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Razors Edge 0.0.6

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Razors Edge
By: Frederick Dane Easton
Character creation is to begin with ones attributes, begin first by asking your Referee what game
they will be running. Each slot will show how many you roll and how many times you roll,
followed by the amount you reroll represented by R or drop represented by D, this is done from
the lowest dice up. This rolled points are then placed in a pool to be distributed as you wish.
Attributes have a standard maximum of 30 and a minimum of 1, if something later on prevents
you from having a stat above 1, then that character is invalid or that option cannot be chosen. If
an attribute goes above 30, it can be left as is, or simply remain at 30 depending on the referee’s
discretion, though, if a person has a skill above 30, they should be expected to fulfil that roll to
the greatest of their ability and step to any challenges involving it no matter the cost to them.
Game difficulty
Dice rolled
Number of rolls
Legendary
Heroic
Realistic
Austere
Brutal
6D6R2
5d6R1
5d6D1
4D6D1
3d6D1
8
8
7
7
6
Conflict Points
Every session, characters receive a face down card, flipping this card allows them to instantly succeed a roll, without
question; however, the face of the card (1-13) begins a countdown, where the next rolls are counted, up to the final
roll in the series, that roll will be a catastrophic failure, without question. As an example, if a player flips a six of
hearts, the sixth roll after the flipping will be a failure. Jokers force a player to roll a D6, on an even number, the
success is revealed to have some type of dramatic or catastrophic failure, perhaps, by holding back the doors to save
the party, the sword of a skeleton pierced the heart of the warrior. On an odd number, the next conflict token spent
by any players, regardless of if it is in this session or not, will have the effect of an even number. Conflict tokens
cannot be saved between sessions, and a character may only ever have one at a time. It is important to note that
conflict tokens should not be used liberally, as the world your character inhabits is on the razor edge of fate, and
acting foolishly with a potential escape from, and cause of death is ill advised.
Attributes
Attributes allow you to interact with the world around you, if a question arises over your
characters skills, the answer can be found by rolling a skill check or doing a simple comparison
check by the dungeon master (If a players stat is double that of a checks difficulty, they
automatically succeed at it). Additionally, stats below 10 may result in penalties later on. Below
is a table explaining what scores fall into general ability levels. Attributes can be increased by
rolling a number of successful checks equivalent to your current attribute level multiplied by five
on a challenging or harder roll
Attribute
Level
General ability
1-3
4-6
7-9
Cursed-This character has an automatic weakness to this ability and cannot succeed the simplest
challenges involving it. +3 flaws.
Pitiful-This character is very weak and unlikely to preform well. +2 flaws.
Pathetic-This character struggles with this attribute but with some effort, can overcome it. +1 flaw.
10-12
13-15
16-18
19-21
22-24
Below average- This character is slightly weaker than normal.
Average-This character is average
Average-This character is average
Above Average- This character demonstrates a modicum of talent.
Talented- This character expresses a high degree of skill with a given attribute. +1 blessing
25-27
Masterful- This Character demonstrates far beyond most people in their abilities. +2 talents
28-30
Blessed- This character demonstrates an almost or entirely supernatural skill in this attribute. +3 talents.
Brawn (BRN)
Brawn is a characters general athleticism, endurance, and strength. Brawn is used for all attack
rolls unless otherwise specified. An example of a high Brawn character would be a hulking
warrior, who relies on strength to give them the upper hand
Attribute Level
Breaking objects
Athleticism
Attack bonus
Bonus Attack
Damage
1-5
+10
+10
+10
-3D
6-10
+5
+5
+5
-2D
11-15
+1
+1
+1
None
16-20
-1
-1
-1
None
21-25
-5
-5
-5
+2D
26-30
-10
-10
-10
+3D
Breaking objects determines with what ease a character can break objects. Athleticism determines a persons ability
to climb, run for long distances and lift heavy weights. Attack bonus is added to a persons bonus to hit and bonus
attack damages adds dice to the damage of each attack.
Charisma (CHR)
This is representative of your characters ability to socialize, convince, deceive or intimidate*
another person. An example of a character with high charisma is a noble who can convince
anyone to do anything despite posing no physical threat. Because charisma is so roleplay heavy
unlike other stats, checks should be determined after the person says what their character does as
that may sway the persons opinion one way or another.
Attribute Level
Persuasion
Deception
Intimidation
1-5
+10
+10
+10
6-10
+5
+5
+5
11-15
+1
+1
+1
16-20
-1
-1
-1
21-25
-5
-5
-5
26-30
-10
-10
-10
Persuasion determines a persons ability to convince another person to preform an action for them. Deception is the
ability to lie convincingly, and intimidation is used to scare people, though it also scales with Brawn, but never at
the same time as charisma.
Grit (GRT)
Grit is a characters emotional and physical toughness, where vitality is a persons hit points, grit
controls a persons resistances to damage and ability to succeed on throws. No one is born with
high grit and having a grit above 20 automatically gives a character the scarred flaw (up to dm
discretion if it is explained in the backstory). An example of a character with high Grit is a
soldier that marches on an empty battlefield, pierced with arrows as they make a slow, pyrrhic
march home. All of these are used to reduce damage unless otherwise stated.
Attribute
Level
1-5
6-10
11-15
16-20
21-25
26-30
Magic
Effects
(save)
Magical
Damage
Poison
and
Disease
(save)
Explosions
and Traps
Torture/
Enduring
suffering
(save)
Psionics
(save)
Curses
(save)
Weapon
damage
Frightened
Or Fear
(save)
+5
+3D
+10
+3D
+10
+10
+10
+2D
+10
+1
+2D
+5
+2D
+5
+5
+5
+1D
+5
0
+1D
+1
+1D
+1
+1
+1
+0D
+1
0
-1D
-1
-1D
-1
-1
-1
-0D
-1
-1
-2D
-5
-2D
-5
-5
-5
-1D
-5
-5
-3D
-10
-3D
-10
-10
-10
-2D
-10
Magic effects include any spell or trap that uses magic. Magical damage reduces damage from spells and wands,
venom and poison make venom and poison saves easier, explosives and traps reduce damage from explosives and
traps, torture allows a person to resist the effects of interrogation, intimidation, and actual torture more easily,
illness and curses let a person resist illness and curses and weapon damage lets a person take more hits from
weapons. A person can hold their breath for their grit attribute score/5.
Intelligence (INT)
Intelligence is a persons academic and specific knowledge. Intelligence is distinct form
knowledge in that it requires specific training, trades, literature and science are all intelligence
based. Intelligence has a wide range of skills, of which the player and the DM must work
together to make. High intelligence must be trained, and due to the nature of magical worlds,
anyone with the aptitude is trained by tutors on most, if not all of the subjects below as all are
required for any self-respecting scholar to be capable of..
Attribute
Level
Investigation History Surgery Alchemy
Magical Special
Lore
Skill #1
Special Special
Skill
Skill #3
#2
1-5
+10
+10
+10
+5
+10
+10
N/A
N/A
6-10
+5
+5
+5
+2
+5
+5
N/A
N/A
11-15
+1
+1
+1
+1
+1
+1
N/A
N/A
16-20
-1
-1
-1
-1
-1
-1
-1
N/A
21-25
-5
-5
-5
-2
-5
-5
-2
-1
26-30
-10
-10
-10
-5
-10
-10
-5
-3
Investigation is a persons ability to specifically look into a matter through research or forensics. History is a
persons knowledge of history. Surgery is a persons ability to preform medical procedures and preform first aid.
Alchemy is a persons skill in making chemical concoctions, magical potions and explosives. The special skills can
include, but are not limited to: Engineering, Apothecary, Mathematics, Philosophy, Generalship, Religion, Weapons
Smithing, Armour Smithing and more, the skills specifically listed however, will be mentioned later in the book.
Knowledge (KNO)
Knowledge represents a persons ability to understand the world around them and their
knowledge about it. A person with a high knowledge stat knows how to utilize their observations
to an effective degree. A good example is a grizzled survivalist who, while not being expressly
intelligent, is well versed in the knowledge of the land.
Attribute
Level
Perception
Remedies
Survival
Local
History
Navigation
Gossip
1-5
+10
+10
+10
+5
+10
+10
6-10
+5
+5
+5
+2
+5
+5
11-15
+1
+1
+1
+1
+1
+1
16-20
-1
-1
-1
-1
-1
-1
21-25
-5
-5
-5
-2
-5
-5
26-30
-10
-10
-10
-5
-10
-10
Perception is a persons ability to smell, hear, see, touch and taste things in their environment that others would not
notice. Remedies is the ability to craft antidotes, poisons and medicine. Survival is the ability to create fire without
standard tools, to forage for food and track animals. Local history is used to find knowledge about ones hometown,
city or nation. Navigation is the ability to find ones way around using maps, stars and landmarks. Gossip is used to
find rumours and reputation damaging information about other people.
Nimbleness (NIM)
Nimbleness is how good at moving a person is, from free running to circus tricks, its all here.
Typically, weapons that are not strength use dexterity.
Attribute
Level
Acrobatics
Attack
Bonus
Actions
per turn
Movement
speed bonus
Explosions
and Traps
Spells and
Spell Like
effects
1-5
+10
+10
1
-10
+10
+10
6-10
+5
+5
1
-5
+5
+5
11-15
+1
+1
1
-1
+1
+1
16-20
-1
-1
2
+1
-1
-1
21-25
-5
-5
3
+5
-5
-5
26-30
-10
-10
4
+10
-10
-10
Acrobatics is a skill used to successfully do stunts, attack bonus is how much you lower a roll by when hitting,
actions per turn is how many non-attack actions you may take, and movement speed bonus is many extra feet you
may move each turn.
Vitality (VIT)
Vitality determines how physical punishment a person can take, unlike grit, this does not
determine how tough a person is. Vitality does, however, determine how beautiful a character is
considered at the start of a game (higher scores being better), this however is subject to change
due to flaws later on. Vitality can also increase from level one based on the players Level later
on, which will be elaborated on here
Attribute
Orcs
Men
Dwarves
Mauslings
Elves
High elves
Level.
1-5
2d4R1
3d4R1
3d4D1
2d4R1
1d4R1
1d4
6-10
3d6R1
3d6R1
3d6D1
2d6R1
1d6
1d4R1
11-15
4D8R1
3d8R1
3d8D1
2d6R1
2d6
2d6D1
16-20
5d10R1
4d8R1
3d8D1
2d8R1
2d8
2d8D1
21-25
6d12R1
5d10R1
4d10R1
3d10R1
2d8
2d8D1
26-30
7d12R2
6d10R1
5d10R1
4d10R1
3d10D1
2d10D1
The above chart shows hit dice based on the characters race and attribute level. Similar to the way stats are rolled
at the beginning, an R means to re roll anything below a two, and a D means to drop anything below a two. Nothing
implies that the given value is permanent. The number beside it indicates how many you may reroll.
Special: Half races
Half races add a certain amount of health to whatever you play, the bonus hit points, positive stat increases, flaws
and race name are determined by the father, while the size, appearance, hit points, negative stat increases and
blessings are determined by the mother. These may be taken, at the cost of a blessing, or the cost of x1.5 times the
amount of milestones needed to level up if one is not available.
Attribute
Half
Half Orcs
Half Men
Half Dwarves Half Mauslings
Half Elves
Level.
Ogres
1-5
+2d8
+2d6
+2d4
-2d4
-2d6
-2d8
6-10
+2d8
+2d6
+2d4
-2d4
-2d6
-2d8
11-15
+2d10
+2d8
+2d6
+2d4
-2d4
-2d6
16-20
+2d10
+2d8
+2d6
+2d4
-2d4
-2d6
21-25
+2d12
+2d10
+2d8
+2d6
+2d4
-2d4
26-30
+3d12
+2d10
+2d8
+2d6
+2d4
-2d4
Note that ogres are not playable as they are considered monstrous and are not within scope of this books, though
the benefit of the ogres and their downsides will be listed.
Hit point increases over levels
Instead of leveling up, a player may choose to increase their hit dice, this prevents them from
getting a new level and its abilities but increases their health. This can be done to a maximum of
three times before they must level up, and if they are more than five levels below the rest of the
party (highest level member) they must not take a health increase until they are on par with the
rest of the party. Half races follow a parent of their choice, unless it is an ogre, who they cannot
use.
Attribute
Level.
1-5
6-10
11-15
16-20
21-25
26-30
Orcs
Humans
Dwarves
Mauslings
Elves
High elves
+1d4
+1d6
+2d6
+2d8
+2d10
+2d12
+1d4
+1d6
+2d4
+1d10
+2d8
+2d10
1
+1d4
+1d6
+2d4
+1d10
+2d8
1
1
+1d4
+1d6
+2d4
+1d10
0
1
1
+1d4
+1d6
+2d4
0
0
1
1
+1d4
+1d6
Special Attributes
The special attribute is determined by your class, some do not have one. The purpose of a special
attribute is to prevent extremely powerful magical classes (Mages, Holy warriors and Psychics)
overtaking less special options (Warrior, Thief, Wildman) in all aspects, making their less
magical cousins have some advantage over them. This means that the Mage that spends all day
in his tower will be very frail, or the Holy warrior who spends all day in a church may lack the
same grit as a battle-hardened knight. To ensure that these classes are not entirely cut out and
weakened, their abilities will always scale off of this ability.
Faith (FAI)
Faith is used by Holy Warriors and Priests to channel the divine power of the gods and allow
them to fight better, as a result, Faith is very important to them and should be close to their
second highest stat. a character like this with a low faith stat will be punished for lacking faith, as
faith not only counts a characters belief but also their adherence to these principles. The save to
avoid your spells is simply 35-Faith.
Attribute Level
1-5
6-10
11-15
16-20
21-25
26-30
Faith Power
X.25
X.5
X1
X1
X1.5
X2
Religion
+10
+5
+1
-1
-5
-10
Damage Bonus
-5
-2
-1
+1
+2
+5
Magic (MA)
Magic is a characters ability to cast magic, magic is only able to increase to 20 on its own and is
automatically increased by one sixth of a persons knowledge and one sixth of a persons
Intelligence scores. The magic stat also determines what spells are available (a minimum magic
stat is required to cast some spells) and how many can be casted (Magical energy), which is the
attribute multiplied by a modifier. The save to avoid your spells is 70-(INT+KNO+MAG)/3. A
character must have at least 5 points in the magic attribute to use scrolls can only use magic
items if they have a score of at least 5.
Attribute Level
1-5
6-10
11-15
16-20
21-25
26-30
Magical Energy
X.5
X1
X1.5
X2
X2.5
X3
Damage Bonus
-5
-2
-1
+1
+2
+5
Spell save
+5
+2
+1
-1
-2
-5
Psychic Ability (PSY)
Psychic ability, or Psionics are a persons ability to utilize their ability their mind to manipulate
the world around them. Psionic ability can only go up to ten and takes one third from Intelligence
and Grit (rounded down) to add to itself. This is required for all psychic abilities and classes.
Attribute Level
1-5
6-10
11-15
16-20
21-25
26-30
Psychic Energy
X.5
X1
X1.5
X2
X2.5
X3
Damage Bonus
-5
-2
-1
+1
+2
+5
Power saves
+5
+2
+1
-1
-2
-5
Coruscation
X1
X2
X3
X4
X5
X6
Flaws and Blessings
Flaws and blessings are worst viewed as a mechanical or roleplaying mechanic to add drama.
They are best viewed as part of a sculpture, the flaws as unique artistic stylings and the blessings
as bits of masterwork. Every character must begin the game with one blessing but does not have
to take a flaw. A character may however have as many flaws as a player wants, with every
additional flaw taken giving that player an additional blessing. Additionally, if a stat is high
enough a player may get additional blessings, this means a player does not have to take flaws
with them, but, if they get additional flaws due to low stats, they may take an equivalent number
of blessings. Certain flaws may also be taken multiple times, these will have a “∞”symbol beside
them.
Physical Flaws
Albino: The character is albino, resulting in a +5 to
all checks requiring sight in direct sunlight.
Additionally, they take one damage per six hours in
the sun. -1 to charisma and vitality.
Androgynous: Rolls to seduce characters have no
bonuses added, additionally, abilities or features that
exclude one or the other sex will always exclude you.
To blend in as a person of the opposite sex, add a -5
bonus to your roll.
Anemia: If you have a negative endurance score, half
it. All slashing, piercing and bludgeoning weapons
deal double damage against you.
Amputation, Arm∞: prerequisite of less than 20 VIT,
A missing arm from the mid bicep down, weapons
cannot be equipped in this hand, checks that require
both hands have a +5. Can be mitigated with a
1,500GP prosthetic, which reduces this to a +1
penalty, and allows for the use of two-handed
weapons. If both arms are missing, no weapons can
be equipped, and items cannot be used. Counts for
two flaws.
Amputation, Leg∞: Prerequisite of less than 20 Vit,
less than 20 NIM, A missing leg from the mid
quadricep down. Movement is reduced to 5 feet per
turn unless a cane is used (10 feet per turn) or
1,000GP prosthetic is equipped, at which point it is
returned to 25 feet per turn. When a cane is being
used, a two-handed weapon cannot be equipped. If
both legs are missing, movement speed is reduced to
0. Counts for two flaws
Anti dexterous: Prerequisite of less than 10 NIM ,
Due to the characters impressive lack of nimbleness,
the +3 to hit for dual wielding is applied to both
hands.
Ataxic Gait: -5 to movement speed due to the lack of
rhythm, creatures that see via vibrations on the
ground cannot see you.
Bad Stomach: Due to an allergy, the character
cannot consume potions or medicines without making
a Difficult GRT save.
Blind: The character is totally blind, failing all
checks that require sight including attack rolls.
Counts for two flaws
Blinded Eye: Due to an injury, an eye has been
irreparably damaged or lost. Half the score (rounding
down) of a characters Perception and Surgery unless
it is Positive. Ranged attacks have a +10 to hit.
Branded: A brand has been placed on the characters
neck. The implications and possible calamity are up
to the DM.
Broken Nose: Due to a poorly healed broken nose,
the character has lost their sense of smell,
automatically fail checks based on smell.
Burns: Due to being badly burnt, a permanent -3 to
the charisma attribute is applied if the burns are not
covered. Grit is increased by +3 and the resistance to
torture is increased by 3. Fire and Acid damage roll
an additional dice against the character.
Colour Blind: Choose a colour, you can no longer
see it, resulting in a +2 on perception checks, and
checks to differentiate an object of that colour from a
similar looking object become impossible.
Cropped Ear: Due to an injury, the player is missing
part of or their entire ear. +5 to all checks based on
hearing
Deaf: The character is completely deaf, resulting in
them automatically failing all checks based on
hearing. They are immune to any spell like effects
reliant on hearing. Counts for two flaws.
Eggshell Bones: Prerequisite of less than 10 VIT,
upon taking bludgeoning damage greater than two
points, you will suffer the Broken Bone effect to the
body or stunned effect to the head.
Fat: Prerequisite of less than 15 VIT, Movement
speed is reduced by ten feet, +5 to Athletics,
Acrobatics and a -20% to all thief skills. All armour
is doubled in price due to more material being used.
The time required to starve to death is doubled.
Fatal Beauty: Prerequisite of a less than 5 VIT, the
character is extremely beautiful, but due to a fatal
illness, the player loses 1 hitpoint a day until dead.
This can only be restored by a cure wounds spell or a
500Gp medicine. Due to their beauty, the player
receives a +5 bonus to the charisma attribute.
Grotesque: Due to an excessively ugly appearance, a
permanent -5 to the charisma attribute is applied.
Handless∞: Due to a missing hand, items cannot be
equipped in that hand unless a 500GP prosthetic is
equipped. Alternatively, a hook may be equipped for
50GP, though any checks or attacks made with the
hook receive a +5 modifier.
Infernal Appearance: The character has a prehensile
tail that cannot make attacks. Their skin is red, blue,
purple, charcoal black or alabaster white. They have
horns on their head of a hoofed animal of their
choosing which provide a +5 to armour but double
the cost of helmets. They also have hooves which
ignore the effects of difficult terrain such as
brambles, rocks, hot and steep areas but double the
effects on Slippery difficult terrain. -3 to the charisma
attribute, automatically fail charisma rolls towards
characters with the faith attribute, of which the NPC
will either flee or attack the character.
Injured Loins: The character is infertile.
Liver Disease: Due to a once intimate relationship
with alcohol, your liver has been destroyed. Poison
can no longer be resisted and deals double damage,
and any bonuses can no longer be added to rolls
against poison. Alcohol and drugs deal 2d6 poison
damage when consumed.
Missing Nose: The lack of a nose results in a -5 loss
to the charisma attribute unless it is covered. Suffers
the same effects of a broken nose.
Paralyzed: Prerequisite of less than 5 VIT, GRIT,
NIM and BRN The character, with the exception of
their head is permanently under the effects of
paralysis. Counts as five flaws.
Poor Eyesight: While not totally blind, you are close
to it, all sight-based rolls increase by a challenge
level and tasks to identify small objects or read force
you to roll a challenging perception roll.
Scarred: The character is covered head to toe in
hundreds of scars. -1 to charisma.
Short: The character is one size level smaller,
experiencing the same downsides as a short race., -1
charisma.*
Skinned: The character survived being skinned alive,
+5 to the grit attribute, permanent -10 to the charisma
attribute unless covered.
Undeveloped: The character is the size and
appearance of a child, reducing all of their physical
attributes by 10. The character gains a -5 on
deception checks and all clothes and armour is halved
in price. Items are equipped in the same way as a
small race.*
Weakling: permanent -1 to Brawn, Vitality and
Nimbleness
Physical Blessings
Ambidextrous: You no longer have any penalties for
dual wielding.
Athletic: Prerequisite of more than 15 Brawn, -5 to
all Brawn skills
Beautiful: You are conventionally attractive, -5 to
persuasion and Deception. +1 to the Charisma
attribute but -1 to the grit attribute.
This is done without bonuses of any kind. Upon a
single failure, or taking damage in this state, they will
instantly die. Upon success, the character gets a
second wind of half their total health (rounded up)
and is in the standing position. If their body would be
instantly destroyed or petrified, they do not roll.
Immunity: You add -5 to all checks to resist diseases
and infections.
Armour of Callouses: as a reaction, provided the
weapon is non magical, you may make a Nimbleness
contest to grab the other persons weapon, taking 1d4
of the weapons damage type, but disarming them in
the process
Mountain: Prerequisite of more than 20 Brawn, two
handed weapons can be wielded in one hand,
additionally you may ignore the disadvantages of the
heavy property. The cost of armour is doubled.
Bleeder: For spells that require the blood of a nondescript magical creature, your blood can be used.
Natural Acrobat: Prerequisite of more than 15 NIM,
+10% to all thief skills, fall damage is halved. -5 to
the acrobatics skill. You cannot receive these benefits
in heavy armour or if you are using a shield.
Bull Necked: Prerequisite of 15 or more VIT, add
two DC of hit dice to your health at the beginning
and every time you get a health increase. +5 to the
Grit attribute. The cost of armour is doubled
Deft: -5 to all checks against being made prone or
knocked back. If you succeed a roll against a spell,
instead of taking half damage, you take no damage.
Eagle eyes: Prerequisite of 15 or more NIM, -5 to
ranged attacks, double the length of blindness effects.
Fish Man: You can hold your breath for double the
normal time and have a swimming speed equal to
your walking speed.
Hard to Kill: Prerequisite of 15 Brawn, Vitality and
Grit, allows the player to roll ‘death saves’, they must
roll below their grit five times in order to not die.
Pack Mule: You double your carrying capacity
Regenerative: Prerequisite of more than 15 VIT
Healing time is halved
Salamander: Prerequisite of more than 15 grit,
cannot have the burned trait. You cannot gain the
burned flaw; fire damage is halved against you.
Slippery: prerequisite of more than 20 NIM, -5 to
acrobatics, +5% to all thief skills
Stone Skin: Requires the burned and Scarred trait,
+5 to the grit attribute, +5 armour.
Storm walker: You do not suffer negative travel
effects when there is a storm.
Thick Skull: Prerequisite of 15 grit or 15 vit,
Damage to the head does not deal double damage.
greater than 24 hours, you can track them for up to a
mile by smell with a trivial survival check.
Tracker: Due to your incredible sense of smell,
provided you have an object that person has worn for
Mental Flaws
Anxious: upon failing a charisma roll, or talking to a
new person, you must make a save against a difficult
Grit check, failing results in the character receiving
the frightened effect for 1d8 hours and automatically
failing all charisma rolls for the same duration.
Addiction: Choose a drug or potion, if you do not
have access to it for 24 hours, all attributes are
reduced by 10, all checks must be done with a +5
modifier regardless of other abilities. This effect ends
when more of the substance is consumed, or forty
days have passed.
Amnesia: The characters knowledge attribute is
halved, additionally, any negative bonuses are also
cut in half for combat or tool use. A backstory is
required in order to justify the skills and abilities the
character has, along with a way to cure the amnesia.
Amnesia should never be an excuse to not have a
backstory, doing so is explicitly an insult to your
referee.
Broken: requires two flaws from the following list:
Amputation, Burned, Skinned, Handless, Blinded eye,
Blind, Deaf, Paralyzed, Scarred. The character has
become detached and morose, the charisma attribute
and grit attribute are reduced by 5. The character
automatically fails checks against mind control but
cannot fail checks against torture.
Directionally Challenged: increase the difficulty of
checks related to navigation to the next level.
Easily Manipulated: Regardless of the characters
Grit, the character has a +5 on all checks to resist
mind control from psychic or magical means.
Additionally, they do not add their perception to
checks against being lied to, persuaded or
intimidated.
Fanatic: You automatically fail checks against
deception, persuasion, intimidation, and mind control
from a person of your religion in a position of
authority (or faith of 20 or greater). This also applies
to people in the same political group or race if you
choose, replacing faith with a charisma above 20.
Illiterate: Reduce your current INT by 5, you cannot
read or write.
Morose: The character has been consumed in a fog
of misery. -5 to grit and charisma, unable to use
healing magic.
Mute: The character is unable to speak, reducing
their charisma attribute to 0
Pacifist: When you preform an action to harm
another person, or make a suggestion to hurt another
person, make a very difficult GRT check, on a
failure, you do not preform the action, on a success,
lower your energy level by five points.
Paranoid: +5 on checks against being frightened.
The frightened condition additionally has the chance
to occur if a new person is met, requiring a medium
Grit check in order to succeed.
Pathological Liar: When speaking with someone,
and the opportunity to lie arises, make a difficult
GRT check to not lie, if you fail, the referee will
determine the difficulty of the check you have to
make.
Phobia: Choose a creature type, specific animal,
object, or concept (magic, the gods etc.). When one
of these are encountered, the character must roll a
Difficult Grit check, succeeding means the character
is afflicted with the frightened effect for 2d10 hours.
On a failure, the character freezes up, being unable to
move or take actions for 2d10 hours. If the character
encounters this threat a number of times equal to 60grit attribute, they will lose this trait. Once the trait is
lost, The character
Psychotic: -5 on all charisma checks, upon being
healed by a healing spell, half the health healed to
you is ignored and placed on the healer as necrotizing
damage. Additionally, use of the help action or helps
to directly help another player directly receive a +10
penalty.
Schizophrenic: +5 penalty to all perception checks
and attack rolls. Creatures created in illusion spells
have a 1/10 chance of becoming a lesser demon,
which will attack any creature within five feet of it,
moving towards the nearest creature if there are no
creatures around it. +5 to the Psychic or Magic
attribute.
Sycophant: People in positions of higher authority
than you gain a -5 bonus for all charisma checks
against you, additionally, you gain the charmed effect
when speaking with them.
Trauma: Choose a specific object, symbol, person,
or any other thing. Upon being sighted, the player
gains the frightened effect for one turn.
Unmarred Innocence: Every time the character sees
a person die, be seriously maimed, or brutalized in
some other way (including rotting bodies and the
undead), they must roll a Very hard grit check in
order to not vomit and gain the frightened effect. -5
to the grit attribute.
Wrathful: every time the character fails a check, roll
a Difficult grit check, if the character fails, they
attack the nearest person.
Xenophobe∞: Choose a race or nationality, upon
seeing a person of this variety, you may not use the
help action for them, additionally, you automatically
fail charisma checks against them and, with the
exception of deception, fail against you. You may
take this multiple times for different people. You may
not choose to do non-lethal damage to this people
group.
Zealot: The characters belief is unwavering, when in
combat, and provided they are aware of the persons
religion, the character must exclusively attack that
person until they are dead. Additionally, the character
may not use the help action with people of different
faiths and cannot choose to do non-lethal damage to
them. This may only activate if you know about the
persons religion.
Mental blessings
Blank: Your mind cannot be read
Brave: -5 to checks against being frightened, should
you be frightened, the effect lasts half as long as
normal.
Charming: success on a charisma check against
another person charms them for 1d4 hours. If you
have the Psychotic flaw, this increases to 1d10 hours
Deceptive: Success on a deception check completely
convinces a person of your lie for 1d4 hours,
including if they encounter a person who knows the
truth directly tells them. This fails if two people who
have been lied to by you talk and have different
stories. Additionally, if you have the psychotic flaw,
this effect lasts for 1d10 hours.
Polyglot: Along with your two starting languages,
take an additional four of your choosing, so long as
your character would be able to learn them in a
reasonable way. (a peasant for instance, is unlikely to
come upon a way to speak the languages of eldritch
gods or druidic unless the ‘extraordinary event’
blessing is taken, additionally, languages exclusive to
certain classes like Thieves cant or Druidic take up
two languages slots).
Savant: Double the bonuses of a single skill
Steel trap memory: prerequisite of 15 or more
KNO, you cannot be forced to forget or have your
memory altered unless you allow it. Additionally,
you perfectly remember all things that happen to you
and can identify false memories.
Telepath: You can communicate with one person
using telepathy, though you must speak their
language.
Unbreakable: Double you bonuses against torture
and mind control. Additionally, you double you
energy score.
Other flaws
Abyssal Waif: You have been touched by the Abyss
outside of time. You gain the Albino flaw and the
Blank blessing. You may also use the starting points
to increase psychic ability up to thirty, while also
adding intelligence and knowledge. Your Psychic
Coruscation is increased by x15, regardless of your
native psychic ability.
Bearer of the Carrion Sign: Your creature type is
changed to undead, sunlight deals 1d4 fire damage to
you in direct contact with it. Every time you die, you
are resurrected 1d4 days later, but significantly
decomposed until no flesh remains. This does not
occur if you have been destroyed instantly. The rate
of decomposition is determined by the referee but can
be reversed by consuming the flesh of your own race
in an equal amount to what you have lost. Consuming
the flesh of a humanoid recovers 1d8 hit points and
consuming their brain allows you to see one memory
determined by the referee.
Additionally, you will be treated as a leper by the
normal populace if you are missing any flesh, and
outright attack by members of most Holy orders and
Priesthoods without question.
Dimensionally shifted: Your character is a person
from the modern world in this one. Your local history
and history skill gains a +10 modifier, and any
modern skills which require electricity need to be
retrained for 1d10 months, or, for things like
programming do not transfer over. Additionally, you
lose 5 points in the grit and knowledge attribute.
Beneficially, you have any modern knowledge in
your backstory including medicine, engineering,
artistic skill and the modern sciences. Your vitality
increases by +5 as you have had modern medical care
and food to bolster your health. You must play as a
human to have this feature, regardless of the
extraordinary event blessing.
Other blessings
Extraordinary event: Due to some event in your
backstory, your character may take a blessing, flaw,
or ability they may otherwise not have access to. If
this comes in the form of an item, it is mandatory to
discuss this with the referee.
Fortunes Favour: Once per session, you may re-roll
a dice roll, but must accept the new result.
Prodigy: -5 to any skill, weapon attack roll (one
weapon only), toolset, or the ability to use one type of
armour.
