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THEBASICS
INTRODUCTION
THE BASICS
INTRODUCTION
cover to cover in order to play the game. Instead, try focusing on
those rules and chapters that are relevant to your own character.
Where to Start: New players will probably benefit most
from simply reading this Introduction and each of the beginning
sections from the various chapters. These sections cover the
fundamental rules of the game, while the rest of each chapter is
typically devoted to offering additional character options. Skimming the various character options may be helpful when deciding
which ones you want to select for your first character, but many
involve specific rules that can be initially ignored.
The most important chapter to read is probably Chapter 4:
Gameplay since it describes the bulk of the games combat mechanics and its general rules. Most players can opt to skip Chapter
7: Game Master since it is geared more toward offering advice to
GMs (the creation of custom adventures and campaigns, rules for
designing new creatures, etc.)GMs, especially those who are
new to the role, would certainly do well to read that chapter in
greater depth!
While there may not be one specific path that must be followed when creating a new character there are five essential aspects that every new character must possess:
1. Species: There are 37 different sapient playable species
from which your character can be created, not counting
those with additional subspecies or other variations. Each
species grants special benefits and flaws that affect your
character during play. Species descriptions are located in
Chapter 6: Compendium.
2. Faculties & Languages: You may spend a portion of your
character points improving attributes, disciplines, and
professions. Stats are derived from attributes and the
number of languages that your character knows is derived
from his Intellect attribute rank. Faculties are detailed in
Chapter 1 and languages are detailed in Chapter 6.
3. Traits: Disadvantages cause your character to suffer penalties during play but grant additional character points
to spend. Creeds are belief systems that your character
strongly adheres to, but they are entirely optional and
Starting Values
These are the starting values for every new character, prior
to the selection of a species or spending character points:
Attributes/Disciplines/Professions: Rank 0
Money: 50 gold pieces
Fortune Points: 1
Character Point Value (CPV): After you have selected
your characters species you must calculate how many character
points he has to spend on attributes, disciplines, professions, and
advantages. All new characters begin the game with a total CPV
of 125 (except for shades), but a characters species value must
be subtracted from this total to determine his number of unspent
character points. The species value is located in brackets within
the species box of each playable species.
For example, if your character is a dwarf he would have
a species value of 33, which would give him a CPV of 92/125.
In other words, he would have 92 unspent character points with
which to increase his faculties and buy advantages. Please refer
to General Rules: Character Points in Chapter 4: Gameplay for
additional examples and information.
Regarding Balance
THEBASICS
may be able to talk his way out of a fight and might even gain
other benefits for doing so, whereas a talented scout may be able
to avoid a fight altogether by sneaking past undetected, thereby
gaining a tactical advantage later on.
Furthermore, all of the various playable species are also
balanced using character point values to evaluate their inherent
traits and qualities. For example, as far as new characters are concerned, a minotaur is equivalent in power to a pixie, but after
viewing their differences it is easy to see that minotaurs tend to
make better warriors. A minotaurs greater size allows it to dish
out considerably more damage and also allows it to withstand
more damage from hostile attacks. Several of the minotaurs traits
are also geared toward physical combat. Nevertheless, the pixie
is not without advantages of its ownit can fly, it can blast opponents with arcane energy, and its tiny size makes it more accurate
and defensive. While pixies do not tend to make the most effective brutish-type warriors they can still be designed to be effective in battle, even in melee combat with the right combination of
faculties and traits. The same is true of every species, and while
some are going to be more suited to certain roles than others they
are all still equivalent regarding overall power.
The point to remember is that power in battle is not the only
kind of power. Over the course of an adventure, and especially
throughout a full campaign, characters of all types should encounter plenty of situations where they can each make use of their
unique strengths, whether combat-oriented or otherwise.
Min-Maxing & Tradeoffs: One thing to keep in mind when
making a new character is that there are always going be tradeoffs
involved with the different choices you make. If your character
focuses too much in one area he is going to suffer in another. If
he spends too many character points on attributes he is going to
have fewer points to spend on disciplines and advantages. Thats
the beauty of the games point-buy system, in that it allows you
to design your character in virtually any way you want, but every
choice you make has consequences that must also be considered.
To better illustrate this point please refer to the example character
that follows, Vorgrel the Ogre, to see just how serious neglecting
certain areas can prove to be.
MYSTERY
Extending deep beneath the surface of the world of Arlakor, perhaps even to its very core,
is a dungeon so vast that its full expanse eludes mortal comprehension. Known simply as the
Vexith , it has existed since time immemorial and seemingly predates even the most ancient
of historical events, including the arrival of the gods themselves. Despite whatever manner of
intelligence or force of will is ultimately responsible for the dungeons creation and perpetual
upkeep its true purpose remains unknown.
CHAOS
The Vexith is as unpredictable as it is magical. Confusing puzzles and deadly traps fill its
numerous chambers and winding corridors, which are themselves known to change over time.
New entrances appear in unexpected places and those that have existed for centuries sometimes disappear without a trace. The dungeons myriad of levels and mazelike passageways are
home (or prison) to countless denizens, both civilized and savage, many of whom are unable
to recall exactly how they got there in the first place.
ADVENTURE
There is no greater promise of riches, fame, and power than what can be found within the
Vexith , but the degree of danger that must be undertaken to attain such rewards is more than
most are willing to risk. Few adventurers who choose to brave its depths return unscathed, and
many never return at all. Of those who do, some are lucky enough to bring back great treasures
for their efforts, and even those who are less fortunate probably have at least a few intriguing
stories to recount at the local tavern.
INTRODUCTION
Sams Concept
take the Barely Sapient optional trait for good measure (incurring
additional penalties of 1 to Intellect and Fortitude).
A Brief Background
THEBASICS
Name/Creature
Faculties
Rank
Accuracy [D]
d8
12
7
+1
Species Value 34
Cost
or
Creature Size
Health
Stamina
+1
Charisma [D]
d4
Advantages
Cost
Intimidation [M]
Magical Savant
Investigation [E]
Enchanted C. (R1)
Mysticism [D]
Persuasion [M]
Creed: Warden
Dexterity [M]
d6 1
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
+1
Endurance [E]
d8
Constitution [M]
+1
Perseverance [E]
Toughness [E]
0 +1
Intellect [D]
d4 1 1
+1
Healing [M]
Sorcery [D]
Tinkering [M]
Perception [M]
d8
3
Total 13
Spells/Songs
Cost
Chilling Blast
Appraisal [E]
Awareness [M]
Geomancy [D]
0 +1
Initiative [M]
Survival [E]
+1
Disadvantages
Total
1
Cost
Tracking [M]
Barely Sapient
Strength [E]
d10 +1
Violent (R1)
Climbing [E]
Do-Gooder
Jumping [E]
Might [M]
+1
+2
Cook [ E ]
[
Deep Sleeper
Total 10
Total 86
Notes
1 Fortitude
CPV Allocation
1 Run Speed
34
+1 Brute Force
Faculties
86
1 Concentration
13
Spells/Songs
Disadvantages (negative traits)
Totals
1
10
Next, Sam uses a CPV planner to help him determine exactly how he wants to allocate Vorgrels character points. Since
ogres have a species value of 34, his characters beginning CPV
is 91/125. This means that he has 91 character points to spend on
faculties and traits. He can also earn up to 10 additional character
points by selecting disadvantages.
The red text emphasizes Sams writing on the sheet. He
takes the following steps in order to complete the planner:
1. Species Value: Since Vorgrel is one of the standard playable
species he is assigned a species value, which can be found
at the top of the ogres species box in Chapter 6. Sam
enters 34 into the top right box on the sheet. He leaves
the Creature Size, Health, and Stamina boxes blank since
these aspects are already included as part of the species
value for each playable species (i.e. the ogres large size
and its additional health point are already factored into its
species value, along with the costs of its various traits).
2. Faculty Ranks & Costs: Sam begins by recording the ogres
aptitudes after each corresponding attribute for reference,
as indicated in the ogres species box (D for Difficult, M
for Moderate, and E for Easy). He then assigns ranks for
each of Vorgrels attributes and disciplines, and he adds
the Cook profession at the bottom of the list. Sam records
a 0 in the Rank column for every attribute and discipline
that he doesnt select (0 is the starting rank for all creatures). For the time being, Sam postpones filling in the
Die & Mods column since it is likely that some of his selections will need to be adjusted later as he tries to balance
out Vorgrels character point allocation. However, he does
fill in the Cost column for each attribute and discipline
with a rank of 1 or greater, as well as the Cook profession.
He then adds up all of the costs and records the sum in the
Total box at the bottom.
3. Advantages & Creeds: Based on Vorgrels background,
Sam knows that his character will need to select the Magical Savant ogre optional trait. He will also need to take
the Enchanted Companion (R1; bestial) and the Spellcasting: Nature (R1) mystical advantages. Lastly, he selects
the Warden creed. Later on, if Vorgrel has any unspent
character points leftover then Sam may choose to increase
the ranks of these advantages or he may wish to purchase
other advantages, but for now it is best to select only those
advantages that are necessary until he knows exactly how
many character points will be needed for Vorgrels faculties and spells.
4. Disadvantages: Sam takes a look at the list of common disadvantages for ogres (Crude, Unforgiving, and Violent)
and decides that Violent (R1) is really the only one that
fits with Vorgrels personality. Normally, Violent (R1)
has a value of 1 for most characters, but for ogres it has
a value of 2 since it is so common among members of
their species. Sam has already decided to take the Barely
Sapient ogre optional trait, and he then browses through
the disadvantages in Chapter 2 before settling on Deep
Sleeper and Do-Gooder. It should be noted that all characters are bound by a 10 point limit for disadvantages,
INTRODUCTION
so even though Vorgrel has selected disadvantages worth
11 points he still only gains 10 character points (essentially, he is taking on more disadvantages than he is being
compensated for). Even so, Sam decides that he is satisfied with his choices for Vorgrel and is willing to accept
this minor point discrepancy. Players can always choose
to take on additional disadvantages beyond the 10 point
limit, particularly for roleplaying purposes.
5. Spells: Vorgrels background indicates that he was only
taught a limited knowledge of spellcasting, and since
he only has Spellcasting: Nature (R1) he only knows
one spell effect. He can purchase as many spells as he
wants that use this effect, but until his Spellcasting rank
is increased he is stuck knowing just one effect. Sam has
designed Vorgrel to be primarily focused on combat, so
he selects the Damage: Cold spell effect since this will
give his character a ranged attack that has the potential of
reducing an enemys Speed so that Vorgrel can more easily close to within melee range or prevent an enemy from
escaping. Sam also figures that Vorgrel will only need one
single target spell for the time being, so he names his spell
Chilling Blast and records its cost (all spells cost 1 character point each unless they are Freeform [F], which instead
cost 3 points each).
6. CPV Allocation: The bottom of the CPV planner allows
Sam to calculate how many character points Vorgrel has
spent overall. All new characters start with 125 character
points, so 125 is the target number that Sam is trying to
reach after he adds up each of the totals and subtracts the
10 points from disadvantages. If the total is 126 points
or higher then that means Sam must reduce how many
points he has spent on faculties or advantages. If the total
is 124 points or lower (as is the case) then that means Sam
still has additional character points to allocate, if he so
chooses. As it turns out, Sam has spent a total of 124 character points, which makes his CPV 1/125. Sam decides to
keep his 1 unspent character point for the time being since
there is nothing that he really wants Vorgrel to have that
can be purchased for only 1 character point. Instead, Sam
plans to save it for when Vorgrel earns additional character points during play.
7. Filling In Die Rolls & Modifiers: Now that Sam knows for
certain what Vorgrels faculty ranks will be, he can begin
filling in the Die & Mods column. First, he references the
respective tables in Chapter 1 and records the die for each
attribute and the modifier for each discipline and his Cook
profession (note that the profession modifiers are different, per rank, than those of disciplines). Next, he refers
to the ogre inherent traits in Chapter 6 and applies Vorgrels attribute and discipline modifiers (+1 Toughness,
1 Dexterity, +1 Strength, 1 Intellect), as well as those
from the Barely Sapient and Magical Savant ogre optional
traits he selected (1 Intellect, +1 Geomancy). Sam also
records the ogres stat modifiers in the Notes section for
easier reference later when he begins the process of filling
in Vorgrels actual character sheet (1 Fortitude, 1 Run
Speed, +1 Brute Force, 1 Concentration).
10
THEBASICS
Name
Size
Species
Vorgrel
Gender
Large
Accuracy
Apt
Discipline
Rank
2
0
2
Charisma
Apt
Discipline
Rank
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
0
0
0
0
Dexterity
Apt
Discipline
Rank
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
0
0
1
0
2
Endurance
Apt
Discipline
Rank
Constitution [M]
Perseverance [E]
Toughness [E]
2
1
1
Apt
Total
Discipline
Rank
+1
1
+1
2
0
0
0
0
+1
1
+1
d4
Modifiers
Total
1
1
1
1
1
1
1
1
d62
Modifiers
Total
1
1
0
1 1
+1
1
1
0
2
+1
2
Modifiers
+1
0
0 +1
Attacks/Weapons
d8
Total
Sorcery [D]
Tinkering [M]
Apt
Discipline
Rank
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
0
1
1
1
2
1
Strength
Apt
Discipline
Rank
Climbing [E]
Jumping [E]
Might [M]
1
0
2
Professions
Rank
Cook
Resil
Unarmed
[E]
[ ]
[ ]
d42
Modifiers
Total
+1
1
1
1
1
Perception
+1
0
+1
Range
Weight
10 ft 8 in
Intellect
d81
Modifiers
Height
Male
+1
1
1
1
1
d8
Modifiers
Total
1
0
0 +1
0
+1
0
1
0
+1
0
+1
0
d10+1
Modifiers
Total
0
1
+1
0
1
+1
1 / 125
Age
1,121 lb
17
Health
Stamina
Fate
Taps
Defense | Block
Concentration
Fortitude
Base Resilience
Total Resilience
Brute Force
+5
Combat Man.
+1
Space/Threat
2x2
Run Speed
Swim Speed
Flight Speed
4
Notice
Miscellaneous Modifiers
d8 +2
d8
d8
Precision
Damage
d8
d4+5
Buckler*
d8
d4+5
Mace
d8
d8+5
Torch
d8
d4+5 unlit
Details/Qualities
may not inflict critical damage
Attached (cannot be disarmed); durability 3
Battering (+2 damage vs. objects)
+2 heat damage if lit; critical hits set targets on fire (d8+2
heat damage)
Combat Notes
Damage
* In combat, actions performed using buckler's hand suffer -1 penalty; attacks with
Acid
Arcane
Cold
Divine
CPV
Ogre
Res/Weak
Damage
Electricity
Heat
Mental
Shadow
Res/Weak
Weak +4
11
INTRODUCTION
Advantages & Positive Traits
Weight Multiple
x3
Pain Suppression
Ogre Heritage
90
Raw Power
Weak-Minded
450
Weakness: Mental +4
Current EF Penalty*
Barely Sapient
Deep Sleeper
Equipment
Wt.
Do-Gooder
light armor
30
Violent (R1)
buckler
12
mace
18
backpack (9 cu ft)
0.9
bedroll
4.5
1.5
cooking equipment
15
0.06
Languages
Name
Temdarish
Base
Fayen
Number of Spells
Standard
Free Form
Wt.
Gold
0.01
Silver
10
0.10
Gems
Total Weight Carried
12
106.07
THEBASICS
The following pieces of equipment warrant special notice:
Light Armor: Due to Vorgrels large creature size,
Sam doesnt have much of a choice when it comes
to armor selection. He goes with light armor, at least
for the time being, since medium armor would have
cost most of Vorgrels money. Eventually, once
Vorgrel earns additional wealth, he might choose to
purchase medium or heavy armor if he is willing to
accept a penalty to Defense and the added weight.
Buckler: Sam decides to equip Vorgrel with a buckler so that he can gain the additional Block value
offered by a shield (+1 in this case) and still retain
the use of his hand for casting spells and performing other tasks. However, actions that are attempted
with the bucklers hand during combat suffer a 1
penalty; attacks with the buckler itself are exempt
from this penalty if its hand is free, as are actions
that are performed outside of combat. Sam jots this
rule under the Combat Notes section of his character sheet since it will often come into play.
Containers: Vorgrels backpack and belt pouch are
also large in size and have their volume capacities
multiplied by his weight multiple of x3.
Custom Equipment: Some of Vorgrels items are not
listed in Chapter 3, so Sam must get the GMs approval before he can purchase them. The GM will
also determine their costs and weights. Vorgrels
cooking equipment is ruled to be identical to alchemy equipment in cost and weight (adjusted for large
size) but contains pots, pans, and utensils for cooking rather than alchemy tools. His vial of cooking
oil is ruled to have 32 portions with a cost of 1s
per portion for a medium size creature, so Vorgrel
must pay 2s per portion (plus 4s for the vial itself).
Lastly, the GM decides that a pair of simple golden
earrings should cost about 3g and weigh about 0.02
lb for a medium size creature, so in Vorgrels case
the pair costs 6g and weighs 0.06 lb.
Spell Name
Type
Spell Effect
Chilling Blast
Nature
Discipline
Spell Descriptors
Free Form [F]
Mental [M]
Reagents [R]
Stamina [S]
Spell Precision
CM
Damage: Cold
SV
Defense
Description/Notes
Cold Damage: d8+3
General Options
Target Area
Single Target
Range
Distance: 6
Duration
Instant
13
INTRODUCTION
14
Name/Creature
Faculties
Rank
Accuracy [D]
d8 +1
12
3
Species Value
Cost
or
Creature Size 28
Health
Stamina
Charisma [M]
d4
Advantages
Cost
Intimidation [M]
Investigation [E]
EUA: Bite d8
Mysticism [D]
Persuasion [M]
Dexterity [M]
d10
15
Agility [M]
Flying [M]
Running [M]
Stealth [M]
0 +1
Swimming [E]
Endurance [M]
d10
15
Constitution [M]
Perseverance [E]
Toughness [E]
Intellect [M]
d4
Healing [M]
Total 12
Sorcery [D]
Spells/Songs
Tinkering [M]
d4
Initiative [M]
Perception [M]
Cost
Appraisal [E]
Awareness [M]
Geomancy [D]
Total
Survival [E]
Disadvantages
Cost
Tracking [M]
Aver to Sunlight
Strength [M]
d8 +1
Climbing [E]
Jumping [E]
Might [M]
[
Notes
Aw Form: No Arms 4
Vor Appetite
Total 9
Total 65
CPV Allocation
Totals
28
Faculties
65
12
Spells/Songs
Disadvantages (negative traits)
0
9
40
THEBASICS
Name/Creature
Being
Living
Size
Def 7
40
Sp/Thr x
Health 4
Stam 2
Conc 3
Fort 3
B Resil 5
T Resil 3
Notice 2
Run 4
Swim 2
2.5
Block
Com 2
CPV
Bestial (docile)
EF
Tiny
Brute 1
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [M]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [M]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [M]
Constitution [M]
Perseverance [E]
Toughness [E]
2
1
0
0
0
0
0
d8+1
0
1
1
d4
1
1
0
0
0
0
d4
1*
1*
1*
d4
0
3
1
0
1
1
1
3
1
1
1
1
d10
0
1
0
+1
0
d10
0
0
0
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [M]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [M]
Climbing [E]
Jumping [E]
Might [M]
0
0
0
2
1
0
0
1
1
1
d8
0
1
1
Resistances
Weaknesses
Attacks
Equipment
Total Weight: 0.625
Traits
EF penalty: 0
Additional Appendages: Legs (4 total): +2 when resisting tripping attempts while on land
Aversion to Sunlight: 1 to discipline, profession, and damage checks in direct sunlight
Awkward Form: No Arms: Requires Agility check of SV 5+ to manipulate objects; must
receive assistance to equip armor, apparel, and basic gear
Enhanced Unarmed Attack: Bite: d8 damage; grappling attempts inflict automatic damage
if their called shots succeed; Vicious (+1 severity; additional +2 damage with crits)
Heightened Sense: Dark Sight [Partial]: Visual darkness penalties reduced to 1
Voracious Appetite: Requires twice as much food; easily motivated by promise of food
CHARACTER EVALUATION
Now that Sam has finished designing his character, lets examine some of his choices more closely to see how focusing too
much in certain areas might not have been such a good idea.
The Good
The Bad
Having focused so much on bolstering his melee capabilities, Vorgrel is somewhat limited when it comes to his list of
non-combative options. Basically, unless his party is engaged
in battle or competing in a chili cook-off, Vorgrel brings almost
nothing else to the table.
His Charisma and its respective disciplines are virtually nonexistent, so his attempts at talking his way out of trouble will
often have the opposite effect. Actually, this might prove to be a
good thing for Vorgrel with his penchant for combat but perhaps
not so much for the other party members.
Vorgrels Dexterity attribute is below average to begin with,
but being an ogre (1 penalty) and carrying heavy equipment (an
extra 1 penalty) means that hes going to have a difficult time
when attempting any Dexterity-based disciplines. To illustrate
this point, his Stealth check is an abysmal d64, which means that
he will have to max his roll just to have a chance at succeeding.
The Stupid
15
FACULTIES
CHAPTER 1
FACULTIES
ATTRIBUTES
Rank
Die Roll
Easy
Moderate
Difficult
d4
d6
1 (1)
3 (3)
5 (5)
d8
3 (4)
5 (8)
7 (12)
d10
5 (9)
7 (15)
9 (21)
d12
7 (16)
9 (24)
11 (32)
9 (25)
11 (35)
13 (45)
d12
Max on 11+
Accuracy
Charisma
Dexterity
Dexterity represents your characters nimbleness and avoidance. It allows your character to perform feats of agility. The Defense stat is derived from Dexterity.
Endurance
Endurance represents your characters tolerance for sustaining damage and withstanding fatigue. It also allows your character to resist and recover from injuries and ailments more swiftly.
The Base Resilience and Total Resilience stats are both derived
from Endurance.
Intellect
Perception
Strength
17
CHAPTER 1
STATS
Stats are numerical values that are derived from your characters attributes and disciplines. Most stats have specific formulas
that reference the rank of a particular attribute or discipline. For
instance, if your characters Intellect is Rank 4, then the formula
for Concentration, which is stated as Intellect rank + 3, would
be equal to 4 + 3, for a total value of 7. Several stat formulas
also reference a size modifier that corresponds to your characters
creature size, as indicated in the table at the bottom of this page.
Minimum/Maximum Values: Some stats have minimum
and/or maximum values that cannot be exceeded by any means
(not even by spells or magical items):
Stat
Brute Force
Combat Maneuvers
Concentration
Defense
Encumbrance Factor
Fortitude
Notice
Resilience (both types)
Speed (all forms)
Minimum
Value
Maximum
Value
Creature
0
1
Size
Tiny
1.5
2
Small
4.5
6
Medium
15
20
Large
45
60
Huge
150 200
Enormous 450 600
Gigantic 1,500 2,000
Colossal 4,500 6,000
Strength Rank
2
2.5
7.5
25
75
250
750
3
9
30
90
300
900
3.5
4
10.5
12
35
40
105
120
350
400
1,050 1,200
4,000
5 x Weight Multiple
Encumbrance Factor (EF for short) represents your characters weight limit in pounds prior to becoming encumbered. It is
determined by your characters Strength rank and creature size:
0
varies by size
0
1
0
0
Encumbrance Factor
Defense represents your characters ability to dodge physical attacks and damaging spells.
Resilience
Speed
Speed represents your characters standard rate of movement during one round of combat. Having a Speed of 0 equates
to being unable to move via that particular form. Flight Speed is
unavailable for characters who lack the means to fly.
18
FACULTIES
DISCIPLINES
Disciplines represent your characters specific areas of study
and training. Each discipline is associated with a specific attribute
that is used when checking for success.
For instance, the Healing discipline uses Intellect as its attribute, so your characters Intellect die is rolled whenever a Healing check is attempted. The Healing disciplines modifier is then
applied, along with any additional miscellaneous modifiers. The
result is then compared against the Success Value (SV for short)
to determine the degree of success or failure. Refer to Rolling the
Dice in Chapter 4 for more information.
Disciplines are sorted into ranks with Rank 2 (+1 modifier) representing professional proficiency. As a disciplines rank
increases, so too does its modifier, up to a maximum of +2. This
modifier is always added to the discipline check.
All of your characters disciplines begin at Rank 0 but may
be increased by spending character points. The cost of increasing
a discipline depends on its aptitude (easy, moderate, or difficult),
which is listed in parenthesis after its title. Unlike attribute aptitudes that vary by species, discipline aptitudes are the same for
all creatures.
Secretive Checks (GM): As an optional rule the GM may
sometimes prefer to roll a PCs discipline check personally, and in
secret, so that its true result remains a mystery. This is particularly
useful for discipline checks that can potentially reveal false information when their attempts are unsuccessful. Such disciplines include Appraisal, Creature Lore, Investigation, Social Knowledge,
and Survival (direction sense and herb lore). Other disciplines
may also warrant secretive checks in certain situations.
Rank
Modifier
Easy
Moderate
Difficult
1 (1)
2 (2)
3 (3)
+1
2 (3)
3 (5)
4 (7)
+2
3 (6)
4 (9)
5 (12)
ACCURACY
Melee Precision (Difficult)
CHARISMA
Intimidation (Moderate)
Investigation (Easy)
19
CHAPTER 1
street. In situations where specific individuals or small groups are
being questioned it is strongly recommended that the Persuasion
discipline be used instead.
Mysticism (Difficult)
Persuasion (Moderate)
Persuasion is used whenever your character attempts to convince an NPC of something. The characters result is compared
against the NPCs Fortitude.
The use of this discipline is only possible if an NPC could
conceivably agree to your characters point of view. If your characters suggestions or demands are too extreme for a given situation then the attempt automatically fails.
Bluffing/Lying:
Attempting to lie while under suspicion incurs a 2 penalty to your
characters Persuasion check. Being
under suspicion means that an NPC
either has sufficient reason to suspect
that your character is being dishonest
or is otherwise aware of information that contradicts your characters version of events.
NPCs Attitude: A +1 bonus can be applied to
your characters check against an NPC that is agreeable or friendly. Checks against indifferent NPCs receive
no modifier. A 2 penalty is applied to your characters
check when attempting to persuade angry
or hostile NPCs.
Language Barriers: A penalty of
2 is applied to your characters Persuasion checks whenever communication via a shared language is not possible
(having a translator eliminates this penalty).
Persuasion vs. Groups: Attempting
to use Persuasion against a group of NPCs
is also possible but is generally more difficult. Doing so incurs a 2 penalty to your characters check.
Larger groups and unruly crowds (riots, combat) can impose even
greater penalties according to the situation (GMs call).
Persuasion vs. PCs: Persuasion can be used against other
PCs in very special cases, such as when settling disputes between
party members. However, keep in mind that the other players are
roleplaying their characters and have their own free will, so this
rule should only be used sparingly with the GMs approval.
Persuasion vs. Bestial Creatures: Persuading bestial creatures is more difficult since they have trouble understanding your
characters meaning. Such attempts suffer a 2 penalty unless the
creature has been trained to perform a specific task. This penalty
does not stack with the language barrier penalty, and it is always
negated if your character can communicate with bestial creatures.
Persuasion vs. Mindless Creatures: Mindless creatures are
immune to all Persuasion attempts.
20
DEXTERITY
Agility (Moderate)
Flying (Moderate)
Running (Moderate)
Stealth (Moderate)
FACULTIES
check is made against your opponents Awareness checks (assuming that a detection check permits them). A new opposed check
must be made again each round thereafter for as long as there
are any opponents that could conceivably detect your characters
presence (GMs call).
Your character can only move at half his base Speed while
sneaking (rounded down). Making an attack, sprinting, speaking
above the level of whisper, or taking any action that would draw
sufficient attention automatically brings your character out of
stealth after the action has been attempted, regardless of its success or failure. Multiple actions can still be attempted, but only
the first action is considered to have occurred while Stealth was
active (concerning surprise).
Typically, your character can only begin sneaking or hiding
while out of combat. Doing so while in combat is difficult and
requires very special circumstances, including the loss of line-ofeffect from all potential opponents and making sure that all such
opponents are unable to pinpoint his general whereabouts. Simply stepping behind a column or ducking into a shadowy corner
is not good enough since his opponents obviously know where
he went.
Stealing/Pickpocketing: Attempting to steal from a victim
while within their natural threat range, or when reaching into or
through their natural threat range, incurs a 2 penalty on your
characters Stealth check. Pickpocketing always incurs this penalty since your character has to be within reach, but stealing may
or may not be affected according to the situation.
Creature Size: Your characters creature size applies an additional modifier to all Stealth checks. Refer to the Creature Size
Modifiers and Multiples table earlier in this chapter for details.
Swimming (Easy)
ENDURANCE
Constitution (Moderate)
Perseverance (Easy)
Toughness (Easy)
21
CHAPTER 1
INTELLECT
Creature Lore (Easy)
Healing (Moderate)
22
Sorcery (Difficult)
Tinkering (Moderate)
Tinkering is used whenever your character attempts to manipulate a mechanical device, such as picking locks and disarming or setting mechanical traps. Magical traps cannot be disarmed
with this discipline unless your character has purchased the Runebreaking advantage. Generally, the use of this discipline causes
your character to become distracted until his next turn.
FACULTIES
Disarming Traps: Your character must first be aware of the
presence of a trap before it can be disarmed (refer to the Awareness discipline on the following page). A set of thieving tools is
required, which grants the following modifiers according to its
quality: 1 for lowgrade, 0 for common, or +1 for highgrade;
makeshift tools and implements can be used as well, but doing so
incurs a 2 penalty.
Each trap has its own SV according to its design. A successful check disarms the trap and renders it safe until it is rearmed
(see below). A critical success allows your character and his
group to safely bypass the trap without disarming it in order to
leave it armed, if desired. Suffering a critical failure on the Tinkering check or getting a result that is at least 3 points lower than
the SV automatically triggers the trap.
Lastly, if your character is the traps maker or assembler he
gains a +4 bonus to his attempts at disarming it.
Setting Traps: Your character may use this discipline to assemble or rearm mechanical traps, including trap kits, assuming
that he has the necessary componentsmagical traps cannot be
rearmed with Tinkering. Generally, a trap requires an SV 5 to
assemble, or SV 8 if attempted hastily (requiring only half the
time). A cumulative 1 penalty is applied for each tier difference
in creature size between your character and the corresponding
creature size for which the trap was designed. Suffering a critical
failure or getting a result that is at least 3 points lower than the SV
breaks one of the traps components (selected randomly).
Trap kits tend to have an SV 3 concerning the targets Awareness check, unless your character tries to conceal or camouflage
the trap. Doing so requires a Stealth check of SV 5, modified by
the conditions of the environment (2 if difficult to conceal, +2
if easy, etc.). Success increases the Awareness difficulty to SV
5, while a critical success increases it to SV 8. Permanent traps,
like those found in dungeons, also tend to follow these rules, but
the craftsmanship of the traps surrounding structure may apply
additional modifiers to the builders Stealth check (GMs call).
Triggering a trap kit varies according to its design. Tripwire
traps can span a line equal to twice the length of the traps occupied space for its equivalent size (5 feet for tiny, 10 feet for small/
medium, etc.). Foot-hold assembly traps occupy a space equal to
the occupied space for their equivalent size (1/4 square for tiny, 1
square for small/medium, etc.). If the target steps across the tripwire line or steps into the foot-holds space then the trap is triggered. It should be noted that flying creatures rarely trigger mechanical traps unless a tripwire is purposefully suspended above
the ground. Permanent traps, especially magical varieties, include
their own unique rules that are detailed in their descriptions.
Picking Locks: Picking a lock works in much the same way
as disarming a trap. A set of lockpicks is required, which grants
the following modifiers according to its quality: 1 for lowgrade,
0 for common, or +1 for highgrade; makeshift tools and implements can be used as well, but doing so incurs a 2 penalty.
Each lock has its own SV according to its design. A successful check unlocks the lock. Suffering a critical failure on the
Tinkering check or getting a result that is at least 3 points lower
than the SV jams the lock. Jammed locks cannot be picked or
even opened with their designated keys and must either be broken
open or repaired by a locksmith.
23
CHAPTER 1
PERCEPTION
Appraisal (Easy)
SV
3
5
8
12
Awareness (Moderate)
Awareness is used by your character to perceive his surroundings, typically as a free action. The use of this discipline is
almost never initiated by players themselves but rather is requested by the GM in various situations. Your characters Notice stat
often determines if an Awareness check is permitted in a given
24
Geomancy (Difficult)
Initiative (Moderate)
Initiative is used whenever your character engages in combat to determine how quickly he can take his turn. Refer to Combat Rules: Initiative in Chapter 4 for more information.
Survival (Easy)
Survival is used whenever your character traverses and explores natural environments. It can allow your character to find
food, fresh water, and shelter, as well as providing knowledge of
herb lore, direction sense, terrain, and weather.
Direction Sense: Your character may attempt to discern the
approximate direction of north by observing natural conditions
(generally SV 5). Suffering a critical failure or getting a result that
FACULTIES
is at least 3 points lower than the SV convinces your character
that a different direction is actually north. This application of the
survival discipline may only be attempted above ground.
Finding Food or Water: Your character can attempt to locate food or fresh water (as separate checks). Doing so typically
requires an SV 5, but the difficulty can vary greatly according
to the type of terrain, climate, and other environmental factors.
The volume of food or water may also vary greatly and may not
always be sufficient to accommodate numerous creatures and/or
those of larger sizes (GMs call).
Regarding different kinds of food, the gathering of edible
plants and insects can often be obtained without the use of tools
or weapons but tends to provide lesser amounts. Fishing or hunting can often produce more abundant food but requires the use
of tools, ranged weapons, or a suitable trap kit, in addition to the
successful use of a secondary discipline check (Agility, Ranged
Precision, Stealth, etc.), as determined by the GM. Only a single
secondary check is needed for success.
For example, if your character successfully uses Survival
to locate a deer the GM might then request a Ranged Precision
check against an SV 5 to see if his aim is true. Your character
would not actually have to defeat the deer in combat but would
only have to succeed on the check to provide ample meat for himself and his companions.
Herb Lore: Surviving in the wilderness often necessitates
being able to identify plants and fungi, including knowing where
they grow and recognizing their inherent properties. The SV varies according to the type of plant and its rarity, but an SV 5 should
suffice in most cases.
Success allows your character to recall general information
about the plant, such as where it commonly grows, whether or
not it is safe to consume, and other basic qualities. Achieving a
critical success provides your character with more advanced information, including how it is best cultivated and what kinds of
professional applications it may be suited for (medicinal, poisonous, mystical, etc.).
Failure indicates that your character is unfamiliar with the
plant, but suffering a critical failure on the Survival check or getting a result that is at least 3 points lower than the SV provides
your character with false information instead. Additionally, once
Survival has been attempted for a particular plant type it cannot
be checked again until your character gains a new rank in the
discipline or has an opportunity to research the plant, such as by
visiting a library.
Ignoring Rough Terrain/Weather: Your character can attempt to ignore the slowing effects of rough terrain and/or weather in regards to traveling time. Doing so generally requires an
SV 8. If successful, this benefit is extended to your characters
group, but particularly large groups like armies may require multiple successful checks. Refer to General Rules: Traveling Times
in Chapter 4 for more information.
Tracking (Moderate)
Tracking is used whenever your character wishes to determine if creatures have moved through an area, and if so, to track
their movements. The SV for this discipline varies greatly according to environmental conditions, such as the time since the tracks
STRENGTH
Climbing (Easy)
Climbing Surface
Ladder
Rigging or Knotted Rope
Unknotted Rope
Vertical Surface (with grips)
Vertical Surface (without
significant grips)
SV
1
(trivial)
3
5
8
12
Jumping (Easy)
Jumping is used whenever your character wishes to leap horizontally and/or vertically. Using SV 5 as the general difficulty
your character may jump horizontally, with a running start, a distance equal to his occupied space (2 ft for tiny size, 5 feet for
medium size, etc.)each critical success adds additional distance
equal to half his occupied space again, if desired. Vertical jumps
may only attain half these distances but may be performed along
with a horizontal jump freely.
25
CHAPTER 1
Failing a Jumping check means that your character didnt
quite make it, but he may still be able to prevent himself from
falling by succeeding on a free Agility check of SV 5, usually by
grabbing onto the opposing ledge if he was able to clear enough
of the distance (GMs call). An Agility check is not allowed if
your character suffers a critical failure on the Jumping check or
if he gets a result that is at least 3 points lower than its SV, which
automatically causes him to fall. Refer to General Rules: Falling
Damage in Chapter 4 for more information.
Stationary Jumping: Your character may also jump horizontally from a stationary position, meaning without a running
start, but a 2 penalty is applied to the check. Stationary vertical
jumps are not penalized.
Might (Moderate)
Position
Land
Swimming
Flying
26
Door Size
Tiny
Small
Medium
Large
Huge
Enormous
Gigantic
Colossal
Required Weight
(locked/secured)
50 lb
150 lb
500 lb
1,500 lb
5,000 lb
15,000 lb
50,000 lb
150,000 lb
FACULTIES
PROFESSIONS
Professions encompass overarching careers and occupations
that are geared more toward providing a livelihood for your character outside of adventuring. They work in a similar manner to
disciplines, except that a d8 roll is always used for checks instead
of being tied to a particular attribute. The total result of a profession check is still compared against the Success Value (SV) of the
activity being attempted. Refer to Rolling the Dice in Chapter 4
for more information.
Professions are sorted into ranks, like disciplines, with Rank
2 (+2 modifier) representing professional proficiency. However,
the modifier for each rank is greater than those of disciplines so
that more weight for success or failure is shifted to your characters professional training. This means that those who are unskilled in a particular profession are almost guaranteed to fail,
whereas those who are better trained in the profession are much
more likely to succeed.
All professions begin at Rank 0 but may be increased by
spending character points. The cost of increasing a discipline depends on its aptitude, easy (E) or moderate (M), which is listed
after its title. Professions never have difficult aptitudes.
Note that professions are entirely optional and many players
often choose to forgo them altogether for their characters since
adventuring is usually a full-time occupation on its own.
Rank
Modifier
Easy
Moderate
1 (1)
2 (2)
+2
2 (3)
3 (5)
+4
3 (6)
4 (9)
COMMON PROFESSIONS
27
CHAPTER 1
Cartographer (E) maps and charts
Cook (E) food and non-alcoholic beverages
Courier (E) delivers messages, news, and shipments
Courtesan (E) companionship and seduction
Enchanter (M) magical items and spell foci
Farmer (E) crops and livestock
Fisher (E) fish and seafood
Fortune Teller (E) predictions and divination
Gambler (E) games of chance
Gladiator (E) arena combat
Hunter (E) wild game and trapping
Interpreter (E) translating languages
Jester (E) comedy, acrobatics, and juggling
Jeweler (M) gems and jewelry
Leatherworker (M) hides, tanning, and leather goods
Lumberjack (E) logging and wood cutting
Merchant (E) buying, selling, and trading
Metalworker (M) blacksmithing and metal arms/items
Miner (E) mineral and ore excavation
Musician (M) playing musical instruments and singing; bards also require this profession for their songs
Orator (E) acting, storytelling, and public speaking
Physician (E) healing and medicinal remedies
Racketeer (E) counterfeiting and criminal activities
Sailor (E) operation of seagoing vehicles
Scribe (E) writing and literary research
Shipwright (M) construction of seagoing vehicles
Soldier (E) military and/or mercenary duties
Stoneworker (M) stone masonry and sculptures
Tailor (M) clothing and textile goods
Taxidermist (M) animal/monster trophies and totems
Woodworker (M) wooden items and land vehicles
Earning Money
28
Note that there are a few exceptions to this rule. Some professions are used at special times in the place of disciplines when
performing highly-specialized tasks, such as Alchemist, Musician
(for bards), Taxidermist, and crafting professions when repairing
damaged items, but these exceptions are described specifically in
the rules when their use is warranted.
Assisting Others: The potential bonus modifiers that can be
gained from Assisting Others, as described under General Rules
in Chapter 4, are not allowed for profession checks. Multiple
workers earn wages individually according to their own profession checks, whereas crafting tasks that require multiple workers
rely solely on the profession check of the primary crafter and simply pay wages to all assistants.
WAGES
All professions allow for a character to earn wages. Generally, one profession check can be made per day of game time if a
character was able to devote a sufficient portion of the day toward
working, usually between 6 and 10 hours. The SV varies according to the nature of the work being performed, but SV 5 should
suffice for most common jobs.
Earnings: Success earns 1g, and each critical success earns
an additional 50s. Failure still earns your character about 50s for
the days work, but failing with a result that is at least 3 points
lower than the SV earns no money (perhaps due to unforeseen
expenses). A critical failure should also hinder your character in
other ways suitable to the specific profession (suffering a wound,
social complications, etc.), as determined by the GM.
Unskilled Labor: Jobs that require no professional training
do not have an associated professions check. Instead, the GM
should probably insist on a suitable discipline check, such as Perseverance or Might, to determine how productively your character performs the job, which also determines his wage earnings.
However, the total earnings amount is halved.
Wage Requirements
Almost every profession requires a suitable working location, which includes either being employed or having permission
to do the work. The specifics vary greatly from one profession
to another, but profession checks shouldnt be permitted without
first addressing exactly how a character is attempting to earn the
money. Even professions that appear more freelance than others
can have unforeseen consequences when theyre performed without permission.
