Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
Written By
Nathan Reese Maher
Author
Editors
Dedication
To my wife, Sam, for supporting me
through this venture and to Jevin Pierson for
introducing me to tabletop role-playing
games.
(In Order of Appearance)
To Jevin Pierson, David Martin, Joshua
Bauer, Paul Elledge, Davy Hoffman, James
Wheeler,
Pete
Gygi,
Christopher
Christopherson, Jon Zuremuehlen, Daniel
Harrison, Mark Slayton, James Lundberg,
Charles Hagin, Samantha Maher, James
Paton, Daniel Shepherd and Joe Baker and
all the countless hours we gamed together.
Introduction
THE PLAYERS
For PLAYERS
Magick
Points
Opposed
to
Spell
Memorization Characters need not
memorize spells at the beginning or ending
of each day and instead are thought to have
mastered their respective spell sphere. Each
caster draws upon magick points that
replenish themselves throughout the gaming
session. This avoids the all too common
occurrence where magick users find
themselves out of spells and are unable to
contribute to the rest of the game.
For Overseers
Easy to Modify Rules Sticks & Stones was
created with the Overseer in mind. Rules
are designed to create a framework for the
Overseer to work off of, but not to restrict or
give a rule for every unique scenario that
may arise. Rules can be easily modified to
fit your gaming session and the constant
need to reference this book is nearly
eliminated; meaning more time for gaming
and less time reading.
WHAT NOW?
So your interest is peeked, but you need
to know how to begin? Like all games that I
have personally ran, most games begin with
the players. Now I shall introduce you to
the hosts of Sticks & Stones, Tye D. Sticks
and Shelly F. Stones.
not be so formal, we
ditched those clothes
from page 7 in the
books gutter, so there
is no need to be so
polite. Lets just call it
what it is.
Shelly: Hello.
Tye: Fine.
As play
testers, if you feel the
want to contribute,
Sticks & Stones will
gladly accept the help
and give credits to
those who do.
Tye:
Were
both
thrilled that you are
here for the ride.
Shelly: And thrilled to
be out of those Art Deco
clothes from page 7.
Everyone
please note that this is
a free project and in
order to keep it free we
cannot
give
dispensation of any
kind outside of a
special thanks and a mention. And, if you
feel the need, we also take other forms of
help.
Shelly:
Shelly: Money!
Tye: Shelly!"
Shelly: Yes?
Tye: What is your hair made out of?
Chapter 1
Character Creation
Young Adult
Adult
Middle Age
Old Age
STEP 1 - MILESTONES
In this step, the Overseer must advise you
of how many milestones your character is
going to start off with. Think of milestones
as a form of currency that you are going to
use to purchase your characters abilities.
Also, milestones are used to help determine
the experience level of your character so that
the
Overseer
can
create
challenges
accordingly.
Before the start of the campaign/
adventure, the Overseer decides exactly what
power-level to start the player characters off
at.
This is determined by starting
milestones. These starting milestones are
then used to purchase ability scores or be
used for extra-ordinary traits or advantages.
Typical milestone allotment is based
upon the age group of characters the
Overseer wishes to create:
Age Group
Infant
Child
Teenager
144-179
180-359
359-584
585+
Milestones
45-71
72-116
117-143
Sight
Night Vision (Cost 5):
Allows the
character to see just as well at night as they
do during the day. This ability does not
grant the ability to see in complete darkness,
but as long as there is some source of light
(no matter how small), the character can see
at night. Night vision is usually due to the
race having a tapetum lucidum behind or
within their retina.
Cost
-10
-7
-5
-2
0
+5
+10
+15
+20
10
Hearing
Infrasonic (Cost 5): There are some
frequencies that are far below the human
level of hearing. These frequencies generally
follow geological movements and shifts in
the earth. Also, there are some species that
communicate in lower frequencies, especially
underwater due to the sound being able to
travel long distances and not dissipating
easily. This also allows for the character to
hear spirits, since they speak in lower
frequencies. This allows the character to hear
frequencies to -40 decibels (dB) (below the
human ability to hear a 0 decibels). See the
Chapter 6 Magick, under the sound sphere
for more information on sound and decibels.
Smell
Accessory Olfactory (Cost 5): This trait
allows for the characters race to be able to
sense the chemical pheromones that are
created by other species and be able to
discern the general mood and state of
animals.
11
Touch
Vibratese (Cost 2): Your particular race
has its own unique means of communication
through touch. You can communicate as if
speaking to another member of your race (or
others that are capable of being taught),
strictly by being able to touch them.
Taste
Photographic Tastes (Cost 2): With but a
small morsel your character can taste every
single ingredient in a recipe and easy
reconstruct it. When conducting research on
any form of recipe, if the character has tasted
it before, he or she gains a favorable condition
to recreate it.
Body
The standard default size is 5 for Body
and that is for most characters and creatures.
However, a higher or lower Body can be
purchased with milestones to acquire a
particular size.
Body helps with increasing hit points as
well as increasing stamina points. The bigger
the Body the more physical activities it can
perform as well as take additional
punishment in combat. Also, Body can aid
whenever the character sustains damage
from a source. Body is subtracted from all
damage sources after the damage has been
assigned. If Body reduces damage to zero or
below, then the damage is effectively
negated, although it is still counted as being a
successful hit.
12
Height
Range
Lift Base
(lbs.)
Brawn
Bonus
Agility
Bonus/Base
Speed
0
1
2
3
4
5
6
7
8
9
10
11
12
1-11
1-111
2-211
3-311
4-411
5-511
6-611
7-711
8-811
9-911
10-1011
11-1111
12-1211
1
8
15
25
50
75
90
105
120
135
150
165
180
-10
-8
-6
-4
-2
0
+2
+4
+6
+8
+10
+12
+14
+10/0.1
+8/0.5
+6/1
+4/2
+2/3
0/4
-2/4
-4/5
-6/5
-8/6
-10/6
-12/7
-14/7
Cost
-25
-20
-15
-10
-5
0
+5
+10
+15
+20
+25
+30
+35
Shape
Not all races are humanoid in shape (2
arms, 2 legs, 1 head). There are several other
races that have differing shapes that make
them unique. Below are a few traits that can
be purchased to allow for races that are
outside the norm.
Size
13
Speed Bonus
Examples
15
+2
20
+4
25
+6
Horse, ect.
14
Maneuverability
20
Glide
25
Buoyant
30
Bird-Like
35
Hover
15
Base Speed
10, ect.
10
16
Type
Examples
Benefit
Social
Dog, Fox,
Horse, ect.
Helps comm.unicate
emotions and or
social signals.
Display
Peacock,
Birds of
Paradise,
ect.
5+
Locomotion
Fish,
Mermaid,
Whale, ect.
Balance
Cat,
Kangaroos,
ect.
5+
Prehensile
Monkey,
Opossum,
ect.
Gives an extra
limb to help
climb; poor
manipulation.
Rectrices
Most birds
Helps with
maneuvering
during flight.
Essence
Much like Body, an increase to Essence
can be purchased at the same rate. Purchases
in Essence are typically permanent and will
forever define your race as a whole. It would
only be in the case of an in-game event that
could cause your Essence to increase such as
an adventure, magickal items or maybe even
a boon from some other creature or being.
17
Essence
Cost
0**
-25
1
-20
2
-15
3
-10
4
-5
5
0
6
+5
7
+10
8
+15
9
+20
10
+25
11
+30
12
+35
**Special Note: Having an Essence of zero
means that the character race is dead or, with
the permission of the Overseer, undead.
Without an Essence score, the undead race
may not cast magick (but can still learn
magick). Some undead creatures have found
other ways to cast their spells, which can
oftentimes come from feeding off the living.
The Enchanted
Those who are enchanted have some form
of magical trait that sets them apart from the
other races. These traits can come in the form
of innate spell casting abilities, continuous or
permanent effects that do not require the use
of incantation or gesture, or even a
supernatural attack that cannot be explained
via dissection. Below is a list of purchasable
traits as well as a description of each.
Innate Spell Abilities (Cost 15): An
innate spell-caster is able to reproduce a
magical effect or spell by simple thought
alone. To the character race, it is as easy to
produce the effect as it is to breathe. There
are no special gestures, incantations or
material components in order to create a spell
effect.
The innate-spell ability starts off by
18
Luck
Much like Essence, an increase to Luck
can be purchased at the same rate. Purchases
in Luck are permanent and will forever
define your race as a whole.
Essence
0
1
2
3
4
19
Cost
-12
-10
-7
-5
-2
5
0
6
+5
7
+10
8
+15
9
+20
10
+25
11
+30
12
+35
The luckier the race, the more likely
positive things will occur when they are
needed most. Some races may even be
unlucky and tend to suffer from one calamity
to the next.
Race Examples
Human
Description: Humans have always been
the most versatile and adaptive race.
They range in different skin tones, hair
color and eye color. Culturally they are
just as diverse as they are plentiful. In
order to add flavor to any campaign
session, some Overseers may create
different human groups with variations of
racial traits.
Racial Trait Package (6): Body 5; Essence
5; Luck 5; Cosmetic, x2 Skill Affinity I.
Elf
Description: Elves have a long history in
all fantasy games. Elves are typically
described as shorter than the average
human with pointed ears and angular
Miscellaneous Traits
20
Dwarf
Description:
Dwarves are short and
stocky, with broad shoulders and
muscular physiques. They are typically
depicted living in mountains where their
society prizes the earths metals. They
grow long beards that trail to their knees.
It isnt uncommon for dwarves to be
depicted as heavy drinkers.
Racial Trait Package (23): Body 6;
Essence 4; Luck 5; Cosmetic (Long
beards, Hardened Features); Short &
Stocky; Broad Shouldered; Night Vision;
Resistance II, (Poison); Weapon Affinity I
(Axe, Hammer or Pick).
21
22
STEP 4 FLAWS
Every character has at least 1 flaw. Each
flaw grants a milestone bonus that the player
may use to purchase additional traits or save
to invest into ability scores. Players may
chose to have more than 1 flaw, but should
be limited to a total of 3.
Flaws are represented in-game in the
form of cards. These cards can be 3 x 5 index
cards or however the Overseer sees fit. The
card should have the following information
written on it:
Player Name
Character Name
Flaw Name
Flaw Description
Level of Severity
All character flaws are gathered together
face down and shuffled together at the start
of the game session. Then the Overseer
divvies them out starting from the player to
his or her left and moving around the table in
a clockwise rotation. If a player receives his
or her own flaw, then that flaw must be
traded to another person. All players must
23
CLUMSY
All right, you admit it you are clumsy.
You trip over the cracks in sidewalks, you
stumble down stairs, and there always seems
to be a notch in the rug that sends you
tumbling into embarrassment.
Activation: You trip, you fall, you drop
something. Thats the gist of it.
Flaw Cards
COWARDLY
When the going gets tough, you run the
24
other way.
Activation: You know the meaning of the
better part of valor. You hide in fear, you
run away or even wet yourself.
CRUEL
So what if you enjoy pushing grannies
down a flight of stairs, or knocking a sleeping
cat off a wall. Its just something you do.
Activation: However the opportunity
presents itself, your goal is to do harm no
matter the cost.
HEDONISTIC
You can never turn down an invitation for
a good time. You enjoy all worldly vices as if
there were no tomorrow.
Activation: Your character indulges
themselves on drink, food or any other
luxuries that may be available at the time.
COMPULSIVE LIAR
Reality is boring and you are here to
spruce it up. You cannot help but tell lies,
besides they make a better story anyway.
Activation: You cannot help but lie, even
if it could harm your relationship with that
individual (or potentially kill them).
BAD TEMPERED
You are very hot-headed and take every
insult way too personally.
Activation: Your character will not back
down from a fight, nor will they resist the
urge to start one if you are the slightest bit
offended.
ENVIOUS/JEALOUS
Everyone seems to have better stuff than
you, are happier, and have better
relationships. Its your goal to take what is
rightfully yours or make it so no one can
have it.
Activation: The source of your affection
either becomes yours or you destroy it, one
way or another.
DAY DREAMER
When not preoccupied with a particular
task your mind will wonder to better things.
Activation: Day dreaming causes your
character to miss out on the world around
him/her. One Perception roll automatically
fails.
FANATIC
Whatever be your cause, you are willing
to lose your life over it or cause others harm
to accomplish your goals.
Activation: Obsessed with your cause,
any sacrifice to accomplish those goals is a
just one. You do what it takes to get the job
done.
LUSTFUL
You tend to pursue the pleasures of the
flesh way too often. You do what you have
to do in order to satisfy this yearning.
Activation: Your character will never turn
down an invitation to sate his/her appetite.
Even if the opportunity doesnt present itself,
the character oftentimes can create an
opportunity on their own.
GREED
Money makes the world go round and it
all should belong to you.
Activation: Your character is obsessed
25
MEGALOMANIAC
The world must be conquered, dominated
and subverted into your rule and power can
never be shared with anyone.
Activation: You will announce your
intentions for world domination and may
even go so far as letting all those who have
helped you thus far know that they are
simply pawns in your overall scheme. That,
or perhaps you have found the means for
which you can begin your reign for
supremacy you can never pass up such an
opportunity.
UNLUCKY
Sure you have luck, perhaps that is what
has allowed you to live so long. Strangely,
things happen to you that dont normally
happen to other people. Its as if misfortune
follows your every move.
Activation: Something bad happens to
you.
STUBBORN
No compromise. Youve set your mind to
something and you are going to keep to it no
matter what.
Activation: No matter if it is the right
course of action; your character must go
through with his or her plan despite the
contrary or refuses to take part in someone
elses plan.
OVER CONFIDENT
You can do anything that you can set
your mind to. Its a pity the environment
doesnt agree.
Activation: No challenge is too tough!
You will risk anything to prove you are
better than everyone else.
KID IN YOU
You may be all grown up, but no one
takes you seriously, Youre just a kid.
Activation: No matter how true or
important the subject you are speaking about,
no one takes you seriously and may dismiss
what you have to say.
PARNOID
Everyone is out to get you, even your
friends. The key is to be ready when they
turn on you.
Activation: You believe that someone
close to you is about to betray you. You need
to act to preserve yourself and everything
you hold dear.
PRIDEFUL
You are too proud for your own good.
Activation: Even if you desperately need
it, you will refuse any aid that is offered. You
26
11
13
15
17
19
21
24
1d10 1d12
1d12 1d14
1d14 1d16
1d16 1d18
1d18 1d20
1d20 1d20 + 1d2
1d20 1d20 + 1d4
HIT POINTS
To determine Hit Points, take number of
milestones in Brawn and multiply that by the
characters Body score. This initial number is
considered the base hit point total. Then, the
player may roll their Brawn Ability Die a
number of times equal to the total amount of
milestones in Physical Abilities divided by
10. Thus, if a character has 20 in Brawn, 15 in
Fortitude and 19 in Agility the total
milestones in Physical Abilities would be 20
+ 15 + 19 = 53 and this divided by 10 would
be 5 (rounded down). In this example, the
player would roll the Brawn die 5 times and
add that total to the base hit points. Once the
character reaches 60 milestones in Physical
Abilities he or she gets to roll their Brawn
ability die to add to hit points.
STAMINA POINTS
Stamina points are calculated in the same
manner as hit points, except that instead of
27
60
70
80
90
100
110
1d12
1d14
1d16
1d18
1d20
1d20 + 1d2
MAGICK POINTS
Magick Points are also calculated in the
same manner as hit points and stamina
points, except that the player uses the
characters Will ability score times the
characters Essence score to get the base
magick point total.
Then the player rolls their Will ability die
a number of times equal to the total number
of milestones in mental abilities divided by
10. Add the total of the die rolls to the base
magick point total.
NATURAL PROGRESSION
Even though the characters die may be
high in some of the abilities, especially
starting with high milestones, the character
progresses into their die as opposed to
getting the highest roll on all dice. In other
words, the character naturally progressed
from a low die to a higher die when they
were younger. When rolling ability dice for
the status bar, consult the table below to see
what the maximum die that can be rolled:
Table: 1.5 Max. Die Roll per Major
Milestone
Major Milestone
Maximum Die
10
1d2
20
1d4
30
1d6
40
1d8
50
1d10
28
in table 1.4.
29
STEP 17 MAGICK
Characters who have access to magick are
those who purchased Innate Spell Abilities,
Magickally Blooded, or placed skill points in
Academia (Magicka).
30
STEP 22 EQUIPMENT
Once the final details are placed on the
character sheet, the final step is to purchase
equipment. See Chapter 8 Equipment to
find how much the character gets in starting
wealth.
After the equipment is purchased, the
character is ready for their first adventure!
CHARACTER BACKGROUND
31
32
Chapter 2
Abilities
While in the real world, a persons weight
is typically a determining factor of how much
or how little weight he or she can sustain
without harming themselves, for S&S its
better to measure ones raw power by human
standard.
Brawn
The physical strength of a
given individual, Brawn is the
ability score that measures ones
muscular prowess. Actions such
as carrying, lifting, pushing,
pulling, jumping; to name a few,
are all managed by a characters
Brawn.
33
34
Agility
Reactions, quickness, flexibility and overall dexterity are
all that is measured beneath the
score of Agility. Many actions
can claim to be influenced by
ones Agility such as the ability
to aim, dodge and run; to name
but a few.
A persons Agility can
sometimes be greater than
others of equal stature and
form. Natural flexibility comes
and goes with every generation,
and sometimes families who
tend towards being rigid can
occasional spawn a member
who is very dexterous.
Fortitude
Health, vim and constitution are
all ways to describe Fortitude. Hit
points, personal stamina, resistances
such as disease and poison, as well as
the ability to perform tasks for
extended periods of time are all
aspects that Fortitude can influence.
METHOD OF STANDARDS:
An average 25 year old has a
Fortitude score of 25. The average 25
year old can hold their breath for 45
seconds.
METHOD
OF
STANDARDS: In the case when a character
is in direct competition with either a PC
(player character) or NPC (non-player
character) the character with a lower Body
score, gains a bonus to some of their Agilitybased actions such as aiming, dodging and
Agility influenced skills (see Chapter 3
Attributes, subsection Body).
SPEED BONUS: A characters Speed is
influenced by the characters Agility score.
35
36
HEAVY ACTION:
A character can
perform heavily exerting actions for only a
short period of time. This is equal
only to their Fortitude score in
rounds. An challenge is required
every round thereafter vs. a DS of
25 plus 5 for every additional
round beyond their Fortitude
score (as per above). Damage is
also treated as the same, 5 points
of cumulative Stamina damage
for each round after the initial
provided by Fortitude.
METHOD OF STANDARDS:
For
purposes of stand-ards, average persons IQ
score
is
90-109.
Therefore, an average
25 year olds Smarts
score
which
is
typically 25 would
equal an IQ of 90-109.
ACTION
REASON:
Some
instances a player has
difficulty being able
to fully play a
character
that
is
smarter than them.
Therefore,
in
a
situation where a
character needs a
clue, or needs a hint in an otherwise hopeless
situation the character can attempt a
challenge vs. a DS assigned by the Overseer.
Light Actions
Jogging, opening/closing
items and doors, pulling
and pushing, etc.
Moderate Actions
Heavy Actions
Smarts
Easy
Characters Smarts + 5
Average
Characters Smarts + 10
Difficult
Characters Smarts + 15
Hard
Characters Smarts + 20
Mind Racking
Characters Smarts + 25
Unimaginable
Characters Smarts + 30
37
Wits
Will
Psyche, strengthof-mind
and
perseverance are
all words that best
describe
a
characters Will.
Under the Will
ability
score,
characters
can
wrestle with fear,
break
through
magical
charms
and above all keep
their sanity.
METHOD
OF STANDARDS: Measuring creativity and
an individuals observational skills are very
difficult in the modern world. For in-game
purposes, let us assume that the average
score for a 25 year old is simply 25.
METHOD OF
STANDARDS: A
characters age, such as our 10 year old child
or the 25 year old adult, creates the base score
for the average ability score.
Since an
individuals ability to carry-on is hard to
measure in real life, for purposes of this game
a Will score for a 10 year old would be 10
and 25 for a 25 year old.
38
character with a
high Looks may
influence others to
hold the door or
pull out his or her
chair with but a
glance, but those
with a low Looks
score may notice
scoffs, people not
wanting to touch
them,
or
worse
being ignored (See
Chapter
9
Adventuring,
subsection Social Encounters).
ITEMS OF INFLUENCE:
Sometimes
there are some gruesome scenes for which
your character will have to witness and not
everyone is physically and mentally prepared
to deal with these situations. Fear and
Horror are all aspects that are ruled over by
an individuals Wits. Sometimes, depending
on the sheer scope of situation, a characters
sanity may even be under attack.
A
characters Wits protects them from these
things (See Chapter 9 Sanity).
Looks
Appearance, countenance and cast, these
are all words to better describe and
individuals Looks. Initials reactions during
social situations, an individuals sex appeal
and a means for manipulation Looks plays
an important part in a characters daily
interactions.
Presence
Majesty, charisma and allure are all
words that describe a given characters
Presence. Characters with high Presence are
able to command both the respect and
attention of those around them.
From
leading men and women into battle, to giving
a daring performance upon a stage, Presence
is what distinguishes those who follow and
those who lead.
METHOD OF STANDARDS:
The
average 25 year old may hold sway over a
few handful of people, generally no more
than 5, these are typically close friends or
acquaintances who dont mind letting him or
her influence them. For game purposes, the
average Presence is a score of 25.
METHOD OF STANDARDS:
The
average 25 year old has a Looks of 25, much
like a child of age 10, has the average Looks
of 10. Looks are always determined by age,
therefore a 25 year old with a Looks score of
10 is considered to have been hit several
times with the ugly stick and a 10 year old
child with Looks of 25 is considered angelic.
ASPECT INITIAL REACTION: When
seen for the first time, a character impresses
upon others a certain initial reaction without
that character even saying a word.
A
39
ASPECT
CROWN
OF
LEADERSHIP:
In a given party
of heroes or
adventurers,
the crown of
leader-ship is
typically
bestowed upon
the player who
in real life holds
the
most
respect.
However,
despite
previously attributed hierarchy
in your circle of friends, the crown of
leadership can be gained by those who have
the strongest Presence.
When originally determining who obtains
the crown of leadership, all players must
perform a challenge of Presence vs. the other
characters Presence. It is better to pit the
two highest scores against one another and
then pit the lowest scores together, the
resulting winners are then pit against one
another as well. Or, if no one wants to fight
for the Crown of Leadership it can be
unanimously given to any character.
Once established, the Crown of Leadership
renders that character as the established
leader of the group who generally can act on
behalf of all the characters without suffering
immediate backlash of disagreements. That
is, during a social situation the character
holding the Crown of Leadership can enter into
a contract with a third-party on his or her
friends behalf without suffering an
unfavorable condition.
Characters without the Crown of
Leadership, if entering into a contract with a
40
charge.
As long as the crown holder is in good
health and can be seen, all party members
receive a favorable condition on all morale and
sanity challenges.
ITEMS OF INFLUENCE:
There are
several skills that require a large Presence,
especially in the art of commanding others or
when delving in stage work. Presence also
influences a persons leadership and how
many men and women are able to follow his
or her lead.
Charm
The silver-tongued,
the beguiling and
the smooth talker,
all of these are
words that best
describe a characters ability to
Charm.
Whether
persuading,
bribing,
seducing or lying a
character
relies
heavily in all social
situations in their
ability to Charm
others. Without it, a
character is sure to
have several social blunders and may find
themselves in a very sticky situation.
Ability Improvement
Gaining sticks & stones in Ability scores
are not as easy as gaining in a given skill.
Ability scores may only be improved by
performing tasks that fall outside of a given
skill and when it is imperative to the story, or
when the Overseer calls for a challenge that
requires only the ability score. Such tasks are
up to the Overseer on whether or not they
qualify, below are some given examples
SWAYING
INITIAL
REACTIONS:
A particular well-versed
41
42
Chapter 3
ATTRIBUTES & STATUS BAR
character or BMI. The average 25 year old
with a height of 59 and weighting at 130
lbs. has a BMI (Body Mass Index) of 21.
However, to keep things simple, Body is best
identified by a persons height rounded
down. Thus a character at 59 would have a
Body of 5.
Body
ASPECT
DAMAGE
ABSORP-TION: The larger the
body, the less damage an average
size weapon will inflict upon it.
Therefore, whenever damage is
assigned to the character it must
first be subtracted from their
Body. Therefore, if the character
is struck for 12 points of damage,
5 points are subtracted from the
damage total (in the case of a
Body of 5) and therefore only 8
will harm the character.
If all the damage is absorbed,
such in the case of a Body of 12 and 12
damage is dealt to the character, then no
damage goes through and the hit is
considered but a scratch. No damage is
dealt, but the hit still was made. In case of
poison or other type of status effect that
43
Height
Range
Lift
Base
(lbs.)
Brawn
Bonus
Agility
Bonus/
Base
Speed
0
1
2
3
4
5
6
7
8
9
10
1-11
1-111
2-211
3-311
4-411
5-511
6-611
7-711
8-811
9-911
101011
111111
121211
1
8
15
25
50
75
90
105
120
135
150
-10
-8
-6
-4
-2
0
+2
+4
+6
+8
+10
+10/0.1
+8/0.5
+6/1
+4/2
+2/3
0/4
-2/4
-4/5
-6/5
-8/6
-10/6
165
+12
-12/7
180
+14
-14/7
11
12
Essence
ITEMS
OF
INFLUENC
E:
Essence rarely changes throughout
gameplay unless the character loses a portion
of their Essence to an attack.
44
Luck
Good fortune, karma and serendipity are all
words that can des-cribe a characters Luck.
During the gaming session, characters
may encounter certain situations that rely
mostly on fortune. Also,
Luck can be substituted
when a player asks the
GM to be more particular
about a certain detail of
the room. When fate or
fortune
is
to
be
determined, Luck is what
factors it.
ITEMS OF INFLUENCE:
Besides the luck roll the Luck
score doesnt influence much
else in the game. However,
there may be some magickal
items that require a certain Luck
score in order to use them
correctly.
METHOD
OF
STAND-ARDS: For the
average, 5 ft. human the
Luck score is 5. There is
no real world application
where Luck can truly be
measured. Most humans
have a Luck score of 5.
STATUS
BAR
The status bar portion of the character
sheet is comprised of Hit Points, Stamina
Points and Magick Points. Each represents
an aspect of the character that will be in
constant flux throughout the gaming session.
When writing down the numbers in the
status bar it is recommended that players use
light marks, preferably pencil, in order to
allow for easier erasing.