*Note, that if a character is made miniscule (the size lower than small), they cannot go lower
and gain the following traits: Armour prices double, one handed weapons can only be used in
two hands and only weapons with the small, fine or light characteristic can be equipped. The
character due to their small size gains a climb speed on masonry and trees equal to their
nimbleness/3. They may fit through spaces of six inches or larger and gain a +10% to thief skills,
though their vitality is only able to reach 10, and they must reroll the highest dice they rolled.
Their carrying capacity is their Brawn x2. Additionally, they require 1/3 the rations of a normal
character to survive. They take double the normal time to travel off horseback and have a
movement speed of 10(20)
Social Class
Every Character is born into a social class, consult the table below to determine your starting money in silver pieces.
Taking the extraordinary event blessing allows you to change this. Go by the race of the family that raised you if
you are a half race, ogres use the same table as goblinoids (Goblins, Orcs, Hobgoblins ETC). Once you have
determined how much wealthy you possess, multiply by an amount equal to every year over the age since your 16th
birthday. Some races value certain positions more, help their lower class more and some have extreme class
divisions, this is reflected in the table. Your characters age at the beginning of the game should be 16+2d12.
Roll (d100)
1
2-10
11-20
21-60
79-89
90-99
Social Class
Exile
Slave
Pauper
Peasantry
Artisan
Noble of the Robe
100
Race
Noblemen
Exile
Human
Dwarf
Elf
Gnome
Goblinoids
High Elf
Halfling
Mauslings
2sp
4sp
1sp
2sp
1sp
1sp
2sp
1sp
Indentured
Servant
4sp
8sp
2sp
4sp
1sp
1sp
4sp
20sp
Pauper
8sp
16sp
4sp
8sp
1sp
4sp
8sp
20sp
Peasantry
40sp
80sp
40sp
40sp
5sp
80sp
40sp
20sp
Artisan
200sp
5000sp
400sp
200sp
25sp
80sp
200sp
100sp
Noble of
the robe
1000sp
1000sp
2000sp
5000sp
125sp
10000sp
1000sp
500sp
Noblemen
5000sp
2500sp
10000sp
1000sp
625sp
100000sp
5000sp
2500sp
Races
Races in Razors edge are an important aspect of every character, with each having different
abilities and talents. Race perhaps is not the correct term, as it is better to call them species due
to their physical differences; however due to roleplaying game commonality and the in-universe
terms of: Volk, Kin, Ilk, People, Nation, Blood and Tribe all essentially meaning the same thing
as race, this document will use the term race, rather than species.
To play as a certain race, you must select it before you select a class, as certain races are limited
in what classes they can play through physical, mental and spiritual barriers. Any attributes must
also be changed to match a certain race, as high elves cannot have a Brawn above 15, a character
that has placed 20 points into strength, cannot play as a high elf. In a similar vein, if a player is
playing as an Orc, which has a minimum Brawn of 5, must raise their Brawn to match this level.
Stats must be reallocated to be above or below the races limits. As such it is recommended that a
player determine their race early on as to not eliminate a class option they want to play. Races
will be organized in alphabetical order with the exception of humans, as they are the base for all
races and generally considered the average. Additionally, some races have a ‘subrace’ which can
be selected at the beginning of the game, a character may only have one sub race, and being a
half race eliminates the ability to have one.
Humans
Attribute Minimums: 1
Attribute Maximums: None
Movement Speed: 20 feet (40 Dash)
Benefits: Take an additional blessing
Disadvantages: None
Subraces: None, human beings can look
different, but have not split into any diaspora
unique enough to be considered a subrace.
Languages: Home nations, one additional
language of their choice
Class Limitations: None
Life span: maximum of 120 years
Height: Minimum of 4’11”, maximum of
7’8”
Weight: Minimum of 45lbs, maximum of
400
Dwarves
player has a 1/10 chance to find 1d10+5 gold in a
random place.
Attribute Minimums: BRN 10, INT 5,
KNO 5
Naudiz: Once per day, the weapon may instantly be
returned to the owners hand.
Attribute Maximums: NIM 20, PSY 15,
MAG 10, FAI 40, BRN 35, INT 35, KNO
35
Movement Speed: 15 (30 Dash)
Benefits: Dwarves, regardless of class,
know how to wear heavy armour, and are
the only race who can wear dwarven caster
armour without training. Dwarves do not
experience any movement speed drawbacks
from armour. Dwarves additionally may
begin with a family heirloom (a non-magical
masterwork weapon or armour piece).
Disadvantage: Dwarves, due to their stout
frames, are extremely poor at moving
stealthily and moving in acrobatic and lithe
ways. All thief skills related to hiding and
movement receive a -5%, and their climb
speed is halved. They also have a +20% to
acrobatics and other nimbleness skills.
Subraces:
Mountain Dwarf: Automatically gain a -10
bonus for the forging of armour, weapons or
everyday objects. Mountain dwarves have
pale or slightly pinkish skin with blonde,
black, brown or red hair and striking eyes
the colour of various gems, their hands are
often callous from their endless work.
Additionally, you can apply runes to items
for 100GP each. Each item may have only
one rune:
Algiz: +5 to armour when the Item is equipped
Isaz: The weapon deals an additional 1d4 cold
damage
Jera: When the item is worn or held in ones hand,
survival checks to find food get a -5 modifier and, the
Othalan: Indicates the possession of the object to a
specific owner, if the object is taken by another
person they take 1d4 fire damage and receive the
branded flaw.
Sowilo: The weapon deals an additional 1d4 fire
damage, and 2d4 against undead
Tiwaz: The weapon becomes a magical +1 weapon.
Hill Dwarf: Automatically gain a +5 to grit.
-5 on poison and disease checks. You know
how to use brewers supplies with the
intelligence attribute. Hill dwarves cannot
become drunk on alcohol made outside of
their small colonies and villages due to their
tolerance. Hill dwarves have greyish skin
with red or blonde hair and dark black or
brown eyes.
Deep Dwarf: Once a week, you may become
invisible, inaudible, and undetectable (no
footprints or smells). You have the albinism
trait and a -5 to engineering, provided you
already have skills in it. You may reach
maximum level for the rogue and psychic
class. They have pale white or lilac skin and
white or pink eyes; men usually shave their
heads but all of them have white hair.
Languages: Dwarven (racial dialect), one
other language
Class limitations: Rogue 15, Mage 5,
Psychic 10
Lifespan: 500 (deep), 800 (hill), 1500
(mountain)
Height: Minimum: 2’0”(deep),
3’0”(hill),3’2”(mountain). Maximum:
3’8”(deep), 4’2” (hill), 5’0”(Mountain
Weight: 35lbs-180lbs (deep), 45lbs200lbs(hill), 50lbs-250lbs (mountain)
Elves
Attribute Minimums: INT5, KNO5, NIM5
Attribute Maximums: BRN:15, CHR35,
GRIT:15, INT35, KNO35, NIM35, MAG40,
PSY40, FAI:10
Movement Speed: 30 (60 Dash)
Benefits: Elves are incredibly intelligent,
but indolent creatures, getting an additional
five starting spells as a magic user, and get
two spells instead of one every five psychic
levels. Elves additionally get a -5 bonus to
acrobatics and add an additional 100 feet to
ranged weapons due to their eyesight. Elves,
despite their lower grit, get a -5 against
magic and curses, they are also immune to
diseases of a non-magical nature.
Disadvantages: Elves lose limbs, get
concussions and break bones at half the
normal health. Additionally, elves have the
same disadvantages as small races for
wielding heavy weapons and wearing heavy
armour. Due to the general hatred of elves
among the other races, add a +1 to all
charisma checks, except against dwarves,
who you will add a +5 to. When attacked
with weapons made of pure iron, elves take
an additional 2d4 fire damage and receive a
permanent black mark where the blade or
weapon struck.
Subraces:
Field Elf: The most common variety of elf,
Field elves live in small pastoral villages,
often alongside the other races. Ignore the
charisma penalty elves commonly face.
Additionally, you can cast field magic, once
per day you may cast: Magical Script,
Simple Animation and Simple Charm. They
have short, stoutly pointed ears, fine
features, freckles and blonde, ginger or
auburn hair, their eyes can be any colour but
rarely brown or black.
Wood Elf: Living deep in the woods, the
wood elves are known for their mastery of
the bow, often riding forth from the woods
to harass farmers on the plains. Due to their
connection with nature, they may speak with
animals and their horses never buck or flee.
Wood elves do not experience penalties for
using bows and crossbows at close range.
Wood elves have tanned skin, dark brown or
auburn hair, angular faces and glowing
green or yellow eyes.
Subterranean Elf: Once a great empire, an
unknown calamity destroyed it. These elves
are stronger and able to reach 20 grit and 20
Brawn, but, have the albinism trait.
Subterranean elves are able to use
echolocation to see in the dark using sounds
inaudible to anyone besides them. This gives
them 500 feet of ‘vision’ in pitch, and even
magical darkness, however this fails to
activate in a zone of magical silence or if the
have become deafened. They have pale skin,
white hair, white eyes and grey flesh.
Languages: Elven (dialect) and one other
language
Class limitations: Warrior 10, Priest 10,
Holy Warrior 10
Lifespan: All elves do not have a
predetermined life span, they choose when
they die, and upon their death they turn into
a bed of flowers.
Height: 4’5”-6’8” (subterranean) 5’0”-6’8”
(wood) 5’2”-6’9”(field)
Weight: 60lbs-200lbs (subterranean) 100280 (wood and field)
High Elves
Half Ogre (Father)
Attribute Minimums: INT10, KNO10,
NIM5
Attribute Maximums: BRN45, GRIT40,
FAI 35
Attribute Maximums: BRN10, CHR45,
GRIT5, INT45, KNO35, MAG45, NIM40,
PSY45, FAI5
Disadvantages: Half ogres automatically
receive the Wrathful, Morose and Trauma
flaws from often abusive childhoods, many
are sold into slavery in human communities.
Many make money in mercenary work,
where their tremendous strength and
toughness shine through. Some, however go
into the many churches of the and, Making
excellent holy warriors. It is a common
misconception that half ogres are dumber
than other humans, this is false, as half ogres
with non ogre mothers share the same
mental capacity as the mother, with only a
few hold overs from the father.
Movement Speed: 40 (120 dash)
Benefits: Along with the benefits the elf
race already has, high elves can see in
darkness perfectly. High elves also, due to
an unknown mechanism, command other
elves to follow their will unless the other elf
passes a very difficult grit check. High elves
spend half the time to record or learn new
spells and gain three new spells instead of
one every five psychic levels..
Disadvantages: Along with the previous
disadvantages, high elves take the normal
damage of iron weapons, but then receive
double that in additional fire damage. High
elf bones break if they take any bludgeoning
damage, and they cannot wear armour made
of iron. High elves are also barred from
many cities unless they pay a 500GP
entrance permit, though this is up to DM
discretion.
Languages: One esoteric language, Elven,
one other language.
Class limitations: High elves cannot be
Holy Warriors or holy warriors and can only
ascend to level 5 as a priest.
Lifespan: High elves live forever until they
choose to die.
Height: 5’0”-7’0”
Weight: 80lbs-180lbs
Half Ogre (mother)
Attribute maximums: CHR10, INT10,
KNO10, NIM25
Movement Speed: 20 feet (40 dash)
Benefits: Half ogres born to ogres are often
treated better in human society, due to their
smaller size compared to normal ogres and
greater intelligence, they serve as leaders
and as shelter builders. Half ogres can
regrow limbs at the same rate normal
characters recover damage and recover
damage at twice the speed. Additionally, all
damage-based effects need to deal twice as
much damage against them to activate. Half
ogres can comfortably eat rotting material
and take no penalties to exhaustion for being
surrounded by corpses. Half ogres
additionally take the bullneck and Mountain
blessings automatically. As a result of these
two features, their armour cost is
quadrupled.
Lifespan: 20-25 years
Height: 8’0”-10’0”
Weight: 500lbs-600lbs
Mauslings
Attribute Minimums: 1
Attribute Maximums: BRN25, NIM35, all
others determined by race.
Movement Speed: 15 feet (30 dash)
Benefits: All people called Mauslings
receive +10% to all thief skills, and the
ability to reroll one dice per session.
Disadvantages: Due to their small size, like
all other small races, armour is half price,
but, heavy armour cannot be worn, they
cannot wield heavy weapons, but, any one
handed weapons without the versatile
property, gain it, dealing one damage dice
lower in only one hand. Versatile weapons
can only be wielded in two hands.
Subraces: Note that all of these are not the
same race unless explicitly stated, they are
all different species with the same
overlaying commonalities as the ‘small
races’
Halflings (Forest):Living deep in the woods,
forest halflings live in the massive canopies
and learn at a young age to be carful,
receiving -5 to acrobatics and the ability to
reroll three dice per session. Their Attribute
maximums are: CHR35, GRIT25, NIM 40.
They have tanned or peach skin with
strikingly bright hair and eyes.
Halflings (Town): Living in small towns in
endless fields, town halflings tend to deal in
trade, not war or crime, making them
exceptionally bad at crime (no longer
receiving the bonus to acrobatics and thief
skills). Instead, they automatically learn an
instrument to -5, which allows them to cast
Minor healing, Sleep or Calm emotions once
per day. Additionally, they receive a -5 to
local history. Their attributes maximums are
BRN 15, CHR35, GRIT20, INT35, MAG35,
NIM 20. They tend to have a portly
appearance with fair skin, hair and eyes.
Gnome (Citadel): Citadel gnomes are often
found in the great dwarf holds, where they
serve as enchanters and scholarly assistants
to the dwarves. Many have advanced
knowledge of small mechanical devices and
objects such as wind-up toys, labour saving
devices and flint lock weaponry. Every
session, the player gets an ‘eureka’ token,
this allows them to automatically pass an
engineering or intelligence check. These
tokens may be saved, once ten have been
accrued the player may begin to develop an
invention of their own design, provided they
have the DM’s permission. This will take a
number of sessions determined by the DM.
Citadel gnomes have the attribute
maximums of: BRN20, GRIT 25, INT35,
KNO35, PSY40. Citadel gnomes tend to
have strange appearances, with pale skin,
bright, large eyes, wild hair and strange
markings and artificial colourations in their
hair and on their clothes.
Gnome (Woodland): Woodland Gnomes are
what one expects when they hear about
gnomes, small men in the far north living in
mushroom huts. Woodland gnomes are hard
workers, and tend to be masterful craftsmen,
receiving a -5 to a trade of the players
choice. Additionally, woodland gnomes can
speak with animals and identify toxic berries
easily. Their attribute maximums are:
BRN30, GRIT35, KNO35. They receive a -5
to survival and perspective
Mausling (Redwall): Redwall Mauslings
inhabit large keep like structures on plains or
meadows, often growing berries and
mushrooms. Mauslings are the smallest of
the sort races, but one of the toughest, due to
their vulnerable position they live in a
constant state of preparedness for war, with
children being taught at a young age to deal
with death and the possibility of it.
Mauslings receive a +10% to all thief skills
and are able to squeeze through any space
larger than eight inches across. Additionally,
they are able to identify poisonous foods
instantly and take half damage from poison.
Their attribute maximums are: BRN30,
GRIT35, FAI35, NIM40
Class limitations: Warrior and Holy warrior
cannot progress past level 15.
Mausling (Ratlings): Ratlings are small,
brutal subterranean Mauslings with shaggy
coats and ratty frames. They are despised by
most people and eradicated like a common
pest when found. Their colonies are led by a
rat king, several Ratlings who have fused
together into one abomination with a single
consciousness. They are able to eat carrion
and do not suffer exhaustion from seeing
corpses or eating them. Automatically take
the Fanatic perk for the rat kings. They get a
+10% bonus to all thief skills, their attribute
maximums are BRN30, GRIT35, NIM40,
PSY35.
Attribute Minimums: BRN10, GRIT10
Goblins: Goblins most commonly come in
shades of green, though can practically come
in any colour. Goblins are commonly found
in any environment except in the
temperature extremes. Goblins are immune
to disease and poison, and additionally get a
-5 to survival and remedies. Goblins make
excellent thieves, receiving a +15% to hide
in shadows and move silently specifically.
Their attribute maximums are BRN30,
FAI35, INT20, KNO20,
Languages: Racial languages and one other.
Lifespan: Halflings 150-250, Gnomes 200300, Redwalls 50-80, Ratlings 20-30,
goblins 18-30
Height: Halflings 2’5”-4’0”, Gnomes 2’0”3’8”, Redwalls 1’2”-3’5”, Ratlings 2’5”4’2”, Goblins 2’0”-4’0”
Weight: Halflings: 90lbs-150lbs, Gnomes
60lbs-100lbs, Redwalls 50lbs-100lbs,
Ratlings 90-200 lbs, goblins 70lbs-120lbs
Orcs
Attribute Maximums: BRN40, CHR20,
FAI35, GRIT35,INT15, KNO20, MAG15,
NIM35, PSY0
Movement Speed: 25 (50 dash)
Benefits: Orcs are blessed with strength,
able to wield two handed weapons in one
hand. Additionally, the damage to cut of
limbs, break bones and concuss them is
doubled. Orcs also make surgery checks
done on them have a -5-modifier due to their
redundant organs that allow them to take
extra punishment. Due to a complex
circulatory system, orcs are unable to bleed
to death, and take one hour to die after
reaching 0 hit points (unless utterly
destroyed). You have your choice of taking
the regenerative, bullneck or hard to kill
blessings. Orcs additionally can see
perfectly in the dark, though only in shades
of red or green, and gain a -5 to all
perception checks.
Disadvantages: Orcs automatically take the
wrathful and easily manipulated flaws. All
intelligence checks get an additional +5 due
to the frequent brain damage orcs suffer.
Orcs are also barred from entering most
cities and are killed on sight in elven ones.
Orcs always start off being unable to read
unless the extraordinary life event blessing
is taken. Armour price is doubled.
Subraces:
Khar Tsustnuud: Orcs of this tribe are a
scourge upon the earth, being immune to
disease and poisons thanks to their eating of
enemy corpses. Their black blood can be
placed on weapons to deal an additional 1d4
poison damage in exchange for 1 hit point of
health. The black bloods are the strongest
and largest of the orcs, being closer to ogres
in stature, they have a maximum Brawn of
40 and a maximum Grit of 40. Orcs of this
tribe have grey, black or white skin, with
black flesh and yellow or blue eyes. Men
grow beards but shave their heads and
women grow their hair out without cutting
it, many bare tattoos of animals and warriors
from orcish culture.
Jaziq Jindar: Orcs of this tribe herd aurochs,
horse and other giant mammals on the
steppes. They are a brutal but hospitable
people widely considered the most
diplomatic and mercenary of the orcs. They
ride on bulls and fight with lances and
swords. Orcs from this tribe are permitted to
enter cities, and due to their weapons
training, receive a -2 to hit with swords,
Axes, clubs and lances. Orcs of this tribe
have deep emerald skin, black hair and
black, green, yellow or red eyes, the men
shave the sides of their heads but lead the
hair on top grow wild, while the women cut
their hair at the mid back and braid the top.
Trebuyutsya muzhchiny: Orcs of this tribe
are obsessed with being human and gain the
xenophobic trait to other orcs, and the
fanatic trait for humans. They gain +10 to
the faith attribute and do not need special
stats to be a Holy warrior. These orcs are
permitted to enter freely in human cities that
know of them ,as they are the least
numerous of the orcs. They have tan or
yellow skin with any colour of eyes in hair.
Having no culture of their own, they mimic
local human cultures in crude facsimiles,
often referring to humans as ‘older brother’.
Born Lamaks: The children of Lamak are
the oldest of the orc tribes, hailing from the
first orc, Lamak. They are masterful
wizards, able to reach 30 intelligence and
KNO, and advance to 25 PSY and 30 MAG.
Children of Lamak are rare and tend to
spread out and live in other tribes. Children
of Lamak are completely blind in sunlight
and, upon touching silver, receive 2d10
necrotic damage. Additionally, to retain their
power, they must consume a minimum of
five hearts from a humanoid race each
month. The children of Lamak have the
horns of rams on their forehead and any
shade of purple skin. They are not permitted
in most cities, even if they pay the orc toll.
Unlink other orcs, they are within the
normal human height range and are passable
as humans if they use a disguise kit, even
having faces more akin to a human or even
elves than an orcs.
Vilapa Gayakaharu: Living in the furthest
north reaches in ancient temples, these orcs
are in charge of remembering the greatest
defeats of the orcs, they receive no special
benefit besides their skin, which makes them
impervious to cold so that they do not need
to worry about freezing. They have white
hair, blue skin, yellow or blue eyes and long
white ibex horns. Orcs are not permitted to
attack the Vilapa and doing so marks them
for death among all other orcs.
Languages: Tribal Language, One other
languages (usually dwarvish)
Class limitations: Orcs may reach level 10
Magic Users, but never are able to be
Alchemists, Plague Doctors or Psychics,
excluding the Born Lamak.
Lifespan: 25-50 years
Height: 6’0”-8’0”, 5’8”-7’0” (Born Lamak)
Weight: 300lbs-500lbs
Leveling
Characters gain experience points each day in terms of the number of foes they have overcome (through diplomacy
or destruction). Additionally, characters add one XP point per gold piece they earn in a day to the total. Referees
should also take care to award appropriate XP to a character who has overcome a challenge in a intelligent way, be it
from roleplay or game mechanics.
Classes
Classes determine a characters abilities and rolls, they are purposefully limiting as to prevent a
single character from being proficient in every aspect of play, for example, a magic user should
not be able to act in place of a frontline warrior, and a frontline warrior should not replace a
magic users magic and utility abilities. With this out of the way, we will go directly into the
classes.
Alchemist
Attribute requirements: INT20, KNO20
Primary attributes: Intelligence and
Knowledge
The alchemist serves as a backline support class,
while they struggle with frontline combat, they
exceed in assisting the party, improving weapons and
manipulating the environment around them.
Alchemists cannot use heavy armour or trained
weapons; they may use muskets and alchemical
weapons and they must have taken the alchemy skill.
Elixirs
Alchemists can create elixirs using spell components
detailed later in the book, these Elixir have unique
effects and drawbacks. An elixir may have no more
than the alchemists level of positive effects, any more
requires the potion to have negative effects.
Alternatively, the vial may be thrown meaning any
effects occur to the person who was it, Elixirs have
the same range as a grenade. Each Elixir takes an
hour to brew, and you may only brew a number of
elixirs at one time equal to your intelligence-your
Alchemy. Doing this requires alchemists tools.
Additionally, you may only use ingredients that your
level permits, being Simple, Advanced and Master
levels.
Transmutation
Transmutation allows an alchemist using alchemist
supplies to convert one object to another. Converting
a lesser material to a more expensive one requires the
total value of the lesser material to be equal to at least
a 1x1x1 inch cube of the greater one. Inversely, a
greater material will expand and create more material
to be equal to the same weight and size that the lesser
material would be (For instance, one inch of iron
becomes ten inches of cloth).
Alchemical processes
You have learned the secret of any materials on the
material table, it takes (knowledge/5) hours and 20
GP to convert an armour set, or one hour and 5gp to
convert a weapon.
Name
Value
Weight of a 1x1x1
inch cube.
Hit points
Conversion time for
a 1x1x1 cube.
Bone
Blood (water)
Cloth
Copper
Crystal
Flesh (living)
Glass
Ice
Iron
Lead
Paper
Sand (soil)
Stone
Wood
5cp
5cp
10cp
5cp
1gp
10cp
50sp
1cp
1sp
20cp
10cp
1cp
5cp
1cp
5oz
5oz.
1oz.
1lb
8oz.
10oz.
1lbs
5oz.
2lbs
3lbs
¼oz.
1lb
8oz.
5oz.
10 per square inch
0 (liquid)
1 per square inch
5 per square inch
1 per square inch
1d6 per cubic inch
1 per square inch
1d4 per square inch
50 per square inch
20 per square inch
1 per square inch
0
100 per square inch
15 per square inch
1 minute
1 minute
10 minutes
1 hour
30 minutes
5 minutes
1 minute
1 minute
1 hour
1hour
1 minutes
30 seconds
1 hour
1 minute
Insects
Lava
Oil
Sulfur
1cp
1sp
5sp
10sp
1oz.
5lbs
4oz.
6oz.
Air
Alchemists Fire
Ymirium
½ cp
15cp
1gp
0oz.
4oz.
50lbs
Gems
Gold
Silver
1rp
5gp
5sp
¼oz.
4lbs
3lbs
Advanced transformation
1 per square inch
0 (liquid)
0 (liquid)
1 per square inch
5 minutes
30 minutes
5 minutes
5 minutes
Master Level
0
0 (liquid)
500
1 hour
1 minute
5 hours
Precious gems and metals
1
5
10
1 hour
1 hour
1 hour
Alchemist Level progression
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
Exp
0
5,000
10,000
20,000
40,000
80,000
160,000
310,000
460,000
610,000
760,000
910,000
1,060,000
1,210,000
1,360,000
1,510,000
1,660,000
1,710,000
1,810,000
2,000,000
2,200,000
2,400,000
2,600,000
2,800,000
3,000,000
3,200,000
3,400,000
3,600,000
3,800,000
4,000,000
Milestone
0
6
9
12
15
18
21
24
27
30
33
36
39
42
45
48
51
54
57
60
63
66
69
72
75
78
81
84
87
90
Abilities
Simple ingredients, basic transmutation
None
None
None
None
None
None
None
Alchemical process
Advanced ingredients
Advanced transmutation, half previous conversion times
None
None
Alchemical process
Nome
None
None
None
Alchemical process
Master level ingredients, half previous conversion times
Master level transmutation
None
None
Alchemical process
None
None
None
None
None
Precious metal and Gem transmutation. Half all-conversion times.
Holy Warrior
Attribute Requirements: BRN25, FAI25, VIT,25
•
Primary Attributes: Brawn, Faith
•
The Holy warrior must follow a code to the letter,
failing to do so results in them losing their powers
and becoming a warrior of half their current level. A
holy warrior must not have more that ten magic items
in his possession and cannot help people opposed to
his code.
Righteous fury
beginning at 5th level a paladin may add their level
divided by five number of d6’s in sacred damage to
their attacks.
Terrify Evil
You can use all weapons and armour, except for
ranged weapons without the thrown property.
This feature allows the paladin to turn away demons
like a priest, however they may take their choice of
another creature type (excluding humanoids, beasts
and undead) to replace undead. They get an
additional choice at level 15. a more in-depth
example is available on the priest classes ‘turn evil’.
Blessings
Because you are commanded to destroy evil, your
god has given you the following blessings:
•
•
•
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
Radiate a 10-foot aura of protection from
good and evil
Receive a -2 to all Brawn, Grit and
Nimbleness checks.
Immunity to disease and Poison
Heal another character a number of hitpoints
equal to their level each day
Detect evil a number of feet equal to their
Faith + level
Enemy Hit Dice
1
2
15
20
25
25
T
T
T
T
D
D
D
D
D
D
D
D
D
D
D
D
D
D
D
D
3
10
15
20
20
25
25
T
T
T
T
D
D
D
D
D
D
D
D
D
D
D
D
D
D
4
5
10
15
15
20
20
25
25
T
T
T
T
D
D
D
D
D
D
D
D
D
D
D
D
5
5
10
10
15
15
20
20
25
25
T
T
T
T
D
D
D
D
D
D
D
D
D
D
6
5
5
10
10
15
15
20
20
25
25
T
T
T
T
D
D
D
D
D
D
D
D
7
5
5
10
10
15
15
20
20
25
25
T
T
T
T
D
D
D
D
D
D
Holy warrior level progression
Level
1
2
3
4
5
6
Exp
0
5,000
10,000
20,000
40,000
80,000
Milestone
0
6
9
12
15
18
Abilities
Blessings
Health level
None
None
Righteous Fury
Feature
8
5
5
10
10
15
15
20
20
25
25
T
T
T
T
D
D
D
D
9
5
5
10
10
15
15
20
20
25
25
T
T
T
T
D
D
10+
5
5
10
10
15
15
20
20
25
25
T
T
T
D
5
5
10
10
15
15
20
20
25
25
T
T
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
160,000
310,000
460,000
610,000
760,000
910,000
1,060,000
1,210,000
1,360,000
1,510,000
1,660,000
1,710,000
1,810,000
2,000,000
2,200,000
2,400,000
2,600,000
2,800,000
3,000,000
3,200,000
3,400,000
3,600,000
3,800,000
4,000,000
21
24
27
30
33
36
39
42
45
48
51
54
57
60
63
66
69
72
75
78
81
84
87
90
Health level
none
None
Extra Attack
None
Health level
None
None
Extra Enemy type, Extra attack
None
Health level
None
None
Extra attack
None
Health level
None
None
Extra attack
None
Health level
None
None
Extra attack
Magical Power increase
Magic User
Double the amount of magical energy you have.
No Requirements
Primary Attributes: INT, KNO, MAG
Simple, Basic, Advanced and Master Level
Magic
Primary Attributes: Intelligence, Knowledge,
Magical ability
Unlock the ability to use spells listed at an
aforementioned level.
Born with tremendous magical talent, magic users are
able to access the full breadth of magical spells and
use them to the greatest degree. Magic users are able
use the most powerful spells and cast the most spells
out of any class in one sitting. Spells memorized are
the spells you can use for that day (sunrise to sunrise)
Magical Mastery
Magic users can only wear light armour and can only
used untrained weapons.
Choose a type of magic, those spells have their total
cost halved.
Spellbook
Magic users have a spell book; it takes 5 hours to
record a spell and they may only have a number of
spells equal to their knowledge attribute + their
wizard level, they begin with three spells. They may
use any spell from their book at any time.
Magic User level progression
Level
1
2
3
4
5
6
7
8
9
10
11
12
Exp
0
5,000
10,000
20,000
40,000
80,000
160,000
310,000
460,000
610,000
760,000
910,000
Milestone
0
6
9
12
15
18
21
24
27
30
33
36
Spells Memorized
(Int/10)x1
(Int/10)x1
(Int/10)x1
(Int/10)x1
(Int/10)x1
(Int/10)x2
(Int/10)x2
(Int/10)x2
(Int/10)x2
(Int/10)x2
(Int/10)x3
(Int/10)x3
Abilities
Simple Level Magic
None
None
None
Magical Mastery
None
None
Basic Level Magic
None
Magic Power Increase
None
None
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
1,060,000
1,210,000
1,360,000
1,510,000
1,660,000
1,710,000
1,810,000
2,000,000
2,200,000
2,400,000
2,600,000
2,800,000
3,000,000
3,200,000
3,400,000
3,600,000
3,800,000
4,000,000
39
42
45
48
51
54
57
60
63
66
69
72
75
78
81
84
87
90
(Int/10)x3
(Int/10)x3
(Int/10)x3
(Int/10)x4
(Int/10)x4
(Int/10)x4
(Int/10)x4
(Int/10)x4
(Int/10)x5
(Int/10)x5
(Int/10)x5
(Int/10)x5
(Int/10)x5
(Int/10)x6
(Int/10)x6
(Int/10)x6
(Int/10)x6
(Int/10)x6
None
None
Magical Mastery
Advanced Level Magic
None
None
None
Magic Power Increase
None
None
None
Master Level Magic
Magical Mastery
None
None
None
None
Magic Power Increase
Plague Doctor
Attribute Requirements: GRT13, INT13, KNO13
•
Primary Attributes: Intellect, Knowledge
The Plague Doctor is a beacon of empirical reason in
an ocean of superstition and ignorance, he is the
lighthouse of reality in the tempestuous seas of
confusion and chaos. Plague doctors use methods like
the four humours and other near miraculous surgeries
to treat a menagerie of illnesses, arcane or otherwise.
Additionally, they may use the very ailments they
treat as weapons and poisons.
Due to their line of work, heavy armour interferes
with their ability to do it proficiently, additionally,
they may not use trained melee weapons excluding
the cane sword, rapier, and sabre.
•
•
•
Poultices and Ointments
The plague doctor can create poultices to treat
various ailments, these are applied to the skin and not
inside the body. It takes five minutes to create the
poultice with a mortar and pestle or ten minutes in the
mouth. Each costs five copper pieces to make. If a
poultice is applied to a weapon, it lasts for a single
hit, as with all plague doctor concoctions.