For example, a lumberjack who decides to start cutting
down and selling trees from a noblemans land without permission would likely face serious consequences if caught. At the very
least he would probably have his materials and any profits confiscated. He might also face more severe punishments such as additional fines, community service, imprisonment, orin extreme
caseseven death.
Multiple Professions: A character may acquire multiple
professions, but only one may be used per day to attempt to earn
wages. Even so, there can be benefits to being trained in multiple
professions, such as a wider variety of employment opportunities,
the ability to craft different items, and so forth.
FACULTIES
CRAFTING
Item/Task Complexity
SV
Lowgrade Items or Basic Tasks
3
Common Items or Moderate Tasks 5
Highgrade Items or Advanced
8
Tasks; all Enchantments
Multiple Workers: Larger or more complicated tasks may
sometimes require more than one worker. The GM will determine
if having to hire additional workers is necessary, according to the
scope of each task, which may include unskilled laborers to help
when performing the more menial aspects of the job. Skilled laborers are generally paid full wages according to their individual
profession results, whereas unskilled laborers are usually paid
only half this amount (as detailed on the previous page).
Crafting Requirements
Result
Critical Success
Success
Failure
Failure (by at least 3 points)
or a Critical Failure
Crafting
Percentage
50%
66%
33%
Repair
Percentage
15%
20%
10%
66%
20%
Crafting Profits
29
TRAITS
CHAPTER 2
TRAITS
DISADVANTAGES
Disadvantages are your characters negative traits, also referred to as detrimental traits. Selecting a disadvantage grants
extra character points to help offset the hardships it incurs. The
extra character points are added to your characters unspent CPV
(total CPV remains unchanged) and can be spent to improve your
characters faculties or to purchase advantages. However, the
amount of points gained is typically equal to only about half of
the actual value of the disadvantages detrimental cost to your
character. Disadvantages may only be selected during the character creation process.
Each disadvantages value is colored red and is listed in parenthesis following its name or ranks. Each rank grants a separate
amount of unspent character points and lower ranks are prerequisites for higher ranks.
For example, if a disadvantage has Rank 1 (2) and Rank
2 (3) then your character would already have to possess Rank
1 before he could select Rank 2, but the total number of unspent
character points that he would gain for selecting both ranks
would be 5.
Character Point Limit: A combined 10 point limit exists
when selecting disadvantages. This means that your character
may only gain up to 10 extra unspent character points from all
of his disadvantages, which also includes any optional detrimental traits and common disadvantages available to members of his
species. For example, selecting the Crippled Arm (R2) 6 and
Each playable species has a list of three common disadvantages, which are typically possessed by its members. Each common disadvantage that is selected grants one additional character
point beyond its standard valuethe extra points are already included in each disadvantages cost as indicated in the characters
species box. These extra points are still restricted by the 10 point
limit, however. Ranked disadvantages only grant a bonus point
for their first rank, even if subsequent ranks are also taken.
For example, in this chapter, you can find the following disadvantages with their standard values listed in parenthesis: Inquisitive (1), Lazy (2), and Minimalist (R1 1). However, the
huldrian species box lists Inquisitive (2), Lazy (3), and Minimalist (R1 2) as common disadvantages, with each being worth
one extra character point. If a centaur were to select any of these
disadvantages he would receive their standard values, but a huldrian would receive one extra character point each, up to the 10
point limit. A huldrian character would gain 2 character points
for selecting the first rank of Minimalist, but the second rank
would still only grant its standard value if also selected.
Awkward Combinations
Certain combinations of disadvantages should be considered very carefully before being selected. Sure, you could choose
to play a Blind Child with a Crippled Leg, but first consider the
other players and how your character will function as part of an
adventuring party. You should attempt to design your character
so that he is able to mesh with the other party members without
being a burden or a constant source of conflict. A little conflict can
be entertaining, but debilitating combinations of disadvantages
can wear thin pretty fast.
31
CHAPTER 2
Contradicting traits should generally be avoided as well, such
as Cruel Do-Gooders or Violent Pacifists. Such combinations are
either difficult to roleplay or make no sense when paired together. Disadvantages function as a means for encouraging roleplaying by granting incentives (extra character points) to characters
that willingly take on flaws and personality quirks, which must
be roleplayed. Ignoring some of your characters disadvantages
or being unable to roleplay them as they were intended defeats
their purpose, and so your character should not be able to receive
incentives for selecting them.
Forbidden Disadvantages: Your character cannot select
or acquire disadvantages that would make no sense to possess,
such as a yuellok selecting Crippled Armyuelloks already have
useless arms. Additionally, selecting a disadvantage during character creation does not grant extra unspent character points unless
all of its detrimental effects can be applied. For instance, if your
characters Fortitude stat is already at its minimum value (0) then
he would not gain any character points for selecting the Uncharismatic disadvantage. This is because it would impose a 1 penalty to his Fortitude stat, which cannot be decreased any further,
despite the fact that its other penalty would have been applicable
(a 1 penalty to his Charisma attribute). However, such disadvantages may still be selected for roleplaying purposes, if desired.
Buying-Off Disadvantages
CREEDS
32
Belief Systems
ADVANTAGES
TRAITS
DISADVANTAGES
Disadvantages are sorted into three distinct categories:
Faculty Penalties, Handicaps, and Roleplaying Quirks. Faculty
Penalties reduce your characters attributes and stats. Handicaps
impose various physical, mental, or social limitations on your
character. Roleplaying Quirks encompass negative aspects of
your characters personality that should be roleplayed.
FACULTY PENALTIES
Dimwitted (5)
Feeble (5)
Your character suffers a 1 penalty to his Endurance attribute and Base Resilience stat.
Imperceptive (4)
Your character suffers a 1 penalty to her Perception attribute and Notice stat.
Inaccurate (4)
Unathletic (3)
Your character suffers a 1 penalty to her Combat Maneuvers stat and Speed stats (all forms).
Uncharismatic (5)
Uncoordinated (5)
Weak (5)
HANDICAPS
Adolescent (4)
Alcoholic (3)
33
CHAPTER 2
Blind (ranked)
Rank 1 (5)
Your character is partially blind, either from having only one
eye or from having impaired vision in both eyes. He suffers a 1
penalty to all discipline checks and profession checks involving
visual tasks, including all Precision checks and spellcasting discipline checks, except for those that only target your character;
tasks that do not rely on vision are never penalized. Disciplines
that are usually penalized include: Agility, Awareness, Climbing,
Healing, Initiative, Jumping, Survival, Tinkering, and Tracking.
Rank 2 (5)
Your character is completely blind. His penalty is increased
to 2. Note that certain visual tasks may even be ruled as being
impossible unless your character receives assistance (GMs call).
Child (10)
Your character is a preadolescent child. Adjust his age according to his species to reflect this disadvantage. His Endurance
and Strength attributes are each capped at a maximum rank of 1
(d6). His maximum number of health points is also reduced by 1.
Lastly, your characters creature size is decreased one tier below
adult members of his species (adjust his faculties accordingly).
The children of tiny species have unique adjustments since
no smaller size tier exists. They receive an additional +1 bonus to
Stealth but suffer a further 1 penalty to Brute Force, Total Resilience, and Combat Maneuvers. They also have a reduced weight
multiple of x0.03 but are still considered tiny in regards to their
occupied space and natural threat range.
Although your character does not suffer a specific penalty to
Charisma, the GM should take into account how a child is perceived and treated by others. In many situations adults will ignore
your character or regard him as inferior. Others might take pity
on him or spoil him. The GM may impose Charisma bonuses or
penalties as the situation dictates.
Once your character grows into an adolescent he must upgrade to the Adolescent disadvantage. Refer to its description for
details about converting your characters faculties and values.
Note that this disadvantage grants far fewer character points
than its actual detrimental cost that is imposed on your character.
This disadvantage may not be taken if it would reduce your characters maximum number of health points to 0, nor may it be taken if your character has the Adolescent or Elder disadvantages.
Imps, rolgareks, valdarins, and yuelloks may not select this disadvantage since they appear upon the world as fully-grown adults.
Rank 1 (3)
Your character has one arm that is impaired. It is still functional, but all discipline, profession, and damage checks that are
attempted with the injured arm suffer a 1 penalty (including
two-handed actions). A shield that is wielded by your characters
impaired arm also provides 1 less point of block value.
Lavossi and yuelloks may not select this disadvantage since
they lack standard arms.
Rank 2 (3)
Your characters arm is busted, malformed, or has been severed, and is now rendered completely useless. Basic actions can
34
Rank 1 (3)
Your character has one wing that is impaired. Your characters Flying checks suffer a 1 penalty. His Defense and Flight
Speed stats also suffer a 1 penalty. Note that the penalty to Defense is only applied while flying, not while on land or in water.
Obviously, only species with the Flight: Wings trait may select this disadvantage.
Rank 2 (7)
One or both of your wings are busted, malformed, or have
been severed. Flight is no longer possible.
Deaf (ranked)
Rank 1 (1)
Your characters hearing is partially impaired. She suffers a
1 penalty on all Awareness checks that involve hearing.
Rank 2 (3)
Your character is completely deaf. She suffers a 2 penalty
on Awareness checks that rely partially on hearing and automatically fails all Awareness checks that rely solely on hearing.
TRAITS
Elder (6)
Illiterate (1)
Insomniac (2)
Klutz (ranked)
Rank 1 (3)
Your character is especially unlucky and has a greater
chance of suffering critical failures. After rolling a 1 on the die
for a discipline or profession check your character suffers a critical failure if the secondary roll lands in the lower half of the dies
range (essentially a 50% chance).
For example, assume that a 1 is rolled using a d10. A critical
failure would then occur if the secondary roll is between 15. A
secondary roll of 610 would not result in a critical failure.
Rank 2 (6)
Your character always suffers a critical failure when a 1 is
rolled on the die for any discipline or profession check. No secondary roll is required!
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CHAPTER 2
Your characters maximum number of health points is reduced by 1. This disadvantage may not be taken if it would reduce
your characters maximum number of health points to 0.
Your characters maximum number of stamina points is reduced by 1. This disadvantage may not be taken if it would reduce
your characters maximum number of stamina points to 0.
Your character is afflicted with lycanthropy, a mystical disease that forces him to transform into a werewolf during the three
consecutive nights of the full moon every month, starting at dusk
and ending at dawn (each of the three nights).
Additionally, your character suffers from an acute vulnerability to silver. In particular, silver weapons inflict +2 damage
against your character when hes in his standard species form or
+4 damage when hes transformed into a werewolf. Refer to Lycanthropy in Chapter 6 for more information.
Note that selecting this disadvantage does not grant character points despite imposing significant risks and penalties upon
your character. However, it does allow your character to purchase werewolf-only advantages (Chapter 6), if desired.
Your character is only able to benefit from one greater magical apparel item at once, rather than the standard allowance of two
items. Elves who select this disadvantage reduce their limit of
such items to two. Once selected, this disadvantage is permanent
and can never be bought-off or cured.
Mute (4)
Nightmares (2)
36
means that your character spends the night tossing and turning,
and awakens groggy and sluggish, thereby doubling the required
time for him to recover lost stamina points to one point every
four hours (instead of one point every two hours), which persists
until a full and peaceful nights rest is received. Suffering a critical failure imposes a further penalty of 1 to all of his discipline
checks and profession checks, which also persists until a full and
peaceful nights rest is able to be achieved. Damage checks are
not penalized.
Note that tranquil dreams from the Dream Craft spell effect
still grant a +2 bonus to your characters daily healing check but
only if the sleeping Constitution check succeeds first.
Ettins that select this disadvantage (considered individual)
only apply its penalties to the affected minds actionsits twins
actions are not affected. A critical failure on the Constitution
check still slows the ettins rate of stamina recovery, despite the
fact that stamina is a shared value.
Obese (2)
Skinny (2)
Requires GM Approval!
Your character is afflicted with vampirism, a mystical curse
that has transformed her into a vampire. She is considered to be
non-living (undead) and gains a variety of creature traits.
Additionally, your character suffers from a host of acute
vulnerabilities to garlic, holy water, holy symbols, and wooden
weapons/ammo. Direct sunlight is especially dangerous to your
character and inflicts d8 damage each round that she stands in or
moves through it (compared against her Total Resilience stat); a
cumulative +1 bonus is also applied for each consecutive round
that sunlight damage is rolled. Refer to Vampirism in Chapter 6
for more information.
TRAITS
Note that selecting this disadvantage does not grant character points despite imposing significant risks and penalties
upon your character. However, it does allow your character to
purchase vampire-only advantages (Chapter 6), if desired. The
GM must approve of this trait before it can be selected since it
can drastically limit how the other party members conduct their
adventures, particularly in regards to exploring and traveling
during the daytime.
ROLEPLAYING QUIRKS
Arrogant (1)
Crude (1)
Cruel (1)
Deceitful (1)
Diligent (1)
Do-Gooder (2)
Envious (1)
Fanatical (2)
Fearful (2)
Forgetful (1)
Your characters memory isnt one of his strong points. Perhaps he is easily distracted or maybe hes suffered one too many
blows to the head. In any case he has trouble remembering names,
minor details, and obligations.
Generous (1)
Greedy (1)
Your character can never seem to get enough money, possessions, or power. Whats in it for me? is her foremost thought
whenever she must make decisions.
Headstrong (1)
Impulsive (1)
Your character tends to act first and think about the consequences of her actions later, if at all. Sometimes things can work
out to her advantage, but more often than not her brash actions
lead to complications.
Inquisitive (1)
Kleptomaniac (2)
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CHAPTER 2
Lazy (2)
Lustful (1)
Your character has insatiable romantic desires toward members of a chosen gender. He has a rather difficult time attempting
to restrain his advances while in the presence of individuals he
finds attractive.
Merciful (1)
Minimalist (ranked)
Rank 1 (1)
Your character prefers to travel lightly, taking with him no
more than what is absolutely necessary. This can sometimes get
him into trouble when unexpected needs arise since he rarely
plans for emergencies. His financial affairs remain unhindered
and he may still desire to accumulate wealth, but he either keeps
most of his money stored somewhere safe or he prefers nonmaterial forms of wealth (titles, favors, business dealings, etc.).
Ettins that select this disadvantage (considered individual)
may be forced to endure considerable conflict due to their twins
differing preferences (especially if Rank 2 is selected). This is
fine as long as the disadvantage is sufficiently roleplayed, but if
it becomes a problem, such as from an overbearing twin, then it
should probably be bought-off.
Rank 2 (2)
Your character abhors the use of armor and being encumbered. He refuses to wear any type of armor, including bulky
clothing and accessories, except in the most extreme of circumstances. Additionally, he attempts to remain unencumbered at all
times and avoids carrying more than his first Encumbrance Factor
multiple in weight whenever possible.
Mischievous (1)
Your characters mind is fragmented into two or more distinct personalities. Each personality should be assigned its own
set of roleplaying quirk disadvantages. Character point gains are
not cumulative when selecting disadvantages for each of the various personalities, but rather the personality with the least combined value is all that counts (in addition to the cost of this disad-
38
Nervous (2)
Ostentatious (1)
Your character objects to violence and must be truly desperate before he will make attacks or use lethal abilities. He much
prefers to avoid violent conflict if at all possible, preferring instead to resolve such situations with words or nonlethal means.
In addition to the obvious roleplaying consequences, your
characters utter reliance on defensive techniques provides a +1
bonus to his Defense, Concentration, and Fortitude stats. However, your character can never initiate damaging or lethal attacks/
abilities against opponents. He can fight back, once attacked, but
even then he suffers a 1 penalty to his discipline, profession, and
damage checks (only for damaging or lethal actions). Note that
TRAITS
this condition and its penalties do not apply when attacking objects, but they do apply when attacking elementals, undead, and
other kinds of non-living creatures.
Even your characters minions and servants cannot be commanded to initiate attacks, but if such creatures are capable of
acting independently they may still choose to do so according
to their own free will, per the GMs discretion. Regardless, the
actions of minions and servants do not share your characters discipline or damage penalties.
Ettins that select this disadvantage (considered individual)
do not gain the +1 bonus to Defense unless it is purchased by both
minds. However, the traits value is adjusted accordingly: 7 if
one mind selects it (no bonus to Defense) or 6 each if both minds
select it (+1 bonus to Defense).
Paranoid (1)
Perfectionist (1)
Pessimistic (1)
Proper (1)
Rebellious (1)
Secretive (1)
Your character tends to keep things to herself and never volunteers personal information. What little tidbits she does disclose
are usually cryptic or only half-truths.
Sissy (3)
Somber (1)
Spendthrift (3)
Strange (1)
Your character is considered odd by most other people. Perhaps he has wacky ideas, annoying habits, or maybe he has an
irrational personality that make no sense to anyone else.
Submissive (2)
Talkative (1)
Unforgiving (1)
Your character is easily offended and takes everything personally. He holds a grudge for a long time and seeks revenge for
even minor affronts.
Violent (ranked)
Rank 1 (1)
Your character has no problem about causing violence, and
truth be told he kind of enjoys it! This isnt to say that hes evil
or overly cruel, but showing mercy just isnt his style. Your character tends to solve his problems with force rather than words.
Rank 2 (1)
Your character has a thirst for killing. Simply hurting his
enemies just isnt enoughthey must be obliterated! And sometimes, just to make sure theyre good and dead, hell mutilate or
desecrate their bodies.
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CHAPTER 2
CREEDS
There are five standard creeds that are available in most
campaigns: Knights, Nobles, Priests, Templars, and Wardens.
Many campaigns are likely to offer additional creeds that are tailored to their particular settings. Check with your GM for details.
Keep in mind that creeds are entirely optional and that most
characters do not possess them.
Knight
40
Noble
TRAITS
afford it. In other words, noble characters should never settle for
average or common but should instead seek out the best quality
of equipment, food, accommodations, and services that they can
reasonably afford.
Benefits: Nobles can typically expect to be well-received by
most commoners in civilized regions, especially by those within
their own kingdom. Such positive interactions may or may not be
sincere, however. Nobles may also expect unique privileges when
dealing with other nobles that commoners would likely be denied,
such as being granted an audience with the Duke or receiving an
invitation to the Counts Winter Ball.
Priest
Templar
Warden
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CHAPTER 2
ADVANTAGES
Advantages are sorted into five distinct categories: General,
Combat, Combat Techniques, Mystical, and Vocational. The General category is a sort of catch-all grouping for those advantages
that do not fit into one of the other categories. Combat advantages
benefit your character in battle, while Combat Techniques allow
him to execute specific augmented melee and ranged attacks.
Mystical advantages are those that are inherently magical in nature. Vocational advantages encompass overarching skill sets that
identify with certain adventuring roles.
GENERAL
Dodge (ranked)
Rank 1 (4)
Your character gains a +1 bonus to Defense.
Rank 2 (5)
She gains an additional +1 bonus to Defense.
Constitution (R2)
Your character tends to heal naturally more quickly than others. She gains a +3 bonus on Constitution checks made for daily
healing, mending broken bones, and restoring damaged faculties.
Other Constitution checks do not receive this bonus, such as those
for bleeding, diseases/poisons, or the free checks that are granted
in combat for creatures with the Regeneration trait (like trolls).
Focus (ranked)
Rank 1 (4)
Your character gains a +1 bonus to Concentration.
Rank 2 (5)
He gains an additional +1 bonus to Concentration.
42
Awareness (R2)
Your character is able to interpret and understand the lip
and mouth movements of others when they speak without having
to hear what is being said. Doing so requires a successful visual
Awareness check. The SV varies according to the distance to the
speaker. Lip reading at a distance beyond 100 feet is generally impossible, but the use of a spyglass or the Scrying spell effect can
overcome this issue (the GM should adjust the SV accordingly).
Viewing Distance
up to 25 feet
2650 feet
5175 feet
76100 feet
SV
3
5
8
12
The creature size of the speaker in relation to your character also applies a cumulative modifier to your Awareness check.
For each creature size tier that the speaker is smaller than your
character apply a 1 penalty; for each creature size tier that the
speaker is larger than your character apply a +1 bonus. Lastly,
your character must know the language being spoken in order to
actually understand what is being said, but he can still make out
syllables and basic pronunciations even if he is unable to speak it.
Note that this trait is useless when used against creatures
that lack mouths, such as lavossi. However, creatures that possess
lipless mouths are still usually able to be understood (ikranids,
kreevogs, revornae, etc.).
Resolute (ranked)
Rank 1 (4)
Your character gains a +1 bonus to Fortitude.
Rank 2 (5)
She gains an additional +1 bonus to Fortitude.
TRAITS
COMBAT
Armor Expertise (3)
Awareness (R3)
Your character gains an additional +1 bonus to Total Resilience when wearing light, moderate, or heavy armor.
Backstab (ranked)
Evasive (3)
Intimidation (R3)
Your character is incredibly fearsome in combat. Whenever
one of his attacks or spells drops an opponenteither by rendering him incapacitated/unconscious due to health loss or by
destroying/killing him outrightyour character may make an
immediate free Intimidation check against any other opponents
within line-of-effect, up to 50 feet away. The Intimidation check
may be performed against a single target or against a group (your
choice), but it is still subject to the standard restrictions and penalties. Only one free Intimidation check may be attempted each
round, despite dropping multiple opponents.
Your characters luck often allows her to inflict more grievous injuries to her opponents. Each time she receives a lucky
break she gains a +4 bonus to all discipline, profession, and damage checks for the round (the standard bonus is only +2).
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CHAPTER 2
Agility (R2)
Your character is able to quickly stand up from being prone.
Doing so only costs half of his Speed for the round (rounded
down), instead of all of his Speed.
Springboard (3)
44
may move up to two squares via any form of movement that she
possesses. This bonus movement is wasted if any other actions
are attempted before it is used.
This effect can occur multiple times per round. Melee attacks
that are made while your characters movement is restricted, such
as when disabled or prone, do not grant additional movement.
COMBAT TECHNIQUES
TRAITS
Arcane (Sorcery): An additional +1 arcane bonus is granted to your characters damage check (+2 overall).
Cold (Geomancy or Sorcery): If this attack inflicts health
loss then a 2 penalty is imposed to the targets Speed
stats (all forms) on his next turn, plus an extra 2 penalty
is also applied to his sprinting checks, if attempted.
Divine (Mysticism): If this attack achieves a critical hit
against the target an additional bonus of +2 is applied to
the damage check (+7 total). All severity checks are also
increased by +1, regardless of achieving a critical hit.
Electricity (Any): If this attack inflicts health loss then a 1
penalty is imposed to the targets Concentration, Defense,
and Fortitude stats until the end of his next turn.
Heat (Any): If this attack achieves a critical hit the target
catches fire for one round, even if no health loss is inflicted. If the targets turn occurs prior to your characters
next turn he may attempt to put out the flames by making
an Agility check of SV 5. If he is unsuccessful, or if your
characters turn occurs first, then he automatically suffers
another d8 points of heat damage plus a modifier according to your characters size: tiny 2, small 1, medium 0,
large +2, huge +4, enormous +7, gigantic +10, or colossal
+14. The result is compared against the targets Total Resilience stat. Afterwards the flames automatically die out
on their own. The particular environment in which this
technique is used may produce a different visual effect,
such as boiling water, intense steam, or similar alternatives, like when the technique is used while underwater
(its rules and gameplay mechanics remain unchanged).
Shadow (Sorcery): If this attack inflicts health loss then a
2 penalty is imposed on all of the targets damage checks
on his next turn. However, shadow attacks are weaker
when performed in direct sunlight, based on your characters position, and impose a 1 penalty to your characters
Precision checks. Artificial light and indirect sunlight do
not impose this penalty.
Knock-Back (5)
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CHAPTER 2
attacking a target between the third and fourth tiers would
incur a 1 penalty, and so on. Launched weapons do not
fire their ammunition and thrown weapons remain in your
characters hand, whilst phantom projectiles are launched
or thrown in their stead. However, this technique cannot
be attempted unless your character is actually holding the
weapon in his hand and has sufficient ammunition available (a bow with no arrows cannot be used to perform a
phantom strike). Holy water, poison pouches, and other
consumable weapons can also be used with this technique, but their contents are still consumed normally.
46
MYSTICAL
Blood Magic (ranked)
TRAITS
Bestial (4): This companion is bestial. When not being directed by your character it behaves in a manner befitting
its species, typically concerning itself with biological and/
or instinctual needs. However, the GM should consider
the creature as being at least somewhat domesticated,
such that it will often attempt to control its aggression
and less desirable behaviors according to how its been
instructed while in your characters presence. Therefore,
bestial companions automatically respond as if they had
received all forms of training (combat, mount, etc.). Note
that bestial companions may be upgraded to gain sapience
at a later time if your character spends the additional 6
character points. Doing so allows you to select disadvantages to develop the enchanted companions personality,
but no character points are gained as compensation.
Sapient (10): This companion is fully sapient and is capable of acting and thinking on its own. When not being
directed by your character it is free to pursue whatever
goals or interests it desires, according to its personality.
However, it is still loyal to your character and is incapable
of deliberate betrayal.
Refer to Designing Creatures in Chapter 7 to begin designing your characters enchanted companion, but remember to adhere to the following restrictions:
Attributes Aptitudes: Companions must always possess a
moderate aptitude in every attribute except for Accuracy,
which must always be difficult.
Health & Stamina: Enchanted companions do not spend
or gain character points for selecting these quantities.
Instead they either possess 3 points in both quantities or
4 points in one quantity and 2 points in the other (your
choice when first designed).
Creature Size: Companions may select any creature size.
Tiny and small sizes grant additional character points to
spend, independent of the 10 point limit for selecting
detrimental traits (see below). Large and greater creature
sizes cost character points, accordingly.
Disadvantages & Creeds: These may be selected freely, but
disadvantages do not grant any additional character points
as compensation.
Advantages: General and combat advantages may be selected freely. Combat techniques, mystical, and vocational
advantages may only be selected if your character already
possesses the advantage in question and the enchanted
companion is sapient.
Creature Traits: These traits may be selected freely, unless
otherwise noted in their descriptions. Unlike for standard
disadvantages, character points are granted for selecting
detrimental creature traits. However, the companion can
only gain up to 10 character points from all of the selected
traits. Most detrimental traits list an inherent value and an
optional valueenchanted companions must always use
the optional value if one is listed.
No Creature Templates Allowed: Every companion needs
to be designed from scratch rather than using preexisting
creature templates that can be found in Chapter 7 (dogs,
horses, etc.). This is because many such creatures ignore
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CHAPTER 2
damage when making Jumping checks. If your character
has the Leaping species trait then her jumping distances
are tripled (just calculate normally and multiply by 3) and
she ignores the first 10 feet of falling damage when making Jumping checks.
Sprinting (all forms): Each success and critical success on
your characters sprinting checks grant a bonus of +3 for
Swimming, +6 for Running, and +9 for Flying (standard
values are +2, +4, and +6, respectively). If your character has the Enhanced Sprinting species trait then her total
adjustment is +4 for Swimming, +8 for Running, or +12
for Flying, depending on which version of the species trait
she possesses.
48
Rank 1 (10)
Your character may hold one magical tap at a time (species
with the Inborn Tap trait may hold two taps). A tap is a build-up
of magical energy that is held by your character to maintain an
ongoing, duration-based spell effect or magical ability, thereby
keeping it active indefinitely. A tapped effect ends only when it
is willfully released or if it is dispelled via the Suppress Magic
spell effect. Taps even persist through sleep and unconsciousness.
The downside to holding a tap is that its discipline check
cannot critically succeed. Any benefits of achieving a critical success are ignored. This limitation only applies to the tapped effect
itself and not to any subsequent abilities that may be allowed due
to holding the tap. For instance, Evokers (R2) may still critically
succeed when casting their tapped Damage spell effect.
Any duration-based spell effect or magical ability (marked
with ) may instead be held with a tap, including those that are
produced by triggered magical items and spell foci, but the choice
to do so must be made prior to actually casting the spell or using
the ability. Instant duration spells and spell effects marked with
the stamina loss spell descriptor [S] can never be tapped.
Tapped spell effects and abilities do not risk stamina loss for
rolling a 1, but a stamina token is automatically moved into the
tap row if successful or into the fatigue row if the casting attempt
fails. When a tap is released the stamina token is moved into the
fatigue row.
If your character is currently holding a tap and then attempts
to cast a new tapped effect she may keep her existing tap until
the new one succeedsshe does not have to drop her existing
tap before attempting the new one. Characters that are capable of
holding multiple taps can even select which of their taps to keep
and which to discard after a new tapped effect has been successfully cast.
Concerning ettins, this advantage is considered individual
and can be selected by one or both minds. Each mind maintains
TRAITS
its own taps separately, despite using stamina (which is shared).
One mind may not access or control its twins taps.
Rank 2 (10)
Your character can hold up to two magical taps at a time
(species with the Inborn Tap trait may hold three taps).
Magically-Receptive (5)
Runebreaking (2)
Bard (R1)
Your character can take a special action that tries to dispel
the Silence: Negation Field spell effect. This action produces a
single piercing note that shatters the silence and immediately
ends the spell. To do so, the bard must make a Musician check
of SV 8, and a point of stamina is lost on a roll of 1. The bard
must either be inside the field or no more than 25 feet beyond its
edge in order to use this ability. Also, the choice of performance
style still applies the same modifier to this check that it does to
standard bardic songs (1 if only using an instrument, 2 if only
using vocals, etc.).
Note that this ability is not a bardic song but rather is just a
single piercing note. It cannot be combined with melodies, maintained for multiple rounds, or followed by a coda. Lastly, this
ability offers no benefit against the Silence: Mute spell effect, but
it can still be attempted if the bard is muted (1 penalty for only
using an instrument or no penalty if using a wind instrument).
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CHAPTER 2
Spellcasting Type
Arcane
Divine
Elemental
Mental
Nature
Shadow
Discipline
Sorcery
Mysticism
Geomancy
Mysticism
Geomancy
Sorcery
Next, she must choose one known spell effect from her
spellcasting type. She may then purchase and cast any number
of spells that make use this effect, including any of its allowed
sub-effects (listed in blue text), if applicable.
This advantage may be purchased multiple times, but your
character must choose a different spellcasting type for each selection. Ranks are purchased separately for each advantage.
Rank 2 (8): Spellcasting Discipline (R2)
Your character is a journeyman spellcaster and may choose
two additional known spell effects from her selected spellcasting
type (three total) to be used when purchasing and casting spells.
Rank 3 (12): Spellcasting Discipline (R3)
Your character is a master spellcaster and gains complete
access to all spell effects from her selected spellcasting type.
VOCATIONAL
Archer (6)
Bard (ranked)
50
TRAITS
Berserker (6)
Cleric (9)
Crusader (ranked)
Defender (ranked)
Diviner (6)
51
CHAPTER 2
still requires its own separate spell). Your character also
uses Sorcery as her spellcasting discipline unless she also
has access to the sub-effect via another spellcasting type,
in which case she must select which discipline to use as
part of each spells design (this choice is permanent).
Druid (ranked)
CPV Range
175
76150
151225
226300
301350
CM Totem Value
+2
10g
+1
25g
0
50g
1
100g
2
250g
52
Faculties
Concentration, all
profession checks,
and all Charisma,
Endurance, and
Intellect discipline
checks (except for
Toughness)
Combat Maneuvers,
Defense, Fortitude,
and Toughness
+1
+2
Elementalist (ranked)
TRAITS
Control is chosen then a +1 bonus to heat damage is also applied
to the Damage: Heat duplicated spell effect). Additionally, his animated minions of the chosen type receive 5 extra character points
to allocate when animated.
However, his sole devotion to his chosen element bars the
use of its opposing element (air opposes stone, water opposes
fire). He can never select the Control or Animate Minion spell
effects of the opposing element. If your character already has any
spells that use either of these effects then their costs are immediately refunded. Note that other spell effects that make use of air,
fire, stone, and/or water do not benefit from and are not limited by
selecting a specialization (Creation, Damage, etc.).
Enthraller (ranked)
Evoker (ranked)
Healer (4)
Illusionist (9)
Leader (6)
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CHAPTER 2
cannot be stacked, even if they were issued from different leaders,
but rather the duration is simply renewed.
Since this ability is auditory it is susceptible to conditions
that limit or suppress sound. These include loud background noises, per the GMs discretion, or the Silence spell effect, which can
completely prevent your character from using this ability.
Linguist (ranked)
Mentalist (9)
54
Monk (ranked)
TRAITS
Concerning ettins, the Defense bonus is granted for each
mind that possesses this rank (stacking at +2).
Rank 3 (3): Agility (R2)
Your character can sometimes block attacks using his body
to soften the blow but only when he is wearing no armor and
has no shield equipped. He essentially gains a block value of 2
against all attacks, which functions exactly as a shield. However,
unlike a shield, whenever an attack is successfully blocked
your character simply adds a +2 bonus to his Total Resilience
stat against the attackin other words, the damage is still
compared directly against your character, but he is able to
soften the blow.
Concerning ettins, if both minds possess
this rank then the block value is increased to
3 and the ettin adds +3 to its Total Resilience
against successfully blocked attacks.
Note that a shield cannot be equipped
in either of the ettins arms for this ability
to function.
Necromancer (9)
Ranger (4)
Rogue (ranked)
Sentinel (6)
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CHAPTER 2
Skirmisher (9)
Sniper (ranked)
56
Striker (6)
Summoner (4)
CPV Range
175
76150
151225
226300
301350
CM Totem Value
+2
10g
+1
25g
0
50g
1
100g
2
250g
TRAITS
Venomist (6)
Witch (ranked)
transformed. However, if a critical failure occurs then your character must remake the exact same check against her own Concentration stat, applying all of the same modifiers, to see if she
herself is polymorphed instead!
The polymorph effect is permanent, but it can be reversed,
either by the same witch or by a different one. Doing so simply
requires the ability to be cast again, but magical reagents are still
consumed and stamina is still lost. The Suppress Magic spell effect is useless against this ability since the polymorphed state is a
permanent transformation.
The kinds of animals that can be selected for the polymorph
effect must of a type that is relatively harmless, such as a toad, rat,
weasel, non-poisonous snake, crow, bat, or newt. Such creatures
must have a CPV of no more than 25 points and must possess
a bestial state of mind. While polymorphed, the targets mental
awareness is dulled so that he has no memory of his former existence. For all intents and purposes the target acts as a standard
specimen of the chosen type. If the polymorph effect is later reversed then the targets mental awareness is returned to normal
and he is able to recall vague memories of his experiences that
transpired while he was polymorphed.
Wizard (ranked)
57
EQUIPMENT
CHAPTER 3
EQUIPMENT
CURRENCY
In ages past, many species and cultures developed their own currencies as a means for exchanging goods and services. Although many unique
currencies still exist, especially among less
civilized species, three common types of
currency dominate the major economies of the world of Arlakor: gold
pieces, silver pieces, and gems.
Gold and silver pieces are roughly equal in size, about 1 inch in diameter, and standard gems are each
generally the size of a pebble.
Both coins and gems weigh approximately 0.01 lb each (100 to
a pound). Obviously, the weight and
size of currency can pose problems for smaller creatures, but this can be solved by exchanging coins for gems or by
obtaining a bottomless coin poucha lesser magical item that
helps to alleviate the weight of large quantities of coins (unfortunately, gems cannot be held within the pouch).
Used gear and loot, such as items that were acquired through
adventuring, can generally be sold for 50% of
their listed prices, assuming that the
items are still in good condition and
that your character can find a merchant who is willing to buy them.
This price reflects the difficulty of
having to resell used items and allows
for the profit markups and overhead
costs of the merchant to which theyre
sold. Land and real estate are exceptions
to this rule and tend to sell for the full value
of their listed prices. Relicsthe highest tier
of magical itemsare also exceptions to this
rule since the monetary value of such
items is immeasurable.
Finding Buyers: Players should
keep in mind that simply having loot to
sell doesnt guarantee that a merchant will
buy it. Returning from a dungeon with heaps of used weapons
and armor that was scavenged from slain enemies is rarely worth
the effort of hauling everything back to town. Most merchants are
either unable or unwilling to dole out large payments for excessive quantities of used merchandise, especially if resale would
likely prove difficult. Even if the party is fortunate enough to find
a merchant who is willing to buy their plundered goods they may
be forced to accept a price that is significantly less than 50% of
the items listed values and/or may be required to accept store
credit instead of being payed with coins.
Economic Conditions: The GM might also wish to adjust
the selling percentage of used goods according to the particular
economic conditions and events within the game world. For instance, a shortage of metal might make metal weapons and armor
more valuable, whereas a region that is enjoying a long period of
peace may have little need for such items.
59
CHAPTER 3
ENCUMBRANCE
Maximum Encumbrance
EQUIPMENT ADJUSTMENTS
60
Cost
Multiple
x 0.5
x 0.6
x1
x2
x5
x 15
x 50
x 150
Weight
Multiple
x 0.1
x 0.3
x1
x3
x 10
x 30
x 100
x 300
EQUIPMENT
ARMOR
Wearing armor protects your character from most forms of
damage by adding to her Total Resilience stat. The tradeoff is that
armor is heavy and bulky, which adds significant weight to your
characters encumbrance and limits her ability to dodge attacks.
Armor Types
Armor
Armor Cost
Type
(~)
Light
10g
Moderate 20g
Heavy
35g
Total
Resilience
+1
+3
+5
Defense
0
1
2
Weight
(~)
10
25
50
Additional Considerations
61
CHAPTER 3
SHIELDS
Equipping a shield adds an extra Block value on top of
your characters Defense stat that can sometimes allow him to
block incoming attacks, but his shield can also be damaged or destroyed. Shields may also serve as weapons that can make melee
attacks for d4 damage and are capable of inflicting critical hits.
Your character may only gain the benefits of a single
shield (block value and bullrush) despite having more than one
equipped. He may still use multiple shields as weapons, however.
Shield Types
Shields
Shield
Type
Buckler
Standard
Tower
Cost
(~)
2g
4g
7g
[Durability: 3]
Block Resil. Weight
Qualities
Value (~)
(~)
+1
5
4
Attached
+2
6
9
Bullrush
+3
7
15
Bullrush
62
block value hits his shield; any result that equals or exceeds the
combined block value hits his body. Also note that critical hits
against your character are always determined by his Defense stat,
not his combined block value.
For example, if your character has a Defense of 5 and is
using a standard shield with a block value of 2 then his Defense
and combined block value would be written as 5/7. An attack result of 4 or lower misses entirely; a result of 56 hits the shield;
a result of 7 or higher hits your character. A critical hit against
your character would occur on a result of 10 or higher (5 points
higher than his Defense stat).
Resilience & Creature Size: The Resilience value of each
shield must be adjusted according to the size of creature for which
it was designed: tiny 2, small 1, medium 0, large +2, huge +4,
enormous +7, gigantic +10, or colossal +14. Remember to make
this adjustment whenever your character purchases a new shield.
Durability: New shields have a durability value of 3. Any
attack that hits the shield compares its damage against the shields
Resilience value. Each success and critical success lowers the
shields durability value by 1 point. When a shields durability is
reduced to 0 it breaks and can no longer be equipped. Additionally, each point of damage beyond the shields limit is then applied
against your characters Total Resilience stat instead, and such
attacks are always targeted against your characters shield arm.
For example, lets assume that your characters shield has 1
point of durability remaining and a Resilience of 6. It is then hit
by an attack for 11 points of damage. The first 6 points of damage
are enough to reduce its durability to 0, so the remaining 5 points
of damage are applied against your characters Total Resilience.
Additional Considerations
EQUIPMENT
63
CHAPTER 3
WEAPONS
Weapons come in a variety of different designs and functions. Inflicting damage is the primary purpose of most weapons,
but many are also capable of providing other combat advantages
as well, such as enhancing your characters Defense or bolstering
his attempts at tripping or disarming opponents.
Standard and specialized weapons are listed later in this
section, but you can also design customized weapons for your
character, if desired.
Weapon Types
There are four types of weapons and each type offers unique
tactical advantages:
One-Handed Melee Weapon: This type of weapon is designed for melee attacks and is wielded in one hand. Your
character is free to use his other hand to wield a second
weapon, carry a shield, or perform actions like casting
spells. Your character can still choose to make attacks
with the weapon using two hands, which grants an additional +1 bonus to its damage check.
Two-Handed Melee Weapon: This type of weapon is designed for melee attacks and requires the use of two hands.
Its damage die tends to be higher than most one-handed
weapons, plus it also gains the standard +1 damage bonus
for making two-handed melee attacks (already included).
Launched Ranged Weapon: This type of weapon is designed for ranged attacks and requires the use of two
hands (except for weapons that possess the One-Handed
Firing special quality). It launches ammunition of a particular type, which always requires two hands to load:
arrows for bows, bolts for crossbows, bullets for slings,
or needles for blowguns. Loading ammunition is a free action unless the weapon possesses the Slow special quality.
Thrown Ranged Weapon: This type of weapon is designed
for ranged attacks and is thrown with one hand. However,
certain specialized weapons, specifically lassos and nets,
can only be thrown when using two hands.
Each weapon provides a unique combination of damage potential and combat utility. Your characters choice of weapons can
often make a huge difference in how he chooses to fight. For instance, a maul is all about inflicting brutal damage, while a quarterstaff is more suited to inhibiting opponents and bolstering your
characters own defenses. Carefully consider all of a weapons
base values and special qualities in order to find one that best
compliments your characters preferred style of fighting.
