. All undead
Dying and Becoming Undead
suffer x2 power damage from silver when it breaks into the flesh, it withers the body causing unregenerate or aggravated damage that
will not easily heal.
Another fate that one must think about that can happen
in this world is becoming undead. In which case your character still
Those
who
are
turned
undead
can
still
function
within a group of adventurers and do not have to be outcasts. Some
clings to this realm. There are strengths and weaknesses for undead.
players that are demon hunter characters will often find this hard
Do not worry, turning undead is not the end of your character, it is
to allow since they are sworn to destroy these beings or usually
just another metamorphic state that will be undone once you pass
have great contempt for the immortal monsters. Yet it is possible
into the shadow realm.
220
G o ds for an undead to remain within a party. There have been demon
to find a beautiful game animal to hunt, that would provide plenty
hunters that have turned undead from hunting them. This such thing
of good food for the follower. Some of these omens are very subtle,
always causes an inner turmoil in which the strong ones decide to
yet some can be quite obvious. Such as a beam of light coming from
use their powers to kill their own kind. Through good role-playing
the Heaven’s that illuminates a lost, magical blade. That would be
you may find a way for it to be in the interest of all to stay together.
considered a less subtle approach on sending an omen. Yet that sun
You may find a way to continue the story playing an undead being.
beam coming from one of the two suns could still have a chance to
The player must try to play the character as an immortal now. There
be dismissed as something natural, as omens should.
are certain hungers that are hard to fight against that the GM should
take into account. It will be a struggle that the character might find
their players. An omen should remain mysterious in a way that one
difficult to live with, such as a vampire trying the keep the sight of
would question “is this god trying to tell me something?” Yet they
an ally’s blood from their gaze. Just as a ghoul trying hard not to dive
should be able to be dismissed by non-believers as to be a natural
onto a carcass of one of their dead enemies and ripping into its flesh.
event, or a coincidence. As it is explained above not all omens are
There are ways to continue onward and as long as you can make it
good ones. Some characters may do something that seems like it
work it may turn out to be a great story.
would be against their beliefs. This game has no rule on alignments
Omens should operate in this manner between GMs and
where one must act in a certain manner or be forced to alter
Soul Points
their alignment. However if their god is one of justice
All characters begin the game with a soul.
and that kill was an unjust murder, their god might
It is the energy within that makes mortal beings
see fit to send a bad omen.
so different from other beings of spirit. Yes, all
things have a spirit such as the tree, the rock,
and what is sent really depends on the god that
the raven, and the river. Yet, all mortal beings
sends it. The character may fall very ill and suffer
possess more powerful spirits that are known
half of their physical attributes until the charac-
as souls. This is why demons, djinn, and angels
ter makes amends in some manner. The character
need souls in the afterlife to grant them power.
might have to do penance for their crimes against
The gods feed off of this energy source as well.
their gods. Do keep in mind though that the
The more souls that worship a certain god the more
gods do not pay attention to everything. If the GM
powerful the deity is.
Bad omens will also come in many forms
wishes to pay no attention to something a character does
You begin with a certain number of soul points due to
it is completely their call anyway. The GM does not have to send
what race you are. Nearly all races begin the game with 10 soul
an omen at all, or every time a character does something that their
points. Humans or terrans are born with 12 soul points which makes
god would not like. The gods rarely listen anyway. It is not just the
them unique. The vatagi race is only born into the world with 8 due
god that you worship in that spiritual influence roll though; it is the
to their mutations and some say because they are half demon-kin.
spirits of your ancestors, the spirits looking through the ethereal
It is easier to lose soul points than it is to gain them. When your
reflections, the unseen shadows that often spy and watch mortals
character is killed and then brought back to life this will cause you to
as well.
lose soul as stated before. The Lazarus Die must be rolled and drain
a d3 soul. If you lose a body part and are able to gain a magical or
playing the game with a higher spiritual influence roll is because this
mechanical replacement this will also drain from your soul points.
character represents a god, gods, or saints. A priest, templar, monk, chaplain, even a shaman, these are characters that hold a
Omens
The reason some religious type characters start out
better link to the spirit world. These types of characters are basically
Omens are a sign from the spirits or gods. There are good
ambassadors for Fifth Plane. They operate as a better conduit in
omens and bad ones, and they often represent a God’s disposition
which to reach your spirits and your god. So when one of these
toward a character or a group at the current moment of finding or
characters does something that the spirits take notice of, there is
seeing this omen. If the God is pleased the omen will be good and be
usually a better chance of an omen to come, and this can even be
conveyed in a manner that would be proper under the God’s sphere
determined through a secret spiritual influence roll by the GM to see
of control. For example a god of hunting might allow their follower
if they should send an omen at all.
221
Chap te r V I
Pantheons All, The One God
Sphere
Symbol
The Maker
Creation & Unity
Ring Cross
Bogkroll
Sphere
Symbol
Ajok the Formless
Mysteries & Magic
Spiral
Boglock BloodFist
Armor, War, & Iron
Spiked Gauntlet
Boch and Zymon
Light & Creation
Two Half Stars
Drudgemor
Stone & Earth
Two Circles
Goretree
Fire
Flame
Oga
Moon
Crescent Moon & Tear
Zuul the Eyeless
Darkness & Death
Black Circle
Eldrynn
Sphere
Symbol
Aldariol
Nature & Animals
Tree with 12 Drops
Callin’ Diar
Time
Broken Hour Glass
Dosiul
Seas
Two Fish Circling
Dunaryn/ Moseus
Life, Fire, & Sea
Two Stars one Larger
Ennatia
Sleep & Death
Sickle & Lotus Leaf
Faerthorne
Smiths & Battle
Maelthorne Battle Bow
Fedruja
Disease & Famine
Dead Leaf
Jahen
Music & Wine
Goblet & Harp
Pathosis
Magic, Knowledge
2 Cross Staves 2 Suns
Restian
Silence, Tranquility
White Mask
Tearofayne
Misery & Pain
Eye & Tear Drop
Tollos
Necromany/ Hell
6 Pointed Star
Unos
Winds
Three Wavy Lines
Vindella
Seduction & Poison
Fang & Venom Drop
Zios
Magic
Evil Eye
Elementals
Sphere
Symbol
Alcheme
Air
Lightning Bolt
Ergund
Earth
Mountain
Vastov
Fire
Flame
Wynell
Water
Drop
222
Human
Sphere
Symbol
Aynuk
Hunters & Winter
Winter Wolf
Bayoguard
Justice
Shield & Hammer
Caeltor Oak Father
Earth & Animals
Oak Tree
Elloriane
Music & Love
Harp & Rose
Gana
Moon
Star & Crescent Moon
Garmeth
Disease & Famine
Upended Cross in “V”
Jahaga
Time, Sands, Theft
Dagger w/ Hourglass
Magnalore
Smiths, Steel, Fire
Anvil within Flame
Moldo
Merchants & Luck
Coin within Compass
Necraulys
Death, Dark, Magic
Skull in Broken Circle
Nejlok
Knowledge, Magic
Candle Upon a Book
Ra
War
Sword Over Eye
Usidious
Sea & Winds
8 pt Star, 4 Runes
Kuthalan
Sphere
Symbol
Haazuden
Light & Creation
Two Circles Entwined
Shazon
Shadows (demi-)
Crescent within Circle
Gazok
Darkness & Death
Dark Circle
Mhen Tep
Sphere
Symbol
Ashenda
Trade, Hunting, War
Moon 3 Claw Marks
Cratalis
Magic, Creation, Life
Star covers Half Star
Kota
Pain, , Dark
Black Pyramid
Mongru
Sphere
Symbol
OldFather
Skies, Wind, Seas
Ship & 2 Stars
StoneFather
Stone, Steel, Gems
Mountain & Hammer
TreeMother
Earth & Creation
Tree & Home in Roots
G o ds Org
Sphere
Symbol
Arhmgarl
Magic
5 Pointed Star, Runes
Brokenaxe
Crafts & Smiths
Broken Axe, Runes
Hookeye
Trade & Hunting
Stag Head, Runes
Kraahn
War
2 Axes, Skull, Runes
Maldaroth
Darkness & Deceit
Circle & Runes
Mok Tar
Creation & Light
Triangle & Runes
Rath
Pain & Death
Bones, Skull, & Runes
Sharpheen
Sphere
Symbol
Nagath “Dark One”
Evil
Broken Circle
Sathama “Great Fires”
Good
Circle & Crescent
Skog
Sphere
Symbol
Gar
War & Darkness
Three Claws Down
Nonu
Creation, Art, Light
Circle & Rays
Omaawk
Magic, Shadows, Mist
Spiral
Stygian
Sphere
Symbol
Abzeum the “Deceiver”
Deceit & Theft
Nail in Tongue
Baal
Devils & Hell
Crucifix Sword
Carnage
War, Destruction
Horned Skull
Muldrakarth the Black
Dead, Necromancy
Pentagram & Bull
Tambria
Pleasure, Lust, Pain
Manticore Tail
Vulhakus
Plague & Poison
2 Headed Serpent
Tarkanys
Sphere
Symbol
The 12 Fates
Month
Special Day
Nymn Tat
Tarkanys, Shadows
Eye in Black Triangle
The Wolf
Frostfall
Ice Fang
The Witch
Puritan
the Cleansing
Vatagi
Sphere
Symbol
The Serpent
Deadwood
High Feast
KoloK
Creation
Figure 8 in Circle
The Nymph
Fadyn
Seed Day
The Trader
Toran
Barter Day
The Oaken
Thorn
Root Day
The Dragon
Skyburn
High Fire
The Chimera
Austral
Exodus
The Crow
Reaping
Day of the Dead
The Wizard
Council
the Convergence
The Warrior
Falling
Falling Star
The Shadow
Farstar
Eventide
223
Chap te r V I
The One God
Bogkroll Pantheon
A simple pantheon of deities composed mostly of things
There has been a rise in the worship of a new deity that
that the bogkroll see and know are real or are the elements that they
has been offered as the one god to all races and for all to worship.
can feel. Aside from their god of mysteries and magic they tend to
This one may be chosen by any race if any character chooses to
keep a basic group of 7 gods to explain their creation.
worship this, the one god of unity and all life. It is uncertain for sure but this may have been created from the ancient texts and compiled
Ajok the Formless
with a mixture of beliefs from the Forgotten Worlds. Found in the
Sphere: God of Mysteries, Magic, & Shadows
writings of Hebrew and Latin, the texts the nephilim have sworn to
Symbol: Spiral
protect are kept within the books of the Maker. This god’s temples
Power: Greater
will not be found within the walls of the new empire of Aticraulys.
Description: the formless god of shadows and mists was able to move as a cloud and without sound. He is said to be the one who
The Maker
carries the spirits of the slain to Heaven (Azuma) or Hell (Gralalu).
Sphere: Creation
His ogre priests often wear a deep hood or featureless, blank masks.
Symbol: Ring cross
His name is called when the Veil is seen or mists come to the land.
Power: Greater Description: the faceless god of the Maker has begun to rise in
Boglock Blood Fist
popularity but is still renounced by many towns and cities that
Sphere: God of Armor, War, & Iron
usually possess one race or strong individual ideals and beliefs. Its
Symbol: Spiked Gauntlet
very presence in any city sometimes gives rise to quarrels with other
Power: Greater
churches and followers. The priests of the Maker or the Father of All
Description: he is described by being covered in spiked armor and
Mortals comes from any race as in the book of life it tells that all are
blood as he kills without any melee weapons. He is often prayed to
welcome into his kingdom in Heaven and all are born from the same
after a battle where his followers drink the blood of their enemies.
root. They wear deep hoods and only rarely show their faces for their
He makes weapons and armor for his kin and gives them away as
God is a faceless one that does not judge by the way people are seen.
powerful artifacts to his greatest immortals as a reward of servitude.
He is a God that creates life and light and protects his children from
He does not need them to crush his enemies. His followers some-
the dark ones. It is believed that this religion began in Dalewynnd
times wear spiked pauldrons with skulls upon them as trophies.
where the elves and humans are united and its first church was born in the city of Tearg. They claim that other races with a monotheistic
Bokh and Zymon
belief often call their god by a different name but that he is one in
Sphere: the Gods of light (Creation)
the same. They do not take such offense if the Maker is called by
Symbol: Two Half Facing Stars
the name KoloK, Mok Tar, or Nymn Tat. It is simply accepted as a
Power: Greater
translation in that races’ tongue, or one of the Maker’s many names.
Description: The two brothers Bokh and Zymon are said to have
For, the Maker is unity and can take any form or name that “he”
destroyed a hundred Stygian Wyrms during the Thrall Wars when
or “she” wishes. The symbol of the circle is one of eternity or
they came down from the Heavens to fight by the mortals’ side. It
everlasting unity while the cross within the circle represents the four
is believed that this happened during the first time when there was
corners of the world, thus everlasting unity for all. Some also claim it
no sign of the two suns for three months. The world was cursed by
represents a sun or a star for the Maker is a god of light and creation.
darkness, but that was because they were busy crushing the evils of the land. The time of the Alcor 3 winter months of darkness are a time filled with prayer.
Drudgemor Sphere: God of Stone & Earth Symbol: Circle and a smaller circle within it at the top Power: Lesser
224
G o ds
Eldrynn Pantheon
Description: this ogre god is said to change the Earth and shape the stone. He creates the many passages under the earth and his place
of worship usually resides within a cave. It is also said that his army
in the spirit world is made up of earth elementals, thus making the
The elves possess many gods and many saints within their
vast pantheons. At least fifteen are shown here and often depict even
earth elemental an icon and revered by his followers.
different emotions as well as elements and weather. Most eldrynn churches are kept in groves especially in the Shadynnar Territory.
Goretree
Within their urban temples they are usually not joined together into
Sphere: God of Fire
one cathedral, they are often solitary shrines devoted to one deity.
Symbol: Flame Power: Lesser
Aldariol
Description: it is said that he was a great friend of Drudgemor at one
Sphere: Goddess of Nature & Animals
time, but they both fell for the same woman. The Goddess Fonhal of
Symbol: Tree with 12 Drops of Water
the wind fell in love with Drudgemor and in his rage Goretree killed
Power: Greater
Fonhal because of his jealousy. Drudgemor punished Goretree for
Description: the goddess of the forest is the protector of the trees
the murder of his love by casting him into the center of Koth to be
and the animals. The spirits of an animal are given thanks when they
imprisoned forever, until the end of days. At which time Goretree
are hunted. Those who follow the goddess do not cut down trees
will rise and burn the world. Now some mortals can only steal some
but use them to live within by controlling the manner in which they
of his fire to protect them from the darkness and the beings that
grow. All of their architecture is accomplished in this way and this
roam in it. As well Fonhal is spirit and wild, she roams as the wind,
method has been utilized in many tribes of the Shadynnar. Where
sometimes blowing his fire out, sometimes making it stronger.
their earth magic causes the trees to grow rapidly and shape their homes. Her priestesses all wear robes of vines and staves with the
Oga
headpiece of different types of trees.
Sphere: Goddess of the Broken Moon Symbol: The Crescent Moon and the Tears of Oga
Callin’ Diar
Power: Greater
Sphere: God of Time
Description: the goddess of the moon created the moon where she
Symbol: Broken Hour Glass
lives. She did battle with the great wyrm devil “the Word Eater” and
Power: Greater
threw a mountain at the devil. The mountain smashed the devil’s
Description: the ancient eldrynn deity of time is said to be a
head open but before he fell into the sea he clawed at her and tore
powerful mage who has the ability to alter time and even control it
into the moon deeply. During the Crescent moon she is given a feast
in some manner. A power that is said he stole from the Void Gods.
by the priests and shamans of Oga. The different phases of Gana (the
His kingdom is thought to reside on the boundaries of the eighth
kothan word for the moon) are very important to her followers. The
dimension, where his road is only a foot step to the Never. His clergy
full moon is the time of the Beast and the Hunter.
wear strange helms that possess vertical strips over the face much like a tattered veil.
Zuul the Eyeless Sphere: God of Darkness & Death
Dosiul
Symbol: Black Circle
Sphere: God of the Seas
Power: Greater
Symbol: Two fish swimming in a circle
Description: his most devout worshipers wear a black hood. He is the
Power: Greater
essence of darkness and the enemy of the brothers of creation. He
Description: he is believed to take many forms and his favorite is
is the patron god of most Bogkroll assassins. It is said his eyes were
that of a merman. Often thought of as a kind hearted deity, he can
taken when he was born by his mad father. His mother then killed
sometimes create storms when angered. Yet he gives life and energy
his father and he learned to destroy without the gift of sight. It is
to those who need his blessings and his hatred for famine is well
believed that he rules in the deepest abyss of Hell, Tartarus where all
known. He is often seen as the patron deity to farmers, merchants,
must remove their eyes and see astrally.
and sea-faring elves.
225
Chap te r V I Dunaryn & Moseus
Fedruja
Sphere: Gods of Life, Fire, & Ice
Sphere: God of Disease & Famine
Symbol: Two stars, one small within the larger one
Symbol: Dead Leaf
Power: Greater
Power: Lesser
Description: these two greater gods are thought to be brothers.
Description: the god of disease is always seen wearing white robes
Moseus is the more powerful and the eldest who controls fire. It
and a white veil. To look upon his true face is to be stricken with
is said that Dunaryn was created so that Moseus was never lonely.
plague and terrible famine. He is a powerful necromancer who is said
Dunaryn has the power over ice and lives within Aos as Moseus
to have been burned at the stake by eldrynn inquisitors. He returned
dwells within Set. They are the creators of life in the eldrynn realms.
to cause great suffering upon them and their kin as a saint. Many
The shadulyn despise these gods of light and life. Moseus is said to
pray for his mercy in times of disease and plague.
be vengeful and unforgiving but it is his gentler brother that often helps him to be more forgiving at times and calm him. There are
Jahen
many festivals held for these eldrynn gods of creation.
Sphere: God of Music & Wine Symbol: Goblet and harp combined
Ennatia
Power: Greater
Sphere: Goddess of Sleep and Death
Description: also the god of fertility, he is prayed to during the
Symbol: Sickle and a lotus leaf
setting of the two suns and has many festivals during the year. He is
Power: Greater
often prayed to for the health of children and during the quest for
Description: this goddess wears purple and black robes. She is a
love. Jahen Nosis is said to also be blind. His eyes were taken by his
powerful reaper that reached goddess status when her followers
wife who was possessed by the arch devil Baelkian.
grew into great numbers. It is said that she will often grant the reverie when death approaches and takes away the pain and fear of
Pathosis
her worshipers as they are about to die. She is a gentle soul when
Sphere: God of Magic & Knowledge
it comes to taking them to the spirit world, yet her blade and magic
Symbol: Crossing staves with a sun on each headpiece
is wrathful to her enemies. She has a great reputation for being the
Power: Greater
goddess of death and is often prayed to by eldrynn children before
Description: this legendary eldrynn wizard is said to do battle with
they go to sleep. During horrible times when children pass to the
dual staves. His magic is complex and his sorcery awe inspiring.
spirit world many have claimed to see her and to feel no more pain at
Pathosis is seen with long, silver hair in braids, one eye that always
that moment once they know that Ennatia has their child in her care.
sees astrally, and his legendary dual staves. He is said to be well versed in all types of magic yet his love of sorcery surrounds the red
Faerthorne
sphere. It is told that he resides on our plane of existence at times
Sphere: God of Smiths & Battle
and he travels to many planes to visit allies and seek knowledge.