•
•
Rosemary and Honey Poultice: This wonderfully
fragrant poultice prevents the infection of wounds and
cuts healing time down by half, additionally, if the
poultice is mixed into food, the patient gains the ‘happy
patient’ quality for surgery for 1d4 hours.
Apricot and Orange Essence Poultice: This poultice is
intended to be introduced to the eyes to treat blindness.
When placed on the eyes, the blindness will subside in a
single turn, though it is important to note that the
poultice cannot be applied more than twice a day, and
that it cannot treat chronic blindness.
Rosewater and Lavandula Ointment: Used for the
treatment of burns, this poultice doubles the healing
time of burns and prevents them leaving a scar,
additionally, it prevents the injury from becoming
infected.
Redcap and Pot Marigold Poultice: Applied to a
bleeding wound, the bleeding is staunched, preventing
the person from bleeding out, however, the person will
still die within 24 hours without proper treatment or the
reapplication of the poultice. When applied, healing
potions become harmful due to their own inclusion of
Redcap and as a result deal 1d4 poison damage if
consumed.
Chickweed and Charcoal Poultice: When applied to a
bite or sting of a venomous animal, the duration of the
poison is halved, and the victim of the bite gains a -2 on
their rolls against it.
Lead and Vinegar poultice: This is not intended for
consumption, but rather, for application to a weapon.
When the Lead and Vinegar enter a wound, they force a
poison and disease save to not be stunned for 1d6 turns.
Tincture
A tincture is a small potion intended to be drank or
rubbed on a wound, often referred to (and referred to
with much chagrin) as lesser potions. It takes ten
minutes to make a poultice and a pot is required to
boil the ingredients. These cost a single silver piece
to make.
•
•
Swamp Wort and Morning glory Tincture: When
imbibed, this tincture calms the mind and steels a
person against psionics. -3 to psionics saves for one
hour of consumption.
Pepper and Vinegar Tincture: When thrown (15x BRN
range) the tincture forces a challenging nimbleness
save, on a failed save, the tincture blinds the victim for
2d6 turns.
•
•
•
•
•
•
Licorice and Tarragon Tincture: When consumed, the
tincture balances the sanguine humour, gifting the user
a temporary +5 to their strength and nimbleness, as well
as a -1 to charisma roles for five hours. They, however,
cannot become fully enraged, and any abilities that rely
upon this fail.
Executioners Tincture: when consumed, the tincture
clots the blood. A character with this tincture doubles
the length of time they have to bleed out. Additionally,
once consumed, the user receives a +2 to all rolls, but
cannot become frightened.
Poppy and Henbane tincture: When on the blade of a
weapon, its blade is coated in a toxic ichor that adds an
additional 2d10 damage after the armour is penetrated.
Additionally, for 1d10 turns after the poison is applied,
a person becomes sluggish and slow, their movement
speed is reduced to half what it normally is and the
receive a +3 to all Brawn and Nimbleness rolls.
Mead and Lavender tincture: when consumed, a person
is more vigorous, and their charismatic skills receive a 3 for one hour.
Mercury and Wolfsbane tincture: When consumed, this
tincture increases a persons observance, meaning they
add a +25% to the difficulty of a thief’s tools roll to
sneak up on them. Additionally, they receive a -3 to
perception checks. Deals 1d4 poison damage after
being consumed, lasts three hours
Venomous tonic: the plague doctor replicates the
poison of a scorpion, snake or spider for their tonic, it
is not recommended for consumption.
Tonics
A tonic is also considered a potion in most cases, as
they are one of the more common ways of treating
ailments. A tonic must be injected or injected and has
no effects by simple contact with the skin. 15 minutes
are required to make a tonic and a set of alchemists
supplies are required for their manufacture, and cost
50 silver pieces to make.
•
•
•
•
Sanguine Tonic: A person who consumes sanguine
tonic is braver, quicker, and passionate. Once a person
has consumed sanguine tonic, they gain a -1 to hit if it
is the same person, and, any dice they roll for damage
that is a one is rerolled until it is a higher value. People
who have consumed are also immune to being
frightened and do not receive extra shock during
surgery for being in combat or losing a limb. Sanguine
tonic lasts one hour.
Choleric tonic: A person who consumes this tonic is
angrier, more aggressive, and more brutal. Once a
person consumes choleric tonic, they gain a -1 bonus to
hit so long as the hit a different enemy every time, and,
if a five or lower is rolled when they hit, they receive an
additional attack that turn. Choleric tonic lasts an hour.
Phlegmatic Tonic: A person who consumes this tonic is
steady, contemplative, and rational. Once a person has
consumed phlegmatic tonic, they receive a -3 to ranged
attacks and can load weapons in half the normal time.
Phlegmatic tonic lasts one hour.
Melancholic Tonic: a person who consumes this tonic is
morose and miserable. Once a person has consumed
•
•
•
•
•
•
•
melancholic tonic, their ability to sneak and sleuth
around people is greatly increase, granting a +25% to
move silently and hide in shadows for thieves,
additionally, it allows for the user to attack while
invisible three times before being revealed. The tonic
lasts one hour
Healing Tonic: Upon being consumed, the healing tonic
instantly restores 3d10 hitpoints.
Quinine Tonic: The tonic, upon consumption, treats a
pestilence and the save is automatically passed.
Leprous Tonic: The tonic must be applied to a weapon,
upon hitting another person, large sores open up on
that body part, and any further attacks deal double
damage on that body part.
Abyssal Tonic: Black as ink, this tonic allows a person
to see true reality, any invisible creatures and spectres
are visible to the user. The effect lasts one hour.
Stone skin tonic: upon consumption, a persons body is
armoured with a shell-like carapace that armours the
body to AV20 hard for one hour.
Face Dancer Tonic: Painfully reorganizes a persons
body to look as another’s for 12 hours, requires the
hair of the person.
Lotus tonic: replicates the poison of any lotus flower,
though it only lasts for half the normal time. Due to the
toxicity of the ingredients, only one dose may be made a
week.
Liniments
The most powerful variety of potion, only
experienced doctors can attempt to make them.
Liniments require an alchemists lab to produce and
take thirty minutes to make, the cost 25gp to make.
•
•
•
•
•
Panacea: Instantly cures an illness upon consumption
but cannot be consumed more than once per week.
Laudanum: halves shock in surgeries, and upon
consumption, causes unconsciousness
Wormwood Liniment: This bitter concoction causes
madness when in the body, upon consumption, a person
is forced to roll on the madness table if they fail a very
difficult grit test. The madness lasts 1d10 months. Every
hour for 8d10 hours after the person is subjected to
wormwood, they receive 4d10 psychic damage.
Dragon Oil Liniment: Taken from the blood of a
dragons separated until it is a amber colour, dragon oil
makes a person ferocious, able to replicate the breath
of an adult dragon from which the oil was taken. They
are unable to be charmed, frightened, or reasoned with,
they sprout wings from their back and become able to
fly at a rate of thirty feet per turn. All physical
attributes are raised to thirty for its duration. The
concoction lasts three hours and renders a person
unconscious for 2d6 weeks, during which they cannot
reawaken, additionally, they gain the scarred flaw once
the wings on their back come off.
Warriors Liniment: A liniment that raises black bile
and Blood humours to their highest levels, they become
balanced, unafraid, and ruthless. In this state, they
receive a -5 to hit with any weapons, a -5 to all grit
rolls and a -5 to dodge attacks. They cannot be placed
under the effects of psionics or other forms of magical
control except for a person they have chosen to be loyal
•
•
•
to, who they are unable to disobey. They cannot become
exhausted and need to eat one meal a day, regardless
so of how far they have walked. After consumption, a
person enters a catatonic state for three weeks, and
cannot remember what they did under the effects of the
liniment. The liniment lasts a week but can be extended
another week at the cost of 5 points of permanent
exhaustion every extension.
Kings Liniment: A liniment that makes the tongue grow
a silver colour, in this state, a person is able to see
seconds into the future and can make the optimal
conversational choice. When talking, a character is
able to re-attempt it three times before accepting the
result, they may do this four times per conversation.
The liniment lasts a single day and leaves the user
unconscious for six days after its consumption.
Hierophants liniment: Once consumed, the user has
infinite magic points for three hours, but, is totally
paralyzed for a month after its use, additionally, if the
liniment is used more than once a year, any master
level spells cause a body part from which they are
casted from to explode.
•
•
•
•
Surgery
Plague doctors gain many surgical procedures, below
are the ones available to you. Along with these,
double your current surgical skill. All of these require
surgical tools. The surgeries listed are all to be
considered am average check for the purposes of
rolling. Each surgery may be preformed once per
week.
•
Phlegmatic Surgery: By removing phlegm
from the body, a person becomes less
reserved and quiet in social situations,
additionally, this removes curses from the
body.
•
Melancholic Surgery: By removing black
bile from the body, a person becomes less
depressed and happier, causes a person with
the morose trait to lose it for three days, a d
anormal person to have the happy patient
trait added for the same time.
Choleric Surgery: By removing yellow bile
from the body, a person becomes more
balanced and peaceful. This also removes
the wrathful, zealous, fanatic and xenophobe
traits for three days.
Sanguine surgery: By removing the blood
from the body, a person is no longer subject
to the symptoms of common diseases. Cures
common diseases outright and is considered
a successful poison and disease checks for
magical, exotic and pestilence diseases.
Trepanation: if a person is suffering from a
form of madness, this surgery alleviates it
for 1d10 days.
Organ Removal: the removal of an organ,
deals 3d10 slashing damage to the patient if
failed.
Organ Implantation: The implantation of an
organ, deals 3d10 necrotic damage every
day if the surgery is failed.
Diseased Tonics
Plague doctors, can, upon finding the patient of a
disease, extract their blood to create a tonic from it,
enough to make 15 tonics, each with one user.
Pills
A plague doctor can make any tonics he has into pills
once he has learned to make the next type of tonic.
Plague Doctor Equipment
The most experienced plague doctors contact artisans to make special tools. Because a tonic can only last for one
slash or stab, the have devised ways to store it for multiple uses in their new tools (doses), they use the nimbleness
attribute for attack regardless of what their properties are. Ranged weapons simply have their tips coated in the
concoction, though, a ‘harmless’ form of a syringe arrow can be bought to use on allies, which triples the cost of
ammunition, but harmlessly applies the medicine. Doses are loaded in a single large container, which takes one
action to reload. Plague doctors ignore the heavy property if it is on plague doctor Equipment.
Weapon Name
Damage
Range
Properties
Doses
Weight
Cost
Plague Doctors Cane
4d4 bludgeoning
5 feet
Light, One handed, Breaking
6
4lbs
1gp
Plague Dagger
1d4 piercing
1 foot
2
2lbs
2gp
Plague Sabre
6d4 slashing
5 feet
Light, Main Gauche, thrown (20
feet), Fine, small, one handed
Light, One handed, Brutal
5
3lbs
40gp
Plague Rapier
6d4 piercing
5 feet
Light, One handed, Brutal
5
3lbs
40gp
Plague Spear
4/6d4 piercing
10 feet
Light, switch handed, calvalry
10
6lbs
10gp
Plague Great Rapier
6d10 piercing
10 feet
Two handed, Heavy, Brutal
10
10lbs
60gp
Name
Type
Toughness
Armour
AV and Disease
protection
Coverage
Cost
Weight
Black Mask
Light
Soft
8, Common Disease
Head
10sp
1lbs
White Mask
Light
Soft
8, Pestilence
Head
50sp
1lbs
Bone Mask
Gilded Mask
Light
Medium
Soft
Hard
8, Exotic Disease
10, Magical Disease
Head
Head
50sp
1gp
1lbs
2lbs
Menacing Mask
Heavy
Hard
15, Common Disease
Head
75sp
5lbs
Black Robes
Light
Soft
10, Common Disease
Whole body (no head)
15sp
10lbs
White Robes
Leather Robes
Light
Light
Soft
soft
10, Pestilence
10, Exotic Disease
Whole body (no head)
Whole body (no head)
55sp
55sp
10lbs
10lns
Gilded robes
Medium
Soft
12, Magical Disease
Whole body (no head)
2gp
15lbs
Menacing Robes
Heavy
Hard
17, Common Disease
Whole body (no head)
80sp
25lbs
Plague Doctor level progression
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
Exp
0
1,000
2,000
3,000
4,000
8,000
16,000
32,000
64,000
128,000
256,000
268,000
280,000
292,000
304,000
316,000
328,000
340,000
352,000
364,000
376,000
388,000
400,000
550,000
600,000
750,000
900,000
1,050,000
1,200,000
1,350,000
Milestone
2
4
6
8
10
12
14
16
18
20
22
24
26
28
30
32
34
36
38
40
42
44
46
48
50
52
54
56
58
60
Priest
Abilities
Poultices
None
Plague Doctor Equipment
Surgery, Tinctures
Health Increase
None
None
Tonics
None
Health Increase
None
Tonics
None
Diseased Tonics
Health Increase
Liniments
None
None
None
Health Increase, Liniments
None
None
None
None
Health Increase
None
None
None
None
Health Increase
fighters, many priests are more than capable in close
melee combat.
No requirements
Primary Attributes: Faith
The priest serves primarily as a support class for the
party, though this does not exclude them from
combat. While they may not be fantastic magic
The priest may wear any armour but not wield
weapons that deal slashing or piercing damage but
can use trained weapons such as mauls and
Warhammers.
Faithful restoration
Divine Intervention
Whenever a priest heals a player, they recover that
much faith energy.
Once a week, a cleric may roll a d100, if they roll
below their cleric level, there God may directly assist
them in the current situation.
Prayer Book
Priests know every spell on the spell list but can only
have a certain number prepared. Priests use the same
Simple, Basic, Advanced, and master level system as
the magic user for their spells.
Turn Evil
The cleric can turn a creature with the number of hit
dice on the table, the number of creatures that are
turned is equal to their level. When turned, the
creatures gain the frightened effect. In order to be
turned, the priest must roll a faith check below the
number on the table for that level of undead. The
cleric can only turn demons and undead.
Enemy Hit Dice
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
1
2
Level
1
2
Exp
0
5,000
15
20
25
25
T
T
T
T
D
D
D
D
D
D
D
D
D
D
D
D
D
D
D
D
3
10
15
20
20
25
25
T
T
T
T
D
D
D
D
D
D
D
D
D
D
D
D
D
D
4
5
10
15
15
20
20
25
25
T
T
T
T
D
D
D
D
D
D
D
D
D
D
D
D
5
5
10
10
15
15
20
20
25
25
T
T
T
T
D
D
D
D
D
D
D
D
D
D
6
5
5
10
10
15
15
20
20
25
25
T
T
T
T
D
D
D
D
D
D
D
D
7
5
5
10
10
15
15
20
20
25
25
T
T
T
T
D
D
D
D
D
D
8
5
5
10
10
15
15
20
20
25
25
T
T
T
T
D
D
D
D
9
5
5
10
10
15
15
20
20
25
25
T
T
T
T
D
D
Priest level progression
Milestone
0
6
Prepared spells
3
3
Abilities
Faithful Restoration, Simple level Magic
None
10+
5
5
10
10
15
15
20
20
25
25
T
T
T
D
5
5
10
10
15
15
20
20
25
25
T
T
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
10,000
20,000
40,000
80,000
160,000
310,000
460,000
610,000
760,000
910,000
1,060,000
1,210,000
1,360,000
1,510,000
1,660,000
1,710,000
1,810,000
2,000,000
2,200,000
2,400,000
2,600,000
2,800,000
3,000,000
3,200,000
3,400,000
3,600,000
3,800,000
4,000,000
9
12
15
18
21
24
27
30
33
36
39
42
45
48
51
54
57
60
63
66
69
72
75
78
81
84
87
90
4
4
5
5
6
6
7
7
8
8
9
9
10
10
11
11
12
12
13
13
14
14
15
15
16
16
17
17
Psychic
Attribute Requirements: PSY1
None
None
Basic Level Magic
None
None
None
None
None
None
None
None
None
Advanced Level Magic
None
None
None
None
None
None
None
None
None
Master Level Magic
None
None
None
None
None
spells from their list, up to five. Additionally, every
five levels, the player may choose an additional spell
of their choosing.
The psychic is a unique class, but a difficult one to
play. Psychics do not require material components
and can manipulate the effects of their magic
(hereafter called psionics or psychic powers) to curve
around walls, have different damage types and
become far more dangerous. They psychic sounds
powerful, but they must scrap and scheme harder
than any other class.
Merging of the Minds Ritual
Psychics may wear light and medium armour and
wield any type of weapon but must have one hand
free and cannot wear a helmet. Psychics may cast any
spell related to the mind and its projection
Psychic Coruscation
Leveling
The psychic must kill a psychic of a higher level once
every five levels in order to level up (a level four
psychic must kill a level five psychic to become the
next level)
Magic
Psychics begin with five spells of their choosing, all
at the basic, and can only gain spells after killing
another psychic, at which point they may do the
merging of the minds ritual and gain their choice of
You expand your consciousness by wiping the mind
of a defeated enemy, requires the body of the
defeated foe (dead or alive). The ritual takes ten
hours and permanently kills the opponent, allowing
you to absorb their psychic power (take three spells
from their list) and, if you are at a level where you
must kill another psychic to level up, you level up.
Psychic Coruscation attracts other psychics to the
player, every time the player spends ten or more
points of psychic energy, they must roll a d100 above
their psychic coruscation level. Failing to do so
results in the player having another psychic of equal
or lesser coruscation level appearing to attack them.
Every ten points, temporarily double your psychic
coruscation, which resets once you become
unconscious (sleeping or otherwise).
Psychic Powers
As a psychic, you may alter your spells to do the
following:
•
(5 Psychic energy) Change Damage type
•
•
•
•
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
damage for 1d8 turns in an area (Feet2)
(5 Psychic Energy) Direct control (directly
equal to its range and vice versa.
control where a spell goes, including around
corners, unaware while controlling it, -5 to
• (20 psychic energy) a psychic trap is
hit)
formed, requiring a challenging perception
check to spot (it appears as a odd
(15 Psychic energy) The spell is instantly
shimmering effect in the air), failing to do so
casted.
and walking through it causes the spell to
(5 psychic energy) the spell becomes silent
activate and target them.
when casted
(10 psychic energy) Change the spells shape,
spells that are cones or beams deal their
Psychic level progression
Exp
0
5,000
10,000
20,000
Kill A level 5 Psychic
80,000
160,000
310,000
460,000
Kill A level 10 Psychic
760,000
910,000
1,060,000
1,210,000
Kill A level 15 Psychic
1,510,000
1,660,000
1,710,000
1,810,000
Kill A level 20 Psychic
2,200,000
2,400,000
2,600,000
2,800,000
Kill A level 25 Psychic
3,200,000
3,400,000
3,600,000
3,800,000
Kill A level 5 Psychic
Milestone
0
6
9
12
15
18
21
24
27
30
33
36
39
42
45
48
51
54
57
60
63
66
69
72
75
78
81
84
87
90
Thief
Attribute Requirements: NIM10
Primary attribute: INT, NIM
The thief is a nimble, quick witted and sly class for
characters who sneak and scrape and scheme their
way past problems rather than use magic, intellect or
brute force.
Thieves may use any weapons, but cannot use
anything but light armour, breast plates and helmets
due to the noise of complicated plate mail and scale
male. Shields are excluded as they can gets suck in
claustrophobic conditions.
Coruscation multiplier
X1
X1
X1
X1
X1
X2
X2
X2
X2
X2
X3
X3
X3
X3
X3
X4
X4
X4
X4
X4
X5
X5
X5
X5
X5
X6
X6
X6
X6
X6
Abilities
Merging of the minds ritual
None
None
None
Additional Spell, Psychic Powers
None
None
None
None
Additional Spell
None
None
None
None
Additional Spell
None
None
None
None
Additional Spell
None
None
None
None
Additional Spell
None
None
None
None
Additional spell
Thief Skills
Thief skills are learned through trial and error and
are not connected to any stats. For any stat involved
with sneaking round other people (pick pockets,
move silently, etc.), add their perception skill bonus
to the roll.
Backstab
After a successful move silently or hide in shadows
roll, you may make an attack against them with the
attack bonus and add the bonus damage, additionally,
poisons add their damage without a poison and
disease check.
Thief training
Use magic items
Receive a -5-intelligence bonus to one of the
following: Burglars tools, forgery kit and poisoners
kit.
You may use a magic item, without a magic score or
entwinement if it is required, you may also cast three
simple spells a day and use scrolls. You cannot use
spells that require saves and make ranged spell
attacks as a ranged weapon.
Thief Skills
Level
Climb walls
Detect Noise
Detect Traps
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
85%
86%
87%
88%
89%
90%
91%
92%
93%
94%
95%
96%
97%
98%
99%
100%
101%
102%
103%
104%
105%
108%
109%
110%
111%
112%
113%
114%
115%
116%
25%
28%
31%
34%
37%
40%
43%
46%
49%
52%
55%
58%
61%
64%
67%
70%
73%
76%
79%
82%
85%
88%
91%
94%
97%
100%
103%
106%
109%
112%
20%
20%
25%
25%
30%
30%
35%
35%
40%
40%
45%
45%
50%
50%
55%
55%
60%
60%
65%
65%
70%
70%
75%
80%
80%
85%
85%
90%
90%
95%
Hide in
Shadows
30%
30%
35%
35%
40%
40%
45%
45%
50%
50%
55%
55%
60%
60%
65%
65%
70%
70%
75%
80%
80%
85%
85%
90%
90%
95%
95%
100%
100%
105%
Move
Silently
25%
28%
31%
34%
37%
40%
43%
46%
49%
52%
55%
58%
61%
64%
67%
70%
73%
76%
79%
82%
85%
88%
91%
94%
97%
100%
103%
106%
109%
112%
Pick Locks
25%
25%
30%
30%
35%
35%
40%
40%
45%
45%
50%
50%
55%
55%
60%
60%
65%
65%
70%
70%
75%
80%
80%
85%
85%
90%
90%
95%
95%
100%
Pick
Pockets
0%
5%
10%
15%
20%
25%
30%
35%
40%
45%
50%
55%
60%
65%
70%
75%
80%
85%
90%
95%
100%
100%
100%
105%
105%
105%
110%
110%
110%
115%
Read
Languages
0%
0%
0%
0%
0%
0%
0%
0%
0%
5%
10%
15%
20%
25%
30%
35%
40%
45%
50%
55%
60%
65%
70%
75%
80%
85%
90%
95%
100%
105%
*Note, the thief may climb a number of feet equal to their races walking speed.
Thief level progression
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Exp
0
1,000
2,000
3,000
4,000
8,000
16,000
32,000
64,000
128,000
256,000
268,000
280,000
292,000
304,000
316,000
328,000
340,000
352,000
364,000
Milestone
2
4
6
8
10
12
14
16
18
20
22
24
26
28
30
32
34
36
38
40
Attack Bonus
-1
-1
-2
-2
-3
-3
-4
-4
-5
-5
-6
-6
-7
-7
-10
-10
-11
-11
-12
-12
Bonus Damage
+2d4
+2d4
+3d4
+3d4
+4d4
+4d4
+5d4
+5d4
+6d4
+6d6
+7d6
+7d6
+8d6
+8d6
+9d6
+9d6
+10d6
+10d6
+11d6
+11d6
Abilities
Backstab, Thief Skills
None
None
None
Thief Training
None
None
None
None
Thief Training
None
None
None
None
Thief Training
None
None
None
None
Use Magic Items
21
22
23
24
25
26
27
28
29
30
376,000
388,000
400,000
550,000
600,000
750,000
900,000
1,050,000
1,200,000
1,350,000
42
44
46
48
50
52
54
56
58
60
-13
-13
-14
-15
-15
-16
-16
-17
-17
-18
+12d8
+12d8
+13d8
+13d8
+14d8
+14d8
+15d8
+15d8
+16d8
+16d8
•
Warrior
No requirements
Primary Attributes: BRN, NIM, GRT
•
The warrior is the most common class, encompassing
everything from musketeers to samurai. The warrior
is simple to play, but hard to master and requires the
player to use their environment, their enemies tactics
and their allies to overcome challenges in combat.
•
•
The warrior can use any armour and any weapons.
•
Dueling techniques
You learn one of the following techniques:
•
•
Lunge: You may, as an attack, leap up your full leap
and make an attack, additionally, choose one dice, if it
rolls its maximum damage, you may roll it again and
add the new damage, if it rolls it’s maximum damage,
continue until it does not roll the maximum damage.
Parry: when you make an attack, and the other person
also hits you, they miss their attack.
Protective attack: As a reaction, when an enemy is
attacking an ally, you may roll to attack them,
succeeding the attack automatically changes their
attention to you.
Quick draw: With a ranged weapon, at the start of
combat, you may make a number of attacks equal to
your level divided by three
Riposte: as a reaction to a missed attack, you make an
attack with.
Second wind
Brutal attack: Receive a +5 to hit, if you hit, deal full
damage, and add two extra damage dice.
Disarming attack: You make a brawn/nimbleness
contest against an opponent, on a success, you disarm
them and deal normal damage.
once per day, you may add half your hit points to
your current health.
Warrior level progression
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
Exp
0
1,000
2,000
3,000
4,000
8,000
16,000
32,000
64,000
128,000
256,000
268,000
280,000
292,000
304,000
316,000
328,000
340,000
352,000
364,000
376,000
388,000
400,000
550,000
600,000
750,000
Milestone
2
4
6
8
10
12
14
16
18
20
22
24
26
28
30
32
34
36
38
40
42
44
46
48
50
52
None
None
None
None
None
None
None
None
None
None
Abilities
Second wind, dueling technique
None
Health level
None
Extra attack, dueling technique
None
Health level
None
None
Extra attack, Dueling technique
None
Health level
None
None
Extra attack, Dueling technique
None
Health
None
None
Extra attack, Dueling technique
None
Health
None
None
Extra attack, Dueling technique
None
27
28
29
30
900,000
1,050,000
1,200,000
1,350,000
54
56
58
60
Health level
None
None
Extra attack, Dueling technique
Wildman
Attribute Requirements: GRT18, VIT18
Primary attributes: GRT, NIM, VIT
•
The Wildman is stoic and austere in nature, living not
in the decadence of cities, but rather inhabiting the
wilds to claw and bite his own victory and land. The
Wildman is a survivor and fights pragmatically, but
never frantically.
•
The Wildman may use any weapons and armour.
•
•
Predator
You are the king of the jungle, and you have a
favoured feast. Choose a type of creature or two races
of humanoid, you gain a -5 to the rolls difficulty
when tracking that entity. Additionally, you receive a
-5 to hit them and, by consuming their flesh, instantly
heal 1d10 hitpoints.
Survivalist
•
dash speed. You also no longer suffer deficits for
fighting under water
Arachnid: You can climb an equal distance to your
walking speed and gain a -5 to hit with the net
Forest sense: you sense the world around you
differently than others, you add a -5 to perception
checks and can see in the dark in shades of yellow and
green up to 500 feet. Your eyes reflect light and turn a
yellow or green colour.
Dweller in the dark: You gain the ability to detect out to
150 feet regardless of if you can see it or not and can
squeeze into spaces down to 10 inches in diameter.
Steppe Born: you know where you are even in desolate,
open locations, adds a -5 to all navigation checks.
Hot lander: Your experience with heat has made you
unstoppable, you are resistant to fire damage and no
longer suffer its negative effects, additionally, you can
no longer be affected by hot weather.
Beast tongue
Choose one type of animal (Bears, Cats, Dogs, Kites
etc.). you can now get basic information from them.
Ranged mastery
At third level, you gain a -5 to survival skills and
navigation.
You are an expert with ranged and thrown weapons,
add 10 feet to their range and half the time it takes to
load the weapons.
Adaptation
Because of your proximity to the land, you have
become a part of it, choose from the options below
every five levels after fifth.
•
•
•
Polar coat: You are resistant to cold damage and as a
result do not suffer the negative effects of the cold and
take half damage from it.
Untiring: You effectively never tire, all speeds of
movement half the amount of exhaustion they cause to
you when traveling and you require half the rations and
one quarter the water.
Amphibious: you can hold your breath for 10 times the
normal length and gain a swim speed equal to your
Wildman level progression
Level
1
2
3
4
5
6
7
8
9
10
11
12
Exp
0
1,000
2,000
3,000
4,000
8,000
16,000
32,000
64,000
128,000
256,000
268,000
Milestone
2
4
6
8
10
12
14
16
18
20
22
24
Abilities
Predator
None
Survivalist
None
Adaptation, Beast tongue
None
None
Health Level
None
Adaptation, Beast tongue
None
None
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
280,000
292,000
304,000
316,000
328,000
340,000
352,000
364,000
376,000
388,000
400,000
550,000
600,000
750,000
900,000
1,050,000
1,200,000
1,350,000
26
28
30
32
34
36
38
40
42
44
46
48
50
52
54
56
58
60
Health Level
None
Adaptation, Beast tongue, Ranged Mastery
None
None
Health Level
None
Adaptation, Beast tongue
None
None
Health Level
None
Adaptation, Beast tongue
None
None
Health Level
None
Adaptation, Beast tongue
Prestige Classes
These are for those who desire more from their character, who desire to be men among men and champions among
champions. Prestige classes substitute the next five levels from wherever they are taken and may require additional
materials or prerequisites, Prestige classes may be taken at a normal level up but must be completed before normal
class levels may be taken again. You may only have one prestige class at a time.
Armiger
Prerequisites: GRT20, Mountain and Bullnecked blessing, level 8 Warrior, or Holy Warrior
Restrictions: Cannot be a high elf or small race. Cannot have the unmarred innocence trait.
Special Requirements: 50gp and an alchemist to level up
You are a magnificent physical specimen, however, you know you can grow stronger, and so you take the path of
the legendary Armigers, or Armour Bearers. Taking this path allows you to wield weapons of hideous aspect with
great gusto and power. To achieve this unachievable strength, you imbibe the elixir of valour, which sacrifices
oneself restraint for strength, loyalty, and courage forever more (gain the Wrathful flaw if you have less than 25
GRT). Playing this class changes your size to large and doubles the amount of food you need, additionally, playing
this class will lead to higher amounts of security tailing you in cities to prevent potential outbursts.
Magnificent Strength
You have become far stronger than you once were, raise your Brawn by 5, but use the below chart to recalculate all
feats of strength, additionally, your punches deal 2d8+BRN/2 for damage.
Push
Pull
Squat
Lift
Current X5
Current X5
Current X5
Current X10
Carry (Out of
combat)
Current X3
Carry (combat)
Current X5
Cleave
When you make an attack with a weapon that makes a swinging motion, you instead create an arc of the same area,
where any enemies in that area are hit, provided that you deal damage to the enemy before them, the cleave comes
from the direction of your dominant hand and hits enemies in that order. When using a thrusting weapon, the same
principal applies but in a straight line.
Evisceration
When you make a melee attack with thrusting weapon, such as a rapier, spear, or your fists, and deal maximum
damage on at least two dice, the person is stuck on your weapon, making an attack with that weapon will always do
maximum damage to them, additionally, they are considered grappled.
Courage Beyond Courage
You can no longer be frightened, and if you are undead or other effected creature type, features like turn undead do
not affect you.
Coat of Arms
When you are in combat, and roll 1 on a damage dice, the attack automatically hits, and the damage is doubled.
Additionally, if your character has earned ribbons or accolades such as medals, wearing them into combat gives you
a -5 to all charisma rolls, and gives characters around you a -5 on rolls against being frightened.
Passion and Fury
When in combat, if an ally is reduced below half health or died, you always deal maximum damage on your attacks
if you are within ten feet of their body, and, damage against you is halved, however, anyone who attempts to tamper
with the body must succeed in a charisma contest, using their persuasion skill to touch it without you trying to make
an attack. Additionally, once per week, you may gain these benefits, but to maintain them you must be attacking
everyone and have no allies in front of or beside you within fifty feet.
