Documente Academic
Documente Profesional
Documente Cultură
The Basics
tests are rolled on 2d6+modifier with the aim to roll over a certain target number
outside of combat, the modifier is your Ability Bonus for the attribute relevant to the
thing you're trying to do (e.g. a perception check would be 2d6+Perception bonus)
inside of combat, the modifier is the relevant Combat Attribute (e.g. 2d6+Magic to
cast a spell)
rolls of double 6 are automatic successes, rolls of double 1 are automatic failures
fractions always round down
Blessings can be used once-per-session
Target number
Difficulty of action
6~8
Easy
9~11
Average
12~15
Difficult
16
Impossible
Character Creation
Attributes and Ability Bonuses are worked out as follows:
To determine HP and MP, write down your final Endurance and Spirit scores respectively.
Short movement is the reflex bonus, skirmish movement is the action value + 5, and full movement
is skirmish movement x2.
Note down your character's Blessings and items for their classes, then roll 3d6x10 for starting galt.
You're now ready to play.
Main Classes
Fighter
Strength: 6
Reflexes: 5
Perception: 4
Intelligence: 2
Will: 3
Luck: 4
Blessing: Thor (damage, single) damage type becomes (Holy) and deals an additional 10d6
damage
Level 1 items
x1 weapon
x1 vitality potion
Level 2 items
x1 mana potion
x1 rabbit's foot
Level 3 items
x1 resist ring
Hit
Dodge
Magic
AntiMagic
Action
Endurance
Spirit
Attack
Power
Fighter I
Fighter II
Fighter
III
Techniques
Type Timing
Test
Target Cost
Effects
Self
Onslaught (1)
Damage
Self
2MP
Self
Self
Power Attack
(2)
Self
2MP
Self
Eye of the
Warrior (3)
Major
Auto Always
Thief
Strength: 3
Reflexes: 5
Perception: 5
Intelligence: 3
Will: 3
Luck: 5
Blessing: Heimdall - (after test, self) cause your roll to automatically critical
Level 1 items
x1 weapon
x1 vitality potion
Level 2 items
x1 panacea
x1 vitality potion
Level 3 items
x1 protection ring
Hit
Dodge
Magic
AntiMagic
Action
Endurance
Spirit
Attack
Power
Thief I
Thief II
Thief III
Techniques
Type Timing
Test
Target Cost
Effects
Sneak Attack
(1)
Major
Hit +1
Always
Self
Self
Evasion (1)
Damage
Self
Sieze the
Moment (2)
Damage
2MP
Auto Always
Self
Shot Dead
Center (3)
Black Mage
Strength: 3
Reflexes: 2
Perception: 4
Intelligence: 5
Will: 6
Luck: 4
x1 mana potion
x1 cane
Level 2 items
x1 panacea
x1 vitality potion
Level 3 items
x1 protection ring
Hit
Dodge
Magic
AntiMagic
Action
Endurance
Spirit
Attack
Power
Black
Mage I
Black
Mage II
Black
Mage III
Techniques
Type Timing
Test
Target Cost
Effects
Spell Major
Spell
Knock (1)
Spell Major
10m
2MP
Magic Candle
(1)
Spell Minor
Sight
1MP
Auto Always
Self
Self
Major
Self
Spell Major
Self
Haste (3)
1/20m 3MP
Quick (1)
Force Up (3)
Free
Magic
White Mage
Strength: 3
Reflexes: 4
Perception: 3
Intelligence: 5
Will: 5
Luck: 4
Blessing: Idunn (anytime, single) restore a dead player to full vitality and mana
Level 1 items
x1 vitality potion
x1 mana potion
Level 2 items
x1 panacea
x1 mana potion
Level 3 items
x1 resist ring
Hit
Dodge
Magic
AntiMagic
Action
Endurance
Spirit
Attack
Power
White
Mage I
White
Mage II
White
Mage III
Techniques
Type Timing
Test
Target Cost
Effects
Enchanted
Blade I (1)
Spell Major
1/15m 4MP
Heal (1)
Spell Major
1/15m 2MP
1/15m 3MP
Magic Shield
(1)
Sight
Spell Damage
1MP
Light Needle
(1)
Sympathy (2)
Spell Major
Slow (2)
1/10m 1MP
Spell Major Magic+2 1/15m 2MP Target loses 1d6 points of their Action