Hit Points
Hit points determine the overall health of
a character. Whenever the character sustains
damage (no matter the source) the character
temporarily loses hit points. In retrospect,
whenever a character is healed (via resting,
45
46
Stamina
47
Magick Points
48
Additional Status
Some Overseers may tailor their
campaigns to incorporate additional status
bars, such as Psychic Points (for Psionic
campaigns). In these situations, Overseers
are encouraged to add their own status bars
and to follow the above examples of how
they are presented.
Examples:
Psychic Points could be
influenced by Will, with a Psychic Dice
purchase option.
49
Chapter 4
SKILLS
Skills are how a character is able to
perform simple to complex tasks in-game.
Anything from seeing something far into the
distance to forging a sword is detailed within
each skill. Skills are each separated into three
distinct categories by what ability score they
are influenced by. The three categories are
Physical (influenced by Brawn, Agility and
Fortitude), Mind (influenced by Smarts, Wits
and Will) and Social (influenced by Looks,
Presence and Charm).
Physical Skills
As mentioned above, Physical skills are
influenced by a characters Brawn, Agility
and Fortitude. A comprehensive list of these
skills, including the ability score that
influences them and details for what can be
performed under each skill, is listed below.
Acrobatics
Influence: Agility
Somersaults, back flips, cart wheels, kip
ups, forward flips, etc. are all the types of
actions for which are learned under
acrobatics.
Anything from street performance to the flying trapeze, the acrobatics
skill covers all sorts of differing feats of
dexterity.
Whenever a player wishes his character to
perform an acrobatic maneuver such as
swinging from a chandelier or leaping out a
window to land on a saddle-ready horse, the
ACTION SWINGING:
Obviously, there is a lot of physics
involved when a player wants to see if their
character can swing from a common
chandelier to another spot in the room, or to
see if a nearby vine is long enough to carry
them across a chasm (without stopping to
50
51
Balance
Influence: Agility
Balance is the art of keeping your footing
on unstable ground. Walking across narrow
ridges, tightrope walking, fighting on logs
that are racing down a river, and or walking
outside in the dark are all things that balance
helps with.
Obviously, the smaller the room the
harder it is to balance. Any bridge or
walkway that is more than 2 feet wide does
not require the player to roll for balance.
However, every inch minus 2 feet (24 inches)
increases the difficulty score by 2. Therefore,
to balance across a beam that is only 1 foot
wide would generate a difficulty score of 24
(1 ft converts to 12 inches, x 4 difficulty score
= 24).
There are also several factors that can add
both favorable and unfavorable conditions such
as: there is a support rope or railing
(favorable), the path to walk across is
rounded like a pipe (unfavorable), the
ground is sticky (favorable), the ground is
slippery (unfavorable), the path is sloped
(unfavorable), the path is rough and/or
rocky (unfavorable), etc.
Each time the character is either distracted
or hit for damage, the player will need to
make another balance roll to keep from
falling.
When balancing, characters must move
cautiously (1/2 their normal squares). A
player may elect to move at the normal pace,
but the difficulty score increases by 50%.
Favorable Circumstances
Unfavorable Circumstances
Climb
Influence: Brawn
Scaling the side of a mountain, climbing a
rope or ladder, hoisting yourself up the side
of a moving carriage are all ways that the
climb skill can be utilized.
52
Escape Artistry
Influence: Agility
Wiggling lose from being tied up,
escaping
manacles,
slipping
through
someones grasp are all different ways escape
artistry can help a character get out of a bind.
Escape Artistry works as a series of
opposing checks. When the character is tied
up using rope, the player must make an
opposed check vs. the binders Rope Work
skill. In the case of manacles, the Escape
Artist must make an opposed challenge vs.
the craftsmanship of the manacles. When it
comes to escaping someones grasp, the
Escape Artist must make an opposed check
vs. the grab or hold.
1.
2.
53
its made.
a. Flawed These are items that,
though somewhat function, are
obviously misshapen and poorly
constructed. These items tend to
function at 50% less than average
items. Most refuse to use them and
with good reason. The DS for the
item is reduced by 15.
b. Cheap Are items that are made
poorly or made in a hurry. These
items tend to function at 20% less
than normal. A cheaply made items
tend not to be overly desired, but
can sometimes pass off as items of
average quality to the untrained eye.
The DS for the item is reduced by 5.
c. Average These are items generally
found on the market. There is
usually nothing all that exceptional
about them and they are practically
priced.
d. Exceptional Items that are
commissioned or expertly designed
3.
54
4.
5.
6.
7.
8.
55
56
Pick Pockets
Influence: Agility
Cutting purses, pilfering pockets and
taking the proverbial stone from the masters
hand is a skill learned by the pick pocket.
Not only does this skill allow for the swiping
of others articles, but it allows for the
placement of items on others as well.
Lock Picking
Influence: Agility
The job of the lock smith is to be able to
find ways to unlock that which has been
locked. Be it through the usual tumbler to a
high-end combination safe, lock pickers
always have a chance to get around them.
Difficulty Score
Diary Lock
Common Door
15
Secured Chest
25
Ride
Influence: Agility
Whether it is from the back of a horse, a
wolf, griffon or dragon, riding is a skill born
of chivalry and elegance. This skill allows for
characters to perform multiple feats of fancy
while straddling the back of a domesticated,
or sometimes wild, beast.
ACTION COVER: Meeting an Ride
challenge against a difficulty score of 20, will
allow a character to use their mount as cover
against ranged and some melee attacks
35+
57
Run
Influence: Fortitude
Sometimes characters just need to get
somewhere or away from somewhere in a
hurry, this is where their skill in running
comes into play. Also, when trying to
determine who would win in a footrace or
when needing to see if the character can catch
up to an already fleeing individual, run is the
skill to have.
Rope work
Influence: Agility
Creating a lasso, hogtieing a victim and
tying knots are all different means in which
rope work can be utilized. It can also be used
with whips for purposes of grabbing.
58
Mental Skills
SNEAK
Influence: Agility
Moving silently to creep away or up on a
particular someone is all governed by the
sneak skill. Sneak is utilized whenever the
character is trying not to be heard while
moving.
Academics
Influence: Smarts
Academics covers a lot of various topics
including basic education such as math,
geography, literature, science, etc. These are
everyday topics available to all characters
even if not skill points are allotted to it.
However, a character may choose a few
specialized points of study (each with their
own individual skill point gain) that can be
utilized through the game. Such studies
include
languages,
history,
science,
entomology,
geography,
monsters,
dungeons, magicka, religion, to name a few.
Most characters start with Academics
(General) which covers most school taught or
home schooled subjects of importance and
then pick a few additional subjects of
specialization.
Swim
Influence: Brawn
If the character plans on getting wet, it is
always a good idea to have some skill in
swimming. Whether for recreational use or
escaping from a vicious tide, swimming is
essential when entering (and exiting) a body
of water.
ACTION SWIM SPEED: Without any
skill points in swim, all a character can do is
struggle to stay afloat. Without the aid of a
floatation device or some other form of
assistance the same character will inevitably
drown.
The base movement speed for
swimming is 0. To determine how fast the
character can swim, make a skill roll then
take the result and divide it by five rounded
down, the result is then used as Swim Speed
bonus. Example, the character has a score of
21 and then rolls 1d6 and gets a 4 making a
total of 25, this would give a base speed of 5.
59
Analyze
Influence: Smarts
Common Knowledge
Influence: Wits
Common knowledge is not as the name
suggests, but is knowledge usually possessed
and taught by commoners to their children.
These skills can range in subject, much can
also be learned by trial and error, and tend
not to be subjects taught in a place of higher
learning. Some subjects include: Survivalism,
Animal Husbandry, Logging, Animal
Taming, Herbalism, Alchemy, ect.
60
Common Sense
Influence: Wits
Otherwise known as street smarts, this
skill helps characters make assessments of
good judgment whenever finding themselves
in doubt.
ACTION ASSESS DIFFICULTY:
Characters may make a DS against the
assigned difficulty of the upcoming
challenge. If the roll succeeds, the Overseer
can let the player know the exact DS they
need to meet with that particular challenge.
A failure results in additional doubt and the
characters guess at this point is as good as
anyones.
Forgery
Influence: Wits
Occasionally, the need for forged
documents or otherwise becomes necessary
for life/death situations or even personal
gain. Not only can documents be falsified,
but even items can be replicated with the
corresponding skill.
Disguise
Influence: Wits
Cosmetics, props, change of dress, masks,
etc. are all things that can be employed to
make the character or someone else appear
completely different. While a master of
61
FIRST AID
Influence: Intellect
Hiding
Influence: Wits
Whether hiding his or herself or hiding an
object, this is the skill of choice. Hiding is a
skill that matches wits against a perceptive
adversary, and depending upon the
environment as well as the alertness of the
person the character is hiding from, she who
hides tends to hold the advantage.
Investigate
Influence: Wits
62
Mechanics
Influence: Intellect
Mechanics encompasses all things
mechanical in nature, be it mechanical traps,
clocks, wheels on carriages or even siege
weapons. This skill does not confer the
ability to create these items, but grants a
general understanding of how they work and
how one may go about operating them.
ACTION VISIONS:
Players who
employ this skill may be granted visions of
their upcoming hardships as warning
provided to them by some otherworldly force
or even by psychic intuition. A skill roll must
be made after 5 consecutive hours of
meditation or prayer. The DS is set by the
Overseer and is usually Very Hard or
Impossible for that character to perform. If,
however, the skill roll is successful, then the
Overseer can unveil a vision of what is about
to come. How the character interprets this
vision is up to the player.
Meditation/Prayer
Influence: Psyche
Finding a semblance of peace with oneself
or ones environment can be a trying task. Be
Perception
63
Influence: Wits
influences it.
Scavenge
Influence: Wits
Finding goods and treasure are one thing,
but being able to search through it all and
being able to find that one item that you need
in order to face an upcoming challenge is
another thing entirely.
ACTION SCAVENGE: Whenever the
character encounters a generic grouping of
items, such as Common Goods or Alchemical
Goods, ect, the character can make a skill roll
vs. a DS set by how common the item is. If
the DS is met, the character locates the item,
or something like it, to meet whatever need
they have. For example, the character locates
a grouping of General Goods of value equal
to 50 silver. The character is in need of a
crowbar, and thus rolls their Scavenge skill to
see if they can find a crowbar in amongst the
General Goods. See Chapter 8 Adventuring
under Treasure for more information.
Trade
Influence: Wits
Similar to the Forge & Fashion skill, Trade
reflects service or labor oriented professions
such as chambermaids, teamsters, sailors,
merchants, stable hands, ranchers, farmers,
ect. Trade is just the general name for a long
list of individual skills. Each time that Trade
is selected as a skill, the player must
determine at its selection which trade itll
encompass. Since each individual trade is
unique, the ability score that influences it
may be outside of the Wits and possibly even
outside of Mental Ability Scores altogether.
Each profession may be discussed with the
Overseer if not listed below to best determine
the corresponding ability score that
Research
64
Influence: Intellect
Influence: Looks
Social Skills
Etiquette
Influence: Looks
Arts
65
Guard
Influence: Presence
Guard represents an individuals resolve,
stubbornness, inability to change, idealistic
view of the world and or simply their
unwillingness to budge outside of their own
mutual benefit. Whenever someone tries to
influence the character in a certain direction,
especially if the character is unwilling, they
can use guard to defend against the
compulsion.
Deception
Influence: Charm
Persuading others is reserved for the
honest or more trustworthy individuals,
while those who intend to lie, cheat and
overall mislead others fall heavily on the
ability to deceive. Whether it is to lure others
into a false sense of security, making
promises you dont intend to keep, or trying
to hide something that otherwise could pose
hazardous to your future relations are all
things reserved for the Deception skill.
Persuade
Influence: Charm
While having a strong wit is always good
in a debate, swaying others to your point of
view is more about your choice of words and
presentation rather than cold simple logic.
Whether trying to haggle for a reduced price
on a purchase, convincing someone the
difference between right and wrong, or even
negotiating a treaty, persuade is the skill of
investment.
66
Sense Ruse
Influence: Wits
While technically a mental skill, since it is
used in social situations it was placed here
for better convenience.
Whenever the
character believes that he or she is facing a lie
they can use Sense Ruse to try and judge an
individuals body motions, fluxuation in a
persons
voice
and/or
simply
the
outrageousness of the claim. Sense Ruse
must be announced by the player and is not a
passive ability. If the player doesnt find
claim as being a possible lie, than neither
does the character.
Traits
Threaten
Influence: Presence
Whenever the intent is to threaten
another individual with either physical harm
or other unmentionable consequences in
order to achieve a certain result, this is the
67
Physical Traits
RUNNING BALANCE
Cost: 9
Requirements: 11+ milestones in Balance
and Steady Balance skill trait.
Benefits: The character is a master of the
balancing act. He/She can run across any
area that requires a balance check without
penalty. If he/she decides to walk at
normal pace, the character gains a
favorable condition, and if he/she moves
cautiously they gain two favorable
conditions.
ACROBATIC DODGE I
Cost: 5
Requirements: 5 milestones in Acrobatics
and a Defense milestone of 10.
Benefits: The character incorporates their
skills in acrobatics to dodge incoming
blows. As long as he/she is wearing
nothing heavier than light armor, then
he/she gains a +1 higher die in Dodge.
Example: 1d6 becomes 1d8, 1d8 becomes
1d10, ect.
FAST CLIMB
Cost: 5
Requirements: 5 milestones in Climb
Benefits: The character is used to
climbing and can do so at a quicker pace
than others. He/She no longer suffers an
unfavorable condition when moving at a
cautious rate (1/2 squares) and gain a
favorable condition when moving at a
burdened rate (1/4th squares).
ACROBATIC DODGE II
Cost: 7
Requirements:
11
milestones
in
Acrobatics, a Defense milestone of 20 and
the Acrobatic Dodge I skill trait.
Benefits: The character incorporates their
skills in acrobatics to dodge incoming
blows. As long as he/she is wearing
nothing heavier than light armor, then
he/she gains an additional +1 higher die
in Dodge.
This benefit stacks with
Acrobatic Dodge I skill trait. Example: 1d6
becomes 1d8, 1d8 becomes 1d10, ect.
SPEED CLIMB
Cost: 9
Requirements: 11 milestones in Climb
and the Fast Climb skill trait.
Benefits: The character is an expert
climber and can do so at a quicker pace
than others. He/She no longer suffers
any penalties when moving at a normal
rate (normal squares) and gain a favorable
condition when moving at a cautious rate
(1/2th squares) and another favorable
condition when moving at a burdened
rate (1/4th squares).
STEADY BALANCE
Cost: 5
Requirements: 5+ milestones in Balance
Benefits: The character is so well
balanced that he/she doesnt have to
walk cautiously. He/She can move at the
normal amount of squares without
penalty. If the character wishes to run
across an area that requires a balance
check, the character suffers two
unfavorable conditions, if the character
decides to move cautiously across the
WALL KICK
Cost: 7
Requirements: 5 milestones in Acrobatics
and Leaping/Jumping
68
WALL RUN
Cost: 11
Requirements: 5 milestones in Climb, 11
milestones in Run and Wall Kick skill trait.
Benefits: If the character is running,
he/she may step onto a wall and continue
running horizontally. The character must
end his/her movement on the floor else
immediately fall.
CHEAPLY AVERAGE
Cost: 7
Requirements: 5 milestones in Forge &
Fashion, 5 milestones in Forgery
Benefits: Youre good at making things
that appear higher in quality than what
they actually are. Whenever someone
tries to assess the quality of your goods,
they suffer an unfavorable condition.
WORKHORSE
Cost: 9
Requirements: 5 milestones in Forge &
Fashion.
Benefits: Your character works longer
than the average person and doesnt lose
concentration. All projects take 5% less
time to make.
TASKMASTER
Cost: 9
Requirements: 5 milestones in Forge &
Fashion and 5 milestones in Threaten.
Benefits: Youre paying these people to
work, not to dilly-dally. Your workers
work 5% faster when youre behind the
69
whip.
is passively-perceiving.
HURRIED BREAKIN
Cost: 7
Requirements: 7 milestones in Lockpick
and Tumbler Focus.
Benefits: The first unfavorable condition
one suffers from hurrying a lock pick
attempt is ignored.
TUMBLER FOCUSED
Cost: 5
Requirements: 5 milestones in Lockpick
Benefits: Whenever distracted while
trying to open a lock the character does
not suffer a unfavorable condition.
IGNORE WEIGHT
Cost: 5
Requirements: 5 milestones in Pick
Pockets
Benefits: You are used to flitching objects
that they dont seem to be all that heavy.
You do not suffer an unfavorable condition
when picking the pockets of others for
objects that are less than 2 lbs.
OPPORTUNIST
Cost: 7
Requirements: 5 milestones in Lockpick
and 5 milestones in Perception.
Benefits: You have a knack for catching
people when they are vulnerable. You
gain an automatic favorable condition
whenever you pick someones pocket that
70
SPECIALIZED TAMER
Cost: 7
Requirements: 5 milestones in Ride, 5
milestones in related Academics and
Animal Bond
Benefits: You specialize in a certain type
of mount and you gain a favorable
condition whenever taming the animal you
have the animal bond with. This trait
only works for one animal, not all, for
which the character has an animal bond
for.
QUICK BOOST
Cost: 7
Requirements: 5 milestones in Run.
Benefits:
Whenever
boosting
for
additional speed, you gain favorable
condition to your Reaction roll for an
entire combat cycle.
HASTE
Cost: 9
Requirements: 7 milestones in Run and
Quick Boost.
Benefits: You are able to maximize your
skill die in half the amount of time when
performing a sustained run.
IMPROVISED ROPE
Cost: 5
Requirements: 5 milestones in Rope
Work.
Benefits: When short on rope, improvised
rope such as vines, cables, wire, and ect.
do not impose an unfavorable condition.
CAUTIOUS SNEAK
Cost: 5
Requirements: 7 milestones in Sneak.
Benefits: You ignore the first unfavorable
condition whenever moving faster than
your speed.
BLIND TOSS
Cost: 7
Requirements: 5 milestones in Rope
Work and skill trait Night Eyes.
Benefits: You do not suffer from any
unfavorable conditions if blinded or in any
stage of darkness when using the Rope
Work skill.
WALKING SNEAK
Cost: 9
Requirements: 11 milestones in Run and
Cautious
Sneak
skill
trait.
Benefits: You ignore 1 additional
unfavorable condition whenever moving
NIGHT EYES
Cost: 7
71
SWEATY ESCAPE
Cost: 5
Requirements: 5 milestones in Escape
Artist
Benefits: You gain a favorable condition
whenever attempting to escape from a
grab or a pin.
BOOK FAMILARITY
Cost: 5
Requirements: 5 milestones in Academics
and Research and the Book Affinity skill
trait.
Benefits: You gain a favorable condition
whenever attempting to research a subject
you have 5 milestones in Academics with
due to your familiarity with how such
books are categorized.
SINKING CONFINES
Cost: 5
Requirements: 5 milestones in Escape
Artistry and Swim.
Benefits: You gain a favorable condition
when trying to escape any bulky item
weighting you down while swimming.
DOCTOR OF
Cost: 20
Requirements:
15
milestones
in
Academics (subject), conferred by a place
of higher education and Expert of your
Field skill trait.
Benefits:
You are a source of information and people use you as a point of
research. Whenever performing research,
you can use yourself as a source or others
may use you as a source instead of
needing to reference libraries. This allows
for characters to make up their own
theories. This ability only works with 1
subject but may be purchased multiple
times.
WATER-WEIGHTED
Cost: 5
Requirements: 5 milestones in Swim
Benefits: You suffer 1 less unfavorable
condition when carrying more than your
weight allotment when swimming.
Mental Traits
RELATED AREA OF STUDY
Cost: 5
Requirements: 5 milestones in Academics
(Subject)
Benefits: You can perform a Academics
challenge roll pertaining to somewhat
related subjects of your area of expertise
at your milestones in Academics. I.e.
Academics (Geology) for related subject
of Academics (Archeology).
BOOK AFFINITY
Cost: 5
Requirements: 5 milestones in Research.
Benefits: You gain a favorable condition
72
TRUE APPRAISER
Cost: 9
Requirements: 7 milestones in Appraise
and Persuade.
Benefits:
When you succeed at an
Appraise challenge by achieving the
actual value you may add 2% additional
value to the actual object per 5 points
beyond the target DS. This reflects your
ability to find certain details about an
object that others neglect and are willing
to pay more for.
EXPERT SKILLSMAN
Cost: 5
Requirements: 10 milestones in Common
Knowledge (subject)
Benefits:
When it comes to recalling
information, your character holds a wider
array of knowledge than the common
skillsman. You gain a favorable condition
when recalling information that is hardly
known (HARD) or lower.
FAMILY LESSONS
Cost: 5
Requirements: 5 milestones in Common
Knowledge.
Benefits:
Your upbringing is so engrained in you that it occasionally rubs off
on those around you. Whoever has spent
more than a full week in your presence
may have you roll a skill roll, with the
results divided by 2. This roll represents
a tidbit of information that they have
picked up in conversation or overheard.
This trait may only be used by your
companions when you are otherwise
unable to perform it yourself or even not
present. If ever you are separated from
your companions for more than 1 full
week, this ability can no longer be
utilized.
MASTER OF
Cost: 20
Requirements: 15 milestones in Common
Knowledge (subject), agreed upon by a
large group of people and Expert
Skillsman.
Benefits: You are a source of information and people use you as a point of
research. Whenever performing research,
you can use yourself as a source or others
may use you as a source instead of
needing to reference others. This allows
for characters to make up their own
theories. This ability only works with 1
subject but may be purchased multiple
times.
YOURE DOING IT WRONG
Cost: 5
Requirements: 5 milestones in Common
Sense.
Benefits: When a fellow companion fails
a skill challenge by less than 5, you can
UNCONVENTINONAL
EXPERIMENTATION
Cost: 7
Requirements: 5 milestones in Common
73
IF I WHERE YOU
Cost: 10
Requirements: 10 milestones in Common
Sense and 5 milestones in Perception.
Benefits:
Whenever you try and
determine the past actions of others you
gain a favorable condition when trying to
follow so to speak in their footsteps.
If I were a smelly goblin, where would I
hide something?
COPY WRITER
Cost: 5
Requirements: 5 milestones Forgery.
Benefits: As long as you have a copy in
front of you, you gain a favorable condition
when trying to make a forged copy.
IMPROVISED COSMETIC
Cost: 3
Requirements: 3 milestones in Disguise
and Scavenge
Benefits:
You do not suffer an
unfavorable condition for improvised
disguises.
QUICK BANDAGE
Cost: 3
Requirements: 3 milestones First Aid
Benefits: You can spend a single combat
cycle to restore 2 bandaged hit points to a
wounded target. You may do this once
per person per combat scene.
UNFAMILIAR ANTICS
Cost: 5
Requirements: 5 milestones in Disguise
and 5 milestones in Deception
Benefits: Whenever you do some-thing
that is outside the character you are
disguised at and trying to portray, you
gain a favorable condition against
someones Sense Ruse.
COMBAT MEDIC
Cost: 7
Requirements: 5 milestones First Aid and
Quick Bandage skill trait.
Benefits: You can spend a combat cycle
and bandage a target for an amount of
bandage hit points equal to your skill die
roll. This is performed by a combination
of bandages and quickly applied solvent.
QUICKCHANGE
Cost: 11
Requirements: 9 milestones Disguise and
74
TRAINED PHYSICIAN
Cost: 9
Requirements: 7 milestones First Aid and
Academics (Medicine)
Benefits:
You may treat patients for
extended periods of time. Each day
under your care, you may roll your First
Aid skill die and you may heal a number
of bandaged hit points per patient.
This ability is in addition to a persons
natural healing rates.
DETECTIVE
Cost: 5
Requirements: 5 milestones in Investigate
Benefits: You gain a favorable condition
whenever searching for clues.
LIGHT-HIDDEN
Cost: 5
Requirements: 5 milestones in Hide
Benefits: You suffer one less unfavorable
condition hiding in light conditions greater
than torchlight.
TIS ELEMENTARY
Cost: 7
Requirements: 7 milestones in Investigate
and 5 milestones in Common Sense, and
Detective skill trait.
Benefits: Whenever finding a clue, you
gain a favorable condition towards any Wits
roll when trying to make a link (see
Challenges)
between
other
clues.
QUICK DISARM
Cost: 5
Requirements: 5 milestones in Mechanics
Benefits: You can disarm or arm any
trap in the time without suffering an
unfavorable condition.
LIGHT OF STEP
Cost: 7
Requirements: 5 milestones in Mechanics
and Sneak.
Benefits: You step lightly naturally. As
long as you are not carrying more than
your weight allowance, you gain a 25%
chance that you wont trigger a floor
based trap.
SIMPLE BYPASS
Cost: 7
Requirements: 5 milestones in Mechanics
and Quick Disarm skill trait.
Benefits: Whenever you disarm a trap,
QUICK SWEEP
Cost: 5
Requirements: 5 milestones in Investigate
Benefits:
You can perform a quick
75
CONFER BLESSING
Cost: 5
Requirements: 5 milestones in Meditation/Prayer.
Benefits: When meditating or praying
for a focus, the character can transfer the
bonus to someone else in the form of a
blessing to aid them in a similar
challenge. Once the bonus is transferred,
you no longer gain its benefits until you
return to mediation or prayer.
LIGHT SLEEPER
Cost: 5
Requirements:
5
milestones
in
Perception.
Benefits:
When sleeping, you dont
suffer an unfavorable condition to perceive
something that is amiss. You still suffer
the unfavorable condition for passiveperception.
COMMUNION
Cost: 5
Requirements:
5
milestones
in
Meditation/Prayer.
Benefits: You have been touched by a
particular deity or have a profound
oneness that you can hear its calling
whenever you meditate or pray. You gain
a favorable condition whenever you try for
visions.
NIGHT AFFINITY
Cost: 5
Requirements: 5 milestones in Perception.
Benefits: You are better at perceiving
things at night than during the day. You
suffer one less unfavorable condition during
the night. This ability also confers itself
even when the character cannot tell it is
day or night, such as being underground.
MASS BLESSING
Cost: 7
Requirements:
7
milestones
in
Meditation/Prayer and Confer Blessing
skill trait.
Benefits:
Whenever using the Confer
Blessing skill trait, you can transfer the
foucs to multiple people (including
yourself) to a total number of people
equal to the amount of milestones in
Meditation/Prayer.
ALERTNESS
Cost: 7
Requirements: 7 milestones in Perception.
Benefits: Whenever the Overseer rolls
for your passive-perception, you do not
suffer an unfavorable condition.
SIGNATURE SERVICE
Cost: 3
Requirements: 3 milestones in one Trade
skill.
Benefits: Theres a unique flare that you
bring to your work that sets you aside
from most others. You gain a favorable
condition on most reputation rolls, when
determining your yield of the current
demand.
DUAL FOCUS
Cost: 9
Requirements:
9
milestones
in
Meditation/Prayer.