Armiger Armaments
Displayed prices are already quadrupled due to the mountain and bullnecked traits. Armiger armour reduces a
characters movement speed by 40-BRN when worn. Armiger weapons that are two handed cannot be wielded in one
hand.
Armiger Armour
Name
Heavy Plate
Type
Heavy
Toughness
Hard
AV
40
Chained Heavy Plate*
Heavy
Hard
45
Spiked Heavy Plate**
Heavy
Hard
45
Super Heavy Plate***
Heavy
Hard
50
Heavy Helm
Great Shield
Display Shield****
Heavy
Heavy
Heavy
Hard
Hard
Hard
40
30
20
Coverage
Whole body (No
Head)
Whole body (No
Head)
Whole body (No
Head)
Whole body (No
Head)
Head
Torso, arms, Legs
Arms, Torso
Cost
4rp
Weight
100lbs
5rp
125lbs
5rp
125lbs
8rp
250lbs
1rp
50gp
20gp
15lbs
20lbs
15lbs
* When an attack hits you, and you hit the other person, their weapon becomes stuck unless they defeat you in a
strength contest.
**When you are hit by an opponent with less than 5 av using a weapon with five or less feet of reach, they take 2d6
piercing damage. grappling you in this armour increases the opponents roll by +5 and deals 2d6 piercing damage per
turn to the torso until they release you.
*** You can no longer be knocked over in this armour and gain a -5 to your roll in strength contests provided they
relate to being pushed or moved.
**** Has hooks that allows you to hang the body parts of slain opponents, each body part added adds 1 AV.
Weapon Name
Damage
Range
Driving Hammer*
Greatest Axe
Greatest Maul
8d10 bludgeoning
12d12 slashing
12d12 bludgeoning
10 feet
15 feet
15 feet
Properties
Weight
Cost
35lbs
50 lbs
50lbs
50gp
1rp
1rp
Armiger Melee Weapons
One handed, Heavy, Breaking
Two handed, Heavy, Maiming, Armour Piercing
Two handed, Heavy, Breaking, Armour Piercing
Greatest Sword
Great Halberd
Great Shield
Great Spear
Great Rapier
Great Sabre
Rending Axe
Saw Blade**
Pillar***
Throwing Sword
Anchor Flail
Chain Whip
Leviathan Trident
Mauling Gauntlets
Spike
Impaling Rod
12d12 Slashing
10d10
8d10 Bludgeoning
8d12 piercing
6d12 piercing
6d12 slashing
6d12 slashing
8d10 slashing
BRNd12 bludgeoning
4d10 slashing
10d12 bludgeoning
6d12 slashing
8d12 piercing
6d12 piercing/slashing
5d10 piercing
5d12 damage
15 feet
15 feet
5 feet
15 feet
10 feet
10 feet
5 feet
15 feet
5 feet
5 feet
20 feet
20 feet
10 feet
5 feet
1 foot
10 feet
Two handed, Heavy, Brutal, Armour Piercing
Two handed, Heavy Multi Damage, Armour Piercing
Two handed, Heavy, Breaking
Two handed, Heavy, brutal, Armour Piercing
One Handed, Heavy, Brutal, Armour Piercing
One Handed, Heavy, Maiming, Armour piercing
One handed, thrown (30 feet), Maiming
Two handed, Heavy, Maiming, Armour Piercing
Two handed, Heavy, Breaking
One handed, Thrown (30 feet), Brutal
Two handed, Heavy, Breaking, Armour Piercing
One handed, Breaking, Restraining
One handed, Thrown (30 feet), Brutal
One handed, Main gauche, Light, Maiming
One handed, Main gauche, Armour Piercing
One handed, Thrown (50 feet), brutal
50lbs
55lbs
20lbs
35lbs
15lbs
15lbs
15lbs
35lbs
150lbs
10lbs
80lbs
30lbs
20lbs
15lbs
5lbs
10lbs
1rp
1rp
50gp
75gp
1rp
1rp
50gp
50gp
2rp
10gp
1rp
75gp
75gp
75gp
1gp
50gp
*A spike can be inserted, if the arc of the weapons attack would connect with a wall, the ground or a ceiling, the
opponent must make a Nimbleness contest against your Brawn to not be restrained to that point until a very difficult
Grit check is passed to escape, with escape dealing 8d10 piercing damage to the limb.
**When an attack is made against medium or light armour, the armour piercing against the armour is double normal
damage for the weapon, but the weapon lacks armour piercing against heavy armour.
***once used, no other weapons may be used that turn, if dropped onto a person, it deals the proportional fall
damage for that height. Dodging the weapon is made easier, with a -3 to the roll to hit a person being added to the
opponent.
Armiger Level Progression
Level
1
2
3
4
5
Exp
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
Milestone
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
Abilities
Magnificent Strength, Cleave, Health level
Armiger Armaments, Evisceration, Health level
Courage beyond courage, Health level
Coat of Arms, Health level
Passion and Fury, Health Level
Assassin
Prerequisites: Thief 5, Thief 3, and the psychopath flaw, NIM20, GRT18
Restrictions: Half ogres, Orcs and dwarves may not become Assassins. Your social background cannot be a noble of
the robe or a noble and you cannot have any levels in Holy Warrior or Priest.
Special Requirements: cannot be a member of a thieves guild or other such organization.
There is no honor or romance in this profession, and no sympathy from the people. By taking this left-handed path
you have condemned yourself to forever stalk the shadows of everyday life. Assassins are not master combatants or
duelists, they are hornswoggles and killers who work in the night. Thief skills and backstab level as normal level as
normal. By taking this prestige class, failed rolls to hide in shadows or being spotted while committing your crime
will result in you becoming a wanted man in the next hour in a large city, three hours in a small town or nine hours
in a village and one month among nomadic peoples, that is, unless the witness is killed.
Mark Sight
When you see a person who has a murder for hire contract on them, which you are able to accept, the time limit and
value of the contract appears on their forehead, which only you can read. Completing the contract allows you to
receive the payment in 1d4 days. If a person has multiple contracts, you must choose one.
Pussyfoot
You gain three mistake tokens, on a failed move silently roll, you may expend a token to re-roll the result, however,
future rolls a reduced by 5% due to Increased suspicion.
Half Price Poisons
All poisons are halved in price, additionally, each application of poison to a weapon lasts for two hits instead of one.
Face in the Crowd
Move silently now becomes ‘move undetected’ when in a public place, rolling the skill as you normally would
allows you to make one backstab or strike from the shadows against a targets torso without alerting the crowd,
though you must be using a small weapon for this to work.
Fleet of Foot
After making a sneak attack or strike from the shadows, your movement speed is tripled for one turn, and you add
+5% to your move silently or undetected roll.
Phantom in the night
You are considered invisible for the purposes of rolling to detect you with the hide in shadows skill, and
successfully finding you allows you to make a sneak attack.
Strike from the Shadows
You are now a master assassin, once per day, you may make a sneak attack as normal, but force a grit contest
against your nimbleness, on a failed contest, the other person is instantly slain, on a successful contest, you preform
a sneak attack and alert anyone in a 15-foot area to your exact location.
Assassins Tools
Assassin Equipment
Name
Description
Weight
Price
False documents
False documents including identification, citizenship and even certificates for certain
jobs
Make a strength contest against the person you wish to kill, for every minute you strangle
the person, reroll the check. For the duration of the strangulation, you are both
considered grappled.
A scabbard that allows you to hide weapons with a five foot or shorter weapon, forcing a
difficult investigation check to find it.
A uniform or identifiable piece of clothing such as a tabard or tunic worn by service
staff.
Negligible
5gp
Negligible
5cp
Garrot
Low Profile
Scabbard
Uniform
50sp
1gp
Poisons
Blackening powder
Harrow
Sap from the Tree
of Woe
This poison spreads from the location of initial ingestion. The day after, a poison and
disease check must be made and if failed, causes the limb to be paralyzed, at which point,
it will spread to the next adjacent body part, causing it to also be paralyzed, the check
must be passed four days in a row to allow the poison to pass. Once the whole body is
paralyzed, the person dies. The poison can be identified by the way it blackens blood in
the veins and muscles, resulted in a deep black colour.
This poison must be applied to a bladed weapon capable of cutting. Upon taking damage
from the weapon, that damage does not heal naturally, and must heal with the aid of
magic, additionally, the wound will deal 1d4 poison damage every day which also does
not heal.
Forces a Poisons and disease check against the user, which, if failed, will give them the
morose trait for 1d4 days, during which time, they will attempt to end their own life at
the earliest opportunity.
1oz.
5gp
1oz.
1gp
1oz.
5gp
Seraphim Root
Forces a difficult poison and disease save. On a failed save it causes the eyes of the target
to swell full of luminous yellow puss, blinding them for 1d10 months, additionally, the
victim will require a surgery check each day to remove large, feather like protrusions
from their throat to not begin suffocating.
Weapon Name
Damage
Range
Assassins Great sword
Bladed Whip*
Collapsible Spear**
Punch Dagger
Serrated Dagger***
Whisper Rapier****
8d12 piercing
5d8 Slashing
4/6d8 Piercing
4d4+BRN/3 Piercing
2d6 Piercing
6d8 Piercing
10 feet
20 feet
5/10
1 foot
1 foot
5 feet
Properties
1/2oz.
10gp
Weight
Cost
2lbs
20gp
Assassin Melee Weapons
Two handed, Light, Fine, Brutal
One handed, Light, Fine, Maiming
Switch handed, light, Fine, Brutal
One handed, Main Gauche, Light, Fine, Brutal
One handed, Main Gauche. Light, Fine, Brutal
One handed, Fine, Light, Brutal
Level Progression
Level
1
2
3
4
5
Exp
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
Milestone
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
Exp
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
Milestone
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
Exp
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
Milestone
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
Exp
As normal level progression.
Milestone
As normal level progression.
Abilities
Mark sight, Pussyfoot
Assassins tools, half price poisons
Face in the Crowd, Fleet of foot
Phantom in the night
Strike from the shadows.
Berserker
Level Progression
Level
1
2
3
4
5
Abilities
Champion
Level Progression
Level
1
2
3
4
5
Abilities
Hierophant
Level Progression
Level
1
Abilities
2
3
4
5
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
Rose Knight
Level Progression
Level
1
2
3
4
5
Exp
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
Milestone
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
Exp
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
Milestone
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
Exp
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
Milestone
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
Exp
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
Milestone
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
Abilities
Sage
Level Progression
Level
1
2
3
4
5
Abilities
Skinwalker
Level Progression
Level
1
2
3
4
5
Abilities
Troubadour
Level Progression
Level
1
2
3
4
5
Vivemancer
Prerequisites: Alchemist 5 or Magic User 8. INT and KNO above 20.
Abilities
Restrictions: None.
Special Requirements: None.
To some, they are demons, to others, they are angels. Vivemancers are those who work the flesh with alchemy or
magic, though in their workings, they often come in the same form. Vivemancers are able to reattach limbs and
attach new ones, and the most powerful are even able to create homunculi that serve their every whim. Vivemancers
are rarely tolerated in cities where they have previously born a bad reputation, as a result, it is suggested one does as
much as possible to conceal their true colours.
Melding of the flesh
At first level, a Vivemancer gains the capability to attach limbs using an alchemical medium, like sand, which is
then converted into flesh. The attachment must be to an open wound. Magic users gain the same ability, gaining this
ability as a spell which consumes 5 magic points per use, but does not take up a memorization slot and cannot be
forgotten. The limb will need 1d4 days to ‘activate’, during which it cannot be used for any tasks.
Surgical Epiphany
At first level, you have discovered great surgical secrets, as a result, your surgical skill increases by (INT+KNO)/12.
Vivemancer Transmutations
As a Vivemancer, you gain new transmutations. If you are a magic user, you may convert matter into things on this
table , and back to its original form.
Name
Value
Weight of a 1x1x1
inch cube.
Hit points
Conversion time for
a 1x1x1 cube.
Bone
Blood (water)
Eyes
Hair
Mucous
Muscle
Shell
Skin
Teeth
5cp
5cp
15cp
1cp
1cp
10cp
30cp
5cp
5cp
5oz
5oz.
3oz.
1oz
5oz
1lbs
1lbs
8oz.
8oz.
12 per square inch
0 (liquid)
1 per square inch
3 per square inch
0 (liquid)
10 per cubic inch
20 per square inch
1 per square inch
12 peer square inch
45 seconds
45 seconds
2 minutes
1 minute
45 seconds
5 minutes
45 seconds
45 seconds
1 minute
Alchesurgery
The process of altering the body with alchemy, below is a table of common Alchesurgical augmentations. Normal
surgical rules still apply, and the patient is unconscious and unaware of their surroundings for them duration of the
surgery. Surgeries can be preformed on yourself, but, increase the difficulty of the roll by one level (from normal)
and add 50 to the shock value.
Name
Effect
Procedure Time
Cost
Acid Spit
Allows the user to spit a glob of acid five times per day as an action, the acid travels
up to fifteen feet and deals 4d6 acid damage on contact, when rolling to hit, use
vitality.
Changes the appearance of the user, though it cannot be more than a foot shorter or
taller, than their current build, or six inches thinner or wider at the shoulder,
excluding fat.
Alters or adds an organ to a persons body, this can fix issues such as blindness and
deafness. The only organ excluded is the brain.
Armours skin to AV 10, the skin takes on a feeling similar to leather, removes the
beautiful blessing.
Small claws made of bone at the end of a persons fingers. They use the same rules as
fists but change the damage to 5d4 slashing.
Long claws made of metal that fully replace the upper part of the hand with metal.
+5 to tasks like writing or fine motor skills, and -40% to the pickpocket and lock
pick thief skills. Same rules as fists, however they deal 6d8 slashing damage and no
longer have the small property.
Ears from an animal of your choice.-5 to rolls related to hearing.
5 hours
75gp
1 hour
80gp
6 hours
1rp
1 day
1rp
30 minutes
75gp
2 hours
2rp
1 hour
50gp
Altered Appearance
Altered Organ
Armoured Skin
Claws (Bone)
Claws (Metal)
Ears, Animal
Eyes, Eagle
Eyes, Viper
Eyes, Wolf
Gills
Hooves
Horns
Lasher
Metal Bones
Muscle Graft
Grants the eagle eyes blessing.
Allows the user to see the ‘heat signature’ given off by living creatures, -5 to
perception rolls to find a hiding person, limited to 20 feet.
Grants 150 feet of dark vision, though you can only see in shades of Green and
Yellow.
Allows the user to breath under water indefinitely.
ignore the effects of difficult terrain such as brambles, rocks hot and steep areas but
double the effects on Slippery difficult terrain.
+5 AV to the head, doubles the price of helmets.
A long, prehensile tentacle with a blade on the end, 15 feet of range, damage is dealt
the same way as a long sword. When a hit on the torso with a six, it hits the lasher
instead.
Your bones are made of metal, you can no longer lose limbs or break bones, unless
the damage is magical in nature.
+1 to BRN, NIM and VIT, this can be repeated to a maximum of five times.
6 hours
6 hours
1rp
1rp
6 hours
1rp
6 hours
12 hours
85gp
1rp
2 hours
Two days
1rp
4rp
One week
10rp
One Day
1rp
True Alchesurgeon
Your experience with alchemy has increased to the point that tools are no longer necessary, you can simply apply
the effect without them. Always have the correct tools bonus.
Transplantation
You can transplant the body parts and organs of one creature to another, and you may use jars of preservation to
preserve them for a number of days equal to the GP you spent on it, though spending 100rp indefinitely preserves
whatever is inside. Transplanted body parts keep their current abilities. Transplants from a creature of larger size to
smaller size increase the rolls difficult by 1 level. It is important to note that if you wish to connect a head to a limb,
such as the head of a dragon to a persons arm, you must remove its brain, otherwise, the creature is considered alive
and can take any head-based actions it may have had. Body part death time is how long a part can be disconnected
from the body without preservation before it dies, a body part cannot die while in surgery. A creature with more than
two of any limb simply rolls attacks to hit as normal, but on a limb hit, rolls a dice equal to the number of limbs they
have, a creature with five left arms can roll it by rolling 1d10, and treating 1-2, 3-4, 5-6. 7-8, 9-10 as one number
each, wings are treated as arms. Appendages are items that exist externally on the body, like ears or eyes, but are not
limbs. When transplanting a brain, it maintains all its mental stats, while using the bodies physical stats, this means
it maintains all mental flaws.
Body Part
Connection Time
Brain*
Head
Torso
Limb
Organ
Appendage
Body part death time
Three weeks
Five days
Five days
One hour
One hour
Thirty Minutes
2 minutes
5 minutes
4 hours
30 minutes
10 minutes
5 minutes
Cost
5rp
3rp
1rp
10gp
50gp
75gp
*Can only connect to the head
Homunculi
You have learned the secrets of the creation of life and can now create a homunculus, an animal or human made
from alchemical flesh. The creation of a homunculus is slow, taking a month and requiring 5rp of supplies to create
the body, as well as the brain of a creature that you wish to implant into the clay body you have made. When making
the body, you must sculpt each individual organ out of clay, meaning you have total control over the creatures
organs and abilities, for organs that would allow attacks, you must consult with the referee to determine how much
damage it will add to the attack, alternatively, you may add organs from live creatures just before finishing the
ritual. When the ritual is over, a difficult alchemy check is needed to complete it, which, if passed creates a
homunculus. A homunculus has all the memories its brain had in life and can act freely, but cannot attack you or
people you designate, cannot harm you or preform actions that harm you without permission or otherwise hinder
you, additionally, they always follow any command you give that begins with You Shall. Without special
augmentation, a homunculus will have a BRN,NIM and VIT of 15, no blessings and flaws and human racial
abilities. You can change the racial abilities by using the blood of the race (10 gallons) in the clay mixture, to
increase the stats, simply add 10gp per point added to the stat. to add a blessing without adding a flaw, add 2rp to the
price, to add a blessing for free, you must add a flaw, flaws of course, can be added for free. Homunculus do not
suffer from racial stat or class restrictions and can have any appearance regardless of their stats (a 30 Brawn
homunculus can look like a sickly High elf beggar while a 15 Brawn homunculus can look like a powerful orcish
warlord. You can create a homunculus you cannot control, so long as it does not see your face, or the face of another
person within a week of coming to life. Homunculus base their creature type on what they appear closest to, as they
are not constructs thanks to their body being made of non magical flesh with no special properties.
Level Progression
Level
1
2
3
4
5
Exp
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
Milestone
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
As normal level progression.
Abilities
Melding of the flesh, Surgical epiphany
Vivemancer transmutations
Alchesurgery
True Alchesurgeon, Transplantation
Homunculi
Checks and Rolling
In order to interact with the world, a player must be able to do these checks. For the purpose of
this game, you will need the following dice: d100/d%, d30, d12, d10, d8, d6 and d4. The
aforementioned dice will be mentioned beside any check that requires them. The d% is primarily
used for thief skills and tables, but the d30 is used for all other checks. The goal on any d30 roll
is to roll below your attribute (a character with an attribute of 15 always wants to roll below 15).
It is important to note that a roll should always use a skill, a test of nimbleness is a test of ones
acrobatics, and a test of strength is that of athletics as an example.
Difficulty table
Difficulty
Bonus/Penalty to the roll
Trivial
-5
Easy
-0
Challenging
+5
Difficult
+10
Very difficult
+15
Extraordinarily difficult +20
Impossible
+25
The above table is applied after all other modifiers, it is recommended that the referee makes
checks more difficult for extremely high-level parties in order to prevent the game from getting
boring.
Contests
A contest occurs when a character must test their ability against another, both players roll, the
person with the lower skill adding the difference of their skill and the other persons to the roll.
This is done without any bonuses and the person with the lower roll succeeds.
Equipment
An adventurer without equipment is dead, plain and simple, pay close attention to the content of
this chapter and you can expect to survive any danger your referee throws at you.
Commerce
Coin type
Copper Piece
Silver Piece
Value
Base unit of trade, valued by weight.
Worth 100 copper pieces, most common unit
of trade.
Worth 100 silver pieces
Worth 100 gold pieces
Gold Piece
Ruby Piece
Armour
Armour comes it two forms, hard or soft. Soft armour is far cheaper and quieter, at the cost that it
cannot completely block damage (1d4 bludgeoning will always get through), additionally, it
provides no protection from magical damage types. Hard armour can protect the player from all
damage types and, provided the damage is totally blocked, does not allow any through, for
downsides however, acid and fire damage weaken it by 1d4 AV (armour value) every time it is
taken, additionally, hard armour is much more expensive. Armour must be trained if one wishes
to wear it, which normally comes from the class a character chooses, though this requires a
month of training. Failing to train to wear armour results in a +5 to nimbleness and brawn
checks, as well as a -5 to movement speed. When armour fails to block damage, it also takes
damage, soft armour has a durability of its AV x 100 and hard armour has a durability of AV x
1000, this represents how much damage armour can block until it is unable to block damage to a
reasonable degree.
Armour
Name
Clothes
Gambeson
Hide
Type
Light
Light
Light
Toughness
Soft
Soft
Soft
AV
1
5
5
Leather
Light
Soft
8
Boiled Leather
Splint Mail
Light
Medium
Hard
Hard
10
15
Chainmail
Medium
Soft
15
Scaled armour
Breast plate
Half Plate
Full plate
Great Helm
Helmet
Buckler
Round shield
Medium
Heavy
Heavy
Heavy
Heavy
Medium
Shield
Shield
Soft
Hard
Hard
Hard
Hard
Hard
Hard
Hard
20
25
25
30
30
20
5
10
Coverage
Whole body
Whole body
Whole body (no
head)
Whole Body (No
head)
Whole body
Whole body (no
head)
Whole body
(No head)
Whole body
Chest
Arms, Chest, Head
Whole body
Head
Head
Arm
Arm, Chest
Cost
10sp
25sp
20sp
Weight
1lb
5lbs
5lbs
30sp
8lbs
60sp
10gp
10lbs
35lbs
15gp
30 lbs
75gp
100gp
150gp
2rp
10gp
5gp
50sp
1gp
60lbs
20lbs
30lbs
40lbs
5lbs
1lb
Negligible
15lbs
Kite shield
Tower Shield
Shield
Shield
Hard
Hard
10
15
Arm, Chest
Arm, chest, legs
5gp
25gp
20lbs
25lbs
Heater Shield
Shield
Hard
20
Arm, chest, head
30gp
20lbs
Combat encumbrance: as a rule, a character cannot carry more than three times their Brawn
attribute and remain fully mobile, a character with more than this value on them in armour,
weapons and equipment will be subject to -10 movement speed, the inability to dash and a -5 to
the nimbleness attribute.
Shields: As a free action, shield can be moved to cover any body part and add its armour to it,
replacing one of the covered areas excluding the arm it is on, which is always protected.
Melee Weapons
Weapons use their damage as their hit dice and always have the maximum possible health, they
take damage if they hit another weapon and take 1 damage if they hit for their maximum
possible damage. When a weapon reaches 0 hp, it halves its damage, and if it goes below its
maximum hitpoints in negative hitpoints, it is destroyed. Switch handed weapons use whatever
damage total is higher.
Armour Piercing: The weapon rolls half its damage
points an additional time against armour but does not
add them to the total damage.
Brutal: Upon rolling a 1 on the dice and hitting, roll
double the normal damage
Breaking: The weapon breaks bones in four points
Maiming: The weapon amputates limbs in eight
points instead of ten.
Main Gauche: The weapon can be wielded in ones
off hand with no penalty.
Multi Damage: The weapon can switch between
One handed: The weapon is wielded in one hand.
Calvalry: The weapon does double damage on horse
back.
Two handed: The weapon is wielded in two hands.
Fine: the weapon can use Brawn or Nimbleness to
attack.
Switch handed: The weapon can be wielded in one
or two hands.
Heavy: The weapon is far too large to be wielded by
small races, but, when otherwise wielded, it breaks
bones after deal four points of damage instead of the
usual six.
Small: The weapon cannot cut of limbs.
Light: The weapon is extremely light and nimble,
being able to attack twice per turn.
Thrown: The weapon can be thrown a number of
feet.
Weapon Name
Damage
Range
Blackjack
Brass Knuckles
1d4 Bludgeoning
2d6 Bludgeoning
1 foot
1 foot
Club
2d8 Bludgeoning
Dagger
Fist
Restraining: When hit with the weapon, the enemy
gains the restrained check and requires passing a
successful Nimbleness (Explosions and Traps) check.
Properties
Weight
Cost
Light, one handed, small
Light, Main Gauche, one handed, breaking,
small
1lbs
2lbs
5sp
10sp
5 feet
Heavy, Two Handed
5lbs
Free
2d4 Piercing
1 foot
1 lbs
50sp
2d4+BRN/3 Bludgeoning
1foot
Light, Main Gauche, Thrown (20 feet), Fine,
small, one handed
Light, One handed, Main gauche, small
0lbs
0cp
Simple Melee Weapons
Hand Axe
3d6 Slashing
1 foot
Light, Main Gauche, Thrown (20 feet), one
handed
2lbs
50sp
Light Hammer
3d4 bludgeoning
1 foot
Light, Main gauche, thrown (15 feet), one
handed
2lbs
10sp
Net
0
10 feet
Restraining, thrown (30 feet), two handed
10 lbs
80cp
Quarter staff*
1/2d4 bludgeoning
5 feet
Light, Breaking, switch handed
2 lbs
Free
Seax
5d4 slashing
5 feet
Light, Maiming, one handed
1lbs
80sp
Spear
Spear Club
4/6d8 piercing
6d8 Piercing or Bludgeoning
10 feet
10 feet
Light, switch handed, calvalry
Two handed
3 lbs
4lbs
50sp
55sp
Arming Sword
Battle Axe
Cane Sword*
Flail, short
Flail, long
Glaive
Great axe
6d8 slashing
6d8/10 Slashing
4d8 slashing
8d4 Bludgeoning
8d4 Bludgeoning
10d8 slashing
8d12 Slashing
5 feet
5 feet
5 feet
5 feet
10 feet
10 feet
10 feet
One handed, Brutal
Switch handed, Maiming, Brutal
One handed, Light
One handed, Breaking, small
Two handed, Brutal, heavy
Two handed, Heavy, Maiming
Two handed, Heavy, Maiming
2lbs
4lbs
1lbs
4lbs
6lbs
6lbs
6lbs
10gp
1gp
5gp
80sp
95sp
5gp
7gp
Great sword
Halberd
8d12 Slashing
8d10
10 feet
10 feet
Two handed, Heavy, Brutal
Two handed, Multi Damage, Armour
Piercing
4lbs
8lbs
20gp
15gp
Lance**
8d12 piercing
10 feet
10lbs
5gp
Longsword
Mace***
6d8/10 Slashing
6/8d8 bludgeoning
5 feet
5 feet
Heavy, Two handed, Calvalry, Armour
Piercing, Maiming, Brutal
Switch handed, Brutal
Heavy, switch handed, brutal, Armour
Piercing
2lbs
10lbs
15gp
70sp
Maul
8d12 bludgeoning
5 feet
Heavy, Two Handed, breaking, Armour
Piercing
15lbs
4gp
Man catcher***
Pike
Rapier
4d4 bludgeoning
6d8 piercing
6d8 piercing
10 feet
15 feet
5 feet
Two handed, Restraining
Heavy, two handed
Light, one handed, Brutal
2lbs
4lbs
1lbs
1gp
50sp
20gp
Sabre
Short sword
Short Spear
Sword staff
6d8 slashing
4d8 slashing
4d6 Piercing
6d8/10 Slashing
5 feet
2 feet
5 feet
10 feet
Light, One handed, Brutal
Light, One handed, Small, Brutal
Light, One Handed, Fine
Light, switch handed, Brutal, Cavalry
1lbs
1lbs
2lbs
5lbs
20gp
10gp
40sp
15gp
Tulwar/ Calvalry Sabre
6d8 Slashing
5 feet
Heavy, one handed, Brutal, Calvalry
1lbs
20gp
Warhammer****
War pick****
6d8/10 Bludgeoning
4/6d8 Piercing
5 feet
5 feet
Heavy, switch handed, armour piercing
Heavy, switch handed, armour piercing
6lbs
4lbs
5gp
5gp
Whip
2d4 slashing
15 feet
Light, one handed, fine
8oz.
50sp
Trained Melee weapons
* Can be carried in public without issue
** When used on foot, uses the stats of a spear club
*** Spikes can be applied to change the damage to piercing, as well as adding the brutal property
**** x1.5 price to add war pick/hammer to the other side of the head.
Ranged Weapons
Unless otherwise stated, all properties from melee weapons carry over, additionally, Nimbleness
is used to hit with the weapons, but unlike Brawn, it does not increase damage. Unless otherwise
stated, all ranged weapons require two hands to operate. Ranged weapons have the same
hitpoints as normal weapons, but, instead simply take one damage every five shots.
Alchemical: The projectile requires the same
projectile build up as a missile, but any target within
a five foot long, five-foot-wide cone takes 3d8 Fire or
Acid damage based on the regent used to load the
gun. Once fired, roll a d100, on a 1, the gun explodes,
dealing the same amount of damage as an alchemical
grenade to the user in the same area. Additionally,
every time the gun is fired this number increases by
1, and if the gun is not cleaned or is carried around
with the regents attached, increase this by 10 for each
offense.
Bullet: the round deals full damage regardless of
where it is shot from.
Blasting: In a 50-foot area, everyone in that radius
that is not behind cover takes damage as listed,
requiring a very difficult explosives and traps check
to avoid taking damage.
Name
Damage
Range
Dart
1d4 Piercing
30 feet
Javelin
2d8 Piercing
100 feet
Sling
8d4 Piercing
125 feet
Light Crossbow
5d8 Piercing
500 feet
Calvalry: The weapon can be used on horse back
without a +5 penalty to hit.
Cone: The weapon deals damage in a 15-foot cone
for its given range.
Distracting: The weapon causes the user to
automatically be detected if they are using stealth to
approach, but, makes the enemy totally oblivious to
things that are not that weapon for 1d4 minutes.
Loud: The weapon makes a noise loud enough to
make them automatically fail hide in shadows and
move silently checks.
Magazine: The weapon can fire a number of times
equal to the (x) beside this trait before reloading.
Missile: The weapon deals half damage within five
feet of its original point of fire.
Properties
Simple Ranged Weapons
Load Time
Weight
Cost
Missile, Small, One handed
No reload
1oz.
10cp
Missile, Brutal, One handed
No reload
1lbs
90cp
Bullet, Breaking, Small, One
handed
Missile, Brutal, Calvalry, Small
Free action
1/2oz.
10cp
2 actions
5lbs
5cp
No reload
10 lbs
1gp
2 actions
6oz.
50sp
Trained Melee Weapons
Alchemical
Grenade
8d10 Fire/Acid
5xBRN feet
Dart Gun
1d4 Piercing
75 feet
Blasting, Loud, Distracting,
Maiming. Breaking, Brutal, one
handed
Missile, Small
Chakram
3d4 Slashing
50 feet
Missile, Maiming, One handed
No reload
6oz.