attribute for [White Mage level]
rounds
Enchanted
Blade II (3)
Spell Major
Spell Major
1/15m 5MP
Self
Secondary classes
Dragoon
Strength: 5
Reflexes: 5
Perception: 4
Intelligence: 3
Will: 3
Luck: 4
x1 spear
x1 vitality potion
Level 2 items
x1 mana potion
x1 rabbit's foot
Hit
Dodge
Magic
AntiMagic
Action
Endurance
Spirit
Attack
Power
Dragoon
I
Dragoon
II
Techniques
Type Timing
Test
Target Cost
Effects
Barbarian
Strength: 5
Reflexes: 4
Perception: 5
Intelligence: 3
Will: 3
Luck: 4
Blessing: Idunn (anytime, single) restore a dead player to full vitality and mana
Level 1 items
x1 vitality potion
x1 rabbit's foot
Level 2 items
x1 mana potion
x1 panacea
Hit
Dodge
Magic
AntiMagic
Action
Endurance
Spirit
Attack
Power
Barbarian
I
Barbarian
II
Techniques
Type Timing
Test
Target Cost
Effects
Hunter
Strength: 4
Reflexes: 4
Perception: 5
Intelligence: 4
Will: 3
Luck: 4
Blessing: Teal - (damage, self) when you receive damage, change the total to 0
Level 1 items
x1 weapon
x1 vitality potion
Level 2 items
x1 vitality potion
x1 rabbit's foot
Hit
Dodge
Magic
AntiMagic
Action
Endurance
Spirit
Attack
Power
Hunter I
Hunter II
Techniques
Type Timing
Test
Target Cost
Effects
Bright Knight
Strength: 5
Reflexes: 4
Perception: 4
Intelligence: 3
Will: 4
Luck: 4
Blessing: Shahar (damage, single) deal additional damage equal to [Endurance]-[remaining HP]
Level 1 items
x1 weapon
x1 vitality potion
Level 2 items
x1 vitality potion
x1 mana potion
Hit
Dodge
Magic
AntiMagic
Action
Endurance
Spirit
Attack
Power
Bright
Knight I
Bright
Knight II
Techniques
Type Timing
Test
Target Cost
Effects
Samurai
Strength: 5
Reflexes: 5
Perception: 4
Intelligence: 3
Will: 3
Luck: 4
Blessing: Takemikadzuchi (damage, single) when you receive damage equal to or less than your
Endurance, your opponent receives damage of the same amount
Level 1 items
x1 vitality potion
x1 rabbit's foot
Level 2 items
x1 vitality potion
x1 mana potion
Hit
Dodge
Magic
AntiMagic
Action
Endurance
Spirit
Attack
Power
Samurai I
Samurai
II
Techniques
Type Timing
Test
Target Cost
Effects
Outlaw
Strength: 3
Reflexes: 4
Perception: 5
Intelligence: 4
Will: 3
Luck: 5
x1 vitality potion
x1 rabbit's foot
Level 2 items
x1 vitality potion
x1 mana potion
Hit
Dodge
Magic
AntiMagic
Action
Endurance
Spirit
Attack
Power
Outlaw I
Outlaw II
Techniques
Type Timing
Test
Target Cost
Effects
Vagrant
Strength: 3
Reflexes: 3
Perception: 4
Intelligence: 5
Will: 4
Luck: 5
Blessing: Bragi (anytime, single) restore the use of a Blessing to a single ally
Level 1 items
x1 vitality potion
x1 knife
Level 2 items
x1 vitality potion
x1 mana potion
Hit
Dodge
Magic
AntiMagic
Action
Endurance
Spirit
Attack
Power
Vagrant I
Vagrant
II
Techniques
Type Timing
Test
Target Cost
Effects
Free
1/sight 3MP
Performing Arts
(1)
Major
Will
Sight
Well Informed
(1)
Major
Int+2
Self
Wizard
Strength: 3
Reflexes: 3
Perception: 4
Intelligence: 5
Will: 5
Luck: 4
Blessing: Baldur (after test, single) cause anyone else's dice roll to automatically critical
Level 1 items
x1 mana potion
x1 rabbit's foot
Level 2 items
x1 mana potion
x1 panacea
Hit
Dodge
Magic
AntiMagic
Action
Endurance
Spirit
Attack
Power
Wizard I
Wizard II
Techniques
Type Timing
Test
Wizardry
Training (1)
auto always
Philosopher's
Stone (1)
auto
item
free
Target Cost
Self
Varies 4MP
Effects
-1 to critical threshold for all Magic
tests (minimum 9)
add area of effect to any spell
Strength: 3
minor
Reflexes: 3
Self 2MP