Symbol: Maelthorne Bow Power: Greater
Restian
Description: this eldrynn god of smiths was at one time one of
Sphere: God of Silence & Tranquility
the greatest in the Shadynnar territory, or so the story goes. He
Symbol: White mask with mouth sewn closed
could craft anything of steel in minutes, with blades and armor
Power: Lesser
taking him a day. It is believed he is responsible for the creation
Description: this god represents stealth as well as inner peace.
of the Maelthorne, the deadliest battle bow of the elves. For an elf,
Meditation takes a large part of the sermons to this deity and many
Faerthorne is very strong, golden haired, and tall. His bracers are
monks or mu dai of the eldrynn species are followers of this god. Some
also said to be magical, that give him the strength of giants. He is the
of his priests and priestesses have special sects that speak in sign
patron god of all eldrynn smiths and his priests wear armor, carry
language. The shrines often have water flowing around the statue of
shields, and a hammer at their sides.
the god and waterfalls are often made at his church. Pools of water are important in his places of worship and it is a small pond that is used as his altar. He is also known as the patron god of thieves.
226
G o ds Tearofayne
Vindella
Sphere: Goddess of Misery & Pain
Sphere: Goddess of Seduction & Poison
Symbol: Eye and tear drop
Symbol: Fang & Venom Drop
Power: Lesser
Power: Lesser
Description: she rules within one of the higher levels of hell where
Description: the dangerous goddess of seduction is known to be very
souls first learn of suffering. Tearofayne wears a mask made of flesh
beautiful and deceiving in her methods. She is known to lure men
and her armor is made of bone. Her long hair contains barbed spikes
to their deaths and is often responsible for killing husbands that
and she carries an artifact flail of pain. Her shriek can shatter ear
are unfaithful to their wives. It is said that she was once married
drums and enjoys making people suffer both physically and men-
to an unfaithful husband, when she caught him she went mad with
tally. She is one of the most feared dark lords of the eldrynn hells.
rage and murdered her family and husband, then turned her blade
During nightly prayers her followers commit self inflicted torture.
on her own throat. She wears a lace choker to cover the wound that will not heal. Saga also tells that Tollos, the God of Necromancy is
Tollos
responsible for her ascension to immortality and cursed her to
Sphere: God of Necromancy & Hell
forever hunt the unfaithful and punish them for eternity.
Symbol: 6 Pointed Star Power: Greater
Zios
Description: his face is never seen beneath his deep, tattered, black
Sphere: God of Magic
hood. His robes are ever flowing and holding onto bones of all races.
Symbol: Evil Eye
His dark priests wear this same garb with banners on their backs that
Power: Greater
contain the dark scriptures, pages from his book of the dead. He is
Description: the deity of magic is known to be one most
said to be pure evil and one of the most feared lords of darkness. His
consumed with knowledge, but not pure evil. Zios has been known
enemies are not only killed but their souls are enslaved by him for
to show mercy to mortals especially those who offer him knowledge
an eternity of suffering. He often sells and trades souls into slavery
and magic. He is a true believer in the balance of all magic, even
with demons and devils. His following of worshipers is of course,
necromancy. When he was burned at the stake for practicing black
primarily shadulyn eldrynn or assassins.
magic he did punish those who burned him after his ascension but left their families alone for they were not responsible for the acts of others. Zios’s priests wear the colors of purple and black robes and are pushed to practice all kinds of magic and to spellcraft more sorcery.
Unos Sphere: Goddess of the Winds Symbol: Three wavy lines moving horizontally Power: Greater Description: the goddess of the wind is said to rule the skies and the heavens. She has a kind and gentle soul yet can bring down mountains in her rage, or cause massive tornadoes to destroy cities and villages. At her shrines she is always portrayed as an archer and it is said she never misses. It is said that she can control the wind so even if her arrows were fired off the mark that they would simply come back or track her prey down. Most of her priests use a bow as well and become archers. She also has a tiny dragon the size of a hawk that she calls Testament. This tiny dragon is her pet and can turn invisible at will, or so the legends say.
227
Chap te r V I
Elemental Pantheon
Priests of the fire god often wear black and red robes, with the flame symbol upon their banner. They also use fire spells and protection from fire during their ceremonies which are usually held during
These are the four gods of the elements. They are often
dawn or dusk.
followed by some Elemental Cults, or elementals themselves.
Wynnell
Alcheme
Sphere: Goddess of Water
Sphere: God of Air
Symbol: Drop
Symbol: Lightning Bolt
Power: Greater
Power: Greater
Description: the goddess of water is said to be a beautiful nymph who
Description: the goddess of the air. It is said that only those with the
can take the shape of a mermaid, or a mortal at will. She rules over
power of flight can even reach her kingdom. Her castle in the skies
the kingdom under the surface of the waves. Her castle is guarded by
floats on storming clouds and is guarded by air elementals, storm
thousands of merfolk, water nymphs, water elementals, and some of
gremlins, and sylphs. It is also said that she is a beautiful creature
the deadliest sea creatures known in tales. Those who cannot breathe
that can hurl lightning bolts, control wind, and storms at will. With
underwater have little chance of ever reaching her kingdom. It is said
a wave of her hand she can summon a swarm of air elementals to
that many ships that have sunk end up in her courtyard surrounding
crush her enemies. There was once a druid that lived as a hermit in
her stronghold because she loves to use them for decorations. She
the mountains who claimed to see her once, she rode a lightning bolt
also gathers the treasures from these ships to fill her treasury.
down to the glen and defeated several earth elementals that appeared to be a circle of monoliths that had stood there for decades. She looked at him with lightning in her eyes, he bowed to her and she let him live. Ever since that day he had worshiped her for it.
Egrayne Sphere: Goddess of Earth Symbol: Mountain Power: Greater Description: the goddess of earth is the most powerful deity and the strongest of the earth elementals. She rules over this realm within a hollow mountain that is said to be guarded by thousands of earth
Human Pantheon
elementals, rock gnomes, stone and iron golems. There is a dwarven tale about the mongru hero Targaton a thief (which is an unusual hero in dwarven mythology), who stealthily made his way into the
elemental kingdom and stole the heart of the rock gnome princess.
The terrans or “humans” have 12 primary gods. There are
many more within several different pantheons yet these 12 are the
With this power he would always be able to speak with her through
primary ones that have won the title of the “the Twelve Patrons”
the stone, this is where the mongru gain their power with stone.
whom are considered the guardians or the guides of humans to fol-
This is also said to be the easiest elemental plane to travel to out of
low. The twelve pointed star is shown outside the cathedrals that
them all.
usually house all 12 shrines to each patron deity.
Vastov
Aynuk
Sphere: God of Fire
Sphere: Goddess of Hunters & Winter
Symbol: Flame
Symbol: Winter Wolf
Power: Greater
Power: Greater
Description: the god of fire is the most powerful fire elemental that
Description: she is found to be a beautiful warrior with bow and
rules over the elemental plane of fire. Those who travel to this realm
spear. She is always seen traveling with her dire wolf companion
must possess protection from this element or will certainly burn.
228
G o ds Elloriane
Moki. Aynuk is the patron goddess of hunters and is respectful of every essence of the hunt and to the prayer to the soul of your prey
Sphere: Goddess of Music & Love
for giving you food and a challenge. Priests and priestesses wear furs
Symbol: Harp & Rose
robes and wolf or fox head hoods that they hunted on their own as
Power: Greater
a rite of passage. Nature is to be protected and many rangers follow
Description: she is always depicted with a halo of light and radiance,
Aynuk as their deity. She is also seen as a hunter and sometimes a
a beautiful maiden who loves life and laughter. It is said she can
seductive shaman who can shapeshift into a predator beast. She is
control a crowd with a song and was known to be one of the most
friend to Gana and they are rumored to call one another sister. Water
brilliant bards in the primordial realm. She became a saint after she
is used in all of her ceremonies as a symbol of purification.
was captured by the Stygian Army and burned for her “lies” to the empire or so they claimed about her songs. Now she rules one of the
Bayoguard
major kingdoms of Heaven called Temparis and it is said that many
Sphere: God of Justice
of her angels are bards. She is often given praise during weddings
Symbol: Shield & hammer
of humans and shown offerings with the couples’ kiss and songs to
Power: Greater
them. The rose pedals that are tossed for the couple to walk upon
Description: the guardian of the road to Heaven, he is the protec-
and the music are all used to call for her blessing.
tor, magistrate, judge, executioner. He has served the kingdoms of
Gana
the Heavens since the beginning of mortals and continues to do so. Many templars follow Bayoguard, as do city watchmen, and knights.
Sphere: Goddess of the Moon, Crystals, & Healing
Many of Bayoguard’s priests carry a shield and a hammer. It is said
Symbol: Star & Crescent Moon
that his castle guards the main road into the heavens and that one
Power: Greater
must pass under the portcullis of his majestic wall to enter the
Description: the mighty goddess of the moon is said to have come
domain, a wall watched by legendary astral beings. Bayoguard is
close to her death in the Age of Falling. Now the remnants of that
often depicted in historic pieces of art while fighting giants due to
disaster still linger far up near the moon as a constant reminder as
the saga where he defeated twenty two giants of Frost March with
the Broken Isles. They hold many names, the Tears of Gana is also
his hammer, “Craotor”.
one of them. Gana is always depicted as an older, beautiful woman with silver hair and twinkling robes. She radiates powerful magic
Caeltor “Oak Father”
and blue mist and her words send vibrations through the night to
Sphere: God of Earth & Animals
heal the land for a new day. She is only ever seen at night and masses
Symbol: Oak Tree
take place after sunset. It is believed that many types of crystals come
Power: Greater
from the moon, and artifacts such as the God Stone are gifts from
Description: the vine and twig haired druid of brown and green skin
Gana. Water is also used in her ceremonies as a cleansing tool that
is said to be deadly with a bow and green magic. He dwells in the
purifies and heals.
Heavens where he watches over the Grove of Immortality, where they
Garmeth
say the Tree of Zaghos feeds from. In more recent texts that have been uncovered it seems that he is actually quite ancient and has
Sphere: God of Plague, Disease, & Famine
returned to live a mortal life many times to protect the land and help
Symbol: Upside down cross inside a V symbol
with agriculture. Then he dies only to be reborn again. Some believe
Power: Greater
he may have been one of the primordial titans. A year was dedicated
Description: the god of plague and disease appears mummified in
to him during one of his deaths, “the year of the oak”. When he fell
many artistic depictions and the writings about him always mention
in the battle of the gate, the great oak was seen growing in Narca-
a dark robe, wearing wrappings to cover burned flesh. this deity is
dia, where there is not but desolation. Thus he is known as the Oak
always present when plague and disease wipe out a town or city.
Father and many wear his symbol that fight there. It is also said that
His face is often rotten and leprous. A cloud of toxic fumes always
he commands an army of tree folk and dryads. He is prayed to in
follows him and his touch is said to rot and wither flesh or whatever
times of harvest and times of famine. It is also believed that Garmeth
he wills to decay. His name is often feared but he is given prayers in
is his enemy.
time of plague or famine as to beg for his mercy. His priests often try
229
Chap te r V I Moldo
to prevent pestilence and claim that they are his tools of mercy. They heal others in time of plague and are often sent into plague areas
Sphere: God of Merchants & Luck
to heal the sick. Yet there are some who believe their purpose is to
Symbol: Compass 8 Points, a Coin Within
spread disease and their way is not tolerated.
Power: Greater Description: this deity has become one of the greatest in years of
Jahaga
late by sailors, traders, and merchants from all across the realms
Sphere: God of Sands, Time, and Thieves
for safe passage home. His name is prayed to on the road and the
Symbol: Jeweled dagger with hourglass hilt
sea for good luck against pirates and highwaymen. Moldo wears a
Power: Lesser
broad brimmed hat with a plum and colorful clothing. He is always
Description: the god of sands and time is a dark skinned warrior who
depicted as carrying a magical coin that can choose the fate of his
wears an aba, a robe of white and green with emerald green eyes. He
followers and his enemies. He is also always seen with a massive
fights with blinding speed, agility and is said to have stolen a dagger
pack that is said to carry an endless amount of coin, and a belt with
from the Void Gods, a relic before he became the patron saint of the
eight daggers upon it. He is also worshiped by many thieves for
Bedouin tribes. It is said he moves so fast he can break through the
being a sly or lucky trickster, rogue, and negotiator.
barrier of time. That is where he goes to steal relics before they are
Necraulys
lost forever, or so the story goes. He is a deity of the desert lands of Vazuun Denaahl. He uses a scimitar and a mystical jeweled dagger
Sphere: God of Death, Darkness, & Magic
called the Aljaiir which he can throw through the air toward enemies
Symbol: Half Skull within Broken Circle
to slow time for himself as he cuts his foes to pieces. They say his blade
Power: Greater
can turn a foe to sandstone. Jahaga is quickly on his way to become a
Description: the god of the dead rules one of the major realms in
greater deity as his popularity grows with legends of his exploits in
Hell where the dead may pass through for judgment. Any crimes
saving so many tribes from the sand devils there. He is also known for
accomplished in Hell or in other kingdoms such as demons that
saving the entire kingdom and royal family in the 6th era during the
violate banishment laws and such are dragged to Necraulys for his
Imprisonment of Baal, against an army of djinn.
judgment. He was a templar in life and he became an angel fighting beside them until his family was sacrificed to Baal by the Stygian
Magnalore
Order. He was ordered to wait for judgment to fall upon those who
Sphere: God of Smiths, Steel, & Fire
did him wrong but he did not. Enraged he assassinated all responsi-
Symbol: Anvil Within a Flame
ble and all who stood in his way, even the angel Aerathyrael whom
Power: Greater
he loved as a sister when she tried to stop him. In grief he dove
Description: this deity is the patron god of blacksmiths, armorers,
into Hell and tore the souls of his family from the clutches of Baal’s
craftsman, and enchanters. In life they say he wore a large brimmed
Well. His priests often wear this same outfit, dark robes and bone
hat with a plume and was known to be a sword master. He is followed
pauldrons. In many places necromancy is forbidden even punishable
by many in the Espadosan lands. His priesthoods are often found
by death, but some dark priests are said to secretly practice the art to
in Espadosa, yet can also be found in many of the churches whom
resurrect loved ones back from the dead for a hefty price. The price
hold the entire pantheon of shrines. He has one mertacullum arm
for souls and this ceremony is said to be very high, and those that
enchanted and woven to his body that he uses to strike and temper.
use blood magic must trade a soul for the one they return. Churches
His arm was ripped off in a battle with the wyrm devil Karavoracon
have been known to practice necromancy in some towns and many
when Magnalore took his prized artifact from his horde. A hammer
have been banished or burned down for doing blood magic.
forged by a dwarven god that Magnalore was friends with in life. The
Nejlok
hammer was called Volkamyr after the god’s son. The dwarven god Thoradim was killed by the great wyrm and Magnalore took it back
Sphere: God of Scribes, Knowledge, & Magic
to use it for his forge and crafts. That was not all he took though. It is
Symbol: Candle Upon a Book
also said that Magnalore stole the power of fire from the great wyrm
Power: Lesser
devil and now he controls it. Fire is used in all of his ceremonies
Description: scribes, mages, and philosophers follow the god of
which take place at dusk and dawn.
knowledge. Nejlok the “j” is pronounced as a “y” of course. He is
230
G o ds
Kuthalan Pantheon
known to be a powerful mage who is depicted in scrolls and books as a pale skinned, wiry old man. This has always tricked his foes
into thinking he was fragile and slow. He swims in magic and it is
said that his castle floats within the realms of Purgatory where he
The three gods of the kuthalans represent the three paths
which is also found in many races as the Book of the Tao. There is
commands all manners of djinn soldiers, shadows, and elementals.
believed to be a Path of Light, Shadow, and Darkness that many per-
His church is filled with knowledge and each one is said to also
ceive is the very same thing as good, neutral, and evil.
operate as a library. Knowledge is power and all of his priests study nightly and ponder the everything of the universe.
Haazuden Sphere: Goddess of Light & Creation
Ra
Symbol: Two circles entwined runes around them
Sphere: God of War
Power: Greater
Symbol: Sword over a single eye
Description: there is but one true god of creation that created all
Power: Greater
life and all hives, they believe it cares not for the kuthalans but they
Description: the legendary deity of war has been known for many
give thanks to it for their creation. It is a being that it is alien and
ages now. His great deeds have been recorded since the Dawn of
concerned with higher matters than mortals. The being Haazuden
Mortals on Koth. He was one of the mightiest dragon slayers
creates the stars as she moves through the Void.
there were who killed many of the dark ones and the demons that tormented the lands. His kingdom is within the realm of what many
Shazon
still call Valhalla, and his keep that is called Karnhelm stands on the
Sphere: Goddess of Shadows
misty shores. Warriors go to this place when they die to train even
Symbol: Circle with crescent in darkness, runes around
after death, they train to fight demons for the final battle of Koth. He
Power: Demi
wears a mighty horned helmet formed out of the skull of the wicked
Description: Shazon is a powerful kuthalan leader that represents
wyrm devil Thranamar. He took the demonic dragon’s head with his
their demi-god for the time being while she lives. When she dies
axe and it is claimed that Magnalore shaped and enchanted his helm
and ascends she will become a saint or what they call “Vahak”. A new
to make him even more powerful. Every major ceremony they drink
demi-god will rise to represent their goddess of shadows. The Age
fire water as a form of cleansing impurities.
of Mortal’s Dawn is when the first goddess of shadows was chosen from the hive queens. Shazon watches over the kuthalan race and her
Usidious
priests are many. They carry a large scythe blade that resembles the
Sphere: God of the Sea & Winds
dark crescent part of their holy symbol. They offer sacrifices to her
Symbol: 8 pointed star & 4 runes
and create bone statues and shrines to appease her.
Power: Greater Description: those who pray to the sky often call the name Usidious.
Gazok
He is the patron deity of sailors and his wrath is known all to well
Sphere: God of Darkness & Death
by those who sail the seas. Not only do his prayers come from many
Symbol: Dark circle with runes around
on the ocean yet many archers call to him, or even certain tribes of
Power: Greater
barbarians. Those who pray to the never ending winds call to Usid-
Description: the god of darkness is
ious. He is always depicted as a strong old man with flowing gray
another being that is too powerful to
hair, a beard, and a spear that can shapeshift into different types of
care for the kuthalan people. He is the
polearms, a trident being one of his favorites. He shifts the blade
collector of all kuthalan souls when
into a scythe and cuts the sky which causes storms or allows him to
they die. He is the one who throws
throw lightning. His priests all wear blue robes with several different
the souls of the dead into the stars for
shades leading into gray. They all can be seen bearing the 8 pointed
them to be born again and return to
star in silver or white. Some priests have this star glow and brighten
Koth.
the night sky upon their church when it is time for mass. It is told he is in love with Gana, the moon goddess and she has powers over him.