Carrying Multiple Weapons: Most characters find it beneficial to carry multiple weapons so that they are prepared for a
variety of different combat situations, assuming that they can accommodate the added weight. This typically includes at least one
melee weapon and one ranged weapon. Even if your character
relies on his sword for most attacks he will eventually encounter
situations where a ranged weapon would prove to be more useful.
64
Additional Considerations
Makeshift Weapons
EQUIPMENT
CUSTOM WEAPONS
Minimum Values
Special Qualities
65
CHAPTER 3
bonus to his Defense stat until his next turn, regardless
of whether or not the attack succeeds. Bonuses may not
be stacked from separate attacks, not even if made with
multiple Defensive weapons. Additionally, whenever
your character takes a defending combat action while the
weapon is held at the ready he receives a +2 bonus to his
Defense stat (instead of the standard bonus of +1; Concentration and Fortitude bonuses remain unchanged). This
quality may not be applied to Slow weapons.
Disarm [+1]: This weapon tends to be more successful at
making disarming attempts by adding +1 to your opponents SV to resist the maneuver.
Fast [+2]: This weapon is capable of making fast attacks.
One-handed melee and thrown ranged weapons reduce
any multiple action penalties that would normally apply
to their Precision checks by 1 point but only for their own
attacks. All other actions in the round suffer the full multiple action penalty that has been accrued by your character.
Alternatively, two-handed melee weapons do not receive
this benefit but may instead make one additional attack in
the same round, accruing multiple action penalties normally. This quality may not be applied to Slow weapons
or launched ranged weapons.
Impaling [+1]: This weapon can be particularly effective
against targets that are attempting to either bullrush or
charge. Whenever your character takes a defending combat action he may perform a free melee attack with the
weapon at any target who attempts to either bullrush or
charge into or through his threatened range (including
the weapons reach, if applicable), even if the bullrush or
charge is directed at another creature. Only one attack per
round may be attempted, regardless of success or failure,
but it temporarily interrupts the targets action and must
be resolved first. Afterwards the target continues with his
bullrush or charge, assuming that he survives the attack
and is still capable of doing so. Slow weapons that select
this quality must be readied to use (having already been
reset or repositioned if necessary) before they can perform
the free attack, and if it is attempted they must be reset or
repositioned prior to being able to attack again. This quality is available for all weapon types, but launched and
thrown weapons must also be Melee Capable.
Improvised Ammo [+1]: This weapon may launch improvised objects of a similar size, shape, and composition to
that of its standard ammunition (GMs call), but such attacks suffer a 1 penalty to their Ranged Precision checks.
For instance, a sling can launch pebbles, coins, gems, and
other similar objects instead of its standard bullets. This
quality may only be applied to launched ranged weapons.
Increased Damage [+3]: This weapons damage die is increased by one tier (from d6 to d8, from d8 to d10, etc.),
but its weight is also increased by +1 lb. Launched and
thrown weapons also gain a +1 bonus to their range increments. If the weapons damage die is already d12, such
as from having selected the Mechanical quality, then a +1
bonus is applied to its damage check instead. This quality
may only be applied to Clumsy or Slow weapons.
66
EQUIPMENT
with this weapon at double their standard reach plus the
additional distance granted by Extended Reach, and they
are only penalized when making attacks within the standard reach for their size. For instance, a lavossi using a
weapon with this quality may attack at up to 15 ft but only
suffers penalties when attacking within 5 ft. This quality is
available for all weapon types, but launched and thrown
weapons must also be Melee Capable. This quality may
not be applied to ReachTriple weapons.
ReachTriple [+5]: This weapon is capable of making melee attacks at up to triple your characters standard threat
range. However, attacks that are aimed at opponents within the standard threat range suffer a 1 penalty on both
their Precision checks and damage checks, while attacks
that are aimed at double or triple threat range are not penalized. Kreevogs, lavossi, some yuelloks, and creatures
that have the Extended Reach creature trait may attack
with this weapon at triple their standard reach plus the
additional distance granted by Extended Reach, and they
are only penalized when making attacks within the standard reach for their size. For instance, a kreevog using a
weapon with this quality may attack at up to 20 ft but only
suffers penalties when attacking within 5 ft. This quality is
available for all weapon types, but launched and thrown
weapons must also be Melee Capable. This quality may
not be applied to ReachDouble weapons.
Silver Point [0]: This weapon has a sharp silver point,
blade, or edge, which allows it to inflict additional damage against targets that are afflicted with the Lycanthropy
disadvantage. It gains a +2 bonus to damage when used
against lycanthropes that are in their standard species
forms or a +4 bonus if they are currently transformed into
werewolves. However, the weapons Resilience suffers a
1 penalty. This quality is available for all weapon types,
but launched ranged weapons must also be Melee Capable. Silver Point ammunition for launched weapons must
be purchased separately. This quality may not be applied
to Wooden Point Weapons.
Simple [0]: This weapon is simple in its design and requires
less work to craft. Its base cost is equal to half that of
standard weapons of the same type. Selecting this quality
imparts no other benefits or penalties. Custom weapons
must receive the GMs approval before this quality may be
applied, and it may not be applied to makeshift weapons
since they ignore the standard rules for calculating cost.
Slow [4]: This weapon requires a trivial Agility check of
SV 1 to reload, reset, or reposition between attacks. It
can still be reset and used to attack in the same round, if
desired, but doing so incurs the standard multiple action
penalty. This quality may not be applied to Defensive or
Fast weapons or to custom thrown ranged weapons (some
thrown specialized weapons do possess this quality, however). Additionally, Slow ranged weapons that are also
Melee Capable ignore this quality for their melee attacks.
Small [2]: This weapon is smaller than others of its type.
Its weight is reduced by 1 lb, but its Resilience suffers a
1 penalty. The weapons damage die is also decreased
Calculating Cost
The weapons type determines its base cost. This base is then
multiplied by the combined cost percentages of all the weapons
special qualities, as indicated. Note that many special qualities do
not have associated cost percentages (Fast, Trip, etc.).
In order to determine the combined cost percentage simply
begin at 100% and then add or subtract each special qualitys cost
percentage. If a quality was selected more than once then its cost
percentage must be added or subtracted multiple times, respectively. Finally, multiply the weapons base cost by its combined
cost percentage to determine its common price.
For example, a scimitar is a one-handed melee weapon,
which has a base cost of 5g. Its Decreased Damage quality applies a cost percentage of 10%, its Light quality applies a cost
percentage of 15%, and its Mounted quality does not apply any
cost percentage. The weapons combined cost percentage is calculated as 100% 10% 15% = 75%. Therefore, the scimitars
common price is calculated as 5 x 0.75 = 3.75, or 3g, 75s.
Minimum Combined Cost Percentage: A weapons combined cost percentage cannot be reduced lower than 10%. Lower
combined cost percentages are automatically set at 10%.
67
CHAPTER 3
Creature Size & Weapon Grade Adjustments: Once a
weapons common price has been calculated remember to apply
additional adjustments for your characters creature size and the
weapons grade, as necessary.
For example, a common scimitar has a price of 3g, 75s. If
your character instead wanted to purchase a large size (x2) highgrade (x3) scimitar he would calculate its price as 3.75 x 2 x 3 =
22.5, or 22g, 50s.
Makeshift Weapons: Makeshift weapons ignore these rules
and either cost substantially less or have no cost at all. The GM
should assign an appropriate cost according to the weapons design, primary function, materials, and degree of craftsmanship.
Cost
5g
8g
3g
2g
Cost Percentages
Special Quality
Attached
Battering
Brittle
Clumsy
Decreased Damage
Decreased Range
Defensive
Disarm
Fast
Impaling
Improvised Ammo
Increased Damage
Increased Range
Light
Mechanical
Melee Capable
Mounted
One-Handed Firing
ReachDouble
ReachTriple
Silver Point
Simple
Slow
Small
Trip
Vicious
Weighted
Wooden Point
68
Percentage
+15%
+5%
25%
15%
10%
+35%
+25%
15%
+50%
+10%
+30%
+60%
+75%
50%
30%
+5%
+10%
50%
SPECIALIZED WEAPONS
EQUIPMENT
poon are not considered Slow). The weapons maximum range is
also limited by the length of its cord, which is equal to 5 squares
+ the length of the occupied space of the corresponding creature
size for which it was designed.
Additionally, the hooked-barbs along the harpoons blade
embed themselves into the targets flesh whenever health loss
is inflicted, thereby tethering the target to either your character
(only requiring one hand) or to a mooring if the harpoons cord
was previously anchored. The target may attempt to remove the
harpoon on his turn by making either an Agility or Might check
of SV 5. Failure leaves the harpoon embedded. Success allows
it to be removed, but its barbs inflict an additional d6 points of
damage (no modifiers are applied) against the targets Base Resilience stat. Achieving a critical success allows the harpoon to be
removed without inflicting damage. An embedded harpoon may
be removed automatically outside of combat, but damage is still
inflicted unless a Healing check of SV 5 can be achieved (SV 8 if
self-treated). Refer to Movement and Position: Being Tethered in
Chapter 4 for more information.
Holy Water Flask: This unique glass flask is filled with
water that has been blessed to inflict divine damage when used
against undead creatures. Each flask contains three portions that
can each be splashed at a single target, using a base range increment of 1 square. Splashing an individual portion also ignores the
standard 2 Ranged Precision penalty for making ranged attacks
while threatened by hostile creatures. Splashed damage is equal
to d8 plus a modifier according to the flasks size.
Alternatively, the entire holy water flask is designed to be
thrown so that it bursts and affects all undead creatures in a small
sphere area-effect template, using a base range increment of 2
squares. Since it is an area-effect attack your characters Ranged
Precision check suffers a 2 penalty. Furthermore, thrown attacks
are also susceptible to the standard 2 Ranged Precision penalty if
attempted while your character is threatened by hostile creatures.
Thrown area-effect damage is also equal to d8 plus a modifier
according to the flasks size and how many portions of holy water
the flask still contains, with more remaining portions resulting in
a greater damage modifier.
Holy water only harms undead, including vampires and
shades. Additionally, keep in mind that since undead possess the
Weakness: Divine +4 trait that they are even more susceptible to
the divine damage that holy water inflicts. Non-undead targets
suffer no damage at all from either form of attack since the flask
is too delicate to cause significant damage on its own in most
situations. Even non-undead targets who possess the Weakness:
Divine trait are impervious to holy waters damage since the holy
water itself does not inflict damage, and therefore, the additional
divine damage cannot be inflicted.
Each holy water flask is specifically enchanted and bound
with the divine water that it contains. Once all of its portions have
been splashed a flask magically crumbles into dust and cannot
be reused. Holy water that has been bound into its flask cannot
be transferred into other containers, nor can the contents of one
flask be poured into another flask in order to refill it. Note that
holy water flasks are purposely designed to serve as weapons and
that holy water encountered in other forms, such as in a temples
basins, does not necessarily adhere to the same rules.
Splashed
Modifier
2
1
0
+2
+4
+7
+10
+14
Thrown Modifier
3P
2P
1P
2
4
6
1
3
5
0
2
4
+2
0
2
+4
+2
0
+7
+5
+3
+10
+8
+6
+14
+12
+10
69
CHAPTER 3
by its rightful owner (until it has been re-attuned). The ritual of
attunement takes 6 hours and consumes 100g worth of magical
reagents. This process also removes any existing attunement. In
addition to its ability to hold one tap, a mage staff that has been
properly attuned also acquires the Channeling magical quality for
free but only for its rightful owner. Lastly, a mage staff may be
enchanted like any other weapon and its enchantments are always
treated independently from its attunements, meaning that other
wielders can still make use of the staffs enchantments and that its
inherent monetary value is increased accordingly.
Man Catcher: This two-handed melee weapon has a special
spring-loaded end that allows it to entrap the targets neck, thereby tethering the target to your character, but doing so first requires
a non-damaging specialized called shot. Mounted targets are particularly vulnerable to this attack and are automatically pulled
from their mounts if it succeeds, but keep in mind that the overall
Precision penalty is 4 (2 from attacking the mounted rider and
2 from performing a called shot). A target that is dismounted is
granted a free Agility check of SV 5 to land standing up, but if he
fails he instead falls prone; either way, he still remains tethered.
A man catcher creates a solid tether so that a specific distance must be maintained between your character and the target at
all times, which is equal to 1 square + the length of the occupied
space of the corresponding creature size for which the weapon
was designed (2 squares for medium, 3 squares for large, etc.).
Lastly, a man catchers tethering ability is completely ignored by
creatures of more than one size tier smaller or bigger than the
weapons corresponding creature size, but it can still be used to
make standard damaging attacks. Refer to Movement and Position: Being Tethered in Chapter 4 for more information.
Net: Using two hands, a net can be thrown to make a ranged
grappling attempt. A single Ranged Precision check is made
against the Defense stats of all opponents whose occupied spaces
are fully covered by the nets size, and no called shot is required
since the net is a ranged attack. On his turn an opponent may
break out of the grapple by succeeding on a free Agility or Might
check of SV 5; note that Combat Maneuvers is not applied by
either combatant. Winged targets that are affected while flying or
gliding must succeed on a free Flying check of SV 5 each round
or they begin to fall as if tripped (20 feet per point of failure).
A standard net covers an area equal to the occupied space of
the corresponding creature size for which it was designed (1x1
square for small/medium, 2x2 squares for large, etc.), whereas an
oversized net covers an area that is four times as big (2x2 squares
for small/medium, 4x4 for large, etc.).
Poison Pouch: This insidious weapon takes the form of a
small pouch that is thrown at a specific location (using a Defense
of 1), which then erupts into a poisonous cloud of visible dust and
vapors. Flying creatures must often be targeted directly, thereby
using the primary targets Defense stat instead. Missed attacks
cause the poison pouch to erupt at an unintended location, which
should be determined randomly by the GM. Each poison pouch
contains precisely one dose of poison that erupts into a small
sphere area-effect template, which then lingers for about one minute before dispersing harmlessly. The GM may alter the shape
of this area if strong winds are present. Poison pouches have no
effect underwater and quickly disperse without causing harm.
70
EQUIPMENT
Spell Crystal: A spell crystal, while not a weapon in the literal sense, is a small precious gem that has been imbued with the
ability to cast a spell one time. A d8 is rolled for its spellcasting
check, but the casters own spellcasting discipline modifier is applied to the result. A spell crystal is consumed and crumbles into
dust once it has been used, regardless of success or failure.
Spell Scroll: A spell scroll, while also not a weapon in the
literal sense, is a piece of parchment that has been inscribed with
magical runes that allow it to cast a spell one time. Its spellcasting
check is entirely based on the casters own spellcasting attribute
roll and discipline modifier. A spell scroll is consumed and crumbles into dust once it has been used, regardless of success or failure. Note that spell scrolls only require one free hand to use since
the scroll unfurls itself by magic, plus it can be read quickly even
in the heat of battle without risking distraction.
Wand: A wand is a one-handed melee weapon that is typically crafted from wood and is relatively simple in its design. Its
spellcasting check is entirely based on the casters own spellcasting attribute roll and discipline modifier. A wand may potentially
cast its designated spell an unlimited number of times. However, if a critical failure ever occurs then the wand is instantly destroyed, shattering and crumbling into dust (fortune points cannot
change this outcome). The wands destruction is only risked when
casting its designated spell, not when channeling other spells or
making melee attacks.
Torch: A torch can be used as a one-handed melee weapon.
Unlit, it inflicts d4 damage, but once lit it inflicts an additional
+2 points of heat damage and produces light for 2 hours (OS x
20 ft). Achieving a critical hit causes the target to catch fire for
one round, regardless of whether or not health loss is inflicted. If
the targets turn occurs prior to your characters next turn he may
attempt to put out the flames by making an Agility check of SV 5.
If he is unsuccessful, or if your characters turn occurs first, then
he automatically suffers another d8 points of heat damage plus
a modifier according to the torchs corresponding size: tiny 2,
small 1, medium 0, large +2, huge +4, enormous +7, gigantic
+10, or colossal +14. The result is compared against the targets
Total Resilience stat. Afterwards the flames automatically die out.
Cost
(~)
5g, 50s
9g, 25s
4g, 75s
8g, 50s
50s
80s
1g, 50s
5g, 50s
40s
5g
8g, 75s
5g, 75s
4g
1g
5g
4g, 25s
3g, 75s
50s
3g, 50s
7g, 25s
1g
3g, 75s
4g, 50s
Damage
d10
d10
d8
d8
d4
d6
d6
d8
d8
d6
d8
d8
d8
d4
d6
d8
d6
d6
d4
d6
d6
d6
d6
d6
Resil.
(~)
5
4
6
5
2
6
5
5
6
5
5
4
7
2
7
6
3
3
2
4
3
3
3
3
Weight
(~)
5
5
6
6
1
6
4
6
6
4
4
4
6
1
8
8
2
2
3
3
3
2
2
2
2g
d4
2s
3g, 25s
d4
d6
0
3
0.3
2
Special Qualities
Clumsy, Increased Damage
Clumsy, Increased Damage, Silver Point
Battering, Clumsy, Vicious
Battering, Clumsy, Silver Point, Vicious
Attached, Decreased Damage, Fast, Light, Simple, Small
Clumsy, Decreased Damage, Disarm, Weighted
Brittle, Decreased Damage
Brittle, Simple, Vicious
Disarm, Weighted
Brittle, Clumsy, Decreased Damage, Defensive
Silver Point
Battering, Weighted
Decreased Damage, Defensive, Disarm, Light, Small
Battering, Clumsy, Decreased Damage, Vicious, Weighted
Clumsy, Mounted, Vicious, Weighted
Brittle, Decreased Damage, Defensive, Disarm, Light
Decreased Damage, Light, Mounted
Decreased Damage, Fast, Light, Simple, Small, Vicious
Fast, Small
Fast, Silver Point, Small
Decreased Damage, Light
Decreased Damage, Fast, Light
Attached, Decreased Damage, Light
Clumsy, Decreased Damage, Disarm, Light, ReachTriple,
Simple, Small, Trip
Brittle, Fast, Light, Small, Wooden Point
Attached, Brittle, Decreased Damage, Fast, Light
71
CHAPTER 3
Cost
(~)
15s
70s
7g, 60s
13g, 60s
2g, 40s
8g, 80s
8g
14g
10g, 80s
Damage
d6+1
d8+1
d10+1
d10+1
d10+1
d10+1
d10+1
d10+1
d10+1
Resil.
(~)
6
6
7
6
6
7
6
5
7
Weight
(~)
6
6
8
8
8
8
6
6
10
75s
d8+1
5g, 20s
d8+1
30s
d6+1
Maul
Morningstar
Polearm
12g
9g, 20s
12g, 80s
d12+1
d10+1
d12+1
10
8
8
15
8
11
Polearm, Silver
18g, 80s
d12+1
11
Longspear
Longspear, Wooden
Quarterstaff
2g
d6+1
Scythe, War
2g
10g, 80s
d10+1
d12+1
7
8
10
13
Spiked-Chain
9g, 60s
d8+1
10
Scythe, Farming
Special Qualities
Brittle, Decreased Damage x2, Defensive, Trip
Brittle, Clumsy, Decreased Damage, Defensive
Battering, Clumsy, Vicious
Battering, Clumsy, Silver Point, Vicious
Brittle, Simple, Vicious
Disarm, Weighted
Silver Point
Brittle, Clumsy, Impaling, Mounted, ReachTriple, Slow, Vicious,
Weighted
Brittle, Clumsy, Impaling, Mounted, ReachTriple, Slow,
Weighted, Wooden Point
Brittle, Clumsy, Decreased Damage, Impaling, ReachTriple,
Simple, Vicious
Brittle, Clumsy, Decreased Damage, Impaling, ReachTriple,
Wooden Point
Battering, Clumsy, Increased Damage, Vicious, Weighted x3
Battering, Weighted
Clumsy, Impaling, Increased Damage, ReachDouble, Weighted x2
Clumsy, Impaling, Increased Damage, ReachDouble,
Silver Point, Weighted x2
Brittle, Decreased Damage x2, Defensive, Disarm, Fast, Light,
Simple, Trip
Clumsy, Vicious, Weighted
Clumsy, Increased Damage, Vicious, Weighted x2
Clumsy, Decreased Damage, Disarm, Fast, ReachDouble, Trip,
Vicious, Weighted
2g, 40s
Damage
d8
d6
Resil.
(~)
4
1
Weight Range
(~)
(~)
5
8
2
Crossbow, Heavy
5g, 10s
d10
11
Longbow
2g, 10s
d8
10
Longbow, Bladed
Shortbow
Shortbow, Bladed
3g, 90s
1g, 80s
3g, 60s
d8
d6
d6
6
2
6
7
1
6
8
9
7
Sling
Staff-Sling
72
Cost
(~)
4g, 50s
30s
90s
d4
d4
1
3
0.3
2
5
7
Special Qualities
Mechanical, One-Handed Firing, Slow
Brittle, Decreased Range, Light, Mechanical,
One-Handed Firing, Small
Clumsy, Increased Damage, Increased Range,
Mechanical, One-Handed Firing, Slow, Weighted
Brittle, Clumsy, Increased Damage, Increased Range,
Light
Clumsy, Increased Damage, Melee Capable, Weighted
Brittle, Increased Range, Light
Melee Capable, Weighted
Decreased Range, Improvised Ammo, Light,
One-Handed Firing, Simple, Small
Brittle, Clumsy, Decreased Damage, Defensive, Disarm,
Improvised Ammo, Light, Melee Capable, Simple, Trip
EQUIPMENT
Cost
(~)
40s
d4
Resil.
(~)
2
5s
d4
0.3
1g, 60s
d4
Damage
Weight Range
(~)
(~)
0.3
4
Dagger, Silver
3g, 10s
d4
Dart/Shuriken
Handaxe
Javelin
Knife
40s
2g, 20s
1g
1g
d4
d6
d6
d4
2
4
3
3
0.3
2
1
1
4
2
4
2
Special Qualities
Disarm, Simple, Small, Trip
Brittle, Clumsy, Decreased Damage, Decreased Range,
Light, Melee Capable
Decreased Range, Fast, Melee Capable, Small
Decreased Range, Fast, Melee Capable, Silver Point,
Small
Fast, Simple, Small
Decreased Range, Melee Capable
Simple
Decreased Range, Melee Capable, Small
Brittle, Clumsy, Decreased Range, Impaling, Melee
Spear
1g, 30s
d6
Spear, Wooden
20s
d4
Stone, Heavy
Stone, Light
d6
d4
5
2
2
0.3
2
4
Trident
3g, 40s
d8
Warhammer
2g, 50s
d6
Specialized Weapons
Weapon
Blowgun
Boot Knife
Caltrops, Set
Harpoon
Holy Water Flask
Lasso
Mage Staff
Man Catcher
Net, Oversized
Net, Standard
Poison Pouch
Sap
Spell Foci
Scepter
Spell Crystal
Spell Scroll
Wand
Torch
Cost
Damage
~1g
~1g, 50s
~1g
d6
d4
d4
~2g
~2g
~50s
~10g
~12g
~1g
~25s
poison
~50s
50g
5g
5g
50g
~3s
d8
varies
d6+1
d6+1
d4
d6
d4
varies
Resil.
(~)
2
3
3
4 shaft
3 cord
Weight Range
(~)
(~)
1
4
1
3
7
1.5
3
3
6
1
1
0
2
2
3
6
12
3
1
1
4
1
0
2
2
3
0.3
0.1
1
1
3
1 splash
2 throw
2
2
2
2
73
CHAPTER 3
74
EQUIPMENT
75
CHAPTER 3
76
EQUIPMENT
77
CHAPTER 3
Cost
Multiple
x 0.5
x 0.6
x1
x2
x5
x 15
x 50
x 150
AMMUNITION
Weight
Multiple
x 0.1
x 0.3
x1
x3
x 10
x 30
x 100
x 300
78
Ammunition
Ammunition
Arrow (bows)
Arrow, Silver Point (bows)
Arrow, Wooden Point (bows)
Bolt (crossbows)
Bolt, Silver Point (crossbows)
Bolt, Wooden Point (crossbows)
Bullet (slings)
Needle (blowguns)
Pebble (slings; Improvised Ammo)
Container (up to 20 capacity)
Bandolier, Bolt or Needle
Pouch, Bullet or Pebble
Quiver, Arrow
Quiver, Bolt
Cost
(~)
5s
7s
4s
5s
7s
4s
3s
4s
Weight
(~)
0.1
0.1
0.05
0.1
0.1
0.05
0.05
0.01
0.03
25s
3s
20s
15s
0.3
0.01
1
0.5
EQUIPMENT
CONSUMABLES
Consumables
Alcoholic Drink
Beer
Tankard (1 drink)
Bottle (2 drinks; container)
Keg (200 drinks; container)
Barrel (667 drinks; container)
Liquor
Shot (1 drink)
Bottle (10 drinks; container)
Keg (1,000 drinks; container)
Barrel (3,333 drinks; container)
Wine
Glass (1 drink)
Bottle (4 drinks; container)
Keg (400 drinks; container)
Barrel (1,333 drinks; container)
Food
Meal
Poor
Common
Gourmet
Rations
Standard (2 meals; fresh for 1
week; compact bundle)
Standard, Bulk (32 meals; fresh
for 1 week; standard crate)
Preserved (2 meals; fresh for 1
month; compact bundle)
Preserved, Bulk (32 meals; fresh
for 1 month; standard crate)
Salt (for 32 meals; jar)
Spices, Simple (for 32 meals; jar)
Spices, Exotic (for 32 meals; jar)
Cost
(~)
Weight
(~)
3s
11s
6g, 40s
18g, 25s
1.5
155
517
5s
55s
46g
135g, 50s
1.5
155
517
7s
33s
26g, 20s
77g
1.5
155
517
2s
5s
25s
25s
3g, 75s
26
1g
14g, 50s
26
1g, 62s
1g, 62s
3g, 22s
0.5
0.5
0.5
GENERAL ITEMS
79
CHAPTER 3
General Items
Item
Alchemy Equipment (necessary for
Alchemy profession; includes tools,
cauldron, scales, etc.)
Bedroll
Blanket
Book, Blank (100 pages)
Book, Blank Tome (300 pages)
Climbing Gear (+1 Climbing checks
for natural surfaces; special rules;
rope not included)
Clothing
Poor
Common
Wealthy
Formal
Winter
Container, Liquid
Barrel (~50 gal)
Bottle/Flask/Wineskin (~0.15 gal)
Jar/Vial (~0.05 gal)
Keg (~15 gal)
Container, Storage
Backpack (~3 cu ft)
Belt Pouch (~0.3 cu ft)
Bundle/Sack, Compact (~0.5 cu ft)
Bundle/Sack, Standard (~5 cu ft)
Bundle/Sack, Oversized (~10 cu ft)
Chest, Compact (~1 cu ft; no lock)
Chest, Standard (~6 cu ft; no lock)
Chest, Oversized (~12 cu ft; no lock)
Crate, Standard (~8 cu ft)
Crate, Oversized (~16 cu ft)
Pouch (~0.1 cu ft)
Flint and Steel
Grappling Hook (rope not included)
Hand Mirror
Healing Supplies (1 application; +1
Healing checks; special rules)
Holy Symbol, Simple
Holy Symbol, Exquisite
Light Source
Candle (OS x 10 ft; burns 6 hours)
Lantern (OS x 20 ft; requires oil;
burns 4 hours per portion of oil)
Torch (OS x 20 ft; burns 2 hours)
80
Cost
(~)
Weight
(~)
1g, 50s
40s
20s
50s
1g
3
2
0.75
2
5g
10s
30s
1g, 50s
5g
1g
2
2
2
2
3
2g, 25s
5s
2s
1g
100
0.3
0.1
30
50s
10s
1s
2s
4s
1g
3g, 50s
7g, 50s
25s
55s
1s
3s
1g
45s
20s
(not ~)
50s
3g
1
0.3
0.01
0.1
0.2
5
20
50
10
25
0.01
1
2
0.5
0.4
(not ~)
0.3
0.5
2s
0.3
2g
3s
Cost
(~)
Lock/Manacles (includes 1 key; key weighs ~0.1 lb)
Simple (SV 3)
1g
Common (SV 5)
3g
Expert (SV 8)
7g
Master (SV 12)
15g
Lockpicks, Set *
Lowgrade (1 Tinkering checks for
5g
picking locks)
Common (no modifier)
10g
Highgrade (+1 Tinkering checks for
30g
picking locks)
25g
Magical Reagents
(not ~)
Musical Instrument, Personal (requires
2g
two hands to play)
Oil (3 portions; flask)
20s
Parchment, Blank Scroll
5s
Parchment, Blank Sheet
1s
Rope (50 feet)
50s
Scroll Case (20 scroll/sheet capacity)
15s
Scroll Case, Waterproof (20 scroll/
1g
sheet capacity)
Spyglass, Basic (x5 visual range)
10g
Spyglass, Expert (x10 visual range)
50g
Tent
Compact (~2 occupancy)
1g, 50s
Standard (~4 occupancy)
4g
Oversized (~8 occupancy)
10g
Thieving Tools, General Set *
Lowgrade (1 Tinkering checks for
7g, 50s
disarming traps)
Common (no modifier)
15g
Highgrade (+1 Tinkering checks for
45g
disarming traps)
Thieving Tools, Runebreaking Set *
Lowgrade (1 Tinkering checks for
20g
disarming traps)
Common (no modifier)
40g
Highgrade (+1 Tinkering checks for
120g
disarming traps)
Tool: Crowbar (5 lb), Hammer (2 lb),
1g
Shovel (4 lb), Wrench (1 lb), etc.
Whetstone
2s
Writing Ink (jar)
10s
Writing Quill
1s
Item
Weight
(~)
1L / 3M
1L / 3M
1L / 3M
1L / 3M
1.5
1.5
1.5
0.1
(not ~)
2
1.5
0.1
0.01
5
0.3
0.5
1
1.5
10
20
40
1.5
1.5
1.5
2.5
2.5
2.5
varies
0.3
0.5
0.01
EQUIPMENT
81
CHAPTER 3
82
Cost
50g
100g
250g
500g
1,125g
4,500g
7,500g
30,000g
300g
1,000g
3,000g
1,200g
3,750g
11,250g
52,500g
500,000g
1,500,000g
10,000g
EQUIPMENT
POISONS *
Docile
Base Cost
25s
50s
1g, 25s
2g, 50s
5g
10g
20g
40g
Aggressive
Base Cost
1g
2g
5g
10g
20g
40g
80g
160g
Cost
5g
80g
5g
5g
20g
varies
2g, 50s
2g, 50s
20g
1g, 25s
80g
2g, 50s
5g
10g
40g
80g
varies
20g
10g
5g
20g
2g, 50s
50s
40g
50s
80g
10g
40g
20g
Base x 3
Base x 2
Base x 1
~1g, 50s
Each specific type of poison possesses four fundamental aspects: Methods of Application, Potency, Frequency, and Effects.
You must select each of these properties in order to determine the
poisons overall cost. Refer to General Rules: Diseases & Poisons in Chapter 4 for more information.
Illegality: In most civilized regions it is illegal to own, create, sell, or use poison. Even so, poisons can still be purchased
if your character knows where to look, but finding a trustworthy
dealer may prove to be quite a challenge.
Doses, Containers, & Creature Size: For simplicity, one
dose of a poison is equally effective against creatures of all sizes. Each dose of poison weighs 0.04 pounds and never has to be
adjusted for creature size. However, the cost and weight of the
poison container itself must still be adjusted according to its size.
Poisons are generally carried as liquids in vials or flasks.
Vials and flasks can hold a maximum number of doses according
to the creature size for which they were designed, but generally a
character may carry and make use of any size of vial or flask that
suits his needs, within reason. For instance, a human can carry
and use a tiny vial if he only needs a single dose of poison, or he
can carry and use a large flask if hes willing to accept the added
weight. Due to their immense capacities, bulks, and weights, it
is rare for the larger poison containers to be used at all, even by
giants and dragons, except perhaps for long term storage.
The following table shows the capacity of doses for each
size and type of container, as well as its total weight when full:
Container
Size
Tiny
Small
Medium
Large
Huge
Enormous
Gigantic
Colossal
Vial
Doses
1
3
10
30
100
300
1,000
3,000
Vial
Weight
0.05
0.15
0.5
1.5
5
15
50
150
Flask
Doses
3
9
30
90
300
900
3,000
9,000
Flask
Weight
0.15
0.45
1.5
4.5
15
45
150
450
83
CHAPTER 3
Inhalation (Poison Pouches): A poison pouch is a specialized weapon that can be thrown to deliver an area-effect
burst of poisonous dust and vapors. The pouch already
contains one dose of poison, and since the pouch itself
is treated as a weapon its weight varies according to
the creature size for which it was designed. Refer to
Specialized Weapons earlier in this chapter for details.
Touch: Poison can be applied to a specific portion of any
object so that it is automatically contracted whenever
it makes contact with a victims skin or other exposed
body part. This essentially means that the first creature
to touch the object is poisoned. Note that only a single
dose is required, but it must be applied to a portion of
the object that is most likely to be handled (a doors
handle, a weapons hilt, etc.). A poisoned object is rendered safe to handle after it has been touched. Clothing
and armor prevents contamination. This application of
poison may also be applied to a gloved hand in order to
deliver the poison directly via touch, but your character
must first succeed on a non-damaging called shot in order to make sufficient contact.
Trivial Action: The act of applying one dose of poison to a
weapon, object, food, or beverage is a trivial action (SV 1) and
only requires an Agility check if your characters total modifier
is negative. Failure results in your character fumbling around and
being unable to successfully apply the dose. Failing with a result
that is at least 3 points lower than the SV causes your character to
spill one dose, and a critical failure causes the vial or flask to be
dropped, thereby spilling and wasting all remaining doses. Only
one dose of poison may be applied per action, and multiple doses
from either the same container or from different ones cannot be
applied in the same round unless your character is affected by the
Hasten spell effect or a similar ability.
Poison Cost (per dose): To determine the poisons total cost
per dose simply add up the costs of its potency, frequency, and all
of its effects. Remember that a poisons cost is not adjusted for
creature size, but the poisons container must still be purchased
separately and its cost does vary according to its size/capacity.
Potency
+2
+1
0
1
2
Alchemist Conversion: Typically, poisons are not interchangeable concerning their methods of application. For instance,
a poison that is designed for ingestion has no effect if applied to
a weapon, just as a poison that is meant to be inhaled poses no
danger when merely touched. However, the Alchemist profession
can be used to convert poison batches between different application methods. The process requires access to a set of alchemy
equipment, one hour of time, and an Alchemist check of SV 5.
The alchemist may convert a batch of up to 10 doses of the
same poison together at one time. Success converts all doses into
the new application method. Failure results in the loss of one
84
dose, but the rest of the batch is able to be salvaged and the doses
retain their original application method. Suffering a critical failure or getting a result that is at least 3 points lower than the SV
spoils the entire batch, resulting in the loss of all doses.
Antidotes: Many poisons have antidotes that can be applied
to a victim in order to provide a cure. Their specific application
can also vary, but ingestion is the most common delivery method.
Whether or not a specific antidote is available, or even possible,
is entirely up the GM. Many antidotes must be researched at great
length, and most require rare ingredients. Certain antidotes may
be able to be purchased from shops, but their costs vary greatly
according to rarity of their ingredients and other factors, per the
GMs discretion. Alternatively, the Cure: Poison spell effect can
be used to cure any poison, but a critical success is required to do
so (a standard success only slows the poisons frequency).
Poison Effects
Beyond the standard risk of further progression many poisons impose additional afflictions. Most also have unique rules
that must be observed. The cost of each effect is listed in brackets.
Distraction [3g]: The victim is considered distracted until
the poison is cured.
Faculty Loss: Type [varies]: The victim suffers a cumulative 1 penalty to the chosen faculty each time the progression
condition occurs, which is treated as a damaged faculty even after
the poison is cured (the EF stat suffers a cumulative penalty that
is equal to 5 x the victims weight multiple instead). The effects
cost varies according to which faculty is chosen. This effect can
also be selected multiple times for different faculties, but disciplines and the Total Resilience stat may not be selected.
Health Loss [12g]: The victim loses one health point each
time the progression condition occurs. Lost health can be recovered normally but may be lost again by subsequent failed checks.
Ineptitude [16g]: The victim is forced to make all discipline
checks (including Initiative checks), profession checks, and damage checks twice and must use the lesser of the two results. The
only exception is for the free Constitution checks that are made
to determine the poisons progression, which are not affected, but
all other Constitution checks must still be made twice. This effect
lasts until the poison is cured.
Mute [3g]: The victim is rendered unable to speak and may
not produce deliberate vocal sounds of any kind. Essentially, the
victim acquires the Mute disadvantage until the poison is cured.
Paralysis [32g]: The victim is paralyzed and is unable to
move, perform physical actions, or speak (purely mental actions
are not hindered). He is unable to defend himself and his Defense
stat is reduced to the minimum value for his creature size. He also
falls prone if standing, sinks at a rate of 5 feet per round if swimming (victims with the Awkward Form: Aquatic trait remain stationary), or falls as if tripped if flying or gliding via wings (flying
or gliding via mystical means causes him to descend slowly at a
rate of 5 feet per round). This effect lasts until the poison is cured.
Sensory Deprivation: Type [varies]: The victim is robbed
of one or more of his senses until the poison is cured. The poisons effects and cost depend on which variation is selected:
Hearing [3g]: The victim is stricken deaf. He acquires
the Deaf (R2) disadvantage.
EQUIPMENT
Sight [8g]: The victim is stricken blind. He acquires the
Blind (R2) disadvantage.
Smell/Taste [2g]: The victim loses both his sense of smell
and his sense of taste.
Touch [4g]: The victim loses much of his ability to feel
texture and pressure (though not entirely). He suffers a
1 penalty on all actions that require physical interactions and all Melee/Ranged Precision checks. Mental
abilities, spellcasting discipline checks, and Spell Precision checks remain unhindered.
Sleep [16g]: The victim instantly falls into a deep sleep each
time that the progression condition occurs. A sleeping victim
may attempt an Awareness check of SV 5 each round in which
significant noises, smells, or movement/touching occurs (usually
each round during combat), and rouses automatically if he suffers
health loss. Standing victims fall prone but are able to collapse
somewhat gently. Winged victims that are flying or gliding are
not as fortunate and risk falling damage, which causes them to
rouse if they survive the fall. Swimming victims that cannot
breathe underwater also rouse immediately due to choking but
begin to drown; swimming targets that can breathe underwater
simply remain asleep and do not begin to drown.
Slow [6g]: The victims metabolism is greatly slowed. He
may only attempt one action per round and is forbidden from
making sprinting checks (ettins can attempt one action per mind).
This effect lasts until the poison is cured.
Stamina Loss [6g]: The victim loses one stamina point each
time the progression condition occurs. Lost stamina can be recovered normally but may be lost again by subsequent failed checks.
Poisons
Effect
Distraction
Faculty Loss: Type
Brute Force, Combat Maneuvers, EF, Flight
Speed, Notice, Run Speed, or Swim Speed
Base Resilience, Charisma, Concentration,
Defense, Fortitude, Intellect, Perception,
or Strength
Accuracy or Endurance
Health Loss
Ineptitude
Mute
Paralysis
Sensory Deprivation: Type
Hearing
Sight
Smell/Taste
Touch
Sleep
Slow
Stamina Loss
Cost
3g
2g
3g
6g
12g
16g
3g
32g
3g
8g
2g
4g
16g
6g
6g
POTIONS
Potions are liquid concoctions that instantly impart a single beneficial spell effect upon the consumer. A special d8 roll
is made to determine the potions effectivenessmodifiers are
never applied to the roll and it cannot max, fail, or critically fail.
Potions always apply the base spell effect successfully, regardless
of the result, and critically succeed if the result equals or exceeds
SV 5. For instance, consuming a Cure: Disease potion slows the
diseases frequency with a result of 4 or less and cures the disease
outright with a result of 5 or more. Refer to Spell Effects in Chapter 5 for details about a potions particular spell effect.
Trivial Action: The act of consuming one swig of a potion
is a trivial action (SV 1) and only requires an Agility check if
your characters total modifier is negative. Failure results in your
character fumbling around and being unable to successfully take
a swig. Failing with a result that is at least 3 points lower than the
SV causes your character to spill one swig, and a critical failure
causes the potion to be dropped, thereby spilling and wasting all
remaining swigs. Only one swig of a potion may be consumed per
action, and multiple swigs from either the same potion or from
different ones cannot be consumed in the same round unless your
character is affected by the Hasten spell effect or a similar ability.
Non-living Creatures: Non-living creatures may still benefit from consuming potions, despite not having biological anatomies. Potions are magical in nature and do not differentiate between living and non-living creatures.
Administering Potions to Others: Consuming a potion
is usually a personal action during combat. Therefore, a potion
may not be administered to another creature unless the creature
is unconscious, incapacitated, or is willing to forgo all actions
and movements for the round, which also means not having acted
or moved previously in the round. Administering a swig of a
potion to another creature requires your character to succeed on
a Healing check of SV 5, but the attempt renders both of you
distracted until your next turns despite success or failure. Due to
the potions Resizing quality (see below) the swig automatically
resizes down to the recipients creature size. For instance, a troll
could administer a swig to a brownie without issue.
Resizing & Weight: All potions possess the Resizing magical quality for free, with no limitation regarding maximum size.
This change automatically occurs whenever the vial or flask is
grasped (remember to adjust the potions weight).