Benefits: When meditation or praying to
acquire a focus, you instead can choose
76
CONFIDANT
Cost: 5
Requirements: 5 milestones in one Trade
skill.
Benefits: Some people prefer a certain
amount of ambiguity when purchasing a
service and they know they can trust you
to keep their comings and goings secret.
You gain a favorable condition in keeping
your clients information safe, even under
torture. Also, if you ever open your doors
to darker dealings, you gain a favorable
condition in reputation rolls when
determining your yield of the current
demand.
UNCOMMON COMMONALITIES
Cost: 5
Requirements: 5 milestones in Scavenge
and either Always Prepared skill trait or
Treasure Hunter.
Benefits: Whenever searching through
Trade Goods or Treasure groupings, you
treat uncommon items as if they were
common items as far as the DS is
calculated.
QUICK ASSESSMENT
Cost: 5
Requirements: 5 milestones in the
Scavenge skill.
Benefits: You can tell, just by a quick
look, generally where someone would
most likely place the item you are
searching for. When encountering several
smaller grouping of like categorized items
(such as General Goods, Treasure,
Apothocary Goods, ect.) you may roll
your Scavenge roll to determine which
grouping is going to have the item you
are searching for. This is performed just
like a normal Scavenge roll, except that it
doesnt take up a turn action. This ability
only locates the item, a full minute is
required to search through the items to
get to it. This ability can be used on
multiple stacks of items at the same time,
as long as they are open to view and not
hidden inside containers.
MAGICKAL MAGNETISM
Cost: 7
Requirements: 7 milestones in Scavenge
and
Treasure
Hunter
skill
trait.
77
Benefits:
When scavenging through
General Magical Items, you tend to find
the Magical Item that you need the most.
You gain the next highest die when
scavenging through Magical Items.
BOOK AFFINITY
Cost: 5
Requirements: 5 milestones in the
Research skill.
Benefits:
When needing to perform
research while using books or a library,
you gain a favorable condition when
performing a quick search.
CREATIVE GENIUS
Cost: 7
Requirements: 7 milestones in Research.
Benefits:
Perhaps one of the more
innovated people of your time, you are
able to reduce the time it takes to research
a large-scale project by 5%.
NOT A TOTAL LOSS
Cost: 5
Requirements: 5 milestones in the
Research skill.
Benefits: Whenever you fail a skill roll
for large-scale projects, it counts as half a
stick instead of zero as you learn from
your mistakes.
DO AS ROMANS DO
Cost: 5
Requirements: 5 milestones in the
Etiquette skill.
Benefits: If you are able to observe your
fellow socialites for more than 10 minutes,
you may increase your die to the next
highest die when required to keep face.
Social Traits
TRENDSETTER
Cost: 7
Requirements: 7 milestones in Etiquette.
Benefits: Your blunders are looked upon
as more of a new trend than an
abomination to manners. If you fail an
etiquette roll by no more than 5, you do
not lose reputation, but instead gain a
point in reputation. The etiquette roll is
still considered a failure.
ARTISTICALLY MINDED
Cost: 5
Requirements: 5 milestones in one Arts
skill.
Benefits: Though you may be trained in
only one Art, it doesnt stop you from
learning about the others. You can roll for
knowledge under any other artistic
78
SCAPEGOAT
Cost: 5
Requirements: 5 milestones in Etiquette
and
3
milestones
in
Deception.
Benefits: If ever there is a failed etiquette
roll, your character can blame it on
someone else with a proper Deception
roll. If the deception is a success, the
character does not lose a point in
reputation.
lie.
FACE OF INNOCENCE
Cost: 5
Requirements: 5 milestones in Deception.
Benefits: You have an innocent face that
causes others to underestimate you. All
opponents attempting to Sense Ruse
against your Deception rolls suffer a
unfavorable condition.
STUBBORN
Cost: 5
Requirements: 3 milestones in Guard.
Benefits: You are not a fan of change, or
at least, a fan of other peoples ideas. You
gain the next highest die when Guarding
against either a deception or a persuade
attempt when someone is attempting to
sway you.
WHITE LIAR
Cost: 5
Requirements: 5 milestones in Deception.
Benefits: Everyone lies from time to time
and as long as your lies are good-natured,
your skill die increases to the next highest
die.
GREY LIAR
Cost: 7
Requirements: 7 milestones in Deception
and White Liar skill trait.
Benefits:
A grey lie, is when neither
good or bad is immediately intended.
Whether it is for a joke, embellishing a
story, or boasting of ones fictious deeds,
whenever you roll a skill die it is
considered the next highest die. When
telling a white lie, you gain the next
highest die for a total of 2 higher dice in
combination with white liar.
BARGAINER
Cost: 5
Requirements: 5 milestones in Guard.
Benefits: You like better prices and you
wont be satisfied until you get it. You
gain the next higher die when trying to
negotiate prices.
NOTHING NEW
Cost: 7
Requirements: 7 milestones in Guard.
Benefits: Youve heard it before and its
nothing new. Ideas are great, but you are
one for staying the course. You gain a
favorable condition whenever guarding
against being persuaded or a deception.
BLACK LIAR
Cost: 9
Requirements: 9 milestones in Deception
and Grey Liar skill trait.
Benefits: Malicious and cruel, your lies
are intended to do harm. Whenever you
try to deceive someone with bad
intention, you gain the next highest skill
die to that roll. When telling a grey lie
you gain the next highest die, also you
gain 2 additional die when telling a white
SHREWD NEGOTIATOR
Cost: 9
Requirements: 9 milestones in Guard and
a Reputation (Local) of 9.
Benefits: Your reputation precedes you
and unnerves those of lesser reputation.
79
HONEST FACE
Cost: 5
Requirements: 5 milestones in Persuade.
Benefits: You have an honest face that
people trust. You gain the next highest
die when trying to persuade someone.
SILVER TONGUE
Cost: 5
Requirements: 5 milestones in Persuade.
Benefits: You are naturally good with
words, enough to put things delicately
and make things truly inspiring. You
gain the next highest die when trying to
persuade someone. This bonus stacks
with Honest Face.
PHSYICAL THREATS
Cost: 5
Requirements: 5 milestones in Threaten.
Benefits: When making threats of bodily
harm, you can use your Brawn die as
opposed to your Presence die.
DIPLOMATIC
Cost: 7
Requirements: 7 milestones in Persuade.
Benefits:
There is an aristocratic air
about you that most like. You gain a
favorable condition when negotiating.
IMPOSING WILL
Cost: 5
Requirements: 5 milestones in Threaten.
Benefits: Whether real or imagined, you
can dominate your foes with sheer force
of will. You gain the next highest skill die
when threatening others.
TORTURERS HANDS
Cost: 7
Requirements: 7 milestones in Threaten.
Benefits: You dont need tools in order
to yield its benefits, as you are just as
effective with your bare hands. You gain
a favorable condition when torturing
someone with just your hands.
INQUISITOR
Cost: 7
Requirements: 7 milestones in Sense
Ruse, Perfect Judge of Character.
80
Chapter 5
Combat
The Weapon Die
Attack
Each character has a milestone that
represents their ability to stab, chop, poke,
prod or whatever type of action the player
wishes to take with his or her character. As
per abilities and skills, each time a character
successfully hits a target the player fills in a
stick. As soon as the player receives their
forth stick, all sticks are erased and the
player then fills in a stone. Once the forth
stone is filled in, the player increases the
characters attack milestone by one. Each
milestone gained is then placed as a single
point section labeled as unspent.
These
unspent milestones can later be used to
purchase special traits that can enhance the
characters ability to fight.
The combat roll is determined by the
following formula: attack milestone +
weapon die + weapon balance = attack
results.
The attack milestone represents a
characters ability for strategic positioning (in
their square).
It acts as a means of
understanding ones enemy and anticipating
their next attack.
Weapon Groups
Each weapon is associated with a
particular group which will determine a
characters ability to effectively use that
weapon. A brief description of each weapon
group is listed below.
81
Blades:
General cutting, thrusting and
slashing weapons that are typically comprised
of a long piece of metal that is sharpened on
the edges or at the tip. Such as daggers,
knives, short swords, long swords, bastard
swords and even katanas to name a few.
Axes: A sharpened, usually metal, wedge or
dual inclined planes that is best used to chop,
sunder or split. Such weapons as battle axe,
shepherds axe, tomahawk or hand axe,
double headed axe, ect.
Club: Is a general weapons group that is
reserved for mostly medium-sized blunt
weapons that are heavy at one end to sap,
smash or pummel.
Such weapons are
generally clubs, table legs, saps, hammers,
Attack Traits
Defense
Much like attack, a character has a
milestone that represents their ability to
duck, weave, roll or whatever type of action
the player wishes to take with his or her
character to avoid being hit. As per abilities
and skills, each time a character successfully
82
area of effect.
Shield: This particular defense die relies
upon the employment of an actual shield.
This shield is kept in the off-hand and is
utilized (with intention) of either deflecting a
blow, or absorbing a blow entirely. Even
though the name reflects it, many other nonintended objects can be used as shields. The
idea alone is to put something between you
and your attacker with hopes that itll fend
off their advances and/or displace the attack.
When using a shield (or object to act as a
shield), the common use is as a deflection in
order to bat away the coming blow.
Whatever the shield die roll amounts to (if the
roll is necessary), the result is added to the
defense roll and the opponents roll is
treated as object damage against the shield.
However, this damage is only done to the
shield if the Material of the weapon is equal
to or greater than the Material of the shield.
Thus if a stone knife with a Material hardness
of 3 strikes a bronze shield with a strength of
4, no damage is dealt to the shield.
The benefit of using a shield comes from
being able to fully block an attack. If after
subtracting the Defense milestone from the
attack and the shield roll successfully blocks
the attack, the character may counter attack
(See Rules of Engagement below).
Cover:
Whenever the character is
assaulted by a ranged projectile the character
may opt to take cover. Cover is only utilized
when the character is using object to
essentially absorb the incoming strike such as
in the case of having a shield or employing
an object like a shield, or even using a wall or
tree.
When using objects as cover, the
stationary object grants the character a cover
die bonus depending on the percentage the
character is covered: 25% or less = +1 to next
cover die; 50% or less = +2 to next cover die;
83
overall effectiveness.
Whatever the parry die roll amounts to (if
the roll is necessary), the result is added to
the defense roll and the roll is treated as
object damage against the weapon.
However, this damage is only done to the
weapon if the Strength of the weapon is equal
to or greater than the Strength of the parrying
weapon. Thus if a stone knife with a strength
of 3 strikes a bronze knife with a strength of
4, no damage is dealt to the weapon.
If an attack is completely parried by the
character, that is, if the defense milestone
plus the parry die together is enough to
thwart the attack, the character gains the
opportunity for a counter attack.
Agility Bonus
Rules of Engagement
This section of the Combat chapter covers
basic movement, facing, and additional
tactics that can be employed during a scuffle.
Movement
The most important aspect of strategic
combat is the proper placement of your
character in relation to the enemy. Every
character and NPC have a Speed attribute
that details how many squares they can move
on the strategic map (hex or grid) per turn.
Take for instances a monster with the speed
84
Facing
A characters facing
multitude
of
different things such
as their flanking,
what
they
can
defend against and
where they can see
and/or strike.
determines
FLANKING:
When
facing
forward (indicated
by the arrow) the
Player Character (PC) can be flanked on both
the left and right sides as well as behind them
on the diagonal. When attacked from these
sides the NPC attacking them gains a
favorable condition to strike the character. This
favorable condition continues until the player
character changes their facing. A back flank
gains 2 favorable conditions to strike the
character.
Attacking
Most melee weapons allow a character to
attack on his or her left and right flank and
the three squares in front of their facing.
These areas may be attacked with a melee
weapon that has a range of 1. However,
some melee weapons have a range that is
greater
than
1
square such as a
spear that gives a
range of 2. In such
a case the squares
that the player
character can strike
is increased.
Opponents who
enter the outside
squares
of
the
player characters
strike range are subject to a free attack by the
player character, that is if we assume the
player character is aware of the opponent.
More on free attacks later.
85
Damaging an Opponent
Multiple Attacks
One-Hand Fighting
Fighting one-handed is a style of fighting
that is practice in order to keep the off-hand
(or hands) free for other maneuvers such as
dirty-fighting, switching between a twohanded strike and back to one hand, or to use
the other hand as a means to grapple an
opponent. No matter what additional means
are employed, the off-hand steadies the
character and grants them the next highest
Defense Die during combat, i.e. 1d6 becomes
1d8.
This increase is not a permanent
increase and disappears once the character
decides to stop fighting one-handed.
Attacking
with
Off-Hand Weapon
an
Two-Handed Fighting
Whenever fighting one-handed, the
individual can switch to bringing their offhand to aid with a powerful attack. Fighting
in this way gives the character a bonus to the
Brawn portion of the damage by increasing
the Brawn die to the next highest die. This
increase is not a permanent increase and
disappears as soon as the character stops
fighting two-handed.
Off-Hand
(Light)
-5 penalty
-3 penalty
Off-Hand
(Medium)
-7 penalty
-5 penalty
No penalty
-3 penalty
+3 bonus
No penalty
86
Fighting Unarmed
Free Attacks
Guarding Squares
You can elect, instead of attacking, to
guard a square. These squares are those that
can be reached by your weapon. Any time
an opponent enters or exits a guarded square,
you have the opportunity to immediately
perform a free attack. A square stops being
guarded as soon as someone enters or exits
the square. Once you move, or perform any
other action, you are no longer guarding a
square.
Counter Attacks
Certain instances in combat may provoke
an opponent to have the opportunity to
counter attack. This is a voluntary attack that
can be made at a cumulative unfavorable
condition against the attacker. If the attacked
has already performed multiple attacks or
counter attacks in a given turn, those
unfavorable conditions also apply to the
counter attack as well. Example, opponent1
has made 3 attacks this turn and currently
suffers under 2 unfavorable conditions, making
a counter attack would impose a 3rd
unfavorable condition and the attack would be
at a -7 penalty.
Counter attacks are generally granted
Ambush
Whether it is hiding in the bushes or
waiting behind walls to catch someone
unaware, an ambush is intent on robbing
someone of their chance to react by shock
and surprise. An ambush only occurs when
all parties are undetectable by the opponents
as possible threats. When the ambush is
sprung, the opponent cannot have previously
detected the ambush. However, those who
87
Reaction Roll
Location
Head
Eye
Throat
Shoulders
Chest
Unfavorable
Conditions
7
9
8
4
1
Heart
6
Lung
Charging
Whenever someone decides to charge,
they must be able to move 2 squares running.
For each two squares a character runs, they
gain a favorable condition to attack, but suffer a
unfavorable condition to defense against the
intended target. Thus, if a character moves
12 squares total, the bonus is +13 to attack,
but a -13 to defense. This adjustments last
only for that cycle of combat.
A character must be able to run in order
to perform a charge.
Arms
2
Hands
Hips
Crotch
5
4
Legs
Feet
Special Effects
X2 Damage, Stunned
X3 Damage, Blinded
X2 Damage, Choking
X2 Damage, Impaired
Damage also applies
to Stamina
X3 Damage, 50% loss
of hit points, 50% loss
of Stamina
X2 Damage, 50% loss
of Stamina
Unfavorable
Condition on all
actions involving use
of arms.
Rendered Useless
X2 Damage, Crippled
X3 Damage, Morale
Check Required
-2 to Speed
Speed reduced to
50%
Called Shots
In most cases, when damage is assigned
to an individual it is distributed against the
persons total hit points. This represents that
throughout combat, the damage is random to
what part of the body is being struck and
arranged
accordingly
just
through
storytelling.
However, there may be
88
Reaction Roll
Status Effects
During combat, characters can be affected
by an assortment of different status affects.
A list of some status effects and their
descriptions are located below:
Blinded the character cannot see and
suffers 2 unfavorable conditions on all
perception rolls.
Choking the character is having
problems breathing. All actions take twice as
much stamina to perform.
Deafened the character cannot hear and
suffers 1 unfavorable condition on all
perception rolls.
Paralyzed the character cannot move
and can only perceive what is happening
around them. They can still breathe.
Petrified the character has been turned
to stone and cannot move or act in any way.
While petrified the character is placed in a
suspended animation until he or she is
returned to a normal state.
Prone the character has been knocked to
the ground and must spend all their Speed to
stand back up. While on the ground the
character suffers an unfavorable conditions on
all defense rolls.
Stunned the character suffers 1
unfavorable condition until the end of the
combat cycle on all actions.
Attacks
Speed
Pending Attacks
When an attack is pending against an
opponent that square is considered guarded.
If the opponent attempts to leave that square
on their reaction turn, the attacker gains a
free attack. Also, leaving a square that has a
pending attack on it by an adjacent character
allows for the attacker to acquire two
favorable conditions due to that individuals
and
Weapon
Advanced Rules
Movement
and
The
89
characters act.
The type of actions a character can
perform in a given turn depends upon their
physiology. A typical humanoid creature (2
arms, 2 legs, 1 head), can make use of their
arms and make use of the legs and think at
the same time.
Therefore, a humanoid
character can run to the full extent of his or
her speed as well as use his or her arms to
perform a single action such as attack, use an
item, ect. A humanoid can also say a single
sentence and make use of all his or her senses
at the same time.
Keep in mind that a single combat cycle
takes 3-5 seconds long, so some actions may
be deemed by the Overseer as something that
may take several cycles before its completed.
A combat cycle is when everyone on the
board (or mat) has been able to take their
turn or their turn is skipped.
Example of the Combat Cycle: Nick, Roberta,
Cadence and Mike all have a single character
they preside over and they are being attacked
by 3 monsters under the control of the
Overseer. All players and the Overseer roll
their reaction roll which tallies up as follows:
Nick gets a 14, Roberta gets a 21, Cadence
gets a 18, Mike gets a 20 and the Overseer
rolls reaction for the group of monsters who
all have similar statistics and gets a 17. In
this combat cycle Roberta goes first, then
Mike, then Cadence, then the monsters and
then Nick. Since Roberta is first, she gets to
take her turn.
Attack Traits
90
GENERAL TRAITS
FAVORITE WEAPON
Purchase Cost: 3
Requirements: none
Stamina Cost: n/a
Description:
One weapon stands out
above all the rest and you enjoy using it.
Whenever attacking with your favorite
weapon, you may roll on top of your
normal die a specialty die that starts at
1d2.
WEAPON MASTER
Purchase Cost: 9
Requirements: 1d10 in an attack die of
the appropriate category, Favorite Weapon,
Weapon Expert and Weapon Specialist.
Restrictions: May only purchase this
attack trait of which the character already
has purchased Favorite Weapon, Weapon
Expert and Weapon Specialist for.
Stamina Cost: n/a
Description: You have now attained the
level of master. Students everywhere
flock to you to learn your secrets.
Whenever attacking with the weapon you
are a master in, increase your specialty die
by 1d8.
WEAPON EXPERT
Purchase Cost: 5
Requirements: 1d6 in an attack die of the
appropriate category, Favorite Weapon
Restrictions: May only purchase this
attack trait of which the character already
has purchased Favorite Weapon for.
Stamina Cost: n/a
Description:
You wield your favorite
weapon so well that you have become an
expert. Whenever attacking with the
weapon you are an expert in, increase
your specialty die to 1d4. This ability is
cumulative with Favorite Weapon.
WEAPON SPECIALIST
Purchase Cost: 7
Requirements: 1d8 in an attack die of the
appropriate category, Favorite Weapon,
Weapon Expert.
Restrictions: May only purchase this
attack trait of which the character already
has purchased Favorite Weapon and
91
weapon category.
Stamina Cost: 5
Description: This is an improvement on
the Disarm I attack trait. In this instance,
if you fail during a Brawn challenge, the
opponent does not gain the upper-hand
and may not attempt a counter attack.
DISARM III
Purchase Cost: 7
Requirements: 1d8 in a single non-ranged
weapon category.
Stamina Cost: 5
Description: This is an improvement on
the Disarm II attack trait. In this instance,
you gain a +2 bonus to your Brawn roll
for every 5 points you succeed on the
attack.
TRIP I
Purchase Cost: 3
Requirements: 1d4 in a single non-ranged
weapon category.
Stamina Cost: 5
Description: You gain the ability to trip
your opponent.
At an unfavorable
condition you can attack your opponent. If
you succeed in the attack (no damage is
assigned), you then must roll an opposed
Agility challenge against your enemy.
You gain a +1 bonus to your Agility roll
for every 5 points you succeed on the
attack. If you succeed during the Agility
challenge, you manage to trip your
opponent and they are now considered
prone. If you fail your Agility challenge,
the opponent then gains the upper hand
and may attempt a counter attack.
DISARM I
Purchase Cost: 3
Requirements: 1d4 in a single non-ranged
weapon category.
Stamina Cost: 5
Description:
You gain the ability to
disarm your opponent in combat. At an
unfavorable condition you can attack your
opponent. If you succeed in the attack (no
damage is assigned), you then must roll
an opposed Brawn challenge against your
enemy. You gain a +1 bonus to your
Brawn roll for every 5 points you succeed
on the attack. If you succeed during the
Brawn challenge, you manage to disarm
your opponent.
The weapon will
generally land 1d4 squares away. If you
fail during the Brawn challenge, the
opponent gains the upper-hand and may
attempt a counter attack.
TRIP II
Purchase Cost: 5
Requirements: 1d6 in a single non-ranged
weapon category.
Stamina Cost: 5
DISARM II
Purchase Cost: 5
Requirements: 1d6 in a single non-ranged
92
material strength.
BREAK III
Purchase Cost: 7
Requirements: 1d8 in a single non-ranged
weapon category.
Stamina Cost: 7
Description: This is an improvement for
Break II. Your weapon does not suffer
damage when breaking weapons, armors
or shields equal to 1 material strength
higher or less than its current material
strength.
TRIP III
Purchase Cost: 7
Requirements: 1d8 in a single non-ranged
weapon category.
Stamina Cost: 5
Description: This is an improvement for
Trip II. In this instance, you gain a +2
bonus to your Agility roll for every 5
points you succeed on the attack.
GRAB I
Purchase Cost: 3
Requirements: 1d4 in unarmed weapon
category.
Stamina Cost: 3
Description: You gain the ability to grab
your opponent in combat. At an
unfavorable condition you can make an
attack roll against your opponent. If
successful, you have grabbed hold of your
opponent and now must make an
opposed Brawn challenge. You gain a +1
bonus to your Brawn challenge for every
5 points you succeed in the attack. If
successful, you may choose one of the
following actions:
Push/Pull (2 Additional Stamina Cost):
You are able to drag your opponent into a
nearby square, causing them to move one
square to the left or right, as well as
pushing them back one square or forward
one square.
Deny Defense: (2 Additional Stamina
Cost): You deny your opponent the ability
to defend against oncoming attacks,
including your own for the rest of the
combat cycle.
You deal automatic
damage to your opponent, excluding
excess from the attack roll.
Pin (5 Additional Stamina Cost): You
BREAK I
Purchase Cost: 3
Requirements: 1d4 in a single non-ranged
weapon category.
Stamina Cost: 7
Description:
You gain the ability to
break your opponents weapons, armor or
shield. At an unfavorable condition, you
may attack your opponent. If successful,
instead of dealing damage to your
opponent, you instead deal the difference
of your weapons material strength, your
Brawn ability die and any magical
modifiers in damage to the opponents
weapon, armor or shield. Your weapon
suffers damage equal to the weapon,
armor or shields difference in material
strength.
BREAK II
Purchase Cost: 5
Requirements: 1d6 in a single non-ranged
weapon category.
Stamina Cost: 7
Description: This is an improvement for
Break I. Your weapon does not suffer
damage when breaking weapons, armors
or shields equal to or less than its current
93
category.
Stamina Cost: 3
Description: This is an improvement to
Grab II. In this instance, your opponent
does not gain the upper-hand if your
attack fails and may not perform a
counter attack and you gain the next
highest die when rolling your Brawn
Challenge when performing a grab. This
is cumulative with Grab II.
QUICK REACTIONS
Purchase Cost: 3
Requirements: n/a
Stamina Cost: n/a
Description: You gain a +3 bonus on all
Reaction Rolls.
UNCANNY REACTIONS
Purchase Cost: 5
Requirements: Quick Reactions.
Stamina Cost: n/a
Description: You gain a +5 bonus on all
Reaction Rolls.
QUICK DRAW
Purchase Cost: 3
Requirements: n/a
Stamina Cost: n/a
Description:
You may draw your
weapons without losing 1 speed during
combat.
GRAB II
Purchase Cost: 5
Requirements: 1d6 in unarmed weapon
category.
Stamina Cost: 3
Description: This is an improvement to
Grab I. In this instance, you gain the next
highest die when rolling your Brawn
Challenge when performing a Grab.
IMPROVE BALANCE I
Purchase Cost: 3
Requirements: 1d4 in a single weapon
category.
Stamina Cost: n/a
Description: You add your own balance
to a weapon, gaining a +1 to attack rolls.
IMPROVE BALANCE II
Purchase Cost: 5
Requirements: 1d6 in a single weapon
GRAB III
Purchase Cost: 7
Requirements: 1d8 in unarmed weapon
94
Stamina Cost: 7
Description: If you score a successful hit,
after damage, you must roll an opposed
Brawn challenge against your opponent.
If the challenge is successful, you cause
your opponent to be knocked down and
prone. Your opponent then suffers an
unfavorable condition until your next turn
on all rolls.
RETRIBUTIVE STRIKE
Purchase Cost: 7
Requirements: 1d8 in a Weapon
Proficiency
Stamina Cost: 7
Description:
Whatever damage you
sustained on the previous combat cycle,
you may divide that by two and add it to
this attack only.
BLEED
Purchase Cost: 5
Requirements: 1d4 in a single weapon
category, uses a weapon with at least 1
point in Edge or Point.
Stamina Cost: 3
Description:
Your attack causes the
opponent to bleed. During the next
combat cycle at the beginning of your
turn, the target opponent suffers your
weapons Edge or Point in damage.
SLAM
Purchase Cost: 5
Requirements: 1d4 in a single non-ranged
weapon category.
Stamina Cost: 5
Description: You put more power into
your attack and those who are struck by
it, suffer a unfavorable condition until your
next turn on all rolls.
WOUND
Purchase Cost: 7
Requirements: 1d6 in a single weapon
category, uses a weapon with at least 1
point in Edge or Point, Bleed.
Stamina Cost: 5
Description:
Your attack causes the
opponent to bleed. During the next
combat cycle at the beginning of your
turn, the target opponent suffers
weapons Edge or Point in damage. Then
the opponent suffers 1 point of damage
for a number of Combat Cycles equal to
your weapon die.
KNOCKBACK
Purchase Cost: 7
Requirements: 1d6 in a single non-ranged
weapon category, Slam.