231
Chap te r V I
Mhen Tep Pantheon
Mongru Pantheon
The grimalkin possess only three deities to follow. They
The dwarves have many gods in their pantheons yet they
are followers of ideals from the Book of Tao as well and believe that
all fall under the mighty three fathers and mother. Thus within these
there are three certain paths that one will choose to follow. A path of
pages are only listed the all important three that is often represented
light, shadow, or darkness. Their three gods embody those paths.
in dwarven cathedrals by a hollow triangle.
Ashenda
OldFather
Sphere: Goddess of Trade, Hunting, War, & Shadow
Sphere: God of the Skies, Wind, & Seas
Symbol: Moon with 3 claw marks
Symbol: Ship & Two Stars
Power: Greater
Power: Greater
Description: Ashenda is a powerful goddess, strong, swift, and
Description: the OldFather is like the grandfather of creation and it
deadly. She is revered by warriors as well as thieves of the mhen
was he that created all of the stars and the Heavens. It is said that
tep race. Her realm in the shadow plane is said to be filled with
his daughter is the TreeMother. This is a god from the beginning of
hunting grounds and a river where many pirates hang out and trade
mongru times and has always been worshiped by them. Especially
the bones of animals. It is a paradise where it is nearly always night
those dwarves that sail the seas and travel through the harsh climates
and the full moon is always high.
of the world as many sailors or merchants do. His priests often wear blue robes and golden embroidery. They also wear golden helmets
Cratalis
fashioned with many gemstones.
Sphere: God of Magic, Creation, Relaxation, & Life Symbol: Star Covering a Half Star
StoneFather
Power: Greater
Sphere: God of Stone, Steel, & Gems
Description: Cratalis loves the pipe weed and is always lounging in
Symbol: Mountain & Hammer
the clouds that he creates from his pipe. His magic is mighty and he
Power: Greater
swims in it constantly. The mhen tep priests often take hallucino-
Description: he has always been the great forge father and master
gens during their religious ceremonies and converse over pipe weed
of armorers, craftsmen, and enchanters. He is also prayed to as a
and pillows. The churches of Cratalis are always filled with comfort
god of war in times of battle it is often his name called for he is the
where everyone sits or lays on the floor. They must remove their
one who forges the steel. There are tales of his greatness that echo
shoes or filth from their body before entering the House of Cratalis.
through the ages as he is one of the gods that has stood through the trials of time. His priests dawn gray robes, and often carry hammers.
Kota
Within their temples they always keep the fires warm in the forges.
Sphere: God of Pain, Assassins, Darkness, & Death
It is believed that every church also has an enchanter there which can
Symbol: Black Pyramid with black runes around it
offer powerful items for payment.
Power: Greater Description: the god of all things evil is the one that they call Kota.
TreeMother
Evil thoughts, evil deeds, and things that happen in life that are filled
Sphere: Goddess of the Earth & Creation
with sadness are his doing. His realm is one of the many layers of
Symbol: Tree with Roots that Cradle a Home
Hell where he takes those who cause people pain, to cause them pain
Power: Greater
forever. His priests wear black flowing garments and dark veils with
Description: the TreeMother is the daughter of the OldFather and
black hoods. Most of them also carry silver scimitars to hunt the
she now creates all dwarves and cradles them during their time
undead when they come back to life, which is prophesized to happen
before the womb. She is prayed to in times of festivities, music,
in the mhen tep scriptures. Kota’s followers tend to believe they are
drinking, and her name always invokes the idea of a warm and
not meant for this world and should be returned. Yet as in many
comforting home. The TreeMother or Ol’ Mother as she is
cults there are those that misinterpret the scriptures and what they
sometimes referred to brings the blessings of food and song.
say. These dark priests often hide many undead to use as soldiers.
232
G o ds
Org Pantheon
hooks. It is said that all lost souls will follow his caravan to keep them safe in the spirit world, for even there the lands are hunted by terrible beasts. His priests often wear all of their belongings upon
The org or orcs have many gods and all of them are not
their backs and have done this for years, making them appear weary.
listed within these pages. These pages contain 7 of the orgs’ primary deities found as there are many more lesser gods that ascended to
Kraahn
immortality after the Dawn of Mortals.
Sphere: God of War Symbol: Axe, Skull, & runes
Arhmgarl
Power: Greater
Sphere: God of Magic
Description: legendary god of war. Kraahn is the deity in which is
Symbol: 5 pointed star & runes
feared by the enemy priests. Kraahn is so wild and chaotic that his
Power: Greater
followers, often org berserkers and warriors are often chanted into
Description: the org god of magic dwells within the Plane of Shadow.
frenzy before they charge. Shouting his name across the battlefield
He is a shaman and can control spirits at will. With his extended staff
his hordes of org warriors are a fearsome sight to see. He is often
an enemy would be swarmed by the spirits of the dead. Arhmgarl is
depicted riding a chariot made with huge spikes, wearing the heads
the patron deity of all org spell casters. All of the org people that use
of many enemies. The horns on his helmet and armor are many and
magic usually follow under Arhmgarl’s scriptures. His priests often
he always uses one large axe and one large whip. His castle resides
wear his scriptures on their robes or they paint and carve them into
in the Shadow Realm in the org gorge called Jugaihail. He sits upon
the skulls of their enemies.
a throne of bones and spikes and watches over his battling souls waiting for the war to end all wars.
Brokenaxe Sphere: God of Crafts & Smiths
Maldaroth
Symbol: Broken Axe
Sphere: God of Darkness & Deceit
Power: Greater
Symbol: Circle & runes
Description: Brokenaxe resides in the Heavens most of the time,
Power: Greater
but he travels to the other planes quite often to trade. He is known
Description: his castle is in the Abyss where it is pitch black. His eyes
to crafts powerful artifacts and bless the org people with them
are red and he is always depicted with broken wings, many heads,
once they become powerful immortals. Many are his followers just
and forked tongues. He was an arch devil for a very long time until he
because of this ancient legend, they live in hope of becoming one
murdered the old org deity of lies and took his kingdom. His priests
of his chosen. In the stories during a battle he threw his enchanted,
wear black robes and the tongues of cattle or enemies upon their
artifact, chaos axe “Rakavar” into the demonic portal to stop it. It
pauldrons. They also burn the symbol of the dark one upon their
worked to close the gate but when it returned to him it was in two
forehead and hold mass every midnight.
pieces. The magic contained within was altered somehow and he still killed many demons with it, yet it would no longer return to him.
Mok Tar
His priests wear a mace with a single jagged metal piece resembling
Sphere: God of Creation & Light
the broken axe.
Symbol: Triangle & runes Power: Greater
Hookeye
Description: Mok Tar is the org god that created all orgs in the
Sphere: God of Trade & Hunting
beginning of time. He is the most powerful being within their
Symbol: Stag head & runes
pantheon and can destroy with just a thought, but he does not
Power: Greater
like to kill meaninglessly, he leaves this to his son Rath. Mok Tar
Description: he is the patron deity of all traders and merchants
priests wear the triangle upon their foreheads or tattoo them to their
throughout the realms, even slavers follow him at times. He
palms as a passkey into their rituals where they seek enlightenment
travels in a caravan to the Heavens, to the realm of shadow, and to the
through trance and drugs used to force visions. Mok Tar is said to
Hells. His priests wear his symbol on their brown robes, helmets with
be a being powerful enough to roam the stars in search of answers.
antlers, with a banner on their backs that hold many trinkets on
233
Chap te r V I Rath
of great happiness for the sharpheen. It is said to be a blessed period of time which many try to conceive children during the eclipse as it
Sphere: God of Pain & the Dead
is a good omen.
Symbol: Scythe & runes Power: Greater Description: he is the son of Mok Tar and was always angry and wanted to hurt others. The crimes that Rath conducted in Mok Tar’s kingdom were unforgivable but Mok Tar could not kill his only son.
Instead he banished Rath into Hell and let him rule the Gahamet Pit
Book of Pathways. A god of light, shadow, and darkness. However
End War will come. Rath’s followers often torture others during
within their beliefs it does not seem that light, shadow, and darkness
prayer and it is said to be an honor to be the “receiver of pain”.
The skog pantheon is yet another race that seems to
fall under similar beliefs with that of the Book of the Tao, or the
where souls are tortured and tormented forever or until the great
Skog Pantheon
portray good, neutral, and evil. All seem to struggle within one another and their gods depict emotions and actions not paths.
Sharpheen Pantheon
Gar Sphere: God of War, Destruction, & Darkness
There are only two gods in the sharpheen pantheon. The
Symbol: Three Claws
god of light and the god of dark. There are many lords that war
Power: Greater
for their masters between the realms of Heaven and Hell and these
Description: Gar is the god of suffering, pain, and hateful things.
lords are known as the “Althari” which translates into a word that resembles the Apostles.
All of the feelings one has in war comes from Gar. The skog are not
Nagath “Dark One”
ness they fall. It is all a part of the circle, the transition in which all
often capable of fear and many believe when they die it is into darksouls must undertake. Gar represents the end of the journey in this
Sphere: God of Evil
realm, before the new one begins. Gar is always seen as a powerful,
Symbol: Broken Circle
mighty warrior with the skulls of many enemies on his belt and
Power: Greater
upon his throne. Ceremonies in his honor are accomplished after the
Description: Nagath is the evil that hides in the hearts of all
blowing out of the candle.
creatures. They believe that sometimes when Nagath has too much presence within an animal that it becomes too overpowered with
Nonu
evil and must do harm. Nagath is usually seen or depicted as one of
Sphere: Goddess of Creation, Art, & Light
the mulpheen. The sub race of the sharpheen is not liked due to the
Symbol: Circle & Rays
mulpheens many attacks and racial hatred for the sharpheen over the
Power: Greater
years. The mulpheen are thought to be black scaled due to the evil in
Description: Nonu is the great mother. She is the creator of all skog
their hearts and too much of Nagath’s presence. This may be true for
and she everything that the destroyer is not. All feelings in life that
the most part as the mulpheen are a very hostile race, yet just as in any race there are always exceptions.
are comfort come from Nonu. She is peace and quiet and the bringer
Sathama “Great Fires”
Her fire is warm and her temples are always well lit showing the
of light. She allows sleep, healing, comfort, and rest to be upon you. colors of red and gold.
Sphere: God of Goodness Symbol: Circle and Crescent
Omaawk
Power: Greater
Sphere: God of Magic, Mystery, Shadows
Description: the twin stars are the camp fires of Sathama and the
Symbol: Spiral
lights that he has made for all to live within, to keep the undead from
Power: Greater
swarming the world over. It is said that he chases the moon mother
Description: Omaawk is the secretive, strange, and unusual.
around Koth in hopes to be with her and she does the same, yet only
Confusion and every feeling that is odd comes from Omaawk. He is
sometimes they get to be together (during the eclipse). This is a time
234
G o ds Baal
the silent one and is often prayed to in times of confusion or doubt. He is thought of when the power of magic is blessed upon a soul for
Sphere: God of Devils & Hell
he is mystery and the harbinger of power. Things that are unknown,
Symbol: triple cross and sometimes a
things of the mist, and things of fear.
broken circle or whole circle at the crown. Power: Greater Description: he is the god of demons and Hell, the creator and the ruler of the demon army who swears vengeance upon the old gods and Yahweh, the one god of the humans on Earth who banished him to Koth ages ago and cast him through the void to this world. His power is ancient and wicked and he has a great many followers. Baal stands fifteen feet tall with huge horns that curl and point downward. His flesh is red and his huge cloak is black. He is believed to be one of the Luw Kar in his former life, also known as one of the Void Gods. He carries a huge crucifix sword which he also uses within his
symbol. His priests wear horned helmets and black and red robes
Stygian Pantheon
and cloaks with the red or black symbol on their forehead. They offer mortal sacrifices once a month to their devil god who’s true
The Stygian Gods are believed to be the same race that
name is said to be Belial. He was called Belial when he was one of
visited Koth long ago, the ones called the Void Gods. They are the
the fallen back on Terra. He betrayed Lucifer during the Eternal War
demons and dark angels of that race, that rose to power and became
and tried to take the power of the War Scroll for himself, but Yahweh
dark lords over time. Ancient nephilim scriptures claim that Baal’s
found Belial, beat him and cast him through the stars to be banished
true name is Belial who hails from the forgotten world of Terra and
forever. This act led him to this world hundreds of years later, where
that he changed it to keep himself hidden from the magic of his
he would one day rule, and bring others of his kind to help him.
enemies. The Stygian Gods are the rulers of the Narcadian Army.
He is now believed to still reside in Tartarus, the prison of Hell,
There are 6 deities, with many lords of Hell under their command.
where he commands his armies from the darkest part of the Abyss. His symbol represents his mockery of the one God of Terra. It also
Abzeum “the Deceiver”
represents the gate to Hell and the key to that gate.
Sphere: God of Deceit & Theft Symbol: Severed Tongue & a Nail Through It Power: Greater Description: also “the God of Thieves”, his priests enjoy stealing, plundering, and forcing punishment upon their victims. This deity
Carnage
has grown in power since the Age of Darkness began; his minions are spreading far and wide across Koth. Many of his followers are
Sphere: God of War & Destruction
thieves and pirates. The priests that capture prey will often take their
Symbol: Horned Skull
tongues, burn them as offerings to their god, and sew their mouths
Power: Greater
shut as well. This devil often wears white robes with colors of purity
Description: taking the alias of a word that represents the gore of
and pretends to be a weary old man. The will pretend to be helpful
battle, destruction, and all the rage of war. His true name is unknown
and take alms for the poor, even feed and shelter them until their
or forgotten. He took the throne of the last demon god of war only a
followers become secured His priests wear the same white and
century ago when he drove his axe into the skull of the last Carnage.
brown common robes. He rules upon one of the layers of the Abyss.
Thus his body is a fairly new deity that cleaved his way to godhood but his spirit is said to be “infested” with the soul of Carnage once
235
Chap te r V I Vulhakus the Scourge
he took the Cracked Throne for himself and placed the Blade Crown upon his head. This demonic god of war is the warlord and general
Sphere: God of Plague, Poison, & Disease
of Baal and rules over the kingdom of Asthestus, a place where the
Symbol: Serpent with 2 Heads
screams of souls are a constant music, or so it is written in the Book
Power: Greater
of Baal. His priests wear red cloaks to represent the color of blood;
Description: the god of disease, plague, affliction, and sickness. He
they also wear armor with their robes and horned skulls as helmets.
is seen as a slimy, disgusting creature that can spew forth all kinds of horror. When he vomits plague, he creates demon-spawn as well.
Muldrakarth the Black
His priests wear black and green and cover their entire face with
Sphere: God of the Dead & Necromancy
haunting masks that protect them from toxins. The priests often use
Symbol: upside down pentagram, & sometimes the skull of a bull
magic that involves disease, poison, and sickness. They always carry
Power: Greater
poisoned blades and often use poisons that will make one afflicted
Description: he was once a reaper until a war broke out in the
with pain or sickness. They prefer to let the victim suffer. Vulhakus
kingdom of the dead; the former god was blasted with several
is said to rule his kingdom in one of the foulest areas of the Pit. He
other reapers into a portal to some distant galaxy within the Void.
is also rumored to be the creator of the Pale Plague.
Muldrakarth holds immense power over magic, most of all black magic. If he were to walk the primordial realm, they say undead would rise around him as he passed. His priests wear all black robes
and skull masks. All of his dark priests practice black magic and all
of the high priest’s can bring the dead back to life for a very hefty
Tarkanys Pantheon The tarks possess one god that they call protector and
guardian of their kind. A people that they believe have been falsely
price. This is illegal in most countries except Narcadia of course. It
treated for many years. Their monotheistic religion surrounds a once
is a crime punishable by death and most often burning at the stake,
demi-god that rose during the Ascension to become a powerful deity.
the most common punishment for black witchcraft. For making deals
Nymn Tat
with demons is always involved and they grow in power with the use of black mana. This is exactly what Muldrakarth wants.
Sphere: God of Protection & Shadows Symbol: Eye within Black Triangle
Tambria the Temptress
Power: Greater
Sphere: Goddess of Pleasure, Torment, & Lust
Description: he is the Lord of Shadows. He is the keeper of all the
Symbol: Manticore tail
ratkin. He is the almighty guardian and is always seen wearing his
Power: Greater
dark, worn hood covered in patches, his clothing rugged. He likes
Description: she is a beautiful goddess yet filled with malice. She
to be seen as one of the poor and lower ranked tarkanys. He enjoys
is wicked and seductive; depicted in shredded, studded leather. Her
the surprise and secrecy. He likes to play in the shadows and control
priestesses wear leather masks and black leather armor. They carry
them. He is a just God of his children if you are one of them and
poisoned flails and whips. They create enchantments that make their
deserving he will protect you. He wears two curved daggers on his
weapons serpentine, painful, yet sometimes pleasing. She is known
belt and moves with blinding speed. He was also known to love
as both the goddess of pain and pleasure, who loves to torture. Her
alchemy, tricks, traps, and poisons. His priests wear tattered purple
kingdom is called Geldkine where stands her many twisted towers
robes with deep hoods, and specialize in different alchemy for sleep,
in the Stronghold of Suffering. It looms over the Medropophese,
narcotics to remove pain, even some to kill.
a city in the Valley of Severed Heads where those souls who were sacrificed to the goddess of lust often dwell in eternal pain. It is said in times of war she rides her pet manticore Hedrakiel along with her elites that lead an army of succubus and incubus soldiers.
Vatagi Pantheon A former god of the thokk race, KoloK was a monotheistic
deity that could take the form of a dragon or any other that he chose. Their belief in one god has spread to all vatagi that choose not to follow the Stygian Gods.