Full Vial
Weight
0.05
0.15
0.5
1.5
5
15
50
150
Full Flask
Weight
0.15
0.45
1.5
4.5
15
45
150
450
85
CHAPTER 3
Container & Contents: Once all of a potions swigs have
been consumed (or spilled) its vial or flask magically crumbles
into dust and cannot be reused. A potions contents cannot be
swapped between other vials or flasks, not even between those
that contain the same kind of potion. Unless being consumed,
a potions contents quickly dissolve away if they are spilled or
emptied from their container.
Potion Effects
Potion Durations
Potion Durations
Effect Duration
Default: 2 units
Extended: 5 units
Extended: 10 units
Variable: d10 units
86
Cost
Multiple
base
base x 1.5
base x 2
base x 1.5
Potions
Spell Effect
Duration
Costs
Vial Flask
1 swig 3 swigs
2 minutes
2 minutes
2 minutes
2 rounds
20g
20g
15g
15g
60g
60g
45g
45g
instant
instant
instant
instant
instant
2 rounds
2 rounds
2 rounds
80g
255g
80g
20g
20g
45g
30g
55g
240g
765g
240g
60g
60g
135g
90g
165g
2 rounds
15g
45g
2 rounds
20g
60g
2 rounds
45g
135g
2 rounds
2 rounds
special
2 rounds
2 rounds
instant
55g
30g
75g
20g
30g
20g
165g
90g
225g
60g
90g
60g
instant
instant
140g 420g
375g 1,125g
instant
50g
instant
375g 1,125g
instant
80g
240g
instant
255g
765g
instant
500g 1,500g
instant
80g
150g
240g
EQUIPMENT
Deaf (R1)
Deaf (R2)
Mute
Smell/Taste
Touch
Resistance: Type
Cold or Heat
Any Other Type
Restore: Type
Sensory Augmentation: Type
Dark Sight
Echolocation
Magic Sight
Scent [Aquatic]
Scent [Standard]
See Invisibility
Tremorlocation
Sustenance
Telepathy
Water Control: Buoyancy
Weather Control: Comfort
SERVICES
instant
instant
instant
instant
instant
80g
255g
50g
50g
140g
240g
765g
150g
150g
420g
2 rounds
2 rounds
instant
20g
15g
40g
60g
45g
120g
2 rounds
2 rounds
2 rounds
2 rounds
2 rounds
2 rounds
2 rounds
instant
2 minutes
2 minutes
2 minutes
15g
45g
20g
15g
15g
15g
30g
25g
30g
20g
15g
45g
135g
60g
45g
45g
45g
90g
75g
90g
60g
45g
small size characters pay the medium size rates, unless the inn
is specifically suited to tiny or small size creatures. On the other
hand, large size creatures are sometimes charged additional fees,
especially in situations where available space may be limited.
Creatures of even bigger sizes are usually out of luck since most
inns are simply unable to offer suitable accommodations.
Transportation Rates: Of all the prices in this chapter none
are more variable than the cost of passenger rates. The overall distance of the journey is only a rough estimation at best. The danger
of the route, the amount of cargo being transported, the willingness of the driver or captain to travel to the destination, and a host
of other factors should also be considered. Many transportation
services will also accept duty as a partial form of payment, such
as assisting with maintenance, chores, or even defense of the vehicle or caravan if attacked. Some transportation services may
even require such duties in addition to the standard rates.
Services
Service
Hireling (per hour / per day)
Common, Rank 0
Common, Rank 1
Common, Rank 2
Common, Rank 3
Specialized, Rank 1
Specialized, Rank 2
Specialized, Rank 3
Inn Room (per day / per week)
Poor, Common Room (multiple beds)
Standard, Shared Room (4 beds)
Standard, Private Room (1 bed)
Wealthy, Shared Room (4 beds)
Wealthy, Private Room (1 bed)
Stabling (per day; docile / aggressive)
Small Animal or Mount
Medium Animal or Mount
Large Animal or Mount
Huge Animal or Mount
Transportation Rates (per mile)
Land Vehicle
Water Vehicle
Cost
6s / 60s
10s / 1g
30s / 3g
1g / 10g
2g / 20g
5g / 50g
10g / 100g
25s
2g
1g
10g
5g
7s / 11s
10s / 15s
25s / 38s
50s / 75s
5s
3s
TRAP KITS
87
CHAPTER 3
Most trap kits affect a single target and automatically affect
the creature that triggers them, except for damage traps, which
must succeed on a Precision check before inflicting damage. The
targets creature size in relation to the traps size is an important
factor that the GM should take into consideration. As a general
rule, most trap kits are only triggered by targets that are within
one size tier below or above the traps corresponding size. For
instance, a medium size trap kit may only be triggered by small,
medium, or large size targets; tiny size targets and those that are
huge size or bigger are not usually affected. However, the GM
may of course rule otherwise in unique situations.
Each trap kit automatically includes all components for a
single use, but individual components can also be purchased
separately. Expendable components are marked with an [E], and
must always be replaced whenever a trap kit has been triggered.
Therefore, your character may find it beneficial to purchase and
bring along additional expendable components on his adventures.
88
matically suffers another d8 damage plus a modifier according to the traps size (see above), compared against
his Total Resilience stat. Afterwards the flames die out
on their own. Components: oil (1 portion) [E]; 1 pressure tube, glass; 2 pulleys; 1 spark-wick [E] (must be
lit beforehand; burns for up to 10 minutes); 1 stake,
metal; 1 tripwire, coil.
Pit Trap (time varies): This trap requires a lot of effort on
your characters part since he must first dig the pit (unless hes
lucky enough to find a suitable hole). Digging a pit usually takes
about around 1 hour for each volume of dirt equal to your characters occupied space (one 5-foot cube for a medium creature),
which includes digging and then relocating the dirt to a separate
locationthe type of material being dug can either increase or
decrease this time considerably (sandy, rocky, solid stone, etc.). A
pit trap inflicts falling damage and can be augmented with spikes
that inflict an additional d8 points of damage (for a separate cost);
all damage is compared against Base Resilience. Components: 1
net, standard (an oversized net or even multiple nets can be connected for bigger pits; requires camouflaging with leaves or other
debris); 1 rope, half coil (for climbing out of the pit); 1 shovel; 4
stakes, wooden.
Snare Trap: Type: This trap restricts the targets ability to
move and/or take actions. Snare traps can be purchased in the
following types, each with its own application and components:
Foot-Hold (5 minutes): This trap locks onto the targets
leg, thereby rooting him to his current spot. The trap
also inflicts d4 damage, modified by the traps size
(refer to Damage Traps above). Poison may also be
applied to the foot-hold assembly, if desired (for a
separate cost). The target cannot move or sprint until
he frees himself but is granted a free Agility or Might
check at the beginning of each of his turns (adding his
Combat Maneuvers stat). The SV to break free is equal
to 5 + a modifier for the traps size (tiny 2, small 1,
medium 0, large +1, huge +2, enormous +4, gigantic
+6, and colossal +9). Components: 1 chain, half length;
1 foot-hold assembly; 1 stake, metal. All components
must be camouflaged with leaves or other debris.
Net (15 minutes): This area-effect trap drops an oversized
net onto the target(s), affecting an area equal in size to
the next larger occupied space for which it is designed
(2x2 squares for a medium trap), thereby initiating a
ranged grappling attempt against all targets whose occupied spaces are fully contained in the nets area. The
nets area is centered on the triggering targets occupied space. An affected target cannot move or act until
he frees himself but is granted a free Agility or Might
check at the beginning of each of his turns (adding his
Combat Maneuvers stat). The SV to break free is equal
to 5 + a modifier for the traps size (tiny 2, small 1,
medium 0, large +1, huge +2, enormous +4, gigantic
+6, and colossal +9). Components: 1 net, oversized (requires an elevated position above the target); 1 latch; 2
pulleys; 1 stake, wooden; 1 tripwire, coil.
Tripwire (1 minute): This trap trips the target. Components: 2 stakes, metal; 1 tripwire, coil.
EQUIPMENT
Trap Kits
Trap Kit
Alarm Trap
Damage Trap
Acid
Crossbow
Fire
Pit Trap (spikes not included)
Snare Trap
Foot-Hold
Net
Tripwire
Individual Component
Acid (1 portion) [E]
Bolt [E]
Chain, Half Length
Chimes, Set
Crossbow
Foot-Hold Assembly
Latch
Net, Oversized
Net, Standard
Oil (1 portion) [E]
Pressure Tube, Glass
Pulley
Rope, Half Coil
Shovel
Spark-Wick [E]
Spikes, Metal
Stake, Metal
Stake, Wooden
Tripwire, Coil
VEHICLES
Cost
(~)
1g, 67s
Weight
(~)
3.8
16g, 85s
6g, 40s
6g, 91s
1g, 58s
3.9
7.6
3.9
10.7
4g, 90s
2g, 52s
1g, 75s
9
13.9
2.5
10g
5s
40s
30s
4g, 50s
4g
15s
1g
25s
5s
5g
30s
25s
1g
1s
4g, 50s
50s
2s
75s
0.4
0.1
3
2
5
5
0.1
12
3
0.4
1
0.5
2.5
4
9
1
0.3
0.5
Vehicles
[A = Animals; C = Crew]
Land Vehicle
Cost
Carriage (~150 cu ft)
~75g
Carriage, Grand (~250 cu ft)
~120g
Cart (~100 cu ft)
~15g
Chariot (~25 cu ft)
~50g
Wagon (~180 cu ft)
~40g
Wagon, Extended (~300 cu ft)
~60g
Water Vehicle
Oar Propulsion
Canoe (50 cu ft)
30g
Raft (75 cu ft)
50g
River Barge (400 cu ft)
250g
Rowboat (60 cu ft)
40g
Sail Propulsion
Caravel (3,000 cu ft)
8,000g
Caravel, Extended (5,000 cu ft)
12,000g
Galleon (6,000 cu ft)
17,000g
Galleon, Grand (10,000 cu ft)
25,000g
Oar and Sail Propulsion
Galley (1,800 cu ft)
10,000g
Galley, Grand (3,000 cu ft)
15,000g
Knarr (300 cu ft)
1,000g
Knarr, Extended (500 cu ft)
1,500g
Longship (360 cu ft)
1,300g
Longship, Extended (600 cu ft)
2,000g
Crew
2A, 1C
4A, 1C
1A, 1C
2A, 1C
2A, 1C
4A, 1C
1C
1C
3C
2C
18C
30C
90C
150C
60C
100C
6C
10C
30C
50C
89
CHAPTER 3
MAGICAL ITEMS
Magical items are those that have been imbued with permanent magical enchantments, which provide unique benefits and
abilities to your character. The Enchanter profession allows for
the crafting of magical items, and the Appraisal discipline is used
when attempting to identify a magical items unknown properties.
Item Size & Cost: The cost of a magical quality is independent of its items size. However, the cost of the base item itself
must still be adjusted according to its wielders creature size.
90
EQUIPMENT
general options are already included). Unless otherwise stated,
all triggered effects are considered to be self only, reach, and to
have a duration equal to 2 units of time, which is also listed in
parenthesis. If a duration is measured in rounds then the effect
lasts for the remainder of the round in which it is triggered and
then for two additional rounds thereafter. Triggered effects must
also adhere to all spell descriptors of the particular spell effect
that they happen to mimic.
Magical Qualities
The title of each magical quality is followed by a set of brackets that includes its enchantment value and its cost in gold. Next,
a set of parenthesis indicates whether the quality is passive (P) or
triggered (T), along with the qualitys duration units and CM if
it is triggered. Some magical qualities may be selected multiple
times, up to a specific limit, as noted in their descriptions.
Accuracy [1; 2,550g] (P): This quality grants a +1 bonus to
the weapons Precision checks. The bonus cannot be stacked with
an Accuracy bonus from the Improve Faculty spell effect, Siphon
Faculty spell effect, or the Improve Faculty bardic melody. This
quality may only be applied to weapons.
Awareness [0; 25g] (P): This quality instantly reveals all of
the items magical properties to any sapient creature that properly
grasps it, without the need for an Appraisal check. Note that simply touching the item does not cause it to reveal its secrets, such
as when being struck by a weapon.
Breathless [2; 2,000g] (P): This quality allows your character to survive without having to breathe, which also renders him
immune to toxic gases, spores, and diseases/poisons that require
inhalation. Furthermore, he cannot drown or suffocate. This quality may only be applied to apparel.
Channeling [0; 50g] (P): This quality allows your character
to cast non-mental spells through the weapon as if she had a free
hand, even if she has already made or intends to make an attack
with the weapon that round. Bucklers and Attached weapons that
are enchanted with this quality may also have spells cast through
them without suffering the 1 action penalty as long as their hand
is free, but the penalty is still applied if another item or weapon
is being held. Mage staves, scepters, and wands receive this quality for free. Mental spells [M] cannot be channeled through this
weapon. This quality may only be applied to weapons.
Comfort [1; 750g] (P): This quality allows your character
to remain undampened by natural precipitation (rain, snow, sleet,
hail) and unhindered by wind of less than destructive force. Even
91
CHAPTER 3
Detect Afflictions [1; 1,200g] (T, instant, CM +2): This
quality allows your character to detect the presence of diseases,
poisons, and duration-based magical afflictions, exactly like the
Detect Afflictions spell effect, including all rules pertaining to the
mental casting spell descriptor [M]. The Mysticism discipline is
used to trigger this effect.
Detect Creatures: Type [1; 1,200g] (T, instant, CM +2):
This quality allows your character to detect the presence of creatures of a particular type, exactly like the Detect Creatures spell
effect, including all rules pertaining to the mental casting spell
descriptor [M]. The spellcasting discipline required to trigger this
effect varies according to which type is selected: Living (Geomancy) or Undead (Sorcery).
Faculty Bonus: Type [varies; varies] (P): This quality
grants a +1 bonus to one of your characters attributes or stats;
Encumbrance Factor, if selected, gains a bonus equal to 5 x your
characters weight multiple instead. Note that the Accuracy attribute, Total Resilience stat, and disciplines cannot be enhanced
by this effect. The faculty bonus cannot be stacked with the same
faculty bonus from other magical items, the Improve Faculty or
Siphon Faculty spell effects, or the Improve Faculty bardic melody. However, this quality may be selected multiple times for
different faculties. This quality may only be applied to apparel.
Flight [2; 4,250g] (T, rounds, CM 0): This quality allows
your character to fly, exactly like the Flight spell effect. The Sorcery discipline is used to trigger this effect. This quality may only
be applied to apparel.
Freedom [2; 3,000g] (T, rounds, CM +1): This quality allows your character to move freely through zones of control and
rough terrain, exactly like the Freedom spell effect. The Geomancy discipline is used to trigger this effect. This quality may only
be applied to apparel.
Gliding [1; 2,550g] (P): This quality allows your character to glide exactly like the Gliding: Mystical creature trait. This
quality may only be applied to apparel.
Healing [2; 3,000g] (P): This quality grants a +2 bonus to all
healing-related checks directed at your character, which includes
all uses of the Healing discipline (including self-healing checks)
and all Constitution checks for daily healing and for resisting the
effects of diseases, poisons, and bleeding. Spellcasting checks
that target your character with the following spell effects also receive the +2 bonus (other affected targets of a spell do not gain
the bonus): Cure, Quick Heal, Recovery, and Restore: Health.
However, the item has a delayed activation time and this quality
only begins to function after having been worn continuously for
24 hoursthe activation time is reset whenever the item is removed. This quality may only be applied to apparel.
Invisibility [2; 3,000g] (T, rounds, CM +1): This quality
allows your character to turn invisible, exactly like the Invisibility
spell effect. The Sorcery discipline is used to trigger this effect.
This quality may only be applied to apparel.
Life Stealing [2; 3,000g] (P): This quality grants a chance
for your character to heal whenever the weapon inflicts the killing
blow against a living creature. Each time that a killing blow is
achieved your character can make a free Sorcery check of SV 8 to
immediately heal one health point (there are no consequences for
failure). An attack must deliver the killing blow in order for this
92
Type
Value
Cost
Minor
25g
Moderate
100g
Major
300g
Overcomes
non-magical
darkness
standard magical
darkness
critical success
magical darkness
Mind Scanning [1; 2,550g] (T, minutes, CM 0): This quality allows your character to scan the minds of all nearby sapient
creatures, exactly like the Mind Scanning spell effect, including
all rules pertaining to the mental casting spell descriptor [M]. The
Mysticism discipline is used to trigger this effect. This quality
may only be applied to apparel.
Mind Shielding [2; 2,000g] (P): This quality renders your
character immune to the following list of invasive spell effects:
Charm, Detect Creatures, Dream Craft (nightmares only), False
Memories, Insanity, Mind Reading, Mind Scanning, and Scrying
(individual viewing only). Other similar abilities are also blocked,
per the GMs discretion, such as an imps Power of Suggestion
trait. Note that spells and abilities that are already affecting your
character prior to equipping the item are not dispelled or inhibited
in any way. This quality may only be applied to apparel.
Preservation [1; 750g] (P): This quality preserves your
characters corpse upon death and also makes it harder for it to
be reanimated as undead for up to 2 days, exactly like the Preservation spell effect. The item only functions if it was being worn
at the time of your characters death, and its benefits immediately
cease if it is removed. Placing the item on an existing corpse is
useless, as is reequipping the item on an affected corpse after it
has been removed. This quality may only be applied to apparel.
Repairing [0; 100g] (P): This quality magically begins to
repair the item whenever it is damaged, requiring a full minute
to restore the item to its original conditioneffectively, repairs
do not occur during combat or normal use but quickly happen
afterwards. The item also continually strives to maintain its original pristine appearance (dirt and mud are repelled, water is dried,
metal items regain their polished sheen, etc.). Lastly, anytime that
the item is fully destroyed it has a 50% chance to repair itself once
all of its pieces have been gathered back together; failure means
that the item is irrevocably destroyed.
Resistance: Type [varies; varies] (P): This quality grants
your character a resistance against a particular type of damage.
Resistances to cold and heat are special cases and also grant a
bonus to your characters Constitution checks when resisting
EQUIPMENT
stamina loss in cold or hot temperatures, respectively; the bonus
is equal to half of the resistance value, made positive (either +1 or
+2). This quality may only be applied to apparel.
Type
Acid, Arcane, Divine,
Electricity, Mental,
or Shadow
Cold or Heat
(special rules)
Resist
Value
Cost
750g
1,250g
2 (+1)
4 (+2)
1
2
1,200g
2,000g
Resizing: Maximum Size [0; varies] (P): This quality magically readjusts the items size to match that of its current wielder
but only up to a specified maximum size. The enchantment cost
is equal to 50g, plus the difference between the items original
cost and the cost of the maximum size it may become (both as
if purchased new). For instance, enchanting a small highgrade
longsword that could be resized up to huge would cost 116g (50g
+ 75g for a huge highgrade longsword 9g for a small highgrade
longsword). Resizing occurs instantaneously whenever the item
is grasped solely by a single creature, and it remains that size until
it is grasped solely again by a different size creature. Remember
to adjust the items weight, Resilience, and range increments to
accommodate its new size. All spell foci and potions possess this
quality for free with no limitation regarding their maximum sizes.
Returning [1; 1,200g] (P): This quality causes the weapon
to be teleported back into your characters hand soon after being
thrown, regardless of whether it hits or misses its target and comes
to rest. This generally occurs quickly enough for your character
to reuse the weapon immediately, such as when affected by the
Hasten spell effect or similar abilities (GMs call). Expendable
weapons, such as holy water flasks or poison pouches, cannot be
enchanted with this quality. This quality may be applied to any
weapon, but it typically best for those that are meant to be thrown.
Sensory Augmentation: Type [1; varies] (T, rounds): This
quality temporarily grants your character a new or augmented
sensory ability, exactly like the Sensory Augmentation spell effect. There are several types that determine the effects cost, CM,
and its required spellcasting discipline (those with a choice must
select which discipline is always used). Refer to the Sensory Augmentation spell effect in Chapter 5 for specific rules and benefits
of each type. This quality may only be applied to apparel.
Type
Dark Sight
Echolocation
Magic Sight
Scent [Aquatic]
Scent [Standard]
See Invisibility
Tremorlocation
CM
+3
0
+2
+4
+3
+4
+1
Cost
750g
2,550g
1,200g
450g
750g
450g
1,800g
Discipline
Mysticism/Sorcery
Geomancy
Mysticism/Sorcery
Geomancy
Geomancy
Sorcery
Geomancy
Slow Diseases/Poisons [2; 2,000g] (P): This quality automatically slows the frequency of all diseases and poisons that
affect your character by one time interval, exactly like the Cure
spell effect (as if achieving a standard success). However, the
item has a delayed activation time and this quality only begins to
93
CHAPTER 3
[A = Apparel; W = Weapons]
Magical Quality
A W Value
Accuracy
1
Awareness
0
Breathless
2
Channeling
0
Comfort
1
Commune: Type
2
Comprehension
1
Concentration
1
Detect Afflictions
1
Detect Creatures: Type
1
Faculty Bonus: Type
Brute Force, Combat
Maneuvers, EF, Flight
1
Speed, Notice, Run Speed,
or Swim Speed
Base Resilience,
Concentration, Defense,
2
or Fortitude
Charisma, Dexterity,
Endurance, Intellect,
2
Perception, or Strength
Flight
2
Freedom
2
Gliding
1
Healing
2
Invisibility
2
Life Stealing
2
varies
Light: Type
Mind Scanning
1
Mind Shielding
2
Preservation
1
Repairing
0
Resistance: Type
varies
Resizing
0
Returning
1
Sensory Augmentation: Type
Dark Sight
1
Echolocation
1
Magic Sight
1
Scent [Aquatic]
1
Scent [Standard]
1
See Invisibility
1
Tremorlocation
1
94
Cost
2,550g
25g
2,000g
50g
750g
2,000g
750g
750g
750g
3,450g
1,200g
1,200g
750g
2,000g
4,250g
4,250g
3,000g
2,550g
3,000g
3,000g
3,000g
varies
2,550g
2,000g
750g
100g
varies
varies
1,200g
750g
2,550g
1,200g
450g
750g
450g
1,800g
Slow Diseases/Poisons
Soul Stealing
Spell Aim
Spell Damage
Sustenance
Telepathy
Unlimited Ammunition
Vitality
2
2
1
1
2
2
1
2
2,000g
3,000g
2,550g
750g
1,250g
3,000g
1,200g
3,000g
MISCELLANEOUS GEAR
EQUIPMENT
may also benefit from having one. Only the weight and volume
of coins are negated while insideother items, including gems,
can still be stored, but their weights and volumes are not reduced.
A bottomless coin pouch that is torn or destroyed causes all
of its contents to immediately spill out. The Suppress Magic spell
effect renders a bottomless coin pouch inaccessible for 1 minute with a standard success (this limitation only applies to coins;
gems and other contents can still be accessed normally).
Convenience Gear [3g]: This mundane item offers minor
magical benefits to its owner, purely for roleplaying purposes. It
may not impart bonuses or grant significant tangible benefits.
The following convenience items are some of the most common examples and may serve as references for custom items:
Fogless Glasses: These glasses or spectacles never fog up
and hardly ever need to be cleaned.
Inkless Quill: This quill produces its own endless supply
of ink (only when writing) and never has to be dipped.
Restful Bedroll/Pillow: This bedroll or pillow helps to ensure a full nights rest. Your character is better able to
rest despite sleeping in dungeons, outdoors, or in noisy
inns. Tossing and turning is generally reduced, nightmares are rarely experienced, and waking up with an
aching back is often prevented. However, be aware that
restful bedrolls and pillows do nothing to alleviate the
nightmares that are caused by either the Dream Craft
spell effect or the Nightmares disadvantage.
Self-Erecting Tent: This tent automatically erects on command, assuming that there is sufficient space available
to accommodate its size. It can also be commanded to
collapse into a neatly folded pile but only if there are no
occupants or objects that are currently inside.
Self-Serving Dish [varies]: This oversized dish, platter,
pot, or other type of cookware is enchanted and magically linked
to any number of plates, bowls, and/or cups. Whenever food is
placed into the primary dish it automatically teleports a portion
of its contents to all of its linked receptacles, distributing the food
equally. The volume of food or drink is not duplicated, so enough
is necessary to allocate evenly according to the total number of
linked receptacles. Only consumable foods and drinks can be
teleported, and then only to linked receptacles within 500 feet.
These magical items are particularly useful for prisons, whereby
a linked receptacle is kept in each cell that allows prisoners to be
fed without the guards having to risk personal contact. The cost
of the enchantment is equal to 5g for the primary dish and an
additional 50s for each linked receptacle.
Suppression Manacles [100g]: These manacles instantly
suppress the victims ability to channel magical energy, which
renders spellcasting and the use of magical abilities and magical
items impossible. Essentially, the victim is treated exactly as if he
were affected by an ongoing version of the Suppress Magic spell
effect (standard success). The manacles also negate all beneficial
magical effects that are currently affecting the victim and any that
are cast on him while the manacles are being worn but only the
portion that would affect him personally; negative magical effects
may not be suppressed, however (GMs call). Manacles can be
forcefully secured onto an opponent via grappling once pinning
has been achieved.
[A = Apparel; W = Weapons]
Item
A W
Cost
Animated Tool
5g
Self-Serving Dish
varies
Suppression Manacles
100g
Weightless Container
varies
Not all magical items are beneficial. In fact, some items are
actually cursed to be detrimental to your character and can even
impose penalties (in addition to their standard effects), whereas
others are downright malevolent in their design and function.
Fortunately, cursed magical items tend to be somewhat rare.
The demand for such items is virtually nonexistent since their use
is unpredictable at best, often dangerous, and possibly illegal. The
value of cursed items is therefore largely situational, so the GM
should carefully consider each items potential uses, its overall
power, and its buyers motivation before deciding on its cost.
Identifying Cursed Items: Most cursed items are intentionally designed to deceive their would-be users into believing that
they are somehow beneficial. Succeeding on an Appraisal check
is normally enough to reveal a magical items properties, but in
the case of a cursed item a standard success reveals false properties instead, according to each specific type of curse. A critical
success is required to reveal an items cursed nature.
95
CHAPTER 3
Curse Types
96
Cloak of Serenity
EQUIPMENT
is also magically repaired, which helps to justify its significantly
higher cost. The armors value varies according to its type (all
common grades): light [170g], moderate [190g], or heavy [220g].
Magical Qualities: Repairing (0), Resizing (0)
Linrioks Amulet
its curse remain hidden. The rings estimated value is 4,280g, but
its cursed nature means that its actual value is highly situational.
Magical Qualities: Awareness (0), Flight (2)
Curse (Trickery): The ring grants the ability to fly, but if its
wearer ascends to a height of 30 feet above the ground its magic
immediately ceases to function. This causes the wearer to crash to
the ground and suffer falling damage.
Trollhide Shield
97
GAMEPLAY
CHAPTER 4
GAMEPLAY
General SV Goals
Task Difficulty
Trivial (special rules)
Basic
Moderate
Advanced
Complex
SV
1
3
5
8
12
Maxing
Critical Successes
Failures
Critical Failures
99
CHAPTER 4
Launched Attacks
Result
1
[Roll: d12]
Critical Failure Outcome
[Roll: d12]
Critical Failure Outcome
Result
Bad Move: You lose your remaining turn.
1
Melee/Thrown/Unarmed Attacks
10
attack's template.
11
100
12
11
10
12
GAMEPLAY
10
11
12
101
CHAPTER 4
COMBAT RULES
The rules in this section explain the mechanics for simulating combat. Sooner or later (probably sooner) your character is
going to get into a fight and he will need to do everything he can
in order to survive. His faculties, traits, and gear are extremely
important but so too is his use of tactics.
COMBAT NECESSITIES
INITIATIVE
102
Lucky Breaks
Lucky breaks are the moments in combat when the situation temporarily favors your character for one reason or another.
Perhaps he is suddenly struck with a momentary inspiration or
maybe the chaos of combat has unexpectedly shifted to grant him
a brief advantage.
Each combatant or group of similar combatants has a 5%
chance each round of receiving a lucky break, which grants a +2
bonus to all discipline checks, profession checks, and damage
checks for the entire round. Note that the bonus is not applied to
Initiative checks that are made to determine turn order.
Tough Breaks
Surprise
GAMEPLAY
Surprise vs. Distraction: Penalties for being surprised
and distracted do not stack togethersurprise takes precedence.
Gaining surprise against an opponent who is also distracted only
grants a +2 bonus to your characters Precision check (not +3).
YOUR TURN
Multiple Actions
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For example, if a player declares that his character intends
to perform three actions then each would suffer a multiple action
penalty of 4. For his first action he might choose to attack an
enemy, and if the enemy falls he could then move his base Speed
and sprint to a nearby door as his second action, then open the
door as his third action. However, if his initial attack fails to drop
his enemy he might decide to cast a reach spell to finish her off,
after which he could then move and sprint toward to the door,
but he would be unable to open it until his next turn because he
already used his three actions (making the failed attack, casting
the spell, and sprinting). Alternatively, if his enemy managed to
survive the attack and the spell, your character might choose to
forgo his movement altogether, but his checks for both actions
would still suffer the full 4 multiple action penalty even though
one less action (sprinting) was attempted.
Multiple Attacks: Multiple attacks can be performed in the
same turn, but only one attack per each limb/weapon is allowed.
Additionally, if one of your characters limbs is used to cast a
spell then it cannot also be used to make an attack, and vice versa
(mental [M] spells still allow for head attacks to be performed in
the same round, such as bites and head-butts). For instance, your
character could cast a spell using her left hand, throw a dagger
with her right hand, kick with her left foot, and head-butt her target all in one turn, but doing so would incur a 6 multiple action
penalty to all four actions.
Attacking with a two-handed weapon counts as an attack for
both limbs that wield it and so it can only make one attack per
round. Likewise, creatures that possess multiple unarmed attack
forms on the same limb (a creature that has a bite attack and horns
on its head) can only make use of one such attack per round.
Trivial Actions
104
Free Actions
PRECISION CHECKS
Critical Successes
GAMEPLAY
Unarmed Attacks: Your characters unarmed attacks, such
as punches and kicks, cannot achieve critical successes on their
Precision checks (unless bolstered by specific advantages). However, Enhanced Unarmed Attacks, like claws and bite attacks,
count as weapons and can achieve critical successes.
All weapons can make use of both the Melee Precision and
Ranged Precision disciplines, but most weapons clearly favor one
type of attack over the other. For instance, both a sword and a
dagger can make melee attacks, but the dagger is also balanced
for throwingthe sword can still be thrown but not very well.
Penalties: Your character suffers a 2 penalty on his Precision check and damage check when making an attack with a
weapon using the discipline for which it was not designed, such
as when throwing a greatsword at an enemy. A base range increment of 2 is used for any item that is not normally designed for
making ranged attacks (remember to adjust this value according
to the throwers creature size). Ranged weapons with the Melee
Capable special quality, such as a dagger, are not penalized.
Ranged attacks and distance spells suffer increasing penalties depending on the distance from your character to the target.
A range increment, as measured in squares (1 square = 5 feet), is
assigned to weapons and spells, with every multiple of that increment representing a greater tier of distance. Each successive tier
beyond the first imposes a cumulative 1 penalty to your characters Precision check or spellcasting discipline check. Ranged distance is counted in the same manner as movement (each adjacent
square counts as one, diagonals count as one-two-one-two, etc.).
For example, if a weapon has a range increment of 7 squares
then attacking a target up to 7 squares away incurs no penalty.
Attacking a target 8 to 14 squares away incurs a 1 penalty, 15 to
21 squares away incurs a 2 penalty, and so on.
Attacking/Casting while Threatened: Attempting to make
a ranged attack or attempting to cast a distance spell/ability within
the threat range of a hostile target causes your character to suffer a
2 penalty on his Precision and spellcasting discipline checks due
to the heightened risk of attack (reach spells/abilities and those
with the mental casting spell descriptor [M] are not penalized).
Surprised or helpless targets do not threaten your character since
they do not exert zones of control, but attacks against them are
still penalized if your character is also threatened by other targets.
Called Shots
Your character can attempt to hit a specific body part of a target by making a called shot. Doing so incurs a 2 penalty on your
characters Precision check, but if it succeeds then her attack/
spell gains a unique benefit depending on the type of called shot
being performed (standard or specialized). Called shots may only
be performed by Precision-based, single target attacks and spells.
Standard Called Shots: Standard called shots that manage
to inflict health loss always cause the target to suffer a specific
injury, which also tends to be more severe than those caused by
normal attacks. For each additional point of health loss inflicted,
including each point of implied health loss, the severity of the
DAMAGE
Your character makes a damage check whenever he successfully hits a target. The die roll and its modifiers vary according to
each specific attack (weapons, spells, unarmed attacks, etc.). The
total damage result is then compared against the targets Total
Resilience stat. Note that the damage results from some attacks/
spells are compared against the targets Base Resilience stat instead, such as the Damage: Mental spell effect.
Unarmed Attacks: The base damage die is d4 for unarmed
attacks and they cannot achieve critical successes on their Precision checks (unless bolstered by certain advantages). However,
Enhanced Unarmed Attacks, like claws and bite attacks, tend to
have higher die rolls and can achieve critical successes.
Two-Handed Attacks (melee weapons only): Using two
hands when attacking with a one-handed melee weapon adds +1
to its damage check (two-handed weapons already include this
bonus). Thrown ranged weapons that possess the Melee Capable
special quality gain this bonus if performing a two-handed melee
attack. Unarmed attacks cannot normally receive this bonus.
HEALTH
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Wounded
Your character can continue to move, act, and function normally as long as she has at least one remaining health point in her
health row. However, once all of her health points are lost she is
considered wounded and must make an immediate free Toughness check, applying fatigue penalties, lucky/tough break modifiers, and penalties from additional implied health loss (see below);
this particular Toughness check cannot critically fail. The result
determines the extent of your characters wounds.
Having one or more health points healed means that your
character is no longer considered wounded and she may once
again move, act, and function normally. Bleeding also stops and
she rouses if unconscious. Each time that an attack, spell, or mishap reduces her health point total to zero she is again considered
wounded and must make a new Toughness check.
Implied Health Loss: Any attack, spell, or mishap that removes your characters final health point can potentially imply
additional health loss. Each point of implied health loss imposes
a cumulative 1 penalty on your characters Toughness check,
in addition to fatigue penalties and lucky/tough break modifiers.
For example, if your character only had one health point
remaining and was then hit by another attack, which imposed the
loss of three health points, she would suffer a 2 penalty on her
Toughness check, in addition to fatigue penalties and lucky/tough
break modifiers. She only had one actual health point left to lose,
so the loss of the other two health points would be implied.
Subsequent attacks, spells, or mishaps that occur after all of
your characters health has been depleted can also imply health
loss, which automatically causes her wounded condition to worsen according to how many points are implied. For instance, if
your character is already disabled and then suffers health loss
from another attack she would be knocked unconscious if the loss
of one point were implied or killed outright if the loss of two or
more points were implied.
Wounded
Result
10+
5 to 9
0 to 4
Negative
Conditions
Unstoppable
Disabled
Incapacitated/Unconscious
Destroyed/Killed
Depending on the result of the Toughness check your character can be affected by several conditions:
Unstoppable: Your character is somehow able to find the
momentum to keep fighting on, albeit briefly. She ignores
all fatigue penalties for this round and the next round (she
is still wounded but suffers no penalties on her checks).
Immediately after her turn ends on the following round,
fatigue penalties return and she is disabled (see below).
Suffering further implied health loss during this time automatically reduces her condition to disabled (1 implied
point), incapacitated/unconscious (2 implied points), or
destroyed/killed (3 or more implied points).
106
SPECIFIC INJURIES
GAMEPLAY
Injuries/Penalties: Penalty modifiers are treated as damaged faculties. Those that result from impaired, broken, or destroyed/severed body parts or permanent afflictions cannot be
restored until the injury itself has been healed. Refer to General
Rules: Healing later in this chapter for more information.
Bleeding (living only): Certain specific injury results also
cause your character to begin bleeding (marked in red). He must
make a free Constitution check at the beginning of each of his
turns. Failing the check with a result of 4 or lower worsens subsequent checks by imposing a cumulative 1 penalty; a negative
result also incurs the loss of one health point. Note that some severity results also indicate a further cumulative bleeding penalty
of 1 or 2 (also marked in red).
For example, getting a severity result of 7 would impose
a bleeding penalty of 1, whereas getting a severity result of 9
would not impose any additional penalty at all. Getting a severity
result of 12 or higher always imposes a bleeding penalty of 2.
Bleeding automatically stops whenever one health point is
healed or if the Healing discipline is successfully used on your
character (specifically to stop the bleeding). Achieving a result of
8 or higher on one of the bleeding Constitution checks means that
the bleeding stops on its own.
Your character may only suffer from one bleeding effect at a
time, despite receiving multiple specific injuries. Each additional
bleeding result simply imposes a further cumulative 1 penalty,
beyond what is indicated, to all bleeding Constitution checks until
the bleeding stops. Severity results that already impose a 1 or 2
bleeding penalty are worsened to 2 or 3, respectively.
Bleeding
Result
8+
5 to 7
0 to 4
Negative
Outcome
Bleeding stops
No change; check again next round
Bleeding worsens (additional cumulative
1 penalty); check again next round
Lose one health point; bleeding worsens
(additional cumulative 1 penalty);
check again next round
1, 2, or 3
4 or 5
6 or 7
TORSO
5 to 7
8 or 9
10 or 11
12+
1, 2, or 3
4 or 5
WING
8
(use Torso
if wingless)
6 or 7
8 or 9
10 or 11
12+
1, 2, or 3
4 or 5
ARM
9 or 10
6 or 7
8 or 9
10 or 11
12+
1, 2, or 3
4 or 5
Specific Injuries
6 or 7
HEAD
11 or 12
8 or 9
10 or 11
12+
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COMBAT ACTIONS
Attacking Objects
108
Resil.
2
4
6
Material
Soft Metal
Stone
Hard Metal
Resil.
8
10
12
Defense
2
2
1
1
1
0
0
0
Resilience
Modifier
2
1
0
+2
+4
+7
+10
+14
GAMEPLAY
Bullrushing
Creature
Size
Tiny
Small
Medium
Large
Huge
Enormous
Gigantic
Colossal
Momentum/Counter
(per success/critical)
1
2
4
8
16
32
64
128
Charging
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Ettins: When an ettin makes a charging attack both of its
minds may apply its benefits on their first melee attacks, but the
ettin is considered distracted until its next turn (despite being
harder to distract in other ways).
Charging Distance
Creature Size
Tiny
Small/Medium
Large/Huge
Enormous/Gigantic
Colossal
Minimum Distance
3 squares (15 feet)
4 squares (20 feet)
5 squares (25 feet)
6 squares (30 feet)
7 squares (35 feet)
Defending
Your character can opt to forgo all other actions on her turn
in order to bolster her defenses. Doing so grants a +1 bonus to her
Concentration, Defense, and Fortitude stats until her next turn.
While defending she can still move her base Speed and may perform free actions, but sprinting and other actions are not allowed.
Regarding ettins, if either mind defends then the ettin gains
a +1 bonus to its Defense stat (the bonus is capped at +1 even
if both minds defend). Only a mind that defends applies the +1
bonus to its Concentration and Fortitude stats; however, the other
mind may still perform actions, including sprinting (if dominant).
Defensive Weapons: When defending, if your character has
a weapon held at the ready that possesses the Defensive special
quality then she gains an additional +1 bonus to Defense (making
her total Defense bonus +2). Note that her Concentration and Fortitude stats still only receive a +1 bonus.
Impaling Weapons: When defending, if your character has
a weapon held at the ready that possesses the Impaling special
quality then she can make a free melee attack at any target who
attempts to either bullrush or charge into or through her threatened
range (including the weapons reach, if applicable).
Disarming
Your character can attempt to disarm an opponent, thus causing him to drop a carried item or weapon. Begin by attempting a
specialized called shot aimed at one of your opponents arms, and
if it succeeds, you can also choose to make a damage check. Note
that inflicting damage is entirely optional and that the disarming
attempt proceeds regardless of whether or not damage is inflicted.
Next, if the called shot was successful, then your opponent
must make either a free Agility or Might check (his choice), to
which he adds his Combat Maneuvers stat. The SV is equal to 5
+ your characters own Combat Maneuvers stat. If your opponent
fails his check then the item/weapon is disarmed and falls in his
space; failing by at least 3 points hurls it d4 squares away in a
somewhat random direction, typically away from the direction
of the attack. The GM may grant other creatures near the items
path a chance to catch it by making a free Agility check of SV 8.
Special Considerations: The following conditions apply to
all disarming attempts:
Bucklers and weapons that possess the Attached special
quality cannot be disarmed.
110
GAMEPLAY
Disarming attempts made with a weapon that has the Disarm special quality add +1 to your opponents SV.
Items/weapons that are being held with two or more hands/
appendages are harder to disarm and grant a +1 bonus
to your opponents check for each extra hand/appendage holding the item (up to a maximum bonus of +4).
Grappling
Inflict Wrestling Damage: If your character wins the opposed check she automatically inflicts d4 damage + her
Brute Force stat against her opponents Base Resilience
stat; wearing armor spikes or having barbs also adds
an additional +2 bonus (spikes and barbs do not stack).