Stamina Cost: 7
Description: If you score a successful hit,
after damage, you must roll an opposed
Brawn challenge against your opponent.
If the challenge is successful, you cause
your opponent to be knocked one square
backwards and suffers an unfavorable
condition until your next turn on all rolls.
CRUSH
Purchase Cost: 5
Requirements: 1d4 in a single weapon
category, uses a weapon with at least 1
point in Blunt.
Stamina Cost: 3
Description: Your attack cripples your
KNOCKDOWN
Purchase Cost: 9
Requirements: 1d8 in a single non-ranged
weapon category, Slam.
95
category.
Stamina Cost: n/a
Description:
When
wielding
two
weapons you suffer only -3 penalty when
wielding weapons that are light in your
off-hand, and a -5 penalty when wielding
medium weapons.
CRACK
Purchase Cost: 7
Requirements: 1d6 in a single weapon
category, uses a weapon with at least 1
point in Blunt.
Stamina Cost: 5
Description: Your attack cripples your
opponent. Upon successfully struck, your
suffers an unfavorable condition to both
attack and defense until end of combat.
POWER STRIKE
Purchase Cost: 5
Requirements: 1d6 in any non-ranged
weapon category.
Stamina Cost: 7
Description: You sacrifice your ability to
hit for a concentrated attack, maximizing
the damage. You may take an unfavorable
condition when attacking and if damage
goes through to the opponent, you deal 1
extra Brawn die in extra damage. You
may take as many unfavorable conditions as
you want, however, each additional
unfavorable condition beyond the first adds
+2 to the Stamina cost.
DEFENSIVE STRIKE
Purchase Cost: 3
Requirements: 1d6 in Blades
Stamina Cost: 3
Description: You sacrifice a one attack
die and gain one die to your next defense
roll. You may sacrifice as many dice as
you want in this fashion
TWO WEAPON WIELDER
Purchase Cost: 5
Requirements: 1d6 in a single non-ranged
96
COUNTER THROW
Purchase Cost: 9
Requirements: 1d8 in Unarmed, Grab I,
Grab II, Grab III
Stamina Cost: 7
Description: If you successfully defend
against an attack and you are able counter
attack, you may chose to instead perform
a grab and if successful, you may throw
your opponent to the ground. Throwing
your opponent in this matter stuns them,
imposing a unfavorable condition on all
actions until the end of their turn and
reduces their reaction roll by -2.
STEALTHY BLADE
Purchase Cost: 5
Requirements: 1d4 in Blades, Quick
Draw
Stamina Cost: 3
Description: Any time that you are able
to draw your weapon and attack, using a
small or a long blade, and as long as that
target is surprised (unable to act that
combat cycle), you double your attack
dice for that one hit.
BLADE TRAITS
SMALL BLADE AFFINITY
Purchase Cost: 3
Requirements: 1d4 in Blades
Stamina Cost: n/a
Description: Smaller blades such as
knives, daggers, stilettos, needles, ect, feel
more natural in your hands than other
larger blades. Your weapon attack speed
is decreased by 1 when using small
blades.
BACKSTAB
Purchase Cost: 7
Requirements: 1d6 in Blades, Stealthy
Blade
Stamina Cost: 3
Description: During combat, if you attack
someone whose back is turned to you
using a small or long blade, you can
double your attack dice for that one hit. If
in use with Stealthy Blade, this damage is
97
tripled.
Purchase Cost: 3
Requirements: 1d4 in Blades
Stamina Cost: 1
Description: You may choose not to
physically wound an opponent and
instead strike them with just the flat of
your blade. You deal damage to Stamina
instead of Hit Points with the Edge
portion of the blade.
FLANKSTAB
Purchase Cost: 9
Requirements: 1d8 in Blades, Backstab
Stamina Cost: 3
Description: When using a small or long
blade, if your opponent is flanked on the
opposite side by an ally, you may double
your attack dice against that opponent. If
in use with Stealthy Blade, the attack dice
are tripled.
HEAVY THRUST
Purchase Cost: 5
Requirements: 1d4 in Blades, or 1d4 in
Pole-Arms.
Stamina Cost: 2
Description: You thrust heavily with
your weapon, increasing your Blade
proficiency die to the next die.
IMPROVED FLANKSTAB
Purchase Cost: 12
Requirements: 1d8 in Blades
Stamina Cost: 3
Description: Much like Flankstab, except
you do not need an ally to flank the
opponents opposite side.
FLOURISHING ATTACK
Purchase Cost: 3
Requirements: 1d6 in Blades
Stamina Cost: 3
Description: You attack with a flourish
of movements that distracts your
opponent and leaves them defenseless.
You decrease your opponents defense die
roll by 1 die when defending against this
attack.
IMPROVED FLOURISH
Purchase Cost: 5
Requirements: 1d8 in Blades, Flourishing
Attack
Stamina Cost: 5
Description: You attack with a flourish
of movements that distracts your
opponent and leaves them defenseless.
You cause your opponent to suffer two
unfavorable conditions.
FLAT OF THE BLADE
Blunt TRAITS
98
POWER SMASH
Purchase Cost: 5
Requirements: 1d4 in Blunt
Stamina Cost: 2
Description: You add more guff to your
attack, increasing your Blunt by one
additional die for this single attack.
PENETRATE ARMOR
Purchase Cost: 9
Requirements: 1d8 in Blunt or Axe,
Weaken Armor, Power Smash.
Stamina Cost: 7
Description:
Your
attack
smashes
through your opponents armor as if it
wasnt there. This attack ignores all
armor damage reductions.
WEAKEN ARMOR
Purchase Cost: 7
Requirements: 1d6 in Blunt or Axe, Power
Smash.
Stamina Cost: 5
Description: You dent your opponents
armor enough to open a weak spot. That
opponent suffers a -2 to their armors
damage reduction when attacked from
that side. This lasts until the armor is able
to be repaired (or in rare cases healed).
Axe TRAITS
LIGHT AXE AFFINITY
Purchase Cost: 3
Requirements: 1d4 in Blunt
Stamina Cost: n/a
Description: Smaller axes such as hand
axes, throwing axes or shepherds axes
OVERHEAD SWING
Purchase Cost: 5
Requirements: 1d6 in Blunt
Stamina Cost: 3
Description: You swing your weapon
over
your
head
for
additional
99
100
Pole-arm TRAITS
LIGHT POLE-ARM AFFINITY
Purchase Cost: 3
Requirements: 1d4 in Pole-Arms
Stamina Cost: n/a
Description: Smaller pole-arms such as
cudgels, quarterstaff, short spears, ect.,
are easily managed and feel more natural
in your hands than medium or heavy
pole-arms. Your weapon attack speed is
decreased by 1 when using light polearms weapons.
101
Requirements:
Weapon
Familiarity,
Weapon Expert, Weapon Specialist,
Power Strike.
Stamina Cost: 9
Description: You make one single attack
roll but strike in a sweeping motion
against three targets 2 squares away from
you. These targets must be at least 1
square away from each other in order to
be included in this attack and they must
be within your weapons reach. Your
opponents each must roll a separate
Defense roll against your attack. Damage
still applies as normal.
POLE-VAULT KICK
Purchase Cost: 5
Requirements: 1d6 in Pole-Arms and
Unarmed, 1d6 in Jump Skill
Stamina Cost: 5
Description: You may plant the blunt
side of your pole-arm into the dirt and
launch yourself into the air to perform a
powerful kick to an opponent. The attack
can be performed on any target within
weapon range. If the attack is successful,
you deal unarmed damage to the
opponent as normal, but that opponent
must succeed at an opposed Agility
challenge. If they fail, they fall prone in
one square away opposite your attack. If
they succeed they just stumble into the
next square. If the attack fails, then you
fall into their square and your opponent
may make a counter attack.
SET FOR CHARGE
Purchase Cost: 3
Requirements: 1d4 in Pole-Arms
Stamina Cost: n/a
Description: You set your pole-arm to
receive a charge from an opponent. Once
your opponent enters your guarded
squares, you immediately gain a free
Ranged TRAITS
BOW AFFINITY
Purchase Cost: 3
Requirements: 1d4 in Ranged.
Stamina Cost: n/a
Description: Your weapon attack speed
is decreased by 1 when using bows.
CROSSBOW AFFINITY
Purchase Cost: 3
Requirements: 1d4 in Ranged.
Stamina Cost: n/a
Description: Your weapon attack speed
is decreased by 1 when using crossbows.
THROWING AFFINITY
Purchase Cost: 3
Requirements: 1d4 in Ranged.
Stamina Cost: n/a
Description: Your weapon attack speed
is decreased by 1 when using thrown
weapons.
SLING AFFINITY
Purchase Cost: 3
Requirements: 1d4 in Ranged.
Stamina Cost: n/a
Description: Your weapon attack speed
is decreased by 1 when using slings.
DART AFFINITY
Purchase Cost: 3
Requirements: 1d4 in Ranged.
Stamina Cost: n/a
Description: Your weapon attack speed
is decreased by 1 when using darts and
blowguns.
102
QUICK NOTCH
Purchase Cost: 5
Requirements: 1d6 in Ranged, Bow
Affinity
Stamina Cost: n/a
Description: You are able to notch your
arrows quicker than most. Your weapon
attack speed is decreased by 1 when using
a bow.
RAPID FIRE
Purchase Cost: 7
Requirements: 1d8 in Ranged, Bow
Affinity and Quick Notch. Attack with a
bow.
Stamina Cost: 5
Description: You fire a second arrow
right after the first (weapon speed still
applies) without suffering an unfavorable
circumstance due to multiple actions. If a
third attack follows, you suffer the normal
multiple attack penalties sans the Rapid
Fire.
AIMED SHOT
Purchase Cost: 3
Requirements: 1d4 in Ranged.
Stamina Cost: n/a
Description: You take your time with
your shots. You can hold a shot until the
end of the combat cycle and you gain a
favorable condition to that attack only.
HONED SHOT
Purchase Cost: 5
Requirements: 1d6 in Ranged or Thrown,
Aimed Shot
Stamina Cost: 3
Description:
You do not suffer an
unfavorable condition when firing at an
opponent engaged with a friendly
combatant.
ARROW STAB
Purchase Cost: 5
Requirements: 1d6 in Ranged, Quick
Notch. Attack with a bow.
Stamina Cost: 5
Description: If an enemy moves adjacent
to you, you may perform a melee attack
using the Ranged attack skill using just
the arrow. If the attack incapacitates the
opponent, you may fire the arrow as a
Free Attack.
TWO ARROW SHOT
Purchase Cost: 7
Requirements: 1d8 in Ranged, Quick
Notch, Rapid Fire. Attack with a bow.
Stamina Cost: 5
Description: You may notch two arrows
at once and perform one single attack
against two separate targets.
The
opponents must defend against the single
attack as normal.
THREE ARROW SHOT
Purchase Cost: 9
Requirements: 1d10 in Ranged, Quick
Notch, Rapid Fire and Two Arrow Shot.
Attack with a bow.
Stamina Cost: 7
Description: Just like two arrow shot
attack feat except that you may notch
three arrows at once.
RICOCHET
Purchase Cost: 12
Requirements: 1d10 in Ranged, Weapon
Familiarity, Weapon Expert, Weapon
Specialization.
Stamina Cost: 9
Description:
You may ricochet your
ranged or thrown attack off one person or
target to reach another. For each time the
attack ricochets, the attack suffers an
unfavorable condition.
103
CALLED SHOT, I
Purchase Cost: 7
Requirements: 1d6 Ranged, Aimed Shot,
Honed Shot
Stamina Cost: n/a
Description: Whenever performing a
called shot, you suffer one less unfavorable
condition.
CALLED SHOT, II
Purchase Cost: 9
Requirements: 1d8 Ranged, Aimed Shot,
Honed Shot, Called Shot I
Stamina Cost: n/a
Description:
Whenever performing a
called shot, you suffer one less unfavorable
condition. This bonus stacks with Called
Shot, I.
FAST RELOAD
Purchase Cost: 5
Requirements: 1d6 Ranged, Crossbow
Affinity, Weapon Familarity, Weapon
Expert, Weapon Sepcialization. Applies
only when using a Crossbow.
Stamina Cost: 2
Description:
Whenever reloading a
crossbow, it takes 30 seconds (6 Combat
Cycles), to reload as opposed to the 1
minute.
EAGER MARKSMAN
Purchase Cost: 3
Requirements: 1d4 Ranged. Restricted to
use with Crossbow only.
Stamina Cost: n/a
Description: It takes very little training
to learn how to use a crossbow. Every
crossbow you use to attack with gives you
a favorable circumstance to hit.
KICK
Purchase Cost: 5
104
Stamina Cost: 5
Description: You may elect to catch an
opposed attack roll from a thrown
weapon (such as a dagger, hand ax, ect.).
Roll your unarmed attack against the
attack of your opponent. If you succeed
in the challenge, you have caught the
weapon without suffering any damage. If
you fail, you take the full damage from a
called shot to your hand.
WEAPON CATCH, III
Purchase Cost: 9
Requirements: 1d10 in Unarmed, Disarm
I, Weapon Catch I and Weapon Catch II.
Stamina Cost: 7
Description: As long as you have a free
hand open, you can attempt to catch an
arrow or a quarrel that is fired at you.
Instead of defending against the attack,
you must roll your unarmed attack
opposed to their attack. If you win the
challenge, you catch the missile in your
hand without suffering any damage. If
you fail at the challenge, you take the full
damage from a called shot to your hand.
Defense traits
Defense traits are means of performing
special defensive maneuvers during combat
to give you an edge over your opponent.
Each defense trait is categorized beneath its
fathering mode of defense, has a purchase
price, description and Stamina cost in order
to use it. Occasionally, there may even be a
magick cost to the maneuver as well
depending on the nature of the defense.
Milestones: Starting character creation, a
character receives their total ability
milestones divided by 10 to determine their
Defense milestones.
GENERAL TRAITS
IMPROVED DODGE
Purchase Cost: 3
Requirements: 1d4 in Dodge.
Stamina Cost: n/a
Description: You receive one dodge roll
during Combat Challenges per combat
cycle without having to sacrifice speed or
any other penalties for multiple actions.
ACROBATIC-DODGE
Purchase Cost: 5
Requirements: 1d6 in Dodge, 1d6 in
Acrobatics, Improved Dodge
Stamina Cost: 3
Description: As long as you have the
space to perform acrobatic feats, and as
long as you not more than lightly
encumbered, you may add 1 additional
die to your Dodge die when defending
against Attacks for every 2 dice you have
in Acrobatics. 1d6 = 1 dice, 1d10 = 2 dice,
1d14 = 3 dice, ect.
REACTIONARY DODGER
Purchase Cost: 7
Requirements: 1d8 in Dodge, Improved
Dodge
Stamina Cost: n/a
Description:
If you beat out your
opponent in the initial reaction roll, you
gain a +1 die when dodging against that
opponents attacks.
GUARD BREACH
Purchase Cost: 7
Requirements: 1d8 in Dodge, Improved
Dodge
Stamina Cost: 5
Description: Whenever you move into
or out of a guarded square, you may
spend the Stamina cost of this ability to
negate the opponents free attack.
105
FAVORITE ARMOR
Purchase Cost: 3
Requirements: 1d4 in Dodge, must be
wearing the majority of pieces of your
favored type.
Stamina Cost: n/a
Description:
You favor one type of
armor set over the others. Any time you
wear this armor you gain a specialty die
that starts at 1d2 that may be rolled along
with your normal set of dice when
dodging an attack.
ARMOR EXPERT
Purchase Cost: 5
Requirements: 1d6 in Dodge, Favorite
Armor.
Restrictions: May only purchase this
defense trait for the same armor set used
when Favorite Armor was purchased.
Stamina Cost: n/a
Description: You have become an expert
in wearing your favorite type of armor
set. As long as the majority of the armor
pieces you are wearing are from your
favorite armor set group, your specialty
die increases to 1d4, which is rolled when
dodging an attack.
This bonus stacks with the bonuses
acquired from Favorite Armor.
ARMOR SPECIALIST
Purchase Cost: 7
Requirements: 1d8 in Dodge, Favorite
Defense, Armor Expert
Restrictions: May only purchase this
defense trait for the same armor set used
when Favorite Armor was purchased.
Stamina Cost: n/a
Description:
You
have
become
specialized in wearing your favorite type
of armor set. As long as the majority of
the armor pieces you are wearing are
106
ability challenge.
TRIP DEFENSE, I
Purchase Cost: 3
Requirements: 1d4 in Dodge
Stamina Cost: 3
Description: You are good at defending
against trip attacks. You gain one die
level higher on both the initial Dodge roll
and the ability challenge.
TRIP DEFENSE, II
Purchase Cost: 5
Requirements: 1d6 in Dodge, Trip
Defense
I
Stamina Cost: 3
Description: You are good at defending
against trip attacks. You gain one die
level higher on both the initial Dodge roll
and the ability challenge.
This is
cumulative with Trip Defense, I.
TRIP DEFENSE, III
Purchase Cost: 7
Requirements: 1d8 in Dodge, Trip
Defense I and Trip Defense II.
Stamina Cost: 3
Description: You are good at defending
against trip attacks. You gain one die
level on both the initial Dodge roll and
the ability challenge. This is cumulative
with Trip Defense, I and Trip Defense, II.
BREAK DEFENSE, I
Purchase Cost: 3
Requirements: 1d4 in Dodge
Stamina Cost: 3
Description: You are good at defending
against Break attacks. You gain one die
level higher on both the initial Dodge roll
and the ability challenge.
BREAK DEFENSE, II
Purchase Cost: 3
107
SHIELD TRAITS
FAVORED SHIELD
Purchase Cost: 3
Requirements:
1d4
in
Shield.
Stamina Cost: n/a
Description: You may select one type of
shield that will forever serve as your
favored shield. Every time you wield this
shield type, you gain the next highest die
when rolling the Shield Defense trait.
SHIELD EXPERT
Purchase Cost: 5
Requirements: 1d6 in Shield, Favored
Shield.
Restrictions: Only works with the shield
type selected with Favored Shield.
Stamina Cost: n/a
Description: You have become an expert
in wielding your favorite shield type.
While wielding this shield, you gain an
108
109
COVER TRAITS
DESPERATE COVER
Purchase Cost: 3
Requirements: 1d4 in Cover
Stamina Cost: 3
Description: You give it your all to
defend against this attack and therefore
increase your Cover die to the next
highest die. This bonus is only for this
roll.
IMPROVISED COVER
Purchase Cost: 3
Requirements: 1d4 in Cover
Stamina Cost: n/a
Description: You are specifically good at
finding a means of cover when otherwise
there wouldnt be. In cases where there
would be nothing to use as cover, the
character has found something that will
impart a 25% cover bonus. Essentially,
this means that the character always has
cover available. Special note, is that while
someone observing the character may
take mental note of the space they used
for cover, it does not allow them to use
the cover themselves as this ability also
imparts the knowledge on how best to
maneuver ones body to make the most
efficient use of the cover.
SUCK IT IN
Purchase Cost: 5
Requirements: 1d6 in Cover
Stamina Cost: 5
Description: When using cover, you can
make your body seem smaller than what
it is, thus improving the cover % by the
next level, 25% becomes 50%, 50%
becomes 75% and so on. This can never
110
PARRY TRAITS
QUICK PARRY
Purchase Cost: 3
Requirements: 1d4 in Parry
Stamina Cost: 3
Description: If you successfully parry an
incoming blow, you gain a +2 bonus to
your current reaction time. This bonus
goes away at the end of the combat cycle.
TWO WEAPON PARRY
Purchase Cost: 5
Requirements: 1d6 in Parry, Two
Weapon Fighting
Stamina Cost: n/a
Description: Whenever wielding an offhand parrying weapon, you may roll the
next highest die whenever rolling to
Parry.
REPOSTE I
Purchase Cost: 7
Requirements: 1d8 in Parry, Quick Parry,
Duelist.
Stamina Cost: n/a
Description: Whenever you successfully
parry an attack, you may counter attack
once per combat cycle without incurring
an unfavorable circumstance.
DUELIST
Purchase Cost: 3
Requirements: 1d4 in Parry.
Stamina Cost: n/a
Description: Whenever you parry with
your weapon, you roll 1 die higher than
you normally would.
EXPERT DUELIST
Purchase Cost: 5
Requirements: 1d6 in Parry, Duelist.
Stamina Cost: n/a
Description: You have become an expert
at parrying. Whenever you parry with
your weapon, you roll 1 die higher than
you normally would. This bonus stacks
with the bonuses acquired from Duelist.
SPECIALIZED DUELIST
Purchase Cost: 7
Requirements: 1d8 in Parry, Duelist and
Expert Duelist.
Stamina Cost: n/a
Description:
You have become
specialized in parrying attacks. Whenever
you parry with your weapon, you roll 1
die higher than you normally would.
Instead of the usual 3 Reaction Penalty for
defending, instead you only suffer a
penalty of 2. This bonus stacks with the
bonuses acquired from Duelist and Expert
Duelist.
MASTER DUELIST
Purchase Cost: 9
Requirements: 1d10 in Parry, Duelist,
Expert Duelist, Specialized Duelist.
Stamina Cost: n/a
Description:
You have become
specialized in parrying attacks. Whenever
you parry with your weapon, you roll 1
die higher than you normally would.
Instead of the usual 3 Reaction Penalty for
defending, instead you only suffer a
penalty of 1. This bonus stacks with the
bonuses acquired from Duelist, Expert
111
Chapter 6
Magic
Who can forget the fantasy portion
of most RPGs, which is the magical
element?
However, in this gaming
system a person can easily be as skilled
in magick as they are with blade. So
why doesnt everyone take up both?
Well, determined upon your world, you
can! But most Overseers prefer that
there is a separation from spell casters
and the fighting type. A single fighter
may focus his or her entire attention to
their blade and ability to chop people
into bits, but if attentions are divided
between both blade and spell, the
character in question may find
themselves at odds with those who have
dedicated themselves solely to a single
pursuit as opposed to two.
What is Magick
Spells
112
Engery Manipulation
Energy Manipulation happens to be
how most magick is wielded. When an
intended effect is needed, the caster
chooses one Magick Sphere (or more) to
start with as a base, then selects the
intended delivery through magick
attack, then selects modifiers using
magick attack traits on how the magick
will affect someone, then the caster
chooses a sphere trait to create the
magickal effect. This process is called
energy manipulation and pales in
comparison to the raw power of a single
spell, however energy manipulation
does allow one to get more versatile
results despite using the purely
primeval energies of magick to get the
job done.
Tailoring
Magick
Magick may be tailored to fit the
casters desires by imagining first the
desired effect. If the caster needs to
simply blast an enemy into oblivion,
then the sphere traits are relatively low
and all the caster has to focus on is how
to deliver the attack. However, in the
Sphere Mixing
Spell casters may choose to use two
spell spheres for their initial base type of
magick as opposed to the traditional
one. In this case, the effect does not
double or benefit from the milestones of
both spheres, instead it is designed to
grant more versatility when selecting
sphere traits to produce a more
extravagant effect.
When using more than one sphere,
in cases of damage, one can only use the
highest sphere die as the maximum
potential. Thus, if the Sphere of Fire
with a milestone of 30 and a sphere die
of 8 is mixed with the Morphology
Sphere that has 14 milestones with a d4,
then the maximum potential of the
magick is a milestone of 30 and a sphere
die of 8. The caster may decide to then
use the full die 4 of the Morphology
Sphere, but that would reduce the Fire
Sphere die down to 4 as well (8 4 = 4).
If the caster wants to use the 10
milestones from the Morphology Sphere
113
Spell Research
Those who are skilled in Academic
(Magicka) as well as in Research, may
dedicate time to creating their own
spells. A good rule of thumb is that for
every sphere used add 3 stones for
every trait add 1 stone and every
time the spell cost is reduced by 1
magick point add 5 stones. Using the
skill research, the caster may spend
days, weeks or even months trying to
create an actual spell. However, once
the spell is complete, then the caster will
have a brand new spell that can be used
as often as he or she still has access to it.
Magick Attacks
Each character, whether magically
adept or not, has a milestone that
represents their ability to toss spells and
deliver dangerous touch attacks. As per
abilities and skills, each time a character
successfully hits a target the player fills
in a stick. As soon as the player
receives their forth stick, all sticks are
erased and the player then fills in a
114
Casting Times
Much like swinging a sword, casting
a spell requires time to bring it into
being. The more magick points it takes
to cast the spell, the longer the spell will
take to cast it. For every 2 magick
points (rounded up) that it takes to cast
a spell, it costs the caster 1 point from
his or her Reaction roll to complete it.
Casting Costs
To cast a spell, the caster must first
meet the casting cost of the spell. To do
this, he or she must select the desired
attack die. It costs 0 extra magick points
to use touch, 3 mp to use blast, 3 mp to
use throw and 5 mp to use target.
Magick Defense
Much like magical attack, a
character has a milestone that
represents their ability to shield
themselves, utilize cover or parry a
spell. As per abilities and skills, each
time a character successfully abates an
attack the player fills in a stick. As soon
as the player receives their forth stick,
all sticks are erased and the player then
fills in a stone. Once the forth stone is
filled in, the player increases the
characters defense milestone by one.
115
Magick Duels
116
The Nexus
The nexus is the point where both
streams of magical energy collide and is
also where the strongest concentration
of magical energy resides. In most
duels, the nexus begins direct center of
both spell casters.
The nexus is
comprised of both spell spheres
element, so in the case where one caster
is using Water (Ice) and the other is
using Fire (Flame), then the nexus is
comprised of both elements struggling
against one another at the maximum
possible damage threshold.
117
Suspense
Certain spells require that the
magick point cost is held in suspense as
long as the spell is continued in use.
That is, some spells may be semipermanent or made to be continuous
through regular magick upkeep. In
order for this to occur, the magick point
cost must be regularly maintained, but
instead of having it drain the casters
magick reserves in a matter of rounds,
the caster may elect to hold those
magick points into suspense. Magick
points held in this way are spent on the
initial casting, but held off to the side
while the spell continues in effect.
These magick points do not return, nor
Spell Spheres
Spell Spheres are considered the
differing types of magick that a spell
caster may draw off of. These are
considered sources of power and
generally what kind of magick the caster
will control.
Spell Spheres are
purchased during character creation and
may be purchased later throughout the
game.
A full listing of all the spheres and
their overall affects can be located on the
next few pages.
FIRE (HEAT)
Purchase Cost: 5
Base Magick Point Cost: 3
Description: The element of fire
now bends to your commands. By
simply paying the cost of sphere,
118
119
Minor (5)
Entropy
Morphology
Major (10)
Major (10)
5
5
Enchantment
Major (10)
Flora
Fauna
Minor (5)
Minor (5)
3
3
Description
Grants control over fire and heat.