236
G o ds KoloK
during the month of your birth. You can make it relevant to your true name day if you wish,, if you were born in January in real life you
Sphere: God of Creation
could be born in Frostfall under the sign of the Wolf. You may also
Symbol: Figure 8 within a circle
choose to roll it on a d12. Ask your GM for assistance perhaps they
Power: Greater
want you to do something specific during their campaign. There are
Description: KoloK is the lord of eternity, the creator of all things.
things we do not get to choose in real life so rolling your Fate could
The stories say that KoloK came to visit the world thousands of years
also be fun and keep people from power building their characters for
ago to create it and all things. They say that the Vatagi were made
specific bonuses only. Some characters may even choose to pray to
in his image. He is an almighty powerful being that can change his
the Fates as their religious belief, these are called Fateists.
shape at will but prefers the Vatagi look, his true form. He can con-
trol dragons and possesses an army of them. They also say that he
Each Fate has a “Special Day” within it that usually marks
the very middle of the month. Each year has 360 days, each month
travels the stars in search of knowledge and when he returns to their
has 30 days in it and each week has 10 days. The Special Day is the
world he will be angered by the worshipers who have taken to fol-
15th of each month and is often a time of celebration or mourning.
lowing the Stygian Gods and will not accept them into his kingdom
in the Heavens when they die. It is also believed that when he re-
When using Eldijar’s Calendar you can see the name of the
month is written and the constellation of the Fate is pictured below
turns, the prophets say he will destroy the evil from the world with
the month. During this month, the one prior, and the one following
an act called the Soul Purge where all of the righteous will be reborn
your month is when you can witness this constellation in the night
in his kingdom. His priests wear tall helmets which often perch dif-
sky. You can normally only see certain constellations within those
ferent types of dragons. That each priest masters a different type of
three months out of the year, thus these are the months in which the
element much as a dragon might breathe a certain breath weapon.
constellation conveys the most amount of power. Some powers are
Their cloaks usually differ in colors according to their element of
year round and those circumpolar constellations are seen year round
concentration. It is also believed that KoloK was initially a Thokk
as well. These constellations or Fates matter to those who study
deity, that has been taken as the vatagi as their own.
astrology, as does the birth stone that one will use when making your verendum (wand or staff) of a spell caster for they must use their birth stone to channel from. It may just be a rumor but some casters take it very seriously in their magic. Look to the chapter on magic for more information concerning that.
Each Fate also comes with what is called a Fate Power. This
is a simple little bonus for characters to gain for being born under a specific sign. This is usually something very situational or a bonus that might only be given during the month of your name day.
The Wolf
The Twelve Fates
Month: Frostfall; Special Day “Ice Fang” You were born under the sign of the wolf, a hunter, the predator of the winter woods, and a strong sign. The wolf is quick and can see
The fates are seen in the night sky when one looks to the
well in the night, there are not many that can escape the hunter. The
heavens on a starry night. Only when the stars are shining can one
wolf tends to work well with others of his or her kind, just like the
witness the outline of the fates in their astrological form. Those who
pack that hunts together. The wolf often makes a good leader as the
look to the heavens and know something about astrology say that
alpha of the pack would too. The constellation of the wolf can be
they can read or “divine” the things that are to come for a spirit.
seen often near the Wizard, often as if the wolf is howling toward
Some say that they can see what will happen before it happens by
the Sapphire Star.
reading the signs of the fates in the stars.
Fate Power: Night Vision – the character gains +1 on perception
When you make your character you can choose your god or
checks during the nighttime surrounding the months of Frostfall.
gods, as well you may choose your Fate. Your fate is your astrological sign and the constellation that you can see perfectly in the night sky
237
Chap te r V I The Witch
The Trader
Month: Puritan; Special Day “the Cleansing”
Month: Toran; Special Day “Barter Day”
The witch is the sign of protective magic. Witchcraft and the covens
The sign of the merchant is actually quite a strong one and is
hold great mysteries and many mortals and savages fear the witch
favored by many for it brings luck. The sign of the merchant is also
most of all. Many fear the witch for her curses and hexes yet many do
about protection and is represented by the scale and the coin, for the
not know of the healing and helpful power that the sign of the witch
merchant’s scale represents neutrality and the balance of the fates.
conveys. The witch is indeed powerful and mysterious. Some think
The sign of the trader can also be seen upon the Trader’s Star. The
of the witch and see the witch hag in their mind; this constellation
merchant sign is about craftiness and outsmarting those who would
embodies a beautiful maiden of powerful magic. Her sign can be seen
do wrong to you. It is also represented by the balance of good and
easily for it always swims within the haze of the Azure Nebula seen
evil. It is believed that those born under this sign are the luckiest of
in the clear night sky, as if she were surrounded in magical energy.
all. You can make out the scale of the merchant within the stars quite
Fate Power: Magic Protection – gain +1 to defend against magic
easily once you find the three brightest points.
attacks during the month of Puritan.
Fate Power: Lady Luck – during the month of Toran flip a coin
during each deal of negotiation or bartering and if you land on what
The Serpent
you call, gain +3 to your roll, if not you are out of luck and do not gain a bonus.
Month: Deadwood; Special Day “High Feast” The sign of the serpent is often thought of as treacherous and devious. Perhaps it is true that certain famous villains have been born
The Oaken
under the sign of the serpent, or is this just a rumor? The serpent
Month: Thorn; Special Day “Root Day”
is stealthy, secretive, but wise and patient. There are many virtues
of the serpent, for it is perceptive, precise, and instinctively smart.
by several gods as well as this astrological sign. The oak is a sign of
Those who do not watch their step may find themselves struck by
hope, life, and nature. The life that the beginning of summer brings
the serpent’s fangs. This sign is also seen as the sea serpent and not
with it and the growing of crops and green trees or plants. The oaken
just the coiled snake hiding in the brush. Some countries call it the
sign is also known as a dryad. This sign represents the element of
great lurker in the ocean that can lay ruin to ships. The serpent’s eye
earth, strength, and purity. The great oak is marked forever in the
is the brightest star of them all. The Serpent’s Eye is actually the
stars, its ten branches and roots are shown by many of the gleam-
green planet Bjorn and it sparkles in the clearest night sky.
ing pinpoints of light as the Tree of Zaghos, also used in Eldijar’s
Fate Power: Serpent’s Step – during the month of Dead Wood all
Calendar. The brightest of these stars are the three that represent the
stealth checks gain a +1 to the result.
trunk. This is one of the signs that you can see all year round.
The Oaken, the symbol of the Great Oak has been marked
Fate Power: Life Blood – drinking from the waterskin grants 2d6 hit
The Nymph
points twice per day in the month of Thorn.
Month: Fadyn; Special Day “Seed Day” The nymph is a sign of beauty and charismatic power. To be born
The Dragon
under the sign of the nymph it is thought to give one skill in social
Month: Skyburn; Special Day “High Fire”
behavior, it is thought that many born under this sign find it easy
You were born under the sign of the wyrm, the beast of mystical and
to make friends and fill a room with laughter. The nymph marks the
destructive power. The dragon is one of great strength, wisdom, and
sign of spring and life. The weather becomes warm and in hopes that
has an affinity with the element of fire. In the times when Baal fell to
this warmth will bring happiness and festivities, wealth, luck, and the
this earth and brought damnation to Koth the dragons were the first
end of famine. The constellation of the Nymph is seen in the night
to defeat many demons in battle. The wyrm is a ferocious fighter and
sky as an outline of the beautiful maiden of the sea, r what is known
can fly through the heavens with great speed and agility. The dragon
as the mermaid. It is an honor for those who sail the oceans to be
is easy to make out in the summer sky due to the stars that make up
born under this sign as well for they see the water nymph as a sign
the serpentine neck and tail. This sign is one of the few circumpolar
of protection from drowning.
constellations that you can see year round.
Fate Power: Good Spirits – during the month of Fadyn your
Fate Power: Fire Resistance – gain 25 points of fire resistance during
character gains +1 to social modifier.
the month of Skyburn.
238
G o ds The Chimera
made of magical fire because of the blue light it gives off so brightly, quite like our star Aos. During this month you can also see 4 planets
Month: Austral; Special Day “Exodus”
in the sky, Valaron, Goroth, Dym, and Halos. They are quite large
In the final days of summer is the month called Austral where those
in scale as they pass by our planet, thus giving the month the name
who are born in this part of the month fall under the sign of the
Council, for the Convergence, and the meeting of worlds.
Chimera. The lion head represents strength, fierce power. The goat
Fate Power: Guidance – during the month of Council and the months
represents the lust and procreation. The tail turns into a serpent’s
surrounding it gain +1 to navigation rolls in the night and finding
head at its end which is said to be a false interpretation of the beast
your way in the darkness.
by some who claimed to have really seen one. The people respect proper strength and power and for many born under the chimera
The Warrior
find that this comes easily to them. The stars that align and show the
Month: Falling Special Day “Falling Star”
chimera in the constellation, can be found with the many points of
The warrior is a sign of great strength; many find it an honor to be
light clustered together making up the horns, the heads, the claws,
born under the sign. The warrior holds a sword and a shield. His
and the curving tail.
horned helm is marked by the six stars that are unmistakable. The
Fate Power: Born Leader – during the time of year surrounding the
Helm Stars they are called, they guide many on the oceans at night.
month of Austral the character gains +1 to any social roll surrounding leadership checks.
The warrior is strength, courage, honor, and prowess in battle. Many
The Crow
month Falling marks the end of fall and the beginning of winter. The
see the warrior symbol representing the rise after the fall just as the warrior is brave and stands against any opposition with weapon in
Month: Reaping; Special Day “Day of the Dead”
hand. Some know the Falling Stars as a day to fear and to try and be
You were born in the fall time before winter starts, under the sign of
brave with the coming darkness. The meteor showers of the Falling
the Crow. The black bird represents death and the carrier of souls,
Stars marks the coming darkness and reminds us the dead await in
and also the messenger. It is often thought of as good luck to be
Valhalla. The Helm Stars are the easiest way to locate the Warrior
born under the sign of the crow due to the fact that it is known your
constellation.
soul will go to the right place when you leave this world. The crow
Fate Power:
is smart and unseen in the darkness. Some see the crow is an omen
– Courage – gain +1 to any checks for bravery and
against fear effects or attacks in the months surrounding Falling.
that death is coming. “Death is coming for us all” is a common saying that falls under the sign of the crow. Those who are born under
The Shadow
it wear it proudly, for some they feel it protects them in a way. The
Month: Farstar Special Day “Eventide”
crow can be seen only in the clearest of night skies and is often hid-
The Shadow is often thought of as a sign of the thief, the rogue,
den in the hazy, Ghost Nebula clouds.
the assassin. The sign of the shadow represents that winter is thick
Fate Power: Death Throes – during the time of year surrounding
and the light of the stars are distant creating much darkness. It is a
the month of Reaping the character gains an additional 3% to their spiritual influence check if making a save versus death.
dangerous time when things must hide to survive. Those born under
The Wizard
good at surviving the harsh winter conditions. The constellation of
this sign have often been known to be solitary creatures and also the Shadow can be seen as a cloaked figure in the sky. The deep
Month: Council; Special Day “the Convergence”
hood of the shadow is marked by six stars and the flowing cloak by
The wizard commands massive power and is veiled in mystery. The
several more. The shadow is a powerful sign that is respected as one
sign of the wizard holds the great Sapphire Star on the tip of his
of the major powers of the Fates. It also fits well with the world living
staff. The great Sapphire Star points the way north and is a guide
within the shadow of the eclipse caused by Halos on the special day
to many in the night sky. Those who are born under this sign are
of Eventide which starts the world into total darkness for many days.
thought to have great wisdom and intelligence. The mark of the wiz-
Fate Power: Hidden – during the time of year surrounding the month
ard is often remembered by the first falling of snow in many coun-
of Farstar the character gains +1 to any concealment skill checks.
tries. The great Sapphire Star is the easiest way to find the constellation of the Wizard; it reminds many of magical fire and the fire that guides the way home. Some believe that the Sapphire Star must be
239
Chap te r V I I
Combat
surrounding area, where the enemies are exactly located, distances
“The eyes of the wretched could be seen through the gloom and their vile
things, the game master will simply have to describe the situation in
to their enemies, and cover offered by terrain. If you do not own miniatures or terrain you can still play the game without these
hissing was heard behind the fog of the Veil Myst. We all readied ourselves
much more detail for everyone to know what is happening.
for the honor of defending a broken wall and protecting a dying town.” -Carthus a Hand of the Justicarians
This chapter will cover the rules for combat during the
Time in Combat There are a few terms you need to be informed of that
may be the same as terms used in other games, but they may mean
game. Combat in Demon Gate is brutal and dangerous, as it should
different things in this game, just a warning.
be. Most weapons are designed to kill another creature and this
is what they will do. When you are starting out the game with 1st
movement. In real time it lasts only a second or two for there is no
level characters you will want to dump saga points into your max hit
definitive answer to how long it is. When it comes to you it is your
points as soon as you can. Make sure to use your saga points to get
turn. When your actions are over it is the next player’s turn. If using
hit points and frenzy in your frenzy pool so that you can attack more
miniatures, it is often wise to keep tokens to track each character’s
during combat. Hit points are your life so you want as many as you
turn in the initiative order. During a live game it is a good idea to
can get, especially at low level when one continuum roll can kill you.
have one of the players oversee the round counter and initiative. The
You can always use more hit points.
GM usually has enough to worry about. Some VTT (virtual tabletop)
programs keep track of turns on the initiative for you.
As a game master you must remember that you want
Turn: a turn is all a single character’s actions, attacks, and
to make the game fun and create memorable stories with your
players. It is not you versus the players and you win if they die.
(playing characters) & NPCs (non-playing characters) to take their
Everyone knows you have the power to wipe everyone out at a whim
turns. Once everyone has had their turn that is 1 full round and then
but do not abuse the power or you will quickly find out that no one
you move on to the 2nd round to whoever has the first initiative. If
wants to play anymore. Don’t throw them up against a dragon and
something lasts 1 round and begins on your turn it will end next round
expect them to survive the encounter. There are exceptions to the
at the very start of your turn before you take any actions. Rounds
overpowered rule as well that you should understand, for those GMs
and turns cannot entirely be traced by an exact amount of time.
out there that are new to RPGs. Not all encounters will be fair nor
Everyone’s actions are usually happening at the same time. Thus,
are they all required to be fair either. There are some encounters
one round could be classified as about 5 seconds, give or take a few
players are meant to run from and this becomes a bit of a shady
seconds. It is often wise to keep a round counter near the gaming
area where the players need to decide for themselves if they are
table and turn it to round 2 when all the turns are up.
powerful enough to take an enemy on. As GM you should let them
know that just like in real life there are fights that you cannot win
takes place. Combat ends at the very moment the fighting stops.
and sometimes you must assess the situation. It is your part as a
There are many abilities that are OpC (once per combat). Those
game master to make sure they are aware that they are encountering
abilities are defined by the combat scenario.
Round: a round is how long it takes for all the PCs
Scenario: a combat scenario is how long an entire combat
a situation that they could very well lose.
This chapter will go over each step of a combat situation
Combat Sequence
so that you can attempt to make combat as quick, smooth, and exciting as possible. Players just starting out will always be slow at
Step 1: Roll Initiative
first but once you get the hang of it you can move pretty quickly and
Step 2: Movement, Actions & Attacks
start to use your actions all at once. Players should pay attention and
Step 3: Defense
know what is going on in the fight so that when it comes to their
Step 4: Damage
turn they are ready to make their actions and movement so they
Step 5: Continue Initiative
can quickly move on to the next player. Using miniatures is a very
Step 6: Outcome & Recovery
good tool for gameplay during combat situations. Miniature setups will allow all of the players and game master to know what is in the
240
Co mb at Example of Combat
him, he falls to the ground with a screech, the damage was over his
-GM: you three enter into the dark crypt below the church of
-Templar: I will swing again then with my last action (rolls d20+1) 14!
body attribute. -GM: (rolls d20 to defend -1 because the goblin is on the ground
Bayoguard the human god of justice. Templar, your character is
now) You miss the goblin rolls a 17 and rolls to the side, your
holding the torch you made in your hand so it is casting eerie
hammer smashes the stone floor.
shadows to and fro in the stone chamber. You cannot see the other
-Templar: Screw that! I burn 2 frenzy and shout “Die!” I rage attack
side of the room but you do notice the sound of growls and hisses
for 2 attacks burning both frenzy for this round and swing down at
in the darkness. You also take notice that there are at least six sets of
him! (rolls d20+1) 12!
glowing eyes, what do you do?
-GM: the goblin looks up wide eyed and tries to dodge (rolls the
-Templar: I pull my warhammer out with my empty hand and move
d20-1) 8, he is hit!
forward to fight! “These foul things how dare they defile the temple
-Templar: (rolls damage x2 because of the rage attack.) 26 damage!
of my god with their stench!”
-GM: that crushes the goblin’s head! Now next initiative is the Mage.
-GM: okay now you have your warhammer in your right hand and
Templar please remove 2 frenzy from your frenzy pool.
the torch in your left.
-Mage: okay I move here (moves 3 inches near to the templar but still
-Thief: can I try to let them go first so I can slip into the shadows
behind him) I get a little cover from my big Templar friend. Then I
and conceal myself? I’m a mhen tep so I have twilight vision anyway.
turn to the closest goblin coming toward me and cast fire sphere!
-GM: yes go ahead and make a concealment skill check.
(rolls d20) 13.
-Thief: (rolls 2d8) I got a 12.
-GM: the goblin looks shocked at the magical sphere and tries to
-GM: (makes a few rolls for the perception checks of his goblins that
defend (rolls the d20 to defend) 14 he ducks the sphere and it flies
are hiding in the dark, none of them are able to match the rogue’s 12
into the stone wall.
roll). Alright you slip back and let your friends move in first and put
-Mage: again! Crap… 3!
your back to the wall, you believe that none have seen you.
-GM: with magic you must at least roll a 4 or higher for the spell
-Thief: nice.
to work so something happens during the incantation, a wrong
-Mage: okay I have my staff in my hand and I say “come out cowards,
movement, a wrong word and the spell fizzles out at your fingertip.
let us see your faces!”
-Mage: damnit, there are too many still left, I burn two of my frenzy
-GM: right as you finish this, six goblins burst from the darkness
pool, my only two frenzy left and throw 2 fire spheres at that same
snarling and laughing with small, crude weapons in their hands
goblin. (rolls 2d20, using the closest d20 to fall nearest to the GM as
ready to strike, everyone roll initiative. They seem fearless and
the first spell) 12, and a 16… not bad.
hungry for blood!
-GM: okay nice, you throw two spheres as quick as you can and
-Thief: (rolls d10 + 1 for his defense initiative modifier) 7.
the goblin attempts to defend (rolls 2d20 to defend using the same
-Mage: (rolls d10) crap 3.
method of speed combat) 7, you hit and 6 you hit both spheres!
-Templar: (rolls d10) Yeaya! (rolls a 10 so continues to roll it again due
-Mage: sweet, rolling damage, and times my level 12 damage for the
to the continuum rule) wow 15.
first sphere and 8 damage for the second.
-GM: (rolls d10 but uses this initiative result for all of his enemies to
-GM: all together that is 20 fire damage to the goblin, the first sphere
go at the same time) 5. Well you go first Templar, what do you do?
hits his cheek and he howls, the second hits his chest and he burst
(sets the miniatures up how they are in the chamber opposed to the
into flames, falling dead to the ground! His body lights up the room
players).
a little more now and you can see the end of the chamber. It has a
-Templar: I charge up to first goblin and swing my hammer for a
small bridge that leads over a foul looking stream. There is a single
single, quick attack. (rolls d20 and adds +1 due to his +1 specialization
archway on the other side. So, now it is the goblins’ initiative. They
in hammers) 16!
do not see the thief, but see the two humans in the chamber. These
-GM: (rolls a d20 to defend for the goblin, must match or beat a 16)
three charge the templar to try and overpower him (moves three
the goblin tries to dodge, but gets hit because I rolled a 6!
goblin miniatures to the templar). This last one that you see runs
-Templar: Nice (rolls the damage of his hammer and adds strength
straight at the mage (moves it toward the mage). These three goblins
damage modifier) 12.
screech and howl war cries and attack the Templar. This one swings
-GM: the hammer shatters the goblin’s shoulder but does not kill
241
Chap te r V I I twice (Rolls d20+1 with a bone axe) 14, (rolls again) and 15.