Move, Push, or Drag Opponent: If your character wins
the opposed check she may automatically move, push
or drag her opponent, but your character must remain
adjacent to her opponent and all movement costs are
doubled (sprinting is not possible). Your character may
then release her opponent as a free action, such as when
dropping him over the edge of a pit or cliff, and doing
so ends the grapple. In such cases, the GM should generally grant him a free Agility check of SV 5 to avoid
falling by grabbing onto the ledge. Lastly, note that typically the differences in size and strength between your
character and her opponent are already factored into
the outcome by applying Combat Maneuvers to each
of your opposed checks; however, in situations where
your character wishes to actually lift her opponent into
the air then the GM may request an additional free
Might check (without applying Combat Maneuvers) to
see if she can lift her opponents total weight, assuming
that her opponents total weight exceeds her free limit.
Pin Opponent: If your character wins the opposed check
she automatically pins her opponent to the ground or
against a nearby vertical surface (wall, column, etc.),
which renders him prone and grants your character a +2
bonus on further opposed checks as long as he remains
pinned. If your opponents creature size is equal to or
larger than your characters own creature size then your
character is also rendered proneyour character is not
rendered prone when pinning smaller opponents. While
an opponent is pinned your character may attempt to
restrain him using shackles, rope, or other such devices
by succeeding on another opposed check (treated as a
separate follow-up move).
Silence Opponent: If your character wins the opposed
check she may muffle her opponents ability to speak,
scream, or otherwise make noise. Certain creatures that
do not possess a mouth and who speak through other
methods, such as lavossi, may not typically be silenced.
Creature size can also be a limiting factor since a much
smaller creature is unlikely to be able to reach and/or
fully cover an opponents mouth (GMs call).
Number of Arms/Appendages: Typically, your character
must have at least one free hand/appendage in order to attempt
a melee grapple (in this instance, wielding a Light or Small
one-handed melee weapon also counts as having a free hand);
grappling attempts made with bites/stingers are exempt from this
rule. Having more than two arms/appendages that are capable of
assisting with a grapple grants a +1 bonus on opposed checks for
each additional arm/appendage (up to a maximum bonus of +4).
However, having only one arm/appendage capable of performing
the grapple imposes a 2 penalty instead (two-handed weapons
can be held in a single hand during the grapple, if desired, but that
hand/appendage cannot be used to assist with the grapple).
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Ranged Grappling: Certain ranged weapons (nets), biological attacks (slime, webs, etc.), and the Entangle spell effect are
capable of making special ranged grappling attempts. Unlike a
melee grappling attempt, no called shot is required, your character and her opponent are not grappled together, and only her
opponent is considered distracted. Your character may perform
other actions normally while her opponent struggles to break free.
Follow-up moves are not permitted with ranged grapples.
Your opponent may break out of the grapple by succeeding
on an Agility or Might check of SV 5; note that Combat Maneuvers is not applied by either combatant. Winged creatures that are
affected by a ranged grapple while flying or gliding must succeed
on a free Flying check of SV 5 every round while grappled or they
begin to fall as if tripped (20 feet per point of failure).
Tripping
112
Zones of Control
GAMEPLAY
Falling Prone
Being Tethered
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CHAPTER 4
Multiple Tethers: It is possible for multiple tethers to be
attached to a single target, especially when a team of handlers
are attempting to control a much larger creature. In such cases,
the GM will determine how the Might checks are applied, and
whether one, some, or all of the handlers are affected. Remember
that Might results are able to be combined together without limit.
SITUATIONAL CONDITIONS
Area-Effect Templates
Each area-effect ability takes the form of one of the following template shapes: rectangular prism, sphere, thin cone, or wide
cone. Each templates size must also be designated as being either
small or large.
Template Rules: The upside to using an area-effect ability
is that it affects all targets whose occupied spaces overlap with its
template, regardless of how much of a targets space is actually
being covered (unless otherwise state). However, the downside
is that a penalty is applied to your characters discipline check
according to the templates size: small (2) or large (3).
An area-effect template must remain stationary once its location has been determined, unless the description of its particular
ability or spell states otherwise. Also, keep in mind that while
an area-effect template is represented by a two-dimensional sheet
that its actual volume is really three-dimensional, exactly as if
its template were spun completely about its axis. Flying opponents, exceptionally tall opponents, and variations in elevation
can sometimes make it difficult to determine whether or not an
opponent is affectedhowever, if in doubt, it is usually best to
assume that a target is not affected.
Point of Emanation: Each template is marked with a little
black dot that represents its point of emanation. For reach abilities
and spells this point must be positioned inside a square within
your characters natural reach. For ranged abilities and spells this
point may be positioned inside any square within the abilitys
range (a portion of the template itself may even extend beyond
this range to affect targets outside of the effects standard area).
Cover
Your character has partial cover any time that at least a third
of her body is blocked from view by an unattended object; other
creatures never count as cover (see below). Any opponent whose
line-of-effect is partially blocked suffers a 2 penalty to his Precision checks against your character. Non-Precision effects and
spells that rely on line-of-effect still function normally and are
completely unaffected by partial cover.
Full Cover: If your characters entire body is blocked from
view she has full cover, which negates line-of-effect and all abilities and spells that require it. Most attacks and spells (including
mental abilities and spells) cannot be made against her without
first attacking through cover. Refer to Combat Actions: Attacking
Objects earlier in this chapter for details.
114
Distracted
GAMEPLAY
attempt, while a result that is at least 3 points lower than the SV
causes him to become stuck. Being stuck means that he cannot
move and may only attempt limited actions (GMs call). He also
suffers the same penalties listed above, but his Defense stat is
reduced to its minimum value for his creature size (see below). A
new Agility check can be attempted each round to break free, but
a 2 penalty is imposed due to being stuckif successful he can
only pull back out into his original space, whereas a critical success allows him to squeeze through to emerge on the other side.
Tiny/Small Adjustments: Since there are not any smaller
creature size tiers below tiny, simply halve the space and threat
values for tiny and small creatures that are attempting to fit into
confined spaces or squeeze through openings.
Occupied
Space
x
1x1
1x1
2x2
3x3
4x4
5x5
6x6
Threat
1
1
2
3
4
5
6
Minimum
Defense
2
2
1
1
1
0
0
0
discipline checks, except for those that only target your character;
tasks that do not rely on vision are never penalized. Disciplines
that are usually penalized include: Agility, Awareness, Climbing,
Healing, Initiative, Jumping, Survival, Tinkering, and Tracking.
Darkness is the most common form of obscurement, but fog,
mist, smoke, swarms of insects, heavy rain/snow, dust, and murky
water can also impose this penalty. Unlike partial cover, there is
no partial equivalent regarding obscurementeither something
is visible or it is not. Generally, obscurement penalties are only
applied due to near total darkness (nighttime darkness without a
full moon), extremely dense fog or smoke, thick swarms of insects or clouds of dust, and so forth. The GM will determine when
obscurement is sufficient to warrant visual penalties. Note that
obscurement never blocks or negates line-of-effect.
Partial Cover Penalty: The 2 penalties from partial cover
and obscurement are stacked together (4 total) whenever your
characters vision is obscured and his opponent has partial cover.
Blindness/Invisibility: The penalties that are imposed due
to obscurement, invisibility, and/or the Blind (R2) disadvantage
do not stack together since they are all essentially the same. The
Blind (R1) penalty of 1 is superseded by the 2 penalty of either
obscurement or invisibility (i.e. the maximum penalty is still 2).
Light Sources: Candles, lanterns, torches, and other light
sources produce light in a sphere that has a radius equal to the
length of the occupied space of the lights corresponding size
multiplied by a specific value: 10 ft for candles or 20 ft for lanterns/torches. For instance, a medium torch illuminates 20 feet in
all directions (1 x 20 ft), while a large torch illuminates 40 feet in
all directions (2 x 20 ft). Obscurement penalties are applied for
visual checks that are made beyond the illuminated area.
Weaknesses
Having a weakness amplifies incoming damage of a particular type from each attack, up to the base amount of the type of
damage that is inflicted. For instance, if your character has an acid
weakness of +4 and is hit by an attack that inflicts 3 points of acid
damage he would suffer a total of 6 points of acid damage (3 base
+ 3 weakness); if he is hit by an attack that inflicts 5 points of acid
damage he would instead suffer 9 points of acid damage (5 base
+ 4 weakness).
Attacks with Multiple Damage Types: Some attacks are
capable of inflicting multiple damage types at the same time, such
as attacks that utilize the Augmented Damage combat technique
or attacks that are made with weapons that possess the Damage
Bonus magical quality. Note that only the portion of the damage
that corresponds to the weakness is applicable when applying the
additional damage.
Stacking: Multiple weaknesses of the same type cannot be
stacked togetheronly the strongest value is applied. Resistances
and weaknesses can be stacked together, but they counteract each
other and leave only the difference. For instance, if your character
has an inherent acid weakness of +4 and is affected by the Resistance: Acid spell effect so that he gains a resistance of 2 then the
overall modifier would be an acid weakness of +2.
In the case of a weakness being stacked with an immunity
the weakness is always ignored. In other words, immunity to a
particular damage type cannot be lessened or circumvented.
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GENERAL RULES
This section details the various rules that pertain to general
gameplay. Of course, many of these rules may still be applied to
combat situations, but overall they tend to affect your character
mostly outside of battle.
ALCOHOL
Alcohol Level
116
+1
+2
ASSISTING OTHERS
GAMEPLAY
Assisting Others
Assisting Character's Result
Success or Critical Success
Failure
Failure (by at least 3 points)
Critical Failure
Modifier
+1 per
0
1
2
CHARACTER POINTS
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CHAPTER 4
encouraged to keep an ordered list of the PCs Notice stats easily
accessible so that detection checks can quickly reveal which PCs
are allowed to make Awareness checks and which are not.
Detection checks cannot max or critically fail, and modifiers
are never applied to their results. They are used exclusively by
the GM to minimize the need for all players and/or NPCs to constantly be making Awareness checks. Without this rule, a groups
chances of detecting hidden or subtle details would be too great,
especially in larger groups, since so many checks would be permitted (i.e. the more checks allowed the more likely that at least
one would succeed). Therefore, detection checks allow the GM to
maintain the challenge and thrill of discovery, while at the same
time avoiding much of the tedium associated with having to make
numerous Awareness checks.
Roleplaying Concerns: It is often necessary for a player to
have to roleplay his character as if he were oblivious to the presence of nearby undiscovered objects, creatures, traps, or clues.
This occurs whenever an Awareness check is failed, meaning that
the player is alerted that something is hidden nearby but that his
character did not perceive anything. Therefore, players should
strive to roleplay their characters using in-game knowledge only
(using only what each character actually knows).
Skipping Detection Checks: Detection check are reserved
for groups rather than for individuals, and may be skipped for
single characters or NPCs (an Awareness check is still necessary,
however). There are also special situations where Awareness
checks are made without first requiring a detection check, such
as when making reaction checks to certain spell effects or when
there is a sudden need for your sleeping character to wake up.
Granting a New Detection Check: In order to grant a new
detection check either the conditions of a situation must have
changed significantly (GMs call) or an area must be actively
searched. Actively searching often requires considerable time and
careful examination of an area.
118
Outcome
Cured (25% chance for
temporary immunity)
No change
Progression (additional
cumulative 1 penalty)
Progression (additional
cumulative 1 penalty);
unconscious/killed
GAMEPLAY
immunity to the same affliction if exposed again within a
time period equal to the next higher frequency tier (a frequency measured in weeks grants immunity for a month).
Progression: The disease or poison progresses further and
begins imposing an additional cumulative 1 penalty to
the victims further Constitution checks (only in regards
to this particular affliction). Specific diseases and poisons
may also impose other penalties and effects, as detailed in
their descriptions. Subsequent Constitution checks must
continue to be made according to afflictions frequency.
Unconscious/Killed: The victim falls unconscious and is
considered helpless. He cannot be roused, even via magic,
until his affliction is cured. If another Constitution result
is negative then the victim is killed. However, if it is cured
he may make a new Constitution check of SV 5 immediately (or after battle has ended, if in combat) and then
once again every hour to see if he rouses on his own. A
successful use of the Healing discipline (SV 5) can also
rouse him but only if performed out of combat.
Multiple Exposures
For the sake of simplicity, there is no additional risk of contracting the same disease or poison multiple times. For instance, if
your character has already been poisoned by a rattlesnake then he
cannot be poisoned again from further rattlesnake bites until the
poison has been cured. However, he can still contract other diseases or poisons, such as from other species of snakes, and they
are all treated as separate afflictions with their own Constitution
checks, potencies, frequencies, and effects.
Example Afflictions
No Effects: The victim suffers symptoms that do not typically affect gameplay (runny nose, coughing, etc.).
Rabies [Disease]
Application: damage
Potency: 1
Frequency: weeks (accelerated to days after two progression results occur; remains as days thereafter)
Unique Effects: After the frequency is shortened to days
the victim suffers a 1 penalty to his Intellect attribute
each time that the progression condition occurs. Additionally, he also shows increasing signs of aggression,
anxiety, and paranoia as the disease progresses.
Rattlesnake Venom [Poison]
Application: damage
Potency: 2
Frequency: hours
Stamina Loss: One point of stamina is lost each time that
the progression condition occurs.
FALLING DAMAGE
Surface Hardness
Yielding (deep snow, water)
Soft (leaves, sand, straw)
Moderate (grass, soil)
Hard (packed dirt, wood)
Rigid (metal, stone)
Multiplier
x1
x2
x3
x4
x5
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CHAPTER 4
If the Agility check is successful then your character must
attempt a free Might check of SV 5 to see if he can support the
total weight of the falling creature/object (including all equipped
gear), assuming that it exceeds his free limit. Failing to support
the total weight of the creature/object means that it suffers falling
damage normally, but your character also suffers half of the damage (rounded down), and both of you are knocked prone. In failed
attempts where a falling creature/object would continue falling
even further down, such as over the edge of a cliff or into a pit,
then the GM may also require your character to make an another
free Agility check of SV 5 to see if he is pulled down as well.
Succeeding on the Might check or being able to avoid it if
the total weight is less than your characters free limit does not
automatically prevent falling damage. Instead, the hardness multiplier is reduced to x1 (yielding), but both your character and the
falling creature/object are subjected to the full damage. However,
you may each attempt free Agility checks to avoid some of the
damage, but the SV is increased to 8.
Attended Objects: Attended objects are not typically subjected to falling damage, but the GM can rule otherwise in some
situations, especially for objects that are fragile (potion flasks/
vials, Brittle weapons, etc.). This typically occurs when a falling
creature either fails to make its Agility check or is denied a check
altogether, or when it is killed in the fall.
Simplicity vs. Realism: Lastly, it should be understood that
the exact mechanics of falling damage (like many rules) do not
mimic real-world physics. Instead, they are designed to allow for
a quick and simplistic resolution of such events, while still maintaining a moderate degree of fairness and balance.
FATIGUE PENALTIES
FEAR CHECKS
Your character must endure a fear check whenever he is subjected to a truly horrific event. A special reverse d8 roll is made
against his Fortitude stat, which for your character means that
success is bad and failure is good. A fear check is capable of maxing, critically succeeding, or critically failing.
Exactly what constitutes a truly horrific event is ultimately
the GMs call, but keep in mind that adventurers (like the PCs)
routinely confront evil monsters, vengeful undead spirits, and
savage beasts as part of their chosen livelihood. Therefore, simply encountering a group of skeletal warriors or coming upon the
scene of a brutal murder is not likely to warrant a fear check.
120
Fear
Result
Failure (by at least 3 points)
or a Critical Failure
Failure
Success
Critical Success
Conditions of Fear
Outcome
Bolstered
No effect
Unnerved
Terrified
GAMEPLAY
they will cower in fear and cannot move or act, but they
may still defend themselves accordingly. This condition
persists until the source of the fear is no longer present.
Terrified (aggressive bestial): In the case of aggressive
bestial creatures, rather than attempting to flee or cower,
they will instead become hostile and may attempt to attack
other nearby creatures within reach, including friendly
targets (or even their riders in the case of mounts); assume
a 50% chance per round of making one attack against a
randomly-chosen target. This condition persists until the
source of the fear is no longer present and the creature can
be successfully calmed via a Persuasion check against its
Fortitude stat (usually at a 2 penalty unless your character is able to communicate with bestial creatures).
FORTUNE POINTS
HEALING
Unconsciousness
121
CHAPTER 4
Bleeding
Specific Injuries
122
Damaged Faculties
GAMEPLAY
grant a +1 bonus to the victims periodic Constitution checks for
each success and critical success (SV 5 for treating others or SV
8 for self-treatment). This bonus only applies to the Constitution
checks of the affliction that is specifically being treated, but it persists until the disease/poison is cured or the victim perishes. Note
that bonuses from multiple attempts do not stack, but assisting
others is possible.
Antidotes: Many diseases and poisons have antidotes that
can be applied to provide a cure. Their specific application can
also vary, but ingestion is the most common delivery method.
Whether or not a specific antidote is available, or even possible,
is entirely up the GM. Many antidotes must be researched at great
length, and some require rare ingredients. Certain antidotes may
even be able to be purchased from shops, but their costs vary
greatly according to the rarity of their ingredients and other factors (GMs call). Alternatively, the Cure spell effect can be used
to cure any disease or poison, but it requires a critical success to
do so; a standard success merely slows the frequency.
Mental Conditions
123
CHAPTER 4
Mounts
STAMINA
124
Exhausted
Your character can continue to move, act, and function normally as long as he has at least one remaining stamina point in
his stamina row (taps do not count). However, once all of his
stamina points are lost he is considered exhausted and must make
an immediate free Perseverance check, applying penalties from
fatigue and from additional implied stamina loss (see below); this
particular Perseverance check cannot critically fail. The result determines the extent of your characters exhaustion.
Having one or more stamina points restored means that your
character is no longer considered exhausted and he may once
again move, act, and function normally. Each time that an event
reduces his stamina point total to zero he is again considered exhausted and must make a new Perseverance check.
Implied Stamina Loss: Any event or situation that removes
your characters final stamina point can also imply additional
stamina loss. Each point of implied stamina loss imposes a cumulative 1 penalty on your characters Perseverance check, in
addition to fatigue penalties.
For example, if your character only had one stamina point
remaining and was then targeted by the Siphon: Stamina spell
effect, which imposed the loss of two stamina points, he would
suffer a 1 penalty on his Perseverance check, in addition to any
penalties from fatigue. He only had one actual stamina point left
to lose, so the loss of the other stamina point would be implied.
Subsequent events that occur after all of your characters
stamina has been depleted can also imply stamina loss, which automatically causes his exhausted condition to worsen according
to how many points are implied. For instance, if your character
is already tired and then suffers stamina loss from another event
he would become drained if the loss of one point were implied
or killed outright if the loss of two or more points were implied.
Exhausted
Result
10+
5 to 9
0 to 4
Negative
Conditions
Second Wind
Tired
Drained/Incapacitated
Destroyed/Killed
Conditions of Exhaustion
GAMEPLAY
hour (he is still exhausted and his lost stamina points still
count toward fatigue). Once the hour passes he automatically becomes tired (see below) unless at least one stamina
point has been restored. Suffering further implied stamina
loss during this time automatically reduces his condition
to tired (1 implied point), drained/incapacitated (2 implied
points), or destroyed/killed (3 or more implied points).
Tired: Your characters energy is almost completely spent.
All of his Speed stats are reduced by half (rounded down),
he may not sprint, he may not attempt multiple actions,
and he is considered distracted. For each additional hour
that passes he must succeed on a Perseverance check of
SV 5 or he automatically becomes drained/incapacitated
(see below). Suffering further implied stamina loss during
this time automatically reduces his condition to drained/
incapacitated (1 implied point) or destroyed/killed (2 or
more implied points).
Drained (living only): If living, your character falls into a
deep state of sleep and is considered helpless. He remains
asleep for at least two hours or until at least one point of
stamina is restored, assuming that the time passes peacefully and that no further stamina loss is implied. Even if
forcibly roused he is so exhausted that he cannot remain
awake for very longhe still suffers the same penalties
for being tired and must succeed on a Perseverance check
of SV 5 every minute or he falls back into a deep sleep.
Suffering further implied stamina loss (any number of
points) automatically kills your character.
Incapacitated (non-living only): If non-living, your character cannot move or attempt significant actions, such as
attacks, abilities, or spells (even mental abilities and spells
are prohibited). He remains alert and can communicate,
if able but is otherwise completely helpless. This condition persists indefinitely until at least one stamina point
is restored. Suffering further implied stamina loss (any
number of points) automatically destroys your character.
Stamina Recovery
Stamina Loss
125
CHAPTER 4
loss of one stamina point, whereas a critical failure incurs the loss
of two stamina points. Failing two consecutive checks, and each
failed check thereafter, also incurs the loss of one health point
(frostbite, burns/blisters, etc.).
Extreme Temperatures
Cold (F)
0 to 30
20 to 1
40 to 21
Below 40
SV (Interval)
3 (1 hour)
5 (45 minutes)
8 (30 minutes)
12 (15 minutes)
Hot (F)
90 to 109
110 to 124
125 to 139
140 or above
Apparel Modifiers
Armor/Clothing
Nude
Poor Clothing
Common, Wealthy,
or Formal Clothing
Winter Clothing
Light Armor
Moderate Armor
Heavy Armor
Cold
2
1
Hot
+2
+1
+2
2
1
1
2
+1
+1
Traveling Times
Method of Travel
Air Travel
Flight, Mystical
Flight, Winged
Mounted, Mystical
Mounted, Winged
Land Travel
Walking
Cart/Wagon
Carriage/Chariot
Mounted
Water Travel
Swimming
Mounted
Oar Propulsion
Sail Propulsion
Oar and Sail Propulsion
Speed
6 mph
6 mph
12 mph
12 mph
Stamina Loss
2 hours
2 hours
3 mph
4 mph
6 mph
6 mph
4 hours
4 hours
4 hours
4 hours
2 mph
4 mph
4 mph
5 mph
6 mph
30 minutes
2 hours
2 hours
4 hours
2 hours
TRAVELING TIMES
126
WEATHER (GM)
Temperature
GAMEPLAY
Temperatures (F)
Sum Fall Win Spr
95
90
85
90
80
75
70
75
75
55
30
55
55
40
15
40
30
10 10 10
[Roll: d12]
Temperature Adjustments (F)
Summer/Fall
Winter/Spring
10
+10
5
+5
Base temperature Base temperature
+5
5
+10
10
+15
15
Weather Severity
Changing Weather
Result
1 or 2
3 to 5
6 to 8
9 to 11
12
[Roll: d12]
Severity Shift
2 tiers
1 tier
No change
+1 tier
+2 tiers
Severe
Extreme
Precipitation
None
Light periodic
(10% special)
Light sustained,
heavy periodic
(30% special)
Heavy sustained,
torrential periodic
(50% special)
Torrential sustained
(70% special)
Wind
Light periodic
Light sustained
Light sustained,
heavy periodic
(10% windstorm)
Heavy sustained,
destructive periodic
(30% windstorm)
Destructive sustained
(50% windstorm)
WILLPOWER CHECKS
127
MAGIC
CHAPTER 5
MAGIC
CASTING SPELLS
Spellcasting Type
Arcane
Divine
Elemental
Mental
Nature
Shadow
Discipline
Sorcery
Mysticism
Geomancy
Mysticism
Geomancy
Sorcery
the weapon in their other hand, but they cannot also attack with
the weapon in the same round since it requires the use of both
hands. Weapons may be enchanted with the Channeling magical
quality to act as conduits for spellcasting, which allows spells to
be cast through them as if they were a free hand and even permits
them to make an attack in the same round, if desired (multiple
action penalties are still accrued normally).
Verbal Commands: Spell effects require verbal commands
in order to cast unless they are marked with the mental casting
spell descriptor [M]. Being unable to speak does not completely
prevent attempts at casting, but it imposes a 2 penalty on your
characters Spell Precision and spellcasting discipline checks.
Casting Modifiers
Each spell effect has a base casting modifier (CM for short)
that is listed in parenthesis after its title, as do all of its general
options. All of a spells casting modifiers are added together and
the total modifier is applied to its discipline check whenever the
spell is cast. Essentially, a spells CM represents its relative power
and complexity.
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CHAPTER 5
Daily Spell Preparation: A spells effect and its sub-effect,
if required, are permanent choices that can never be changed.
However, each morning, assuming that your character obtains a
full nights rest (at least 6 hours of sleep), you may modify any
or all of her spells general options, including their target areas,
ranges, and durations; freeform spell effects [F] are able to modify
their general options without daily spell preparation (see below).
For example, if one of your characters spells was designed
to make use of the Damage: Heat spell effect then it must forever
do so. You could change its target area from affecting a single
target into using a sphere area-effect template, but the Damage
spell effect and its Heat sub-effect could never be changed.
Spell Descriptors
130
Divine Magic
Elemental Magic
Mental Magic
Nature Magic
Shadow Magic
MAGIC
DESIGNING SPELLS
Each of your characters spells must be designed individually. Begin by selecting one spell effect from his repertoire of
known effects, as determined by his Spellcasting type and rank,
then select each of the spells general options: target area, range,
and duration. The casting modifiers from each of these options
(listed in parenthesis) are then added together to calculate the
spells total CM.
SPELL EFFECT
Spellcasting
Rank
Rank 1
Rank 2
Rank 3
Known
Spell Effects
1
3
All
GENERAL OPTIONS
Target Area: Select 1 Option
Self Only (+1): This spell may only affect the caster. It must
also select reach as its range option unless the spell effect
description states otherwise.
Single Target (0): This spell may affect either the caster or
a single target within range.
Multiple Targets (varies): This spell may affect up to 4
separate targets (the caster is able to designate himself as
one of the targets). The number of targets may be adjusted
on the spot, per each casting of the spell, but the casting
modifier varies accordingly: 1 or 2 targets (2), 3 targets
(3), or 4 targets (4).
Area-Effect Template (varies): This spell affects all targets within a specified area-effect template (rectangular
prism, sphere, thin cone, or wide cone). The templates
size may be adjusted on the spot, per each casting of the
spell, but the casting modifier varies accordingly: small
(2) or large (3). However, the templates shape can only
be adjusted via daily spell preparation. Refer to Situational Conditions: Area-Effect Templates in Chapter 4 for
more information.
Range
Increment
4
5
6
7
8
131
CHAPTER 5
Number of
Units
2
5
10
Casting
Modifier
0
1
2
Variable Number (1): This spell remains active for a variable number of specified units of time (rounds, minutes,
hours, etc.), as noted by the spell effect but otherwise
functions like the set number option above. Immediately
upon successfully casting the spell a special d10 roll is
made, which determines how many units of time the spell
remains activethis roll may not critically fail or max.
132
EXAMPLE SPELLS
MAGIC
Spell Name
Type
Elemental
Discipline
Spell Descriptors
Free Form [F] 3
Mental [M]
Reagents [R]
Stamina [S]
Target Area
Any
Range
Any
Duration
Any
Geomancy
Varies
CM
SV
Spell Name
Spell Effect
Taunting Voices
Mental
Fire Control
Description/Notes
General Options
Type
Spell Effect
Bond of Flames
Discipline
Spell Descriptors
Free Form [F]
Mental [M]
Reagents [R]
Stamina [S]
Mysticism
+1
CM
Distract
Concentration
SV
Description/Notes
If successful, the target is considered to be distracted.
General Options
Target Area
Single Target
Range
Distance: 5
versa). While both durations persist the target can still be distracted
normally from multiple melee opponents, use of the Intimidation
Rounds: 2
Duration
Spell Name
Type
Spell Effect
Divine
Discipline
Spell Descriptors
Free Form [F]
Mental [M]
Reagents [R]
Stamina [S]
General Options
Target Area
Range
Reach
Duration
This spell negates the benefits of the Concentrate spell/song (and vice
Instant
Mysticism
CM
Varies
Restore: Health
SV
Description/Notes
All targets instantly heal one health point for each success and critical
success achieved. Health points can be healed regardless of when
they were lost.
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CHAPTER 5
SPELL EFFECTS
Spell Effect
Air Control [F]
Alarm
Animate Minion: Type
Animate Object
Bad Luck
Charm: Type
Commune: Type
Comprehension
Concentrate
Containment
Counterspell
Creation
Cure: Type
Damage: Type
Damage Aura: Type
Damage Field: Type
Death
Death Ward
Detect Afflictions
Detect Creatures: Type
Disintegrate
Distract
Dream Craft
Entangle: Type
False Memories
Fear
Fire Control [F]
Flight
Freedom
Hasten
Illusion [F]
Improve Faculty: Type
Insanity
Invisibility
Light
Luck
Mind Reading: Type
Mind Scanning
Mind Shield
Object Reading
Obscurement: Type
Paralyze
Phase Shift
Plant Control [F]
134
E
3
3
S
3
3
S
S
S
S
3
3
3
3
3
S
S
S
3
S
S
S
S
S
S
S
S
S
S
S
S
S
S
S
3
3
3
S
3
3
3
3
3
3
3
3
3
3
3
3
Spell Effect
Preservation
Quick Heal
Recovery: Type
Reinforce: Type
Resistance: Type
Restore: Type
Resurrection
Root
Rouse
Scrying
Sensory Augmentation: Type
Sensory Deprivation: Type
Shapechange
Silence: Type
Siphon: Type
Siphon Faculty: Type
Sleep
Slick
Slow
Steal Magic
Stone Control [F]
Summon Creature
Suppress Magic
Sustenance
Telekinesis: Type
Telepathy
Teleportation: Type
Wall
Ward: Type
Water Control [F]
Weaken: Type
Weather Control [F]
D
3
3
3
S
3
3
3
S
3
3
3
S
S
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
Spellcasting Types
3
3
3
S
3
3
3
S
3
3
S
3
A Arcane
M Mental
D Divine
N Nature
E Elemental
S Shadow
S
3
S Limited
MAGIC
Elemental
SV varies, duration varies
This spell effect allows the caster to control the element of
air. It cannot create air but rather manipulates existing air. Note
that since this effect is freeform it can be tailored on the spot to
use any general options (duplicated spell effects must still adhere
to the options that they are normally allowed to select; see below).
Air Creatures: Creatures that are composed of air, such as
those who possess the Elemental Form: Gaseous creature trait,
are not inherently vulnerable to this spell effect any more so than
are standard creatures.
Unique Abilities: The following abilities are unique to the
Air Control spell effect and can be attempted without the penalties imposed by duplicated spell effects:
Breeze (CM +2, SV 5, rounds): This ability conjures a
moderate wind to blow in a specific direction, which
may be freely selected and changed by the caster each
round; wind strength may be increased with a critical
success. It can be used to achieve a variety of minor
tasks, such as clearing an area of air-based obscurement
effects in d4 rounds or instantly with a critical success
(dust, insect swarms, etc.), increasing the speed of a
sailing ship by +2 miles per hour (requires holding the
spell with a tap), or by shielding the area against ranged
attacks and the Damage spell effect (imposes a 2 penalty against all attacks that are made into, through, or
from within the affected area; generally only affects
distance spells of acid, cold, heat, and physical damage types). Other applications may also be permitted,
per the GMs discretion. This ability may only use an
area-effect template for its target area, and its position
must be designated as either being stationary (locked
onto a specific location) or mobile (able to move along
with and centered onto a selected object or creature).
Easy Breathing (CM 0, SV 5, minutes): This ability lets
the target breathe normally despite any hostile conditions, such as being underwater or being surrounded by
toxic or poisonous gases, spores, or particles. Breathable air is magically filtered from the surrounding air
or water and requires no conscious effort by the target.
Creatures with the Awkward Form: Aquatic trait may
even breathe while out of water, but their capacity to
move and act may still be restricted.
Suffocation (CM 2, SV Concentration, rounds) [S]: This
ability instantly draws all of the air out of the targets
lungs and causes him to begin to suffocate (new air may
not be breathed until the spells duration has ended).
The target must succeed on a free Constitution check of
SV 3 every round or he falls unconscious (there is no
additional penalty for suffering a critical failure). Each
new check, regardless of success or failure, imposes
a cumulative penalty of 1 to all further suffocation
checks. A target that falls unconscious will die after 5
minutes unless he can be resuscitated by a successful
use of the Healing discipline, assuming that the spells
duration has ended.
Arcane
SV 5, hours
This spell effect imbues an area or objects so that an alarm is
emitted whenever the area is breached or an affected object is manipulated. The caster may be as vague or as detailed as she desires
concerning the conditions that trigger the alarm, which can be
adjusted on the spot, per each casting of the spell. Conditions can
include restricting certain types of creatures (or specific individuals), requiring a password, or may even be as simple as hostile
intent or enemies. However, the GM is encouraged to interpret
the spells triggering conditions in as literal a manner as possible.
Once an alarm is triggered it emits a single auditory or mental signal (see below) that lasts for one full round. Afterwards, the
effect ends despite any remaining duration or tap, and the alarm
cannot be triggered again unless the spell is recast. Only a single
alarm is produced according to the first breach of an affected area
or the first manipulation of an affected object.
Auditory vs. Mental Signals: The caster must designate
whether an alarm produces an auditory sound or a mental warning
when triggered (freely determined per each casting). An auditory
sound originates from the center of the affected area or from the
location of an affected object, and its selected volume may vary
per the casters choosing from the level of a whisper to that of a
church bell. A mental warning has unlimited distance, produces
no audible sound, and only the caster is made aware that the alarm
has been triggered.
Area Alarm: This alarm is triggered whenever an area is
breached by the physical presence of designated creatures. A
breach occurs regardless of how a designated creature enters the
area (crossing the perimeter, teleporting directly inside, etc.).
Non-physical presences do not trigger the alarm, such as creatures that possess the Incorporeal trait or those affected by the
Phase Shift spell effect, unless they first assume a corporeal form.
The Scrying spell effect and similar abilities that allow for remote
viewing of a particular location are also considered non-physical
and do not trigger the alarm.
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CHAPTER 5
Object Alarm: This alarm is triggered whenever an object is
manipulated according to the specified conditions. All objects that
are fully contained within the affected area at the time of casting
may be imbued, but the caster may freely limit which objects are
affected and which are not. Affected objects are able to be moved
beyond the initial area after the spell is cast, but keep in mind that
only the first object manipulated (as specified) actually triggers
the alarm, which is emitted from the objects current location.
General Options: The general options for this spell effect
must adhere to the following special rules:
Target Area: Only area-effect templates are allowed for
this spell effect, or it may utilize its own special area
rules, as measured in 10-foot cubes. Each additional
cube beyond the first adjusts the spells CM by 1 (the
first cube is free). All cubes must remain adjacent to
one another, but they may be shaped and/or reduced in
volume so that they can encompass entire rooms, structures, and specific areas.
Elemental, Shadow
SV 5, minutes (special)
This spell effect creates a specific animated minion in the
form of either an Elemental creature (elemental magic only) or
an Undead creature (shadow magic only), which serves and/or
fights for the caster. Most animated minions act on their casters
turn, beginning on the next round after the spell is cast. Each
minion requires its own separate spell.
Refer to the Animated Minions section at the end of this
chapter for rules and instructions on how to design an animated
minion. The spell effects CM and magical reagent cost (if any)
are determined by this process.
General Options: The general options for this spell effect
must adhere to the following special rules:
Target Area: This spell effect does not require that a target
area option be selected. There is no CM adjustment.
Range: The minion can be made to appear at any point
within the spells range, but if it cannot physically fit
then the spell automatically fails.
Arcane
SV 5 or Fortitude (special), rounds
This spell effect magically animates a single object to perform one specific function entirely on its own. The caster must
issue an initial mental command to the object upon casting the
spell, such as which target to attack (weapon) or who to protect
(shield). The object will ceaselessly continue to perform its function until its task is complete or the effects duration endsthe
caster may not issue new commands to an object but must instead
cast the spell again. Animated objects begin performing their
functions immediately in the same round that the spell is cast.
Animating Attended Objects: Attempting to animate an
attended object compares the casters result against the targets
Fortitude stat (instead of SV 5). If the object is actually being held
it is also considered grappled and must immediately attempt to
break free before it can perform its function (see below).
136
Weapon's
Melee
Damage Defense
Equivalent Size Precision
Tiny
+1
2
5
Small
0
1
4
Medium
0
0
4
Large
1
+2
3
Huge
1
+4
3
Enormous
2
+7
2
Gigantic
2
+10
2
Colossal
3
+14
1
Shields: An animated shield attempts to follow and block
incoming attacks for a specified target. It moves on top
of the targets own occupied space and attempts to move
with the target on his turn, for as much as its own Flight
Speed stat allows (see below; it may need to catch up
over the course of multiple turns). A shield applies its
block value to the targets Defense stat but cannot be
stacked with the targets own shield, if applicable (only
the better of the two shields is used). The target is also
restricted to only being able to use animated shields
that correspond to his particular sizeshields that are
designed for creatures of a different size than the target offer no defensive benefit. Lastly, a shield can be
animated to serve exclusively as a weapon, instead of
protecting a specified target.
Tools: An animated tool is able to perform a simple task
that requires little concentration. Examples include a
broom sweeping a floor, a hammer smoothing-out a
dent in a piece of armor, a sewing needle and thread
stitching an article of clothing, etc. Essentially, any
MAGIC
trivial task that would not require a discipline or profession check is a suitable task for an animated tool,
but tasks that do require checks cannot be performed
by animated tools.
Mentality & Senses: Being mindless, an animated object
lacks a Fortitude stat and is therefore immune to all spell effects
with the mental casting spell descriptor [M], fear, Intimidation,
Persuasion, and all abilities/checks that require Fortitude. It has
the following faculties: Concentration 5, Notice 2, Agility d4,
Awareness d41, Initiative d41 (despite always acting on the
casters turn), and Might d4. It also has standard senses that are
affected normally by obscurement, spells, and other conditions.
Movement & Tactics: An animated object has a Flight
Speed of 4 and may move freely in any direction, but it may not
sprint; when underwater, it has a Swim Speed of 2. An animated
object is a simple automaton that is incapable of utilizing tactics.
If the object is prevented from performing its task it will remain
motionless until it can resume or until the spells duration ends.
Grappling: An opponent can attempt to grapple an animated
object to keep it from performing its function, but a specialized
called shot is still required. The animated object may attempt to
break free at the beginning of each of its turns by making a d8 roll
and applying a Combat Maneuvers modifier equal to the creature
size for which it was designed: tiny 2, small 1, medium 0, large
+1, huge +2, enormous +4, gigantic +6, colossal +9. In addition
to the standard grappling follow-up moves, an opponent can also
attempt to make attacks with the animated object itself, but he
suffers a 1 penalty to his Precision checks and damage checks
due to the objects reluctance to cooperate.
Overriding Anothers Spell: Attempts by another caster to
animate an existing animated object are more difficult to achieve.
A 2 penalty is applied to the casters check, but success grants
full control over the animated object and ends the original spell.
General Options: The general options for this spell effect
must adhere to the following special rules:
Target Area: Only the single target option may be selected
for this spell effect. The objects equivalent size (corresponding to the creature size for which it was designed)
determines its occupied space and the spell effects CM:
Object's
Equivalent Size
Tiny
Small/Medium
Large/Huge
Enormous/Gigantic
Colossal
Occupied
Space
x
x
1x1
2x2
3x3
Casting
Modifier
+1
0
1
2
3
Shadow
SV Concentration, special duration
This spell effect afflicts the target with bad luck. All of the
targets discipline checks, profession checks, and damage checks
are made twice and the lesser of the two results is used. Note that
this spell effect does not apply to Initiative checks that are made
to determine turn order in combat.
General Options: The general options for this spell effect
must adhere to the following special rules:
Duration: This spell effect has a special duration that lasts
until the end of the targets next turn; it may not be held
with a tap. There is no CM adjustment for duration.
Mental, Nature
SV Fortitude, rounds
This spell effect allows the caster to take control of the targets mind. It may affect either Bestial creatures (nature magic
only) or Sapient creatures (mental magic only).
Achieving a standard success means that the target will only
obey neutral orders, such as those that do not clearly put him in
danger or oppose his interests (the caster is viewed as a neutral
party). Achieving a critical success permits all types of actions,
such as ordering the target to attack his allies or having him enter
into dangerous situations (the caster is viewed as a close friend).
Casting Modifier & CPV: A further cumulative 1 penalty
is applied to the spell effects CM if the targets CPV exceeds the
casters CPV, and again for every additional 25 points thereafter.
For example, if the casters CPV is 170 then a target with a
CPV of 170 or less would impose no additional penalty. However,
a target with a CPV from 171 to 195 would impose an additional
1 penalty, a target with a CPV from 196 to 220 would impose an
additional 2 penalty, and so on.
Giving Commands: Commanding the target is most often
accomplished by issuing oral commands, but visual gestures and
even written instructions from the caster may also suffice as long
as the target believes them to be authentic. The target continues
with his current orders until they have all been completed, and
will then resume his own interests or tasks until new orders are
issued. However, he will not take any actions against the caster,
but he may still prove hostile to the casters allies or create other
concerns unless additional preventative orders are also issued.
The issuance of simple commands to charmed targets during
battle is treated as a free action, whereas the issuance of lengthy
or complicated commands is treated as a trivial action. Charmed
targets continue to act on their own turns regarding Initiative
checks, and they accrue their own multiple action penalties. The
GM controls charmed targets according to how he believes they
would interpret the casters commands.
Language & Communication: Language barriers are not
an issue when spoken from the caster to the target since the magic
automatically translates the casters meaning (visual gestures and
written instructions are not automatically translated). However,
reverse communication from the target to the caster is restricted
by language barriers unless other spell effects are also employed,
such as Commune or Comprehension.