Grants control over water and cold.
Grants control over air and electricity.
Grants control over earth and chemicals.
Grants control over sound.
Grants control over shadows and illusion.
Grants control over light.
Grants control over darkness.
Gives you control over the powers of oblivion.
Grants the ability to heal oneself and others.
Grants control over the powers of death.
Grants control over protective wards.
Grants control over the minds of others.
Grants the ability to bind objects and creatures.
Grants the ability to control time.
Grants the ability to create portals and teleport.
Grants the ability to speak with otherworldly
creatures and send aspects of oneself to distant
locations.
Grants the power over entropy and decay.
Grants the spell ability to shape shift.
Grants the ability to enhance people and create
magickal items.
Grants control over plants.
Grants control over animals.
120
121
122
40+
123
124
withering effect.
MAGICKAL SHIELDING: You can
create a damaging shield of death and
harm, this only affects living creatures.
WARDS (GLYPHS)
Purchase Cost: 5
Base Magick Point Cost: 3
Description: You can create protective
wards and glyphs to either keep out
certain creatures or when mixed with
other spheres, to cause ruin to those who
trespass over them.
The size of the ward is a radius equal
to the characters sphere roll (milestone +
die) in feet. This ward can be used to
multiple ways. Those inside the ward are
protected by its power. The caster can
willfully allow others into the circle
without them suffering any ill effects.
Also, a ward can be placed on a single
square or like areas (such as windows and
doors) to expand the reach of their
protection (if they trust the walls of the
place they currently reside) these are
called Warded Lines. You can create
warded lines equal to the area of the circle
in feet. To find the area of a circle, you
take the Pi (3.1416) and multiply it by the
square root of the radius (in feet)
[
]. Thus if you have a 30 foot
radius Ward, you take 3.1416 x 5.477 (the
square root of 30 is 5.477). Divide the
result by 5 and that is how many squares
you can ward individually.
Hedge Out Is the most common form
of a ward, as it prevents a type of
creature, damage source, or specific type
of individual from entering the ward or
otherwise piercing the boundaries of the
ward. Any time a creature or designated
force tries to breach the boundaries, they
must perform a challenge against the
strength of the ward (the casters sphere
125
roll).
If the hedged out individual
attempts to cross the boundary its a Will
challenge vs. the DS of the sphere roll.
Contingency is a type of ward that
occurs whenever a creature or designated
type of individual crosses the boundaries
of the ward or upon uttering a secret
word. Without any type of Sphere mix,
the ward simply acts to alert the caster
that someone or something has trespassed
over the ward. If used in conjunction
with any other sphere, the ward then
activates the indicated spheres power.
Both the ward and the sphere that is being
used with the contingency must both
have their magick points held in suspense
in order for the ward to stay activated. If
working with another spell caster, the
individual who is using the Ward Sphere
takes on the additional magick cost of the
other sphere used, not the other spell
caster.
MAGICKAL SHIELDING: You can
create a physical shield or a deflection
shield that materializes as an invisible
barrier, or a barrier filled with magickal
glyphs.
MIND (CHARM)
Purchase Cost: 10
Base Magick Point Cost: 5
Description: You hold sway over the
minds of others.
You can invoke
compulsions,
alter
moods
and/or
dispositions as you choose. Characters
who are affected by the mind sphere are
not aware they are under its influence until
after the effects have worn off. Unless they
have personally witnessed the caster using
the sphere on them, those who fall out of
the compulsion do not know who affected
them, but can speculate on who had done
it (generally whoever benefited the most
under their compulsion).
126
bound.
Bind Legs You bind a person or
creatures legs to the ground.
Your
opponent must roll against your sphere
roll (milestone + die) using their Brawn
score as a challenge. If you succeed
against them, they cannot move for that
combat cycle. You may choose to keep
the magick points in suspense to have the
spell continue indefinitely. Each round
the individual is bound, they cannot
perform any movement actions except to
try and break free of the bind. This
results in another Brawn challenge
against the originally rolled Binding.
Arms Bind You bind a person or
creatures arms (1 pair) to themselves or
at their sides. Your opponent must then
roll a Brawn challenge against your
sphere roll (milestone + die) to see if they
can break free. If you succeed on this
challenge, your opponents arms are
bound and no actions that require the
movement of arms can be done. You may
choose to keep the magick points in
suspense to have the spell continue
indefinitely. Each round the individual is
bound, they cannot perform any action
using their arms except to try and break
free of the bind. This results in another
Brawn challenge against the originally
rolled Binding.
MAGICKAL SHIELDING: You can
create a deflection shield that temporarily
attempts to binding and constrict the
attacks of others.
ETERNITY (TIME)
Purchase Cost: 10
Base Magick Point Cost: 5
Description: You control the passing of
time and with it you are on the path of
meeting eternity. Meeting the cost of the
spell sphere allows you to use your
127
128
communication
to
represent
the
relationship the character has with that
entity.
Sending Those with the spell sphere
of Sending can elect to send an aspect of
themselves such as a sense (sight, hearing,
taste, touch, smell, voice, ect.) a deal of
distance to each either a specific spot or a
specific individual. This requires a great
deal of concentration, but can allow one
to reach out distance equal to their sphere
roll (milestone + die). Thus, a roll result
of 32 has a distance of 32 miles and the
individual caster can choose to view the
area, listen to the area, speak or whatnot.
MAGICKAL SHIELDING: You may
elect to shield yourself from the Sending
Spell Sphere or like Divinations, granting
you limited deflection shield.
129
ENTROPY (WITHERING)
Purchase Cost: 10
Base Magick Point Cost: 5
Description: You control the powers of
decay, disease, corrosion and disrepair.
You hold sway over the effects of time
over both objects and people, able to
watch as wood falls to rot, and stone to
dust.
Decay Objects are perhaps the most
vulnerable to this power, as you can
weather away an objects material
hardness and make it turn brittle. For a
cost of the spell sphere, you may roll your
sphere (milestone + die) and elect to deal
that much damage to the object as well as
reduce the objects material hardness by
your sphere roll divided by 10. Thus if
you rolled 24, you would deal 24 points of
damage to the object as well as reduce its
material hardness by 2. Once an object
reaches a hardness of zero or more, then
the object crumbles to dust.
Disease Much like Decay, you may
130
131
132
salve.
In order to have access, the
character can utilize the Scavenge skill.
Consult the table below to determine the
plant value of the local flora.
Table: 6.7 Value of Local Planet Life
Level of
Difficulty Score
Vegetation
Barren (deserts,
30
tundra, ect.)
Light (grasslands,
20
plains, farmland,
ect.)
Moderate (forests,
15
glades, valleys,
ect.)
Dense (jungles,
10
marshes, ect.)
Whatever the character rolls above the
DS is gained as Plant Value in the
characters inventory. This plant value is
used up every time the character uses the
Extract Spell Sphere. For example, if a
character rolls a 28 in Light Vegetation,
then the character has found 8 in Plant
Value. Making a Healing agent costs the
caster 1 in Plant Value, while making a
Poison agent costs 2.
The healing agent and the poison
agent must be kept in a container of sorts
for storage, but the Flora caster can
stockpile their salves.
This ability
becomes useful when additional magickal
traits are gained, and both healing agents
and poisons can start taking on
interesting properties.
MAGICKAL SHIELD: You can cause
the local vegetation to leap to your
defense, creating a deflection shield or
you can create a shield of brambles, wood
or woven vines to act as a physical shield.
FAUNA (ANIMAL)
133
Purchase Cost: 5
Base Magick Point Cost: 3
Description: You have gain power over
beasts and other creatures of nature. By
paying the cost of the spell sphere you
can sense the emotions of animals and
even control their actions.
Animal Empathy You may use your
spell sphere against the creatures WILL
score to be able to sense their emotional
state. Knowing the emotional state gives
the caster clues as to the animals next
intended action and gain a favorable
condition when attempting any social
challenge against that particular creature.
Control Animal - You gain powers
similar to the Mind Sphere, except that
they only work on animals.
MAGICKAL SHIELDING You
temporarily summon swarms of local
creatures such as insects, birds, bats, ect,
to come to your aid and act as a deflection
shield or a damaging shield.
Sphere Limits
Characters may choose to limit their spell
spheres for the gain of additional magick skill
points to spend on traits and boosting their
magick dice. Limits are permanent unless
the character is able to retrain themselves and
pay twice the skill points the limit granted.
Limits can grant between 1 to 10 skill points.
Limit One Less Damage
Skill Points Granted: 5
Description: If your spell sphere had a
damaging attack, you may choose one
and that type of attack is not accessible to
you.
Limit One Magick Attack Only
Skill Points Granted: 10
134
How to Read
[NAME OF TRAIT] Is the name of the
magick trait. If it has (Additive) next to it, it
means that it can be added on top of the
current trait being used, for every additive
included in a spell, it costs an additional 2
cumulative magick points on top of the
regular costs.
Purchase Cost: Is how many magick skill
points it will cost in order to purchase the
magick trait.
Requirements: Is what the character needs
to have previously purchased before this trait
can be purchased.
Restrictions: Describes any type of
restrictions in use with this trait.
Magick Cost: Is how much the trait will
add to the spell in magick point cost.
Suspense: Is whether or not the trait is
able to be held in suspense. Those that can
be held in suspense continue their effects
until the spell is broken or otherwise ended.
Those that cannot be held in suspense, must
be individually cast each round.
Description: Is the description of the
magick trait and what it does.
Bonus Traits
Every character that has access to spell
spheres automatically gain the magick traits
of Touch, Blast and Target.
General Traits
FAVORITE MAGICK ATTACK
Purchase Cost: 3
Requirements: none
Magick Cost: n/a
Suspense: n/a
Description: One magick attack stands
out above all the rest and you enjoy using
it. You must select one magick attack.
This is now considered the magick attack
that this trait affects. Whenever using
your favorite magick attack, you may roll
on top of your normal die a specialty
die that starts at 1d2.
MAGICK ATTACK EXPERT
Purchase Cost: 5
Requirements: 1d6 in the Magick Attack
die of the appropriate category, Favorite
Magick Attack
Restrictions: May only purchase this
attack trait of which the character already
has purchased Favorite Magick Attack for.
Magick Cost: n/a
Suspense: n/a
Description:
You wield your favorite
magick attack so well that you have
become an expert. Whenever using the
specified magick attack you are an expert
in, increase your specialty die to 1d4.
This ability is cumulative with Favorite
Magick Attack.
MAGICK ATTACK SPECIALIST
Purchase Cost: 7
135
Roll (Unarmed).
If the attack is
successful, the subject is affected, if the
attack fails, nothing happens. Touch also
allows the caster to select himself as the
recipient of the spell as well without
having to roll an attack roll.
Holding the spell in suspense will
allow the caster to continue to make touch
attacks with the spell without having to
pay the additional cost.
BLAST
Purchase Cost: 0
Requirements: None.
Restrictions: None.
Magick Cost: 3
Suspense: Yes
Description: Your spell is formed into a
projectile that will affect the target if a
successful Magick Attack Roll (Ranged) is
made against the subjects Defense.
Holding the spell in suspense will
allow the caster to continue to make
ranged attacks with the spell without
having to pay the additional cost per use,
but may only make one such attack per
combat cycle.
TOUCH
Purchase Cost: 0
Requirements: None.
Restrictions: None.
Magick Cost: 0
Suspense: Yes
Description: You spell only affects what
you can touch. If the subject is resisting,
you will have to roll an Magick Attack
136
TARGET
Purchase Cost: 0
Requirements: None.
Restrictions: None.
Magick Cost: 5
Suspense: Yes
Description: Your spell affects one
target that you can see without having to
roll a Magick Attack roll.
Holding the spell in suspense will allow
the caster to continue to make a target
attack, but may only make one such
attack per combat cycle.
JET
Purchase Cost: 5
137
Magick Cost: 5
Suspense: No.
Description: When your spell strikes a
target, it creates a minor explosion that
affects anyone within a 1 square radius.
EXPLOSION (ADDITIVE)
Purchase Cost: 7
Requirements: 1d8 in Any Magick Attack,
Burst.
Restrictions: None.
Magick Cost: 7
Suspense: No.
Description: Your spell affects everyone
within a diameter equal in feet to your
spheres milestone.
SPLIT (ADDITIVE)
Purchase Cost: 3
Requirements: 1d4 in Target, Blast or
Thrown.
Restrictions: None.
Magick Cost: 1
Suspense: No.
Description: You divide your damage
evenly (rounded down) amongst multiple
targets when using the Target, Blast or
Thrown Magickal Attack Die. The number
of targets is up to you.
Holding the spell in suspense allows
for future splitting.
Purchase Cost: 3
Requirements: 1d6 in Any Magick Attack.
Restrictions: None.
Magick Cost: 3
Suspense: No.
Description: Your spell deals the effects
of the sphere rolled only with the sphere
die to the opponent during the beginning
of your next combat cycle. If it is damage,
then the damage proceeds normally, if it
is an effect, then if the spell was
successful, the die is added to any
challenges the affected must roll against it
for this combat cycle only.
Each time this additive is included in
the spell, it adds a duration of 1
additional combat cycle.
REPEATER (ADDITIVE)
Purchase Cost: 5
Requirements: 1d8 in Any Magick Attack,
Lingering.
Restrictions: None.
Magick Cost: 5
Suspense: No
Description: Your spell affects the same
target the next combat cycle as if you had
cast it a second time.
RIPPLE (ADDITIVE)
Purchase Cost: 3
Requirements: 1d4 in Any Magick Attack
Die.
Restrictions: None.
Magick Cost: 3
Suspense: No.
Description: Your spell deals its sphere
die in damage to those within 1 square of
the target(s).
LINK (ADDITIVE)
Purchase Cost: 3
Requirements: 1d6 in any Magick Attack
Restrictions: None.
Magick Cost: 3
Suspense: No
Description: Your spell affects 1
additional individual within a number of
feet equal to your magick attack milestone
from the original target and from a target
affected by Chain.
May be added to the same spell
multiple times.
LINGERING (ADDITIVE)
CHAIN (ADDITIVE)
138
Purchase Cost: 5
Requirements: Blast, Jet.
Restrictions: None.
Magick Cost: 5
Suspense: Yes
Description: Your spell affects 1
additional individual within a number of
feet equal to your magick attack
milestone, but must originate from an
individual affected by the Link additive.
May be added to the same spell
multiple times.
CONTINUOUS (ADDITIVE)
Purchase Cost: 7
Requirements: Blast, Jet.
Restrictions: None.
Magick Cost: 7
Suspense: Yes
Description: Your spell is does not stop at
barriers and proceeds to affect all those in
the spells area.
ENDURING (ADDITIVE)
Purchase Cost: 7
Requirements: 1d8 in any Magick Attack
die.
Restrictions: None.
Magick Cost: 5
Suspense: Yes
Description:
Your
spell
becomes
stationary, affecting the same squares for
multiple combat cycles for as long as you
hold the spell in suspense. If the original
individuals who were affected by this
spell happen to move out of the square,
the spell remains behind.
MOBILE (ADDITIVE)
Purchase Cost: 7
Requirements: Enduring, 1d10 in any
Magick Attack.
Restrictions: None.
Magick Cost: 7
139
Suspense: Yes
Description: Your spell acts as if it were
affected by the Enduring Magick Trait,
but can move on your turn a number of
squares equal to your spheres milestone
divided by 10.
QUICK (ADDITIVE)
Purchase Cost: 3
Requirements: none
Restrictions: None.
Magick Cost: 1+
Suspense: No.
Description: Your spell casts faster. For
every magick point you spend, it reduces
the casting time of the spell by 2.
FAST CASTER I
Purchase Cost: 3
Requirements: none
Restrictions: None.
Magick Cost: n/a
Supense: n/a
Description: You cast spells faster than
most, reducing all your casting times by 1.
FAST CASTER II
Purchase Cost: 5
Requirements: Fast Caster I
Restrictions: None.
Magick Cost: n/a
Suspense: n/a
Description: You cast spells faster than
most, reducing all your casting times by 1.
This is cumulative with Fast Caster I.
FAST CASTER III
Purchase Cost: 7
Requirements: Fast Caster I, Fast Caster II
Restrictions: None.
Magick Cost: n/a
Suspense: n/a
Description: You cast spells faster than
most, reducing all your casting times by 1.
Touch TRAITS
HAND WIZARD
Purchase Cost: 3
Requirements: none
Restrictions: None.
Magick Cost: n/a
Suspense: n/a
Description: You prefer using your hands
to deliver your spells.
Whenever
140
HAND TRANSFER
Purchase Cost: 5
Requirements: 1d8 in Touch, Hand Wizard
Restrictions: None.
Magick Cost: 2
Suspense: n/a
Description: You may touch the hands of
another living individual and transfer a
readied spell to that person. The recipient
is not affected by the spell, but instead
may now cast it upon someone else as if
they had cast the spell. The original caster
must hold the spell in suspense as normal
until the spell is released.
Blast TRAITS
RAYMAN
Purchase Cost: 3
Requirements: 1d6 in Blast
Restrictions: None.
Magick Cost: n/a
Suspense: n/a
Description: You have perfected your aim
when firing spells off like a projectile.
Whenever delivering a spell by Blast, you
may increase your magick attack die to
the next highest die.
MAGICK EYE
Purchase Cost: 7
Requirements: 1d8 in Blast and Rayman
Restrictions: None.
Magick Cost: n/a
Suspense: n/a
Description: You are better at called shots
than most. You suffer one less unfavorable
condition when attempting a called shot
with your spells when using Blast.
RICOCHET I
Purchase Cost: 5
Requirements: 1d8 in Blast and Rayman
141
Restrictions: None.
Magick Cost: n/a
Suspense: n/a
Description: You may bounce your spell
off objects or people in order to reach an
obscured target. Items you ricochet your
spell off of or people are not affected by
the spell and only affect the intended
target. Each time you ricochet the attack,
your attack suffers a unfavorable condition.
RICOCHET II
Purchase Cost: 7
Requirements: 1d10 in Blast, Rayman and
Ricochet I.
Restrictions: None.
Magick Cost: n/a
Suspense: n/a
Description: You may ricochet your
attack once without suffering an
unfavorable condition.
RICOCHET III
Purchase Cost: 9
Requirements: 1d12 in Blast, Rayman,
Ricochet I and Ricochet II.
Restrictions: None.
Magick Cost: n/a
Suspense: n/a
Description: You may ricochet your
attack one additional time on top of the
one provided by Ricochet II without
suffering an unfavorable condition.
SPELL PROJECTILE
Purchase Cost: 5
Requirements: 1d8 in Blast, Rayman
Restrictions: None.
Magick Cost: 2
Suspense: n/a
Description: You may fashion a spell
projectile that can be fired from either a
bow, crossbow or dart gun.
This
projectile carries the affects of your spell
Blast TRAITS
SPELL GRENADIER
Purchase Cost: 3
Requirements: 1d6 in Toss.
Restrictions: None.
Magick Cost: n/a
Suspense: n/a
Description: You have learned how to
manipulate magickal energies to be
affected by gravity and have become
more skilled in tossing spells than most.
Whenever using the Magick Attack
Thrown, you may increase the magick
attack die to the next highest die.
SPELL ROLL
Purchase Cost: 5
Requirements: 1d8 in Thrown, Spell
Grenadier, Spell Ball
Restrictions: None.
Magick Cost: n/a
Suspense: n/a
Description: Instead of throwing the spell
at an opponent or target, you may elect
instead to roll the spell like a ball or
similar like-item. The item acts like a
grenade weapon and if the magick attack
misses the target square, roll 1d8 to
determine direction and the spell rolls 1
square in that direction for every 5 points
the attack failed by. Whatever square the
spell reaches after the attack, it goes off as
normal.
JUGGLER OF MAGICK
Purchase Cost: 5
Requirements: 1d8 in Throw, Spell Ball,
142
Spell Grenadier
Restrictions: None.
Magick Cost: n/a
Suspense: n/a
Description: You may juggle your spell
balls as if they were real balls. You must
roll an Arts (Juggler) skill challenge
versus a difficulty score of 15 to keep
juggling the balls, and must roll
additional challenges if your character is
distracted. You may juggle as many balls
as you like, but each ball beyond 3 creates
an unfavorable condition. If not distracted,
you must roll a new skill challenge every
minute, if distracted or in combat, its
every turn. If you fail your juggling roll,
you drop one ball for every 5 points you
failed the challenge by. If you drop the
ball, the spell goes off in your square. If
successful in your juggling, you can
throw two spell balls at one or multiple
targets in a given combat cycle without
suffering any unfavorable conditions, or you
can elect to throw all the balls at a single
target as a single attack without suffering
any penalties.
SPELL BALL
Purchase Cost: 5
Requirements: 1d6 in Throw, Spell
Grenadier
Restrictions: None.
Magick Cost: 2
Suspense: Yes
Description: You may create a ball or
similar like-shape of magick that contains
a readied spell. You can save this spell
and keep it on your person or you can
give it to someone else. Once the item is
thrown, it gives off the spell effect to
whomever or whatever it strikes.
To keep the spell ball in existence you
must keep the spell in suspense else the
spell ball will be dismissed.
target TRAITS
AUTO-MAGE
Purchase Cost: 5
Requirements: 1d6 in Target
Restrictions: None.
Magick Cost: n/a
Suspense: n/a
Description: You have a strong tenacity
in striking your targets without the need
for attack rolls. Any time you use Target
to deliver a spell affect, you may increase
your Target die to the next highest die.
PROXIMITY TARGET I
Purchase Cost: 7
Requirements: 1d8 in Target, Auto-Mage
Restrictions: None.
Magick
Cost:
n/a
Suspense: n/a
Description: When making multiple
Magick Attack rolls Target against
opponents who are within close
proximity of one another, you suffer one
less unfavorable condition for performing
multiple attack actions in a single turn.
Close proximity is determined by taking
your Magick Attack Milestone and
dividing it by 5 (rounded down) to see
how many squares they must be from one
another.
PROXIMITY TARGET II
Purchase Cost: 9
Requirements: 1d10 in Target, Auto
Mage, Proximity Target I
Restrictions: None.
Magick Cost: n/a
Suspense: n/a
Description: This trait functions as
Proximity Target I, except that the caster
suffers two less unfavorable condition
instead of one.
143
General Traits
FAVORITE MAGICK DEFENSE
Purchase Cost: 3
Requirements: none
Magick Cost: n/a
Suspense: n/a
Description: One magick defense stands
out above all the rest and you enjoy using
it. You must select one magick defense.
This is now considered the magick
defense that this trait affects. Whenever
using your favorite magick defense, you
may roll on top of your normal die a
specialty die that starts at 1d2.
MAGICK DEFENSE EXPERT
Purchase Cost: 5
Requirements: 1d6 in the Magick Defense
die of the appropriate category, Favorite
Magick Defense.
Restrictions: May only purchase this
attack trait of which the character already
has purchased Favorite Magick Defense for.
Magick Cost: n/a
Suspense: n/a
Description:
You wield your favorite
magick defense so well that you have
become an expert. Whenever using the
specified magick defense you are an
expert in, increase your specialty die to
1d4. This ability is cumulative with
Favorite Magick Defense.
144
Damage Shield
Traits
MAGICK BACKLASH
Purchase Cost: 5
Requirements: 1d6 in Damage Shield
Magick Cost: 5
Description: Instead of the damage dealt
by the magick damage shield, you can
elect to send a touch attack spell through
to the individual who attacked you if they
are within range of a touch spell. You do
not suffer a unfavorable condition for
using this ability. This can only be used
once per turn.
SPHERE MIX
Purchase Cost: 3
Requirements: 1d4 in Damage Shield and
1d6 in relevant Spell Sphere.
Magick Cost: 3
Description: Whenever you are struck
and you defend with your damage shield,
you may include your spell spheres die
when calculating damage.
VAMPIRIC LEECH
Purchase Cost: 7
Requirements: 1d8 in Damage Shield,
Spell Sphere Trait Vampiric
Magick Cost: 5
Description:
Whenever damaging an
opponent with your damage shield, you
can absorb the amount of damage you
dealt to that living opponent and regain
them as hit points.
RESIST DAMAGE
Purchase Cost: 5
Requirements: 1d6 in Damage Shield,
Spell Sphere Trait Resist
Magick Cost: 3
Description:
Your damage shield can
absorb damage from the same type of
source (i.e. fire, water, earth, air, light,
shadow, ect.). If your damage shield roll
is greater than the damage dealing source,
145
Physical Shield
Traits
IMPROVED SHIELD
Purchase Cost: 3
Requirements: 1d4 in Physical Shield
Magick Cost: 1+
Description:
Your shields material
strength rating increases by 1 step per
magick point spent upon manifestation.
This must be announced prior to its
manifestation.
LACED WITH MAGICK
Purchase Cost: 3
Requirements: 1d4 in Physical Shield
Magick Cost: 1+
Description:
Your shields hit points
increase by your defense roll in hit points
per magick point spent. This must be
announced prior to its manifestation.
Deflection Shield
Traits
DESPERATE MAGICKAL DEFLECTION
Purchase Cost: 3
Requirements: 1d4 in Deflection Shield
Magick Cost: 3
Description: You give it your all to
defend against this attack and therefore
increase your deflection to the next
highest die. This bonus is only for this
roll.
RICOCHET
Purchase Cost: 5
Requirements: 1d6 in Deflection Shield
Magick Cost: 5
Spell Parry
Traits
QUICK SPELL PARRY
Purchase Cost: 3
Requirements: 1d4 in Pell Parry
Magick Cost: 3
146
147
Purchase Cost: 5
Requirements: 1d6 in Spell Parry, Booster
Magick Cost: Special
Description: You may Boost a third time,
forcing the nexus 1 square closer to the
opponent wizard. The magick cost must
be met in order to Boost.
Sphere Traits
Spell sphere traits act as additional
descriptors that are added into a spell. While
spell spheres act as the type or source of
magickal power, sphere traits are additional
additives, like ingredients, that make for
more complex and interesting spells. Unless
it states otherwise, there are not restrictions
on what spell spheres these descriptors can
use, but when adding them in, one must be
aware of the spell spheres influence and how
the spell trait can be justified. For example,
using telekinesis spell trait with the Fire Spell
Sphere may not make sense using flames, but
may make more sense when utilizing the
heat aspect of the sphere. When in doubt,
advise what you are doing before doing it, to
see if the Overseer will allow it.
General Traits
FAVORITE SPHERE
Purchase Cost: 3
Requirements: none
Magick Cost: n/a
Suspense: n/a
Description:
One sphere stands out
above all the rest and you enjoy using it.
Whenever using your favorite sphere, you
may roll on top of your normal die a
specialty die that starts at 1d2.