75sp
Composite Bow
5d10 Piercing
500 feet
Missile, armour Piercing
Free action
4lbs
5gp
Grenade
8d10 Piercing
10xBRN feet
No reload
5lbs
50sp
Hand Crossbow
2d8 Piercing
250 feet
Blasting, Loud Distracting,
Maiming, Breaking, Brutal, One
Handed
Missile, Small, one handed
2 actions
3lbs
10gp
Heavy Crossbow
8d8 Piercing
1000 feet
5 actions
20lbs
15gp
Long Bow
4d10 Piercing
700 feet
Missile, Breaking, Maiming,
Armour Piercing
Missile, Armour Piercing
Free action
5 lbs
50sp
Repeating
Crossbow
Recurve Bow
5d8 Piercing
500 feet
Missile, Magazine (10)
8 actions
6lbs
20gp
3d12 Piercing
500 feet
Missile, armour piercing
Free action
3lbs
1gp
Spear Thrower
3d8 piercing
100 feet
Missile, Maiming, One Handed
1 action
3lbs
50sp
Guns
Pistol
10d8 Piercing
50 feet
Rifle
10d10 Piercing
500 feet
Blunderbuss
10d8 Piercing*
150 feet
Alchemists Pistol
15d10 Piercing
75 feet
Alchemists Rifle
20d12 Piercing
525 feet
Alchemists
Blunderbuss
Alchemists
Dragon
15d10 Piercing*
175 feet
10d10 Fire/Acid
25 feet
Armour Piercing, Bullet, Brutal,
Maiming, loud
Armour Piercing, Bullet, Brutal,
Maiming, loud
Armour Piercing, Bullet, Brutal,
Maiming, cone, loud
Armour Piercing, Alchemical,
Brutal, Maiming, loud
Armour Piercing, Alchemical,
Brutal, Maiming, loud
Armour Piercing, Alchemical,
Brutal, Maiming, cone, loud
Armour Piercing, Alchemical,
Brutal, Maiming (Magazine (30),
distracting
Loading a gun: Guns require 1 measure of powder
to load, in addition to a musket ball. Upon being
loaded, in addition to a paper wad, the gun is ready to
fire, however, only using half a measure allows the
gun to lose the quiet property. After 15 shots, you
will receive a +1 penalty to hit unless you clean it,
this increases by 1 every five shots until a +5 shot is
achieved, at which point the gun will not fire.
Alchemical Weapon Loading: Alchemical weapons
use Brimstone Liquid and Alchemists Fire or Venom.
The weapon must be cleaned with alchemist tools and
Lye. Additionally, the seals on the gun tend to
dissolve slowly when the vials are connected,
meaning they must be connected over the course of a
single turn, and the fluid must flow in over an
additional turn. If the vials are connected for over an
hour, the gun receives a 20% greater chance of
exploding. If the gun is improperly cleaned after its
5 actions
5 lbs
1rp
10 actions
15 lbs
5rp
10 actions
15 lbs
5rp
2 actions
10 lbs
10rp
7 actions
20lbs
50rp
7 actions
20lbs
50rp
15 actions
80lbs
100rp
first 20 shots, it receives an immediate +20% chance
to explode when shot. Every shot requires ½ ounce of
fluid, with vials holding 6 ounces each, each vial, if
hit, has 5 HP and takes double bludgeoning damage,
taking that damage depending on where on the body
it is.
Alchemists dragon: When fired, the weapon makes
a 25-foot-long jet of flame or acidic gel. The weapon
as an action can cover a 5x5 foot area, using 5 of the
ammunition in its magazines. Additionally, it suffers
the same maintenance costs as the other alchemy
weapons, with the added danger that if the player
takes greater than 10 fire damage, the tanks explode,
dealing 500 damage in a fifty-foot area around them,
an impossible explosives and traps check is needed to
escape for the person, and a very difficult check is
needed to evade the blast radius.
Weapon and Armour quality
The weapons and armour are automatically sold at standard quality, additionally, the quality of the weapon also goes
down over time, every 500 points of damage they deal or sustain it drops a quality level unless 5 hours is taken with
a set of smiths tools or 10 hours with a weapon maintenance kit to repair the weapon/armour set. Armour can only
be repaired with a smiths tools.
Special Qualities
Accurate: The weapon has a fantastic construction,
meaning it gets A -5 to hit.
Blunt: On a slashing or piercing weapon, you deal ¼
damage to enemies with armour, and your weapon
deals bludgeoning damage.
Broken: if the weapon deals its maximum possible
damage, it shatters.
Crushing: On a bludgeoning weapon, the weapon
breaks bones at half damage, and, rolling max
damage on a dice stuns the enemy.
Fragile: If the armour takes more than ten damage,
roll 1d100, if you do not roll above the armour value
of the part, it breaks, halving its armour value.
Impaling: On a piercing weapon, if the weapon rolls
maximum damage on two or more damage dice, you
ignore the armour of the opponent for damage.
Pathetic: On a bludgeoning weapon, it is too light to
break bones and cannot penetrate armour.
Protective: The armour is stronger than normal and
ignores armour piercing effects and protects the
player from attacks that otherwise ignore armour.
Temperamental: Roll 1d100, if a multiple of five is
rolled, the weapon fails to fire and requires 1d4 turns
to fix.
Vicious: On a slashing weapon, if maximum damage
is rolled on two or more damage dice, it ignores
armour, and if all the dice have rolled maximum
damage, it is guaranteed to amputate the limb
Weapon Quality change table
Effects
Dreadful Quality
Terrible Quality
Poor Quality
High Quality
Exemplary Quality
Masterwork
X0.75
-1D
Temperamental
Standard
Quality
X1
No effect
No effect
Price Multiplier
Damage bonus
Weapon
properties
X0.25
-3D
Blunt, Broken,
Pathetic,
temperamental
X0.50
-2D
Blunt, Pathetic,
temperamental
X2
+1D
Accurate
X5
+2D
Accurate,
Crushing,
Impaling, Vicious
Fragile
No effect
No effect
Protective
Protective
X10
+3D
Accurate,
Crushing,
Impaling,
Vicious
Protective
Armour
Properties
Armour Bonus
Weight change
Fragile
X0.25
X4
X0.50
X3
X0.75
X2
No effect
No effect
X1.5
X0.75
X2
X0.50
X5
X0.25
Materials
Below is a list of materials used for weapons and armour, along with how the price is changed.
They will, however, be on different tables.
Material
AV
change
Special Effects
Armours
excluded
Durability
Change
Weight
change
Price
change
Alchemically
strengthened
Black Steel
x2
Non-metallic
x2
x2
x3
Non-metallic
-1/10
+1/5
x5
Blood Steel
-5
Non-metallic
/3
/2
x2
Dragon Bone
x3
Soft, light
x2
x3
x7
Dragon Scale
x3
Heavy, hard
x2
x2
x7
Dreadite
x2
Non-metallic
-10
-1/3
x3
Ebonblack
-5
none
0
/3
x4
Elven Made
-2
Heavy
0
/2
x3
Hellsium
x3
Light
x5
x3
x5
Insect Shell
Mage Armour
/2
0
None
Light, soft
/4
0
/10
0
x2
x15
Magnetic
Armour
0
Doubles the weight and protectiveness of
armour.
When equipped, you gain immunity to spells
and spell like effects, breath weapons and
other magical attacks.
When equipped, every five hitpoints lost
increases your armour value by 10, to a
maximum of +50, additionally the benefits
disappear upon gaining hitpoints
When equipped, the users movement speed is
reduced by 5, grants immunity to the type of
damage that dragon dealt in life.
When equipped it grants immunity to the type
of damage that dragon dealt in life.
Causes the eyes of the helmet to glow red,
black smoke pours from the joints of the
armour +1 to hit you.
When equipped, this armour coating makes
you invisible in the shadows.
Make no noise walking in foliage,
additionally, you ignore difficult and
dangerous terrain
Constantly looks like the metal is red hot,
meaning you glow in the dark (fail stealth).
Immune to fire damage.
Allows the user to climb on walls
Allows wizards to cast magic within the
armour.
You cannot drop your weapons or be
disarmed, -3 to hit you.
Non-metallic
0
0
x3
-1/10
Osrium
/2
Pure iron
-3/10
Wood
-1/4
Wolf Steel
x3
Ymirium
x4
Allows the user to teleport up to 100 feet
away.
Cannot be worn by fey, grants immunity to
magic casted by them.
Grants resistance to acid damage on applied
limbs. Always float in water.
Worn as light armour, makes no noise when
moving.
Halves movement speed, unable to swim
within it.
Heavy
x2
/2
x5
Non-metallic
/2
0
/2
Soft
/2
x2
/5
Non-metallic
x3
/2
x10
Non-metallic
x2
x4
x5
Material
Damage
change
Special Effects
Durability
Change
Weight
change
Price
change
Alchemically
Sharpened
x2
The weapon is alchemically sharpened, this process
removes the light trait from weapons.
x2
x2
x3
Black Steel**
+1D
Deal double damage to magic users, every time they
are hit, they roll 1d6-1, they cannot cast a spell for
that many more turns.
-1/10
+1/5
x5
Blood Steel**
-2
Every time you deal damage, add up the damage
points you would have lost from the modifier, you
may do all of that damage in a single strike. The
damage resets to +0 after an hour.
/3
/2
x2
Dragon tooth
+3D
x2
x3
X4
Dreadite
x2
-10
-1/3
x3
Elven Made
Hellsium
-2
+3D
0
x5
/2
x3
x3
x5
Magnetic Weapon
0
Deal an extra damage dice of whatever the dragons
breath weapon was in life.
Black smoke billows from the blade, the edge glows
red. +1 to hit you.
Always envenomed with scorpion venom
Deal an extra dice of fire damage, gain the heavy
property.
-3 to hit, the enemy, you cannot drop your weapon.
0
0
x3
Osrium**
/2
Instantly teleport the weapon to you hand if you have
dropped it.
x2
/2
x5
Pure iron
0
Causes fey to take extra fire damage as described in
their race/creature type.
/2
0
/2
Wood**
-1
No benefit, clubs and quarterstaffs ignore the
downsides
/2
x2
/5
Wolf Steel**
+5D
x3
/2
x10
Ymirium
+1D
Weapon gains the light property and maiming
property. On a 1 to hit, the weapon amputates the
head of the creature (if it is huge or larger, triple
damage).
Changes the damage type to bludgeoning and adds
the heavy property,
x2
x4
x5
*Note that you change the material of arrows bolts and musket balls, not the gun, price change
still applies.
**cannot be applied to ranged weapons
Equipment
Often overlooked and often underused is equipment. Equipment can change the tide of combat;
help preserve ones companions lives and even allow for the preservation of life in a direct
manner.
Name
Function
Weight
Cost
Abacus
-5 to math rolls
1lbs
95cp
Alchemists Fire vial.
Alchemists Venom
vial.
Arm Bandoleer
Arrows
Atlas
Musket balls (x100)
Bandoleer (vial)
Barrel
Basket
Blanket
Bedroll
Bell
Book, Academic
Book, Empty
Book, Skill
Bolt
Bottle
Brimstone Liquid
vial.
Cage
Caltrops (100)
Cart, Small
Cart, medium
Cart, large
Compass
Candles (5)
Chain
Chalk
Chest
Crate
Crowbar
Fishing rod
Fishing hook
First Aid Kit
Metal container
Gunpowder (12
measures)
Gunpowder (barrel,
10,000 measures)
Grappling hook
Hammer
Hourglass
Hunting trap
Ink (vial)
Ink quill
Ladder
Lantern
Lumber
Lye
Used to make alchemical weapons deal fire damage, increases the fire cone 10 feet longer.
Upon touching skin, it deals 3d8 fire damage.
Used to make alchemical weapons deal acid damage, increases the range of the bullet by 15
feet. Upon touching the skin, it deals 3d8 acid damage.
A vial bandoleer on the arm, holds three vials.
A single arrow
Information on the known world -3 to history checks
Every 20 Musket balls is 1 pound, if the bag is emptied onto the ground, it creates a 5-foot
area of difficult terrain.
A vial on the chest to hold alchemical vials, holds eight vials.
Able to hold up to 500 lbs of content inside, the lid is unable to close if an object is longer
than 4 feet, and it cannot fit if it is wider than the barrels 2-foot diameter.
A basket able to hold up to 25 lbs
A wool blanket, 6x8 feet in size.
A wool sleeping bag, better for colder weather
A small bell, able to make one sound ranging form a high to low pitch.
A book that gives -3 on rolls to a specific academic topic provided it is used with the action.
Can train a skill up to -1.
An empty book, usable for writing spells or notes
Trains a character on how to use weapons, armour, tools and skills that are not Grit,
Nimbleness or BRN based.
One crossbow bolt.
A glass bottle able to hold 12oz. of fluid
Alchemical regent used for alchemical weapons, deals 1d4 necrotic damage when touched.
12oz.
50sp
12oz.
50sp
1lbs
1/16oz.
2lbs
5lbs
15sp
1cp
5gp
1gp
2lbs
50lbs
25sp
50sp
1lbs
5lbs
10lbs
1/4 oz.
1lbs
15cp
50cp
75cp
1sp
1gp
1lbs
1lbs
50sp
1gp
1/8oz.
1/4 oz.
12oz.
5cp
50cp
1gp
Cost is based on the size of the cage, each square foot of siding on the cage costs 1sp and
weighs half a pound.
A bag of 100 caltrops, stepping on them deals 2d4 damage and horses will refuse to cross it.
Covers a 10 foot by 10 area.
Able to pull 600 lbs of items or a single full barrel, can be pulled by a person.
Able to pull 1200lbs of items, or up to two full barrels, must be pulled by a horse.
Able to pull 1800lbs of items, or one up to three full barrels, must be pulled by two horses.
Always points north, magical compasses (double the price) can point in any other direction
or to a specific location.
Five candles that illuminate a 10 foot by 10-foot area and burn for up to 10 hours.
20 feet of chain.
One piece of chalk.
Able to store 100 lbs of goods, takes up ½ the space of a barrel and can be stacked up to
three times.
Able to store as much as a barrel but can only store items that fit in a 3x3 area, more easily
stacked.
Can be used to gain a -2 modifier on checks to open locked doors, boxes or other surfaces,
deals damage as a club.
Allows the use of the survival skill to catch fish, requires a new fishing hook every 15 fish.
Ammunition for fishing rod.
Allows the stabilization of a dying person, requires a difficult surgery check to use in
combat. Up to 10 uses
Contains anywhere from 8-16oz, add 5sp for a stopper or cap.
A horn full of twelve measures of gunpowder.
Special
Special
5lbs
1gp
100lbs
200lbs
400lbs
1oz.
50gp
75gp
1rp
50gp
1(5)oz.
25lbs
N/A
25lbs
1sp
50sp
1cp
10sp
50lbs
25sp
5lbs
10sp
1lb
N/A
5lbs
5sp
50cp
1gp
1lb
1lb
10sp
1gp
A barrel full of 10,000 measures of gunpowder. If detonated, it instantly kills anyone in a
500-foot radius (50d12 fire damage) and destroys any non magical structures.
A grappling hook, allows for a easy athletics check to scale a surface, needs a ledge to hook
onto.
A normal hammer for driving in stakes or nails, considered a light hammer in combat.
Able to exactly tell how many seconds have passed, however, it may only time one length
of time.
Restrains an animal or person, reducing their speed to 0. Deals 3d4 damage to the limb
inside of it.
A 12oz. vial of ink.
A feather quill or glass dipping pen.
A ladder, every five feet costs 10sp.
500lbs
500rp
5lbs
10sp
2lbs
1/2lb
10sp
1gp
5lbs
50sp
12oz.
N/A
5lbs per
foot
1lb
Special
15sp
50sp
Special
1lbs
70cp
A lantern, illuminates a twenty foot by twenty-foot area, uses 1oz. of oil every six hours.
A piece of cut wood, 6 cp per foot, 1 cp per inch, multiple the price by thickness. Wood
weighs 1lbs per square foot.
One gallon of lye
1gp
Special
Magnifying Lens
Manacles (small)
Manacles
Manacles (large)
Mess Kit
Mirror
Oil (vial)
Paper (sheaf of 10)
Parchment sheet
Pickaxe
Piton
Pole
Antivenom Kit
Pot
Pack
Quiver (arrows)
Quiver (bolts)
Ram
Rations
Rope
Sack
Scale
Shovel
Signet ring
Sled
Soap
Spikes
Telescope
Tent
Tinderbox
Torch
Vial
Water Skin
Wax
Whetstone
Whistle
Bone
Crystal
Orb
Rod
Skull
Staff
Wand
A lens that makes small objects look larger and can start fires on sunny days.
Manacles used for small races, requires a very difficult Athletics check to escape.
Manacles used for medium races, requires a very difficult Athletics check to escape.
Manacles used for large races and creatures, requires a very difficult Athletics check to
escape.
A pan, plate, utensils and 8oz. cup.
A small mirror, every square foot doubles the starting price. Each square foot doubles the
weight.
A 12oz. vial of oil
Ten sheets of paper
One foot of parchment
A pickaxe used for softening hard earth or mining stone, deals the same damage as a club.
Able to be secured into a wall with a hammer, provided it is hard, attaching yourself to it
with a length of rope stops you from falling more that 20 feet.
A 10-foot pole, additional feet can be purchased by paying 1cp.
Cures the effects of poison
An iron cooking pot.
A backpack that allows a person to carry a maximum of 150lbs within it, provided they are
also able to carry this weight.
A quiver able to hold up to 50 arrows.
A quiver able to hold up to 60 bolts.
A small ram used to break down doors.
One day of rations, contains enough for three meals.
A fifty-foot length of hempen rope.
A sack able to carry up to 50 lbs, completely blocks out vision inside of it.
A scale with a set of weights tanging from 1/16th of an ounce up to a pound.
A shovel for digging, deals the same damage as a club.
A beautiful signet ring, the signet must be custom engraved.
Same price and carrying capacity as any cart you choose but, it can go over deep snow.
A bar of soap used to keep clean, prevents infections if it is used in surgery.
10, 3-inch-long iron spikes usable as pegs for tents, signs etc. Not combat effective.
A telescope, beginning at 2x magnification, double the price to get more magnification (up
to x100).
A tent, add half the price for every person above two it is to store, double the total price to
make it insulated for the winter.
A tinder box able to start up to 10 fires, includes a flint and steel.
A torch that burns for up to an hour, provides 5 feet of dim illumination.
A 12oz. vial, made of clear glass.
Able to hold up to a gallon of water, made of a cows bladder or leather.
An inch diameter ten-inch-long piece of wax, able to make up to 100 wax seals with a
signet ring, or make up to one square foot of material glossy and waterproof.
Used to maintain the sharpness of weapons.
Produces a single tone of your choice.
Arcane Objects
A bone, usually a femur, rib or other long bone
A crystal or precious gem, can be mounted in a golden amulet.
A perfectly smooth orb of a precious metal or gem
A metal rod made of any metal (use materials table)
A skull, usually humanoid
A wooden staff, can be adorned for extra cost, determined by dm.
A wand made of wood or bone
1/2oz.
5lbs
10lbs
20lbs
1gp
50sp
75sp
150sp
1lbs
1lbs
5sp
5gp
12oz.
N/A
1/16oz.
5lbs
1oz.
75sp
10cp
10cp
5sp
50cp
5lbs
5lbs
2lbs
5lbs
10cp
5gp
75sp
50sp
1lbs
1lbs
50lbs
1lbs
10lbs
N/A
2lbs
5lbs
N/A
Cart
N/A
10oz.
5lbs
25sp
25sp
80sp
5sp
25sp
5cp
3gp
50sp
5gp
Cart
1gp
50cp
100gp
50lbs
50sp
1lbs
1lbs
N/A
1lbs
N/A
5sp
1sp
1sp
5sp
10sp
1lbs
N/A
1gp
5sp
Free
1rp
1rp
1gp
Free
Free
Free
Poisons
Ailing Rot
Blood Thinner
Choking Venom
Dark Tears
Lotuses
Gray Lotus
White Lotus
Green Lotus
Yellow Lotus
Causes a person to lose 1 Brawn point per hour, unless they pass a very difficult poisons
1oz.
10rp
and disease check, which halts the effects for an hour. If five hours of passed checks occur,
they do not die, if they lose all of their brawn points, they die.
Upon being reduced to 0 hit points, a person takes half the normal time to bleed out.
1oz.
50gp
Upon ingestion, a very difficult poisons and disease check is needed, failing results in the
1oz.
15rp
person being unable to breathe for 1d4 minutes, at which point, they have either died, or
may take the check again. Three failed checks result in death.
Every hour, the victim takes 3d12 necrotic damage for 60 hours/grit.
1oz.
These have been ordered in the order of lethality. All lotuses cause the effects of white lotus in addition to their own.
Causes sleep for 1d4 days, unless a difficult poison and disease check is passed.
1/16oz.
75gp
Causes severe hallucinations for 1d12 days, +10 to all checks.
1/16oz.
85gp
Deals 2d4 poison damage every minute for 10 minutes, requiring a difficult poison and
1/16oz.
95gp
disease check each time.
Deals 2d6 poison damage every five minutes for three hours, requiring a difficult poison
1/16oz.
1rp
and disease check each time.
Blue lotus
Pink Lotus
Black Lotus
Pufferfish Poison
Scorpion Venom
Snake Venom
Spider Venom
Tranquilizer
Deals 3d8 poison damage every ten minutes for a day, requiring a very difficult poison and
disease check each time .
Deals 4d10 poison damage every 15 minutes for two days, requiring a very difficult poison
and disease check each time.
Causes the instant death of the consumer unless and impossible poison and disease check is
passed. Contact with the skin causes the effect/
Reduces movement speed to 0, deals 10d10 poison damage every hour for five hours.
Requires a very difficult poison and disease check to resist.
Instantly deals 1d10 poison damage.
The venom deals damage to the targets limb and can instantly be treated by its removal. The
venom deals 3d6 damage every hour for 100 hours divided by a characters vitality stat.
Roll 5d10, upon dealing damage, a very difficult poison and disease check must be passed.
Upon a failure, the character takes damage for five hours, from the highest, to the lowest
dice.
Puts a person to sleep for 1d10 hours, requires a challenging poison and disease check to
resist.
1/16oz.
2rp
1/16oz.
3rp
1/16oz.
5rp
1/2oz
50gp
1/2oz
1/2oz
50sp
50sp
1/2oz
75sp
1/2oz
25sp
6oz.
1gp
6oz.
75gp
6oz.
6oz.
1rp
2gp
6oz.
50gp
6oz.
6oz.
10gp
50sp
6oz.
6oz.
15gp
20gp
10z.
N/A
Varies
1lb
1lb
12oz.
1gp
50sp
Varies
25sp
25sp
50sp
1lb
10gp
1lb
5gp
20lbs
1lb
90sp
55gp
10lbs
1lbs
50sp
1gp
15lbs
5lbs
1gp
5gp
5lbs
50sp
50lbs
25gp
5lbs
5gp
100lbs
12oz.
6oz.
12oz.
25sp
5gp
15gp
20gp
Potions
Executioners Draught
Face Dancer elixir
Panacea
Potion of Healing
Potion of Invisibility
Potion of Stone Skin
Potion of Tranquility
Potion of Vitriol
Psychic Spice
This draught prevents a person from feeling fear for 2d8 hours, making them immune to the
frightened effect.
Changes your voice and appearance for 1d12 hours, roll a d100, on a 1, the changes are
permanent. Attributes and race are not affected.
Instantly cures a disease, provided it is not permanent.
Heals 1d6+1 hitpoints, add 2gp to the price every time you wish to add an additional 1d6+1
to this total
The character becomes invisible for 2d10 hours, making the undetectable with normal sight.
Attacking ends this quality
+5 armour value, -1 to the nimbleness attribute.
Opium based elixir, -5 to grit checks, -5 to surgery checks due to the patient not feeling
pain.
+5 to the brawn and grit attributes for 1 hour, gain the wrathful flaw for this duration.
Allows the user to increase their psychic ability, deals 1d4 psychic damage, for one hour,
your psychic energy and coruscation quadruple.
Religious Objects
Amulet
Emblem
Relic
Prayer book
Religious text
Holy water vial
A small symbol of your religion on twine, leather or chain.
Painted or engraved on a surface.
An object of religious significance (prayer flag, totem, cross, etc.)
A book of prayers and hymns, used by priests to store spells.
The written religious stories and ritual of a religion.
12oz. of holy water, deals 1d4 fire damage to demons, demons cannot cross it, doing so
unwillingly banishes them to their home plane for 1d10 days.
Tool Kits
Alchemists Tools
Burglars tools
Carpenters tools
Cartographers tools
Cooks tools
Disguise tools
Dungeoneers tools
Forgery tools
Musketeers tools
Poisoners Kit
Smithing Tools
Surgical tools
Weapon Maintenance
kit.
Used for the manufacture of potions and the creation and maintenance of alchemical
weapons. Contains a book on alchemy, various reagents and glass vials and tubes.
Contains lockpicks, garrot wire, twine, rubbing paper and other tools a thief needs, required
to pick locks and copy signatures.
Contains a boarding axe, saw, hammer, nails and chisel set.
Contains five sheets of parchment, a compass, a measuring compass, ruler, ink vial and
feather quill
Contains three pots, a cookbook and a set of knives.
Allows for a person to change their appearance using makeup, the further the changes are
from their original appearance, the easer they are to spot.
Contains a grappling hook, lantern, 50 feet of rope, 10 candles and a flask of oil.
Used to create forgeries, uses the perception skill, difficult changes based on the referees
wishes.
Used to clean and maintain muskets and other black powder weapons.
Tools used to introduce poison into food, onto weapons and into victims undetected.
Contains a set of hammers, dies, whetstones and files, anvil and a small forge heated with
charcoal.
Contains 1oz. of medical alcohol as well as a set of forceps, scalpels, saws and thread.
Contains a whetstone, file, leather wrapping, oils, wire brush and additional bow string.
Trade Goods
Alcohol, Beer
Alcohol, Liquor
Alcohol, Medical
Alcohol, Spirits
A Keg of beer (10 gallons)
A bottle of liquor such as Bourbon, Schnaps, vodka or whiskey
Pure medical grade alcohol, prevents infections if used on wounds.
Spirits such as Cider, Kirsch, Sherry, Tequila and Gin.
Alcohol, Wine
Copper
Cotton
Gold
Grain
Fruit, Exotic
Fruit, Local
Iron
Livestock, Small
Livestock, Medium
Livestock, Large
Livestock, Huge
Wine made of grapes, plums or pomegranates.
An ingot or unrefined piece of copper.
Unrefined cotton.
An ingot or unrefined piece of gold.
Grain like Barley, Buckwheat, Rice, Rye or Wheat.
Fruits that do not grow within the borders of the nation you are currently in.
Common fruits that grow within the nations borders.
An ingot or unrefined piece of iron.
Small animals, like chickens, rabbits or miniature goats.
Medium animals like goats, pigs, sheep, ostriches and deer.
Large animals like cows, moose, bison, buffalo and aurochs.
Huge animals like elephants, rhinos and mammoths.
Perfume
Precious metals
Precious gems
Salt
Silk
Silver
Spice
Scented perfume.
Precious metals like platinum, palladium, electrum that are not commonly used for coins.
Precious gems like sapphires, emeralds, rubies, onyx and obsidian.
Salt in flaked form.
A bolt of silk
An ingot or unrefined piece of silver
Spices such as coriander, Oregano and Thyme
Combat
Add the total nimbleness of the groups
together, the one with the higher nimbleness
goes first. Combat occurs all at once, below
are some definitions of terms.
Duel: A group of people fighting in a
combat
Round: Everyone has used their maximum
number of attacks.
Turn: A player has used all of their
available attacks.
Attacking
To make an attack, you must roll below thirty-five
minus the other characters nimbleness, using your
attack bonus, the lower the better. Both characters,
however, roll to attack, should both fail to hit, their
weapons hit each other and roll for damage (as to
represent the swords damaging each other), if both
players hit each other, they hit each other as normal.
When attacking with a ranged weapon, you must also
know what range you are using, shown on the below
table:
Point Blank (1/10th range)
-5
Close range (3/10th range)
-3
Mid Range (1/2 range)
-2
Long range (whole range)
+3
Extreme range (any range
greater than long)
+5
12oz.
1lbs
5lbs
1lbs
10lbs
8oz.
8oz.
1lbs
5-50lbs
50-100lbs
100-600lbs
60010,000lbs
4oz.
1lbs
1oz.
1lbs
8oz.
1lbs
1lbs
75sp
50cp
5cp
50gp
5cp
5gp
1cp
5sp
15cp
1sp
5gp
1rp
1rp
1rp
1rp
1sp
5gp
50sp
10gp
Additionally, when you hit, roll to hit a limb or body
part on a d12. Head Hits deal double damage.
1
2-6
7
8
9-10
11-12
Body Part Hit location (1d12)
Head
Torso
Left Arm
Right Arm
Left Leg
Right leg
Dueling
In a combat, players fight in duels, where they and
the enemies attacking them act in aggressive and
defensive phases (this simply means that one side
may take actions, but not attack). Characters may
take actions at any time but must wait until the enemy
has taken all their available attack actions for the turn
before attacking. Additionally, to exit a duel and join
another or to flee, means the enemy may make a free
attack against you. Attacking from outside a duel,
such as with a ranged weapon, means you go on your
own turn order, but, once you have used all your
attack actions and/or ended your turn, you must wait
until the round is over before you may attack or act
again.
Free Action
•
A free action is able to be used at any time on your
though only one may be used in a turn.
•
Movement
You may move up to your movement speed each turn
or can dash as an action based on the listed speed for
your race. Characters can do a long jump a number of
feet equal to their nimbleness divided by three
rounded down and jump up a number of feet equal to
their long jump divided by two. A character can
swim a number of feet equal to half their races
walking speed and climb a number of feet equal to
one sixth their movement speed. Characters may use
an action to dodge, this adds one sixth (rounded up)
of their nimbleness stat the roll to hit them.
•
•
•
Reactions
Some abilities allow you to use a ‘reaction’, which
you must state you intend to use before acting,
usually at the start of combat, or, after you use your
current reaction.
•
Selecting a Target
To select a target or join a duel, you must simply take
an action or make an attack that affects the duel, if
you are using a ranged weapon, and do not intend to
join the duel, you must say so before hand and be out
of your weapons close range. Magic spells must be
casted from a range greater than half their range. Any
ranged attack does not enter you in a duel if the
enemy does not see you.
•
•
Taking Actions
Every action takes three seconds to complete, while
attacks take only a second, any action that a person of
your nimbleness could reasonable complete in three
seconds is an action, speech is not considered an
action, though making a longwinded speech very well
could be considered one.
Combat status effects
•
Amputation: If a limb takes ten or more
damage from a slashing or piercing
•
weapon, it is amputated, and the
character immediately begins to bleed
out. Instant death if it hits the head.
Blinded: Automatically fail sight-based
checks.
Broken Limb: If a limb takes more than
six damage from a bludgeoning
weapon, the characters limb is broken
and can no longer hold items, the
character becomes unconscious if the
hit is on the head.
Charmed: Automatically obey the
commands of the charmer, hits
automatically hit. You may not harm
them.
Deafened: Automatically fail hearingbased Checks
Frightened: The character cannot move
closer to the source of its fear, if it is
cornered or otherwise unable to
approach, it must attack with a +5 to hit
until the creature is dead, or they can
flea again.
Grappled: You cannot move and must
succeed on a strength contest to escape.
If you are moved from an exterior
source, or the grappler becomes
unconscious, you may escape
automatically.
Invisible: Ranged attacks and spells
automatically fail against you; melee
attacks can only hit with a +5 penalty.
Making an attack or taking damage ends
the effect. You still make noise and
creatures that do not need eyes to see or
have supernatural senses can see you as
normal.
Paralyzed: You cannot move or speak
and automatically fail any checks you
must make, attacks automatically hit
you.
Petrified: You have been turned to
stone, you are unconscious, unaware
and unable to move. Any magical items
you have equipped do not change but
cannot be removed from your inventory.
You are immune to all damage but
blasting weapons deal damage as
normal.
•
Prone: You are laying down flat or on
your side.
•
Restrained: You cannot move or attack
and automatically fail nimbleness and
brawn checks.
•
Stunned: You are unable to attack or
use any actions, you automatically fail
all checks and can only speak in
disjointed sentences.
•
Unconscious: You cannot speak, act,
attack, see or otherwise interact or be
interacted with. All attacks
automatically hit you without fail.
Death, Dying, Exhaustion
and Healing
Death comes on waxy wings and he comes
frequently in this world.