-Thief: that is all good man!
-Templar: I try to block with my sword. (rolls d20 to defend) My
-Mage: thanks thief, saving my life!
dexterity isn’t high enough for me to get a bonus. 15…(rolls again) 16!
-Thief: I nod to the mage and smile, then I burn my last frenzy point
Nothing! I blocked both attacks from his puny weapon, ha!
and I’m going to throw my dagger at this goblin bastard right here!
-GM: good blocking you block his two attacks, but then he swings a
(rolls) I do have the weapon proficiency in throwing so I do not
rage with his only two frenzy (rolls) 6!
suffer -3 to hit for throwing. 14.
-Templar: (rolls) 12! Nothing ha!
-GM: good throw the goblin spins and tries to dodge (rolls 9) but
-GM: you block that two, the second goblin swings two rage attacks!
gets hit!
(rolls) 11 for the first rage, then the burning of two frenzy his only
-Thief: Nice! (rolls damage) only 8 damage.
two frenzy…16!
-GM: still, the blade sticks into the goblin’s leg and it cries out in
-Templar: (rolls) 14… and 16!
pain. Now top of the order it is round 2!!!
-GM: you block the first one and the second is coming right at your
-Templar: that’s right! My turn!
knee but you swing the hammer around and block it just in time, tie goes to the defender! Okay the third goblin does not have any frenzy
So, you can see how a basic low level round of the combat system
so he only has one heavy attack (rolls) 18!
works just by viewing this quick example. Frenzy come in handy
-Templar: (rolls) damn, 9 I am hit.
and you may only burn 2 per round if you want to at all. They can
-GM: (rolls damage x2 for the rage attack) 12!
only be used for attacks, not healing or grabbing a weapon, just
-Templar: okay I have an total armor value of 4, so I only take 8
attacking. And only after all other actions and movement have been
damage from my 35 hit points, a mere scratch I say! The damage isn’t
accomplished. You must buy more frenzy when you run out during
over my body attribute either so I’m still standing!
camp with saga points that are received as experience. Good luck in
-GM: (laughs) okay the last goblin runs at the mage and shouts
your struggles and good gaming!
something in his guttural tongue then tries to rage attack the mage! (rolls) 13! -Mage: Damn! (rolls 4) crappy dice! I am hit. -GM: (rolls damage x 2) 16 damage. Uh oh! -Mage: S@#t! I have 2 armor so I take 14 damage and it is over my body attribute so I fall to the ground. Man this sucks I only have 8 hit points left, that hurt! -GM: okay the bone axe cuts right into one of your ribs and the pain wracks your body as you fall to the ground grabbing your wound. -Thief: my turn mo fos! I try to sneak up behind the one that hit the mage and save his ass. (Rolls stealth skill and concealment skill) 10, and 14. -GM: (rolls perception of the goblin) 6 he doesn’t’ see you. -Thief: I pull out my dagger for 1 action and then plunge it into his back! I will even burn 1 frenzy to make it a rage attack, that will be x4 damage since it is a sneak attack and a rage. (rolls d20+1) 14 -GM: well it is a success because he cannot defend it and you did not fumble, you hit him. Roll damage. -Thief: whoo! (rolls 2d6 damage for the dagger and gets an 8) Eight plus +1 for my strength damage modifier is 9. This is x4 though cause
Roll a d20 to attack for 1 action, or try a heavy (rage) attack
I rage attacked and it is a sneak attack. Wow 36 damage!
for 2 actions. The defender rolls their d20 to try and match
-GM: yea, you totally drive the dagger into his back and plunge it
or beat it. If they fail they take damage, the character’s
straight into his heart killing him almost instantly. Yet, now the
armor will soak some of that damage.
others know you are there.
242
Co mb at Step 1: Roll Initiative
during the combat most of these attacks and actions will be taking place at the same time anyway, this gives a simple rule and mechanic to help out the flow of a combat situation.
To determine your initiative, look at your character’s
dexterity
attribute.
The
initiative
modifier
will
apply
here.
Coordinated Ambush: is what it is called when two or more
Before each combat, each person rolls a d10 (one ten-sided die). The
companions are sneaking up behind some enemies who are
result is added to the character’s initiative modifier to give you your
totally unknowing of their whereabouts. They choose to do a
initiative result. If a 10 is rolled, the rules for continuum also
coordinated attack so that they can all land their sneak attack
apply; you roll the die again and keep adding the result. Game
bonus at the same time. The same rules for ambush apply. The party
masters should keep in mind it is a good idea to roll once for a
is all going at the same time but rolls initiative between them and
large group of enemies. It’s also a good idea to keep counters on a
then let the enemies go last since all stealth rolls were a success.
table to represent all the characters and their initiative rolls (such as
When they are in position they look to one another and count to
multi-colored stones or tokens). Initiative is rolled whenever combat starts. Sometimes though, it will begin directly after a first strike.
three before slitting throats or firing shots. You still have initiative
First Strike: the rule for a first strike is when it is obvious which
then everything else falls into the correct order for the remainder of
rolled between them because only their initial attack is in stealth the combat. Let the player that rolled the highest initiative roll their
character is going first. The character has initiative by acting first,
sneak attack and then do the rest of their actions if any.
or because of an ambush. For instance, a character is sneaking up onto a guard. If the character is successful, he will automatically gain
Step 2: Perform Movement, Actions, & Attacks
initiative then all others in play will make their initiative rolls and follow after the character with the first strike has used all of their action points. Another example is say beyond the door you can hear
Actions & Attacks
your enemies’ arguing about which jug was whose and Jack says
“I step to the door, open it, and charge!” Jack just got first strike,
You want to use your action points and your movement
to decide what you are going to do with your turn. Everyone
everyone else rolls initiative and Jack remains at the top of the
usually starts the game with 2 action points in each category and
initiative line. Do not allow a character to go first due to first strike
many have 3 or 4 movement. Movement does not cost action points
and then roll their initiative, that just doesn’t make sense, they have
to perform, you are using your movement while performing actions.
taken their actions and the fight is on. Let everyone else roll their
Action points are drained when you perform an act or an attack.
initiative and let the character that had first strike stay at the lead in the round.
Certain attack types cost more than one action point. For instance
Tied Initiative: in the case of a tie, the character with the highest
melee combat, it only costs one action point. Then there is a heavy
there is a single attack, also called a quick attack. Used in unarmed or attack also called a rage attack that costs 2 action points to perform.
dexterity goes first. If the dexterity attributes are identical, they
These are starting attack forms any character may attempt.
simply roll again between them both. In the situation where the
party member rolls initiative and ties with the rest of the enemies,
Attacks all are made by rolling a d20 (1 twenty-sided die).
The object is to try and hit your opponent with a higher roll than
let the PC (player character) go first. This is because you might have
their defense roll. This attack may have modifiers added or taken
eight bad guys going before the one hero or the one PC and that really isn’t that fair; let the PCs go first.
from it for several different reasons but usually you might start with
Ambush: is another rule that allows the initiative roll to be forfeit. If
Any + to Hit will be added to this twenty sided die roll.
a +1 to hit because you are specialized in the weapon you are using.
the characters have ambush this means their enemies are unaware
You may notice you have different types of actions on your
character sheet (2 unarmed, 2 melee, 2 shooting, and 2 magic). Do not
that they are about to be attacked thus the characters will go first.
add these up, this simply means that is how many actions points you
You can however have the characters roll amongst themselves to
have in each one of your action types. If you spend 1 action it takes 1
place them into an order of attack. Even though they wish to attack
from all types. If you spend 2 it takes 2 from all types. As you advance
at the same time, this is how it will all work out and for the rounds
in level you will become better in certain types of actions.
that follow, you will have an established order to the combat. Since
243
Chap te r V I I Quick Attacks & Rage Attacks
such a thing and may only be used if a weapon is in the hand or it is possible to attack an enemy at that moment.
During a melee or unarmed attack you can use 1 single
action point to do a quick attack and try to strike your enemy by
rolling the d20 to hit. They will then have to defend with their d20.
are “burned” (used) then they are gone forever until you purchase
Then you can roll again to try another quick attack (if you have an-
new ones with your saga points. Frenzy will allow you an additional
other action point) if they do not defend, then you roll damage. Let
2 attacks of any kind at the end of your turn as long as you possess
us say instead of doing two quick attacks that you wish to run up
frenzy in your pool. Weapons that require an upkeep action are bows
to an enemy and do a heavy rage attack. If you do this you use both
or crossbows. They require you to use an action to reload or draw an
your melee actions at the same time and only roll the d20 once. If you
arrow so you cannot burn a frenzy point to do that. You can however
hit though, you deal x2 power damage! Using those 2 melee actions
burn a frenzy to cut at an enemy with your sword, or fire an arrow
also took the 2 action points from all other action types as well. So
as long as it was loaded with your normal shooting action. Later on
starting out if I have 2 action points in every category and I spend 1
you can unlock talents that allow you to take away that upkeep action
unarmed action to open the door, all my action points drop down 1.
when you get better with bows. Another way to use frenzy is to burn
Then I can spend my melee action to quick attack an enemy that is
two frenzy points to rage attack at an enemy by burning both frenzy.
behind the door I just opened.
When you wish to purchase frenzy later you may spend 1 saved saga
point to gain 2 points of frenzy added to your pool.
When using certain weapons they require an upkeep
Frenzy points are stored in your frenzy pool and when they
action to attack, for instance you can use 1 shooting action to draw an
arrow and load it, then your second action will be to attack. So you
not count these frenzy as the only two that you are allowed to spend
would roll your d20 on your second action to fire the arrow.
per round. The two that you are able to spend per round are your
attack frenzy; others may be classified as activation frenzy. Frenzy is
Actions in combat do not have to be attacks, there are acts
When spending frenzy to activate an ability or a talent do
important in combat so be sure to stock up on them.
and there are attacks. Acts are considered such things as reloading your bow, opening a door, drawing a weapon, etc. These actions will
Combo Attacks
take 1 from your action points in all categories. Certain actions cost 2 action points such as drinking a magic potion that is on your belt.
That actually costs 2 magic actions to do that and will therefore use
attacks in unarmed, melee, shooting, and even magic actions once
up all your actions for that round. Once your actions are all spent,
you reach a high enough level. Combo attacks allow you to combine
then your movement is over with. By the time you are finished with
several actions into one attack roll and deal what is called combo
your actions you will have moved your max movement. If you are
damage. If you call a 3 hit combo at this target and score a hit the
using your 2 actions to drink a potion, make sure you move your
target suffers x3 combo damage. Learn more about combo attacks
character your full movement during that if you want to move. Once
when you gain them in the talents section.
all of your actions and movement have been spent you may now use
Action Types
what are called frenzy to gain 2 action points that are only for attacks.
Unarmed Combat & Melee Actions
Frenzy
These are unlocked only by talents. There are combination
Every character starts the game at 1st level with 2 frenzy
When attacking in unarmed combat you roll a d20
points. You can only burn up to 2 frenzy per round and it must be
to hit and add the unarmed combat bonus to the result. Ex: a
used at the end of your turn. You will have no movement left at all,
character with Fighter +2 will add +2 to the d20 result. Punching,
and you are only able to attack with frenzy. So you must strategically
kicking, elbows, knees, and bites will all do the same amount of
use your frenzy during combat for they cannot be used for normal
unarmed damage unless otherwise specified by the racial abilities.
actions (acts) or upkeep actions, they must be attack actions. You
Some creatures possess dangerous teeth or claws that will increase
cannot use frenzy to drink a potion, or cast a heal spell. They cannot
the damage dealt with those types of attacks. With unarmed and me-
be “loop holed” in anyway such as throwing a potion at an ally and
lee attacks you may attack with a couple different methods.
calling it an attack, simply put; they are only used to attack or they
are not used. Frenzy are meant to be spawned from anger, a burst of
same as unarmed attacks, but you must add your weapon specializa-
adrenaline, in order to kill or wound thus it must only be spent on
tion modifiers to your + to hit. If you are not specialized in a weapon
244
Melee attacks (swords, axes, knives, clubs, etc.) are used the
Co mb at Magic Actions
you are using just roll the twenty-sided die. The number you roll is your result to hit. Your two primary attack types that you may
Magic actions work the same, spells require you to roll a
attempt when starting at low level are a quick attack for 1 action or a
d20 to cast. A roll of 1 is a fumble, 2-3 is a failed spell which wastes
rage attack for 2 actions to deal x2 power damage if you hit.
your mana. Hitting stationary targets with a spell requires a roll of 6 or more just as shooting does. Using potions, scrolls, charges from
-Throwing Weapons
items, and spells cost magic actions. Each spell has an action cost
Remember as well that thrown weapons often use the same
that lets you know how many magic actions you must use to cast
melee rules especially when you are throwing your only axe to save
that specific spell. A single quick action spell like ice lance will take 1
a friend. It really depends here on what you are throwing. A potion
action, while a fireball will take 3 actions to cast. This means that you
is considered a magic action, a weapon is a melee action, a person
might have to wait until next round to actually finish the casting of
is an unarmed action. Even though you are making a ranged attack,
the spell, or you could burn 1 point of frenzy to cast the spell right
most of the time you are still using a weapon that can often be used
away as long as it is an attack spell. Characters can specialize in
as a melee weapon to throw. Sometimes you may wish to throw your
certain schools or colors of magic to gain a +1 to cast a spell, allowing
primary weapon because you cannot reach an enemy and you are
you to add a +1 to your d20 when casting a spell. Each spell also has a
trying to get them before they escape or reach a friend. The only
drain that is taken from the caster’s mana pool. If you roll a natural 1
difference between attacking in melee range and throwing the
to cast a spell you must roll on the magic fumble table. A roll of 2 or
weapon is that if you are not skilled in WP: Throwing you will
3 to cast is not a fumble but it is a waste of mana and actions.
suffer an untrained modifier of -3 to hit. Some throwing weapons are
Open Actions & Free Actions
completely balanced for throwing attacks and will give you an additional + to hit due to this fact. Your thrown weapons can only be
thrown a distance of half of your strength attribute in inches.
to perform an act. It does not matter which type of your actions you use. Free actions are simply acts that you can perform that
Shooting Actions
Open actions allow you to spend any type of your actions
do not take an action at all. A perfect example of a free action is
When you pick up a crossbow or a bow, you are ready for
shouting out a a warning in the midst of battle. Shouting out several
shooting attacks. Everyone begins the game with 2 shooting actions.
sentences could cause problems for a caster, they are often using
You can upgrade your actions later with talents or combat skills.
incantations so you may want to take 1 magic action for talking too
Hitting a stationary target requires a roll of at least 6 or higher
much.
on your d20. Creatures and characters will attempt to defend your
Examples of Actions & Attacks
attack with their d20. Anyone can pick up a melee weapon and use it without suffering an untrained modifier of -3. Yet, when it comes to
Situation Act./ Atk. Frenzy
projectiles this is not the case. If you do not possess the combat skill WP: projectiles you will suffer a -3 to hit when firing the weapon (untrained). This works the same with any black powder weapons. You must spend the skill slot in order to get the WP: Black Powder.
Each shot counts as an action. However, shooting weapons
also tend to require upkeep actions for loading the weapon. It does take one action to grab an arrow from your quiver. It takes more actions to reload a crossbow, which makes it slower than a bow but they are often more powerful. Black powder weapons take even more upkeep actions to reload, you can look them up in the equipment chapter. Once you start to advance in levels and unlock shooting talents you will find talents like quick draw that allow you to bypass at least 1 upkeep action. Whenever you are shooting you may actually spend 1 action on aiming at a target which will grant you a +2 to hit them, (check out Dead Eye in talents). Now, roll that d20 to fire!
245
Draw a sword
1 melee action
Draw a bow off of your shoulder
1 shooting action no
Load a crossbow
2 shooting actions no
Shout a few words
0 (free actions)
Draw an arrow
1 shooting action no
-Fire an arrow
1 shooting action yes
Use healing skill
16 unarmed acts
no
Get a potion from belt
1 magic action
no
Get a potion from your backpack
3 magic actions
no
-drink potion
1 magic action
no
-throw potion at enemy
1 magic action
yes
Cast an ice lance
1 magic action
yes
Cast a fireball
3 magic actions
yes
Cast a heal spell
2 magic actions
no
no
-
Chap te r V I I Movement in Combat
Movement
is
important
when
using
miniatures.
This example shows Brother Yun, a monk with 3 unarmed
It
actions, 2 of every other action type, and a movement of 4.
represents how many inches or hexes you may move on the board
Using 1 action point of any type spends 1 point from all action
during your turn. During a turn, the character can walk its normal
types (bubbles are action points). You may use them in any
movement or run double their movement. While running, there
order you wish except for frenzy, frenzy are used last and only
are modifiers to some types of attacks. For instance firing a bow
when movement is over. Yun draws a sword for 1 melee action
and running will cause you to fire at -2 to hit without the talent
point while he moves 6” inches to run at his foe.
running shot. You may move as long as you have actions left. If you are burning frenzy for extra attacks, your movement will be over. So
1
2
3
it is possible to attack, move, attack, and move as long as you have
Unarmed Actions
some type of action points or attacks left to do so. There may be
4
some situations you run into where a player wishes to hold their
Melee Actions
actions and let another player go first, or an enemy to go first. In
Frenzy Actions
order for a player to hold their actions they must not move at all or
Shooting Actions
5
take any actions when it comes to their turn, see holding actions under
special combat scenarios.
Magic Actions
Remember your movement does not take any of your ac-
tions or attacks, you have a set number of inches that your charac-
Then Brother Yun uses 2 unarmed actions to attempt a rage
ter can move found based off of your dexterity attribute and your
attack dragon kick with chi on his foe, rolling his d20 +3. Yun
character race. This number can be multiplied by 2 if you want your
rolls a 5+3= 8 to hit. The defender rolls his d20+1 to defend and
character to run. Flying characters can multiply this by x3 in max
gets a 13+1= 14. He dodges the kick. Yun only has frenzy left.
flight. When swimming, movement is usually only a quarter of nor1
mal movement. With the skill in swimming the character may move
2
3
half movement. While creatures that are native to water can move
Unarmed Actions
normally.
Melee Actions
You can attack while running just fine and split your
4
attacks and actions up during your movement. For instance; if you
Frenzy Actions
have a movement of 3 this means that you can run 6 inches (using
Shooting Actions
5
miniatures). You may choose to take 1 of your actions at the 3rd inch Magic Actions
and the other action at the 6th inch if you wish. As well you may choose to run the entire 6 inches and then use both actions at the
Yun then decides to burn his 2 frenzy points for a rage attack
6th inch for a heavy attack.
and attempts to impale the foe with his sword, channeling chi into the attack. He rolls his d20 to hit and gets 12+2 with swords 15 to hit! The foe rolls an 8 and is hit. Yun rolls 2d10+d6 dmg due to his sword and chi and gets a 16+2 with his damage mod. 18x2 for his rage attack is 36 dmg! He impales and kill his foe!