Elemantaler
Perception: 5
Reason: 5
Will: 4
Luck: 4
Blessing: Nord (anytime, single) make a magical attack with 10d6 (Fire), (Ice), or (Lightning)
damage
Level 1 items
x1 mana potion
x1 mana potion
Level 2 items
x1 mana potion
x1 rabbit's foot
Hit
Dodge
Magic
AntiMagic
Action
Endurance
Spirit
Attack
Power
Elemanta
-ler I
Elemanta
-ler II
Techniques
Type Timing
Test
Target Cost
Effects
Oracle
Strength: 2
Reflexes: 4
Perception: 3
Intelligence: 5
Will: 5
Luck: 5
x1 vitality potion
x1 mana potion
Level 2 items
x1 mana potion
x1 rabbit's foot
Hit
Dodge
Magic
AntiMagic
Action
Endurance
Spirit
Attack
Power
Oracle I
Oracle II
Techniques
Type Timing
Test
Target Cost
Effects
Missionary
Strength: 3
Reflexes: 4
Perception: 4
Intelligence: 4
Will: 5
Luck: 4
Blessing: Idunn (anytime, single) restore a dead player to full vitality and mana
Level 1 items
x1 vitality potion
x1 mana potion
Level 2 items
x1 mana potion
x1 rabbit's foot
Hit
Dodge
Magic
AntiMagic
Action
Endurance
Spirit
Attack
Power
Missionar
-y I
Missionar
-y II
Techniques
Type Timing
Test
Target Cost
Effects
Dark One
Strength: 5
Reflexes: 3
Perception: 5
Intelligence: 3
Will: 5
Luck: 3
Blessing: Hel - (damage, single) damage type becomes (Holy) and deals an additional 5d6 damage
Level 1 items
x1 vitality potion
x1 mana potion
Level 2 items
x1 vitality potion
x1 rabbit's foot
Hit
Dodge
Magic
AntiMagic
Action
Endurance
Spirit
Attack
Power
Dark One
I
Dark One
II
Techniques
Type Timing
Test
Target Cost
Effects
Sorcerer
Strength: 3
Reflexes: 5
Perception: 3
Intelligence: 5
Will: 4
Luck: 4
x1 mana potion
x1 rabbit's foot
Level 2 items
x1 vitality potion
x1 mana potion
Hit
Dodge
Magic
AntiMagic
Action
Endurance
Spirit
Attack
Power
Sorcerer I
Sorcerer
II
Techniques
Type Timing
Test
Target Cost
Effects
Panzer Ritter
Strength: 5
Reflexes: 4
Perception: 4
Intelligence: 4
Will: 3
Luck: 4
x1 lance
x1 vitality potion
Level 2 items
x1 weapon
x1 vitality potion
Hit
Dodge
Magic
AntiMagic
Action
Endurance
Spirit
Attack
Power
Panzer
Ritter I
Panzer
Ritter II
Techniques
Type Timing
Test
Target Cost
Effects
Self
Self
2MP
1/wep 2MP
Valet (1)
auto
free
Charge (1)
auto
major
Hit
only)
Runabout (2)
major
Hit+1
all in
range
6MP
Soldat
Strength: 5
Reflexes: 4
Perception: 3
Intelligence: 4
Will: 4
Luck: 4
Blessing: Thor (damage, single) damage type becomes (Holy) and deals an additional 10d6
damage
Level 1 items
x1 vitality potion
x1 rabbit's foot
Level 2 items
x1 vitality potion
x1 armour
Hit
Dodge
Magic
AntiMagic
Action
Endurance
Spirit
Attack
Power
Soldat I
Soldat II
Techniques
Type Timing
Test
Target Cost
Effects
Alias
Strength: 3
Reflexes: 4
Perception: 4
Intelligence: 4
Will: 4
Luck: 5
x1 vitality potion
x1 vitality potion
Level 2 items
x1 mana potion
x1 panacea
Hit
Dodge
Magic
AntiMagic
Action
Endurance
Spirit
Attack
Power
Alias I
Alias II
Techniques
Type Timing
Test
Target Cost
Effects
Agent
Strength: 4
Reflexes: 4
Perception: 4
Intelligence: 4
Will: 4
Luck: 4
Blessing: Aegir (after test, single) cause any test to automatically fumble
Level 1 items
x1 vitality potion
Level 2 items
x1 rabbit's foot
x1 panacea
Hit
Dodge
Magic
AntiMagic
Action
Endurance
Spirit
Attack
Power
Agent I
Agent II
Techniques
Type Timing
Test
Target Cost
Effects
GA-SS
Bulletproof
Business Suit
item always
Self
GC-XX
Handheld
Cannon
item always
Self
GS-32
Shockproof
Briefcase
item always
Self
Racial classes
Alf
Strength: 3
Reflexes: 4
Perception: 4