Dying
Upon reaching zero hit points, divide your
grit by six, this is how many bleed out turns
you have, during this time, if a first aid kit is
used on you or if you gain five or more hit
points, you instead become unconscious. If
you reach zero hit points from an effect that
would utterly destroy your body (Acid,
Disintegration, Necrotic) or otherwise
destroy your flesh (petrification,
liquification etc.), you die instantly.
Death
Once you have bled out, you are dead, no
medicine can save you, only a resurrection
spell or wish spell can bring you back. If
your corpse is raised to be a zombie, it
cannot be brought back again, and therefore,
you are permanently dead. Orcs and some
other creatures cannot bleed out, this simply
Additionally, you drop anything you are
holding.
Mounted combat
Mounted combat allows the player to use the animals
dash action as a free action once per turn,
additionally, they may use any attacks their mount
has, and they use their movement speed as their own.
A player may dash on a horse and make an attack
with a lance for instance, even if they only have one
allotted attack and action per turn. Attacks to the rider
must roll a d30, on a 10 or lower, they hit the mount
instead.
means that they must be decapitated or
utterly destroyed to die.
Resurrection
Resurrection is thought by many to be an
elegant ritual. It is in fact a brutal and harsh
process that can easily fail. Below is the
table for resurrective shock. When
resurrected, people with weak spirits gain
flaws (chosen by the referee), loses hitpoints
permanently, and the resurrection must roll a
d100 above the chance given to see if the
body become possessed by a demon.
Grit
Attribute
Hit points
permanently
lost
1-5
6-10
11-15
16-20
21-25
26-30
30
20
15
10
5
0
Exhaustion
BRN
and
NIM
loss
10
6
4
3
2
1
Flaws
Gained
Chance of
demonic
Possession
10
5
3
2
1
0
80%
70%
60%
50%
40%
30%
A character has a number of energy points
equal to their grit score. Divide this score
into five parts (if this is not possible, then
simply remove levels from the lowest level
of exhaustion down). Exhaustion determines
how tired a character is, not just physically,
but also mentally, living off rations for six
months in a burnt-out city is not good for a
characters psyche. Characters reduce the
downsides of exhaustion by their resistance
to torture bonus, meaning a more pathetic
person will get exhausted far faster than a
tougher one.
Exhaustion levels
Full energy (all points
No effect
available)
Slight exhaustion
All bonuses go up one,
carrying capacity halved.
Moderate Exhaustion
All bonuses go up by two,
no longer receive a
movement speed bonus.
Combat encumbrance
halved.
Severe Exhaustion
Automatically fail checks
against being charmed,
carrying capacity halved
again.
Extreme Exhaustion
All bonuses go up by five,
attacks gain a +25 bonus.
Total Exhaustion
Death.
Exhaustion can eventually be tolerated, a
character who spends more than a week at
Severe exhaustion gains a -5 to all
exhaustion penalties. A character who
survives a fight at extreme exhaustion and
maintains that level of exhaustion for over a
week gains the broken flaw.
Energy Point loss table
Cause
Point
loss
Grim surroundings: spending
-3
too much time in a horrible
place exhausts you, this could
be a dungeon or raised city,
sleep does not mitigate these
effects.
Losing a Limb: Losing a limb -15
is very demoralizing.
Exposure
time
8 hours
Losing an Ally: Losing a
friend or ally is demoralizing.
Starvation: Not eating for
several days is a sure-fire way
to exhaust yourself.
Terrible food: Eating terrible
food for too long drives most
people crazy.
Corpses: Being surrounded by
rotting, stinking corpses for
too long is very demoralizing,
does not count undead.
Not sleeping: One of the most
obvious causes of exhaustion
Massive Fight: A fight that
takes over 20 rounds can be
tiresome
Filth: Not being clean causes
a person to become exhausted.
Hometown: If these horrible
things occur in your home,
this multiplies the effect.
-10
Instant
-8
25 days
-3
6 months
-5
4 hours
-1
18 hours
-1
Varies
-3
3 days
X2
½ normal.
To regain exhaustion, either directly
mitigate the source, or rest for 12 hours out
of the immediate area to regain 1d10 points.
Magical Healing
Magical healing is instant and staunches
bleeding instantly. Unfortunately, it also
results in white, pale flesh in place of the
original skin that takes 1d4 months to match
it. Magical healing cannot regrow limbs
unless the spell or item specifically states it
can.
Natural healing
Natural healing takes a day for each hitpoint
lost, and a surgery check equal to 45- the
persons grit must be made to keep them
alive if they fall below one quarter health.
Utter Destruction
Instant
Utter Destruction is defined as something
that compromises over 75% of a persons
body, the destruction of their head, death my
explosion or death by: Acid, Fire, Necrotic,
perfect or sacred damage
Traveling
Travelling is a dangerous task for anyone to take, let alone adventurers. Below are the rules for
traveling.
Travel speed
Distance
Rations Exhaustion Encounter
traveled
per day gain
Chance
Comfortable 5 miles/day
1 (3)
X1
80%
Efficient
10 miles/day 2 (6)
X2
60%
Rushed
20 miles/day 3 (9)
X3
40%
Death March 40 miles/day 4 (12)
X4
20%
When travelling, you have a chance to have an encounter, roll a d100, if you roll below the
number listed, you have an encounter.
Weather
Inclement weather can severely affect ones travel, below are some examples of non magical
weather and how they affect your journey.
Weather type
Effect
Blizzard
Reduce the navigation roll by 45, you move a
random distance in a direction determined by the
referee on a failed roll if you decide to move.
Roll a difficult grit check, on a failed roll, receive
moderate exhaustion.
Movement is impossible unless a very challenging
grit check is passed.
See effect on navigation table.
Extreme Heat
Flooding
Fog
Fire
Hail
Rain
Mud
Wind
Unless the party is moving at a rushed or death
march pace, receive 1 fire damage per hour you are
in the area, survival rolls to find campsites and food
are now near impossible.
Every hour, take 1 damage unless you find shelter.
Ignore if you are in full body hard armour.
No real danger, navigation checks receive a +5, all
checks to track animals or people are now near
impossible and maintain this difficulty until a new
track is found.
No real change, though it is much harder to walk for
horse and man.
Harsh winds blow upon ye, though fires are harder
Exhaustion
gain
X2
Speed
change
/2
X1.5
/3
X6
Reduce to
0
No
change
/2
No change
X3
X1.5
No change
No
change
No
change
No change
/2
No change
No
Rainbow
to light (+1), tracking via smoke or scent becomes
impossible without magical aid.
Today will be a good day, ignore the ‘grim
surroundings effect’ if it is active.
change
/2
X2
Terrain Challenges
In combat, a character may encounter difficult or even deadly terrain.
Difficult terrain: Difficult terrain makes the use of acrobatics, Dashing or leaping impossible and reduces a persons
movement speed to a quarter of what it usually is.
Deadly terrain: In addition to the affects above, the character will usually take 2d6 damage (as appropriate to the
hazard at hand) per turn, and take one of that damage for every foot they move on it.
Mounts and Items
Name
Small Carriage
Carriage
Wagon
Covered Wagon
Armoured
Wagon
Horse armour
Description
Able to carry two people and 250lbs of equipment on the roof. Has 250
hitpoints, but due to being made of metal, it is resistant to fire damage.
Able to carry four people and 500lbs of equipment on the roof. Has 350
hitpoints, but due to being made of metal, it is resistant to fire.
Able to carry 8 people and 500lbs of equipment inside. Has 150
hitpoints and receives double damage from fire.
Able to carry 6 people and 500 lbs of equipment inside, has 175 hitpoints
and receives double fire damage.
Able to carry 6 people and 350 pounds of equipment inside, has 195
hitpoints and an AV of 40.
Multiply the cost and weight of any whole-body human armour by 5, this
makes it into horse armour
Price
5rp
Weight
800lbs
10rp
1400lbs
50gp
2000lbs
75gp
2000lbs
10rp
5000lbs
Special
Special
Services
Name
Carriage Guard
Farrier
Carriage repairs
Crewman
Description
Guards the players carriages from random encounters and thieves, players
may reduce the price of the guards by 10 silver in exchange for a 20%
increased chance that the guards will steal their property. Useful for long
excursions in dungeons or ruins.
Heals a horse for 1 HP per day, provided it is not below 3/4ths health
Repairs your carriage for 5 HP per day, provided it is above 0 hitpoints.
A crewman for a ship they are already specialized and trained for their job.
Price per time
50sp/day
50sp/day
75sp/day
25so/day
Mounts
Name
Rideable
Speed
Draft Horse
Riding horse
War Horse
Elephant
Mammoth
Oxen
No
Yes
Yes
No
No
No
50 (100)
50 (100)
50 (100)
10 (20)
5 (10)
40 (80)
Travel speed
Multiplier
X2
X3
X2
½
¼
X1
Pull Weight
1500lbs
1000lbs
1250lbs
10,000lbs
25,000lbs
5,000lbs
Food per day
(pounds)
50lbs
65lbs
75lbs
100lbs
150lbs
30lbs
Price
50gp
75gp
5rp
50rp
500rp
25sp
When in combat, with the exception of the Warhorse, Mammoth and Oxen, if the animal takes
damage, it must roll a Difficult grit save to not become frightened and uncontrollable.
Watercraft
Name
Portage?
Crew
AV
Top
Speed
Hit
Points
Cargo
Capacity
Armaments
Gunnery
Cost
deck
Armaments
Kayak
Rowboat
Fishing
Boat
Long
Ship
Galley
Warship
Yes
Yes
No
1
4
15
0
5
10
½ knot
1 knot
4 knots
5
10
100
100lbs
350lbs
5,000lbs
0
0
1
0
0
0
1gp
5gp
25rp
No
41
80
7 knots
500
10,000lbs
6
5
50rp
No
No
80
300
150
200
8 knots
15 knots
1000
2000
50,000lbs
100,000lbs
20
25
45
100
1500rp
5000rp
It is important to note that knots are simple nautical miles per hour, and a nautical mile is 1½
normal miles. Gunnery deck armaments are below deck, and the weapon is on both sides. Exact
dimensions have not been given, as it is presumed if the referee is allowing players to buy a ship,
they can provide an accurate description of it.
Armaments
Name
Base
Range Rotation Properties Location
Damage
Armament Cost
slots
Corvus
Cannon, 5
pounder
Cannon, 10
pounder
Canon, 15
pounder
Cannon, 20
pounder
Cannon, 30
pounder
Cannon, 40
pounder
Mortar
1d10
5d10
5
1
1rp
75gp
1
1rp
None
Top deck, prow, sides.
Gunnery deck, top
deck, prow, sides
Gunnery deck, top
deck, prow, sides
Gunnery deck
2
1.25rp
None
Gunnery deck
5
1.5rp
None
Gunnery deck
10
2rp
None
Gunnery deck
15
2.25rp
Mortar
Top Deck, sides
10
2rp
Ballista
3d10
None
Top Deck
1
75gp
Fire Siphon
Ram
5d10 fire
2d10 x
current
speed
None
Melee
Prow
Prow
5
2
1rp
50gp
10d10
15d10
20d10
25d10
20d10
15d10
50 ft
1500
yds
1500
yds
1500
yds
1500
yds
1500
yds
1500
yds
3000
yds
460
yds
75 feet
10 feet
0 Degrees
360
degrees
360
degrees
120
degrees
60
degrees
60
degrees
60
degrees
180
degrees
360
degrees
0 degrees
0 degrees
Boarding
None
None
Fire damage is doubled against ships on the first turn and keeps doing damage until an action is
used to put it out.
Boarding: When the weapon successful hits, it creates a 5-foot-wide bridge that can only be
removed with a very difficult strength check.
Melee: Upon a successful hit, both ships lose any speed they currently have.
Mortar: The weapons attacks create an explosion around them wherever they land dealing 4d10
fire and 4d10 piercing damage to everyone in a 50-foot radius, they do not take piercing damage
if they succeed a very difficult Explosions and traps rolls.
Ship to Ship Combat
Phase one, Initiative: Both ships make a perception contest, the winner goes first, in multi ship
engagements, roll as normal, but the lowest roll goes first.
Phase two, Action: Ships make attacks with their weapons or make course adjustments (in
degrees) from their current location. To hit with a weapon, make perception check as an attack
roll, subtracting the ships current speed from 30 to determine the roll to hit it. When a weapon
hits, roll on the below table, if you deal more than 20 points of damage, it is destroyed. Ships
have five actions per turn.
Roll (d6)
1
Location
Mast
2
3
4
5
Rudder
Side
Prow
Top deck
6
Stern
Effect
The ship can no longer move if it does not have oars (galley and warship), if it has oars, its
movement speed is halved. If it lacks a mast, treat this as a top deck hit.
The ship can no longer make course adjustments.
If destroyed, the ship loses any armour it has on that side.
The ships prow weapon is destroyed.
The top deck weapon is destroyed, and characters must roll a difficult acrobatics check to
navigate across the top deck. The deck below becomes the new top deck.
Critical structural damage, damage is doubled from this point on.
Phase three, Negotiation: The ships captains may signal to each other terms to end combat if
they wish. After this, continue in the same initiative order.
Navigation
Navigation is a simple affair, you simply take a base roll of 10, and subtract or add the following
conditions and roll below the total.
Name
Description
Bonus/detriment
Map
Compass
Astrolabe
Advisory
Landmarks
A map with locations on it.
A compass that shows where true north is.
Helps determine the position of the stars and sun.
Local information to assist you in your travels, often reveals shorter routes.
Helpful and distinct landmarks. This could even include smoke from
chimneys. Landmarks can often become destinations themselves, and
sometimes cannot be trusted.
Clear skies that allow for the use of the sun and stars for navigation.
Usually (and in your best interest, hopefully) at night, stars allow for easy
navigation provided you can read them, benefit is doubled with an
Astrolabe.
The sun and stars cannot be used to navigate.
Prevents the use of landmarks for navigation.
Prevents the use of environmental information to navigate.
The information you have received is faulty and unusable.
+5
+2
+3
+3
+3
Clear skies
Stars
Clouds
Fog
Blizzard
Poor
+1
+5
-1
-5
-10
-10
information
Magical
Terrain
Faulty tools
Magical terrain is unreliable and is a literal coinflip if it will help or hinder
you. Flip a coin, tails, the terrain is beneficial, heads, the terrain is
detrimental.
Your equipment is bad, out of date or not precise enough for navigation.
+/- 15
-5 (per tool)
Life
This covers daily life, expenses, and survival in the wilderness, herein you will find answers to
questions such as the cost of ale at a tavern or the price of renting a room for a night. Survival is
a far broader topic, and as a result it will be simplified, though it will attempt to cover most
aspects of survival.
Land and Estates
To purchase land players should consult with the referee and the below table. Land is generally sold in acres, with
renting and acre costing 25sp a month and purchasing land costing 10gp per acre. The below structures take up a
certain amount of space. An acre can contain 8 small structures, 4 medium structures or two large structures. Being
next to the ocean doubles the acres cost.
Name
House
Pen
Coup
Garden
Alchemy Lab
Forge
Woodshop
Jeweler
Barn
Range
Sparring Yard
Tavern
Casino
Brothel
Library
Apothecary
Fence
Description and Function
Small Structures
A small home in which to live. Can be rented for 10gp per month.
Allows for the keeping of large or smaller livestock
Allows for the keeping of poultry
Allows for the growing of herbs and reagents if they can be grown.
Allows for the creation of potions with a -5 to your roll.
Allows for basic metal working applications, though it is not advanced
enough to make weapons.
Allows for most carpentry applications.
Allows the user to place gems and engravings into objects.
Allows for the user to store items within and for the storage of animals and
hay.
Allows the user to train ranged weapons (-1 to ranged weapon rolls for every
six months of training)
Allows for the user to train melee weapons with a partner. (-1 to melee
weapons every month up to the higher-level partners skill level)
A tavern that can seat up to fifty people, produces 10d10gp of profit a month
and costs 25gp a month in upkeep.
A casino that seats up to twenty-five people, likely illegal. Costs 25gp a
month in upkeep, rakes in (1d100)d6 gold a month. Another d100 roll above
the d100 roll for the profits must be made to not be arrested or investigated.
Likely illegal, costs 30gp in upkeep per month and rakes in 30d8 gold per
month. A very difficult deception check must be made each month to avoid
immediate arrest. This check considered impossible if the brothel is within
ten miles of a church.
A library, costs 5gp per month in upkeep if it is available to the public, rakes
in 10gp per month.
Used to make medical remedies and preform surgery.
A fence that requires a difficult athletics or acrobatics check to scale. Placing
a gate on it doubles the price for that section.
Cost
5rp
50sp
5sp
1sp
1rp
1rp
1rp
2rp
75gp
25gp
30gp
6rp
7rp
5rp
3rp
6rp
50gp/side
Walls
Church
Hospital
School
Barracks
Armoury
Hall
Vault
Brewery
Winery
Manor
Fishery
Armourer
Weapon Smith
Enclosure
Castle
Cathedral
Great Hall
Mine
Colosseum
University
Plantation
Orchard
Vineyard
Port
Monastery
A wall that requires an extraordinarily difficult athletics or acrobatics check
to scale. Placing a gate doubles the price of a section.
Medium Structures
A church for religious services of your choice, it is not recommended to build
in the territory of another religion if you value your life.
Allows for advanced surgery and treatment of diseases.
Allows for the education of children and young adults. 50gp per month
upkeep, rakes in 10gp per enrolled student.
Allows for the keeping of 150 men per barracks, useful for military
applications.
Allows for the dispersal of arms and armour to men in a barracks, standard
equipment varies on the unit hired as described by the DM.
A great meeting and feasting hall able to hold up to 100 people.
A vault able to store up to 50,000 pounds of treasure.
Used for the brewing of spirits and beer. 10rp a month upkeep, rakes in
5d10rp every two months.
Used for the brewing of wine and its derivatives. 15rp a month upkeep but
makes 50d10rp once a year. Upkeep cost is halved if a vineyard is owned.
A medium sized home, can be rented for 50gp per month.
A fishery used for fishing, upkeep of 1rp per month, returns 1d4rp per month.
Allows for the creation of hard metal armour and shields.
Allows for the creation of weapons and munitions like swords, guns and
crossbows.
Allows for the keeping of huge livestock.
Large structures
A large, armoured structure, contains a barracks, armoury, hall, and a large
amount of living space within.
The centre of a religion in an area, often becomes the target for attacks by
other religions.
A great hall able to hold upwards of 500 people for feasts, dancing and more.
A large mine intended to extract resources from the earth. 50rp per month
upkeep, rakes in 10d100rp per month in profit.
A large oval designed to host thousands of people for various games. 1rp per
month maintenance cost when there are no events, 10rp maintenance cost per
day maintenance cost during events, with a 15d10rp profit every day of
events.
A large university that can be used for research into any and all topics.
Allows for the training of special skills. Unlikely to produce a profit as it has
a 20rp per month maintenance cost, though the functions it can provide are
near limitless. 3d10rp profit per month.
A large open plot of land for planting grain crops and tubers. 50sp to plant
field, returns a 10gp per year profit.
A large open plot of land for planting fruit trees. Trees are planted once at a
2rp cost, but fruit every year after at a profit of 50gp
A large open plot of land for growing grapes. 50gp to plant grapes at the start
of the year, returns a 75gp profit at the end of the year.
Requires the ocean or a large river system. 50rp per month rp, brings in
(10d6)d100gp per month, a port provides a great deal of wealth, though it has
a steep initial cost.
Allows for a cleric to gain a deeper appreciation for their god and for the
proliferation of their prayer books and the financing of new scientific,
magical and philosophical discoveries.
1rp/side
10rp
10rp
8rp
12rp
12rp
15rp
40rp
15rp
20rp
10rp
12rp
8rp
8rp
8rp
500rp
500rp
5gp
10gp
10gp
5000rp
50rp
Food and Drink
The cost of food and drink in most establishments.
Name
Poor Meal
Simple Meal
Good meal
Ale
Cheap wine
Expensive wine
Spirits
Description
A meal of poor quality, only restores one point of energy.
A meal of simple quality, restores two points of energy.
A meal of good quality, restores three points of energy.
Ale or other forms of beer, often served in one-pint portions.
A glass of cheap, low-quality wine.
A glass of expensive, high-quality wine.
A glass of liquor (whiskey, vodka, brandy, port)
Cost
1cp
5cp
10cp
3cp
5cp
1sp
50cp
Temporary lodgings
Adventurers need to rest and sleep in places other than burnt out cities and forests with death around each corner,
below are rates for lodgings. Thus
Name
Barn
Inn room
Spare room
Cathedral
Cabin
Hotel
Expensive Hotel
Description
A barns loft, often the cheapest form of lodging. Can be paid for in favours,
though the owner may need some convincing to trust outsiders.
A room in an inn, often considered the platonic ideal for an adventurer.
Contains a bed.
The spare room of an upper-class persons home, they may need some
convincing, and don’t be surprised if they lock it from the outside.
You may stay with the beggars inside of a cathedral, you will be roused early,
expect to do a little work, and listen to some sermons in exchange.
A cabin all to yourself, often a hunting lodge outside of town that has gone
unused.
A comfortable hotel made for travelers and diplomats from afar. Likely only
found in large cities.
A decedent hotel that caters to your every whim and desire. It is also
extraordinarily expensive to stay in.
Cost
1cp/night
5cp/night
10cp/night
free
50cp/night
5sp/night
1gp/night
Services
Services pertain to the rates of which task is completed and what tasks can be paid for, below are commonly
requested services adventurers may need.
Name
Weapon Repair
Armour Repair
Equipment Repair
Doctor (injury)
Doctor (illness)
Doctor (exotic)
Doctor (Pestilence)
Identification
Description
Repairs a weapon for 10 points of durability per day it is worked
on.
Repairs Armour for 10 hitpoints a day
Repairs broken equipment, charged per day. Generally, all items
without listed hitpoints have 5 hitpoints.
Heals 1d6+2 hitpoints per day the person is in a doctors care.
Broken limbs are fixed over the course of one week.
Treats a common illness over the course of 5d10 (or however
many the referee decides) days. During this time, the symptoms
are halted.
Treats exotic races (those not local to a given area) or illnesses
from far away lands.
Treats a widescale plague over 36d10 (or however many the
referee decides) days.
Identifies an item or translates a foreign language, the time is
determined by the age of the item/10, converted to days, or, for
how many pages are translated, in days.
Price
5sp
Rate
Per day
5sp
1sp
Per day
Per Item
25sp
Per day
10sp
Per day
5gp
Per day
50sp
Per Day
5gp
Per day
Alchemist
Mind Surgery
Face Surgery
Musician
Guild
Assassination
Bandit attack
Transport (treasure)
Transport (people)
Bribery (town guard)
Bribery (politician)
Bribery (noble)
Bribery (priest)
Engraving
Research
Head Hunting
Information Services
Applies or changes the material of an armour over the course of
a month. Multiply the cost by the same multiplier you would use
for buying the armour.
Treats a mental flaw of a character with a 75% chance of
success, failure adds a new flaw or simply fails, based on referee
discretion. Failure on a 100 results in a permanent 1d6 intellect
stat drop.
Changes a persons appearance, 90% success rate, on a failure,
the character gains the scarred effect, on a 100, the body part
must be permanently removed. This procedure can fix
appearance-based flaws.
Hires a musician to play for an event.
Guild fees, this includes adventuring guilds (mercenary
companies).
Hires an assassin against a target, roll a d100, on a multiple of
10, they are actually a servant of the crown who will arrest the
player.
Allows the players to hire a group of bandits to attack a town or
caravan. Unless instructed, there is a 30% chance that they
accidently go lethal and attack the person(s) fatally.
Transportation of large quantities of good. Prices are doubled for
every additional 100 pounds of goods.
Transportation of people, likely the players. Prices double for
every five people being transported.
Bribery of a low-level soldier or guardsmen to turn an eye to
illegal activity. 30% chance of failure. Prices are doubled if more
instructions are given.
Bribery of a mid level official like a mayor or sheriff to turn a
blind eye to crime. 15% chance of failure. Prices are doubled if
extra instructions are given.
Bribery of nobility or high-ranking government officials to turn
a blind eye to crime. 5% chance of failure. Prices are doubled if
extra instructions are given.
Bribery of a member of the clergy, allows for the excusal of past
evil actions or for the local branch of the clergy to tolerate it. 5%
chance of failure.
Engraves a piece of equipment or object. Provides no tactical
advantage.
Research into a topic of interest, often used to uncover lost texts
or grafter parts of a family tree. Research takes 5d10 days to
uncover information of interest.
Location of an elusive individual. Takes 1d6+1 days.
Information on any conceivable topic, usually purchased from a
local guide or blackmailer.
5gp
Per day
1.5rp
Per
procedure
50gp
Per
Procedure
50sp
5gp
Per 6 hours
Per month
5rp
Per Enemy
Hit dice
2rp
Per people
in ambush
50sp
Per mile
50sp
Per 5 miles.
5gp
Per
Infraction
5rp
Per
Infraction
500rp
Per
Infraction
50rp
Per Request
50gp
Per item
50gp
Per day
20sp
5sp
Per day
Per piece of
information.
Bounties
Bounties are a common way to make money, below demonstrates the charges of common bounties and their
charges. Most bounties halve their fee if the target is brought in dead, excluding specific situations. The listed enemy
is the expected class and level of the enemy, or even just a specific type. Note, that this is up to referees discretion,
and the following of bounties is not suggested in some campaigns as it may distract from the primary story.
Charge
Enemy
encountered
(D)ead or
(A)live
Reward (SP)
Theft
Arson
Rape
Assault
Robbery
Treason
Forgery
Poisoning
Murder
Thief, Level 3
Commoner
Warrior, 1
Warrior 1
Bandit
Knight
Thief, level 2
Alchemist 2
Pistoleer/
Duelist
A
DoA
DoA
A
A
D
A
DoA
DoA
500
1000
1500
2000
2500
100000
5000
3000
10000
Pets
Pets, of all varieties. Most lack combat stats due to not dealing enough damage to be able to harm a player. Assume
they all have stats of 15 unless specified. Pets with attacks act on your turn as an action.
Animal
Cat
Dog
Mouse
Parrot
Capybara
Lizard Hound
Description
NIM25, INT 18, -8 acrobatics. 1d4 hp, small.
See dog stat block. Dogs may be armoured using the same rules as horses.
Small dogs like chow chows use the cat stat block.
1 hp, diminutive
Int 20. Fly 80. 1d4 hp, small.
Swim 50. 1d8 hp, small
Same stats as a dog, bite deals 1d6 additional damage as spider venom.
Cost
5sp
50sp
1cp
10gp
15gp
50sp
Religious Services
Religious services entail rituals and rites that a common priest may not be able to preform.
Name
Marriage
Exorcism
Funeral
Initiation
Description
Marries two people together, must fall within the laws of the religion.
Removes an evil spirit or curse from an item, if used on an item, there is
a 50% chance of all magic leaving it.
Prevents the deceased’s body from being resurrected
Initiates a person into a religion.
Cost
10cp
5gp
5sp
0
Criminal Notoriety
Upon committing a crime, and provided the crime is discovered, the players will be pursued by the law until they
can prove their innocence or until they can fight the law (and win). Bounty hunters follow the same dead or alive
rules for killing as the players. Creatures with the chivalry trait no longer obey it.
Charge
Theft
Arson
Rape
Assault
Robbery
Treason
Forgery
Poisoning
Murder
Murder (gun)
Murder (mass)
Pursuer stat blocks .
1d4 Bandits every three days.
Three bandits and one spell blade every three days.
Two knights, one pistoleer and one Ritter each day. They always have five dogs in
chainmail armour with them.
1d4 bandits every day, 1d4 Vikings every three days.
Two duelists, two pistoleers and a dungeoneer every two days.
3d10 knights, 1d6 ritters, 7d10 dogs, 1d4 pistoleers and a spell blade every 1d4 days.
1 spell blade every three days, two bandits every 1d4 days.
2d4 pistoleers every 1d4 days.
2d4 knights, 1 ritter and 2d10 bandits every 2d4 days.
3d4 pistoleers every other day.
3d10 knights, 1d6 ritters, 7d10 dogs, 1d4 pistoleers and a spell blade every 1d4 days.
Survival
Survival covers everything from surviving the wild to physiological and surgical recovery and limitations.
Surgery
When undergoing extreme surgical alteration or procedures, a character has a ‘shock’ budget, which is their (Grit x
Vitality). Consult the below table for information on the total amount of shock a surgery will cause. If a character
surpasses their shock budget, they die.
Name
Description
Shock added
Age
Amputation
For every year over 40, add 1 to the shock value of the surgery.
Due to missing a limb and the intense blood loss, be it from the actual surgery or in treatment of
it, add 100 to the shock value per missing limb.
If the character has the Anemic flaw, increase the surgeries difficulty by +10 and double the
shock value.
If the character is bleeding out, or is below 80% health, add 50 to the shock value.
If there are no painkillers for the surgery, add 50-Grit to the surgery check
If the character has a chronic illness like cancer or the type found in the fatally beautiful flaw,
increase the shock by 25.
If the surgeon is currently under fire or in combat, increase the shock by 15.
If either party in the surgery has below half of their normal energy, increase the shock by 25.
If it is the surgeons first surgery, increase the shock by 15.
If the race of the patient is not one the surgeon frequently works on, the surgeries difficulty
increases by +15. Increase the shock on most races by 10, except for elves and beast folk, where
the shock increases by 25.
If the character has heart problems, had a heart attack or has otherwise suffered some form of
circulatory issue (such as having the fat flaw), increase the shock by 25.
If the character is sick or has a previous infection, increase the shock by 25.
If the surgeon lacks proper surgical equipment, increase the shock by 10.
If they patient has taken damage from an explosion, bludgeoning weapon or sonic damage, they
have received internal damage. increase the shock by 10.
If the character frequently drinks or has the addiction flaw, increase the shock by 5.
If the character has taken damage from a magical source or weapon, increase the shock by 50.
If the character has the morose flaw, but not the tragedian talent, increase the shock by 15.
If the character has taken necrotic damage, they receive an infection and suffer those effects.
Increases shock by 30.
If the character has been poisoned in the past day, increase the shock by 10.
If the character has suffered a wound left by a serrated weapon, increase the surgeries difficulty
by +10 and increase the shock by 5.
A minor surgical error has fumbled the surgery, chin up and try again. +5 to the shock value.
Special
+100
A noticeable surgical error has potentially compromised the surgery, be more carful. +10 to the
shock value.
A major surgical error has put the patient on the road to death, perhaps another person should try.
+20 to the shock value.
A catastrophic surgical error, prepare the funerary rites. Increase the shock value by 40.
+10
Woe upon you, but you are used to this, divide your most detrimental afflictions shock value by
10.
If the character has received a wound from a triangular piercing weapon, increase the difficulty of
the surgery by 10 and increase the shock by 5.
If a character has a grit below average, increase the shock by 2 points for every point below
average they are.
Special
Anemic
Arterial Bleed
No Anesthesia
Chronic Illness
Combat
Exhaustion
First Surgery
Foreign Race
Heart Damage
Infection
Improper tools
Internal Damage
Liver Damage
Magical Damage
Morose
Necrotic Damage
Poisoned
Serrated wound
Surgery Check Failure
(1+)
Surgery Check Failure
(5+)
Surgery Check Failure
(10+)
Surgery Check Failure
(20+)
Tragedian
Triangular wound
Weak willed
X2
+50
50-Grit
+25
+15
+25
+15
+10-25
+25
+25
+10
+10
+5
+50
+15
+30
+10
+5
+5
+20
+40
+5
Special
As seen above, surgery can be daunting and hard, but, with the proper equipment, it can be quick and mostly
painless. Below is a table of ways to make surgery easier.
Name
Description
Shock Reduction
Surgical Bonus
Antiseptic
In using an antiseptic such as high proof alcohol or pure honey,
you successfully prevent infection.
Like suturing but better, as it ensures a wound stays closed.
A calm and sanitary operating field is ideal for surgery.
Proper tools are essential for surgery.
After your first (successful) 15 surgeries, you become
experienced.