1
2
3
Unarmed Actions
4
5
Melee Actions Frenzy Actions Shooting Actions Magic Actions
246
Co mb at Critical Hit (“Natural 20!!!”)
Fumbled Roll (“Natural 1!”)
Anytime you roll a natural 20 on the attack die, this means
Fumbling is when you roll a natural 1 to attack. This means
that you deal a critical hit to a foe. Critical damage is another
you have really failed miserably in your attack. Depending on what
multiplier of damage kept separate from power damage or combo
type of weapon you are using, you must roll on the following table to
damage. A natural 20 deals x2 to overall damage. If it was a rage
see what happens when you fumble. One way to keep from rolling on
attack natural 20, the damage would be x2, x2! A nat 20 can only be
the fumble table is if the defender rolls a natural 1 as well. If this is
defended by a nat 20. If the defending character rolls a natural 20
so, it is still simply a miss but not a fumble. You must consider that
as well, modifiers are added, and if they are still hit, the damage is
they cancel each other out and write the attack off as a loss. When
not critical. If the defender rolls a critical defense they do not get to
rolling a fumbled attack with magic, refer to the magic fumble table.
riposte. Critical hits x2 also raise a body save 2 points higher.
Fumble Table
D6
Unarmed Combat
1
Hit nearby party member or self for ½ damage.
2-5
Trip or slip, and fall to the ground. If you are 1” away from a ledge you must make a dexterity check T #4 or fall.
6
Fall to the ground and lose 1 action. If you are 1” away from a ledge you must make a dexterity check T #4 or fall. If you are using
unarmed weapon accessories such as the glove nail, it is damaged and loses 1 step of durability or broken.
d6
Melee Combat
1
Hit nearby party member or self for ½ damage.
2-3
Trip or slip, and fall to the ground. If you are within 1” from a ledge you must make a dexterity check T #4 or fall.
4
Weapon flies from hand in a scattered direction. Roll a d10 for the scatter die.
5
Weapon is stuck in something nearby. Making a Strength check to pull the weapon free for 1 melee action.
6
Weapon damaged. Durability is dropped by 1 step if the weapon is weak it breaks. If a magical weapon breaks, it explodes
dealing (2d6x10 dmg) in a 1.5 inch blast radius.
d6
Shooting Combat
1
Roll a d6 again (1-3: Shoot nearby party member for full damage. 4-6: shoot yourself in the foot or leg for full damage).
2-3
Trip or slip, and fall to the ground. Yet the weapon is still loaded or arrow still in place.
4
Weapon flies from hand in a scattered direction. Roll a d10 for the scatter die.
5
Something happens that causes you to fire the weapon in a totally random direction, roll the d10 scatter die. If the result is on
6
Bow string breaks. If you are using the weapon as a melee device the weapon itself is damaged. Look to the melee fumble
you, then you fire straight into the air. of the same result in such a case if you are using a battle bow. d6
Throwing Combat
1
Hit nearby party member or self for full damage.
2-3
Trip or slip and fall to the ground. If you are within 1” from a ledge you must make a dexterity check T #4.
4
Weapon flies from hand in a scattered direction (roll the d10 scatter die).
5
Something happens that causes you to throw the weapon in a totally random direction, roll the scatter die. If the result is on
you, then you throw the weapon straight into the air.
6
Weapon damaged. You throw it, it misses its mark and durability drops 1 step as it hits a wall and clambers to the floor. If it is a
magical weapon it breaks, exploding dealing 2d6x10 dmg in a 1.5 inch blast radius wherever it hits (roll scatter die from character).
A magic potion is dropped right at your feet after you scramble to control it.
247
Chap te r V I I
3= Polymorph: GM chooses a random animal that he or she
Magic Fumble Table
becomes until this can be dispelled. 4= Petrification: the caster begins to turn to stone and has 1 round to dispel this. 5: Storm: a
% Roll
Result
random storm consumes the entire area (GM may elaborate!) 6:
01-14
Spell has no effect but you still suffer the loss of drain.
Gate: a strange portal rips open in a 2.5” inch blast radius to some
15-24
Take an extra d20 drain yet the spell fails.
unknown realm (GM elaborates).
25-34
Spell fails badly and causes an extra d20 x level of drain.
94-96
35-44
Magical energy envelops the caster, and all within a 15’
will cause a cataclysm (refer to character class abilities), and the
radius become the target of the spell. The caster cannot defend
caster is reduced to 0 mana. The caster must make a body save or
but others may try to defend on a dexterity check of T# 12.
lose consciousness for d4 rounds as well as losing the spell from
45-54
memory for good. It will have to be relearned. If the body save
Magical energy erupts from the caster and all within a
The energy of the spell becomes very destructive. It
1.5” blast radius are unable to defend the spell at all.
is made, the caster is stunned, roll on the Stunned Effects Table.
55-62
The spell is still completely forgotten and must be relearned.
Magic energy flows to the head of the caster. The caster
must make a body save or lose consciousness for d4 rounds. If
97-99
the body save is made, the caster is stunned and must roll on the
aneurism, roll a d20 to see how far past -15 hit points they are.
Stunned Effects Table in the combat chapter.
Add the d20 result to -15 for the negative result. There might be
63-70
The caster must make a body save or die from an
Magical energy envelops all within a (2.5” inch blast
a chance to save the character within one round. If the body save
radius) forcing all to make a body save roll. If the body save is
is made, the caster is unconscious for d6 rounds and has a d20
failed from the disruptive energy you must roll on the Stunned
hit points remaining. The spell is forgotten and erased from the
Effects table. If the body save is made, you are dazed and suffer
character sheet and the caster’s memory. They temporarily lose
-2 to attack and defend for 1 round.
75% of their body attribute and 75% of their willpower dropping
71-76
them into a horrible state of exhaustion.
The spell effect becomes a chaotic and uncontrollable
force. Roll scatter dice from the caster to see where the spell
100
effect lands and then all within a 1.5” inch blast radius (15’ feet)
caster to levitate for a moment with power surging throughout
become the targets of the spell without a chance to defend.
them. Then the caster gains 1 point of intelligence and 1 point of
77-82
willpower permanently before dropping to the ground.
Spell affect blows up in the caster’s face! The caster
A terrible amount of energy builds up forcing the
becomes the target without a chance to defend and AR of 0. 83-87
The caster becomes the target of the spell and any
Combat Situation Modifiers
damage done is treated as a critical hit. If the spell has an area of
Situation Modifier or T#
affect, all within the area must make a dexterity check target # 15
Above Target (10’ ft +)
or be hit critically as well. 88-90
The gremlins of the spirit world rip through a portal
and attempt to drag the caster into the Ethereal Plane. There are always at least 4d6 gremlins. The caster must finish his or her actions then the gremlins go immediately, attempting to horde attack the caster and drag them into the portal with a resisted strength check. This is usually d6 for every gremlin. They are hungry for the caster’s mana and soul energy. The astral gate is open for d4 rounds. There is always a 30% chance that there may
Behind Target (Flanked)
+1 to hit
Blind Attack (Slightly to Totally)
-2 to -10 to hit
Called Shots (large, medium, small)
-3, -6, -9 to hit
Darkness (partial to magical)
-1 to -6 to H/ D
Giant Target
+2 to hit
Held (Partially, Heavily)
-4 to -6 to H/ D
Laying Prone
-1 to defend
Motionless Target (Shooting or Casting) over 5 to hit
be other spirits nearby on the Ethereal Plane. 91-93
+1 to hit
Aiming +2 to hit
Roll a d6 of Doom: 1= Random Teleportation: roll
scatter die to see where the caster is teleported to with distance x3. 2= Sphere of Fear: all in a 2.5” inch blast radius roll on the Fear Effects Table without a chance to defend.
248
Moving Target (Running, Canter)
-2, to -4 to hit
Point Blank Range
+2 to hit
Range (Long, Extreme)
-3 to hit, -6 to hit
Running and Shooting or Casting
-2 to hit
Unskilled
-3 to hit
Co mb at Step 3: Defense
Mental Defense psionics,
When you are being attacked, you must attempt to defend
Mental defense is used only against mental attacks, gray
spells,
or
mind
attacks.
Gray
spells
are
by rolling a d20 and adding your defense modifier to the die roll.
illusions or psionic powers that you often cannot see. You can see
Your defense modifier is found based off of your dexterity attribute.
illusions of course yet these are there to fool a person’s mind. Mental
For instance; if you have dexterity of 15 to 19 you will have a +1 to
defense is found under your character’s willpower attribute and is
defend. Roll the d20 and add your defense modifier to match or beat
added to your d20 to defend any mind attack. Mental attacks are
your attacker’s roll to defend their attack. This method is used to
very dangerous because they can pass right through your armor and
defend against physical attacks. The tie always goes to the defender!
toughness and the only thing you can soak damage with is your
Thus if your GM shouts out that he got a 12 to hit you, then you must
fortitude. In order to gain a high mental defense you need a good
roll your d20 and at least reach a 12 or higher to defend with your
willpower attribute. Those who cannot defend usually require a
modifiers added to the result. A target that cannot move or defend
target number of 6 or more to hit.
usually requires anything but a natural 1 to hit, unless the attacker is
Cover and Shields
shooting a bow or a spell, in which you want to roll over a 5 to hit.
When you are attempting to defend mental attacks or gray
Cover will save your ass when people are shooting arrows
magic, you must add your mental defense which is found next to
and most spells at you. Dive behind something and it raises your
your willpower attribute. It matters not how physically fast you
defense from missile attacks. Remember to fight smart and try to
are in this situation, it matters how mentally strong your mind is.
stay alive. You do not always have to use all of your actions when it
Therefore you will find three different primary defense types on
is your turn you can spend some getting cover if you wish. Taking
your character sheet. These 3 types of defense are listed here.
cover is not a bad thing, especially when some nasty bloater is trying to puke all over you! This does not mean that you are a coward but
Physical Defense
you can attack with one action and then use the rest of your move-
physical defense is for defending the majority of all
ment and your last action to take full cover at times. There is no
attacks thrown at you. You will use this to defend most magical attacks
cover granted to those within point blank range unless the defender
as well due to the fact that magical attacks are more often than not,
is using a shield. If you are using miniatures you can tell if characters
physical. Projectiles, swords, punches, kicks, airborne tables,
have cover or not through the line of sight of each miniature. Get
lightning bolts, fireballs, wench slaps, demon claws, these are all
behind the attacking miniature to see what that character has in his
physical attacks and you will use your defense modifier which
or her line of sight. If an enemy has cover, part of the miniature will
is given by your dexterity attribute to defend against them.
be behind an object. It is the GM’s responsibility to calculate cover
You may also use cover or shields to help add to your defense
from +1 to +10. If you are half hidden you usually gain +4 or +5 cover.
modifier which we will talk about in just a minute.
When using miniatures sometimes the base of a miniature
will prevent you from getting behind full cover so just state it out
Magical Defense
loud to the GM and others that “I am taking full cover with my last
Magical defense is usually only gained by the use of a
action, back to the wall, and saving my frenzy.” Make sure everyone
magic item, ability, or racial ability that will grant you modifiers to
knows exactly what you are doing to avoid any misunderstandings.
your defense roll. It is only used to give you an additional bonus to
Some people want to get out every little action point that they can
defend magic attacks. It is unusual to begin the game with a magic
so they continue to fire their arrows or spells while behind cover by
defense unless noted due to your race or character trait. So, if this
using all their action points and their frenzy. Just remind them that if
is not the case then jot in a zero during character creation until
they used their frenzy to fire they are actually still peeking out from
further notice. Magic is defended as normal when in combat so stick
behind that column and firing when it switches over to the enemies’
to physical defense unless the magic is gray (mental). You can see
turns because they continued to attack. This will leave the character
the caster pointing at you, see the magic spilling forth from their
exposing their arm, head, and shoulder at least, granting +4 cover or
hand or verendum. You can also get cover behind things to defend
+6 at maximum Using 1 action to do something and then spending
most spells or use a shield to block it unless otherwise specified by
your last action to take full cover can grant you a +10 to defend or
the spell. So, magic defense it is usually added to physical defense.
even allow you to not be targeted, which is a good thing.
249
Chap te r V I I
A shield is the last line of your defense to be added to your
acter and soaked by their Total Armor Value (TAV). If you slow the
Total Defense Result (TDR). You first add your defense modifier due
action down and picture a thief hiding behind a table while a wizard
to your dexterity attribute, then any other modifiers (allies’ buffer
is throwing an ice lance at him. The ice lance spell is traveling through
abilities, etc.). After all of your defense modifiers are applied, then
the air at a roll of 15 to hit on the d20. The thief has +1 to defend
you must add cover (if you have any), and the final bonus to be added
because of his dexterity and +4 more from the cover of the table. The
to your defense die roll is your shield. So cover is always the second
thief rolls his d20 to defend and gets a 12 on the die (12+1=13). The
to last modifier that is added to your defense roll, and then finally
thief would have been hit by the ice lance spell, but then he adds +4
the shield bonus is added. We do this because the cover you are
cover from the table so the ice lance hits the table. If you add the
hiding behind will take damage from the attack if the hit is defended
defense modifiers up in order like this, it is always quick and easy to
due to the cover. If a 12 is rolled to hit you with a bow and you roll a
see how attacks happen or even where they hit. The table only has 60
10 to defend you are going to get hit. Yet good thing you were peek-
structural hit points left since it was hit earlier and the wizard rolls
ing from behind the door and it granted you +6 more cover. So if you
80 points of damage. This damage blows through the table’s SHP and
are saved due to the cover it will be the cover that takes the structural
then hits the thief dealing an additional 20 damage that was left over
damage and loses SHP (structural hit points).
after the table soaked 60 of it.
Shields are used just as cover is used, for they raise your
Fireballs, dragon’s breath, and burst weapons such as this
defense roll on your d20. An additional + will be added to your
that are often composed of gases or liquids will often ignore partial
roll. This depends on how much cover one has. Look to the shields
cover unless the GM states otherwise. Most of these weapon types
in the chapter on armor to find out the modifier to the defense.
tend to wrap around all obstructions between the attacker and its
Small bucklers can add +1, while larger shields can add +4, even +6.
target. In some cases where a target has full cover or is shielded from
Remember that most shields take up one of your arms and the
a blast in a particular manner, the rule becomes questionable and
larger the bonus the more encumbersome they are. Those who car-
the GM may determine if cover is available during specific situations
ry a weapon with 2 hands, such as a polearm or a bow cannot use
within the scenario.
most shields unless you allow the use of a specially modified target
Cover Modifiers
or buckler shield. The buckler is a small shield that will take up the use of an arm unless modified to be worn on the forearm without
% of Body Covered
having to hold a handle. Once you reach a shield with a +3 there are
10% to 25%
no exceptions, you simply cannot use a two handed weapon with a +3 shield or higher due to the encumbrance of the shield.
Most normal target shields grant a +2 bonus to defend.
This bonus to defend would be the same as using the shield wall spell as well, the spell creates a tiny target shield of magical energy. The shield wall spell grants a +2 to defense due to its cover, thus these may not be stacked. The bonus of the shield wall spell however, is that it does not suffer structural damage. As well you cannot gain an additional bonus for wearing two bucklers, it is still only a +2 max.
When dealing with shields and cover, you must also take
into account the SHP (structural hit points) of the cover or shield. If you are hiding behind an old wooden table, you might just get hit straight through that table. Shields have SHP (structural hit points), and the damage must exceed the shield’s SHP to break it. These SHPs are only lost to the shield when it is hit by the attack; if you would have been hit but the shield blocked it for you. In this case the damage is still rolled and the shield loses SHP. Whenever the damage exceeds an object’s structural hit points or a shield’s SHP, the item is destroyed and all remaining damage is dealt to the char-
250
Modifier to Defense +1 to +2
40% to 50%
+4 to +5
60% to 75%
+6 to +7
80% to 90%
+8 to +9
100%
+10 to FULL
Co mb at Defensive Stance
Structural Hit Points (SHP) 1 inch thick structure
S.H.P.
Glass
20
Wood
50
Stone
100
Steel
500
A character may sacrifice all of their action points to take
a defensive stance against forward facing attackers that they are prepared to defend against. This also means that 0 frenzy were spent to attack and only a defensive posturing was called by the player for their turn. This will allow the player to roll 2d20 to defend against all physical attacks and allows them to choose the highest roll. This rule is called an “edge”. They may still add any defense bonuses.
Critical Defense Roll (Natural 20!!!)
Speed Gaming (Optional Rule)
A critical defense roll is any roll that comes up a natural 20
This is when you call several attacks out and then roll a
on the defense die (d20). Just as you can critically hit an enemy you
d20 for each separate attack. This is a great way to make combat fast.
can critically defend an attack. When this occurs and the defense is
The defender(s) then roll the correct amount of d20s to defend as
successful, the defender is granted an immediate extra attack action
well. Example: I want to rage attack this guy, then burn 2 frenzy and
back at the attacker. This is used for attacks only; you cannot perform
rage attack him once more. He then rolls 2d20 adding the correct
actions. You may not attack different enemies when you defend with
modifiers to both. The defender rolls 2d20 to defend. Even if hit and
a natural 20, only the one who attacked you. You are allowed no
killed on the first roll, the overkill damage is taken making it realistic.
movement at this time, only a single, instant attack at the enemy. If
Bind Defense Result (Optional Rule)
there is no possible form of attack available to you the attack is simply lost and you can flick your enemy off and continue the combat
as normal. Sometimes it happens and you just have to be happy with
with only melee weapons and the defense roll comes up the exact
the fact that your defense looked so good. You usually only miss out
same result as the attacker, you may call the rule of bind. When
on this extra attack if the enemy is out of your range and you do not
they get locked up with their melee weapons the GM may require a
have something to throw or shoot at them.
resisted strength or dexterity check in order to break free.
Botched Defense Roll (Natural 1!!!)
Whenever you roll a natural 1 to defend you lose the
benefit
of
armor
and
a
part
of
your
armor
can
Whenever both opponents are fighting in melee combat
Defense Fumble Table (Rolling 1 on Defense)
become
d100
Result
damaged or even broken. Rolling a natural 1 to defend means that
01-08
Helmet or mask damaged.
you are struck by an armor defeating hit. You only gain your tough-
09-24
Body armor damaged.
ness to soak damage, or fortitude (in the case of a mental attack). You
25-34
Cloak, cape, or cowl damaged.
must also roll a % on the defense fumble table.
35-41
Left arm gear, bracers, or gauntlet damaged.
