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 vendors 10% of all vendors 35% of all vendors 1% of all vendors 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 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. 31. 32. 33. 34. 35. 36. 37. 38. 39. 40. 41. 42. 43. 44. 45. 46. 47. 48. 49. 50. 51. 52. 53. 54. 55. 56. 57. 58. 59. 60. 61. 62. 63. 64. 65. 66. 67. 68. 69. 70. 71. 72. 73. 74. 75. 76. 77. 78. 79. 80. 81. 82. 83. 84. 85. 86. 87. 88. 89. 90. 91. 92. 93. 94. 95. 96. 97. 98. 99. 100.