-15
-5
-10
-20
-25
-10
-5
-10
-10
-10
Cauterization
Calm Conditions
Correct tools
Experienced Surgeon
Happy Patient
If the patient has more than three quarters of their energy points,
they are happy.
If a patients physical blessings outweigh their physical flaws,
and they have no below average physical attributes, they are
healthy.
A painkiller makes surgery much easier, especially for the
patient. If the character is addicted to painkillers, they cannot
receive this benefit.
Surgery in a bottle, this makes surgery a breeze.
Healthy Patient
Painkiller
Potion of Healing
-25
-5
-50
-5
-10
-5
-100
-10
Surgery checks may be failed up to three times in a row, this resets on a successful check. When three checks have
been failed, the surgery is botched, and the person dies or is disfigured. Every failure, a character must roll a
difficult poison and disease check to not get infected, repeating this every time the surgeon fails.
Brawn Table
Below is a table of common lifts for a character to do, the table is based on race and, in terms of half races, is based
on the mother due to size limitations. Excluding carry weights, these are for short feats of strength.
Action
Push (Press)
Pull
Orc
BRN X30
BRN X
(BRN+5)
BRN X
(BRN+5)
BRN X 40
Dwarf
BRN X25
BRN X
BRN
BRN X
BRN
BRN X 30
Mausling
BRN X10
BRN X
(BRN-5)
BRN X
(BRN-5)
BRN X 10
Elf
BRN X10
BRN X
(BRN-5)
BRN X
(BRN-5)
BRN X 10
High Elf
BRN X5
BRN X 2
Squat
Human
BRN X25
BRN X
BRN
BRN X
BRN
BRN X 30
Carry (out
of combat)
BRN X3
+BRN
BRN X4
+BRN
BRN X3
+BRN
BRN X2
+(BRN/2)
BRN X2
+(BRN/2)
BRN X1
+25
Carry
(combat)
BRN X3
BRN X4
BRN X3
BRN X2
BRN X2
BRN X1
+15
Lift
BRN X 2
BRN X 5
Ogre
BRN X50
BRN X
(BRN x5)
BRN X
(BRN x5)
BRN X
100
BRN X5
+(BRN
X2)
BRN X5
Suffocation
A character can hold their breath for a number of minutes equal to their Grit divided by 5. This is not affected by
race as most races have the same or similar lung capacity for their body size.
Diseases
Diseases the players may come across in their travels.
Troll Sickness
Forces a player to make a difficult poison resistance check or lose one point of intellect each day permanently, once
their INT reaches 0, they become a forest troll.
Sand Plague
This affliction causes a person to slowly crumble into sand. Every day, a person must make a very difficult Poison
and Diseases save or lose one point of vitality permanently, every two points of vitality lost results in a sense being
lost, and every five points results in a limb being lost. Use the below table. The disease is beaten after ten
consecutive days of not experiencing symptoms. Survival causes the player to lose a number of charisma points
equal to their lost vitality. This is considered a pestilence and as a result uses pestilence prices for treatment.
Roll (d4)
Limb
Roll (d10)
Sense
1
2
3
4
Left arm
Left leg
Right Arm
Right Leg
1-2
3-4
5-6
7-8
9-10
Sight
Hearing
Touch
Smell
Taste
Lycanthroposis
This magical affliction is a less severe form of lycanthropy that causes a person to grow hair, animalistic fangs and
lose higher brain function over the course of 1d10 months. The only way to battle the affliction is to visit a doctor.
Infection
When a character receives an infection, it occurs in the limb or body part that received the failed surgery or injury.
Infection deals 2d10 necrotic damage per day and requires a difficult poison and disease save to not receive it. An
infection requires a number of successful rolls equal to 30-Grit. The rolls do not have to be consecutive.
Additionally, if the character would take enough damage to lose the limb in an amputation, the limb becomes so
infected it must be amputated, unless a panacea or cure disease spell is used.
Talents
Talents may not be taken at the begging, rather, they are earned through gameplay. Once every
five levels, no matter the class, a character receives one talent. Talents may also be earned
through acts of valour, cunning and other exemplary actions and awarded at the referees
discretion, though it is important to note that handing out talents frequently diminishes their
nature.
Sample
Cornered Rat
Prerequisite:
Prerequisite: Thief, Plague Doctor, Warrior, or
Wildman class.
Effect:
Tragedian
Perquisite: Morose Flaw
Effect: How unfair the world is to you! You are now
resilient to tragedy, as such dead bodies, grim
surroundings, filth and losing a limb or ally no longer
traumatize you or drain your spirit, additionally, even
if it happens in ones hometown, it has no additional
effect on you.
Effect: You fight like an animal, so long as you have
an open hand, you may use the following duelling
techniques.
•
•
Never forgive me, Never Forget me
Prerequisite: None
Effect: If you spare an enemy after killing all of their
allies, you may force them to receive the trauma flaw.
Additionally, if you encounter that character again,
any of their allies receive a +3 to hit you and are
frightened for the first round of combat.
•
•
Pocket Sand: Using this maneuver allows for the user
to throw a finely granulated material in a five-foot
semicircle and force a difficult Grit check to not be
blinded for 1d10 turns.
Ice Pick Grip: When using a weapon with the Light,
Fine or Small property, you may use an action to force
a BRN contest with the other person, on a victory, you
may make 1d8 attacks at full damage. you may only do
this within one foot of an enemy and if they are
currently distracted with another person or task.
Murder Grip: You grab the blade of a cruciform sword
and, while maintaining all of its other properties, add
the armour piercing property and change the damage
to piercing. Doing this without gauntlets deals the
swords minimum damage on your hands.
Dragged to Death: Provided you have a rope, net or
whip in your hand, make a melee attack on horse back.
On a successful attack, the enemy is grappled. Every
five feet you move deals 3d10 bludgeoning damage.
•
Vital shot: If you take a +5 to your roll for one attack,
and deal damage, the enemy is stunned for 1d4 turns.
Silver tongue
Prerequisite: none
Effect: You are more charismatic than the average
person. When talking to a person with lower
charisma or intellect than you, you reduce your roll
by 3.
Rural Hospitality
Prerequisite: good reputation in the countryside
Effect: Due to the good reputation people have
assigned you, prices for goods and services are
halved in any town that knows for you, additionally,
you may stay in the house of anyone you ask so long
as they see you favourably.
Bulwark
Good to see you again, Death
Prerequisite: The ability to use a shield
Prerequisite: having reached 0 hitpoints at least
twice
Effect: Due to your frequent run ins with death, you
are no longer offended by the sight of death. You
gain a -5 on rolls against being frightened and undead
creatures can no longer frighten you.
Effect: When using a shield against ranged attack
spells, Beam spells, Cone spells or spells that are not
tagged with AoE, you can make a Grit test to
completely shield those behind you from the spell,
though your shield takes the maximum possible
damage from the spell.
Breaching!
Flesh is many times stronger than steel
Prerequisite: none
Prerequisite: Armour of Callouses Blessing
Effect: When kicking down a door, anyone ten feet or
greater away in a straight line the dimension of the
door is hit and receives damage equal to (BRN/5)d10
bludgeoning damage.
Effect: your skin is as iron and your flesh as steel.
When a weapon hits you, you have a soft AV of 15
over your whole body, and gain resistance to your
choice of piercing or slashing damage.
So called ‘bumpkin’
Mage Slayer
Prerequisite: Being born in the countryside
Prerequisite: the parry dueling technique
Effect: People with higher intelligence, charisma, or
social standing than you let their guard down around
you, as a result, all charisma, intellect and perception
check and contests against them receive a -5 against
them.
Effect: You can now parry magic spells. If you can
see a spell, be casted, you may use a weapon of any
kind and parry it as normal. If you have a melee
weapon which can be thrown, or a ranged weapon,
you may do the same to also hit the spellcaster.
Additionally, around the person, a 5 foot antimagic
field is produced that cannot be disabled except by
the person.
Fast Reactions
Prerequisite: Nimbleness of 20 or greater
Effect: you may take two reactions instead of one.
House Shucker
Prerequisite: thief class
Effect: you have become much better at lockpicking,
and as such, If you succeed a lockpicking check, it is
also considered a successful
Sample
Prerequisite:
Effect:
Magic and Spells
Magic is a complicated affair but is important for every party, as such, it will be explained in the
simplest of terms. Spells will also cost a certain number of points, you have a number equal to
your casting attribute (FAI, PSY, MAG) with the multiplier in their attribute table. Spells casted
by Psychics require a Psionics save, regardless of type.
Area of effect
Saves
Spells tagged with ‘AoE’ create areas of
effect described in the spell and are resisted
with a ‘spell and spell like effects’ save.
Saves are against the attribute level of the
caster, meaning a character with 30 MAG
has a save of 30, same with FAI and PSY.
Curse Spells
Areas of effect
Spells tagged with ‘curse’ these spells cause
an effect such as mind control, resist this
with a standard magic save.
Imbued Attack Spells
Spells tagged with ‘Imbued’ are added to a
weapons damage, to cast one on your own
weapon, you must have a free hand that is
not holding a shield or weapon, though it
can hold reagents.
Ranged Attack Spells
Spells tagged with ‘Ranged Attack’ are used
to attack from a range, and are treated as
ranged weapons, with a range of your
magical ability (FAI, PSY, MAG)
multiplied by your INT.
Summoning
Spells tagged with ‘Summoning’ are used to
summon an object, such as an animal,
weapon, or key. Any creatures that are
summoned are under the control of the mage
that summoned them if they have lower hit
dice OR intellect, if not, they must preform a
contest of grit, the lower roll wining.
Not all spells have tags, these are instead
here due to them being the most common
kinds of spell.
Areas of effect are the area which a spell can
take up, some spells which have areas of
effects may not be tagged AoE,
memorization of these is ideal, and ensuring
you pay attention to which spells have them
is even more important.
Sphere
Spheres go a certain distance out in all
directions, and even damage the ground
unless otherwise stated.
Cube
Cubes begin from the ground and go up in a
perfect straight line, only damaging the very
top layer of the ground.
Cylinder
Same as a cube
Cone
Creates a cone that goes forward to the
maximum range of the casters ability, the
cones width is the maximum width it
reaches at the end of the cone.
Beam
The width of the beam is how wide the beam
is.
The prism is for any other area of effect such
as walls, octagons, and the like.
you fail the roll, the spell fails to cast, and a negative
effect occurs. This is determined by the Referee, but,
on master level spells, can come in the form of
permanently gaining a chaotic taint effect.
Casting Rolls
Casting without a Class
When you cast a spell, roll a D30 as a skill check for
your spell casting ability. Increase the difficulty by
the amount of damage you have taken that week . If
When casting spells without a spell casting class, you
memorize a number of basic spells equal to your
intelligence divided by 3.
Prism
Damage Types
Name
Acid
Bludgeon
Cold
Fire
Lightning
Necrotic
Effect
When it contacts non magical metal armour, it destroys it at 3x the normal
rate. Additionally, limbs that have received acid damage receive double
damage from all types of damage.
No special effect.
Cold damage deals an extra dice of damage to those in metal armour, and
temporarily reduces the persons NIM by 3.
Fire damage deals an extra damage dice against metal armour, and instantly
destroys soft nonmetal armour.
Electrical damage, doubled against opponents in metal armour, -5 to hit
people in metal armour. If the caster is wearing metal armour, the spell hits
them instead.
Necrotic damage is doubled against good creatures, angels, or people.
Perfect
Piercing
Psionic
Perfect damage is non-resistible and ignores armour.
No special effect.
Psionic damage ignores AV entirely, instead treating a characters GRIT as
AV.
Poison
Sacred
Deals damage continually for a number of turns determined by the poison.
Sacred damage is doubled against evil creatures, demons, or people.
Slashing
Sonic
No special effect
Causes the deafened effect for a number of minutes equal to the spells
damage, armour piercing.
Restrictions
Ineffectual against
magical armour and
wood.
None
Effect does not activate
on soft armour
Effect is negated by
magic armour
Should not be used in
metal armour.
Heals evil aligned
characters.
None
none
Creatures with less than
5 int receive half
damage.
none
Heals good, aligned
creatures.
none
none
Reagents
All spells require a reagent to be cast, some require specific ones, while other s require any
slightly arcane piece to function. Reagents when used cause strange effects on spells, some more
useful than others. Alchemists can combine regents to make elixirs, poisons, and other useful
items.
Name
Effect
Price
Availability
Abyssal Shells
The spell leaves an area of magical darkness wherever it was
present, if the spell does not move through the air, it instead
creates an orb of magical darkness around the victims head.
Converts a spells damage type to necrotic, casters mouth, eyes
and nose leak black fluid when using this reagent. Cannot be
used by Priests or Holy Warriors. Cannot be used for healing
50sp per use
5% of vendors
10 cp per
use.
30% of
vendors
Acrid Mold
Alchemists
bones
Angel Feather
Angel Rot
Apple of
Paradise
Berserkers
Draught
Blood
Blood of a
Dwarf
Blood of a
Dragon
Blood of an Elf
Blood of a
Lycanthrope
Blood of an Orc
Blood of a
Unicorn
Broken Teeth
Cadmium
Cats Eyes
Chili Pepper
spells.
Alchemists can directly control what this changes into once it
comes in contact with blood, additionally, they must be able to
transmute it.
Changes the spells damage type to Sacred, allows sacred
damage spells to damage good, aligned creatures at half
damage.
Whoever the spell hits, a blinding light is created that all
observers must make a spells and spell like effects check
against.
The spell creates a 5x5 foot cube on impact, any person inside
this cube is paralyzed.
The spell causes whoever has been hit by it to attack the nearest
person with feverish desire for 1d4 turns.
Human blood, any summoned creatures remain in the real world
for an additional 1d10 hours. When used with a healing spell,
the recipient cannot be banished to another plane for 1d10
hours.
If the spell touches stone, that stone is turned into a sticky oil
(difficult terrain) for 1d10 hours.
The spells damage type is changed to fire, any surface the spell
touches is instantly ignited. Metal and stone melt and become
lava, anyone touching these receives 5d10 fire damage.
The spells range or area of effect is doubled, but its damage is
halved.
When the spell is used at night, any surface that the spell is in
contact with creates an anti-magic field, that when stood on,
prevents the use of any magical abilities.
When in contact with dirt, soil or sand, the spell creates a
poisonous gas that lingers for 1d4 turns in an area equal to the
spells area of effect +5 feet.
When used on a healing spell, the effects are doubled, when use
don any other spell, its damage is doubled against demons.
When used on a healing spell, it now deals damage. When used
on a spell that contacts any other surface, that surface is turned
into flesh.
Undead raised with cadmium as the reagent gain two extra hit
dice. Other spells have their damage changed to poison.
The spell becomes invisible when casted.
50sp per
use.
75% of all
vendors
50sp per use
5% of all
vendors
15 sp per
use
15% of all
vendors
50 sp per
use
10cp per use
25% of all
vendors
35% of all
vendors
50% of all
vendors
1cp per use.
5cp per use
25sp per use
10cp per use
50sp per use
60% of all
vendors
1gp per use.
1% of all
vendors
75% of all
vendors
2cp per use
50cp per use
1sp per use
5cp per use
50sp per use
Elves Ears
Changes the spells damage type to necrotic, allows the user to
deal necrotic damage to demons.
The spell cannot affect your allies, turns stone into grass and
grass into stone when the spell contacts a surface.
When the spell contacts a surface, it is turned into living wood.
Extracted
When the spell contacts wood, the wood is covered in sap and
5cp per use.
Dark Water
Demon Horn
Dogs Tail
45% of all
vendors
4% of all
vendors
7cp per use
The spells damage type is changed to fire, any surface the spell
touches lights on fire, dealing 5 fire damage if it is stepped on
for a full turn.
If a spell touches water, it becomes stone, if a spell touches
stone, it becomes water, though both only affect this change to a
foot deep.
The spells damage type is changed to psychic.
Crabs Claws
40% of all
vendors
8% of all
vendors
45% of all
vendors
30% of all
vendors
65% of all
vendors
5cp per use
50% of all
vendors
5sp per use
20% of all
vendors.
5% of all
vendors
20% of all
vendors
50% of all
vendors
60% of all
5sp per use
12cp per use
Dryad Sap
Eye of Newt
Fat of a Giant
Flagellates Skin
becomes difficult terrain.
The spells damage type is changed to lightning, the spell will
jump to a nearby creature, provided they are within 5 feet.
The spells damage type is changed to cold.
15cp per use
10cp per use
Upon contacting a surface, the surface is changed to human
flesh. Cannot be used by Priests or Holy warriors.
When the spell is hits a creatures, Ignore AV, and damage
resistances. Additionally, upon using this reagent, you grow
horns on your brow that fall of in 1d8 days.
The tears of an Imp, when this spell contacts a demonic
creatures, they are banished for 1 turn.
The spells damage type is changed to sonic.
25cp per use
When this spell touches flesh, any other flesh (even separated
by cloth) fuses to it, requiring a spells and spell like effects save
to escape, until then, the character cannot move. Escaping deals
3d6 damage.
When the spell contacts the flesh of a humanoid, that flesh
becomes oily and flammable (doubles fire damage).
When the spell touches water, that water becomes blood.
40sp per use
If the spell touches the ground a magic user is standing on, the
magic user is paralyzed for 1d4 turns.
The area the spell contacts is turned into stone and petrified
instantly for 1d12 turns.
No effects, when throw in a vial, the splashed area covers one
meter.
Turns wood into water wherever the spell touches.
50sp per use
Turns metal into orc flesh, bone, and skin wherever the spell
touches.
Reverses the gravity of whatever surface the spell touches,
simulating flight up to five feet.
Turns stone into mud, the mud is poisonous and deal 1d4
damage per foot a person movers in it. Affects whoever the
spell touches.
Whenever the spell contacts metal, the metal is converted into
soil.
Changes the spells damage type into slashing.
35cp per use
Whenever the spell contacts fire, it is converted into water.
55cp per use
45sp per use
Torturers Hand
Changes the spells damage type into poison, whenever the spell
contacts stone, it is turned into quicksand (difficult terrain).
Turns any flesh the spell touches down to a 1/16 th of an inch
into water.
Any hole (up to 1 foot) the spell contacts is filled with dirt,
including mouths.
Wherever the spell touches soil, spiderwebs are created that half
the movement speed of anyone walking on it.
Whenever the spell contacts flesh, the skin is removed.
Turtles shell
When the spell contacts cloth, it is turned into metal.
50sp per use
Great Wyrms
Scales
Imp Tear
Jesters Tongue
Keratinous
Heart
Lovers Lips
Murderers
Hands
Magicians
Fingers
Medusas Eyes
Neutral Regent
Nu’Rataks gem
Orcs Teeth
Pixie dust
Putrid Muck
Rancid soil
Raptors Talons
Salamanders
skin
Scorpions Tail
Sirens Skin
Slug
Spiders Web
75sp per use
1gp per use
55sp per use
25cp per use
30sp per use
2gp per use
1cp per use
8cp per use
5gp per use
50sp per use
30sp per use
10cp per use
10cp per use
20cp per use
45cp per use
1gp per use
vendors
70% of all
vendors
40% of all
vendors
25% of all
vendors
5% of all
vendors
10% of all
vendors
20% of all
vendors
15% of all
vendors
9% of all
vendors
5% of all
vendors
5% of all
vendors
10% of all
vendors
100% of
vendors
65% of
vendors
40% of all
vendors
10% of all
vendors
20% of all
vendors
5% of all
vendors
20% of all
vendors
60% of all
vendors
65% of all
vendors
35% of all
vendors
80% of all
vendors
90% of all
vendors
5% of all
vendors
40% of all
vendors
Unicorn Horn
The spell deals double damage to creatures of an evil alignment
85sp per use
Village Idiots
Brain
Violin strings
Whenever the spell contacts a creature, their intelligence
attribute is temporarily reduced to 5 for 1d6 hours.
Converts the spells damage type to sonic, anyone contacted by
the spell loses the ability to speak.
When the spell contacts blood, it is turned into acid, dealing
2d12 acid damage per action taken while still in contact with the
acid.
When in contact with any fluid, it is converted into blood.
1gp per use
Causes flesh to grow large tumors that reduce the targets HP
maximum by the amount of damage dealt for 1d4 days.
Instantly boils water into steam if the spell touches it.
1gp per use
The user becomes invisible when the spell is casted, but the
spell instantly alerts everyone in a 100-foot area.
5gp per use
Werewolf fangs
Witches Nose
Wrought Flesh
Xerxes Tears
Zebra Pelt
50sp per use
75sp per use
80sp per use
35cp per use
5% of all
vendors
10% of all
vendors
65% of all
vendors
75% of all
vendors
50% of all
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10% of all
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35% of all
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Spells
Hand of grace
5 points
Ritual and Reagents: Any, small chant
Basic
Priest
1 action
3 points
Ritual and Reagents: Any reagent, Speaking a small
prayer
Effect: Instantly heals another creature that you can
touch for 1d8 hitpoints.
Effect: Upon the weapons next strike, it will deal 3d8
fire damage to the target, if they parry the strike, the
sword is damaged by that amount. The weapon
counts as magical.
Jesters Cackle
Basic
Ranged attack
Imbue Faith
Basic
Imbue
Priest
1 action
5 points
Ritual and Reagents: Any Reagent
Effect: the weapon deals an extra 3d8 sacred damage
on its next successful strike, if the strike is parried,
the opponents weapon is damaged by that amount.
The weapon counts as magical
Imbue Hatred
Magic user, Psychic
1 action
3 points
Ritual and Reagents: Any, audibly laughing
Effect: the spell creates a six-foot cone of sonic
energy. Creatures must make a Spell and Spell like
effect save to not be knocked prone and receive 5d6
sonic damage. passing the save prevents any damage.
Killing Tide
Basic
Ranged attack
Any Class
Basic
2 actions
Imbue
8 points
Any class
Ritual and Reagents: Any, Water on the ground
1 action
Effect: A 6ft tall 10ft wide wave of water erupts from
the ground and moves to the maximum spell range of
the caster. A spell and spell like effects save is
needed to avoid being hit. If this check is failed, the
creature is knocked prone and takes 5d6 cold
damage.
Effect: You gain the ability navigate ruins,
additionally, you can read any language that is
currently ‘dead’, without activating curses. You
cannot see traps.
Killing Word
Advanced
Master
Any class
Curse
One action
Magic user
15
1 action
Ritual and Reagents: Chili pepper
Fireball
AoE
50 points
Effect: Any creature with less than 8HD instantly
wither into ash upon hearing the word. Ineffectual on
beings of Constructed, Divine or Undead origin.
Effect: A sphere of fire erupts from your hand,
creating a 25-foot sphere on impact, any creatures
inside of this radius receive 6d10 fire and 2d10 sonic
damage, a spell and spell like effect save is needed to
avoid being burned, though you will still receive the
sonic damage.
Knightly Courage
Gray’s Flying Sword
Basic
Basic
Priest
Ranged attack
1 action
Any class
4 points
1 turn
Ritual and Reagents: none
3 points
Ritual and Reagents: Demon Horn, Speaking the
word
Effect: to any creature that can hear you and
understand your language, you may say a prayer
which emboldens them. For 1d8+2 turns, they cannot
be frightened, additionally, they cannot be blinded or
deafened.
Reattachment
Basic
Priest
Ritual and Reagents: Raptors Talon
Effect: A flying sword of blue energy floats above
you and flies forth to stab your opponent. If it hits,
the enemy receives 4d10 piercing damage. the
weapon is considered magical and can go around
basic obstacles, though you must be able to see the
target.
Burnings Eyes of the Pharaoh
Five minutes
Basic
8 points
Curse
Ritual and Reagents: Any non-decayed limb, prayer
Psychic
One action
Effect: to an area which is missing a limb, you may
attach the limb of a creature of the same creature type
to the stump. The limb will have a +3 penalty on any
task for 3 days.
Abdul Al-Hazred’s Crypt sight
Basic
Cleric, Magic
User
One minute
10 points
Ritual and Reagents: Any
15 points
Ritual and Reagents: None
Effect: The enemies eyes light on fire and blind them,
dealing 3d6 psychic damage. The spell can be
resisted with a successful Psionics save.
Hymn of Nourishment
Basic
Priest
Five minutes
15 points
Any Class
Ritual and Reagents: Any, Prayer
Reaction/Free
action
6 points
Effect: Anyone who joins the caster in prayer ceases
to be hungry, having eaten the equivalent of a meal.
This effect can be benefited from once per day and
only followers of the casters god.
Sieggestiges Envenomed Thought
Basic
Ranged attack
Psychic
One Action
15 points
Ritual and Reagents: none
Effect: A spectral Viper strikes out from your
forehead and bites down on your opponent, dealing
4d8 psychic damage. after the first turn, they receive
2d6 poison damage per turn for 1d4 turns.
Rules of Nature
Ritual and Reagents: Eye of Newt
Effect: Allows the user to instantly teleport 10 feet in
any direction that they can see, teleporting through a
small hole increases the rolls difficulty by +5.
Seed of the Putrescent father
Advanced
Ranged Attack
Priest
One action
20 points
Ritual and Reagents: Rancid soil, Cadmium
Effect: (user cannot wear a helmet) The user vomits
forth a 9-foot cone of necrotic fluid, which lingers on
the ground. Anyone who touches the fluid receives
4d6 necrotic damage. The fluid lingers on the ground
for 2d10+5 turns. The fluid counts as water.
Advanced
Curse
Priest
One Action
Azov’s Hand
15 points
Basic
Ritual and Reagents: Rancid Soil
Priest
One action
Effect: Creatures from other planes are unable to cast
their magic, and, if they can fly, they lose the ability.
Additionally, when cast upon dragons, undead and
eldritch creatures, they become unconscious for 1d10
turns.
Shadowed hands
Basic
Psychic
One minute
5 points
Ritual and Reagents: Any
Effect: A glowing white hand appears; it can lift
weights up to ten pounds and move up to 50 feet
away. The hand can make attacks with light weapons
and uses the users spell casting stat for BRN and INT
for NIM. The hand persists for two hours, or until the
user takes damage.
5 points
Viziers Hand
Ritual and Reagents: Any
Basic
Effect: the users hands appear to be at their side,
however, a difficult KNO(perception) check will
reveal that they are an illusion, and that their real
hands are doing any non attack action. Adds a +80%
to the pickpocket thief skill and allows non thieves to
roll for it. The spell may be casted on another willing
creature.
Quick Step
Basic
Magic User,
Psychic
Casting time
Magic cost: 5
Ritual and Reagents Any
Effect: A glowing blue hand appears; it can lift
weights up to fifteen pounds and move up to fifty feet
away. The hand can be used to cast spells and can be
used to look around corners. The spell lasts two hours
or until the user takes damage.
Ceremony
Elemental Ray
Basic
Basic
Priest
Ranged attack
One hour
Magic user,
Psychic
One action
5 points
Ritual and Reagents: Any, Prayer
Effect: You may preform one of the following:
1.
2.
3.
4.
5.
Marriage: You marry two people, for 10
days, they are immune to the charmed effect.
Only members of your faith can benefit from
this.
Initiation: The recipient becomes part of
your religion and may gain benefits from
other hymns and prayers that require it.
Baptize: Should the character approach
honestly, their alignment is set to neutral.
Demons and Undead may not benefit from
this and doing so willingly instantly destroys
them.
Rite of Battle: for three hours after this
Rite, the character gains a +5 to NIM, BRN,
GRT, VIT. Only members of your faith may
benefit from this.
Funerary Rite: Once used on a corpse, they
cannot be resurrected in any way, shape or
form and their parts cannot be used for
necromantic rituals.
Harm
Basic
Magic user,
Psychic
One action
5 points
Ritual and Reagents: Any
Effect: the spell creates a 2-foot beam of Cold, Fire
or lightning damage. When the spell hits, it deals 6d6
damage. You must record this spell multiple times as
it may only benefit from one of those three damage
types.
Elemental Cone
Advanced
Ranged
attack
Magic user,
Psychic
One action
5 points
Ritual and Reagents: Any
Effect: the spell creates an 8-cone beam of Cold, Fire
or lightning damage. When the spell hits, it deals 8d6
damage. You must record this spell multiple times as
it may only benefit from one of those three damage
types.
Lightning Bolt
Advanced
Ranged Attack
Magic User
One action
1 points
15 points
Ritual and Reagents: Blood
Ritual and Reagents: Eye of Newt
Effect: make an attack with your fist, using
intelligence as your skill to hit, and deal 2d6 necrotic
damage if you hit.
Effect: A lightning bolt erupts from your outstretched
fingers and hits the target for 5d6 lightning damage
before jumping to the next nearest person so long as
they are within five feet, doing so halves the damage
to 2d6 before jumping to the next nearest person,
again at half damage.
Minor Restoration
Basic
Priest
One action
Special cost
Ritual and Reagents: Any
Effect: Instantly heals 1d6 hitpoints, you may also
spend up to five Faith points to as a +1 to +5 bonus to
that healing.
Smite
Basic
Imbue
Priest
One Action
5 points
Ritual and Reagents: Eye of Newt
Effect: Imbuing a weapon with divine energy, the
next strike marks an opponent for death. On their
turn, they must make a spell and spell like effects
save or be struck by a lightning bolt for 4d6 lightning
damage.
Light of God
Effect: Causes a permanent searing pain in the arm of
a victim that can only be removed with an exorcism
spell or by the user. Increases grit tests to near
impossible.
Exorcism
Basic
Basic
Priest
Priest
2 hours
One action
15 points
7 points
Ritual and Reagents: Unicorn Horn
Ritual and Reagents: Angel Rot
Effect: Illuminates an object, creating a fifteen-foot
sphere of light from it that illuminates magical and
non magical darkness. Evil creatures are unable to see
using this light. This lasts for 1d8 hours
Light
Effect: Removes any curses from a person and
excises any demons inside of them. In the case of
possession, the possessor must pass a Magic save to
not be drawn out.
Control Weather
Advanced
Basic
Magic user
Magic User,
Psychic
One action
One Hour
5 points
Ritual and Reagents: Xerxes Tear, A Sapphire worth
at least 5RP
Ritual and Reagents: any
Effect: Creates an orb of light in your hand that
illuminates a fifty-foot sphere of light. The light
penetrates magical darkness and can easily be seen
from a five miles way.
Commune
Advanced
Priest
Three actions
9 points
30 points
Effect: Allows you to control the weather in a 50mile radius for 3d4+1 days, the weather will stay like
this consistently and not change in force or kind.
Heart Stopper
Advanced
Ranged Attack
Psychic
One action
30 points
Ritual and Reagents: Angel Feather
Ritual and Reagents: none
Effect: Allows a player to contact their god, and ask
three yes or no questions, the spell can only be casted
once a week, and the gods do not take lightly to
foolish questions
Effect: using a huge well of psychic energy, the
caster can stop the heart of one person they see,
forcing a psionic save. Failing this save deals 10d12
perfect damage.
Humerus Torment
Major restoration
Master
Curse
Cleric
1 minute
50 points
Ritual and Reagents: Blood of victim, Bone of
Victim, Broken Teeth
Advanced
Priest
One action
Special
Ritual and Reagents: Unicorn Horn
Effect: restores a number of d6 hitpoints equal to the
number of points you use to cast this spell.
Summon Lesser Demon
20 points
Ritual and Reagents: Angel Rot, Angel Feather
Basic
Summon
Magic User
Effect: Summons an Angel of your choice with 10 or
fewer HD for thirty minutes
5 actions (1
minute)
15 points
Summon Greater Angel
Ritual and Reagents: Imp Tears, Demon Horn
Master
Summon
Effect: Summons a Demon of your choice with five
or less HD for one hour.
Summon Demon
Priest
15 actions (three
actions)
25 points
Ritual and Reagents: Angel Rot, Angel Feather
Advanced
Summon
Magic User:
Effect: Summons an angel of your choice with 15 or
fewer HD for fifteen minutes.