SPHERE EXPERT
Purchase Cost: 5
Requirements: 1d6 in the Sphere die of
the appropriate category, Favorite Weapon
Restrictions: May only purchase this
attack trait of which the character already
has purchased Favorite Weapon for.
Magick Cost: n/a
Suspense: n/a
Description:
You wield your favorite
sphere so well that you have become an
expert. Whenever using the sphere you
are an expert in, increase your specialty
die to 1d4. This ability is cumulative with
Favorite Spell Sphere.
SPHERE SPECIALIST
Purchase Cost: 7
Requirements: 1d8 in the sphere die of
the appropriate category, Favorite Sphere,
Sphere Expert.
Restrictions: May only purchase this
attack trait of which the character already
has purchased Favorite Sphere and Sphere
Expert for.
Magick Cost: n/a
Suspense: n/a
Description: You have improved your
knowledge in wielding your sphere that
you have become a specialist. Whenever
using the sphere you are a specialist in,
increase your specialty die to 1d6.
SPHERE MASTER
Purchase Cost: 9
Requirements: 1d10 in the sphere die of
the appropriate category, Favorite Sphere,
Sphere Expert and Sphere Specialist.
Restrictions: May only purchase this
attack trait of which the character already
has purchased Favorite Sphere, Sphere
Expert and Sphere Specialist for.
Magick Cost: n/a
Suspense: n/a
148
149
Purchase Cost: 3
Magick Cost: 3
Suspense: Yes
Description: Aspect of the spheres
influence creates a skin-like armor that
does not hinder or encumber the wearer.
The armor offers protection against all
sources equal to a base of 1 per 10 points
of the sphere roll. This protection stacks
with all other protections worn by the
subject.
Example: The Flora Sphere could create
bark-like skin.
AURA
Purchase Cost: 5
Magick Cost: 5
Suspense: Yes
Description: Aspect of the spheres
influence creates an aura around a subject
that affects all those within a 1 square
radius of the subject.
Example: The Rejuvenation Sphere could
create a healing aura around an ally.
AWAKEN
Purchase Cost: 7
Magick Cost: 7
Suspense: Yes
Description: Aspect of the spheres
influence gains sentience and both mental
and social ability scores equal to the
sphere roll. Each ability score may be
rolled individually.
Example: The Fire Sphere could grant a
bonfire intelligence to later communicate with.
CAMOUFLAGE
Purchase Cost: 3
Magick Cost: 3
Suspense: Yes
Description: An aspect of your spheres
influence grants camouflage to hide an
effect, object or person. In order to see the
CLAIRVOYANCE
Purchase Cost: 3
Magick Cost: 3
Suspense: Yes
Description: Aspect of the spheres
influence allows the caster to send and
receive one sensory type (sight, hearing,
smell, ect.) from what is being witnessed
by another of aspect of the spheres
influence as long as he or she is aware of
the viewed through aspect.
Example: The Water Sphere caster can
look into a pool of water at a monastery up on
a mountain and view out of a rain barrel that
is located at the city below.
REOCCURS
Purchase Cost: 7
Magick Cost: 7
Suspense: Yes
Description: Aspect of the spheres
influence reoccurs after the original spell
has finished for as long as this spell trait
alone is held in suspense.
Example: The Death Sphere could grant
an undead creature a Regenerative healing
affect with his Harm aspect.
COMPREHENSION
Purchase Cost: 3
Magick Cost: 3
Suspense: Yes
Description: You may understand the
language or other sort of means of
communication utilized by sentient
beings that are aspects of the spheres
influence.
Example: The Fauna Sphere can
understand the sounds made by animals.
CONSTRUCT
Purchase Cost: 7
Magick Cost: 7
Suspense: Yes
Description: You are able to construct
physical items out of aspects of your
spheres influence. These items can be
150
CONTROL
Purchase Cost: 5
Magick Cost: 5
Suspense: Yes
Description: An aspect of the spheres
influence can be controlled. If the target
is sentient, it may make a Will challenge
roll versus the sphere roll. If the target is
controlled or animated by another, then a
challenge must be made against the
opponents sphere roll for control.
Control may be used to simply cancel out
anothers control, if the caster so deems.
Example: The Charm Sphere can attempt
to wrestle control over a charmed or otherwise
controlled ally.
COSMETIC
Purchase Cost: 1
Magick Cost: 1
Suspense: Yes
Description: The caster may change the
way the spell manifests itself visually in-
game.
Example: The Darkness Sphere makes it
appear like giant black skulls are being thrown
at its opponents.
CREATE
Purchase Cost: 7
Magick Cost: 7
Suspense: No.
Description: You bring into being an
aspect of your spheres influence into
existence, creating a physical body equal
to your spheres milestones divided by 10.
Example: The Earth Sphere creates a
human-like body out of clay.
DELAY
Purchase Cost: 3
Magick Cost: 3
Suspense: No
Description: Aspect of the spell doesnt
occur until a set time afterwards. The
maximum time allowed is the spheres
milestone in minutes.
Example: The Air Sphere creates a blast of
air, but not until 3 combat cycles later.
DESTROY
Purchase Cost: 12
Magick Cost: 12
Suspense: No
Description: You destroy an aspect of
your spheres influence permanently. The
amount destroyed is equal to the
milestones in square feet. If the target is
sentient, it may make a challenge roll
using its Fortitude versus the sphere roll
to avoid this effect completely.
Example: The Death Sphere attempts to
kill a person outright by vaporizing the
individuals living tissue.
DETECT
Purchase Cost: 1
151
Magick Cost: 1
Suspense: Yes
Description: Allows the caster to detect
the presence of an aspect of his or her
spell sphere.
Example: The Enchant Sphere wants to
know if the item he is touching is magickal.
DISPEL
Purchase Cost: 5
Magick Cost: 5
Suspense: Yes.
Description: You attempt to dispel or
otherwise cancel out the magickal effect
created by another. You must succeed at
rolling your sphere against the opposing
spell effect, and if you succeed the spell
effect is canceled.
Example: The Shadow Sphere attempts to
dispel the magickal darkness effect from a
Darkness Sphere caster.
DREAM
Purchase Cost: 5
Magick Cost: 5
Suspense: Yes
Description: An aspect of your spheres
influence affects someone, but only in
their dreams. Any damage sustained
while in a dream is dealt to stamina
instead, and any spells that require
movement or actions, occur until the
subject wakes. All challenges needing to
be rolled to avoid the effects are done at
an unfavorable condition.
Example: The Charm Sphere makes an
opponent sleep walk to carry out an
assassination.
DUPLICATE
Purchase Cost: 3
Magick Cost: 3
Suspense: Yes
Description: An aspect of your spheres
152
153
INVISIBILITY
Purchase Cost: 5
Magick Cost: 5
Suspense: Yes
Description: An aspect of your spheres
influence renders an effect, object or
person completely invisible. Opponents
must rely on other senses in order to
locate you. Invisible targets impart a
unfavorable condition on all perception rolls
where sight is the primary sense of that
race.
Example: The Death Sphere renders the
spell caster invisible towards undead
creatures.
KILL
Purchase Cost: 12
Magick Cost: 12
Suspense: No
Description: An aspect of your spheres
influence is able to be destroyed outright.
The target must be sentient, as the spell
sphere simply delivers a deadly blow,
effectively killing them. The opponent
must make a Fortitude challenge against
the DS of the spell sphere.
If the
challenge fails, the opponent dies.
Example: The Fire Sphere causes an
opponent to spontaneously combust; The
Death Sphere causes your body to die.
LEVITATE
Purchase Cost: 3
Magick Cost: 3
Suspense: Yes
Description: An aspect of your spheres
influence grants an affect, object or person
to levitate as if having the racial trait Fly
(Float). Like the ability, you do not have a
rate of speed, but instead are subject to
other means of propulsion such as wind,
heat, fire, or pushing oneself along a
surface.
Example: The Ward Sphere creates a glyph
on a wooden elevator to allow one to simply
pull on a rope to bring everyone to a higher
level.
MAGICK
Purchase Cost: 5
Magick Cost: 5
Suspense: Yes
Description: An aspect of your spheres
influence affects the magick points of a
target as opposed to hit points.
Example: The Rejuvenation Sphere heals
Stamina instead of hit points.
MESSAGE
Purchase Cost: 1
Magick Cost: 1
Suspense: Yes
Description: An aspect of your spheres
influence is able to deliver a message
where the spell caster speaks through the
aspect. This does not confer the ability to
understand the message, just allows the
caster to speak whatever language he/she
chose through the medium.
Example: The Water Sphere has a friends
bathwater ripple and speak to her directly to
warn of an attempt on her life.
MOLD
Purchase Cost: 3
Magick Cost: 3
Suspense: Yes
Description: An aspect of your spheres
influence can be molded like clay. This
does not give the spell caster any artistic
talent, but does allow artistic talent to be
incorporated into the mold. Once the
object is fully molded, it remains in the
shape even after the spell is ended.
Example: The Earth Sphere molds a bar of
gold into a beautiful statue.
154
MUDDLE
Purchase Cost: 3
Magick Cost: 3
Suspense: Yes
Description: An aspect of your spheres
influence can be used to confuse or
otherwise misdirect an opponent. Those
affected may make a Will challenge
against the DS of the spell sphere or be
unable to perform any action. While
muddled, the person may forget who they
are, not know where they are at, how they
got here, and tend to stare blankly. Those
who are muddled will walk around in
random directions (roll 1d8 to determine
direction). Muddled individuals do not
notice physical dangers and may find
themselves walking over a cliff.
Those who are muddled may make
additional WIL challenge against the spell
spheres DS each time they are attacked,
damaged, in immediate danger (such as
near the edge of a cliff), shook violently,
slapped out-of-it, ect. to break free of the
spell.
Example: The Air Sphere creates a
muddling cloud of mist that confuses anyone
who walks through it.
NAUSEA
Purchase Cost: 3
Magick Cost: 3
Suspense: Yes
Description: An aspect of your spheres
influence causes nausea in a target
opponent. The opponent must roll a
successful Fortitude challenge against the
spell spheres DS or be forced to throwing
up (unable to perform any other action).
The opponent may roll against the
challenge every combat cycle thereafter to
attempt to stop throwing up and break
the spell.
Magick Cost: 5
Suspense: Yes
Description: An aspect of your spheres
influence allows your target to become
incorporeal.
While incorporeal, only
those affected by the same sphere and are
incorporeal or opposing sphere can harm
those who are affected. Those who are
incorporeal can travel through physical
barriers and cannot be harmed by objects.
Example: The Shadow Sphere makes
himself a incorporeal shadow in order to pass
through the cracks of a door.
POCKET DOMAIN
Purchase Cost: 12
Magick Cost: 12
Suspense: Yes
Description: An aspect of your spheres
influence creates a pocket domain made
entirely out the spheres source. This
pocket has a physical door made of your
aspect that allows entry and exit and it
must be placed within range of the spell.
The entrance may take up as a space
equal to or less than the spell spheres
milestones in feet. Inside the pocket, the
caster can have any sort of object and or
non-living accommodations but they
cannot be taken outside the pocket. The
pocket itself is equal to the sphere roll in
diameter, but can be sectioned off into an
equal square area if desired. While inside
the pocket, time flows at the same pace as
the outside world but the temperature is
always at comfortable levels and there is
always an abundance of air to breathe.
Example: The Light Sphere creates a pocket
domain that accommodates his comrades with
a place to rest.
PROJECTION
Purchase Cost: 3
Magick Cost: 3
PHASE
Purchase Cost: 5
155
Suspense: Yes
Description: An aspect of your spheres
influence can be projected from one realm
into another realm of existence. This does
not confer the ability to perceive what is
happening in the other realm.
Example: The Glyphs Sphere has been
harassed by teleporting fire ants, so she places
wards in the fire realm as well as the physical
realm just to be on the safe side.
PURIFY
Purchase Cost: 7
Magick Cost: 7
Suspense: Yes
Description: An aspect of your spheres
influence allows you to purify a target of
your spheres influence or an opposing
sphere. When purified, it means that any
prior influence is removed and the
individual is whole again.
Example: The Enchant Sphere purifies any
influence on a host item before enchanting it.
The Air Sphere purifies an area of stench.
QUAKE
Purchase Cost: 5
Magick Cost: 5
Suspense: Yes
Description: An aspect of your spheres
influence allows you to cause a target to
shake uncontrollably. Those who are
shaken must win at an AGILITY
challenge against the spell spheres DS
per combat cycle or be unable to perform
any actions and can only move at half
their normal speed. Objects that are
affected find themselves being vibrated
and if not properly weighted down or
secured, may start moving in random
directions. The quake is considered to
have a BRAWN score equal to the spell
spheres roll.
Example: The Fire Sphere superheats the
156
opponents
feet
REGENERATION
Purchase Cost: 7
Magick Cost: 7
Suspense: Yes
Description: An aspect of your spheres
influence can regenerate, restoring any
lost influence. Items that regenerate do so
at a rate of 1 hit point per how many
times the roll can be divided by 5.
Example: The Earth Sphere regenerates
damage dealt to her armor.
REMEDY
Purchase Cost: 5
Magick Cost: 5
Suspense: Yes
Description: An aspect of your spheres
influence counters an existing effect,
causing it to be negated. This can only
work on targets your sphere holds
influence over or is in opposition to. To
remedy a target effect, an opposing spell
sphere challenge must be rolled. If you
win the target is remedied.
Example: The Darkness Sphere remedies a
glowing light created by the Light Sphere, or
may negate another Darkness Spheres area of
darkness.
REVERSE
Purchase Cost: 9
Magick Cost: 9
Suspense: Yes
Description: An aspect of your spheres
influence reverses an affect turning it on
its originator. This can only work on
targets that your sphere holds influence
over or is in opposition to. To reverse a
target affect, an opposing spell sphere
challenge must be rolled. If you win, the
affect is reversed back to its originator
157
158
Purchase Cost: 3
Magick Cost: 3
Suspense: Yes
Description: An aspect of your spell
spheres influence grants the ability to
move objects from afar. The spell is
considered to have a Brawn score equal to
the spell spheres roll.
Example: The Fire Sphere creates a patch
of heat to flip a lever to the portcullis.
TELEPATHY
Purchase Cost: 5
Magick Cost: 5
Suspense: Yes
Description: An aspect of your spell
spheres influence gains the ability to
communicate silently, mind-to-mind,
with the given target. This spell forms a
link and makes the caster susceptible to
the Mind Sphere or Mind based attacks
(suffering an unfavorable condition).
Telepathy can operate at any distance but
may be blocked by the target resisting the
telepathic bond by succeeding at a Will
challenge against a DS equal to the spell
spheres roll. A number of additional
factors can cause for the telepathic bond
to be difficult such as not being familiar
with the target, or if the target is hostile.
There are positive factors that could
contribute towards the success of a
telepathic bond such as knowing the
target, being emotionally involved with
the target, friendliness, them sleeping and
so on.
Those who are affected by
telepathy know that they are being
contacted and generally a few words may
be spoken before a full connection is
made. Once a connection is established
by either the target not resisting or failing
their challenge, a full conversation can be
had in the manner of seconds, which can
involve images, sounds, words, emotions
159
Suspense: Yes
Description: An aspect of your spell
spheres influence and spell is embodied
in the form of a physical weapon. This
does not enchant a weapon, but instead
forms a weapon out of thin air to deliver
the spell per strike. While the weapon
appears as the weapon type, it does not
confer the edge, blunt or point of the
standard weapon. Those who are skilled
in the type of weapon that is formed can
apply their attack traits when attacking
with it. Each time the weapon strikes an
opponent, they are affected as if through a
touch version of the spell. The weapon
can be given to others and continues as
long as the spell is held in suspense.
Example: The Rejuvenation Sphere creates
a staff that heals others whenever it strikes.
160
Chapter 7
Equipment
Outside of deeds and racial traits, a
characters equipment is what truly
defines them as a hero. The better
prepared the character, the higher
possibility of living to tell the tale.
Sometimes, a single piece of equipment
can mean the difference of life and
death, and for adventurers who see
perilous dangerous on a day-to-day
basis, having the right tool is a plus.
Currency
Every campaign setting will
have its own
monetary system.
Most role play
settings
use
precious metals
minted in coins,
but do not feel
restricted
in
using them if you
feel there is a
better
system
available, not to mention better suited,
for your world. Since precious metals
are always a favorite, we shall use gold,
silver, bronze and copper as a way of
determining money.
Table: 7.1 - Coin Weight and Value
COINS
Gold
Silver Bronze Copper
161
Gold
(1/4 oz)
Silver
(1 oz)
Bronze
(1 oz)
Copper
(1 oz)
(1/4th
oz)
1:1
(1 oz)
(1 oz)
(1 oz)
1:15
1:900
1:2700
15:1
1:1
1:60
1:180
900:1
60:1
1:1
1:3
2700:1
180:1
60:1
1:1
Real-World
Application
Since we have never lived in a
fantasy world setting or the majority of
us havent used coins for monetary
transactions, it may be difficult for the
Overseer or likewise any player, to
envision the true value of the coin and
how it relates to given world. Below is a
table on how each coin translates to
Euro
381.39
25.42
0.42
0.08
Russian 14883.5 992.13
16.37
5.36
Ruble
Yuan
3152.3
210.13
3.47
2.08
Yen
38390
2559.07
42.23
13.82
Starting Wealth
Wealth
can
obviously
vary
depending
upon
a
characters
background and what social strata the
character belongs to.
All this is
generated at character creation, and
social modifiers must be added in
separately from the beginning wealth
tables. The following table is designed
for average wealth that is acquired
through previous adventurers and
lifetime acquisitions based on starting
milestones.
Table: 7.3 Starting Wealth by Milestone
Milestones
Gold
Silver
Bronze
100
36
125
4
7
150
8
14
175
12
28
200
1
9
56
225
3
4
52
250
6
9
42
275
13
4
24
162
300
325
350
375
400
26
53
106
212
424
8
2
4
9
4
48
28
56
52
44
Money Changers
In order to speed up gaming
sessions, especially with equipment
purchases, as long as the characters are
within the same region as the
predominate currency and there are no
exchange rate penalties, all money
exchanges (gold for silver, silver for
bronze, ect.) is considered to happen
behind the scenes. Most merchants do
not have enough money in their tills or
safes in order to cover any large coin
exchange, but there is usually a money
changer in the area, if not one located at
the local tax office or village magistrate.
Weapons
There are multiple different types of
weapons, each categorized into likegroups that correspond to the
appropriate type of attack die. These
categories include: Axes, Blade, Blunt,
163
Types of Materials
Weapons can be made out of
different materials. While the material
that the weapon doesnt change the
amount of damage the weapon typically
inflicts, it does make it so it can bypass
armor and cut through stronger
materials. Consult the table in regards
to the weapons hardness.
164
Blades
There are a many assortments of
blades from smaller types like stilettos,
daggers and needles, to longer blades
such as the long dagger, long sword and
rapier to heavier blades such as bastard
swords and two-handed swords.
Table: 7.4 Material Strength of Weapons
Material
Costs per
Hardness
Lbs.
Hide
5 bp.
2
Bone
n/a
2
Leather
8 bp.
3
Wood
2 bp.
3
Copper
10 bp.
3
Silver
16 sp.
3
Gold
16 gp.
3
Hard Wood
4 sp.
4
Bronze
16 bp.
4
Platinum
12 gp., 8 sp.
4
Stone
30 bp.
5
Iron
1 sp.
5
Glass
3 sp.
6
Steel
2 sp.
7
Hardened Steel
4 sp.
8
Mithril
500 gp.
9
Diamond
64,000 gp.
10
Adamentium
125,000 gp.
12
Daggers
Baselard Is a longer style of dagger
that has a hilt that is H-shaped, with a
longer blade of about 14.5 inches. The
pommel is heavier than most daggers,
which tends to allow for blunt attacks.
Dagger (Generic) Is a small
concealable weapon that varies in blade
length, typically between 5 to 8 inches,
that is double bladed with a sharpened
point. Many cultures use daggers for
close combat or ritualistic purposes.
Knife (Generic) Much akin to the
Parrying Daggers
Main Gauche French for left
hand is a dagger designed primarily
for parrying incoming attacks. It is
generally held in the secondary hand,
but can be used to attack if ever the
opportunity presents itself.
When
parrying, the dagger offers a favorable
condition on all parrying defense rolls.
Trident Daggers Are much like the
main gauche except they are equip with
spring activated blades that jet
outwards from the main blade. This
creates a means of trapping blades
easier. While parrying using the offhand trident dagger, you gain a favorable
165
Cost
-
Type
-
1 sp
45 bp
25 bp
1 sp
1 sp, 35
bp
2 sp
2 sp
3 sp, 38
bp
Hit Points
-
T
T
T
T
Speed
2
2
2
1
2
Balance
-
Edge
-
Point
-
Blunt
-
35
35
10
35
Weight
.74 lbs.
.5 lbs.
.5 lbs.
n/a
.5 lbs.
4
2
1
3
2
1
4
1
1
2
35
.5 lbs.
35
.5 lbs.
63
1.8 lbs.
77
2.2 lbs.
70
2 lbs.
63
1.8 lbs.
122
3.9 lbs.
S
T
7
3
102
26
2.9 lbs.
.75 lbs.
9
4
3
1
3
-
56
1.6 lbs.
88
2.5 lbs.
67
1.9 lbs.
95
2.7 lbs.
63
1.8 lbs.
70
2 lbs.
Sickle-Blades
Falx
Khopesh
Scythe
Scythe Sword
Sickle
Short Swords
Anelace
Arming Sword
Celtic Sword
Cinquedea
Degen
Falcata
3 sp, 53
bp
3 sp, 24
bp
2 sp, 28
bp
3 sp
30 bp
2 sp, 41
bp
6 sp, 4
bp
4 sp, 56
bp
4 sp, 16
bp
2 sp, 50
bp
2 sp, 28
bp
Small swords
Dress Sword It is a long thin blade
that is worn by those of the
gentlemans class and are often worn
at court and used for dueling. The hilt
is often designed like a shell and is
considered lighter weight and in
balance than a typical rapier.
Rapier It is a longer blade than
most dress swords, detailed with two
sharp edges but mostly used as a
thrusting weapon. The blade length is
Sickle-Blades
Falx Is a sickle-shaped blade that
has been sharpened only on the inside
(like a scythe), is 27 to 39 inches long
with an average blade length of 19.5 to
24 inches. There are two variants, a onehanded falx and a two-handed falx.
166
67
1.9 lbs.
53
1.5 lbs.
77
2.2 lbs.
M
M
5
5
53
53
1.5 lbs.
1.5 lbs.
5
5
3
3
2
2
70
2 lbs.
116
3.3 lbs.
12
63
1.8 lbs.
67
1.9 lbs.
74
2.1 lbs.
10
70
2 lbs.
10
81
2.3 lbs.
11
XL
10
140
4 lbs.
15
11
98
2.8 lbs.
12
88
2.5 lbs.
12
XL
11
192
5.5 lbs.
22
17
XL
133
3.8 lbs.
18
XL
XL
11
11
192
192
5.5 lbs.
5.5 lbs.
23
21
16
16
8
8
Short swords
Anelace Shaped much like the
cinquedea, the anelace shares the Vshape blade, is double-edged but with a
sharpened tip. It is a weapon notably
carried in cities, while traveling on
167
168
Long Swords
Long Sword (generic) Is a straightblade, with a double edge, often
characterized with a cruciform hilt that
can be wielded either one-handed or
two-handed. The blade is ranges 39 to
48 inches and an overall length of 47-59
inches.
Mameluke Sword is a scimitar-like
curved sword that has a cross-hilt and
was derived from the Mamelukes in
Egypt. Some use the weapon as a dress
sword for officers or higher level
military personnel. The blade is 30
long with an overall length of
approximately 38.
Scimitar Is a sword that is drawn
from the back that has a curved blade.
The blade is typically 30 to 36 inches in
length with a hilt of approximately 8
inches. It is mostly a slashing weapon.
Spatha Evolved from the gladius,
the Spatha is a long blade of 30 to 39
inches long and was considered the
standard heavy infantry weapon the the
Roman Empire. It is a straight-blade,
and double edged.
Viking Sword Not completely
restrictive to the Vikings, the Viking
sword evolved from the spatha and it
too is a straight blade with the double
edge. The blade length varies from 28 to
33 inches long with an overall length of
Bastard Swords
Basket-Hilt Sword Are so named
due to basket-like hilt designed into the
hilt that protects the wearers hand
during combat. The basket-hilt made it
so that gauntlets were not required. The
sword is approximately 40 inches long
with the blade being 33.5 inches in
length.
Estoc Or otherwise known as a
tuck, the estoc has a cruciform hilt
with a grip capable of two-handed use.
It has no cutting edge, but it has a long
sharpened point designed to pierce
through armor. The size of the blade
varies by region, but averages from 36
to 52 inches long with a hilt of
approximately 10 inches. Estocs are
typically hung from a horsemans
saddle or from the belt. Estocs can also
be used as a lance from horseback when
the original lance splinters. The average
weight is 4 lbs. to 6 lbs. with 6 lbs. being
the longer blade.
Mortuary Sword This is a twoedge with a half-basket hilt and blade
length of 35 to 41 inches long and a
handle of 8-9 inches. Occasionally the
hilts are designed with martyrs or dead
kings.
Waloon Sword A type of baskethilt rapier, the waloon sword is favored
by both military and civilians due to its
light weight and flexibility. It is 39
inches with a blade length of 32.75
inches long. It is a strongly balanced
169
sword.
Great Swords
Claymore is a variant of the twohanded longsword created in medieval
Scotland. The sword is distinguished by
having a cross hilt with forward sloping
quillons with quatrefoil. It averages 51
inches long in total, with a blade length
of 42 inches.
It is a two-handed
weapon.
Executioners Sword is a sword
designed specifically to decapitate the
heads of criminals. It is not intended for
combat due to lacking a point. The
quillions are short and straight, while
the pommel is pear-shaped or faceted.
The sword is two-handed, but the
overall length of the sword is only 46.5
inches. The blade itself averages only 35
inches.
Flambard otherwise known as a
flame-bladed sword, this great sword
received its name due to the flame-like
wave the blade takes on. This weapon
has a long grip as well as a long ricasso
equipped with a set of flukes. This
weapon is like the Zweihander but the
blades attributes can be added to onehanded weapons as well such as long
swords or rapiers. The blade style offers
+2 edge damage but adds 5 silver pieces
to the cost of the blade, or 4 silver to be
added to a previously owned pommel.
Zweihnder German for two
hander is the primary two-handed
sword. The sword can be up to 6 feet
long from the base of the pommel, with
a 4-5 ft. blade. The pommels are usually
pear-shaped and the ricasso allows for a
hand to be placed below the lower
guard in order to shorten the grip in
Axes
Axes were primarily used as tools,
but were later found to be very efficient
in combat. Because axes concentrate
their power in a single point, they have
the ability of punching through tough
armors, even platemail, allowing them
to ignore 1 point of armor to better
wound their foes.