The d100 roll on the Defense Fumble Table will allow you
42-45
Left Shoulder plate damaged.
to find out where the attack hit primarily and what armor was hit
46-49
Left glove or ring damaged.
or destroyed because of it. If you do not have armor there, but you
50-56
Right arm gear, bracers, or gauntlet damaged.
have some equipment or item stored there, then that is damaged
57-60
Right shoulder plate damaged.
instead. If the item is magical or made of special materials it can
61-64
Right glove or ring damaged.
sustain 2 damaged hits before breaking. The first time this happens
65-74
Left leg greaves or gear damaged.
the item becomes cracked and still has the chance to be repaired. A
75-79
Left boot, footwear, or gear damaged.
cracked magical item will be destroyed if it takes another hit before
80-89
Right leg greaves or gear damaged.
it is repaired. At times, destroyed magical items have been known to
90-94
Right boot, footwear, or gear damaged.
explode during the release of the magical energy, with a 30% chance
95-97
Belt or item on the belt destroyed (potion).
of dealing 2d6 x 10 explosive damage. If you roll higher than the
98-99
Amulet or chain damaged.
30% you may have the magic just seap out of the magical item and
100
Roll on this table twice and take two damaged
dissipate. The GM may elaborate on a colorful scenario.
items, if this is rolled again add another damaged item.
251
Chap te r V I I Step 4: Damage
Max Continuum
The damage of every weapon is given to you in the chapter
The rules of maximum continuance or continuum apply
on weapons. The damage dealt for unarmed combat attack (punches
when rolling damage. Anytime you roll the max number on any of
and kicks) is listed under each race. The damage might look like this
the damage dice, you roll that die again and continue to add the
2d8, which means 2 eight-sided dice. Damage is rolled when a target
damage up. You may roll this maximum forever until you finally roll
is successfully hit by an attack. The damage is rolled, and the result
something else. This rule is in place so that it is very possible to kill
is subtracted from the victim’s hit points. Armor soaks damage if you
an enemy with a weak weapon if you are lucky enough. This style of
are wearing it, so if the victim has a total armor value of 2 and takes
damage is brutal and dangerous as it should be. They are weapons
10 damage, they will only lose 8 from their hit points.
designed to kill after all.
Damage Modifiers
Unarmed and Melee Damage: unarmed damage found
under your race might appear like this (d6). When you hit with your
fist, feet, elbow, or head butt you roll this die for damage. With
er your damage dice have rolled, giving you base damage. The
unarmed and melee combat, you also add your strength damage
damage modifier for strength is only applied to melee and unarmed
modifier found next to your strength attribute. Add this to the result
combat attacks, such as a sword, club, spear, axe, fist, foot, etc. Other
of your die roll to get what is called your base damage. If you do a
weapons such as bows and crossbows are given modifiers because of
rage attack for 2 actions and land it successfully you will multiply
your perception attribute and it is called the shot damage modifier.
this base damage x2. This x2 is called power damage.
Damage modifiers are always added to the result of the roll before
any multipliers from power damage are factored into the damage
Shooting Damage: the dice for your weapon may appear
equation.
like this (2d8) or like this (2d12). Roll the damage for the weapon and add your shot damage modifier, found next to your perception attribute.
This
becomes
your
base
damage.
With
shooting
weapons there is no strength damage modifier. You will gain your perception shot damage modifier. The higher your perception attribute the more damage you can dish out due to your precise attacks and targeting, to gain maximum damage. In order to get your base damage for shooting attacks it is simply the damage you roll + the shot dmg modifier. Different talents will later be achieved to gain power damage such as Dead Eye. This talent will grant x2 power damage for landing a 2 action shooting attack. One action to aim and one action to fire.
Magical Damage: the die roll plus your spell effect is your
base damage for spells. Then it will be multiplied by the level of the caster to configure the power damage, just make sure what the damage is for your spell and write it down on your spell log. You will roll the die, add the spell effect to your result, and then multiply the result by your character level. Your level is your power damage. For example; you have a spell that deals a d8 damage x level. You would roll the d8 then add your spell effect modifier found next to your intelligence attribute. So if you roll a 6 and have a +1 spell effect your base damage is 7. Then say your character level is 3, so 7 x 3= 21 power damage. Other abilities might raise your power damage or give you an additional x1 or x2 to power damage which will be just like you were higher level.
252
These will add additional points of damage to whatev-
Co mb at which your character possesses. Damage modifiers are added before
Damage Equation
multiplying this damage. If you do a rage attack with your sword for
Base Damage x Power Damage x Combo x Critical = Total Dmg
2 melee action points and have a +3 strength damage modifer then
(The highest attainable damage equation)
the damage equation will be base damage (what you rolled on the dice and plus your damage modifier (+3). Then multiply the result x2. 3)
Combo Damage: is kept seperate from power damage
because power damage is achieved in a single hit. Once you gain
Calculating Damage
the talent to use combination attacks those single strikes become
In the beginning of the game you will only have to worry
several strikes depending on how many actions you wish to throw at a
about base damage and maybe power damage sometimes when you
target. If you wish to combo attack an enemy with three strikes of
do rage attacks. Then the critical damage will come into play only
your sword then the damage would become x3 combo damage. If
when you roll a natural 20 to hit someone. Combo damage starts to
you have power damage as well you will calculate it first and then
come into the game when you gain the talents to do combo attacks,
calculate how many times you struck your enemy in your combo
so you can start combining your actions to hit a target several times
attack. Base damage x power damage x # of attacks. This is needed
with one attack roll. For instance, “I swing at this bandit with a three
when someone hits with a combo attack by using the talents combo
hit combo using 3 melee actions, then I turn to the guy behind me
attack, rapid fire, or rapid cast. Burst attacks are also a part of combo
and rage attack with my last 2 frenzy!” Remember most of these rules
attacks for those who can do them. A perfect example of a creature
below are for when your character starts unlocking these abilities
with burst damage is a dragon. In the case of a dragon breathing
and talents during level progression. So, in the beginning you will
fire the GM would call out how many actions the beast is spending
keep it simple with base damage, power damage, and critical damage.
on its breath weapon, a burst of short, heavy, or full (x2, x5, or x10
As you start to unlock it later you will understand how it works.
combo damage) or 1 action, 2 actions, or 4 actions respectively. After power damage is figured, then you will multiply the result by combo
Steps of the Damage Equation
damage if you did a combo attack. Talents are made so that every
1)
character or creature eventually gains them in their form of combat.
Base Damage: is the damage that you roll on the dice found
on that weapon, as well as any + to the damage (strength damage
4)
modifier or shot damage modifier). Example: the weapon’s dmg is
is the last multiplier you will ever configure. Simply multiply all of
2d10. You roll and get a result of 16. Then remember to add your
the damage by x2 to find out the Total Damage. Critical damage
damage modifier due to strength or perception if you shot an arrow.
is only necessary during a critical hit (nat 20). Here is an example
If you are a caster your base damage is what is rolled on the dice,
of using the entire damage equation with critical damage. Ex: 16
then add your spell effect if you have a high intelligence attribute.
(base dmg) x 3 (power dmg) = 48 x 3 (combo attack for 3 attacks)
2)
Power Damage: base damage x the sum of multipliers
= 144, then x 2 (critical damage) because of a natural 20 = 288 Total
due to abilities, talents, runes, weapon, or level if you are a caster.
Damage. Now you are starting to reach that legendary hero status!
Example: a character using a rage attack (x2) is using power damage.
Remember there can never be more than 3 different multipliers. The
They use a single stab or chop with their sword for 2 actions and gain
third multiplier is only if you land a critical hit. You may learn there
x2 power damage. Now let us say they use rage attack (x2), the ability
are easier ways to configure the damage but this method lays it out
destruction (x2), and the talent impale (x1), you would multiply their
for you to understand how it all operates and it is necessary to use it
base damage x 5 (power damage) because x5 is the sum of all that
in the beginning until you know what you are doing. Simply adding
power damage in the example. That will grant you your total damage.
all multipliers from combo attacks and power damage together will
If you see a weapon or damage that looks like this (2d6x10 or d8x5)
give you a miscalculation of total damage.
the number listed after the x is power damage. If you are adding any power damage to that weapon you will add your x2 to the 2d6x10 to make it 2d6x12. So if you had a weapon that deals d8x5 and an ability that deals x2, and a rune in your weapon that deals x2, your power damage would be x9, thus d8x9. Power damage is titled in such a way to help you remember that it is derived from the powers in
253
Critical & Total Damage: If your attack roll was critical, this
Chap te r V I I Armor
Getting Knocked Down
The armor rating of an item is used to “soak” damage. For
Anytime a character is hit by an amount of damage that
instance, you are wearing leather armor and get cut by a sword. The
exceeds their body attribute, they are knocked to the ground. This
base damage rolled and modified came to 12. Your leather armor
makes it more difficult for you to defend causing you to suffer a -1 to
has an armor rating of 2. The 2 soaks 2 points of damage from the
your defensive rolls for laying in a supine or prone position. It also
12 points, therefore you only take 10 points of damage to your hit
causes you to have to stand on your next turn. Standing takes up half
points. Every piece of armor that you add onto your body will stack
of your movement unless of course you have some way of bypass-
with the armor ratings of all the other pieces. So be sure to add up
ing that inconvenience; such as the skill acrobatics, martial arts, or
all of the ratings of each piece of armor to get a total sum of all your
elemental stand. You can attempt a kip-up to land on your feet. You
armor together. This sum is known as your armor rating.
do not suffer any attack modifiers while on the ground, just defense.
It is possible to attempt to resist a knockdown by doing
Toughness is also added to your armor rating. If you
a knockdown recovery check. In order to attempt the recovery check
possess a high body attribute, or magical item that gives you
you must simply make a body check and equal or beat the amount
toughness, add this toughness to your armor rating. This will give
of damage that was taken over your body attribute. In certain cases
you the final Total Armor Value. For instance, you are still wearing
this will obviously be impossible, but there will be cases where you
that damn leather armor with a rating of 2. You have a Toughness of
will wish to attempt to make the recovery check. Remember you are
2, because of your body attribute being high. Add the 2 from your
only knocked down if you take an amount of damage that is over
toughness to the armor rating of 2 to gain your total armor value
your body attribute. This must be the damage after your armor and
(TAV) of 4. Toughness is your character’s natural body armor. When
toughness have soaked the proper amount. Therefore if you take
you are fighting monsters many only have toughness due to the fact
24 damage (after armor soaks it) and your body attribute is 16, you
that they do not wear armor. Toughness is always soaked from any
may attempt a recovery check by making a body attribute test with a
physical damage you take unless it is damage that bypasses your
target number of 8.
flesh or hide. Good examples of this are poisons (once ingested),
mental damage (psionic attacks). Other than special cases such as
must make a dexterity check to stay on the ledge. The target number
this, toughness is always included in the soaking of damage, even if
for this is usually only 3 or 4. Anytime you fall off, well... look to
the character rolls a natural 1 to defend (an armor defeating hit) their
falling damage in Combat Scenarios. Anytime you are knocked down
toughness will be there to soak damage.
while using miniatures put the miniature on its back (facedown for
Anytime you are knocked down near a pit or ledge, you
dead). You will only have to make this check if you are knocked down
and the miniature is within 1 inch of the ledge (5’ feet).
Fortitude is the toughness of the mind. When defending
mental attacks or psionic attacks the only thing that will soak damage
Prone, Supine, & Falling Positions
from a mental attack is your character’s fortitude. This works just as toughness does from physical attacks. You can look at the attribute
table and find out what your fortitude is based off of your willpower
sometimes want to determine which way you were knocked down
When getting knocked down from an attack you will
attribute.
or how your character is laying. This optional rule can easily allow you to determine that by rolling a d6. Example: your character is Resistances from elemental attacks like electricity, fire,
standing in a doorway and gets hit by an arrow. He or she will
cold, and toxins are another form of armor in a way. If you take 50
probably fall back from the direction they were hit or at one of the
damage from a fireball and have a fire resistance of 10 you would
90 degree angles in which they were hit. You can determine this
add your toughness and fire resistance together to soak the damage.
with a 1-2= left, 3-4= straight back, 5-6= right rule. Because sometimes
Elemental damage often passes straight through armor and can only
falling down behind a wall will offer more cover.
be soaked by toughness and your proper resistance. If you are hit by
a spell with elemental damage you can see under the specific spell
stomach face down. Sometimes a character may use this to their
what protection is available for each spell. Some will allow armor to
advantage when taking cover from missile fire by facing the line of
soak it, some will only allow toughness and resistances.
fire and laying prone. This will make them a smaller target and may
254
Laying prone is when a character falls to the floor on their
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therefore grant them up to +5 cover instead of the -1 to defend. This
Hit Point Condition Table
must be stated by the character if the situation arises that this is what they are attempting to accomplish. Laying in a supine position is when a character is lying on his or her back. The GM may also
HP
Condition
Status
determine prone or supine with a d6 if they really want to. This is
100%
Unharmed
none
just an optional rule if the GM wishes to randomly configure what is
75%
Lightly Wounded
none
happening.
50%
Moderately Wounded
none
25%
Heavily Wounded
none
10%
Severely Wounded
-1 H/D
2 or 1
Gravely Wounded
-2 H/D & -1 movement
hit points. Your hit points are your life blood. Different types of
0
Near Death (only crawl) -4 H/D & ½ movement
damage can happen from different types of attacks but it all brings a
-1/ -2
Barely Conscious
0 movement/ faint speech
character down to pretty much the same status in the end. Once you
-3/ -4
Unconscious
50%* or -1 HP per 10 rnds
reach 10% of your hit points (rounded up) you begin to suffer a -1 to
-5/ -8
Blacked Out
40%* or -1 HP per 5 rnds
Hit and Defend (- H/D). At that point you are severely wounded but
-9/ -10
Coma
30%* or -1 HP per 2 rnds
still in the fight. At 2 hit points you begin to hit and defend at a -2
-11/ -14
Bleeding Out
2 rounds until dead
once you are gravely wounded. You also lose 1 to your movement as it
-15/ -49
Last Words
1 round until dead
gets harder to stand. You are suffering a dazed effect much like being
-50/ -199
Dead
Instantly killed
stunned.
-200 +
Destroyed
Unable to resurrect
Wounds & Taking Damage
When you take damage it is reduced from your character’s
You are not killed at 0 hit points but that is the threshold
*Recovery: chance to halt loss of hit points
of consciousness. At 0 hit points you may only crawl. You attack and defend at -4 on your d20. You can actually go all the way to -10 hit points and still have a chance to survive if left to die. At that point the GM or player may make a recovery check to see if the character stops losing H.P. This allows the possibility of natural healing over time. This rule is negated if the victim is suffering from special damage that was inflicted upon them such as poison, bleeding or pain damage, etc. If you roll over the recovery check the character will not recover and begins losing the hit points listed.
Getting Killed
If you reach the point of -11 hit points you can sometimes
be saved by magical healing before totally bleeding out. Yet until that point there are many different stages of suffering and there is very little time to save someone who is in this stage. As the GM you can allow a player with the healing skill to make a skill check to stop the bleeding. As long as the skill roll is a good one it may be possible to save an ally even with a normal healing skill as long as they can do it quickly. Once the character reaches -15 or lower they have 1 round left before they bleed out and die. If they do so, that is when the Spiritual Influence rolls can start. If the character lands within the -50 or lower range they are killed instantly and the S.I. checks may begin right away. The status of destroyed means that the body is too damaged for even resurrection to be possible. If the character dies refer to Pg. 219 for information on the spirit world and what to do.
255
Chap te r V I I Trauma
Whenever a creature is hit for 90% or more of their max-
imum hit points in one damage roll they suffer a “Trauma Roll”. The GM must roll on the Trauma Damage Table, while the character makes a body save with their d20. This much damage at once may cause the loss of body parts, bleeding, or damaged organs and send a person into trauma or shock. The victim must make a body save on their d20 and try to reach or beat their body save target number (found next to their body attribute). This is an attempt to keep them out of trauma. If failed they are temporarily out of the fight but they may continue making body saves each round when it comes to their turn in order to break out of trauma and get back into the fight. Remember the trauma check is only warranted when a character takes the 90% of hit points in one roll, this includes combo attacks because it is one damage roll. It does not include several different
Hit Location Table
attacks rolls even if it is in the same turn.
1 = Left Leg
When in trauma there are a few ways to get out of trauma
2 = Right Leg
and get back into the fight. Some abilities such as calm can bring a
3 = Left Arm
character out of trauma, as well as certain spells. A heal spell will not
4 = Right Arm
snap a character from trauma, but stimulating drugs can often do so.
5 = Torso
If there is nothing else that can help around then the only way to
6 = Head
snap out of trauma is a body save or a spiritual influence. Over time, with rest, and a healer to tend your wounds you can recover.
Hit Location
Trauma is a serious condition and must be treated imme-
diately. A simple heal spell will not save a character from the effects
(Roll a d6) Hit location is not necessary every attack, the system
of trauma. If a character is left in trauma for an extended period
is open to interpretation for where attacks land in most battle
of time, they must begin making willpower checks or suffer mental
scenarios. Yet in specific instances it is good to know exactly where
and physical fatigue. If the character continues to degrade in fatigue
the majority of the damage went to. This is when the Hit Location
levels they may suffer a roll on the mental affliction table.
Table comes in handy, which can easily be configured by rolling a
The trauma table on the following page has a random roll
d6, unless you have a specific hit location die that you would prefer
to establish what major wound a character suffers when taking the
to use in its place. There are special dice out there with body parts
90% of their hit points in a single damage roll. There are of course
shown on them for this exact purpose. Roll a d6 here, then a d100%
different methods in which the character might have sustained this
on the following page. *A roll with this asterisk means that if the
damage, through edged weapons, blunt weapons, piercing, electrical
character survives the attack but they are given an Old Battle Wound,
damage, fire, etc. The explanations will be generalized to fit for all
similar to the character trait of the same name. You can find more on
types as a guideline for the GM to elaborate upon. First, roll the hit
it in this section as well.
location die to find out which part of the body took the traumatic
Shock Response Table (optional)
damage. Then, roll the percentile to see the results of the trauma.
1 = Staring blankly at all the fighting... what is everyone doing?
When a character fails their trauma check (body save) and
2 = Calmly putting all the pieces of me back together again.
falls into shock they may act very different. Some may look for their
3 = Talking to the dead and the spirits that are here.
body part. Some will stare blankly toward the battle or ground as if
4 = Laughing and smiling, something is funny about this.
in deep thought. It may take some assistance from an ally to snap
5 = Screaming at the wound, can this really be mine?
them out of it and get them back into the fight, or into cover. There
6 = I’m so cold.
is an optional Shock Response Table to the right for answers.
256
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Trauma Damage Table d100
Arm Results
01-15
Hand, wrist, and carpals mauled 25% chance for loss of a finger; -1 strength until healed. Add 1 level of fatigue.
16-29
Forearm is mangled, muscles torn, ulna cracked; -2 strength, d4 days healing. Add 1 level of fatigue.
30-49
Elbow torn open, shattered radius and mangled muscles; -3 strength, -1 action until d6 days healing. Add 1 level of fatigue.