10 actions (2
minutes)
25 points
Summon Critter
Ritual and Reagents: Imp Tears, Demon Horn
Basic
Summon
Effect: Summons a Demon of your choice with ten or
less HD for thirty minutes
Summon Greater Demon
Any Class
One action
5 points
Ritual and Reagents: Broken Teeth
Master
Summon
Magic User
15 actions (three
minutes)
25 points
Ritual and Reagents: Dragon Blood, Demon horn
Effect: Summons a demon of your choice with fifteen
or less HD for fifteen minutes.
Summon Lesser Angel
Effect: Summons an animal of your choice with three
or fewer hit dice for two hours.
Summon lesser Fae
Basic
Summon
Magic User,
Priest
Five actions
(one minute)
10 points
Ritual and Reagents: Dryad Sap
Basic
Summon
Priest
Effect: summons a Fae of your choice with 5 or less
HD for one hour
5 actions (one
minute)
15 points
Summon Fae
Ritual and Reagents Angel Rot, Angel Feather
Advanced
Summon
Effect: Summons an angel of your choice for 5 or
fewer HD. The angel remains for 1 hour.
Summon Angel
Magic user and
Psychic
Ten actions
(two minutes)
15 points
Advanced
Ritual and Reagents: Dryad Sap
Summon
Priest
10 actions (two
minutes)
Effect: summons a Fae of your choice with 10 or less
HD for half an hour
Summon Greater Fae
Master
Casting time
Summon
Magic cost
Magic user and
Psychic
Casting time
Ritual and Reagents:
Magic cost
Effect
Ritual and Reagents: Dryad Sap
Warp Flesh
Effect: summons a Fae of your choice with 15 or less
HD for 15 minutes
Advanced
Curse
Summon Eldritch Thing
Priest, Magic
user
Three actions
Advanced
25 points
Summon
Ritual and Reagents: Chant, Wrought Flesh
Psychic
15 actions (three
minutes)
40 points
Ritual and Reagents: Black water, Abyssal Shells
Effect summons an eldritch thing of your choice
below 15 HD for thirty minutes.
Effect: a painful warping and spasming of the flesh
occurs on the body, roll 1d12 as if you were hitting a
person, until a remove curse spell is used, those body
parts switch, additionally, their hit locations switch.
Bone Claws
Advanced
Summon Dire Beast
Advanced
Priest, Magic
user
Instant
Summon
5 points
Any Class
Ritual and Reagents: Broken Teeth
5 actions (one
minute)
10 points
Ritual and Reagents: Broken Teeth, The Blood of a
magical creature
Effect: Summons an animal of your choice below 10
HD for one hour.
Effect: Large claws sprout from your hands, they hit
as fists, but use your spell casting ability to hit and
deal 4d10 slashing damage.
Beast Teeth
Basic
Flay
Priest, Magic
user
1 action
Advanced
5 points
Imbue
Ritual and Reagents: Broken teeth
Magic User
One action
15 points
Ritual and Reagents: Cadmium
Effect: The weapon this is applied to must be thrown
or melee. Upon its next strike, the opponent is
skinned alive and enters the bleed out phase. If they
succeed, they are immune to your magic for the rest
of combat.
Spell Name
Skill Level
Tag
Class limits:
Effect: The caster (or the effected person, so long as
they are willing) gains teeth like a dog for 1d10 hours
which they may use to make the same biting attacks
as a dogs.
Erie Ward
Basic
Priest, Magic
user
Instant
15 points
Ritual and Reagents: Any
Effect: Potentially as a reaction, a ward of lost souls
is created that shield the caster as a tower shield. The
shield additionally blocks magical attacks from
ranged attack and directional (cones, beams and
walls) with an additional +5 to AV. The shield costs
5 magic points per turn to maintain.
Serpent Call
Advanced
Magic User
One Turn Delay
15 points
Ritual and Reagents: Blood of a magical creature,
blowing into a whistle
Effect: the head of a great snake erupts from beneath
the location where the caster is currently standing on
the next persons turn. The area affected is a 10-foot
sphere .A successful Explosions and Traps save is
required to evade the trap, failure results in the person
receiving 10d6 poison damage (snake venom) and
5d12 piercing damage, a successful save negates all
damage.
Silence
Basic
AoE
Any Class
Two actions
10 points
Ritual and Reagents: Any
Effect: the spell creates a zone of silence for five
minutes over a 25-foot sphere, things inside the
sphere cannot be heard and things outside of it cannot
be heard in turn. The spell can be extended by one
minute for two additional points for every additional
minute.
Assassins Choke
Basic
Ranged Attack
Psychic
Instant
5 points
Ritual and Reagents: none
Effect: a person begins to choke to death, following
normal choking rules unless they resist your psionics
save.
Darkness
AoE
Priest, Magic
user
Instant
15 points
Ritual and Reagents: Any
Effect: the spell creates a zone of Darkness for five
minutes over a 25-foot sphere, things inside the
sphere cannot be seen and things outside of it cannot
be seen in turn. The spell can be extended by one
minute for two additional points for every additional
minute.
Charm person
Basic
Curse
Psychic, Magic
user
Instant
5 points
Ritual and Reagents: any
Effect: a person must succeed a psionics or spell and
spell like effects to resist your charms, on a
successful role, they are unaffected, on a failed roll,
charisma rolls decrease by one difficulty level,
additionally, you use your spellcasting ability in place
of charisma. The spell lasts until the end of your
conversation.
Sleep
Basic
AoE
Any Class
Instant
10 points
Ritual and Reagents: Any
Effect: The spell forces a spell and spell like effects
on the victim. On a successful roll against the spell,
nothing happens. On a failed roll, the person is put to
sleep for 1d10 minutes. This can be increased by one
minute for every additional magic point you spend on
the spell to a maximum of 25 minutes.
Activate Device
Basic
Any Class
Instant
7 points
Ritual and Reagents: Piece of the device (optional)
Basic
Effect: Activates a nonmagical device such as a
clock, lock, pulley or pistol that you can see within
10 feet of you. If the device lacks a piece of its
necessary function, that is not disposable, it will
magically replace this temporarily and cause a loud
sound audible within 100 feet.
Magic lock
Basic
Priest and
Magic User
Instant
15 points
Ritual and Reagents: Any
Effect: Creates a magical lock which cannot be
opened by anyone but the user. Note, that this does
don’t prevent methods that would destroy the door.
Magic Bullet
Basic
Ranged Attack
Psychic and
Magic User
Instant
1 point
Ritual and Reagents: Musket Ball
Effect: unless the user cannot see, this spell always
hits a person in the torso and deals 1d10 perfect
damage. the spell glows a bright blue and leaves a
lingering trail.
Vincible
Skill Level
Curse
Class limits:
Effect: in your head, your character must think of a
house and number/face of a card. Upon casting the
spell, your card switches with the card in the deck,
this can be the discard pile, cards in play, in the deck,
up other peoples sleeves, in other peoples hands or
within a half mile radius. The change is instant but
can only be done once every five seconds.
Simple Magic
Basic
Magic user,
Psychic
instant
Magic cost: 5
points
Ritual and Reagents: Any
Effect: the spell allows you to instantly clean, soil,
colour or flavour an object. Additionally, you may
create an object that lasts for five minutes which is
able to fit in the palm of your hand (average human
male). Additionally, you may create a symbol on a
wall which lasts for up to five hours and is no larger
than 10x10 feet. You may also make soft, barely
audible sounds within five feet of a person you can
see within 10 feet of you.
Runic Scrawl
Advanced
Class limits:
Casting time
Magic cost
Ritual and Reagents:
Effect
Spell Name
Casting time
Skill Level
Magic cost
Tag
Ritual and Reagents:
Class limits:
Casting time
Effect
Ace in the Hole
Basic
Psychic, Magic
User
instant
1 point
Ritual and Reagents: Any two cards from the same
deck.
Magic cost
Ritual and Reagents:
Effect
Magic Items
Demon Messer
Very Rare Weapon, Sabre
This sword from the depths of hell is made of a long,
slightly curved purple blade with a hilt made of
obsidian wrapped in human skin. The blade deals
15d10+3 slashing damage and doubles the time it
takes for all wounds to heal. Demon Messers are
prized among duelists for their ever-sharp blades.
Any game of chance can be manipulated, often made
by thieves guilds or amateur wizards for pocket
money, these allow the user to change the outcome of
their play, such as changing their cards to a royal
flush, the location of a stone ball to another cup or the
face of a dice to another side, note, that if the device
is multiple items, or, like a dice, has multiple faces,
the other items and faces cannot change.
Gotzrig’s Sword
Flagellates Saintly Whip
Unique magic item, Great or Greatest Sword
Rare weapon, whip
The weapon is a whip made of the taught leather of a
flagellate; you can hear a faint sobbing if you bring it
close to your ear.
The sword of the half mad king Gotzrig. The sword is
made of a deep red metal that is connected to a hilt
with a long guard made of intricately engraved iron.
The handle is long and coiled and the pommel is
made of an austere metal orb that is warm to the
touch. The blade is razor sharp, and, upon dealing a
killing blow to an enemy, the amount of damage dealt
is restored to the player, additionally, the sword can
damage incorporeal creatures and ignores specific
weapon restrictions (such as a werewolf needing to
be killed with silver). The weapon deals 20d12+5
slashing damage. the weapon cannot kill members or
descendants of Gotzrig, and any damage dealt to one
will be dealt to the user.
Weapon Wand
Gotzrig’s Helmet
Uncommon Weapon, any melee weapon
Unique magic armour, Helmet
A weapon able to be used as a spell casing focus,
eliminates the casting time of Imbued spells. Any
Spell Blade caught without one is good as dead.
Wearing this helmet causes the users eyes to glow a
piercing yellow beneath the beautiful, subdued
copper colour, the helmet has a large crimson crest on
the top and the side of the helmet has the crest of
House Restoiger, or Gotzrig’s house. The helmet
allows the user to gain the ability to see any invisible
or undetectable creatures and allows the user to be
understood in any language. The helmet makes the
users voice sound like the lash of lighting and adds a
-5 to intimidation rolls. The helmet provides 50 AV
to the head.
The weapon deals no damage on its first strike;
however, you can opt to whip yourself, which
increases it’s damage to 1d4+2, every time you do
this (using the new damage each time), the whips
damage increases by that amount. Upon the whips
next strike of another person, it deals that amount of
damage to them. The whip maintains this charge for a
week and the charge of other people does not transfer
into it.
The weapon has a slight glow to it.
+1, +2, +3, +4, +5 Weapon
Uncommon Weapon, Any Weapon
A weapon that deals an extra amount of damage of its
own or any damage type as determined by the
referee.
Cheaters Cards, Dice and Cups
Uncommon item
Monsters & Men
The primary antagonists of this world are Mankind and his permutations, as though magical
beasts are frightening and powerful, the exist in the periphery of most stories. For whom feeds
the dragon his virgin sacrifices, a mad king, a man. Additionally, many of these beasts will be
powerful and nigh impossible to kill, this, of course, is a purposeful design choice, as hunting
these beasts requires more than simple brawn or magic to succeed.
Creature types
There are several broad categories of creatures, some of which even have special rules for their
existence, these will be explained in their own categories.
❖ Angelic: Pure and truly good beings, angels cannot be slain by non magical means and
automatically resist all damage, except for necrotic, which they are weak to.
❖ Beast: these are common beasts of the land; they are unaligned unless otherwise stated
and possess no special rules for their use in play.
❖ Construct: Constructed beings, immune to Necrotic, Poison and Psychic damage.
❖ Demon: Evil beings, demons cannot be truly slain without knowledge of their true name,
otherwise, they are simply banished back from whence they came for 1d4 decades, unless
they are exceptionally powerful.
❖ Dragon Kin: This category includes the True Dragons(two or more wings, four legs),
Lesser dragons (Hydra, Wyvern, Sea serpents) and Dragon Kin (to numerous to mention)
❖ Eldritch things: Hailing from the place beyond this world, Eldritch Things are immune to
psionic attacks and take half damage from magical weapons. Eldritch things are rare and
universally very powerful.
❖ Fae: Fae are any creature related to Faeries, such as elves, pixies, leshy, etc.
❖ Giant Kin: This includes all varieties of Giant, such as Six Fingered Giants (Nephilim),
True Giants and all forms of troll.
❖ Humanoids: All vaguely humanoid creatures of a mostly natural nature.
❖ Monstrosities: Creatures that are monstrous in nature but still hail from the natural
worlds, unlike beasts, monstrosities tend to be evil and malevolent to mankind.
❖ Undead: Creatures raised from the dead through means other than true resurrection.
Immune to poison, mind control and undead with 10 or lower INT cannot feel pain and
therefore automatically pass grit checks related to it, additionally, they do not become
exhausted, cannot suffocate and cannot be killed by sonic damage.
Size
All creatures fall into some size category, every size level a creature goes up, the range of their
attacks double. These sizes are: Miniscule, Tiny, Small, Medium, Large, Enormous, Colossal
and Leviathan.
Experience points
When attacking a monster, consult the below table for how much experience you will receive for killing a monster.
Number of Dice
1
2
3
D4
5 XP
10 XP
15 XP
D6
10 XP
20 XP
30 XP
Type of Hit Dice
D8
15 XP
30 XP
45 XP
D10
20 XP
40 XP
60 XP
D12
25 XP
50 XP
75 XP
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20+
20 XP
25 XP
30 XP
35 XP
40 XP
45 XP
50 XP
100 XP
150 XP
200 XP
250 XP
300 XP
350 XP
400 XP
450 XP
500 XP
550 XP
40 XP
50 XP
60 XP
70XP
80 XP
90 XP
100 XP
200XP
300 XP
400 XP
500 XP
600 XP
700 XP
800 XP
900 XP
1000XP
1100 XP
Name
60 XP
75 XP
90 XP
105 XP
120 XP
135 XP
150 XP
300 XP
450 XP
600 XP
750 XP
900 XP
1050 XP
1200 XP
1350 XP
1500 XP
1650 XP
80 XP
100 XP
120 XP
140 XP
160 XP
180 XP
200 XP
400 XP
600 XP
800 XP
1000 XP
1200 XP
1400 XP
1600 XP
1800 XP
2000 XP
2200 XP
100 XP
125 XP
150 XP
175 XP
200 XP
225 XP
250 XP
500 XP
750 XP
1000 XP
1250 XP
1500 XP
1750 XP
2000 XP
2250 XP
2500 XP
2750 XP
20
15
20
10
12
15
Grit: -1D damage from Weapons and Magic
Type/Race, Size, Alignment, Class (if any)
17
Hit dice:
Longbow: 0 to hit, 4d10 piercing damage, 700ft
maximum range, 10 arrows
AV:
Spear: -1 to hit, 4d6 piercing damage, 10ft reach.
Movement speed: walk
(run)(Fly)(Burrow)(swim)(Climb)
Riposte: As a reaction to a missed attack, the bandit
makes an attack
Languages:
Draft Horse
BRN
CHR
GRT
INT
KNO
NIM
VIT
SPC
Beast, Medium,
Damage Immunities, Resistances, Weaknesses:
Hit dice: (26)4d12
Passive Features:
AV: 0
Actions and Reactions:
Movement speed: 50 (100)
Spells (if any):
BRN CHR GRT INT KNO NIM
30
10
15
5
1
25
Fragile Legs: The horse takes an extra dice of
damage to its legs.
Bandit
Human, Medium, Evil, Warrior 1
Trample: If the horse steps on a prone character, it is
considered a kick attack.
Hit dice:(18)4D8
AV: 10, whole body (boiled leather), Arms and chest
20 (round shield)
Movement speed: 20 (40)
CHR
GRT
INT
KNO
NIM
Kick:-5 to hit, 5d12 bludgeoning Damage, 5 ft reach,
brutal.
Riding Horse
Languages: Two, one racial, any other common
language
BRN
VIT
15
Beast, Medium,
VIT
Hit dice: (28)4d12+2
AV: 0
Movement speed: 50 (100)
BRN
CHR
GRT INT KNO
NIM
30
10
20
5
1
25
Grit:-1D damage from magic and weapons
VIT
20
Cavalry: If the creature uses its dash action, the
enemy must make a strength contest to not be
knocked over if it or the ride makes an attack.
35
5
25
5
5
18
Damage Immunities, Resistances, Weaknesses:
Bludgeoning, slashing, and piercing from nonmagical sources, Fire
25
Regeneration: Unless burnt by fire or magical
weapons, the troll regains 2d12 hitpoints at the end of
it’s turn and regrows lost limbs in 1d4 days.
No bleed out: A troll does not bleed out and must be
utterly destroyed, decapitated, or remain at 0 hp for 1
hour to die.
Fragile Legs: The horse takes an extra dice of
damage to its legs.
Trample: If the horse steps on a prone character, it is
considered a kick attack.
Bite: -5 to hit, 6d12 piercing damage, armour
piercing and brutal. 10-foot range inflicts troll
sickness.
Claw swipe:-5 to hit, 4d12 slashing damage, brutal.
10-foot range. Target must win a strength contest to
not be knocked prone.
Kick:-5 to hit, 5d12+2 bludgeoning Damage, 5 ft
reach, brutal.
War Horse
Trolls are vile beasts, born of slime and sludge,
adventurers should be warry to keep away from them
as they are know to carry diseases like troll sickness.
Beast, Medium,
Hit dice: (28)4d12+2
Knight
AV: 0
Human, Medium, Any (usually good), Warrior 10
Movement speed: 50 (100)
Hit dice: (44) 8d10
BRN CHR GRT INT KNO
NIM
30
10
20
5
1
25
Grit:-1D damage from magic and weapons
VIT
20
AV:30, whole body (plate)
Movement speed: 20(40)
Languages: one Racial, two others.
Cavalry: If the creature uses its dash action, the
enemy must make a strength contest to not be
knocked over if it or the ride makes an attack.
BRN
CHR
GRT INT KNO
NIM
25
20
25
17
15
25
Grit: -2D damage from magic and weapons.
Fragile Legs: The horse takes an extra dice of
damage to its legs.
Trample: If the horse steps on a prone character, it is
considered a kick attack.
VIT
18
Cavalry: rides and uses a horse, see mounted combat
rules. Warhorse AV30
3 attacks per turn
Kick:-5 to hit, 5d12+2 bludgeoning Damage, 5 ft
reach, brutal.
Lance: -2 to hit, 8d12 piercing on horse back. 10ft
range.
Forest Troll
Great sword: -2 to hit, 10d12 slashing (brutal. 10ft
range.
Giant Kin, Large, Evil
Lunge: The knight leaps 10 feet forward and makes
an attack with his great sword, the knight rolls full
damage, and, if any dice roll a 12, he rolls an
additional dice, until a 12 is not rolled.
Hit dice: (66) 12D10
AV: 30 (whole body)
Movement speed: 30(60)
Parry: when both characters hit with their attack, the
knight does not take damage.
Languages: Troll, Goblin
BRN
CHR
GRT
INT
KNO
NIM
VIT
Riposte: When a player makes an attack and misses,
the knight may return an attack instantly.
Battle Axe: -1 to hit, 6d8 slashing (maiming), 5 ft
reach)
Knights of this world often carry great swords as
status symbols, though the are impractical in the tight
corridors of castles, they are menacing on the
battlefield.
Or
Dungeon Knight
Longsword: -1 to hit, 6d8 slashing (brutal), 5 ft reach.
Brutal Attack: +5 to hit, if the character hits, deal
maximum damage and roll two extra damage.
Riposte: if an enemy fails to hit the Viking, it may roll
to hit them instead.
Human, Medium, Any (usually good), Warrior 10
Hit dice: (44) 8d10
Spell Blade
AV:30, whole body (plate) 45 arms, chest (kite shield)
Movement speed: 20(40)
Human, Medium, Neutral, Warrior 5
Hit dice: 23 (5D8)
Languages: one Racial, two others.
AV: 25 (head, arms, chest)
BRN
CHR
GRT INT KNO
NIM
25
20
25
17
15
25
Grit: -2D damage from magic and weapons.
VIT
18
Movement speed: walk
(run)(Fly)(Burrow)(swim)(Climb)
Languages: One racial, one esoteric, any other three
3 attacks per turn
Sabre: -2 to hit, 6d8 slashing (brutal. 5ft range.
Disarming attack: The knight forces a Brawn contest,
if the knight wins, the opponent is disarmed.
Parry: when both characters hit with their attack, the
knight does not take damage.
Riposte: When a player makes an attack and misses,
the knight may return an attack instantly.
The name dungeon knight is a joke, as many inhabit
castles and roam the tight corridors. Dungeon knights
are usually kept as castle guards.
Viking
Human, Medium, Usually Evil, Warrior 5
Hit dice: (23)5d8
AV: Head 20 ,Whole body 5 (Gambeson), Arms and
chest 15 (round shield)
BRN CHR GRT INT KNO
18
18
17
26
17
Grit: -1D from magic and Weapons.
Sword Staff: -1 to hit, 6d8 slashing (brutal), 10 ft
range.
Short Sword: -5 to hit, 2d6 piercing (brutal), 2 ft
range.
Lunge: The Spell Blade lunges 10 feet and makes an
attack with his sword staff. If he rolls maximum
damage on a dice, he rolls another damage dice,
repeating the process until maximum damage is not
rolled.
Riposte: If another character misses an attack against
the spell blade, he may respond with an attack of his
own.
Spells:
Quickstep
Languages: Racial
Ray of Lightning
NIM
15
VIT
17
VIT
15
Two Attacks per Turn, three actions
Movement speed: 20(40)(10)
BRN
CHR
GRT INT KNO
20
15
20
10
12
Grit: -1D from magic and weapons
NIM
29
Viziers Hand
SPC
Jesters Cackle
Imbue Hatred
Two attacks per turn
Grays Flying Sword
MAG
21
Harm
Claw swipe: -5 to hit, 5d12 slashing damage,
maiming. 10-foot range.
Pistoleer
Human, Medium, Neutral, Warrior five
Bite:-5 to hit, 7d12 piercing damage, armour
piercing, 5-foot range.
Hit dice: (23) 5d8
Coral Slug (Young)
AV: 30 chest (breastplate)
Eldritch thing, Medium, Evil
Movement speed: 30 (60)
Hit dice: (18)4d8
Languages: One Racial
AV: 20 (whole body)
BRN CHR GRT INT KNO NIM VIT
15
23
23
17
14
27
15
Grit: -3D damage from magic and weapons
SPC
Languages: Ancient Speech
2 attacks per turn and three actions
Pistol:-5 to hit, 10d8 piercing (brutal)(maiming). 50ft
range, five action reload. 15 shots
Rapier:-5 to hit, 6d8 piercing (Brutal). 5-foot range.
BRN
CHR
GRT INT KNO
NIM
20
10
15
10
10
10
Psychic Senses: Coral slugs add a characters
perception score to find a player.
VIT
15
Corrosive Body: the creatures body is corrosive and
deals 3d10 damage to anything that touches it.
Quick Draw: With a ranged weapon, before combat
begins, the Pistoleer can make 2 pistol attacks,
regardless of load time.
Spew Acid: five times a day, the Coral slug spews a
10-foot cone of acid that requires a very difficult
nimbleness check to avoid it. Acid remains where it
was sprayed, stepping in the acid deals 4d8+3 acid
damage.
Parry: if both combatants attacks hit, the other
persons attack misses.
Werewolf
Pseudopod: -3 to hit, 2d8 bludgeoning damage, 20foot range.
Monster, medium, Evil, Class
Envelop: The coral slug can make a strength contest
to restrain a creature smaller than them, every turn,
they repeat the contest or take 2d8 acid damage and
be made into a coral slug egg.
Hit dice: (144)12d12
AV: 15 (whole body)
Movement speed: 20(40)(15)
Coral Wizard (Adult Coral Slug)
Languages: none
BRN CHR GRT INT KNO NIM
40
N/A 30
5
5
40
Damage: Non silvered weapons, Magic
Movement speed: 15(30)(80)(30)
VIT
40
SPC
Lycanous: The Werewolf is invulnerable to all
magical and non silvered weapons and attacks, until
it reaches 75% HP, at which point, Melee weapons
and Ranged Weapons can damage it.
Grit: -3D Damage from damage
Beast senses: -5 to all perception checks
Carrier: any melee attacks the Werewolf lands force a
very difficult vitality save to not be afflicted with
Werewolf curse.
Eldritch thing, Large, Evil,
Hit dice: (36)8d8
AV: 20 (whole body)
Movement speed: 30 (60))(120)(60)
Languages: Ancient Speak, Telepathy
BRN
CHR
GRT INT KNO
NIM
20
15
25
15
15
15
Psychic Senses: Coral slugs add a characters
perception score to find a player.
VIT
20
Corrosive Body: the creatures body is corrosive and
deals 3d10 damage to anything that touches it.
PSY
20
Demon, Medium, Evil
Spew Acid: five times a day, the Coral slug spews a
10-foot cone of acid that requires a very difficult
nimbleness check to avoid it. Acid remains where it
was sprayed, stepping in the acid deals 4d8+3 acid
damage.
Hit dice: (28)5d10
AV: 20 (whole body) 30 (head)
Movement speed: 25 (50)(15)
Pseudopod: -3 to hit, 2d8 bludgeoning damage, 20foot range.
Languages: All languages
Envelop: The coral slug can make a strength contest
to restrain a creature smaller than them, every turn,
they repeat the contest or take 2d8 acid damage and
be made into a coral slug egg.
BRN CHR GRT INT KNO NIM VIT
40
20
25
15
15
30
25
Damage Immunities: Fire, necrotic. Immune to non
magical weapons. Radiant damage.
Spells:
Grit: -3D damage from swords and magic.
Harm
Terrifying presence: creatures must pass a difficult
grit save to not be frightened for 1d10 turns if they
can see the creature.
Lightning Beam
Killing Tide
True name: if its true name is spoken, it is
automatically banished.
Fire Ball
Demon Messer: -5 to hit, 15d10+2 slashing damage
(maiming). 5-foot reach, wounds take double the
normal time to heal. Destroyed upon death.
Giant Scorpion
Beast, Medium
Dueling techniques: The creature can use any warrior
dueling technique.
Hit dice: (22)4d10
AV: 30 (whole body)
Imp
Movement speed: 25 (50)
Demon, Small, Evil Class
Languages: none
BRN
CHR
GRT INT KNO
NIM
35
0
30
1
1
15
Damage Immunities: Slashing, Acid, Poison.
Bludgeoning, Piercing.
VIT
20
Hit dice: 2d6
AV: None
Movement speed: 5 (10)(50)
Grit: -3D damage from magic and weapons
Languages: All
Finish off: if a giant scorpion makes a character begin
to bleed out, it will attack them to cause instant death.
BRN CHR GRT INT KNO NIM VIT
5
25
15
20
20
15
15
Damage Immunities: Fire, Necrotic, non-magical
weapons. Radiant damage
Stinger: -5 to hit, 2d10 piercing+4d6 poison (armour
piercing). 10-foot range. Forces a poison save on the
wizard, on a failure, the character is afflicted with
scorpion venom.
True Name: If the demons true name is spoken, it is
banished
Claw grab: forces a strength contest against the
character, on the player failing a save, they are
grappled and receive 3d10 bludgeoning damage
(maiming) per turn.
Spell:
Weapon grab (reaction): on a failed attack against
the scorpion, it may make a nimbleness contest to
grab and disarm the player of their weapon.
Fire Beam
Azazelian
Seed of the Putrescent Father
Grays flying sword
Jesters cackle
Fire ball
MAG
25
Ritter
Languages:
Human, Size, Good, Warrior 20
Hit dice: (50)9d10
BRN CHR GRT INT KNO NIM
15
23
23
17
14
27
Grit: -2d damage from weapons and magic
AV:30 (whole body) 45 (Arms, Chest)
Two attacks per turn, 3 actions.
Movement speed: 20 (40)(Fly)
Rapier:-5 to hit, 6d8 piercing (Brutal). 5-foot range.
Languages: One racial, any five
Lunge: The duelist jumps 10 feet and makes an attack
at maximum damage, every time an eight is rolled,
they roll another dice until a eight is not rolled.
BRN CHR GRT INT KNO NIM
330
25
30
20
20
25
Grit:-3D damage from weapons and magic
VIT
30
Chivalry: The Ritter will not use lethal damage
against characters for the first round, and will not
attack if they surrender
Parry: when both characters hit each other, the other
persons attack misses
Riposte: on a failed attack against the duelist, it may
make an attack
Bravery: The ritter adds -5 to saves against being
frightened, and halves the time it should be
frightened for.
Spells (if any):
4 attacks per turn
Human, Medium, Evil, Magic User 10
Mace: -5 to hit, 9d8 bludgeoning damage (breaking,
armour piercing). 5-foot reach
Hit dice:3d6
Riposte: on a failed attack against the ritter, it may
make an attack
Lunge: The Ritter jumps 10 feet and makes an attack
at maximum damage, every time a six is rolled, they
roll another dice until a 6 is not rolled.
Parry: when both characters hit each other, the other
persons attack misses
VIT
15
Vivemancer
AV: 1 (whole Body)
Movement speed: walk
(run)(Fly)(Burrow)(swim)(Climb)
Languages:
BRN
CHR
GRT
INT
KNO
NIM
VIT
Damage Immunities, Resistances, Weaknesses:
Protective attack: When an ally is attacked within
five feet of the ritter, they may make an attack against
them.
Passive Features:
Disarming Attack: the Ritter may force a strength
contest, on a successful contest, the opponent is
disarmed.
Spells (if any):
An elite knight, not to be trifled with under any
circumstance
Beast, Medium, Good
Actions and Reactions:
Dog
Hit dice:(8)2d8
Duelist
AV: 0
Human, medium, Neutral, Warrior 15
Movement speed: 50 (100)
Hit dice: (31)7d8
Languages: Understands one, cannot speak it
AV: 25 (torso)
BRN CHR GRT INT KNO NIM VIT
18
25
15
5
5
20
15
Loyal Hound: a dog will fight to the death to protect
his master, even if he is slain.
Movement speed: walk
(run)(Fly)(Burrow)(swim)(Climb)
SPC
Bite: -0 to hit, 2d8 piercing, brutal. 5-foot range.
Pounce: The dog leaps up to 15 feet and makes a bite
attack at full damage if it is not beaten in a
nimbleness contest.
Grapple: on a successful bite attack, the dog can
force a difficult strength contest on the opponent, on
a failed contest, the dog deals double the damage of
the previous turn and restrains the victim. This
continues on the victims turn every turn until it
breaks free.
Zombie
Undead, Medium, Evil
Hit dice:17(5d6)
AV: 0
Movement speed: 15 (30)
Languages: none, but can understand its summoner
BRN CHR GRT INT KNO NIM VIT
15
1
15
1
1
15
1
Deathless: the zombie only dies if its head is
destroyed.
Plague Carrier: If the zombie bites a character and
deals damage, they become infected with a pestilence
and, upon death, raise as a zombie with their current
equipment.
Bite: -0 to hit, 2d6 piercing, brutal. 5-foot range.
Punch: -0 to hit, 1d4+7 bludgeoning, 1-foot range.
Traps
Alignment
While this system lacks a great focus on alignment, the below chart may be used by some abilities and referees. The
words are meant to be taken by interpretation of the game master. Additionally, these are to be meant as behaviours,
ideals, and beliefs, not the entire personality of a character. As a word gets closer to order or chaos, the more similar
they will seem, while they will do the opposite as the approach the middle, this is because a system made for pure
order or freedom will have its evil and good form be quite similar.
Good
Neutrality
Order
Fatalism
Mutualism
Pragmatism
Realism
Faith
Zen
Power
Equality
Laissez-faire
Chaos
Duty
Charity
Reason
Hope
Piety
Stoicism
Glory
Liberation
Freedom
Evil
Contract
Parasitism
Cowardice
Nihilism
Disgust
Hedonism
Narcissism
Revenge
Anarchy
Random Table Appendix
Obscene Afflictions
Roll
1.
Name
Effect
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3.
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5.
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7.
8.
9.
10.
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100.
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