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Suicidal Actions (critical successes only): Commanding a
target to perform a suicidal or self-harming action grants him a
willpower check, applying a 2 modifier, to immediately break
free from the spell. Success is bad for the target and means that
he dutifully follows through with the action as commanded, but
each additional suicidal command (if even possible) grants him a
new willpower check. Note that suicidal commands may only be
issued to a charmed target if a critical success was achieved on the
casters spellcasting discipline check.
Targets Awareness: Once the spell ends, a charmed target
may make a free opposed Awareness check against the casters
Stealth check to determine if he realizes that the caster has manipulated him, regardless of whether or not he understands that the
use of magic was involved. Success means that the target is fully
aware that the caster was somehow responsible, whereas failure
means that he is left confused and instead attributes his strange
behavior to other factors.
Charming Anothers Minion: This spell is more difficult
to cast when attempted against anothers minion (charmed targets, enchanted companions, animated minions, or summoned
creatures). A 2 penalty is applied to the casters result but only
against a target that is still under its masters control. The original
master also regains full control of his minion once the spell ends,
assuming that his duration of control is still in effect.
138
Elapsed Time
Less than a year
Less than a decade
Less than a century
One century or longer
Magical
Reagents
25g
50g
100g
200g
Arcane
SV 5, minutes
This spell effect allows the target to comprehend unfamiliar
languages (including spoken and written forms), symbols, and
gestures. However, it does not allow the target to communicate to
others using a language with which he is unfamiliar.
Achieving a standard success only translates major words
and meanings, which can sometimes leave the overall translation
as being somewhat cryptic or incomplete, per the GMs discretion. Achieving a critical success allows the target to perform a
thorough translation.
Mental
SV 5, rounds
This spell effect imbues the target with a heightened sense
of focus, preventing her from becoming distracted. Being caught
by surprise is still possible, however. A target who is also affected
by the Distract spell/song has its penalties temporarily suspended,
essentially canceling-out both effects while their durations overlap, but while both effects persist the target may still be distracted
normally (multiple melee opponents, Intimidation, etc.).
Arcane
SV Concentration, hours
This spell effect attempts to trap multiple targets within a
translucent magical field, thus preventing them from affecting the
environment beyond the spells area. Targets are contained within
MAGIC
and cannot escape through any means, not even through the use
of magicthe one exception is the Suppress Magic spell effect,
which may be cast against the field either from outside or from
within. Furthermore, targets that are trapped inside may not make
attacks or cast spells that are aimed beyond the field, but attacks
or spells that are aimed within the field are still permissible.
The field can be destroyed if damaged from the outside, but
attacks from the inside cannot harm it. The field has a Defense
stat of 0. It has a Resilience stat that is equal to 8 if a standard
success was achieved by the caster, or 12 if a critical success was
achieved. The field is instantly destroyed if any damage check
equals or exceeds its Resilience value, which immediately ends
the spell and frees all of the targets that are trapped inside.
Until the field is destroyed or suppressed all targets that are
trapped inside are rendered impervious to all forms of damage,
hostile effects, and hazards that originate from outside. Effects
or hazards that are already present within the field at the time of
the spells casting may still pose a danger to those trapped inside,
such as poisonous gases or enemy occupants. Light, darkness,
and non-hazardous environmental conditions (sound, wind, precipitation, temperature, etc.) may still pass through freely.
Willing Targets: This effect may be cast on willing targets
using SV 5 (instead of Concentration), including even the caster
himself. Like other spells, the caster may freely end this spell at
any time, including from within the field if necessary.
Containment Site [R]: A permanent containment site can
be built to serve as a focal point for this spell effect, which is
often engraved into stone or clearly marked in some other way,
and then enchanted. The spell must still be cast each time, but if
centered on the site its duration is increased to days (instead of
hours) and the casters own spells may penetrate the field freely
without dispelling it. Containment sites often serve as temporary
prisons for spellcasters and other magical creatures. Creating a
containment site consumes magical reagents worth 250g, and this
is in addition to any material and labor costs that are necessary for
the sites construction.
General Options: The general options for this spell effect
must adhere to the following special rules:
Target Area: Only area-effect templates are allowed for
this spell effect. Only targets that are fully contained
within the template are affected, but if a single target
either resists the spell or is only partially contained
within the area then the entire spell automatically fails.
Counterspell (CM 2)
Arcane
SV 5, rounds
This spell effect allows the caster to attempt to negate an
enemys spell or magical ability, including bardic songs, magical
combat techniques, and triggered magical items. It can even be
used to counter the effects of magical traps but only if the trap
was successfully detected beforehand.
Once this spell has been activated the caster can choose to
release it, outside of his turn, whenever an enemy begins casting
a spell or using a magical ability, or when a magical trap is triggered. The enemy or trap must be within the casters line-of-effect
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and no more than 50 feet away. The caster makes a special d8 roll,
the result of which is subtracted from the enemys or traps result
(this roll may max, but it cannot critically fail). A +1 modifier is
also applied to the casters d8 roll for each critical success that
was achieved when activating the counterspell. The counterspell
ends after it has been attempted, even if some of its duration still
remains. Only one counterspell may be active on the caster at a
time, regardless of whether it is duration-based or held with a tap.
For example, assume that the enemys spellcasting result is a
9. If the caster then makes his d8 roll and gets a 5 then that would
be subtracted from the enemys value to get a final result of 4.
Caster Awareness: The caster must be aware of an enemy
or magical trap in order to attempt the counterspell. Magical traps
that go unnoticed and enemies who gain surprise or who cast
from hiding cannot be counterspelled.
Restrained and/or Muted: If both of the casters hands are
restrained, such as when holding items or while grappled, then the
counterspells d8 roll suffers a 2 penalty. The same is also true
if the casters voice is muted (due to the Silence spell effect, the
Mute disadvantage, etc.), unless he also happens to possess the
Silent Spellcasting advantage. If he is limited by both restrictions
then the counterspells d8 roll suffers a 4 penalty instead.
General Options: The general options for this spell effect
must adhere to the following special rules:
Target Area: This spell effect must always select the self
only option for its target area.
Range: This spell effect must always select the reach option for its range. However, when the counterspell is
released it may be used against an enemy or magical
trap that is within the line-of-effect of the caster and up
to 50 feet away (range increments do not apply).
Elemental
SV 5, minutes
This spell effect creates temporary non-living matter, which
may include matter that was once living (food, wood, etc.). The
specific objects being created can be determined on the spot, per
each casting of the spell. However, the spell effects CM must
also be adjusted if any of the objects possess one or more of the
following qualities (modifiers are cumulative):
Matter Qualities
Lowgrade or flawed materials
Moving parts or mechanical components
Highgrade, exotic, or valuable materials
Volatile substances (acid, oil, etc.)
CM
+1
1
2
2
140
Divine
SV 5, instant
This spell effect has three distinct sub-effects that attempt to
instantly cure the target of various afflictions (the CM and magical reagent cost varies according to which sub-effect is selected):
Disease (CM 0, 50g): The diseases potency modifier is
applied to the casters spellcasting check.
Mental Condition (CM 2, 200g): Each success and
critical success cures up to 2 character points worth of
mental disadvantages, which are those that primarily
affect the targets mind (Fearful, Paranoid, etc.), per the
GMs approval. Targets that are cured of a disadvantage
that was purchased during character creation process
must buy-off its full value in character points at the first
opportunity; disadvantages that were acquired through
in-game events never need to be bought-off.
MAGIC
Poison (CM 0, 50g): The poisons potency modifier is
applied to the casters spellcasting check. Furthermore,
this sub-effect cures drunkenness, instantly sobering-up
the target and even preventing the chance of becoming
hung-over (treat alcohols potency as 0).
Slowed vs. Cured (diseases and poisons only): Achieving
a standard success only serves to permanently slow the frequency
of the disease or poison by one time interval (drunkenness is
always cured); achieving a critical success fully cures the disease
or poison instantly. Intervals are reduced as follows: rounds
minutes hours days weeks months. An interval of
months is the greatest frequency to which an affliction may be
slowed. Lastly, note that a disease or poison can never have its
frequency slowed by more than one interval, even if the spell is
cast multiple times.
Specific Afflictions: This spell effect attempts to cure one
specific affliction affecting the target per casting. For instance,
if a target is afflicted by two separate poisons then two separate
castings would be required to cure both. In an event where no
specific affliction is designated, such as when consuming a Cure
potion, then one of the applicable afflictions is chosen at random.
Magical Reagents: Magical reagents are only consumed if
the spell is cast successfully.
Spellcasting
Discipline
Rank 0
Rank 1
Rank 2
Rank 3
Caster's Size
Tiny
Small
Medium
Large
Huge
Enormous
Gigantic
Colossal
Damage
Modifier
1
0
+2
+4
2
1
0
+2
+4
+7
+10
+14
Intellect
Attribute
Rank 0
Rank 1 or 2
Rank 3 or 4
Rank 5
Damage
Modifier
1
0
+1
+2
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Physical: A physical damage spell inflicts an additional
+2 points of damage against objects (including weapons and shields) and solid-form elementals. Physical
damage is the only damage type that is unaffected by
either resistances or weaknesses.
Shadow: A shadow damage spell that manages to inflict
health loss imposes a 2 penalty on all of the targets
damage checks on his next turn. However, shadow
damage spells are weaker when cast in direct sunlight,
based on the casters position, and impose a 1 CM
penalty to the casters Spell Precision checks. Artificial
light and indirect sunlight do not impose this penalty.
M Mental
D Divine
N Nature
E Elemental
S Shadow
142
Intellect
Attribute
Rank 0 or 1
Rank 2 or 3
Rank 4 or 5
Damage
Die
d4
d6
d8
MAGIC
spell effect, fields of different damage types do not grant unique
benefits (except for mental damage), but they are still affected by
the targets resistances/immunities and weaknesses.
Mental [M]: Mental damage checks use a different damage
die according to the casters Intellect attribute rank (see below),
but each critical success on the casters initial spellcasting check
still adds a +1 bonus to the fields damage checks. The damage
result is then compared against each targets Base Resilience stat
(instead of Total Resilience). Mental damage fields always affect
a victims head if a specific injury occurs. Objects and mindless
creatures are immune to mental damage.
Intellect
Attribute
Rank 0 or 1
Rank 2 or 3
Rank 4 or 5
Damage
Die
d4
d6
d8
Shadow
SV Concentration, instant
This spell effect attempts to kill a living target outright. If
the casters check is successful then the target is instantly killed.
However, if a critical failure occurs then the caster must make
the exact same spellcasting check again, applying all of the same
modifiers, but this time he must compare the result against his
own Concentration stat to determine if he himself lives or dies!
Caster Health Loss: The caster always loses one health
point when attempting to cast this spell (in addition to stamina
loss), regardless of success or failure. Health points that are lost in
this manner are considered to be old wounds and cannot be healed
by spells or abilities that have a limited time frame for recovery,
such as Quick Heal or Healing Surge. They may still be recovered by other sources of healing (natural healing, Regeneration,
Restore: Health, Siphon: Health, etc.), but natural healing and
the Regeneration trait are both suspended for 1 hour after health
is lost. Casters that possess the Necromancer trait do not suffer
health loss (or suspended recovery) when attempting this spell.
Divine
SV 5, minutes
This spell effect protects a living target from dying by rendering her immune to the Death spell effect and allowing her to
remake any checks that would have resulted in her immediate
death. These include Perseverance checks, Toughness checks,
Constitution checks for resisting diseases or poisons, and even
severity checks that would result in decapitation. In such cases a
new check is made and the better of the two results is used. The
Luck spell effect supersedes this spell effect, if applicable (their
benefits do not stack to allow for multiple rerolls).
Exceptions: Death ward offers no protections in situations
where the target is denied a check to resist the outcome, such as
the Disintegrate spell effect.
Shades: This spell effect may not affect shades since they are
non-living creatures. However, those that possess the shade-only
advantage Walk-In (R3) are considered to be living creatures and
may benefit from this spell, except for Toughness checks, which
are skipped for shades since they automatically assume shadow
form whenever their host bodies lose all of their health points.
Divine
SV 5, instant
This spell effect detects the presence of diseases, poisons,
and duration-based magical afflictions, even through physical
barriers and objects. All afflictions within range (see below) are
able to be detected, including creatures that can inflict diseases or
poisons as part of their offensive abilities, as well as any magical
afflictions that are currently affecting nearby victims.
Achieving a standard success allows the caster to determine
which types of afflictions are present (diseases, poisons, or magical afflictions) and the approximate direction and distance of
each from the casters location. Achieving a critical success also
identifies the specific properties of each affliction (applications,
potencies, frequencies, and effects for diseases and poisons; spell
effects and details for magical afflictions). Note that the actual
names of diseases and poisons are never disclosed, such as rabies
or gremlin poison.
Magical Afflictions: The following hostile duration-based
spell effects may be detected: Bad Luck, Charm, Distract, False
Memories, Fear, Insanity, Paralyze, Root, Sensory Deprivation,
Shapechange (if unwilling), Silence: Mute, and Slow. Besides
spell effects, other kinds of duration-based magical afflictions can
also be detected, per the GMs discretion.
General Options: The general options for this spell effect
must adhere to the following special rules:
Target Area: This spell effect must always select the self
only option for its target area.
Range: This spell effect must always select the reach option for its range. However, the actual detection range
for afflictions is determined by the casters spellcasting
result: 25 feet for a standard success or 50 feet for a
critical success.
Nature, Shadow
SV 5, instant
This spell effect detects the presence of specific creatures,
even through physical barriers and objects. All such creatures
within range (see below) are able to be detected, except for those
affected by the Mind Shield spell effect.
Achieving a standard success allow the caster to determine
the number of applicable creatures and the approximate direction
and distance of each from the casters location. Achieving a crit-
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ical success also identifies each creatures size and state of mind
(sapient, bestial, or mindless). Note that although this spell effect
is able to reveal the presence of a hidden or invisible creature it
still does not pinpoint the creatures exact location.
Creature Types: There are two distinct sub-effects that vary
according to the type of magic being used:
Living (nature magic only): This sub-effect detects the
presence of living bestial and sapient creatures. The
majority of plants are mindless and cannot be detected.
Individual lesser life forms like insects are unable to be
detected, but colonies, swarms, and significant concentrations of lesser life forms can still be sensed.
Undead (shadow magic only): This sub-effect detects
the presence of undead creatures, including mindless
and disembodied varieties.
General Options: The general options for this spell effect
must adhere to the following special rules:
Target Area: This spell effect must always select the self
only option for its target area.
Range: This spell effect must always select the reach option for its range. However, the actual detection range
for creatures is determined by the casters spellcasting
result: 25 feet for a standard success or 50 feet for a
critical success.
Elemental
SV 5 (special), instant
This spell effect completely disintegrates material objects
and matter, leaving behind no trace of remains. A standard success disintegrates all non-magical matter in the affected area, but
a critical success is required to destroy magical items or objects.
Disintegrate vs. Creatures: Creatures and their equipment
can also be destroyed with this effect, including non-energy elementals and undead creatures, but doing so is considerably more
difficult. The creatures Concentration stat is added to SV 5. A
standard success disintegrates the creatures non-magical equipment and held items, but a critical success is required to destroy
the creature itself and any magical gear it might possess.
General Options: The general options for this spell effect
must adhere to the following special rules:
Target Area: Only area-effect templates are allowed for
this spell effect. Only the portions of objects/creatures
within the template are at risk of being disintegrated;
any portions beyond the area are left intact. Unfortunately, in the case of creatures, this can still result in
death or serious injuries, per the GMs discretion.
Mental
SV Concentration, rounds
This spell effect causes the target to become distracted. A
target who is also affected by the Concentrate spell/song has its
benefits temporarily suspended, essentially canceling-out both effects while their durations overlap, but while both effects persist
the target may still be distracted normally (multiple melee opponents, Intimidation, etc.).
144
Mental
SV 5 or Fortitude, instant
This spell effect causes an unconscious or sleeping target
to experience a vivid dream of the casters design. The casters
spellcasting result determines how detailed the dream can be,
as well as any potential physical effects that are caused by the
dream. An SV 5 is used when crafting tranquil dreams, but the
targets Fortitude stat is used instead when crafting nightmares.
A standard success allows for images, feelings, and sounds
to be woven into the dream but does not allow for direct forms
of communication (spoken or written language, symbols, etc.).
However, achieving a critical success does allow for direct forms
of communication. Failure renders the target immune to further
attempts by the same caster for at least 12 hours.
Potential Physical Effects: A critical success by the caster
also impacts the target in physical ways. Tranquil dreams grant
the target a +2 bonus on his next daily Constitution check that is
made to determine healing. Nightmares, on the other hand, double the time required for the target to regain lost stamina points to
one point every four hours (instead of one point every two hours),
which persists until a full and peaceful nights rest is obtained.
Dream Recall: Upon waking the target must attempt a free
Awareness check of SV 3 to see how much of the dream is able
to be recalled (this check does not apply any penalties for impaired senses, such as Blind, Deaf, etc.). Success allows for most
of the dream to be recalled, and in the case of a PCs dream the
GM should describe the dream once and then allow the player to
ask one question for each success and critical success to inquire
about specific details. Failure means that only minor details are
remembered, which seem broken, distorted, or otherwise unclear.
General Options: The general options for this spell effect
must adhere to the following special rules:
Target Area: This spell effect may not select the self only
option for its target area. All other options are allowed,
but the caster cannot target herself with this spell effect.
Shadow
SV varies, rounds
This spell effect has two distinct sub-effects that attempt to
grapple affected targets (the spellcasting SV varies according to
which sub-effect is selected):
Targeted (SV Concentration): This sub-effect attempts
to perform a ranged grapple against the target. If the
casters discipline check succeeds then the target is automatically considered grappled. Winged creatures that
are affected by a ranged grapple while flying or gliding must succeed on a free Flying check of SV 5 every
round while grappled or they begin to fall as if tripped
(20 feet per point of failure). This spell ends against
an individual target whenever he manages to break free
(see below) or against all targets once its duration ends.
Field (SV 5): This sub-effect creates an entangling field
that continually attempts to perform melee grapples
against all creatures and unattended objects within its
area. A creature must make an immediate free Agility
MAGIC
or Might check (his choice) if he begins his turn within
the field or whenever he moves into the field (a creature
is not considered grappled until he fails his first Agility
or Might check). Failure means that the creature becomes grappled; success means that he is able to break
free from the fields grappling attempt (see below) and
may move and act normally for the round, even while
within the field itself. However, the field will continue
to make new grappling attempts against him each round
until he leaves its area or the spells duration ends. Note
that winged flying or gliding creatures that become
grappled remain aloft and do not risk falling since the
fields grappling attempts are melee. This sub-effect
may only use an area-effect template for its target area.
Breaking Free: Depending on the sub-effect, a victim can
avoid becoming grappled or break free by succeeding on either an
Agility or Might check (his choice), as modified by his Combat
Maneuvers stat. The SV varies according to the victims creature
size, as noted on the following table, but an additional +1 modifier is added to the SV for each critical success that was achieved
on the casters spellcasting check. The reason why the SV scales
according to the victims creature size is so that modifiers from
traits can still be applied to the victims Combat Maneuvers stat,
while canceling-out the targets inherent creature size modifier
(i.e. the math is already incorporated into the tables values).
Victim's
Break Free
Creature Size
SV
Tiny
3
Small
4
Medium
5
Large
6
Huge
7
Enormous
9
Gigantic
11
Colossal
14
Mental
SV Fortitude, duration varies
This spell effect allows the caster to temporarily instill fictional memories in the targets mind, either as new memories or to
replace existing memories. Such alterations may be as subtle or as
extensive as the caster desires, but a further CM penalty of 2 is
imposed if the memories would be too far-fetched or implausible
(GMs call). The GM will also determine how the target reacts.
Language Barriers: A common language is not required for
the construction of memories unless they involve direct forms of
communication like recalling dialogue or written messages. The
magic does not convey understanding of unfamiliar languages.
Targets Awareness: Once the spell ends, the target may
make a free opposed Awareness check against the casters Stealth
check to determine if he realizes that the caster has manipulated
his memories, regardless of whether or not he understands that
the use of magic was involved. Success means that the target is
Shadow
SV 5, rounds (special)
This spell effect forces the target to make a fear check. Each
critical success on the casters check applies a cumulative +1
modifier to the targets check (positive modifiers are a detriment).
Terrified Condition: If the caster achieves a critical success
on her spellcasting check and the targets fear check renders him
terrified, then he also acquires a permanent phobia to the caster
via the Fearful disadvantage. Additionally, a living target must
also make an immediate free Constitution check of SV 5 or he
loses one stamina point due to the intense stress, while suffering
a critical failure on this check literally scares the target to death!
A non-living creature only acquires the phobia and does not risk
stamina loss or being destroyed.
General Options: The general options for this spell effect
must adhere to the following special rules:
Duration: The caster is considered the source of the fear,
which can affect the spell effects duration regarding
the targets recovery. For instance, if the caster and the
target are no longer in each others presence, regardless
of the reason, then the target is able to recover from the
fear. However, if they re-encounter one another while
the spell effects duration persists then the target automatically resumes his prior fear condition.
Elemental
SV varies, duration varies
This spell effect allows the caster to control the element of
fire. It cannot create fire but rather manipulates existing fire. Note
that since this effect is freeform it can be tailored on the spot to
use any general options (duplicated spell effects must still adhere
to the options that they are normally allowed to select; see below).
Fire Creatures: Creatures that are composed of fire, such
as those who possess the Elemental Form: Energy trait, are not
inherently vulnerable to this spell effect any more so than are
standard creatures.
Unique Abilities: The following abilities are unique to the
Fire Control spell effect and can be attempted without the penalties imposed by duplicated spell effects:
Accelerate Burn (CM 1, SV 5, rounds): This ability
causes all nearby flames to burn twice as fast, including how fast a fire spreads and its consumption of fuel.
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The affected distance from the caster is equal to 25 feet
for a standard success or 50 feet for a critical success
(the area moves and changes according to the casters
position). This ability also grants a +1 bonus to all heatbased damage checks that are made from within the affected area, including attacks and spells, and imposes
a 1 penalty on all discipline checks that are made to
extinguish fires or to avoid heat-based dangers. This
ability must always select the self only option for its
target area and the reach option for its range.
Extinguish Flames (CM +1, SV 5, instant): This ability
instantly extinguishes all fires in the target area (fires
may reignite if they spread from other nearby areas).
Only area-effect templates are allowed for this ability,
or it may utilize its own special area rules, as measured
in 10-foot cubes. Each additional cube beyond the first
adjusts the spells CM by 1 (the first cube is free). All
cubes must remain adjacent to one another.
Flare Flames (CM +1, SV 5, instant): This ability causes
all fires within the target area to flare-up dramatically,
burning any nearby creatures and unattended objects
for d10 points of heat damage, and applying an additional +1 for each critical success on the casters check.
The damage is unavoidable and affects all creatures and
unattended objects within 5 feet of any source of fire.
Only portions of fires that are within the target area are
affected, and creatures/objects that are near multiple
fires are only burned once. This ability may only use an
area-effect template for its target area.
Duplicated Spell Effects: Fire Control may also mimic other existing spell effects, but doing so imposes an additional CM
of 2 to the casters discipline check and the spell effect may also
be restricted in other ways. The following spell effects may be
duplicated by Fire Control:
Damage: Heat: Existing sources of fire that are within 25
feet of the caster can be used to make Damage: Heat
attacks. The source of the fire must be large enough to
accommodate the size of the attack (GMs call), but
generally a torch is sufficient for a single target attack,
a brazier or camp fire is sufficient for a small area-effect
attack, and a bonfire is sufficient for a large area-effect
attack. The source fire itself is not extinguished or otherwise diminished when making the attack. The range
for this duplicated spell effect is still measured from the
casters location to the target, regardless of the source
fires location.
Damage Field: Heat: Existing sources of fire that are
within 25 feet of the caster can be used to produce a
Damage Field: Heat effect. The source of the fire must
be large enough to accommodate the size of the field
(GMs call), but generally a bonfire, burning structure,
pool of lava, or other large source of fire is required.
The source fire itself is not extinguished or otherwise
diminished when creating the damage field. The range
for this duplicated spell effect is still measured from the
casters location to the fields position, regardless of the
source fires location.
146
Obscurement: Smoke may be used to create a field of obscurement, assuming that a sufficient volume of either
smoke or fire is present in the general area (GMs call).
Flight (CM 2)
Arcane
SV 5, rounds
This spell effect allows the target to fly. Achieving a critical
success also grants a +2 bonus to the targets Flight Speed stat for
the spells duration, plus the targets traveling time flight speed is
increased to 9 mph (instead of the standard 6 mph). This method
of flight is susceptible to the Suppress Magic spell effect, but it
is not susceptible to tripping attempts. While this spell persists
the target does not need to land and may even stay aloft while
unconscious as long as his encumbrance does not exceed his free
limit and he is not acted upon by external forces (strong winds,
being grappled, etc.).
Freedom (CM 1)
Nature
SV 5, rounds
This spell effect allows the target to move freely through
zones of control and rough terrain. Achieving a standard success grants unrestricted movement concerning zones of control
and natural conditions, such as swimming underwater (grants a
+2 Swim Speed bonus), walking on ice (no slipping), walking
through knee-deep snow or dense wilderness (no hindrance), or
flying against heavy winds (no hindrance).
Achieving a critical success renders the target immune to
grappling attempts and to the following spell effects: Entangle,
Paralyze, Root, and Slick. Additionally, underwater Precision and
damage penalties are no longer imposed, plus underwater range
increments are no longer halved; underwater Awareness checks
may still be required and/or impaired, however.
Insurmountable Obstacles: This spell effect does not allow
the target to overcome insurmountable obstacles that he would
have had little or no chance of surpassing normally. Walls, prison
cells, bonds/shackles, and the Containment spell effect are such
examples. The GM has final say as to what actually constitutes an
insurmountable obstacle.
Nature
SV 5, rounds
This spell effect greatly accelerates the targets metabolism,
allowing him to ignore the first multiple action penalty accrued
each round. He may even attempt to perform the same action
twice, if desired, such as making two attacks with the same limb
or weapon, casting two spells, etc. (multiple bardic songs may not
be performed). Keep in mind that additional actions after the first
extra action begin accruing multiple action penalties normally.
Ettins that are affected by this spell effect apply its benefits
to both minds so that each ignores its own first multiple action
penalty for the round.
Hasten vs. Slow: These spell effects or codas counteract one
another so that a target who is affected by both simply acts normally while their durations persist.
MAGIC
Mental
SV varies, duration varies
This spell effect creates false perceptions within the minds
of bestial and sapient creatures, which they believe to be real;
mindless creatures cannot perceive illusions at all. Note that since
this effect is freeform it can be tailored on the spot to use any
general options (duplicated spell effects must still adhere to the
options they are allowed to select; see below).
Affected Senses: Illusions are able to employ sights, smells,
sounds, and temperatures but may never affect a creatures sense
of touch (taste is usually restricted as well since most creatures
taste via touch). Illusions are always insubstantial and may not
alter or affect the physical world, nor may they inflict harm. For
instance, temperature-based illusions may only be used to cause
imagined discomfort, never to cause pain or injuries.
Disbelieving: In most cases illusions are entirely convincing
to all creatures that perceive them and should be treated exactly as
if they were real. Any creature that has personal or prolonged interactions with an illusion may make a willpower check to realize
its false natureif successful, she still experiences the illusions
sensations, but she also understands that what shes experiencing
isnt real. Furthermore, coming into direct physical contact with
most visual illusions automatically makes the creature aware of
the deception without the need for a willpower check (disguises
and charades are exceptions to this rule).
Dangerous Applications: An illusion that is created in such
a way that it would pose an immediate danger to nearby creatures
should always grant each target a free Agility check of SV 5 (or a
similar check) to completely avoid being affected. For instance,
creating an illusionary bridge across a chasm would grant a free
Agility check to avoid falling through. Additional checks may
also be warranted, per the GMs discretion
Unique Abilities: The following abilities are unique to the
Illusion spell effect and can be attempted without the penalties
imposed by duplicated spell effects:
Decoy (CM 3, SV 5, rounds): This ability creates one
illusionary decoy with a standard success or two with
a critical success, which perfectly mimic the casters
appearance, smell, voice, and temperature (if relevant).
Decoys emerge from the casters current position in a
manner that leaves nearby observers unsure as to which
one is actually the real caster. The decoys receive their
own separate counters on the movement board and must
be controlled by the caster on his turn. Doing so incurs
a single multiple action penalty, but he may control two
decoys at once; decoys that arent being controlled for
the round remain perfectly still and lifeless until the
casters next turn, automatically alerting enemies in adjacent spaces to their false nature. Decoys are limited to
the same forms of movement and actions as the caster,
but no checks are ever required; Speed stats are equal to
the casters base values plus one free sprinting success.
Decoys cannot actually attack, cast spells, or affect the
physical world, but they can appear to do so, such as
attacking an enemy and missing on purpose. A decoy
has a Defense stat that is equal to the casters Concen-
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CHAPTER 5
the scene falters and grants all interacting creatures an
additional willpower check with a 2 modifier applied
(visual illusions fade slightly, olfactory illusions seem
stale, auditory illusions waver, etc.); the flaws are corrected once the caster resumes control, but a lapse of
control that lasts for two consecutive rounds ends the
spell. This ability may not select the standard target
area options but must instead be allocated into linked
10-foot cubes. Each extra cube beyond the first applies
an additional CM of 1 (the first cube is free). The entire illusion must fit within this fixed area or the spell
fails; it cannot be made to move beyond this area.
Charade (CM 0, SV 5, rounds): This ability alters the
existing environment to seem differently than it otherwise would, and the illusion may affect any number
of senses and be as detailed as the caster desires. To
be clear, it masks existing details of a scene with alterations of the casters own design, rather than creating
standalone figmentsit could make a group of dead
trees appear alive and in full bloom, but it could not
create trees where none exist. Attempting to mimic specific creatures, objects, or sensations requires the caster
to be familiar with such details, but it also makes the
illusion easier to detect by those who are familiar with
its details by applying a 2 modifier to their willpower checks for personal or prolonged interactions. The
caster must concentrate and maintain line-of-effect in
order to control the illusion each round, thereby incurring a multiple action penalty. If he chooses not to control the illusion for a round then it falters and grants
all interacting creatures an additional willpower check
with a 2 modifier applied (visual illusions flicker and
briefly hint at their true forms, olfactory and auditory
illusions temporarily overlap with those of the environment, etc.); the flaws are corrected once the caster
resumes control, but a lapse of control that lasts for two
consecutive rounds ends the spell. This ability may not
select the standard target area options but must instead
allocate its target area into linked 20-foot cubes. Each
extra cube beyond the first applies an additional CM
of 1 (the first cube is free). The entire illusion must
fit within this fixed area or the spell fails; it cannot be
made to move beyond this area. Note that unlike other
illusions, coming into direct physical contact with a visual charade does not automatically make the offending
creature aware of the illusion but instead simply allows
for a willpower check.
Permanent Figments/Charades [R]: A figment or charade
can be made permanent, but doing so consumes magical reagents
worth 100g x the number of cubes selected for the effects target
area (paid only if the spell is successfully cast). Permanent illusions no longer require the casters control or line-of-effect, but
they must be programmed accordingly when the spell is cast. The
caster may select triggers for certain events that are as basic or as
detailed as desired, but such triggers must be very specific. For instance, an illusionary event could be made to trigger whenever a
creature enters the room, or perhaps it does so only when a human
148
Divine
SV 5, rounds
This spell effect grants a temporary bonus to one of the targets faculties. Success grants a +1 bonus to the chosen faculty,
while a critical success grants a +2 bonus. The CM of this spell
effect varies according to which sub-effect is selected:
Faculty Improved
Brute Force, Combat Maneuvers,
Encumbrance Factor, Flight Speed,
Notice, Run Speed, or Swim Speed
Base Resilience, Concentration,
Defense, or Fortitude
Accuracy [S], Charisma, Dexterity,
Endurance, Intellect, Perception,
or Strength
CM
+1
0
2
MAGIC
Note that the Accuracy attribute is marked with the stamina
loss spell descriptor [S] and therefore cannot be tapped. Additionally, the Total Resilience stat cannot be improved at all since it is
already affected by improving Base Resilience.
Encumbrance Factor: Unlike the +1 or +2 bonuses granted
to other faculties, the Encumbrance Factor stat is increased by an
amount equal to 5 x the targets weight multiple for a standard
success, or 10 x the targets weight multiple for a critical success.
Stacking Limitation: The faculty bonus that is granted by
this spell cannot be stacked with the same bonus granted by a
magical item, the Siphon Faculty spell effect, or the Improve Faculty bardic melody.
Mental
SV Fortitude, rounds
This spell effect causes the target to go temporarily insane,
scrambling his thoughts and actions. It can even afflict the target with a permanent mental disadvantage if a critical success is
achieved (determined randomly; see below).
An insane target begins each of his turns by attempting a
free Awareness check of SV 8. If he succeeds he may move and
act normally for the round, and if he achieves a critical success
then he manages to break free of the spell altogether, despite any
remaining duration. Failing the check forces him to have to roll
on the Insanity Outcomes table and act accordingly (there is no
additional penalty for suffering a critical failure on the Awareness
check). He may not move or perform any actions beyond those
that are indicated, but he may still defend himself.
Random Mental Disadvantage: If the caster achieves a
critical success then this spell also permanently afflicts the target
with a random mental disadvantage. Disadvantages that possess
conditional aspects (Fearful, Paranoid, etc.) should be modeled to
reflect details of the current encounter, if at all possible. Permanent mental disadvantages can only be cured by the Cure: Mental
Condition spell effect.
If warranted, make a d12 roll to determine which of the following mental disadvantages the target acquires:
Result
1
2
3
4
5
6
7
8
9
10
11
12
Mental Disadvantage
Dimwitted
Fearful
Forgetful
Imperceptive
Impulsive
Multiple Personalities
(60% 2, 30% 3, 10% 4)
Nervous
Nightmares
Paranoid
Strange
Uncharismatic
Violent
(75% R1, 25% R2)
Insanity Outcomes
Result
[Roll: d12]
Target Actions
10
11
12
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CHAPTER 5
Invisibility (CM 1)
Arcane
SV 5, rounds
This spell effect renders the target invisible, which imposes
a 2 penalty to all visual discipline and profession checks that are
made against her. This includes but is not limited to: Agility (for
opposed checks), Awareness, Healing, the Precision disciplines,
and the spellcasting disciplines. Note that being invisible does not
block or negate line-of-effect to the target.
Achieving a critical success on the spellcasting check also
renders the target slightly insubstantial, which grants a +1 bonus
to her Total Resilience stat until the spell ends.
Items and Gear: At the moment that the spell is cast all of
the targets attended equipment is also made invisible. Items that
are dropped or set aside remain invisible for the spells duration,
whereas items that are picked up afterwards stay visible. If the
target chooses to carry visible items then the penalty imposed on
other creatures is lessened to 1 since she is easier to pinpoint.
Environmental Factors: Invisibility functions equally well
when underwater. However, the targets impact in certain environments can sometimes hinder the spells effectiveness, thereby
lessening its visual penalty to 1 (leaving footprints in snow or
mud, splashing when fighting while partially submerged, etc.).
Blindness/Obscurement: The visual penalties that are imposed due to obscurement, invisibility, and/or the Blind (R2)
disadvantage do not stack together since they are all essentially
the same. The Blind (R1) penalty of 1 is superseded by the 2
penalty of either obscurement or invisibility (i.e. the maximum
penalty is still 2).
General Options: The general options for this spell effect
must adhere to the following special rules:
Target Area: The self only, single target, and multiple target options apply an additional CM according to the
size of each affected creature and object: tiny/small/
medium 0, large/huge 1, enormous 2, gigantic 3, or
colossal 4. A targeted creatures attended equipment
is included automatically without having to apply separate modifiers for each item. In the case of unattended
equipment, an objects size is equivalent to the corresponding size of the creature for which it was designed.
An area-effect template affects all creatures and objects
that are fully contained within its area, but those that
are even partially outside are not affected.
Divine
SV 5, minutes
This spell effect creates magical light, which may be either
stationary or targeted (determined when the spell is cast). With
a standard success the light suppresses all obscurement due to
darkness, including standard magical darkness. A critical success
completely suppresses magical darkness of any potency, such as
darkness that was created by achieving a critical success.
Stationary Light: This form of light is created in a specific
area and has no point of emanation. Light fills the affected area
completely and has no apparent source, which also means that it
cannot be blocked or covered up.
150
Divine
SV 5, special duration
This spell effect afflicts the target with luck. All of the targets discipline checks, profession checks, and damage checks are
made twice and the better of the two results is used. Note that this
spell effect does not apply to Initiative checks that are made to
determine turn order in combat.
General Options: The general options for this spell effect
must adhere to the following special rules:
Duration: This spell effect has a special duration that lasts
until the end of the targets next turn. There is no CM
adjustment for duration.
Mental, Nature
SV Fortitude, instant
This spell effect allows the caster to invade the targets mind
by probing through his thoughts, memories, feelings, secrets, and
ambitions. It may affect either Bestial creatures (nature magic
only) or Sapient creatures (mental magic only).
Each success and critical success allows the caster to read
one of the targets thoughts. Essentially, this allows the caster to
ask one question and receive an answer for each success and critical success. The caster must achieve a critical success in order
to probe the targets mind for thoughts that have been forgotten,
blocked-out, or buried subconsciously.
Memories are experienced strictly from the targets perspective, so the caster is only able to see, feel, or understand what the
target saw, felt, or understood. Language barriers are not an issue,
except for memories that recall dialogue or text that the target
failed to comprehend (the casters own languages are irrelevant).
Targets Awareness: The target may make a free opposed
Awareness check against the casters Stealth check to determine if
he realizes that the caster has trespassed within his mind. Success
makes him aware of the casters intrusion, and a critical success
also alerts him to exactly which thoughts were accessed (subconscious thoughts are even able to be recalled). Failure means that
the target is left unaware of the casters intrusion.
Willing Targets: This spell effect can attempt to help a willing target recall memories that were forgotten, blocked-out, or
buried. The targets Fortitude stat is still used as the SV since his
subconscious mind continues to resist the intrusion. A standard
success is sufficient to access the memories and allows the target
to recall the memories freely (no Awareness check is needed).
General Options: The general options for this spell effect
must adhere to the following special rules:
Target Area: This spell effect must always select the single
target option for its target area.
MAGIC
Mental
SV 5, minutes
This spell effect allows the caster to scan the thoughts of all
nearby sapient creatures, which are perceived like sounds within
the casters own mind. However, only current surface thoughts
are able to be sensed, meaning those that are formed using actual
words (mental sentences, phrases, etc.). Complex thoughts, such
as images, memories, and feelings cannot be sensed using this
spell effect.
Crowded locations can often prove to be overwhelming in
regards to the combined noise of so many thoughts. Fortunately,
the caster is able to selectively scan for a particular creatures
thoughts in a similar fashion to how she would focus on and listen
to a particular speaker in a crowded room. An Awareness check of
SV 5 is generally sufficient in most situations.
Mental Volume: Scanned thoughts are perceived at an equal
distance as if they were being spoken aloud. In other words, they
have an equivalent mental volume, even though they are not
based on hearing or auditory factors. Non-emotional thoughts
have mental volumes equal to someone speaking naturally, while
intense or emotional thoughts can vary in mental volume from the
level of a whisper to that of a scream depending on the specific
nature of the thought in question.
Language Barriers: Language plays an important role in
the use of this spell effect since creatures broadcast their thoughts
in whatever languages they are currently thinking. Most sapient
creatures tend to think in the language they are currently using
to speak, or in their native language if not currently speaking.
Those with multiple languages may at times blend words and
phrases from different languages together, especially when trying
to speak in a language that they rarely use.
Prevention: If a creature has sufficient reasoning to suspect
that his mind is being scanned (GMs call) he can purposefully
think in a different language as a precaution. Alternatively, he can
attempt to think deceptive thoughts in order to bluff the caster, but
doing so requires a successful Persuasion check.
General Options: The general options for this spell effect
must adhere to the following special rules:
Target Area: This spell effect must always select the self
only option for its target area.
Range: This spell effect must always select the reach option for its range. The mental volume of thoughts serves
as the limiting factor concerning perceivable distance.
Mental
SV 5, rounds
This spell effect shields the targets mind from certain invasive spells and abilities. He is rendered immune to the following
list of spell effects: Charm, Detect Creatures, Dream Craft (nightmares only), False Memories, Insanity, Mind Reading, Mind
Scanning, and Scrying (individual viewing only). Other similar
mental abilities are also blocked, per the GMs discretion, such as
an imps Power of Suggestion trait. Note that spells and abilities
which are already actively affecting the target prior to the casting
of Mind Shield are not dispelled or inhibited in any way.
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CHAPTER 5
Mental
SV 5, instant
This spell effect allows the target to read the residual psychic
impressions left on a specific object within his reach (designated
when the spell is cast). If successful, the target experiences a brief
mental vision of the object being touched by the previous creature
to do so; alternatively, the caster can name a specific individual
in order to allow the target to view that creatures most recent
encounter with the object. The target is able to observe the scene
unfold as if he were standing nearby, including all sensory details.
General Options: The general options for this spell effect
must adhere to the following special rules:
Duration: Although this spell effect has an instant duration, the target must still concentrate for the full length
of the vision, and is considered distracted. A vision lasts
for about 30 seconds per each success and critical success, prior to the moment that the object was set aside
by the last creature, or named individual, to touch it.