50-74
Broken humerus and torn muscles; bleeding 1 HP every round, -4 strength, -1 action, 2d6 days healing, +2 levels of fatigue.
75-99*
Compound fracture 15% loss of hand 35% arm at the elbow; bleeding d6 HP per rnd, -4 STR, -2 act, 1 week healing, +3 lvls fatigue.
100*
Loss of arm at shoulder; bleeding 2d6 HP x2 per round, -5 strength, -2 actions, 2 weeks healing, +3 levels fatigue.
d100
Leg Results
01-15
Foot, ankle, and fibula mauled 25% loss of a toe; -1 dexterity & movement until healed. Add 1 level of fatigue.
16-29
Leg at the shin is mangled, calf muscle torn, tibia cracked; -2 dexterity, -1 movement d4 days healing. Add 1 level of fatigue.
30-49
Patella shattered, knee lacerated and tendons shredded; -3 dexterity & -1 movement until d6 days healing. Add 1 level of fatigue.
50-74
Broken femur and badly torn muscles; bleeding 2d6 HP per round, -4 Dex, 1/2 movement, 2d6 days healing, +2 levels of fatigue.
75-99*
Compound fracture 15% loss of foot 35% leg at the knee; bleeding 3d6 HP per rnd, -4 Dex, 1/2 move, 1 week healing, +3 lvls fatigue.
100*
Loss of leg and severed artery; bleeding 2d6 HP x2 per round, -5 dex, 1/2 movement, 2 weeks healing, +3 levels fatigue.
d100
Torso Results
01-15
Broken or cracked ribs (d3), pain damage at d6 HP per round; -1 body attribute. Add 1 level of fatigue.
16-29
Abdominal injury, intestinal bleeding 2d6 HP per round; -2 body attribute for d4 days of healing. Add 1 level to fatigue.
30-49
Shoulder mangled, clavicle shattered, nerve damage; 2d6 HP -3 body for d6 days of healing. Add 1 level to fatigue.
50-74
Punctured or ruptured organ, internal bleeding 3d6 HP per round, stunned effects roll; -4 body 2d6 days healing, +2 lvls fatigue.
75-99*
Spinal injury, paralyzed (d6: 1-2= waist, 3-4= mid back, 5-6= neck). Magic healing necessary; -5 body, 1 week healing, +3 lvls fatigue.
100*
Major internal organs damaged & heart pierced or ruptured by broken sternum and rib bones, dead within 1 round.
d100
Head Results
01-15
Nose shattered and 1 broken tooth; bleeding 1 HP per round, -1 perception attribute, -2 physical beauty. Add 1 level to fatigue.
16-29
Loss of ear and shattered jaw; d3 broken teeth; bleeding d6 HP per round, -2 perception, roll on Stunned Effects. +1 lvl fatigue.
30-49
Loss of eye; bleeding 2d6 HP per round, -3 perception, roll on Stunned Effects, healing takes 2d6 days. +1 lvl fatigue.
50-74
Head wound, concussion; roll on Stunned effects table, bleeding 2d6 HP per round, -4 will, -4 int, 1 week recovery +2 lvls fatigue.
75-99*
Loss of both eyes, 25% 1 permanently; Stunned Effects table, bleeding 3d6 HP per round, -4 per, 2 week recovery, +3 lvls fatigue.
100*
Throat ripped open, head nearly severed, gurgling with jugular wound spurting blood! Dead within 1 round .
257
Chap te r V I I Rest & Relaxation
Step 5: Continue Initiative
After everyone has finished their turns then that is the end
When combat is all over and you and your party are at camp
of the first round. Once this is over, simply return to the top of the
or in a tavern, you can take time to recover if need be. Eating a meal
order and continue through all the turns again. It may help you out
will give you +d6 hit points back. A full six hours of sleep will give
to keep a round marker available for you to keep track of rounds
you another +d6 hit points in recovery. If more is needed and there
and time that passes in combat. Some characters will have “buffs” or
is no way of magical healing around you can attempt an untrained
enchantments activated that have a duration upon them. This will
healing skill upon yourself with an intelligence check. The
not only help you in keeping track of how much time has passed, it
result rolled -3 is how many hit points are recovered. You may also
will also keep track of how long those buffs will last and when people
continue to stay in bed and rest if this is possible, until you have fully
need to re-buff.
recovered. In a city it is easy to get healing. Often when one locates a church they may get quick, magical healing through help from the
Step 6: Outcome and Recovery
clery by spending some silver. This method is expensive though and usually costs 1 silver per hit point, thus 1 gold talon would heal 10 hit points.
This step is used after the battle has ended. Once all the
bad guys are finished off and no one else attacks the victors, it marks
the end of the combat. At the end of combat there is no need to
plenty of illnesses out there that can take a mortal out without
continue going in turn for all of the players. All the characters can
proper treatment and recovery. Those who push through recovery
now continue role-playing. You can also take this time to look toward
and pay it no mind or shake a nasty wound off like a tough warrior
the GM for your saga points and reputation points unless the GM
might be surprised when the infection sets in. They probably should
chooses to give these at camp. Sometimes there are none given to
have paid more attention after getting hit by that nasty, rusted,
you right away though. Such is the case when you are about to fight
goblin sword. In some instances the GM may call on a body attribute
more enemies very soon. That means that there is no time left to rest
check, or even a body save to keep from infections. You can use the
and spend your saga points. It usually takes at least a few minutes to
Disease table to create more suffering in this manner.
catch your breath or have enough time to camp to spend your saga points and level up. If there isn’t enough time for this, the game master should probably just keep note of the characters’ saga points and get ready to start a new combat scenario.
It is wise to recover lost hit points unless of course,
you were never wounded. It is also wise to have some magical healing in the crew. If this is not available, you must resort to the traditional healing skills, an act that is not simply accomplished with the snap of your fingers. This takes at least 16 actions to do for a tier 1 healer in combat, therefore doing your healing skill at camp or at rest would take about 2 minutes. Look to the skill, or the equipment being used for more information on that. If you do not have the healing skill, it is based off of the intelligence attribute. You can administer healing to yourself or an ally by spending the actions to do so, and rolling an Int. check (unless you have the healing skill). The result of your die roll is how many hit points are recovered by the skill. This skill may only be used on a character once per combat scenario, or once per day. It is a good idea to have the character with the best healing skill, or highest intelligence administer healing on the wounded subject.
258
Game masters must keep in mind as well that there are
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Special Combat Scenarios
the enemy is located but cannot entirely make out the enemy. If they attack and are invisible you can still see their form moving and
Acid
-Partially Blind: -4 Attack and Defend; you know where
displacing the terrain behind them.
When acidic attacks hit a creature they not only deal
-Slightly Blind: -2 Attack and Defend; the enemy is there,
damage to the flesh and bone, but they will permanently damage
but you are seeing a blurry image of them.
armor as well. Usually each individual acid deals its own
dmg but if it is not listed for some reason you may base the acidic
attempting to move to a new location, they must roll a perception
damage off of this information. First of all you may wish to find out
check while trying to move to a new area. If they are blind and roll
where the acid has hit a target creature with the hit location die. If
a fumble during their movement then they most likely trip and fall
the character is wearing armor in this location then you will roll a
over. If they are able to make a target number created by the GM then
d4 to permanently degrade the armor rating by the result. If this is
they can move to their new location without a problem. Remember
enough to take the armor rating to zero then that piece of armor is
as well when blindness affects many characters at once and none
destroyed. If this hits one of the character’s legs and destroys one
of them possess the skills of blind fighting then they all suffer the
of the character’s greaves then they will need to get new greaves to
modifiers to attack and defend so sometimes it equals everyone out.
When a character is blinded during combat and they are
gain any armor bonus from them, period. Some acids will deal d20
Burst Damage
damage per round for a d6 rounds, and some may be worse. The damage should be listed whether it is magic, a potion, or a creature
that spits acid attacks, you should find the information where you
elemental attack such as fire, ice, corrosive clouds, or dragon’s breath
find the acid attack.
to name a few. There are certain creatures in the realms that possess
Burst damage is used whenever there is a burst from an
this type of attack form, a very dangerous and hard to avoid method
Blind
of attack since most burst weapons or attacks avoid partial cover.
Blinded victims suffer many levels of modifiers from -10 to
If a specific weapon is engineered to burst just like a modern day
attack and defend (totally blinded), to -2 to attack and defend (slight-
flame thrower, or a dragon trying to blacken their meat, this is how
ly blinded). Allies can be warned of blinding weapons like potions of
it works. The attacker chooses to attack with a short burst, a heavy
darkness and shield their eyes from the attack as long as it is feasible
burst, or a full burst. A short burst takes 1 shooting action and it
that this can occur. Shouting a warning to an ally takes 0 actions
deals the damage listed x2 (combo damage) as all burst attacks deal
to accomplish, it can even be accomplished out of turn. Those who
combo damage. A heavy burst takes 2 shooting actions and deals x5
possess the skills to fight while blind will take away -4 from their
(combo damage). A full burst takes 4 shooting actions to accomplish
negative modifiers thus putting them into one of the blind cate-
and deals x10 (combo damage). Also, there is a difference in range
gories this will adjust their attack and defense according to their
depending upon the specific burst weapon. For most young dragons
situation. The GM is allowed to alter the blind modifier to what they
you will use an 8” inch long burst template with a head that is 2”
feel fits best. This also represents the loss of the perception attribute.
inches wide. If it is an elder dragon or elder wyrm you may use a 12”
-Totally Blind: -10 to Attack and Defend, no casting for most
inch blast template with a 3” wide head.
spells. In this situation you have no idea where the enemy is located
Called Shots
and will be swinging wildly. -Severely Blinded: -8 to Attack and Defend; again severely
Called shots are when a combatant wishes to hit a specific
blinded is barely conscious of where an enemy might be located.
area of the target, such as the head, the eye, or the weapon in the
Casting spells is severely hindered because you have no view of a
enemy’s hand. Called shots suffer a large range of negative modifiers
target.
starting from the easier targets which are -3 to hit (such as a limb),
-Heavily Blind: -6 Attack and Defend; you cannot put a lock
the head is -6 to hit, yet for more difficult targets such as the eye
on your target but know a general direction in which the enemy is
they will suffer a -9 to hit. Called shots are usually armor defeat-
located. Casting is still a major problem when you cannot lock on a
ing attacks unless this is not specified or a target is wearing armor
target.
on that portion of their body. In that case whatever armor rating is on that portion of the body soaks the damage dealt along with the
259
Chap te r V I I toughness. It is up to the GM to alter these negative modifiers as
radius (7 ½ ‘ ft) and then grows to a 2.5” inch blast radius the follow-
they see fit. When a character attempts a called shot to a certain
ing round at the same point of its insertion on the initiative counter.
body part, refer to the section within these combat scenarios entitled
Then the following round 4” inch blast radius (20’ ft B.R.), to a final 6”
Severing Limbs & Breaking Bones. When hitting specific body parts
inch blast radius (30’ ft). After which time the cloud effect dissipates
and dealing damage to them it is possible to dismember or even
unless otherwise specified by the subject or the GM’s discretion.
break a limb. If enough damage is dealt to that certain area, say 25%
Weather can often cause a cloud to move if there is a strong gust
to 50% of the target’s total hit points there is a chance to damage that
so the surrounding environment must be taken into consideration.
body part significantly.
Cold Damage
Called shots are meant for specific scenes in combat where
it is necessary to hit a specific target. Using them every combat gets
repetitive and unnecessary. If you wish to you can assert the rule of
lances, frost blades, bursts from a frost dragon’s breath. Those bursts
Frost and ice attacks can come in many forms. Ice
once per turn for called shots or once per scenario. Remember as
will ignore partial cover just as fire attacks do. Normal armor will
well that certain targets might be in cover during attacks and if you
offer little defense toward an ice based burst attack such as this. The
cannot see the target at all, then you will have to shoot through the
damage from an ice lance or ice weapon will be soaked by armor. Ice,
S.H.P. of the cover (structural hit points) in order to hit your target
frost, and cold damage may always be soaked by your character’s cold
with a negative modifier to hit on top of it.
resistance. Most cold effects will be detailed specifically for each type of attack yet if some fail to do so you may base certain attacks on
Catching an Attack
information found here.
A defender may sometimes wish to catch the arm of a
Cold damage also offers the power to slow a victim if dealt
melee weapon user or perhaps the defender wishes to catch a thrown
by a critical hit. The character must make a body save or they will
weapon that is headed their way. They may do this by calling it
lose 1 action and are treated as being slowed by the cold attack. Thus
before their defense roll. For instance, a kuthalan enemy rolls a 12 to
they will suffer a -2 to attack and defend for the round they are
throw a knife at you. You may say that you wish to “catch the knife”
“slowed”, which can also force them to suffer 1/2 movement. These
since you think you are feeling lucky. Roll your defense as normal,
are the effects if one fails their body save. Those that make the save
yet you must get a total of at least 5 over the target number. Meaning
can either half these effects or suffer none at all depending upon the
during this attack you needed a 17 or higher. You roll the d20 and
description of the damage of the GM’s decision.
get a 15. Luckily you have a defense modifier of +2. You are quick and catch the knife. The bad thing about trying to catch an attack is that if you do not catch the attack, you are hit by it. If you gain the sneaky talent called Throw Back, this allows you to catch a knife just by beating the defense roll. It also allows you to instantly throw it back!
Cloud Effect
The cloud effect is used in certain situations as a game
mechanic that may be utilized for any expanding gas that can consume a steadily larger area of effect over a period of rounds. There are two forms to the cloud effect and then specific potions, spells, and weapons might be based off of these basic forms. The first one to be explained is the Slow Expanding Cloud: an initial blast radius of 1” inch (5’ ft). The next round it expands to a 2” inch blast radius at the exact point of insertion upon the round counter. The expansion of the cloud continues 1” inch per round until it reaches a 6” inch blast radius, after which the cloud will disintegrate on the following round. The second type to be explained is the Fast Expanding Cloud Effect: the cloud starts at an instant explosion in a 1.5” inch blast
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Co mb at Disfigurement There is an effect that some may suffer from when they fail
fail the body save, the percentile roll will be made on this table at
a body save while taking major toxic, corrosive, or acidic damage and
the request of the game master. These results are horrific, thus the
it is called disfigurement. These effects will often leave the character
disfigurement table is one of the worst to have to roll upon. May the
crippled in some manner, so the table is very dangerous. If they
gods protect you in hopes that you do not fall to pieces.
Disfigurement Table
d100
Result
01-12
Splotches and large boils appear on certain parts of your body. You lose d4 to your Physical Beauty. These scars
might be healed by normal healing magic or with proper rest over a period of d8 days. 13-21
Any exposed areas of your flesh or exoskeleton become dark and aggravated blisters. They itch and swell, and break
open oozing a vile smell. You lose a d4 to physical beauty. You take 1d20 more toxic damage. These scars might be healed by normal healing magic or with proper rest over a period of d10 days. 22-35
Flesh is horrid with patches of hair falling off the body. The epidermis is scarred with boiled scabs, giving the
character a grand total of –d6 to physical beauty. You take 2d20 toxic damage. Roll a hit location die. In that random location that part of the body will stop working properly causing a loss in attributes (you may find more info on the trauma table Pg. 257). These scars might be healed by normal healing magic or with proper rest over a period of d12 days. 36-49
Flesh or epidermal plates appear rotten or appear as if they are dying. You lose –d6 to physical beauty. Take 3d20
toxic damage. If you have a hit location die roll that or the body part die to see what has happened to the body due to the corrosive damage. In that random location that part of the body stops working (check out the trauma table on Pg. 257). You are stunned for d4 actions and -2 to H/D for 1 round due to the system shock. Magical healing will bring back the use of limbs and half the physical beauty over a period of 1 week. 50-64
Flesh or epidermal plates appear dead. You lose –d8 to physical beauty. Take 4d20 toxic damage. You must suffer
a trauma roll as well on Pg. 257. With proper magic and time you may gain a quarter of your physical beauty back. 65-73
Flesh or epidermal plates appear dead and begin peeling and falling off. You lose –d8 to physical beauty. Take 4d20
toxic damage. You must suffer 2 trauma rolls as well on Pg. 257. You are still stunned for d6 actions and -2 to H/D due to the system shock if you make your body save versus shock. If you fail the body save you are of course in shock and must roll on the Shock Response Table (Pg. 256). With magical healing you may gain a 1/4 of your physical beauty back in 2 weeks. 74-94
Flesh or epidermal plates die, fall off, and you appear as though you are undead. Many will try to kill you on sight
in areas where necromancy is illegal. You lose –d10 to physical beauty. Take 4d20 (x2) toxic damage. You must roll on the trauma table twice and are allowed one more body save in order to keep from being in shock. You are partially blinded, suffering -4 to Perception. You are stunned for d6 actions due to the system shock if you make your second body save. With magic healing over many treatments you might be able to gain 1/4 of your physical beauty back in 2 weeks. 95-99
Take 4d20 (x2) toxic damage. You must suffer 2 rolls on the following trauma table. You are allowed one more body
save to keep from falling into shock. You must suffer –d10 to physical beauty, if you are not in trauma you lose d6 rounds and -2 to H/D from the system shock. After a day or so the GM can elaborate on a clever creation for what the character is “turning into.” It seems this horrific toxin has begun to mutate the character into something else. It is unknown if there is any magic to save you. Perhaps you should start looking for a miracle worker. 100
Your body explodes into a pile of gore, bones, and corroding flesh! Unless the GM can roll that spiritual influence
and the gods can save you, your body is soon unrecognizable. You are on your way to the spirit world. The resurrection spell or even an undead curse will not affect you. Your only chance is to hope that the spirits are with you. Even if you are saved you will suffer 2 results on the trauma table and 1 roll on the mental affliction table.
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Chap te r V I I
Dual Weapons
Critical hits taken by electrical damage cause the victim to
Those with the dual weapons skill must spend 3 skill slots
make a body save. If the save is made there are no added effects.
to purchase the skill. When they do they gain an additional action
If the save is failed the victim must roll on the Stunned Effects
type depending on what dual weapon skill they purchased. Needless
Table found in this section. Electrical damage will often go straight
to say you may only gain this extra action when you are using both
through all armor unless noted otherwise. The character can soak
the weapons in hand. With the additional attack you must strike with
damage according to their toughness and electrical resistance.
the alternate weapon at least once unless you are doing a combo
attack with your actions. In this case it is simply acknowledged that
that those with hyped up regeneration powers cannot regenerate
you are swinging both weapons in a flurry of attacks, but your dam-
electrical damage, so when wounded you should keep track of this
age will be dealt with whichever weapon you like.
when necessary. Over time or after this damage is magically healed,
the regeneration powers will continue as normal, just not from the
With this skill you must pay attention to your strength
Electrical damage is also elemental damage. This means
initial battle in which the character is burned and fried.
attribute and weight allowance to make sure you can hold two weapons at their current weight. Some characters are strong enough
Falling Damage (Force Damage)
to carry two broadswords, or even heavier weapons. For those interested in this area of combat, look up the skills Dual Weapons in
When a creature falls a certain distance