Intelligence: 5
Will: 4
Luck: 4
x1 vitality potion
x1 rabbit's foot
Level 2 items
x1 mana potion
x1 panacea
Hit
Dodge
Magic
AntiMagic
Action
Endurance
Spirit
Attack
Power
Alf I
Alf II
Techniques
Type Timing
Test
Target Cost
Effects
Merrow
Strength: 3
Reflexes: 3
Perception: 5
Intelligence: 5
Will: 4
Luck: 4
Blessing: Aegir (after test, single) cause any test to automatically fumble
Level 1 items
x1 mana potion
x1 rabbit's foot
Level 2 items
x1 vitality potion
x1 mana potion
Hit
Dodge
Magic
AntiMagic
Action
Endurance
Spirit
Attack
Power
Merrow I
Merrow
II
Techniques
Type Timing
Test
Target Cost
Effects
Fairy
Strength: 3
Reflexes: 4
Perception: 4
Intelligence: 5
Will: 4
Luck: 4
Blessing: Baldur (after test, single) cause anyone else's dice roll to automatically critical
Level 1 items
x1 weapon
x1 rabbit's foot
Level 2 items
x1 mana potion
x1 panacea
Hit
Dodge
Magic
AntiMagic
Action
Endurance
Spirit
Attack
Power
Fairy I
Fairy II
Techniques
Type Timing
Test
Target Cost
Effects
Vuahana
Strength: 2
Reflexes: 5
Perception: 5
Intelligence: 4
Will: 3
Luck: 5
Blessing: Bragi (anytime, single) restore the use of a Blessing to a single ally
Level 1 items
x1 mana potion
x1 rabbit's foot
Level 2 items
x1 vitality potion
x1 panacea
Hit
Dodge
Magic
AntiMagic
Action
Endurance
Spirit
Attack
Power
Vuahana
I
Vuahana
II
Techniques
Type Timing
Test
Target Cost
Effects
Valkyrie
Strength: 5
Reflexes: 5
Perception: 3
Intelligence: 3
Will: 4
Luck: 4
Blessing: Freyja (initiative, single) make a physical or magical attack; you automatically critical
Level 1 items
x1 weapon
x1 vitality potion
Level 2 items
x1 mana potion
x1 rabbit's foot
Hit
Dodge
Magic
AntiMagic
Action
Endurance
Spirit
Attack
Power
Valkyrie I
Valkyrie
II
Techniques
Type Timing
Test
Target Cost
Effects
W.A.R.S. (1)
auto always
item
Self
Image Projector
(1)
always
Self
Discharge (1)
minor
Self
4MP
Combat
The combat round
characters in combat can elect to make a short move, a skirmish move, a full move, or not
move at all
characters who do not move may make both a major action and a minor action in the same
turn
characters who make a short move may make either a major action or a minor action
characters who make a skirmish move may make a major action
characters who make a full move may only ever make a free action
characters who have made a skirmish move or a full move cannot cast spells or make ranged
attacks
Resolving non-magical attacks
spell of those elements will deal even more damage than usual
Equipment
Weapons
Name
Damage
Req'd Strength
Accuracy
Critical Threshold
Knife
1S
10
Short sword
2S
10
10
Bastard sword
6S
13
-1
10
Cane
0B
-1
12
Spear
4P
11
-1
10
Lance
7P
13
-2
10
Halberd
6SBP
13
-3
11
Bow
2P
11
10
GC-XX
5P
11
10
GS-32
4P
10
12
Armours
Name
Defence
(S/B/P)
Req'd Strength
Dodge
Anti-magic
Action
Quilted armour
(2/1/0)
-1
Robe
(1/1/0)
Breastplate
(4/3/4)
12
-2
-3
Platemail
(7/5/6)
15
-3
-1
-5
GA-SS
(3/2/3)
GS-32
(Lightning) 2
10
Vehicles
Name
Hit
Dodge
Magic
Anti-Magic
Action
Panzer Eins
Consumables
Name
Effect
Vitality potion
Restore 1d6 HP
Mana potion
Restore 1d6 MP
Panacea
Cure poison
Rabbit's foot
Magic items
Name
Effect
Resist ring
+1 to anti-magic
Protection ring
Setting glossary
Midgard
the name of the continent the game is set on
fantasy not-Europe viewed through the goggles of Final Fantasy I-VI with a heavily nordic
tint
has a lot of cultural variation, so go nuts with making the setting your own