Nature, Shadow
SV 5, rounds
This spell effect creates a field wherein visibility is obscured.
Any creature that is fully contained within the field suffers a 2
penalty to all discipline checks and profession checks involving
visual tasks, including all Precision checks and spellcasting discipline checks, except for those with self only target areas. Attacks
that are made into or through the field from outside also suffer
this penalty. Tasks that do not rely on vision are never penalized.
A critical success allows the caster to see normally within his own
field and to ignore the penalty. Note that obscurement does not
block or negate line-of-effect.
Obscurement Types: There are two distinct sub-effects that
vary according to the type of magic being used:
Darkness (shadow magic only): This sub-effect may
create fields of darkness, which are not susceptible to
strong winds. However, the Light spell effect negates
magical darkness of the same intensity (according to
the degree of success). For instance, darkness created
with a standard success negates non-magical light but is
itself overcome by magical light; darkness created with
a critical success negates magical light that was created
with a standard success but is itself overcome by light
that was created with a critical success.
Physical (nature magic only): This sub-effect may create fields of natural physical materials (swirling leaves,
clouds of dust/sand, harmless swarms of flying insects,
fog, rain/snow, etc.). A field is blown away and dispersed after about 1 minute if light winds are present
or instantly if heavy winds are present. Once the spell
ends all materials, moisture, and effects also vanish.
General Options: The general options for this spell effect
must adhere to the following special rules:
Target Area: Only area-effect templates are allowed for
this spell effect. Only targets that are fully contained
within the template are affected.
152
Shadow
SV Concentration, special duration
This spell effect paralyzes the targets body, preventing all
forms of movement, physical actions, and speech. However,
purely mental actions are not hindered, such as casting mental
spells [M]. A paralyzed target is unable to defend himself and
so his Defense stat is reduced to the minimum value for his size
(tiny/small 2, medium/large/huge 1, enormous/gigantic/colossal
0). Standing targets fall prone, swimming targets sink at a rate of
5 feet per round (those that possess the Awkward Form: Aquatic
trait remain stationary), and winged targets that are flying or gliding fall as if tripped; mystically gliding targets descend slowly at
a rate of 5 feet per round, but mystically flying targets stay aloft.
General Options: The general options for this spell effect
must adhere to the following special rules:
Duration: This spell effect has a special duration that lasts
until the end of the targets next turn. There is no CM
adjustment for duration.
Elemental
SV 5, rounds
This spell effect causes the targeted creature and all of her
equipment to become incorporeal, appearing as if she were out
of focus with the rest of the world. She lacks a physical form and
cannot generally affect the material world or be affected by corporeal means unless she willfully manifests into a corporeal state.
While incorporeal, the target gains a +1 bonus to her Stealth
discipline. She can be viewed freely by corporeal creatures, but
her visual form and voice are distorted (translucent or shadowy
appearance, distant or echoing voice, etc.). She may still make
use of all of her own senses while incorporeal, except for touch,
and corporeal creatures may still sense her via all of their own
senses, except for touch.
Physical Boundaries: Despite the fact that the target cannot
be affected by corporeal means, all physical materials do exert a
slight repulsive force that allows her to maintain a semblance of
the normal boundaries that she is used to while corporeal. She
is weightless, but her presence can create subtle distortions in
the surrounding environment (causing nearby flames to flicker,
creating slight ripples/currents while underwater, etc.); she may
not deliberately move or manipulate objects unless she manifests
herself into a corporeal form (see below).
The target may freely pass through all solid materials, but
she is unable to manifest into a corporeal form as long as she is
merged. If the spells duration ends while she is still merged with
a solid object then she is immediately shunted back to the most
recent location prior to becoming merged, essentially teleporting
her back to where she started, and she returns to her corporeal
form. Liquid and gaseous materials do not pose the same problem
when the target changes forms since they can expand or contract
to accommodate her presence.
Equipment: Attended equipment automatically transforms
between being corporeal and incorporeal along with the target
herself. If she is incorporeal and drops or releases an item then
it quickly returns to a corporeal state. Launched projectiles and
MAGIC
thrown weapons remain incorporeal until the attack is completed,
whether successful or not. Incorporeal items that are dropped or
released while merged with solid materials are shunted back to
their original location prior to becoming merged.
If the target is corporeal and picks up or acquires an item
then it transforms along with her when she changes back into an
incorporeal state. Creatures that are picked up or carried cannot
be transformed.
Levitation: While incorporeal, the targets normal forms
of movement are suspended. Instead, she may levitate freely in
any direction. Her base levitation speed is equal to a number of
squares corresponding to her creature size: tiny 1, small/medium
2, large/huge 3, enormous/gigantic 4, or colossal 5. The target
may also attempt to sprint by succeeding on a Constitution check
of SV 5, which increases her speed by 2 squares for each success
and critical success (non-living targets use Perseverance instead).
Biological Requirements: Living targets must continue to
breathe while incorporeal, taking-in air from the material world,
and they are even forced to hold their breath while underwater or
when merged with solid materials; they also remain susceptible to
airborne toxins. While incorporeal, other biological functions and
effects persist as well, such as hunger, thirst, sleep, and bleeding.
Attack Immunity: All corporeal attacks and collisions with
corporeal objects pass through the target without causing harm;
incorporeal attacks and objects still affect her normally. However,
incorporeal undead targets are always able to be affected by holy
water and sources of divine damage.
Magic & Spells: An incorporeal target cannot be affected
by corporeal magical abilities, bardic songs, or spells, nor may
her own magical abilities, bardic songs, or spells affect corporeal creatures or the material world. In order to affect corporeal
targets or the material world she must manifest into a corporeal
form. The Suppress Magic spell effect is an exception to this rule
and equally affects all corporeal and incorporeal targets, spells,
and other sources of magic, regardless of whether it is cast while
corporeal or incorporeal.
While incorporeal, the target is still capable of using magical
abilities, performing bardic songs, and casting spells that affect
herself or other incorporeal creatures, but she is also made vulnerable to magical abilities, bardic songs, and spells that originate from incorporeal sources. Duration-based abilities and spells
that are currently affecting the target when she changes into a
corporeal form, or vice versa, continue to function regardless of
her form (Bad Luck, Hasten, Root, etc.); bardic songs, however,
are disrupted and immediately cease whenever a bard transforms.
Incorporeal creatures still retain full control of their arcane minions, enchanted companions, charmed targets, illusions, and other
ongoing spells and magical abilities.
Manifestation: The target is able to manifest herself into
a corporeal form or she can return to an incorporeal form at the
beginning of each of her turns as a free action. Manifesting into
a corporeal form allows her to interact with the material world
normally, but she is forced to remain corporeal until the beginning or her next turn, during which time she is made vulnerable
to corporeal attacks and is no longer weightless (she may also risk
falling damage if she was levitating). The +1 bonus to her Stealth
discipline is also negated until she returns to an incorporeal form.
Nature
SV varies, duration varies
This spell effect allows the caster to control plants. It cannot create plants but rather manipulates existing plants. Note that
since this effect is freeform it can be tailored on the spot to use
any general options (duplicated spell effects must still adhere to
the options that they are normally allowed to select; see below).
Plant Creatures: Bestial and sapient plants and plant-like
creatures, such as dryads and lavossi, are not able to be affected
by Plant Control (except regarding the Charm: Bestial and Commune duplicated spell effects).
Unique Abilities: The following abilities are unique to the
Plant Control spell effect and can be attempted without the penalties imposed by duplicated spell effects:
Accelerate Growth (CM 1, SV 5, instant) [S]: This ability causes the targeted plant to instantly grow as if it had
aged by 10 years per each success and critical success.
The caster may even shape its form to give it a specific
appearance or contour (within its natural limitations),
including the reshaping and pruning of an already mature plant. Achieving a critical success can also cause it
to produce a full allotment of ripened fruit for its size.
The growth/shaping of a plant is permanent, but the
natural replenishment rate of fruit depends on weather
and other local factors, unless the ability is used again
later. The single target and multiple target options apply
an additional CM according to the size of each affected
plant: tiny/small/medium 0, large/huge 1, enormous
2, gigantic 3, or colossal 4. An area-effect template
affects all plants that are fully contained within its area,
but those that are even partially outside are not affected.
Arboreal Aggression (CM 0, SV 5, rounds): This ability
imbues the targeted plant with violent rage and heightened flexibility. Once per round, at the beginning of the
casters turn, the plant will make one attack against a
single random creature within its reach. It has a Melee
Precision check of d8 and inflicts d8 damage, both of
which are modified according to the plants size (see
below). The plant will not attack the caster, but all other
creatures (allies and enemies) that are within its reach
are equally at risk. The single target and multiple target options apply an additional CM according to the
size of each affected plant: tiny/small/medium 0, large/
huge 1, enormous 2, gigantic 3, or colossal 4. An
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area-effect template affects all plants that are fully contained within its area, but those that are even partially
outside are not affected.
Plant Size
Tiny
Small
Medium
Large
Huge
Enormous
Gigantic
Colossal
Accuracy
+1
0
0
1
1
2
2
3
Damage
2
1
0
+2
+4
+7
+10
+14
Reach
1
1
2
3
4
5
6
Divine
SV 5, days
This spell effect preserves the target for up to several days,
which prevents natural spoiling and decomposition. Example
uses of this spell effect include keeping iron-based items from
rusting, preventing food or beverages from spoiling, and delaying
the decomposition of corpses (only possible if a target was killed
within one hour of the spells casting). This spell effect can be
recast on already-preserved targets in order to renew the spells
duration (multiple castings are not cumulative).
Reanimating Corpses as Undead: A preserved corpse is
harder to reanimate as undead. A standard success applies a 4
penalty to any casters spellcasting check or any shades reanimation check that attempts to do so but only while the spell remains
154
Divine
SV 5, instant
This spell effect instantly restores one of the targets health
points with a success or two health points with a critical success
(two points is the maximum restoration amount). However, only
health points that were lost in this round or the previous one may
be restoredthis spell effect cannot be used to heal older injuries.
Divine
SV 5, instant
This spell effect is capable of instantly healing the target of
a variety of different physical conditions via either Regeneration
or Restoration. Each sub-effect limits the types of conditions that
can be recovered. The caster must designate a specific condition
to be healed each time that the spell is cast, which determines its
CM and magical reagent cost:
Regeneration
Broken Bone, Lesser
(ribs, teeth, etc.)
Broken Bone, Greater
(shattered spine)
Crippled Arm/Leg/Wing (R1)
Crippled Arm/Leg/Wing
(R2; broken)
Crippled Arm/Leg/Wing
(R2; destroyed/severed)
Restoration
Blind (R1)
Blind (R2)
Damaged Faculties
Deaf (R1)
Deaf (R2)
Mute
Smell/Taste
Touch
CM
Cost
+1
25g
300g
50g
200g
400g
1
3
0
0
2
+1
+1
1
100g
300g
50g
50g
200g
25g
25g
100g
MAGIC
Damaged Faculties: Every success and critical success that
the caster achieves restores 2 points from each of the targets
damaged faculties. Damaged faculties that are applied to multiple
checks require double the necessary points (all Precision checks,
all actions, etc.). Damaged faculties that result from an ongoing
affliction, such as a disease, poison, or specific injury, cannot be
recovered until after the affliction itself has been cured.
Recovering Disadvantages: If a target is cured of a disadvantage that was willfully selected during the character creation
process, then he must repay its full value in character points as
soon as new character points are acquired.
Magical Reagents: Magical reagents are only consumed if
the spell is cast successfully.
Elemental
SV 5, duration varies
This spell effect has three distinct sub-effects that can bar
doors, secure locks, or strengthen materials (the CM and duration
vary according to which sub-effect is selected):
Bar Doors (CM 0, minutes): This sub-effect allows the
caster to magically hold-shut doors, portcullises, grates,
or other types of mechanical portals. Success grants a
base amount of weight that is needed to force the door
open according to its relative size; each critical success
bolsters this amount even further. For instance, achieving one critical success on a medium door would add
750 pounds to the amount of weight required to force
it open, in addition to any non-magical contributions
(being locked, being secured with a crossbar, stacking
objects against it, etc.). Refer to the Might discipline in
Chapter 1 for more information.
Door Size
Tiny
Small
Medium
Large
Huge
Enormous
Gigantic
Colossal
Damage Type
Acid
Arcane
Cold
Divine
Electricity
Heat
Mental [M]
Shadow
N
3
3
3
3
3
3
3
3
3
3
3
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CHAPTER 5
Divine
SV 5, instant
This spell effect instantly restores one of the targets Health
or Stamina points for each success and critical success achieved,
regardless of when the points were lost.
Resurrection Mishaps
Divine
SV 5, instant
This spell effect restores a deceased target back to life in the
state that she existed prior to the battle or event that killed her.
All injuries and conditions that were inflicted during the battle
or event are restored, including all health and stamina points, but
any preexisting ailments still remain. Achieving only a standard
success leaves the target with an intense feeling of disorientation
and she suffers a temporary 1 penalty on all of her discipline
and profession checks (treated as a damaged faculty that affects
multiple checks); however, if the caster achieves a critical success
then no penalty is imposed.
In order for this spell effect to succeed the target must have
been deceased for less than one week, or the decomposition of
her corpse must have been suspended via the Preservation spell
effect. The targets corpse or the bulk of her bodily remains must
also be within range when the spell is cast. Targets who have been
deceased for one week or longer, or whose remains have been lost
or completely destroyed, such as via the Disintegrate spell effect,
cannot be resurrected.
Undead Creatures: Resurrection has no effect when it is
used against undead creatures. However, after an undead creature
has been defeated its corpse can be resurrected if the time since its
original death is less than one week. The same is also true for the
corpses abandoned by shades when they leave to seek a new host.
Resurrection Mishaps: Resurrection is one of the most difficult spell effects to master, and even when it is cast correctly
there is always a possibility that a mishap occurs, which affects
the target in a negative way. The percentage chance of suffering a
mishap varies according to which casting method is selected (see
below). If a mishap is indicated then the target must roll on the
Resurrection Mishaps table to determine the precise nature of the
complication. Additionally, if a mishap does occur, then the target
can never be resurrected again (i.e. this is her last chance at life
and any further resurrection attempts automatically fail).
Casting Methods: This spell effect can be cast using one of
the following methods (chosen each time that the spell is cast):
Ritual [R]: The caster can opt to cast this spell as part of
a ritual that lasts for six hours; the spell automatically
fails if the ritual is interrupted. Magical reagents worth
1,000g are also consumed if the spell succeeds. Despite
success, there is a 25% chance of a mishap occurring.
Quickened: The caster can opt to cast this spell immediately, without the need for a lengthy ritual or magical
reagents, but doing so is more risky. If the caster suffers
a critical failure or gets a result that is at least 3 points
lower than the SV then all of his remaining stamina
points are lost. Even if the spell succeeds there is a 50%
chance of a mishap occurring.
156
Result
[Roll: d4]
Outcome
MAGIC
Mental
SV Fortitude, rounds
This spell effect mentally restricts the target from being able
to move from his current space. The target may continue to perform actions, but he cannot move or sprint. External forces are
still able to move him, but he is then rooted to the new spot while
the spell effects duration remains active (the Teleportation spell
effect, strong winds, assistance by other creatures, a flying target
who chooses to descend with the help of gravity, etc.).
General Options: The general options for this spell effect
must adhere to the following special rules:
Duration (taps): This spell effect may
be tapped normally but only so
long as the caster maintains a
line-of-effect to the target.
If line-of-effect is broken
then the spell immediately ends.
Nature
SV 5, instant
This spell effect forces the
target to immediately waken from
sleep or unconsciousness. If it is
used in combat the target resumes
his previous initiative order, assuming
he is able to remain conscious. Ongoing
injuries, stamina loss, or other effects
may cause him to fall unconscious
again unless the particular source
of his fatigue is also relieved.
Scrying (CM 0)
Arcane
SV 5 or Fortitude, minutes
This spell effect creates a purely-visual
depiction of a remote location or of a specific individual,
which the caster and other nearby creatures may view. Scrying a
location requires an SV 5, but scrying an individual compares the
casters result against the individuals Fortitude stat. The CM is
determined by the casters familiarity with the focus:
Location
Home or very
familiar
Familiar or
visited often
Visited at
least once
Never visited
Individual
CM
Family member
0
or close friend
Well-known
Interacted with
at least once
Never met
1
3
5
Range
Up to 1 mile
Up to 10 miles
Up to 100 miles
Up to 1,000 miles
CM
0
1
2
3
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Augmentation Types: The CM for this spell effect varies
according to which type of augmentation is selected. The casters
spellcasting type also determines which augmentation types may
be selected as sub-effects (ArcaneA, DivineD, ElementalE,
NatureN, or ShadowS):
Augmentation Type
Dark Sight
Echolocation
Magic Sight
Scent [Aquatic]
Scent [Standard]
See Invisibility
Tremorlocation
D
3
S
3
3
3
3
3
3
3
3
158
MAGIC
Shadow
SV Concentration, rounds
This spell effect has several variations that rob the target of
one or more of his senses. If the caster achieves a critical success
then the sensory loss is permanent, despite the spells duration.
However, it can still be restored via magic, such as the Recovery
spell effect. All traits, abilities, and spell effects that enhance the
targets affected senses (Dark Sight, Scent, Tremorlocation, etc.)
are also negated, along with any of the various benefits that they
may have bestowed.
Deprivation Types: The CM for this spell effect varies according to which type of deprivation is selected:
Hearing (CM 0): The target is stricken with the Deaf
(R2) disadvantage. Echolocation is also negated.
Sight (CM 1): The target is stricken with the Blind (R2)
disadvantage. Dark Sight, Magic Sight, and See Invisibility are also negated.
Smell\Taste (CM +1): The targets senses of smell and
taste are both lost. Scent is also negated.
Touch (CM 0): The target loses much of his ability to
feel texture and pressure (though not completely) and
everything feels dulled. He suffers a 1 penalty on all
actions that require physical interactions and all Melee/
Ranged Precision checks. Mental abilities, spellcasting
discipline checks, and Spell Precision checks are unaffected. Tremorlocation is also negated.
Nature
SV 5 (special), minutes (rounds if unwilling)
This spell effect temporarily changes a living target into an
entirely different creature; non-living targets cannot be affected.
The caster must first possess a specific totem that corresponds
to the particular creature being shapechanged into (see below).
The totem creatures total CPV determines the spells CM and the
totems general monetary value:
CPV Range
175
76150
151225
226300
CM Totem Value
+1
10g
0
25g
1
50g
2
100g
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CHAPTER 5
that the target retains her original mental state when transformed
(i.e. the new forms personality becomes dominant). However,
there are two exceptions to this rule:
Fortune Points and Fortune-Related Traits: A PC target
retains access to her original forms fortune points and
fortune-related traits when shapechanged, such as Lend
Fortune, Stolen Fortune, etc.
Magical Taps: The target retains access to her Inborn Tap
and Magical Tap traits instead of acquiring those of the
new form. If she lacks the ability to hold magical taps
then she cannot hold them even if the new form can.
Persisting Conditions: All diseases, poisons, and bleeding
effects persist when changing between forms. All duration-based
and tapped spell effects and magical abilities affecting the target
also persist through transformations and remain active until their
durations end normally.
Non-Persisting Conditions: All damaged faculties, specific
injuries and their penalties, and permanent disadvantages are only
applied to the targets current form and do not persist through
transformations. This is due to the magics ability to freely shift
the targets body into different shapes and configurations. Note
that any disadvantages inflicted by spells and abilities, whether
temporary or permanent, do persist through transformations until
their durations end (Sensory Deprivation, Silence, etc.).
Death: If the target is killed while shapechanged then she
instantly reverts back to her original form. She remains deceased
even if her original form would still have health points remaining.
Totems: A totem is a special object that is imbued with the
essence of a particular creatures spirit. In order to shapechange
into a specific creature the caster must first possess a totem that
was crafted from the creatures remains. Shops and traders that
deal in mystical items sometimes carry a small selection of totems
consisting of bestial creature types common to their region. Each
totems cost varies according to the CPV of the creature to which
it corresponds (refer to the table above); the weight of a totem
is negligible. Totems that are imbued by the spirits of creatures
with CPVs above 150 are uncommon and are rarely available for
general purchase. In some regions, totems of sapient creatures
can even be purchased, but they are often illegal to own or sell.
Note that all totems require the GMs approval before they can
be purchased. They are also freely interchangeable between this
spell effect and the Summon Creature spell effect.
Totems can also be crafted via the Taxidermist profession,
with each requiring about 6 hours to construct. Only one totem
may be procured from a particular creature and its remains must
still be freshcreated within 1 day of the creatures demise or
while under the effect of the Preservation spell effect.
Whenever the casting of the Shapechange spell effect fails
there is a 25% chance that the corresponding totem is irrevocably
destroyed. Suffering a critical failure always destroys the totem
in question, in addition to any other negative consequences of
the critical failure itself. If a creature is later resurrected after a
totem has been created from its remains then the totem is instantly
destroyed and all active spells that were based on it immediately
end. In other words, it is impossible for both the original creature
and its shapechanged clone to exist simultaneously. However, a
new totem is able to be constructed if the creature is killed again.
160
Shadow
SV varies, rounds
This spell effect has two distinct sub-effects that attempt to
limit the targets ability to produce sounds (the spellcasting SV
varies according to which sub-effect is selected):
Mute (SV Concentration): The target is stricken with
the Mute disadvantage. If the caster achieves a critical success then the condition is permanent, despite the
spells duration. However, it can still be restored via
magic, such as the Recovery spell effect.
Negation Field (SV 5): All sounds within the target area
are completely negated and no sounds may enter into
the area. Creatures within the field suffer a 2 penalty
to their spellcasting attempts, except for mental spells
[M]; bardic songs cannot be played at all, regardless
of performance style. For instance, creatures within the
field can hear nothing at all until they leave, while those
beyond the field can hear normally, except for sounds
that would have originated from within the field. Only
area-effect templates are allowed for this sub-effect, or
it may utilize its own special area rules, as measured
in 10-foot cubes. Each additional cube beyond the first
adjusts the spells CM by 1 (the first cube is free). All
cubes must remain adjacent to one another.
MAGIC
Shadow
SV Concentration, instant
This spell effect drains one Health or Stamina point from a
living target for each success and critical success achieved, plus
the caster instantly regains the same number of his own points of
the same type if not already full. Only living targets that possess
CPVs of 100 or greater are susceptible to this spell effect.
General Options: The general options for this spell effect
must adhere to the following special rules:
Target Area: This spell effect may select any of the standard target area options, but the caster only regains a
number of points equal to the greatest amount siphoned
from any one target even if multiple targets are affected.
Shadow
SV Concentration, rounds (special)
This spell effect siphons one of the targets faculties. Each
success and critical success imposes a cumulative 1 penalty to
the targets faculty, plus the caster instantly gains a +1 bonus to
her own faculty (she only gains a +1 bonus regardless of how
much of a penalty is imposed on the target). If the target lacks
the specified faculty then the spell automatically fails. The CM of
this spell effect varies according to which sub-effect is selected:
Faculty Siphoned
Brute Force, Combat Maneuvers,
Encumbrance Factor, Flight Speed,
Notice, Run Speed, or Swim Speed
Base Resilience, Concentration,
Defense, or Fortitude
Accuracy [S], Charisma, Dexterity,
Endurance, Intellect, Perception,
or Strength
CM
0
1
3
Sleep (CM 2)
Nature
SV Concentration, instant
This spell effect causes a living target to instantly fall into
a deep sleep. Moderate noises, intense smells, or being touched
grants the target a free Awareness check of SV 5 to wake up;
during combat, a new check is generally granted automatically
each round. A sleeping target automatically rouses if he suffers
health loss from any source.
Positioning: Standing targets fall prone but are able to collapse somewhat gently. Winged targets that are flying or gliding
are not as fortunate and risk falling damage, which causes them
to rouse if they survive the fall. Swimming targets that cannot
breathe underwater also rouse immediately due to choking but
begin to drown; swimming targets that can breathe underwater
simply remain asleep.
General Options: The general options for this spell effect
must adhere to the following special rules:
Duration: Despite having an instant duration, targets often
remain asleep for longer periods if left undisturbed.
Elemental
SV 5, rounds
This spell effect creates a slickened field that continually
attempts to trip any grounded creatures that are either already
standing within its area or attempting to pass through. Victims
must attempt a free Agility check (adding their Combat Maneuvers stats) at the beginning of their turns if they are already within
the field or immediately upon entering its area. The SV varies
according to the victims creature size, as noted on the following table, but an additional +1 modifier is added to the SV for
each critical success that was achieved on the casters spellcasting
check. The reason why the SV scales according to the victims
creature size is so that modifiers from traits can still be applied
to the victims Combat Maneuvers stat, while canceling-out the
victims inherent creature size modifier (i.e. the math is already
incorporated into the tables values).
Victim's
Fall Prone
Creature Size
SV
Tiny
3
Small
4
Medium
5
Large
6
Huge
7
Enormous
9
Gigantic
11
Colossal
14
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CHAPTER 5
Falling Prone: Failing the Agility check causes a victim to
fall prone and lose his turn. If the slickened field is created on a
slope then prone victims and unsecured objects are also likely to
begin sliding, which may result in additional consequences for
the victim and/or other nearby creatures, per the GMs discretion.
Ground-Based Only: This spell effect can only be cast on
solid ground-based surfaces; it is prohibited underwater.
General Options: The general options for this spell effect
must adhere to the following special rules:
Target Area: Only area-effect templates are allowed for
this spell effect.
Shadow
SV Concentration, rounds
This spell effect greatly slows the targets metabolism, preventing him from attempting more than one action per round and
forbidding all sprinting checks. If the caster achieves a critical
success then a 1 penalty is also applied to the targets sole action
each round.
Ettins that are affected by this spell effect may perform up
to two actions each round (one action per mind), but if the caster
achieves a critical success then the 1 penalty is applied to each
minds sole action.
Slow vs. Hasten: These spell effects or codas counteract one
another so that a target who is affected by both simply acts normally while their durations persist.
Divine
Concentration, special duration
This spell effect steals the targets most recent active spell or
magical ability and gives it to the caster. Viable effects must have
been duration-based or held via a tap, self only or single target,
and produced using one of the three spellcasting disciplines: Geomancy, Mysticism, or Sorcery. Permanent effects or those with
the reagent consumption spell descriptor [R] cannot be stolen.
The target instantly loses the effect and the caster gains it.
The target may even risk situation consequences, such as suffering falling damage after losing the Flight spell effect. Whether
the effect was duration-based or being held via a tap is irrelevant,
and the caster may either choose to accept it as a duration-based
effect, fully renewed, or he can hold it with a tap if he is able. The
stolen effect mimics its original result, such as granting additional
benefits for having achieved a critical success. However, if the
caster holds it with a tap then its result reverts to a standard success. For instance, if the targets original tapped Improve Faculty
spell had critically succeeded to grant a +2 bonus then the stolen
version would only grant a +1 bonus (the full +2 bonus would
have be granted if its standard duration had been used instead).
General Options: The general options for this spell effect
must adhere to the following special rules:
Target Area: This spell effect must always select the single
target option for its target area.
Duration: This spell effect does not require that a duration
option be selected and there is no CM adjustment. The
stolen effects duration varies according to its design.
162
Elemental
SV varies, duration varies
This spell effect allows the caster to control the element of
stone, which includes dirt, mud, clay, sand, and other non-metal
earthen materials. It cannot create stone or earthen materials but
rather manipulates existing materials. Note that since this effect is
freeform it can be tailored on the spot to use any general options
(duplicated spell effects must still adhere to the options that they
are allowed to select; see below).
Stone Creatures: Creatures that are composed of stone or
earthen materials, such as those that possess the Elemental Form:
Solid creature trait, are not inherently vulnerable to this spell effect any more so than are standard creatures.
Unique Abilities: The following abilities are unique to the
Stone Control spell effect and can be attempted without the penalties associated with duplicated spell effects:
Collapse (CM 0, SV 5, instant) [S]: This ability causes
earthen materials (typically stone) to collapse, such as
portions of a floor, wall, or ceiling. Unworked materials
require a standard success to collapse, whereas worked
materials require a critical success. Collapsed ceilings
can inflict d8 damage +1 additional point for every 5
feet that debris falls until it reaches each victim (taller
creatures and those in flight tend to suffer less damage).
Collapsed ground floors can create sinkholes about 5
feet deep that automatically cause victims to fall prone.
Collapsed bridges, ledges, or upper stories can cause
victims to suffer falling damage. Collapsed walls can
be used to create makeshift passageways and introduce
vulnerabilities in a structures defenses. Regardless of
the manner of collapse, all potential victims are granted
a free Agility check of SV 5 to completely avoid the
danger (dodging falling debris, moving to safety before
the ground collapses, etc.). Lastly, the use of this ability also tends to cause significant structural instability,
which can sometimes lead to further nearby collapse,
per the GMs discretion. This ability may only use an
area-effect template for its target area.
Stone Shape (CM +1, SV 5, instant) [S]: This ability
can be used to excavate, merge, and/or permanently
shape earthen materials. Unworked materials require a
standard success to shape, whereas worked materials
require a critical success. Excavated materials can be
moved into an adjacent square or merged into the surrounding surface, assuming that it is also earthen. The
greater of the two materials Resilience values is used
and is increased by +1 if the materials are of different densities (dirt into stone) or +2 if their densities are
roughly the same (stone into stone); materials may not
be merged more than once. The shaping of earthen materials can also be performed but only into rough forms;
intricate designs and details may not be produced (i.e.
the Stoneworker profession is still required to provide
artistic touches). Note that while the use of this ability can sometimes result in structural instability, depending on its application, its effects are too indirect
MAGIC
to inflict harm on nearby creatures. The standard target
area options are not available for this abilityinstead,
it affects earthen materials equal in volume to a single
5-foot cube; there is no CM adjustment.
Tremor (CM +1, SV 5, instant): This ability creates a
brief series of intense vibrations in the targeted area.
It can only be used on unworked earthen surfaces or
those that are closely connected to an unworked earthen
surface. For instance, using it on the ground level of a
building through wooden floorboards or worked-stone
tiles is acceptable since unworked earth lies directly
underneath, but it could not be used on the buildings
upper levels. If successful, all land-based creatures in
the target area must succeed on an Agility check of SV
5 or fall prone; the SV is increased by an additional +1
modifier for each critical success that was achieved on
the casters spellcasting check. This ability may only
use an area-effect template for its target area.
Duplicated Spell Effects: Stone Control may also mimic
other existing spell effects, but doing so imposes an additional
CM of 2 to the casters discipline check and the spell effect may
also be restricted in other ways. The following spell effects may
be duplicated by Stone Control:
Obscurement: Light debris, such as loose dirt and sand,
may be used to create a field of obscurement, assuming
that a sufficient volume of such debris is present within
the general area (GMs call).
Reinforce: Earthen materials can have their Resilience
values bolstered by the Strengthen Materials sub-effect.
The Bar Doors and Secure Locks sub-effects can also
be duplicated but only if the door/lock is constructed
primarily of earthen materials.
Telekinesis: Loose stones, boulders, and other earthen
materials can be manipulated using either the Throw or
Levitate sub-effects. The Disarm sub-effect cannot be
duplicated by Stone Control.
Weaken: Earthen materials can have their Resilience values lowered by the Degrade Materials sub-effect. The
Ease Barred Doors and Undermine Locks sub-effects
can also be duplicated but only if the door/lock is constructed primarily of earthen materials.
Arcane
SV 5, rounds
This spell effect temporarily summons a creature to serve
and fight for the caster. The caster must first possess a specific
totem that corresponds to the particular creature being summoned
(see below). The totem creatures total CPV determines the spells
CM and the totems general monetary value:
CPV Range
175
76150
151225
226300
CM Totem Value
+1
10g
0
25g
1
50g
2
100g
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CHAPTER 5
crafted from the creatures remains. Shops and traders that deal
in mystical items sometimes carry a small selection of totems
consisting of bestial creature types common to their region. Each
totems cost varies according to the CPV of the creature to which
it corresponds (refer to the table above); the weight of a totem
is negligible. Totems that are imbued by the spirits of creatures
with CPVs above 150 are uncommon and are rarely available for
general purchase. In some regions, totems of sapient creatures
can even be purchased, but they are often illegal to own or sell.
Note that all totems require the GMs approval before they can
be purchased. They are also freely interchangeable between this
spell effect and the Shapechange spell effect.
Totems can also be crafted via the Taxidermist profession,
with each requiring about 6 hours to construct. Only one totem
may be procured from a particular creature and its remains must
still be freshcreated within 1 day of the creatures demise or
while under the effect of the Preservation spell effect.
Whenever the casting of the Summon Creature spell effect
fails there is a 25% chance that the corresponding totem is irrevocably destroyed. Suffering a critical failure always destroys the
totem in question, in addition to any other negative consequences
of the critical failure itself. If a creature is later resurrected after a
totem has been created from its remains then the totem is instantly
destroyed and all active spells that were based on it immediately
end. In other words, it is impossible for both the original creature
and its summoned clone to exist simultaneously. However, a new
totem is able to be constructed if the creature is killed again.
Equipment: A summoned creature does not appear with
equipment unless items were also imbued into the totem during
its creation. The items being imbued are irrevocably destroyed,
but the summoned creature appears equipped with identical mystical versions of the items every time that the spell is cast. Note
that the total weight of all imbued equipment may not exceed the
totem creatures free limit.
Equipment that is to be imbued must be positioned on the
corpse accordingly and will always appear in the same location when the summoning occurs. For instance, a creature that
is dressed in imbued armor will appear already wearing armor,
while a creature that is carrying an imbued sword and shield will
appear with both in its hands. Consumables, poisons, potions,
holy water, spell foci, and relics cannot be imbued into a totem;
additional items may also be restricted, per the GMs discretion.
Lesser and greater magical items are able to be imbued into the
totem as long as the taxidermist is willing to allow the original
magical items to be destroyed.
When the spell ends all of the imbued items of the totem
creature dissipate (any of the creatures imbued items that were
discarded or traded away also dissipate). Non-imbued items that
were picked up or acquired by the summoned creature simply fall
to the ground in its occupied space.
General Options: The general options for this spell effect
must adhere to the following special rules:
Target Area: This spell effect does not require that a target
area option be selected. There is no CM adjustment.
Range: The summoned creature can be made to appear at
any point within the spells range, but if it cannot physically fit then the spell automatically fails.
164
Arcane
SV varies, instant
This spell effect attempts to suppress or dispel all ongoing
spells and magical abilities, including those that are being held by
taps. Magical items and magical traps are also vulnerable to this
spell effect. The SV varies according to base CM of each affected
spell/ability or the tier of each magical item. Magical abilities
that lack a CM are instead treated as if they have a CM of 0. Each
magical trap is unique and the SV required to affect a particular
trap varies according to its design. Bardic melodies are not susceptible to this effect, but codas are treated the same as spells.
Spells/Abilities
+1 or higher
2 to 0
3 or lower
Magical Items
Lesser
Greater
Relic
SV
5
8
12
MAGIC
Nature
SV 5, instant
This spell effect instantly sates the targets hunger and thirst
as if she had consumed a full meal appropriate for her size. Creatures with either the Undead Appetite or Voracious Appetite traits
require two successes, either by achieving a critical success or by
receiving two successful castings; creatures with both traits still
only require two successes.
General Options: The general options for this spell effect
must adhere to the following special rules:
Target Area: The self only, single target, and multiple target options apply an additional CM according to the
size of each affected creature: tiny/small/medium 0,
large/huge 1, enormous 2, gigantic 3, or colossal
4. An area-effect template affects all creatures that are
fully contained within its area, but those that are even
partially outside are not affected.
Mental
SV 5 or Fortitude, duration varies
This spell effect has three distinct sub-effects that attempt to
move creatures and objects without using physical manipulation
(the duration varies according to which sub-effect is selected):
Disarm (instant): Affected creatures must each succeed
on either an Agility or Might check of SV 5 or their
held items are thrown from their grasp; each held item
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Throw (instant): Affected creatures and unattended objects are forcibly thrown in a direction chosen by the
caster. The distance is equal to 1 square (5 feet), plus
an extra square for every three points that the casters
result exceeds the SVthe total distance is halved
when performed underwater or in similarly restrictive
environments. Affected creatures must also succeed on
a free Agility check of SV 5 or they fall prone. Diagonal distance is counted in the same manner as standard movement. Other creatures or solid obstacles in
the affected creatures or objects path can prevent
further movement. Creatures in the path can attempt a
free Agility check of SV 5 to move aside to the nearest
unoccupied space, which avoids collision. Failing to
move aside or deliberately remaining in the path results
in collision damage being applied to both the affected
creature/object and any creatures/obstacles in the way.
Damage is equal to d8, plus a modifier based on the size
of the creature/object being thrown (figured separately
for each pair in the collision; compared against Total
Resilience): tiny 2, small 1, medium 0, large +2,
huge +4, enormous +7, gigantic +10, or colossal +14.
Other creatures involved in the collision that are equal
in size or smaller than the affected creature/object must
also make another free Agility check of SV 5 or they
fall prone (larger creatures do not risk falling prone).
Unwilling Targets: The casters result is compared against
an unwilling targets Fortitude stat (instead of SV 5). Subsequent
checks for the Levitate sub-effect always use SV 3.
Movable Targets Only: All targets must be able to be freely
moved, meaning that they cannot be strongly-secured or fastened
to the ground or their surroundings. In other words, this spell effect cannot be used to rip a door off its hinges or to uproot trees.
The GM has final say as to whether a target is movable or not.
General Options: The general options for this spell effect
must adhere to the following special rules:
Target Area: The self only, single target, and multiple target options apply an additional CM according to the
size of each affected creature and object: tiny/small/
medium 0, large/huge 1, enormous 2, gigantic 3, or
colossal 4. A targeted creatures attended equipment
is included automatically without having to apply separate modifiers for each item. In the case of unattended
equipment, an objects size is equivalent to the corresponding size of the creature for which it was designed.
An area-effect template affects all creatures and objects
that are fully contained within its area, but those that
are even partially outside are not affected.
Mental
SV 5, minutes
This spell effect allows a sapient target to selectively broadcast telepathic thoughts directly into the minds of other sapient
creatures within line-of-effect (distance is irrelevant). Recipients
cannot respond telepathically unless they too are affected by this
spell effect or they possess the Telepathic creature trait.
166
Only worded thoughts can be broadcast with a standard success, but achieving a critical success allows emotions and images
to be included too, if desired. Language barriers are not an issue
since the magic automatically translates the targets meaning.
Mental Link: An automatic mental link is formed between
all affected targets of a particular casting. All affected targets may
freely and selectively broadcast and receive telepathic messages
among members of the mental link. Furthermore, line-of-effect is
no longer a limiting factor.
Arcane
SV 5 (special), instant
This spell effect has three distinct sub-effects that instantly
transport the target to a distant location of the casters choosing
(the CM, degree of risk for stamina loss, maximum teleportation
distance, and other restrictions vary accordingly):
Short Distance (CM 0): This sub-effect teleports the target up to 50 feet away from his current location, but
the spell is blocked by barriers (nets, prison bars, glass
windows, etc.) unless he could also squeeze through
them physically. The targets current location and his
destination must be within the casters line-of-effect.
Medium Distance (CM 2) [S]: This sub-effect teleports
the target up to 1 mile away. Line-of-effect and barriers
pose no hindrance.
Long Distance (CM 4) [S]: This sub-effect teleports the
target up to 100 miles away. Line-of-effect and barriers
pose no hindrance, but the magical energy required to
cast this sub-effect is more unstable. If the caster suffers
a critical failure or gets a result that is at least 3 points
lower than the SV then she suffers a random teleportation mishap, in addition to the standard consequences
for suffering a critical failure (if warranted).
Destination Limitations: The caster is only able to teleport
to destinations that she has either visited or seen before, such as
via the Scrying spell effect.
Unwilling Targets: Attempting to teleport a target and/or his
attended items against his will is more difficult. His Concentration stat is added to SV 5 and a critical success must be achieved
For instance, if an unwilling target has a Concentration stat of
4 then the caster would need a result of 14 in order to succeed.
Due to the difficulty of affecting unwilling targets there are no
restrictions that prevent them from being teleported into unsafe
situations (high above the ground, into a pool of lava, etc.).
Merged Creatures & Objects: This spell effect cannot be
used to merge the target into other creatures or solid objects, such
as merging a target into a stone wall or merging a pair of swords
together in order to form a stronger single weapon.
Dangerous Applications: Teleporting an object in such a
way that it would pose an immediate danger to nearby creatures
should always grant each creature a free Agility check of SV 5 (or
a similar check) to completely avoid being affected. Additional
checks may also be warranted, per the GMs discretion.
For example, teleporting a dagger in the air above a targets
head would grant a free Agility check to avoid it altogether, and if
failed, only then should the GM make a d8 Precision check to see
MAGIC
if the dagger hits its mark. The Precision check and the potential
damage check would also need to be modified according to the
daggers equivalent creature size.
General Options: The general options for this spell effect
must adhere to the following special rules:
Target Area: The self only, single target, and multiple target options apply an additional CM according to the
size of each affected creature and object: tiny/small/
medium 0, large/huge 1, enormous 2, gigantic 3, or
colossal 4. A targeted creatures attended equipment
is included automatically without having to apply separate modifiers for each item. In the case of unattended
equipment, an objects size is equivalent to the corresponding size of the creature for which it was designed.