Hand Axes
Francisca Is a throwing axe that
was primarily used by real world
Franks, and is characterized by an archshapred head. The top of the head is
usually S-Shaped. The weapon has a
haft length of around 16 to 18 inches
and a 4 inch cutting edge. This can be
thrown.
Hatchet Is a tool used to cut and split
wood but in a moments notice can
prove advantageous in combat.
A
hammer head is always added to the
hatchet to allow for multi-purpose. Not
technically a hand-axe, it was added to
the repertoire due to its common use.
Hatchets may also be thrown.
Shepherds Axe is a long thin axe
that duals as a walking stick. It is
generally used by shepherds, as the
name implies, and can be carved. The
length of the shaft is no more than 3 ft.
long, with a small metal head-piece that
is sharp on one side while flat on the
other to act as a hammer. The headpiece is also designed in such a way that
170
Cost
1 sp, 14
bp
1 sp, 34
bp
2 sp
1 sp
6 sp, 24
bp
6 sp, 58
bp
7 sp
8 sp, 34
bp
10 sp
11 sp, 18
bp
Type
-
Speed
-
Hit Points
-
Weight
-
Balance
-
Edge
-
Point
-
Blunt
-
Sm
46
1.3 lbs.
Sm
88
2.5 lbs.
Sm
Sm
6
4
80
70
2.3 lbs.
2 lbs.
7
5
2
2
116
3.3 lbs.
14
147
4.2 lbs.
16
133
3.8 lbs.
+1
14
172
4.9 lbs.
17
XL
11
203
5.8 lbs.
21
XL
10
196
5.6 lbs.
+1
18/18
Combat Axes
Great Axes
171
Clubs
Clubs are a broad term used to
describe any type of blunt instrument
that can be used in combat. Such
weapons include clubs, maces, flails,
morning stars, war hammers and picks.
As heavier armors were employed in
combat, blunt weapons became favored
on the battlefield due to their ability to
penetrate armor and inflict terrible
damage on their foes.
Clubs
Club Is a piece of heavy wood fit
with a handle, tending to be wrapped in
leather for a firmer grip, that is used to
bash enemies.
Table Leg (Improvised) Like a
club, but just a bit awkward in ones
hand, a table leg (or sometimes a chair
leg) can be useful in a moments notice
combat situation.
Tree Branch (Improvised) Even
worse than a table leg, a tree branch can
be useful when one finds nothing else to
defend oneself with.
Sap is a leather covered lead rod,
that is primarily intended for head
strikes to stun and or render an
opponent unconscious.
Maces
Bar Mace Around 29 inches in
length, the bar mace is a long bar that
is attached to an eight inch handle.
Flanged Mace - Is approximately 2
feet in length with 4 to 5 flangs
Morning Star
Holy Water Sprinkler Named due
to its resemblance to the aspergillum,
the holy water sprinkler is 74.5 inches
172
Flails
Bar Flail Developed originally
from an agricultural tool, the handle is
attached to a metal bar by chain and is
best utilized against armored foes. The
shaft is 21 inches in length with a metal
bar of 11 inches long. The bar is often fit
with studs or small spikes to deliver
additional piercing damage.
Military Flail Much like the bar
flail, except it is a two-handed weapon
with a shaft ranging between 4 to 5 feet
in length with a bar of 3 feet in length.
One-Ball Flail 24.5 inches in
length, the shaft is made of wood or
metal that is affixed at one end with a 10
inch chain and a spiked ball. Due to the
shape of the head, flails deal both point
and blunt damage to their targets.
Two-Ball Flail Same as the oneball flail, except it has two balls at the
end instead of one.
Three-Ball Flail Same as the one
ball flail, except that it has three balls at
the end instead of one.
Hammers
Picks
Hakapik Originally designed for
killing seals, this weapon holds a small
hammer head, and a long hook at the
damaging end. The shaft ranges from
3.4 to 5 feet long with a 12 oz metal head
attached at one end. While civilian
versions of this weapon have a shaft
made of wood, the military version
holds a shaft of metal that adds an
additional 4 lbs to its weight.
Horsemans Pick Is a like a war
hammer with a metal shaft. On the
opposite end of the hammer is a long
pick that curves slightly downwards.
The length is 23 inchs long.
Pole arms
Pole arms are weapons that are
attached to a long shaft. The idea
behind pole arms is to give one enough
reach to be advantageous in combat, or
to utilize the full sweeping motion of the
weapon to gain additional damage. The
types of pole arms staves, spears, lance,
hooked, winged, blade, fork, hammer
and long axe.
173
Cost
1 sp
n/a
n/a
40 bp
Type
SM
SM
L
T
Speed
4
6
8
2
4 sp
6 sp, 42
bp
3 sp, 4
bp
3 sp, 34
bp
2 sp, 26
bp
2 sp, 47
bp
SM
3 sp, 45
bp
4 sp, 16
bp
Hit Points
-
Weight
2 lbs.
2.3 lbs.
3 lbs.
1.4 lbs.
Balance
-1
-2
-
Edge
-
Point
-
Blunt
4
5
6
3
4.6 lbs.
13
SM
10
6 lbs.
15
SM
3.8 lbs.
4.2 lbs.
10
SM
2.13 lbs.
SM
2.6 lbs.
SM
4 lbs.
10
SM
4.4 lbs.
12
2.8 lbs.
Flails
Flail, Bar
Flail, Military
Flail, One-Ball
Flail, Two-Ball
Flail, Three-Ball
Hammers
Maul
War Hammer
3 sp
8 sp, 14
bp
3 sp
4 sp
5 sp
12 sp, 24
bp
3 sp, 26
bp
XL
6.8 lbs.
13
SM
M
L
6
7
8
3 lbs.
5 lbs.
7 lbs.
4
6
8
8
10
12
14
10 lbs.
22
3 lbs.
10
XL
12
4 lbs.
14
XL
14
8 lbs.
16
4 lbs.
12
12
Picks
Hakapik
Hakapik, Military
Horsemans Pick
3 sp, 42
bp
9 sp, 14
bp
5 sp
Staff
Long Staff Is a long wooden shaft
of wood that ranges between 11 to 12
feet in length.
Quarter Staff Also known as a
short staff, is a long wooden shaft
primarily made of wood that ranges in
length from 6 to 9 feet long.
Spear
Javelin Is a type of throwing spear
that is 8.5 feet long that is tipped with a
174
Lance
Lance, Light Is a charging weapon
used for light cavalry, that ranges from
6 to 10 feet long that is designed to
knock down and skewer mounted or
ground targets. In its short form it
resembles a spear or javelin. In its
longer lengths it allows for greater
reach. For purposes of game, the lance
is a 10 ft. weapon.
Lance, Heavy A heavy lance is a
shock weapon that averages between 10
to 15 feet in length and has a thicker
diameter than the light lance. Equipped
with the point of war this sharpened
lance is designated to smash through
enemy lines and heavy armors.
Lance, Jousting Like the heavy
lance, except that it is not equipped with
a point and instead is fixed with a
coronal, a crown-shaped metal cap with
four prongs to help catch on opponents
shields to better dismount an opponent.
The lance itself is manufactured with
hollow and/or fluted break away
Winged
Chauve-souris Bat-shaped threeheaded bladed attached to a 6 to 8 feet
long pole. Designed primarily as a
means of pole-arm-fencing, the wings
also aid in keeping the blades from
going in too deeply as to lose the
weapon from a deep cut.
Ranseur Thought to be a
derivative of the spetum, the ranseur is
comprised of a long spear-tip with a
cross hilt at its base. Occasionally the
hilt would even be crescent shaped,
giving it a trident-like appearance.
Much like most other polearms, the
Ranseur is about 6 to 8 feet long. The
shape of the wings aids in disarming
opponents
and
dismounting
adversaries.
Spetum is a three pointed metal
head that is 12 to 14 in length that is
set on a pole that is 6 to 8 feet long. The
three points are sharped on each side
that are perfect for slashing and
thrusting.
Hooked
Bill Derived from the agricultural
bill-hook, the bill is recognized by a
wide blade with a hook at the end of it
designed to catch the armor of mounted
foes and pull them out of their saddles.
The blade is set atop a wooden pole of 5
to 9 feet in length. Hooked weapons
grant a favorable condition when trying to
demount a rider.
175
Cost
2 sp
1 sp
Type
XL
L
Speed
8
5
Hit Points
130
76
Weight
6.5 lbs.
3.8 lbs.
Balance
-
Edge
-
Point
-
Blunt
12
8
1 sp
7 sp, 8
bp
10 sp, 23
bp
30 sp
2 sp, 19
bp
25
1.7 lbs.
XL
10
80
4 lbs.
14
XL
18
140
7.3 lbs.
18
25
300
15 lbs.
24
88
4.4 lbs.
10
XL
XL
14
11
140
66
7 lbs.
5.6 lbs.
18
14
86
4.3 lbs.
XL
11
112
5.6 lbs.
12
12
XL
12
112
5.6 lbs.
16
XL
11
120
6 lbs.
10
14
XL
13
108
5.4 lbs.
11
XL
14
110
5.5 lbs.
13
XL
12
106
5.3 lbs.
12
XL
10
102
5.1 lbs.
14
XL
11
114
5.7 lbs.
15
XL
12
120
6 lbs.
17
12
XL
12
116
5.8 lbs.
16
XL
13
124
6.2 lbs.
14
XL
14
130
6.5 lbs.
14
14
L
L
11
10
96
90
4.8 lbs.
4.5 lbs.
13
15
3
3
XL
161
3.8 lbs.
14
XL
158
4.5 lbs.
16
XL
122
3.5 lbs.
12
XL
126
3.6 lbs.
15
XL
10
98
4.9 lbs.
13
10 sp
2 sp
4 sp, 24
bp
Winged
Chauve-souris
Ranseur
Spetum
6 sp, 12
bp
6 sp
6 sp, 30
bp
Hooked
Bill
Fauchard
Guisarme
7 sp, 40
bp
8 sp
6 sp, 14
bp
Blade
Glaive
Sovnya
Svardstav
War Scythe
Hammer
Bec de Corbin
Lucerne Hammer
Forked
Military Fork
Trident
Long Axes
Bardiche
Halberd
Pollaxe
Sparth
Vouge
6 sp, 37
bp
7 sp, 43
bp
8 sp, 31
bp
8 sp
7 sp, 30
bp
9 sp
6 sp
7 sp
6 sp, 45
bp
8 sp, 39
bp
6 sp
7 sp, 24
p
6 sp
176
Blade
Forked
Hammer
Bec de Corbin meaning beak of
the crow, it got its name due to how
the weapon appears to have a beak-like
spike on one side. One the other side is
a hammer, but during combat, the
hammer tends to see little use as the
beak tends to best penetrate armor
while the hammer portion of the
polearm is used as a counterweight.
The pole-arm tends to be from 6 to 8 feet
in length.
Lucerne Hammer Typically
mounted on a 7 feet long pole, is a threepiece combination weapon with one
side being a beak-like spike and the
other side being a spiked hammer, and
then the top fixed with a spike as well.
Long Axes
Bardiche Otherwise known as a
long pole-axe, is a type of glaive. The
blade is long and shaped like a cleaver
that is 2 feet long attached to a pole no
longer than 5 feet.
Halberd is a two-handed polearm
consisting of an axe blade topped with a
spike with a hook on the opposite side
of the blade to grapple with mounted
combatants.
This is fixed to pole
measuring about 5 to 6 feet long.
Pollaxe Often mistaken for a
halberd or a bardiche, the pollaxe is
simply an axe head attached to a long
pole that is 4 to 6.5 feet long. The
damaging face carries either a hammer
or axe while the reverse face has a spike,
hammer or fluke.
Sparth
this
weapon
is
characterized by a larger head and a
broader blade attached to a long shaft
varying from 4.5 to 6 feet long.
Vouge Is a axe-like blade that is
affixed horizontally to the standard 6 to
177
Cost
Type
Speed
Hit Points
Weight
Balance
Edge
Point
Blunt
6 sp, 20 bp
3 sp, 40 bp
XL
XL
10
7
60
40
3 lbs.
2 lbs.
+4
+3
8 sp, 20 bp
XL
11
60
3 lbs.
+5
5 sp, 40 bp
XL
40
2 lbs.
+4
5 sp, 18 bp
80
4 lbs.
+7
9 sp, 12 bp
XL
160
8 lbs.
+12
3 sp, 42 bp
SM
40
2 lbs.
+3
8 sp, 20
bp
100
5 lbs.
+7
30 bp
1 sp, 30 bp
1 sp
SM
XL
SM
4
8
5
10
60
20
n/a
3 lbs.
1 lbs.
+4
+4
+6
-
40 bp
1 sp
M
M
7
6
20
40
1 lbs.
2 lbs.
+1
-
12 bp
1 lbs.*
10 bp
1 lbs.*
14 bp
1 lbs.*
1 bp
10 bp
14 bp
1 bp
-
T
T
T
T
T
2
4
2
2
2
20
20
1 lbs. *
1 lbs. *
1 lbs. *
1 lbs.
1 lbs.
-2
1
5
7
-
2
2
Ranged
178
Slings
Sling Is a rope that is attached to a
cradle or a pouch in the center, used to
launch stones or other such projectiles at
opponents.
Sling Staff Is a staff of hard wood
that is about 4 to 5 feet in length with a
sling attached to one end. The added
pole to the sling design acts like a
miniature catapult or trebuchet and
gives the wielder a longer distance.
Atlatl It consists of a shaft with a
cup to hold the dart or spear. The atlatl
is held in one hand and the spear or
javelin, in the other. Then, acting like a
lever, the atlatl aids to launch the
projectile at a specified target and
multiplies the distance such a weapon
can be thrown by x3.
Misc.
Blowgun Is a long cylindrical tube
that is hollowed out, designed to launch
darts over longer distances than if
thrown.
The blowgun requires the
wielder to be able to force air through
the opposite end of the gun to give the
dart distance. The optimal range of a
dart is increased by x3 distance while
being shot from a blowgun.
Whip is a long, occasionally
barbed, piece of intertwined strips of
leather that is designed to inflict mostly
flesh wounds upon targets. The crack
noise from the whip is used to herd
animals or drive them, and rarely used
to inflect harm on them due to
damaging the livestock. Due to the grip
of these weapons, the whip can be used
to disarm opponents, latch onto limbs or
179
Ammunition
Bodkin Point Arrows Are arrows
affixed with a spear-like, thin, arrow
head that allows for quick manufacture
and longest distance. The arrow is
designed to penetrate up to chain mail.
Blunt Arrows Are unsharpened
arrows used for mostly game hunting
where the goal is to rather stun the
target than have them bleed out. Blunt
arrows are also used for target practice
(such as shooting stumps) or in some
harsher cases, crowd control.
Broadhead Arrows Are like
Bodkin Point arrows, except that the
arrow head is more triangular, with two
to four blades designed to cause
massive bleeding and trauma in those it
strikes, not to mention additional
damage when pulled out of a victim.
Whenever pulling out an arrow (or
pushing it through), the arrow deals its
damage to the victim. A successful First
Aid easy skill roll can determine
whether the arrow needs to be pulled
out (for max damage) or pushed
through (for half). The victims luck
will determine if it can be pushed
through.
Dart Is a small projectile, usually
no longer than 6 inches in length has a
long tip with a small wooden base with
a plume of feathers at the opposite end
to give it lift. The dart does little
damage on its own, but is usually
Optimal Ranges
Optimal ranges are what distance a
weapon can be fired without incurring
any sort of penalty to accuracy. Each
time the optimal range is exceeded, the
character suffers a negative condition to
strike the target.
Table: 7.10 - Optimal Ranges
Weapon
Longbow
Shortbow
Comp. Longbow
Comp. Shortbow
Light Crossbow
Heavy Crossbow
Pistol Crossbow
Sling
Staff Sling
Javelin
Spear
Dagger
180
Distance
120 feet
80 feet
140 feet
100 feet
80 feet
120 feet
40 feet
50 feet
80 feet
30 ft.
20 feet
10 feet
Hand Axe/Tamohawk
Dart
Club
10 feet
10 ft.
10 feet
Armor
Armor is protective
wear
that
characters
wear in order to aid in the
deflection and absorption
of damage sustained in
combat or when being
assaulted by the elements
and or environment.
There
are
several
different types of armor
and certainly there are
types of armor made from
differing materials that
may
not
even
be
covered in this edition.
Armor pieces can be worn
individually, especially for those wouldbe adventurers who do not have enough
to buy an entire set of plate mail but
would enjoy the protection of at least
some of the pieces.
In this section we will cover where
each armor piece can be worn in certain
body locations and what classifies
each. Then we will cover the
different types of armor available
and the materials they are, and also can,
be made out of.
Each piece of armor confers its own
level of protection and ability to absorb
a certain amount of damage.
Types of Armor
There
are
several
types
of
armor ranging from simple leather to
being forged from mystical elements
such as mithril or adamentium. Certain
armors can even be improved upon
depending upon the skill level of the
armorsmith or hide worker.
Below is a comprehensive list of
most types of armors that can be
purchased or found in the field:
181
Types of Materials
Much like weapons can be made of
How to Read
The chart below details each set of
armor that is available for purchase.
Entire sets may be purchased or each
piece may be purchased individually.
Pieces that are worn in this manner are
called piece-mail armor.
Please view table 7.4 for material
costs and hardness.
NAME Is the name of the armor
set and the individual pieces listed
underneath. Consult the section on
Body Armor and Location to know where
each piece is worn on the body.
COST Is the monetary cost of
having to purchase the armor piece
and/or set.
TYPE Is a distinguishing
characteristic that identifies the overall
bulk of a certain set of armor. Armors
are separated into light, medium and
heavy categories. Light armors are freeflowing and act suitably to cloth in that
it doesnt restrict movement. Medium
armors are stiff and rigid and makes it
difficult for one to maneuver; for each
medium piece of medium armor worn,
the character suffers a -1 penalty to all
182
Shields
Like armor, shields also have varied
in use and in material as well. For
purposes of standard game, most
shields are made of strong steel in order
to better protect against strikes. While
armor is used to absorb most blows,
shields are designed to deflect blows.
Kite Shield Kite shields come in
different shapes, one being a reverse
tear drop, and then others where the top
is flat. Preferred by most riders due to
the shield being able to cover the entire
flank, the kite shield also picked up
popularity with melee fighters due to its
ability to protect their foreleg.
Heater Shield Named thus due to
the shields resemblance to a clothing
iron, the Heater shield is reknown for us
in melee
combat and jousting
tournaments. Heater shields used for
jousting usually have a notch for the
lance.
Buckler The buckler is a small shield,
usually around 6 to 18 inches in
diameter and round. It is used in the
secondary hand to deflect against melee
attacks. Due to how small it is, the
buckler is terrible at blocking incoming
arrows and thus only gains half its
deflection when defending against
ranged weapons.
183
Material
Hide
Deflection
-
HP
600
Weight
35 lbs.
Edge
8
Point
5
Blunt
4
Hide
Hide
Hide
40
20
60
4 lbs.
2 lbs.
4 lbs.
1
-
1
-
Hide
120
6 lbs.
Hide
60
4 lbs.
Hide
Hide
Hide
40
80
100
2 lbs.
4 lbs.
5 lbs.
1
1
1
1
1
-
Hide
80
4 lbs.
Leather
600
20 lbs.
Leather
60
2 lbs.
Leather
Leather
Leather
Leather
Leather
Leather
30
30
120
60
30
90
1 lbs.
2 lbs.
4 lbs.
2 lbs.
1 lbs.
3 lbs.
3
1
1
-
1
2
1
1
2
1
Leather
90
3 lbs.
Leather
40
2 lbs.
184
Cost
1 gp, 9
sp, 27
bp
2 sp
1 sp, 30
bp
3 sp
5 sp
3 sp
1 sp, 30
bp
3 sp
3 sp
2 sp
2 gp, 2
sp, 15
bp
2 sp, 15
bp
2 sp
4 sp
7 sp
4 sp
2 sp
4 sp
4 sp
3 sp
2 gp, 12
sp
3 sp
3 sp
5 sp
9 sp
5 sp
3 sp
5 sp
5 sp
4 sp
3 gp
4 sp
4 sp
1 gp
10 sp
4 sp
8 sp
-
Type
M
Material
Leather/Steel
Deflection
+2
HP
1000
Weight
25 lbs.
Edge
14
Point
12
Blunt
8
L
L
Leather/Steel
Leather/Steel
120
80
3 lbs.
2 lbs.
1
1
1
1
1
-
M
M
M
L
Leather/Steel
Leather/Steel
Leather/Steel
Leather/Steel
+1
+1
-
80
200
120
80
2 lbs.
5 lbs.
3 lbs.
2 lbs.
2
4
2
1
1
3
1
1
1
2
-
M
M
L
Leather/Steel
Leather/Steel
Leather/Steel
120
120
80
3 lbs.
3 lbs.
2 lbs.
2
-
2
1
-
2
2
Leather/Steel
+2
1500
30 lbs.
17
12
Leather/Steel
150
3 lbs.
L
M
M
M
L
M
M
M
Leather/Steel
Leather/Steel
Leather/Steel
Leather/Steel
Leather/Steel
Leather/Steel
Leather/Steel
Leather/Steel
+1
+1
-
100
125
325
175
100
175
175
125
2 lbs.
2.5 lbs.
6.5 lbs.
3.5 lbs.
2 lbs.
3.5 lbs.
3.5 lbs.
2.5 lbs.
1
2
5
2
1
1
3
1
1
2
3
1
1
2
1
-
1
2
1
2
2
Steel/Leather
+5
2100
35 lbs.
24
17
11
M
M
M
M
M
M
M
M
M
M
M
M
M
M
M
M
-
Steel/Leather
Steel/Leather
Steel/Leather
Steel/Leather
Steel/Leather
Steel/Leather
Steel/Leather
Steel/Leather
Steel/Leather
Steel
Steel
Steel
Steel
Steel
Steel
Steel
-
+1
+1
+1
+1
+1
-
210
150
180
480
240
150
240
290
180
2800
3.5
2.5
3
8
4
2.5
4
4.5
3
40 lbs.
4
3
15
8
3
6
-
2
1
3
7
2
2
1
3
2
29
2
2
15
4
2
4
-
1
2
2
4
2
1
3
2
1
25
2
2
10
4
2
4
-
1
1
3
1
2
1
2
6
4
1
1
-
185
Material
Steel
Deflection
+6
HP
5250
Weight
75 lbs.
Edge
35
Point
28
Blunt
14
Steel
Steel
+3
280
2100
4 lbs.
30 lbs.
3
17
2
13
1
7
Steel
Steel
Steel
Steel
-
+2
+1
-
700
350
770
1050
-
10 lbs.
5 lbs.
11 lbs.
15 lbs.
-
5
3
2
5
-
4
2
3
4
-
2
1
1
2
-
Steel
+18
10500
150 lbs.
80
66
37
Steel
Steel
Steel
Steel
Steel
Steel
Steel
Steel
Steel
+2
+1
+3
+5
+3
+1
+1
+2
+1
700
350
1260
3500
910
420
1050
1610
700
10 lbs.
5 lbs.
18 lbs.
50 lbs.
13 lbs.
6 lbs.
15 lbs.
23 lbs.
10 lbs.
5
3
14
30
7
4
5
7
3
4
3
12
25
5
3
5
6
3
3
1
8
10
4
2
3
4
2
Type
Material
Deflection
HP
Weight
Kite Shield
4 sp, 42 bp
Steel
+5
350
10 lbs.
Heater
5 sp, 24 bp
Steel
+6
420
12 lbs.
Buckler
Pavise
1 sp
6 sp
L
H
Steel
H.Wood
+1
+8
70
320
2 lbs.
16 lbs.
4 sp, 20 bp.
Steel
+4
280
8 lbs.
Scutum
9 sp
Steel
+15
770
22 lbs.
Hoplon
6 sp
Steel
+8
542
15.5 lbs.
Targe
186
Gear
Most equipment in Sticks & Stones can be
purchased in like-categories or in bulky,
unnamed groups of related items such as
General Goods, Tools, Food, Clothing, ect.
These items, while not very specific, are
designed to take the place of long, ever
expanding equipment lists belonging to other
role playing games. Those players who
prefer to have detailed equipment lists may
purchase things al a carte.
Grouped Items
Whenever a character purchases a group of
items, there is a general description that each
group carries and is assumed to have the
essentials of that grouping. For instance, a
character purchases Camping Gear, which
187
Weight
2 lbs.
3 lbs.
2 lbs.
1 lbs.
2 lbs.
n/a
3 lbs.
2 lbs.
1 lbs.
----3 lbs.
----n/a
0.1 lbs.
1 lbs.
1 lbs.
10 lbs.
6 lbs.
1 lbs.
1 lbs.
18 lbs.
1 lbs.
5 lbs.
1 lbs.
Musical Instrument,
wood
Musical Instrument,
Metal
Spellbook, blank
Bag of Marbles
Name
Block & Tackle
Crowbar
Hammer
Sledge
Pick, mining
Spade
Shovel
Skill Kit
Grappling Hook
Camping Kit
Medical Kit
7 sp
1 lbs.
1 gp
4 lbs.
2 gp
1 sp
1 lbs.
1 lbs.
Weight
7 lbs.
5 lbs.
2 lbs.
10 lbs.
10 lbs.
8 lbs.
7 lbs.
4 lbs.
4 lbs.
10 lbs.
2.5 lbs.
Name
Weight
2 lbs.
0.5 lbs.
1 lbs.
0.5 lbs.
2 lbs.
2 lbs.
1.5 lbs.
1 lbs.
0.5 lbs.
n/a
n/a
n/a
3 lbs.
2 lbs.
n/a
n/a
2.5 lbs.
n/a
1 lbs.
4 lbs.
5 lbs.
n/a
0.5 lbs
n/a
1 lbs.
n/a
n/a
2 lbs.
1 lbs.
n/a
n/a
n/a
n/a
Healing Salve
Healing Potion
Stamina Potion
Magick Potion
Love Potion
1 sp
8 sp
10 sp
1 gp
10 sp
0.5
0.5
0.5
0.5
0.5
lbs.
lbs.
lbs.
lbs.
lbs.
Name
Barding
Dog, Guard
Dog, Riding
Dog
Cat, Riding
Cat
Donkey or Mule
Horse, Riding
Horse, Draft
Horse, Military
Pony, Riding
Pony, Military
Riding Gear
Saddle, Riding
Mount Feed
Stabling
Falcon, Hunting
Saddle, Pack
Saddle, Military
Falcon, Riding
Animals
Cost
Varies
8 sp
3 gp
3 sp
1 gp
1 sp
3 sp
1 gp, 11 sp
4 gp
8 gp
1 sp
2 gp
2 sp
1 sp
20 bp/day
1 sp
3 gp
1 sp, 20 bp
2 sp
6 gp
Weight
Varies
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
n/a
5 lbs.