is currently threatened by Wahres Reich and the ever-present Abyss
the currency is galt
Abyss
hell itself (well, 40k's Warp would be more in line with it)
is empowered by wasted mana
despair
Aegis
defenders of Midgard from the Abyss
members are called Rune Knights
rivalled with Excalibur
Agartala
a previously neutral city-state, due to the invasion by the Kyumon family 50 years ago, they
unconditionally surrendered to Yashima
currently ruled by Kyumon Kaminarizen
Alf
ancient giants currently slumbering away in a great ark called Utgard, a ship the size of a
continent which is shifting through dimensions to escape the Abyss
created the gods and the Valkyries
using crystals embedded in their foreheads called receptors, they can control relics...like
orbital weaponry, laser swords, and deflector shields
Alfs corrupted by the Abyss are known as Fomor
Alias
human clones made by the powers of Deus Ex Machina (ha) that are generally used by the
Reich for espionage missions and stuff
cyberpunk as fuck
Asgard
a utopia in another realm, essentially as it is in the myths
it's said that the gods that died during Ragnarok reside here
Berserker
a nickname given to combat constructs built by the Alfs long ago which have gone a bit
crazy and attack anything that dares come near it
found in Meteor ruins, which are in the center of the Westori kingdom
the ruins have been pronounced a danger zone
Dark Ones
the advance guard of the Abyss, complete with a maddening atmosphere of despair and such
similar to the Dark Ones from Metro, but human
Dvergr
proper dorfy dorfs
great blacksmiths, love to drink, and also invented rock 'n' roll
also infamous for their skill in air-to-air combat
Excalibur
the knights of the round table (they dance whenever able), its members are all over the
world
dedicated to finding about about the Abyss and stopping it from fucking Midgard up
don't actually know all that much about the Abyss, which is still more than the average guy
their main base is the airship Avalon
using a special coin with a sword symbol on it, its members can keep in touch with each
other
own the Wincaster Fortune Service, a company that sells the future and tends to help
adventurers
its founder is currently missing
Jarheads
tribes of humans living out in the desert
every Jarhead wears a protective mask and suit as according to religious law
have clockwork firearm technologies called Gears which don't use mana to fire
look up Desert Punk, Jarheads are essentially that
Kirsche
a former principality of Westri, now its own neutral armed country
Kojima Academy
a floating city high above in the clouds built by the ancient Alf
mages are trained into elite wizards here (the mark of which is a portion of the Philosopher's
Stone embedded in a wizard's palm)
pretty prestigious, probably full of pricks as a result
a prime location for Metal Gear jokes
Lynx
catfolk
have cat eyes, ears, and tails, human everything else
pretty good hunters, skilled with bows
Merrow
merfolk
look them up, they appear to be a direct rip from the Irish/Scottish version of mermaids of
the same name
live in Vanaheim, a maritime kingdom which is a legal entity of Wahres Reich
their king is treated as a president under Reich laws
Norn
a guild of monster hunters
there are three sections: Urd, Verdandi, and Skuld
the Hunter class is a member of Norn
Panzer Ritter
the name given to the mounted knights of the Reich which ride motorcycles (Panzers)
Primrose
anti-Reich resistance movement led by Hans Wilmar and his sister, Sophie
funded by General Material, a shipping company rivalled by Reich-owned Jormungand
Ragnarok
a war amongst the gods in which most of them snuffed it
caused the creation of Deus Ex Machina (and presumably a lot of suicides among writers)
some gods survived, most didn't
Amaterasu is a notable survivor
Saurus
intelligent lizardmen that live in the subterranean empire of Among
the largest criminal syndicate in Midgard is ran by Sauruses
Schwarz Kreuz
40k's Inquisition, only without the space part
Silber Kreuz
the imperial guard of the Reich
devoted to the state
they even monitor the Imperial Army's loyalty to the Reich
their coat of arms is a symbol worthy of fear, even in the Reich
can judge people on the spot (and also play the role of jury and executioner)
probably liable to shout I AM THE LAW
Silvestri
a republic formed after a revolution
Primrose are centered here
Shards
mana crystals containing the essence of a god
blessings differ depending on the god it was a part of
Shards with complete power are called Alshards
Sirius
deeply philosophical nomadic werewolves with strong martial arts skills
culturally similar to Tibetan monks
Soldat
the term given to the cyborg footsoldiers of Wahres Reich
Sorcerer
Reich technomages that operate a Kabbalistic computer named Sephirot to cast their
spells
Valkyries
gynoid war machines built by the Alf pre-Ragnarok
look like real human beans until WARS (Weapons Administration Retractability System) is
activated, at which point wings fold out from their back and whatever weapons systems they
have installed reveal themselves
considered to be intelligent
Virtues
the Reich's militia of the church
Vuahana
small (2 or 3 feet tall) hamster people
live on the floating island of Shemel as its keepers
Wahres Reich
totally not the Nazis
worship the machine god, Deus Ex Machina
have the most advanced technology in the setting, including Panzers, Zeppelins, and
motorcycle paladins, and are also the most feared military power on the continent
the empire is made up of 10 or so arcology cities (cyberpunk as fuck), the biggest of which
is Gladsheim (which is also the capital of the Reich)
megacorporations, son
use a technique called Kaballah to move machine with magic, resulting in Wahres Reich
taking over Midgard
Kaballah is insanely wasteful on the mana side to it
are led by a Kaiser (who also doubles as the Pope)
each Kaiser is birthed from a Blessed Virgin, whom the public is told is one woman but
there are actually clones of her
the Kaiser commands their own secret police force called the Kaiser Schwert
the current Kaiser is Gustav Joseph II, aged 412
people with Shards (so, the PCs) are labelled as an enemy of the state, unless authorised to
use them due to being in the military or something
Westri
a kingdom made up of 7 provinces
was fucked up pretty bad by the invasion of Wahres Reich and the subsequent riots of
hundreds of robots
currently in a coalition with the Reich after the High King was slain, but unity is fragile
the prince of Westri is currently in exile and rumoured to be in Silvestri
the crown princess is currently missing
Yashima
an island nation to the east
literally feudal Japan
technologically advanced enough to have airships
currently have a non-aggression pact with Wahres Reich