20 lbs.
10 lbs.
n/a
1.5 lbs.
10 lbs.
35 lbs.
n/a
Adventuring Gear
Below are a list of items and their
descriptions. Only items that require a more
in-depth explanation will be touched on.
Bandages A roll of bandages can be
used to treat 10 hit points worth of damage.
A prepared medic usually carries more than
1 roll with them at all times.
Blanket, Winter This blanket gives the
character a favorable condition when trying to
keep warm during cold or otherwise winterlike conditions.
Caltrops Are a four-prong tack that is
sharp and deals damage to those who
attempt to walk through it. Caltrops can
cover up to four 5 ft. squares, and
immediately deals an Edge of 5 to any who
pass through.
Lantern, Bullseye This lantern is
188
Household
Items
189
Animals
Animals may be found in Chapter on
Monsters, under the subsection of animals.
Barding Barding is armor specially
made for animals and mounts. The armor
type provides the same level of protection as
the normal full set of armor, except that its
weight and cost is respective to the size of the
creature. Thus if you are creating barding for
a mount with a Body of 8, then that is
effectively 1.6 more than a intended armor
for a Body of 5, and would cost 1.6 times
more and weight 1.6 times more (for a
humanoid) and then x2 for a quadruped. So
if you wish to give Full Plate Mail for a horse,
190
Chapter 8
Adventuring
Life of an adventurer is not an easy one.
There are several challenges and obstacles
one must face before one is ever rewarded.
Some rewards are monetary whilst others
grant knowledge.
Occasionally an
adventurer may be faced with tough
decisions that may impact the lives of many,
it is these decisions that will ultimately shape
the world in which the character lives in.
The most important thing about
adventuring is to know a challenge for what
it is and to be able to properly assess whether
or not a situation is within the characters
means or too far beyond them that to try
would only spell certain doom. The next
section touches on the types of challenges
one will meet in the game and how to
navigate them.
Challenges
Challenges are obstacles that the Overseer
sets forth in front of the player characters to
keep them, or dissuade them from their
goals.
Some challenges imply no
consequence, such as in cases where the
player character wishes to talk a merchant
down on a price but fails; other challenges
carry a more grisly cost such as trying to leap
out of harms way before a heavy boulder
crushes them. Each time a character succeeds
at a challenge, he or she fills out a stick on
their skill or ability advancement. If the
character fails, the player does not get to
advance their character in that respective
191
MECHANICS
There are two different ways of how
challenges are calculated. The first type is the
unopposed action, where the difficulty score
(or DS) is set by the Overseer and the player
must roll their characters respective score
against it. Then there is the opposed action,
where the player must roll their characters
respective score against another character or
NPC (non-player character), where the
highest score wins.
Example of Unopposed Actions: The
players character needs to jump across a
creek. The Overseer checks the width of the
creek and the height at which the character
needs to reach in order to reach the other side
and assigns a Difficulty Score of 18. The
player rolls his Jump skill and rolls the
respective ability and skill die and adds it to
his or her milestones in order to meet the
score the Overseer has assigned. Most of the
time, the difficulty score is not released to the
player.
Example of Opposed Actions: The
ABILITY CHALLENGES
Ability challenges are called for when a
skill or other respective score will not due for
the situation. For physical challenges such as
pushing objects and lifting things, a Brawn
challenge would best fit, or if a character is
attempting to enter into a battle of wits with
another individual then Wits would be the
score better rolled.
Optional
Rules:
Sanity (Will)
To add a spark of darkness into a
campaign, an Overseer can implement this
option rule that deals with a characters
Sanity. Characters begin with a maximum
Sanity score equal to the characters total
mental milestones (Smarts, Wits and Will).
These Sanity Points act much like Hit Points,
Stamina Points or Magick Points and are
restored at the same rate as Hit Points.
When characters encounter situations of
fear, horror or madness they must make a
challenge roll against a DS (difficulty score)
set by the Overseer in relation to the event.
Often times, in cases of monsters, a certain
192
SKILL CHALLENGES
Skill challenges are any actions that fall
under the skills section of character creation.
These would include Jumping, Running,
Academics, Perception, ect.
For more
information on skill challenges, please see the
Skill section.
COMBAT CHALLENGES
There are times when combat is necessary
in game to resolve a challenge. However,
oftentimes player characters eager to show
their characters prowess tend to leap into a
combat more often than what may be
necessary. It is important to note that there
may be encounters that may seem easily won
through combat but turn out to have some
horrific outcomes.
Or, there may be a
situation where the monster that must be
MAGICK CHALLENGES
Magickal challenges can be more than
simple opposed challenges or using the
magickal talents inherent in the character to
overcome obstacles, sometimes the challenge
may be magick in nature and is not expressed
or detailed in either the characters past
history or in the Sticks & Stones rulebook.
There are instances where the Overseer has
poetic license with magick, it is still a very
mysterious force; no matter how much any
NPC can claim to be an expert.
Magickal challenges and rules for
challenges are detailed in the Chapter of
Magick.
Difficulty scores
When determining difficulty scores or the
DS of a challenge, a good Overseer must
determine whether to use a fixed difficulty
score such as in the case of climbing a tree, or
an adjusting difficulty such as a masterful
lock that needs to be picked.
Table: 8.1 Character Milestone DS Examples
Character Avg.
Easy
Average
Hard
Milestones Die
DS
DS
DS
25
d2
2
3
4
50
d2
7
9
11
75
d4
9
11
13
100
d4
12
14
16
125
d6
15
17
19
150
d6
18
20
22
175
d6
21
23
25
200
d8
24
26
28
225
d8
27
29
31
250
d8
29
31
33
275
d8
31
33
35
300
d10
35
37
39
325
350
d10
d10
38
40
40
42
42
44
Favorable Conditions
Favorable and unfavorable conditions are
situations where there is a positive or
negative factor that is working for or against
the character.
Favorable Conditions Having a grappling
hook when climbing a wall, having a
balancing pole when walking a tightrope,
being on higher ground when attacking a foe,
are all ways a favorable condition can be
acquired.
193
Optional Rules:
Quicker Advancement
If the character advancement is not to the
pace of your gaming group, consider
permanently filling in either a stick or a stone
to increase character
Advancement
Characters advance in milestones from
successfully completing challenges that earn
them a stick towards the milestone. There
194
Down Time
There are times between adventures, or
when players are not able to make the
gaming session, when a character may
experience down time. During this time,
characters may train in their abilities or work
on projects such as working the forge or
researching a new spell.
Whenever a character is on their own
time, they can perform any action that they
have the capacity of doing, regardless of
Training
Whenever a character wishes to purchase
a new trait or magick sphere, the character
must spend an amount of time equal to 1
month per point cost. Thus if a spell casting
character wishes to purchase an magick
attack trait that costs 3 to purchase, it would
take 3 months to train in that particular trait.
Training does count as downtime, so
player characters still benefit from the 3 stick
per week bonus while training.
Population Level
Population levels tells of the general
demographics of the type of people who are
195
196
Treasury
The treasury of a settlement is important
for several reasons. It gives the Overseer and
idea of how much the settlement can afford
to pay towards adventurers or use toward
purchasing much needed goods. Quests for
adventurers could be designed around the
treasury of a settlement alone, and later used
to purchase new buildings or invest in ways
to increase the economy of the town.
Town
Large Town
City
Large City
Super City
15%
20%
25%
30%
35%
109.2 bp
145.6 bp
182 bp
218.4 bp
254.8 bp
Economic Power
The economic power of a city represents
how expensive of an item can be found in a
city, as well as, how much one can buy or sell
items for in that area.
197
198
Market Events
Economy is ran by supply and demand
and a smart merchant keeps his or her ears
tuned for news of high demand for goods.
These events are created at the Overseers
behest, where certain settlements require any
sort of good or service and is willing to pay
top coin, such as 10-20% more over any other
settlement. These events make it worth a
merchants wiles to skip a neighboring
town on his or her route and instead sell to
those offering the better prices.
At times this can create a competitive
market where other neighboring towns also
wish to purchase the same type of goods and
a bidding war may begin.
Reputation
Every place of business has a reputation
as being the best at or the worst place to go.
Those who have a higher reputation tend to
be the first on peoples lips when others ask
where to get a certain good or item.
In cases of player characters who are also
business owners, it is a type of reward one
can gain for providing a quality of service or
good that appeases others. While the opinion
of the common people is important,
sometimes all it takes is the word from a
celebrity or local hero to boost the reputation
of a business enough to outshine the
competition.
When determining a business cut of a
market, take all the reputations of similar
establishments and add them together. So if
Social Encounters
It is inevitable that a character will need
to interact with others.
While brief
encounters may be left at a simply hello or a
hellish threat, when trying to make friends,
get information or even bargain with
someone the player character and Overseer
fall into a dialogue that is backed by
opposing social challenges to see who comes
out on top.
Initial Reaction
The first part of a social interaction is the
initial reaction. This is a gut feeling about a
person and physical appearance.
Each
person participating must roll a Wits
challenge opposed by the DS of the other
individuals Looks roll. If the Wits roll is
successful, and has a higher number of
milestones in Looks than the opponent, then
199
Age Difference
Age is a large factor in cases of a
characters Looks score. For every 10 years
younger the character is from another, he or
she gains a favorable condition. For every 10
years old the character is from another, he or
she gains an unfavorable condition.
Downplaying Beauty
If a character is successful in winning the
first Wits challenge against the Initial
Reaction, that person may attempt to
downplay the individuals beauty by
pointing out physical flaws both real and
imagined to others. This is accomplished as
an opposed Wits challenge against the other
individuals Wits. If successful, the flaws are
seen just as you describe them and the
bonuses acquired from the initial reaction are
Social Status
What to wear?
Social Class
N.
C.
M.
F.
I.
Noble
Clergy
Merchant
Freeman
Indentured
Slave
0
-1
-2
-3
-4
-5
1
0
-1
-2
-3
-4
2
1
0
-1
-2
-3
3
2
1
0
-1
-2
4
3
2
1
0
-1
5
4
3
2
1
0
200
201
Renown
A persons renown is separated into three
categories: Inner Circles, Local and Worldly.
In cases of Inner Circles, this is amongst
friends, guildsmen, family. Local renown is
how well known you are in the surrounding
territories, villages, hamlets, towns and cities.
Wordly renown is how well known is your
character throughout the world.
INNER CIRCLE: Inner Circle renown is
gained point by point when a deed is
performed for a family or friend to their
satisfaction. News of this event, as long as it
isnt a secret, is spread to other friends and
family who share the same connection to that
person. Inner Circle renown is added to
Local renown and Worldy renown when
calculating the total renown for people in the
characters Inner Circle.
LOCAL This type of renown reflects the
opinion and deeds performed to the
satisfaction of the locals. Locality can be
determined by how familiar the character
becomes with a region. At times what seems
local may be the hamlet the character grew
up in, may eventually span the entire
kingdom. When calculating total renown on
the local level, the character adds 50% of
renown from his or her Inner Circle and
100% from Wordly.
Reputation
A person is judged by their actions and
each action can lead one to be honorable or
dishonorable, moral or immoral, logical or
passionate, compassionate or even cruel. Not
every action is witnessed by others and when
people talk and rumors circulate, the things
that people saw or may have seen are
reflected different than how the character
really is.
Whenever a character is forced with a
decision of having to act in any of the below
ways, he or she gains a point in the respective
score.
HONORABLE Vs. DISHONORABLE
Can easily be measured in fairness. Being
armored and fighting an unarmed opponent
is considered dishonorable, but removing
202
Conversation
Game mechanics jump into play when the
usual small talk becomes something a little
bit more involved such as gathering
information or trying to impress someone.
Conversations can require skill challenge
rolls such as Persuade, Guard, Threaten or
Deceive. These challenges can be something
simple as a single opposed roll, or can often
times lead into long negotiations or debates
203
Traveling
Player characters may travel on foot, by
horse, by sea or by air. Not mountain peak
or vast oceans have stopped the wayward
adventurer seeking his or her fame and
fortune.
The average walking speed is 5 feet per
second, which amounts to 3.4 miles per hour.
That is, of course, at a very slow pace (70-90
steps per minute). With an average combat
cycle of 10 seconds, the average traveler has a
SPEED score of 6 squares or 30 feet.
Walking 9 hours a day, with about an
hour for the occasional break, the character
can travel a total of 27.2 miles for that day.
Outside of walking, the best way to
determine overland travel is to use the below
formula:
SPEED x 5 ft. x 6 x 60 / 5280 = Miles Per
Hour Traveled
Navigating Terrain
Terrain can slow the natural progression
of traveling character. Some terrains affect
the character more than others such as in the
case of trying to climb over a mountain or
trudge through a swamp, while some such as
open plains and paved streets increase a
characters movement. Refer to the table
below to determine how each terrain affects a
character.
Table: 8.4 Terrain Bonus & Penalties
Movement
Terrain Type
Speed
Roads, Paths, Gravel
x2
Plains, Grasslands,
x1
Dirt
Sand, Hills, Rocky
x0.75
Terrain, Forest
Swamp, Marsh,
x0.5
Wetlands,
Mountain
x0.25
When encountering obstacles, such as
dense underbrush or trying to navigate
through some old ruins, a good rule of
thumb is to just make the movement cost 2
SPEED to move 1 square.
204
Illumination
When needing to light an area, please
consult the Illumination Sphere from Chapter
World Dangers
There are a lot of dangers that
adventurers will eventually have to face.
Some are from the natural world, such as
harsh weather or environmental hazards
such as lava pits, but there other sources such
as traps, poisons, disease and even such
dangers that come from a characters own
mind.
A wise adventurer learns about what type
of dangers are out there and the best ways to
survive them if not use them to his or her
own advantage.
Altitude
In areas of high altitude 5,000 feet or
more, the air thins and makes it difficult to
breathe. All actions suffer an unfavorable
condition as well as all actions requiring the
use of stamina costs twice as much.
In areas of very high altitude, 15,000 feet
or more, the air is impossible to breathe and
stamina is lost at a rate of 5 points per hour.
Stamina points do not return while in high
altitude and only magick can keep them from
disappearing entirely. Once a character is
reduced to zero stamina points, he or she
starts to lose hit points instead. Once all hit
points are reduced, the character starts to die.
Avalanches
When creating an avalanche an overseer
must determine the strength of the falling
snow and debris. They travel at 60-80 miles
per hour (rock avalanches travel at that
speed) and can achieve this speed in less than
5 seconds. Once an avalanche reaches a
character, the individual is struck initially
with the debris field that can range from 40120 points of Blunt damage. Those struck,
are then buried. Those who are buried have
to perform Brawn challenges in order to dig
themselves out but oftentimes, due to being
disoriented, can sometimes dig in the wrong
direction. The challenge of digging oneself
out is up to the Overseer.
If a character cannot dig themselves out,
they feel the weight of the debris and begin
to be crushed, this is usually represented in
blunt damage at about 10% of what the initial
debris damage was.
Eventually, if a
character is not able to free themselves in 10
minutes start to suffocate or with a proper
knowledge may extend it to 30 minutes.
Cold
Aging
Whether it is the natural progression of
ones lifespan or through some sort of a
magical attack, aging will inevitably catch up
to your character (if the campaign runs that
205
Carried Time
Carried time, is the time it takes for the
disease to be completely eliminated out of a
characters system. Diseases are carried for a
certain number of days after it the character
resists the disease or after the disease has ran
its course. While still within the carried time,
the character is considered to be contagious.
Onset Time
The onset is a period from when the
disease is initially contracted to when its
symptoms start to appear.
This is
determined by the Overseer.
Symptoms
DISEASE
Disease can be picked up in multiple
ways, whether it is airborne, direct contact,
via and exchange of fluids, injected or
imbibed. Disease can also be as common as a
cold or as rare as a mutated strand of a flesh
eating virus. Diseases are a way of hindering
characters to make them weaker when facing
a challenge.
206
Period of Illness
The period of illness is the time from
when the first symptoms emerge to when
they start to alleviate. This could be as long
as a couple of days or even months,
depending on the type of disease. Whenever
the period of illness is up, the character may
roll a Fortitude challenge against the DS of
Drowning
Drowning occurs when the character can
no longer hold their breath and starts to
inhale water. See Suffocation.
Falling
The average distances an average person
can fall is 8 feet. Meaning that with a Body of
5, a character may fall 8 feet without
suffering injury but anything above 8 feet can
cause some serious injury, but depends on
the surface you are falling on. For every foot
the character falls beyond 8, he or she suffers
1 point of blunt damage.
While falling an average character can
reach speeds of up to 60 miles per hour in the
first 3 seconds, 108 miles per hour in the first
8 seconds and then 120 miles per hour at 15
seconds. Terminal velocity is hit at 16
seconds, moving at a total speed of 122 miles
per hour. A character can bring their legs
and arms close to themselves and thus fall
faster (by reducing drag) and achieve speeds
of up to 200 miles per hour.
FOG
207
Hail
Hail makes it difficult for people to hear
things, causing people to suffer a unfavorable
condition when attempting to perceive
anything audible. Also, hail can sometimes
get large enough that it deals 1 point of Blunt
damage per 10 seconds to anyone caught in
it.
Heat
In situations of extreme heat, generally 90
degrees Fahrenheit or more, can cause
exhaustion and possibly death.
At 90
degrees, characters suffer 1 point of heat
damage to their Stamina Points per hour they
are exposed. At 95 degrees characters suffer
1 point of heat damage to their Stamina
Points per 30 minutes. At 100 degrees,
characters suffer 1 point of heat damage to
their Stamina Points for every 10 minutes. At
105 degrees the characters suffer 1 point of
heat damage to their Stamina Point for every
minute. At 110 degrees characters suffer 2
points, and 1 additional point for each
additional 5 degrees.
If ever a character is reduced to zero
stamina points while in heat, he or she is
dehydrated and starts to lose hit points
instead. Once all hit points are lost, the
character faints. If help is not received soon,
the character could die.
If a breeze is present, for every mph the
wind is traveling it will reduce the feel of
the temperature by 1 degree Fahrenheit.
Ice
Poison
208
Rain
Rain can sometimes be very loud and can
cause for the character to suffer from an
unfavorable condition to all audible perception
challenges. Also, rain tends to make things
slippery and thus adds an unfavorable
condition to most Agility based skills. Rain
can also impede visibility in cases where it is
coming down quickly.
Sandstorms
Also known as dust storms, are the result
from loose dirt, sand or grit that is picked up
by winds blowing at least 25 miles per hour,
creating a thick wall of dust and other
particles that obscures visibility like fog and
at higher speeds can flay the skin off a
person.
If ever a dust storm reaches winds of up
to 30 miles per hour, then anyone caught in it
suffer 1 point of stamina damage per 10
additional miles per hour the wind reaches
per minute. This represents the sand and dirt
creating a choking hazard. If the characters
stamina is reduced, please see Suffocation.
Smoke Inhalation
Smoke inhalation occurs when the
character is surrounded by smoke and has no
protection to block it out of being inhaled
into the lungs. Each round the character
suffers from 2 cumulative points of stamina
damage. One round 2 the character suffers 4
points, round 3 he or she would suffer 6
points, and so on. Once stamina is reduced
to zero, see rules on suffocation.
Suffocation
Suffocation begins the moment air has ran
out and the character no longer has any
stamina points. Then the character suffers
physical damage every 10 seconds or combat
round for a total of 1 cumulative point. Thus
on round 5 the character suffers 5 points of
hit point damage, on round 10 it would be 10
points of damage. Once the characters hit
points are reduced to zero, the character is
dead.
Tornado
Tornados can be natural or magickal in
nature, even if at a safe distance there is still
the risk of being struck by debris. Tornados
can move anywhere from being stationary to
209
Wind
Wind has an effect on heat and cold for
temperatures as well as affected the way that
tornados are formed. Wind can also be used
to make it difficult for characters to reach
certain areas or have to fight against heavy
gales. See wind speeds and their effects in
the table below.
Table: 8.5 Wind Speeds, Strength & Effects
Wind Speed Brawn Effects
(mph)
Score
210
1-7
8-12
13-17
18-24
25-30
12
31-38
15
39-46
18
47-54
21
55-63
24
64-72
27
73+
30+
Lava
Lava is dangerous in all fashions, but one
can get exceptionally close to it depending on
the right approach. When some lava reaches
the surface in a non-violent way, the lava
tends to form a surface skin that acts as an
insulator (reference pahoehoe lava tubes). As
long as the skin is not ruptured, you can look
211
Death
Occasionally
characters
may
find
Traps
Many adventurers encounter traps set by
others to ensnare, harm or kill those looking
to plunder the treasure that the traps
themselves are intended to protect.
Traps can be mechanical or magickal in
nature and may be detected with an
Investigate challenge roll initiated by the
player. Traps are cleverly hidden and only a
trained mind can find them.
Each trap is hidden at the level of its
creators Hide score (rolled at time of its
creation) and its level of complexity is set by
the skill of the creators Mechanics skill. To
detect the trap one must roll an Investigation
challenge against the Hide roll of the creator
and then to disarm it an opposed challenge
roll of the characters Mechanics versus the
traps complexity.
There are several different types of traps
such as arrow traps, spear traps, crushing
walls, pits with spikes, rolling boulders, jets
of flame, sealing the doors while pumping in
poisonous gas, its all up to the imagination
of the Overseer.
212
Treasure
Treasure is not simply measured in gold,
silver and bronze but often times in goods or
in horrifying circumstances, lives.
Overseers are encouraged to create
suitable rewards for players but not too much
to overpower their position in the campaign
world. One idea is to keep the treasure
values no higher than 1 silver piece per
character milestone divided by 10. Thus a
character with a 180 character milestones
should not expect much more than 18 silver
pieces.
When goods are discovered, you can
always make these more expensive since
selling them may not yields a grand amount
for the adventuring party. Overseers may
place these items individually or place them
in groups like General Good 20 silver, and
Treasure 50 silver so that game play isnt
213
Chapter 9
Magic ITEMS
The majority of magical items should not
be bought or sold. Assigning a market value
to a magickal item, no matter how large or
small, makes it just another piece of
equipment and devalues the inherit
uniqueness of the item. While some times
share the same properties, their histories are
much different. Magick items are, by nature,
items of mystery and magick. These items
are rare to come by and coveted by those
who possess them. Because one cannot
simply go to the store and pick up a
quarterstaff that can summon lightning bolts,
encountering one is a special encounter and if
ever one were to possess it, that individual
no matter good or evil, cannot guarantee that
the person whom they may trade it to may
not eventually use that contrary to
everything that person stands for or has
worked towards. Imagine a key that can
open any door despite the level of complexity
of the lock, and that it was originally used to
free a princess from the hands of an evil spell
caster and was sold to an assassin who used
the key to enter the bedchambers of the king
or queen to fulfill a deadly contract or act of
vengeance. A single magickal item can turn a
harmless lunatic into a dangerous madman.
For these reasons, it is recommended that all
magickal items are kept close by those with
the strength to protect them or otherwise
kept under lock and key which is why most
trap-laden dungeons were created to begin
with.
214
against them.
The cost to making a scroll costs 1 silver
piece per magick point cost of the
Enchantment.
Potions
Scrolls
Scrolls are written in arcane writings that
can only be understood by those who have
Academics (Arcane or Magick). Special Inks
and paper must be used in order to create
them simply because paper and regular ink
do not have a powerful enough Essence or
magickal properties to be enchanted on their
own. To use the scroll, one must roll an
Academics (Arcane or Magick) challenge
against the Enchanter Sphere roll.
Once the scroll is used and the magickal
effect goes off, the ink lifts off the page;
leaving behind a blank sheet of paper. More
paranoid enchanters, for 1 magick point cost
more, makes the sheet burn up afterwards to
prevent others from using it somehow
215
Charged Items
Permanent Use
Permanent use magickal items are items
that retain their magickal effects and
216
Potion of Healing
TYPE: Potion
SPHERE: Rejuvenation
MILESTONE: 32
EFFECTS: This potion of healing will restore
32 hit points if imbibed or poured upon the
wound.
Armor of Leaves
TYPE: Leather Cuirass
SPHERE: Flora
MILESTONE: 35
EFFECTS: This leather cuirass is covered in
leaves that changes color and pattern to
match the background. The armor absorbs 3
points of damage from Edge, Blunt and
Point. Also, it grants Camouflage of 35.
Opponents must roll against the camouflage
and then the wearers hide roll in order to see
them.
Boots of Levitation
TYPE: Leather Boots
SPHERE: Air
MILESTONE: 17
EFFECTS: These leather boots allow the
wearer to levitate by speaking a command
word.
MILESTONE: 15
EFFECTS: This long sword provides a +3
milestone bonus when attacking and may roll
1d6 instead of normal die.
Bow of Shadows
TYPE: Longbow
SPHERE: Shadow
MILESTONE: 27 (1d8/1d6)
EFFECTS: This longbow can fire arrows of
pure shadow that deal 27 plus 1d8 and 1d6
points of damage. This bow can also fire
arrows that originate from the shadows as
opposed to from the bow itself. This gives
the wielder additional angles from which to
fire. The wielder must still take range into
affect and must be able to see the target.
217
Chapter 10
Monsters
Monsters, villains, creatures of all size and
shape can be created upon a whim or with
planned encounters. Each monster has its
own unique flaws, vulnerabilities, strengths
and traits. While most monsters that are
created are there simply for the player
characters to slaughter, other monsters may
have a more vile purpose to slowly whittle
away at the characters resources and
strength before coming in for the kill.
Monsters can be created much like a player
character can, but can sometimes take too
long when the need is for simple
improvisation. Overseers are encouraged to
spend through the character creation process
when creating a major villain, but for
improvised or for monsters needing very
little details, the following rules should be
observed.
218
219
Monster Examples:
Goblin
Description: Goblins are short 3 foot tall
creatures with green skin, wide mouths
220
Horse
Description: A horse is a four legged
mammal that feeds mostly off hay and
other vegetation. It is used as a laborer in
cases of draft horses and can be rode by
humanoids to help get place to place
faster.
Racial Trait Package (57): Body 3;
Essence 3; Luck 7; Cosmetic, Senses: Sight
Keen (10), Hearing Acute (5), Smell Acute
(5), Touch Acute (5), Awareness Keen
(10), Night Vision (5), Herbivore (10),
Broad Shouldered (2), Natural Attack
Hooves IV (8), Extra Legs (20) +4 Speed,
Tail - Social (2), Improved Skin - Hide (5),
Luck 6 (5), Flaw Animal (-4