An area-effect template affects all creatures and objects
that are fully contained within its area, but those that
are even partially outside are not affected.
Range: A standard range option must still be selected for
this spell effect, which determines the distance between
the caster and the target.
[Roll: d6]
Outcome
Wall (CM 0)
Elemental
SV 5, minutes
This spell effect creates a temporary physical barrier that
prevents passage. The wall must have sufficient supports, such as
a solid foundation and/or connections to adjoining walls, or the
spell automatically fails. For instance, a wall cannot be created in
midair with the intention of being dropped onto ones enemies.
A wall can be created to serve in other less defensive capacities,
such as forming a bridge to span a pit or chasm, but it may be less
than ideal for certain situations due to its specific dimensions and
physical characteristics (GMs call).
Walls have Defense values of 0. Each section functions as
a barrier with a durability value of 3 and a Resilience value that
is equal to 8, +2 for each critical success achieved by the caster.
Once a section of a wall is destroyed its remnants instantly vanish
away, but the remaining sections continue to exist for as long as
their supports are maintained and the spells duration persists.
Physical Properties: Walls that are created with this spell
effect can be made to appear as if constructed from any type of
solid material (rocks, worked stone, wood, ice, entwined plants,
bones, magical force, etc.). A wall must always be made to appear
at least partially opaque, meaning that it is clearly visible, but
it can still be affected by other spell effects like Invisibility. Its
material appearance is purely for style and cannot be used to grant
situational benefits, such as creating a wall of ice to lower the
temperature of a roomthe GM may allow the wall to feel cold
to the touch but nothing more.
General Options: The general options for this spell effect
must adhere to the following special rules:
Target Area: This spell effect may not select the standard
target area options but must instead be allocated into
specially formed sections that are each 5 ft tall x 5 ft
wide x 2.5 ft thick; each section typically occupies half
of a square on the movement board. Each additional
section beyond the first applies an additional CM of
1 (the first section is free). All sections must be positioned adjacent to one another, but they may be shaped
and/or molded to fit within specific areas.
Arcane
SV 5, duration varies
This spell effect has three distinct sub-effects that protect
an area against entry, magic/spellcasting, or combat/hostility (the
duration varies according to which sub-effect is selected):
Entry (minutes): This sub-effect prevents specified creatures from entering into the warded area. The caster may
be as vague or as detailed as he desires concerning the
conditions that trigger the ward, which can be adjusted
on the spot, per each casting of the spell. Conditions can
include restricting certain types of creatures (or specific
individuals), requiring a password, or may even be as
simple as hostile intent or enemies. However, the GM is
encouraged to interpret the spells triggering conditions
in as literal a manner as possible. Affected creatures
may not enter the warded area through any means, not
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even through the use of magical abilities or spells, such
as Teleportation. Note that nothing prevents affected
creatures from making weapon-based attacks or casting
spells into the warded area. This sub-effect may not be
cast if its restrictions would apply to specified creatures
that are already present within the warded area at the
time of casting.
Magic/Spellcasting (hours): This sub-effect prevents
specified spells and magical abilities from being cast
or functioning within the warded area. The caster may
be as vague or as detailed as he desires concerning the
spell effects and magical abilities that trigger the ward,
which can be adjusted on the spot, per each casting of
the spell. The specified restrictions apply to all magical
sources, including the caster himself. Restricted spell
effects and magical abilities cannot be cast from within
the warded area and cannot be cast into the warded area
from outside. Additionally, all restricted duration-based
effects are temporarily suspended if an affected creature or object enters the ward (an effects duration still
counts down normally during this time). Note that the
Suppress Magic spell effect cannot be warded and it
may always be cast from within or into a warded area.
This sub-effect may not be cast if its restrictions would
apply to specified spell effects or magical abilities that
are already present within the warded area at the time
of casting.
Combat/Hostility (minutes): This sub-effect prevents
all creatures inside the warded area from engaging in
combat or taking any form of hostile or destructive
actions, either directly or indirectly. Tempers may still
flare, angry words/shouts can still be spoken, but no
hostile acts can be attempted. Note that while creatures
inside the warded area cannot attempt hostile actions,
the spell effect does nothing to prevent hostile attacks
or spells from being directed into the warded area
from outside. Likewise, inherent dangerous conditions
and natural environmental factors are not prevented
(weather-related effects, structural instability, etc.), but
attempting to manifest such events through the use of
actions or spells from within the warded area is still
prevented. This sub-effect may not be cast if combat or
other forms of hostility are already taking place within
the warded area at the time of casting.
Permanent Wards [R]: An area can be enchanted with a
permanent ward, but doing so consumes magical reagents worth a
varying amount according to the wards sub-effect and size:
Permanent Ward
Entry
Magic/Spellcasting
Combat/Hostility
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Elemental
SV varies, duration varies
This spell effect allows the caster to control the element of
water, which includes ice, snow, fog, and steam. It cannot create
water but rather manipulates existing water. Note that since this
effect is freeform it can be tailored on the spot to use any general
options (duplicated spell effects must still adhere to the options
that they are normally allowed to select; see below).
Water Creatures: Creatures that are composed of water,
ice, snow, fog, or steam, such as those who possess the Elemental
Form trait, are not inherently vulnerable to this spell effect any
more so than are standard creatures.
Unique Abilities: The following abilities are unique to the
Water Control spell effect and can be attempted without the penalties imposed by duplicated spell effects:
Buoyancy (CM +1, SV 5, minutes): This ability causes
all affected creatures and objects to float, regardless of
their respective weights and densities, while the risks
of sinking and drowning are generally ignored. Submerged creatures and unattended objects continually
move toward the surface at a rate of 2 squares (10 feet)
at the beginning of each round. Affected creatures are
still able to submerge, but downward movement costs
are doubled. Affected creatures and objects may still be
forced under by sufficient weight or force (GMs call),
temporarily halting any automatic upward movement.
This ability may only use an area-effect template for its
target area, which affects all creatures and objects that
are fully contained within its area, but those that are
even partially outside are not affected.
Draw Water (CM varies, SV 5, rounds): This ability
quickly draws a fresh spout of liquid water out of natural ground, which flows at a rate of 1 gallon per round.
The type of terrain determines the abilitys CM: marsh/
swamp/coastal +1, temperate/tropical/tundra 0, rocky/
wastes 1, or desert/volcanic 2. This ability does not
require that a target area option be selected and there is
no CM adjustment.
MAGIC
Freeze Water (CM 0, SV special, instant): This ability
instantly freezes existing water within the target area.
An SV 5 is used, but if a creature is mostly submerged
within the target area then its Concentration stat is also
added to the SV. Success renders the victim grappled
and requires a successful Might check to break free, as
modified by the victims Combat Maneuvers stat; living victims that are fully submerged are also encased in
ice and are unable to breathe (refer to General Rules:
Holding Your Breath in Chapter 4 for more information). The SV required to break free varies according to
the victims creature size. This ability may only use an
area-effect template for its target area. The reason why
the SV scales according to the victims creature size is
so that modifiers from traits can still be applied to the
victims Combat Maneuvers stat, while canceling-out
the victims inherent creature size modifier (i.e. the
math is already incorporated into the tables values).
Victim's
Break Free
Creature Size
SV
Tiny
3
Small
4
Medium
5
Large
6
Huge
7
Enormous
9
Gigantic
11
Colossal
14
Melt Ice/Snow (CM +3, SV 5, instant): This ability instantly melts all ice and snow within the target area. It
may only use an area-effect template for its target area.
Duplicated Spell Effects: Water Control may also mimic
other existing spell effects, but doing so imposes an additional
CM of 2 to the casters discipline check and the spell effect may
also be restricted in other ways. The following spell effects may
be duplicated by Water Control:
Freedom: Achieving a standard success grants unrestricted movement only while swimming (+2 Swim
Speed bonus), walking on ice (no slipping), or walking
through knee-deep snow (no hindrance). Achieving a
critical success also eliminates the Precision and damage penalties for underwater combat, plus underwater
range increments are no longer halved; Awareness
checks may still be required and/or impaired, however.
Obscurement: Fog or steam may be used to create a field
of obscurement, assuming that a sufficient volume of
water, ice, snow, fog, or steam is present in the general
area (GMs call).
Slick: A sufficient volume of water must already be present in the general area (GMs call), which quickly flows
to the desired location and instantly freezes.
Telekinesis: Water, snow, and ice can be manipulated using either the Throw or Levitate sub-effects. Concerning the Throw sub-effect, a sufficient volume of water
Elemental
SV 5, duration varies
This spell effect has three distinct sub-effects that can ease
barred doors, undermine locks, or degrade materials (the CM and
duration vary according to which sub-effect is selected):
Ease Barred Doors (CM 0, minutes): This sub-effect allows the caster to magically ease the opening of barred
doors, portcullises, grates, or other types of mechanical
portals. Success reduces the amount of weight that is
needed to force the door open according to its relative
size; each critical success reduces the amount even further. For instance, achieving one critical success on a
large door would reduce the amount of weight required
to force it open by 2,250 pounds, regardless of the various methods that are being used to reinforce it (being
locked, being secured with a crossbar, stacking objects
against it, etc.). Refer to the Might discipline in Chapter
1 for more information.
Door Size
Tiny
Small
Medium
Large
Huge
Enormous
Gigantic
Colossal
Undermine Locks (CM +1, hours): This sub-effect allows the caster to magically undermine the complexity
of locks. Each success and critical success subtracts 2
from the locks Tinkering SV that is needed to pick it,
to a minimum of SV 1.
Degrade Materials (CM +1, rounds): This sub-effect
allows the caster to magically degrade the Resilience
value of an object so that it is less able to withstand
attacks. Each success and critical success subtracts 2
from the objects Resilience value, to a minimum of 0.
However, in the case of armor, the penalty is halved to
1 per each success and critical success (a whole suit of
armor is treated as a single object); reducing a suit of
armors Resilience value causes it to provide less protection for its wearer, to a minimum Total Resilience
contribution of 0. Lastly, be aware that attempting to
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degrade an attended object compares the casters result
against the Concentration stat of the items possessor, if
unwilling (instead of SV 5).
Stacking Limitation: Multiple applications of the same
sub-effect cannot be stacked together, either from the same caster
or from different casters. However, different sub-effects can be
cast on the same object, such as easing a barred door, undermining its lock, and degrading its Resilience value.
General Options: The general options for this spell effect
must adhere to the following special rules:
Target Area: The self only option may not be selected. The
single target and multiple target options apply an additional CM for the size of each affected object: tiny/
small/medium 0, large/huge 1, enormous 2, gigantic
3, and colossal 4. An objects size is equivalent to the
corresponding size of the creature for which it was designed. An area-effect template affects all objects that
are fully contained within its area, but those that are
even partially outside are not affected.
Nature
SV varies, duration varies
This spell effect allows the caster to control the weather. It
cannot create new weather conditions outright but rather manipulates existing weather conditions. Note that since this effect is
freeform it can be tailored on the spot to use any general options
(duplicated spell effects must still adhere to the options that they
are normally allowed to select; see below).
Unique Abilities: The following abilities are unique to the
Weather Control spell effect and can be attempted without the
penalties imposed by duplicated spell effects:
Comfort (CM +1, SV 5, minutes): This ability allows the
target and her equipment to remain undampened by
natural precipitation (rain, snow, sleet, hail) and unhindered by wind of less than destructive force. Even light
airborne debris (dust, sand, etc.) poses no discomfort
but may still obscure vision. The target also gains a +2
bonus to Constitution checks that are made to resist
stamina loss in extreme temperatures. No protection is
offered against dangerous or impeding conditions, such
as fire, lava, lightning strikes, flooding, deep snow, or
flying debris from winds of destructive-force. Likewise, this ability does not protect against damage from
cold or heat based attacks.
Local Shift (CM 2, SV 5, hours) [S]: This ability alters
the temperature and/or weather conditions in the local
area. Each success and critical success may shift either
the temperature +/20 or the weather severity by one
tier in either direction. For instance, with one critical
success the caster could shift the temperature 40, shift
the severity from calm to moderate, or combine both
applications by shifting temperature 20 and shifting
severity from calm to mild. Refer to General Rules:
Weather in Chapter 4 for more information. The GM
should make a note of the original temperature and
severity tier for reference since multiple shifts cannot
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MAGIC
ANIMATED MINIONS
The Animate Minion spell effect allows your character to
construct artificial, magical beings to serve and/or fight for him
and his allies. Each minion requires its own separate spell.
BASIC RULES
Caster's
Total CPV
Any
175+
250+
Minion's Base
Character Points
50
70
90
Casting
Modifier
0
2
4
Minion Type/Form
Gaseous Elemental
Solid Elemental
Liquid Elemental or
Undead (any form)
Energy Elemental
Giving Commands
Character Point
Modifier
10
5
No adjustment
+5
Multiple Minions
As a general rule, PCs may not control more than one pet,
enchanted companion, animated minion, or summoned creature
during a battle (mounts do not count). If your character has multiple creatures and minions then one must be chosen to assist
during battle and it should be assumed that the others are occupied with non-combative tasks (guarding the partys rear, waiting
in reserve, etc.). Note, however, that GM-controlled monsters and
NPCs are not required to follow this rule.
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Elemental Form: Type: All elemental minions must purchase the Elemental Form creature trait before their remaining
character points can be allocated (costs are listed in parenthesis):
Energy (4): This minion is composed of either electricity
or fire. It tends to be the most difficult form of elemental to create, but it receives a +5 character point bonus
as compensation. Sufficient electricity or fire must be
nearby (regardless of the actual energy type), covering
an area equal to the minions occupied space, and the
equivalent portion is extinguished when the minion is
formed. Fire may be spread deliberately in order to create enough energy but may pose additional risks in the
process. It gains the following inherent modifiers:
+1 Defense stat
+1 Speed stats (all forms)
+1 Agility discipline
1 Brute Force stat
1 Might discipline
Gaseous (6): This minion is composed of gas. It tends to
be the easiest form of elemental to create since air is
almost always available (except perhaps while underwater), but it suffers a 10 character point penalty. It
gains the following inherent modifiers:
+1 Accuracy attribute
+1 Flight Speed stat
+1 Flying discipline
1 Brute Force stat
1 Total Resilience stat
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MAGIC
Multiple Forms (combined cost): This minion is composed of two or more elemental forms and gains the
inherent modifiers from all of them. Its character point
cost is equal to the total combined value. A character point modifier is applied to the minion based on
which elemental form is the most difficult to create, as
arranged from most difficult to least difficult: energy
liquid solid gaseous. Lastly, only the most
difficult form of material or energy is required for the
minions creationless difficult materials are provided
automatically by the magic of the spell. For instance, an
energy/solid elemental would gain +5 character points,
but it would require sufficient nearby electricity or fire
in order to form (solid materials would be provided by
the magic automatically).
POINT ALLOCATION
Refer to Designing Creatures in Chapter 7 to begin designing your characters animated minion, but remember to adhere to
the following restrictions:
Attribute Aptitudes: Animated minions must always possess a moderate aptitude in every attribute except for Accuracy,
which must always be difficult.
Health & Stamina: Minions do not spend or gain character
points for selecting these quantities. Instead they either possess 3
points in both quantities or 4 points in one quantity and 2 points
in the other (your choice when first designed).
Creature Size: Minions may select any creature size. Tiny
and small sizes grant additional character points to spend, independent of the 10 point limit for selecting detrimental creature
traits (see below). Large and greater creature sizes cost character
points, accordingly.
Disadvantages & Creeds: Mindless animated minions may
only select faculty penalty and handicap disadvantages; bestial
and sapient minions may select from all disadvantage categories
freely. However, a minions disadvantages do not grant additional
character points as compensation.
Advantages: Advantages are off-limits to minions, except
for Dodge, Focus, Resolute, and Unarmed Expertise. Selecting
the optional Borrowed Knowledge special quality partially circumvents this restriction (see below).
Creature Traits: These traits may be selected freely, unless
otherwise noted in their descriptions. Unlike for standard disadvantages, character points are granted for selecting detrimental
creature traits. However, the minion can only gain up to 10 character points from all of the selected traits. Most detrimental traits
list an inherent value and an optional valueanimated minions
must always use the optional value if one is listed.
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order is restricted to being ten words or less, and is interpreted in
as literal a manner as possible. Ongoing orders are also ranked so
that the minion will follow the first order, while possible, then the
second, then the third. Ongoing orders that contradict one another
are ignored, and if no orders can be followed then the minion
reverts to its inactive state (unable to move or perform actions
but still able to defend itself). Ongoing orders can be instilled into
the minion automatically as part of the spells design, if desired,
and they can also be changed afterwards (requiring one action per
order). The caster may still issue standard orders normally, which
supersede all ongoing orders, but line-of-effect is still required.
This quality cannot be combined with the Intelligence quality.
Borrowed Knowledge [25g]: This quality allows the minion to select advantages that the caster himself already possesses.
General, combat, and combat technique advantages are all permitted regardless of the minions mental state. Sapient undead
minions may also purchase mystical and vocational advantages
as long as the caster already possesses the trait in question (spells
and bardic songs must also match those of the caster).
Intelligence: Type [varies; undead only]: This quality traps
and anchors an undead minions former spirit to its new form (if
the minions form consists of multiple corpses then only one spirit
is selected). The minion gains a greater degree of independence
according to its mental state and can act on its own without the
need for orders by the caster. However, the caster can still issue
standard mental orders, which always take precedence and must
be obeyed, but doing so is now considered a free action; standard
mental orders still require line-of-effect when issued, but the minion can perform its orders freely without the need of the casters
supervision (an intelligent minion acts on its own initiative order
when not in the presence of its caster). Much of the minions personality is retained from its former life, including any roleplaying
disadvantages, but no additional character points are granted. It
also retains vague recollections and memories, but it cannot recall
technical details (the spirit of a wizard might remember casting
spells while alive, but it would be unable to do so now). This
quality cannot be combined with the Automaton quality.
Bestial [25g]: This minion is granted bestial intelligence.
When not commanded to act by its caster it behaves
in an instinctual manner befitting its original species.
Bestial minions automatically respond as if they had
received both combat training and mount training
Sapient [50g]: This minion is granted sapience. When not
commanded to act by its caster it is free to pursue any
goals or interests that it desires. The minion is unable
to willfully act against its caster, but it can sometimes
be rather mischievous in how it chooses to interpret the
casters orders, per the GMs discretion. This is due to
the resentment at having been reanimated as undead.
The minions languages are assigned by the caster, but
the selection is limited to his own languages or those
that the minion knew in its former life.
Permanence [250g]: This quality creates a permanent minion that exists until it is destroyed. If the caster is killed then the
minion is effectively set free. Mindless animated minions go
rogue and wander aimlessly, reacting aggressively to any living
creatures they encounter. Automatons continue to perform their
174
Name/Creature
Being Non-Living
Size
Large
Def 1
Brute 3
Sp/Thr
60
Block
Conc 4
Com 1
CPV
Mindless
EF
2x2
Fort
Notice 2
Run 5
Stam 2
B Resil 3
T Resil 7
Swim 3
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [M]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [M]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [M]
Constitution [M]
Perseverance [E]
Toughness [E]
2
1
0
0
d81
0
1
1
0
0
0
0
0
0
1
d4
1
1
1
2
1
d6
1
0
0
1
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [M]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [M]
Climbing [E]
Jumping [E]
Might [M]
Resistances
Weaknesses
Cold 4
60
Health 4
Fly
Rank
Die/Mod
d41
d41
1
0
0
0
d6
1
1
0
Heat +4
Attacks
Traits
MAGIC
BARDIC SONGS
All music has the power to inspire, but bards are actually
able to infuse their music with magical energy that enables them
to bolster their allies and/or to hinder their foes. However, much
like standard spells, the performance of bardic songs can often
result in the loss of stamina points.
PERFORMING SONGS
Your character can learn to perform bardic songs by purchasing the Bard vocational advantage. Songs are performed using the
Musician profession. Note that the Spell Precision discipline is
also used when ending a song with the Damage coda.
The result of your characters Musician profession check
or Spell Precision check is compared against SV 5 and/or the
targets Concentration, Defense, or Fortitude stats according to
each songs individual melodies and coda. If the result meets or
exceeds each indicated value then that particular melody or coda
succeeds. Even if some or all of the melodies fail your character
may still continue performing the song in order to maintain the
melodies that were successful and to attempt the coda (a critical
failure on the initial check prevents a song from being performed).
Note that it is necessary to keep track of the songs original
total result to determine if certain melodies affect enemies that
move into range after a song has already started (see below).
Risk of Stamina Loss: All songs risk stamina loss when
they are initially performed. Whenever your characters initial
Musician roll is a 1 she immediately loses one point of stamina,
regardless of the modified result and whether or not any of the
melodies succeed; songs that have codas that possess the stamina
loss song descriptor [S] are exceptions and always incur stamina
loss when their initial Musician checks are attempted. Maintenance checks and coda checks never risk or incur stamina loss.
Minimum Volume: Playing and maintaining a song requires
a moderate level of volume that one would generally use when
performing for a small crowd. Bards are notorious for their hindrance of Stealth-based actions while performing songs (except
for actions that ignore hearing altogether). In other words, bards
tend to attract significant attention when performing their songs.
Deaf Targets: Targets with the Deaf (R2) disadvantage are
immune to the effects of most bardic melodies and codas. However, the Counterspell melody and the Damage coda still function
normally against deafened targets.
vocals, but that a bard may still initiate the performance of new
songs while muted if using the instrument only performance style
(1 penalty) or a wind instrument (no penalty).
Proper musical instruments always require the use of two
hands to play (arms/tentacles only; prehensile tails cannot assist
when performing bardic songs). The same limbs that are used to
play the instrument may not be used for any other tasks while the
song is being performed or maintained, not even if affected by
the Hasten spell effect or bardic song, and if the bard is disarmed,
grappled, or tripped the song immediately ends. Likewise, a bard
who chooses to provide vocal accompaniment is prohibited from
using her voice to speak, cast spells, or perform other vocal tasks.
Performance Styles: There are several performance styles
that your character can choose to employ when performing songs.
She may adjust her choice of style for each new song, but once a
songs performance begins the style cannot be switched until the
song ends (doing so would end the song). Each performance style
option presents various situational conditions:
Instrument & Vocals: This style is the standard method of
performing bardic songs. It offers no benefits but imposes no penalties.
Instrument Only: This style allows your character to use
her voice for other tasks, but a 1 penalty is applied to
all Musician checks and Spell Precision checks for the
song in question.
Vocals Only: This style allows your character to perform
the song vocally, which frees her arms for other tasks.
However, a 2 penalty is applied to all Musician checks
and Spell Precision checks for the song in question.
Wind Instrument: Songs that are performed using a wind
instrument present a unique situation. They still require
the use of two hands to play, but they also require your
characters breath in order to produce their sounds,
which prevents the use of her voice for other tasks.
Wind instruments lack the flexibility of being able to
switch between styles, but they impose no penalties and
render their songs immune to the Silence: Mute spell
effect since the instrument itself produces the sounds.
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CHAPTER 5
The effects of a bards song end immediately when she stops
playing her instrument and/or providing vocal accompaniment,
such as when failing a maintenance check, willfully ending a
song, or attempting the songs coda (even if the coda fails). All of
the songs melodies cease immediately after the codas check is
completed (they do not remain active until the end of the round).
Coda: Each song must be paired with one coda that can
be played to conclude its performance (this choice is part of the
songs design when purchased). Playing the coda is an entirely
optional step for each songs performance and may be skipped, if
desired. To play the coda your character must make a new Musician check, but only the codas own CM is applied to its check. A
coda cannot be attempted during a songs initial round, but it can
be attempted in any subsequent round of the bards choosing. No
maintenance check is required in the round in which she attempts
the coda. Unlike melody effects, codas produce effects that can
persist for certain lengths of time after a song has ended (refer to
each codas description for specific durations). A coda may still
be attempted even if some or all of the songs melodies failed to
meet their respective SVs (suffering a critical failure on the initial
check prevents a song from being performed). Lastly, a new song
cannot be started in the same round that a coda is attempted.
Casting Modifiers
176
Song Descriptors
DESIGNING SONGS
Each of your characters songs must be designed individually by selecting up to three melodies and one coda from her
repertoire of known bardic effects, as determined by her rank in
the Bard vocational advantage (Rank 1 grants access to the basic
melodies and codas, while Rank 2 grants full access to them all).
Note that additional melodies cannot be added to a song after its
design has been completed.
EXAMPLE SONGS
MAGIC
Song Name
Melody #1
[I]? 3
Targets
[S]?
Allies
SV
Melody CM
5
Coda
the Distract spell/song (and vice versa); while both durations persist
[I]? 3
Targets
Allies
SV
SV
Targets
SV Fort.
[I]?
[I]? 3
Melody #3
R: 2
Coda CM
Insanity
Duration
Melody #2
Song Name
Melody #1
Opus of Onslaught
Imp. F.: BF
[I]?
Targets
[S]? 3
Allies
SV
Melody CM
5
Allies gain a bonus to their Brute Force stat equal to +1 with a standard
success or +2 with a critical success. It cannot be stacked with the same
[I]?
Targets
Allies
SV
Allies gain a bonus to their Run Speed stat equal to +1 with a standard
success or +2 with a critical success. It cannot be stacked with the same
bonus from a magical item, Improve Faculty, or Siphon Faculty.
Melody #3
Counterspell
[I]?
Targets Enem.
SV
Duration
Coda CM
[I]?
Hasten
R: 2
SV
Coda
Thin Cone
Sphere
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CHAPTER 5
BASIC MELODIES
Concentrate (CM 1, SV 5) [I]
This melody imbues all allies with a heightened sense of focus, preventing them from becoming distracted. Being caught by
surprise is still possible, however. Allies who are also affected by
the Distract spell/song have its penalties temporarily suspended,
essentially canceling-out both effects while their durations overlap, but while both effects persist allies may still be distracted
normally (multiple melee opponents, Intimidation, etc.).
This melody causes all enemies to become distracted. Enemies who are also affected by the Concentrate spell/song have
its benefits temporarily suspended, essentially canceling-out both
effects while their durations overlap, but while both effects persist enemies may still be distracted normally (multiple melee opponents, Intimidation, etc.).
Faculty Improved
Brute Force, Combat Maneuvers,
Encumbrance Factor, Flight Speed,
Notice, Run Speed, or Swim Speed
Base Resilience, Concentration,
Defense, or Fortitude
Charisma, Dexterity, Endurance,
Intellect, Perception, or Strength
CM
1
2
4
178
value, made positive (a 2 resistance grants a +1 bonus, a 4 resistance grants a +2 bonus, etc.).
Stacking Limitations: Multiple resistances of the same type
cannot be stacked togetheronly the strongest value is applied.
Resistances and weaknesses can be stacked together but counteract each other, leaving only the difference. For instance, if an ally
has an inherent heat weakness of +2 and receives a heat resistance
of 4 from the bards song then the overall modifier would be a
heat resistance of 2.
ADVANCED MELODIES
Counterspell (CM 2, SV 5)
MAGIC
Freedom (CM 3, SV 5)
BASIC CODAS
Damage: Type (CM 1, SV Defense)
Musician
Profession
Rank 1
Rank 2
Rank 3
Bard's Size
Tiny
Small
Medium
Large
Huge
Enormous
Gigantic
Colossal
Damage
Modifier
0
+2
+4
2
1
0
+2
+4
+7
+10
+14
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CHAPTER 5
Physical: A physical damage coda inflicts an additional
+2 points of damage against objects (including weapons and shields) and solid-form elementals. Physical
damage is the only damage type that is unaffected by
either resistances or weaknesses.
Shadow: A shadow damage coda that manages to inflict
health loss imposes a 2 penalty on all of the targets
damage checks on his next turn. However, shadow
damage codas are weaker when performed in direct
sunlight, based on the bards position, and impose a 1
CM to the bards Spell Precision checks. Artificial light
and indirect sunlight do not impose this penalty.
Duration: This coda has an instant duration.
Insanity Outcomes
Result
Result
1
2
3
4
5
6
7
8
9
10
11
12
Mental Disadvantage
Dimwitted
Fearful
Forgetful
Imperceptive
Impulsive
Multiple Personalities
(60% 2, 30% 3, 10% 4)
Nervous
Nightmares
Paranoid
Strange
Uncharismatic
Violent (75% R1, 25% R2)
Duration: This coda has a duration that lasts until the end of
the current round plus 2 additional rounds.
180
[Roll: d12]
Target Actions
10
11
12
MAGIC
ADVANCED CODAS
Bad Luck (CM 3, SV Concentration)
This coda afflicts affected targets with bad luck. All of a targets discipline checks, profession checks, and damage checks are
made twice and the lesser of the two results is used. Note that this
coda does not apply to Initiative checks that are made to determine turn order in combat.
Duration: This coda has a special duration that lasts until
the end of each affected targets next turn.
This coda greatly slows affected targets metabolisms, preventing them from attempting more than one action per round
and forbidding all sprinting checks. If the bard achieves a critical
success then a 1 penalty is also applied to each affected targets
sole action each round.
Ettins that are affected by this coda may perform up to two
actions each round (one action per mind), but if the bard achieves
a critical success then the 1 penalty is applied to each minds
sole action.
Slow vs. Hasten: These spell effects or codas counteract one
another so that a target who is affected by both simply acts normally while their durations persist.
Duration: This coda has a duration that lasts until the end of
the current round plus 2 additional rounds.
181
COMPENDIUM
CHAPTER 6
COMPENDIUM
T
PLAYABLE SPECIES
Selecting your characters species from one of the 37 available choices (44 if you include all of the various subspecies) is
perhaps the single most important decision that you will make
during the character creation process. It will impact almost every
aspect of your character and will provide a wholly unique playing
experience. For instance, while a pixie and an ogre can both be
played as warriors their general play styles will be quite different.
Ettins & Shades: Be aware that ettins and shades are much
more complicated than other playable species and involve unique
rules and restrictions. Both require GM approval before they can
be selected, and an ettin also requires two players!
Species Boxes
Inherent Traits
Inherent traits are those that every member of a species possesses. The species value already accounts for the sum of their
character point values, which is why all species begin the game
with a different amount of unspent points.
Magical Traits (): Traits that are magical in nature are
marked with a blue star for ease of reference. Certain spells and
powers may affect or react differently to magical traits, so this
helps to identify which abilities are affected.
Optional Traits
183
CHAPTER 6
184
COMPENDIUM
185
CHAPTER 6
186
COMPENDIUM
Charisma
Easy
Intellect
Moderate
ARNURIAN [31]
Dexterity
Endurance
Difficult
Easy
Perception
Strength
Difficult
Moderate
Age Milestones
Child 8, Adolescent 13, Adult 19, Elder 64
Average Adult Height
Average Adult Weight
Male 6 ft 3 in
Male 182 lb
Female 5 ft 11 in
Female 156 lb
Suggested Languages
Common Disadvantages
Arnurian (Baraelic)
Diligent (2)
Halvari (Baraelic)
Perfectionist (2)
Prynnish (Baraelic)
Proper (2)
Creature Size
Health
Stamina
Medium
3
3
Arnurians possess physical traits that allow them to exist
equally well underwater and on land, and are able to survive in
either environment indefinitely. Small gills on their necks allow
them to breathe normally while underwater. Their hands and feet
are both webbed and their forearms and calves are finned, which
allows for better swimming. Arnurians skin is light green in color
and their eyes are usually intense shades of green or yellow. Their
hair, including facial hair for men, is commonly white, silver,
blond, or gold.
Personality: Arnurians tend to be very patient, displaying
impressive self-control when faced with adversity. They almost
never allow their emotions to get the better of them, and prefer to
retain a reserved outlook whenever possible. Integrity, belief in
tradition, and adherence to law are of paramount importance to
many arnurians. Most also strive to improve themselves and their
communities, often committing their entire lives toward pursuits
that require great investment and focus.
Amphibious
Arnurians can breathe normally both underwater and on land,
plus they can speak and be understood clearly underwater.
They cannot drown while swimming.
Aquatic Superiority
+1 Swim Speed stat
+1 Swimming discipline
+1 Defense stat but only while fully submerged underwater;
the bonus is removed when on land
Failing Swimming checks for having the minimum rank of 0
or for swimming in turbulent water only causes arnurians
to sink 5 feet and prevents base movement, but they may
still perform actions (including sprinting).
Arnurian Heritage
+1 Might discipline
1 Running discipline
1 Tinkering discipline
Enhanced Sprinting: Swimming
Swimming checks for sprinting grant a +3 bonus per each
success and critical success (instead of +2).
Heightened Senses (multiple)
Dark Sight [Partial] (vision): Visual darkness penalties are
Enduring (5)
+1 Endurance attribute
Foreign Expertise (7)
+1 Charisma attribute
+1 Social Knowledge discipline
Fortified Stamina (10)
+1 stamina point
Surface Sight (2)
Arnurians that spend most of their lives on the surface world
sometimes lose the ability to see as well in the depths. The
Heightened Sense: Dark Sight [Partial] trait is removed.
Weakness: Cold +2 (2)
Cold damage is increased by up to 2 points per attack.
The arnurian suffers a 1 Constitution penalty when resisting
stamina loss in cold temperatures.
Willful (4)
+1 Fortitude stat
Charisma
Moderate
Intellect
Difficult
BROWNIE [33]
Dexterity
Endurance
Moderate
Moderate
Perception
Strength
Moderate
Easy
Age Milestones
Child 4, Adolescent 7, Adult 11, Elder 37
Average Adult Height
Average Adult Weight
Male 11 in
Male 2.13 lb
Female 10 in
Female 1.75 lb
Suggested Languages
Common Disadvantages
Brownie (Fayen)
Headstrong (2)
Gharen (Baraelic)
Mischievous (2)
Saerdish (Fayen)
Violent (R1; 2)
Creature Size
Health
Stamina
Tiny
4
3
187
CHAPTER 6
Brownies stand just under one foot tall and appear deceptively frail and weak, even by fay standards. They tend to have
small frames with little muscle mass, which serves to mask their
magically-enhanced strength. Brownies have fair skin and dark
hair that is usually brown or black in color, including facial hair
for men. Their eyes are shades of blue, gray, or brown. Brownies
also have pointed ears.
Personality: Brownies are often whimsical and possess a
childish sense of humor. However, they are also known for being
quick to take offense and for settling their disputes with violence.
Most brownies also tend to be somewhat overconfident in their
abilities and can prove to be quite stubborn once theyve made
up their minds. Their society is based upon the rule of might
with great importance being placed upon an individuals physical
prowess in battle.
Brownie Heritage
+1 Fortitude stat
+1 Survival discipline
Communicate: Animals
Brownies can communicate freely with all bestial creatures,
except for plants. Such communication is fully two-way,
free of language barriers, and can be deceptive, if desired.
The method of communication varies from one bestial creature to another but generally involves oral sounds and
movements. Note that most bestial creatures cannot distinguish between cultural terms unless they are inherently
familiar with such things.
Leaping
Jumping distances are doubled, both for horizontal and vertical jumps (simply calculate the distance normally and
then multiply by 2). Brownies also ignore the first 5 feet
of falling damage when making Jumping checks.
Magically Strong
+1 Strength attribute
+1 Base Resilience stat
+3 Brute Force stat
+1 Combat Maneuvers stat
Brownies are far stronger than their tiny size would otherwise
indicate and have a weight multiple of x1 in regards to
encumbrance and Might checks (instead of the standard
x0.1). Their Encumbrance Factor stat is also calculated
as if their creature size were actually medium. Brownies
still use a weight multiple of x0.1 in regards to equipment
weight, so encumbrance is rarely an issue.
188
Charisma
Moderate
Intellect
Moderate
CENTAUR [35]
Dexterity
Endurance
Difficult
Easy
Perception
Strength
Moderate
Moderate
Age Milestones
Child 6, Adolescent 10, Adult 15, Elder 55
Average Adult Height
Average Adult Weight
Male 8 ft 1 in
Male 1,135 lb
Female 7 ft 8 in
Female 966 lb
Suggested Languages
Common Disadvantages
Centaur (Baraelic)
Impulsive (2)
Rokovi (Drakish)
Minimalist (R1; 2)
Temdarish (Fayen)
Somber (2)
Creature Size
Health
Stamina
Large
3
4
Centaurs are large quadrupeds that resemble horses, but they
possess the upper torso, arms, and head of a humanoid. Their skin
tones can range from fair to dark but most possess tan complexions. Hair colors and patterns mimic those of most horse breeds.
Adult males are capable of growing facial hair. Eye colors are
normally shades of brown, blue, or green.
Personality: Centaurs place little value on personal feelings
and individual desires, instead thinking first of the overall wellbeing of their clan. For most centaurs the needs of their clan come
before those of even their immediate family, which in turn come
before the needs of the individual. Centaur society is nomadic
and is divided into large clans that often relocate according to
seasonal and environmental factors. As such, they rarely become
emotionally attached to specific places or material possessions.
COMPENDIUM
Mounted Movement: Running
+15 Encumbrance Factor stat
Centaurs are treated as mounts in regards to land-based traveling times. They may also utilize the Mounted special
quality of weapons to enhance their own charging attacks.
Spirit Walk
Centaurs may turn incorporeal, appearing as if they are out of
focus with the rest of the world. They lack a physical form
and cannot generally affect the material world or be affected by corporeal means unless they willfully manifest
into a corporeal state. This ability mimics the Phase Shift
spell effect; please refer to Chapter 5 for specific details.
Activation [S]: Geomancy check of SV 5, applying a total
CM of 0; one point of stamina is always lost when this
ability is attempted
Target Area: self only
Range: reach
Duration: 5 rounds (plus current round)
Weakness: Arcane +2
Arcane damage is increased by up to 2 points per attack.
DRAK'THAR [34]
Charisma
Moderate
Intellect
Easy
Dexterity
Endurance
Moderate
Moderate
Perception
Strength
Moderate
Difficult
Age Milestones
Child 16, Adolescent 27, Adult 40, Elder 134
Average Adult Height
Average Adult Weight
Male 1 ft 9 in
Male 18.4 lb
Female 1 ft 8 in
Female 15.8 lb
Suggested Languages
Common Disadvantages
Drak'thar (Drakish)
Deceitful (2)
Nalue'ven (Fayen)
Envious (2)
Orr'thek (Tulgoren)
Greedy (2)
Creature Size
Health
Stamina
Small
3
3
Drakthar are small draconic humanoids that are believed
to have descended from true dragons long ago. Their bodies are
covered in tiny scales, the color of which corresponds to specific
189
CHAPTER 6
190
COMPENDIUM
Target Area: area-effect, small thin cone template
Range: reach
Duration: instant
Enhanced Unarmed Attacks (multiple)
Claws [Hands and Feet]: d6 damage; possesses the Fast special quality, which reduces any multiple action penalties
to claw attacks by 1 point (all other actions in the round
suffer the full multiple action penalty accrued)
Horns: d6 damage; grants +1 bonus when making and resisting bullrush attempts and +2 damage bonus when used for
making charging attacks
Flight: Wings
Drakthar are able to fly using their wings, but they are susceptible to tripping attempts. They must also land in order
to rest or sleep.
Charisma
Moderate
Intellect
Moderate
DRYAD [33]
Dexterity
Endurance
Moderate
Easy
Perception
Strength
Moderate
Difficult
Age Milestones
Child 18, Adolescent 30, Adult 45, Elder 150
Average Adult Height
Average Adult Weight
Male 5 ft
Male 116 lb
Female 4 ft 9 in
Female 100 lb
Suggested Languages
Common Disadvantages
Dryad (Fayen)
Diligent (2)
Rokovi (Drakish)
Merciful (2)
Temdarish (Fayen)
Pacifist (6)
Creature Size
Health
Stamina
Medium
3
3
Dryads possess slender frames and have elongated, angular
physical features. They have light brown skin, but their hair and
eye colors change wildly according to their surroundings, mimicking the appearance of the most abundant or dominant species
of local plant-life. Changes occur quickly, often within an hour of
exposure. In areas devoid of plants a dryads hair and eyes turn
pitch black. Men are capable of growing facial hair. Dryads have
slightly pointed ears.
Arboreal Protector
Dryads gain a +1 bonus to all Precision and damage checks
when fighting in dense forests or jungles. Note that simply
being near a few trees or even within a lightly wooded
area is insufficient to grant these bonuses.
Communicate: Plants
Dryads may communicate freely with all bestial and sapient
plants (dryads and lavossi are considered plants for the
purpose of this ability). Such communication is fully twoway, free of language barriers, and can be deceptive, if
desired. Note that most plants are actually mindless and
are thus incapable of communication.
Bestial plants tend to communicate through slight movements
and vibrations, and their responses are often very difficult and alien to interpret. Unless the plant in question has
unique senses it may not be able to relate certain details.
For instance, asking a bestial plant that lacks sight if orcs
have passed through the forest recently is likely to get no
response, whereas asking if any creatures have brushed
against its bark or trodden upon its roots would tend to be
more forthcoming.
Dryad Heritage
+1 Geomancy discipline
+1 Survival discipline
Natures Blessing
Dryads continually manifest an invisible protective aura that
affects themselves and all allies within 5 feet (allies are
affected if any portion of their occupied spaces are within
range). The aura grants a +1 bonus to one of the following
specified stats: Base Resilience, Concentration, Defense,
or Fortitude. Allies who move out of range instantly lose
the bonus until they return. The stat may be changed each
day, but doing so requires a full nights rest (at least 6
hours of sleep). The aura is automatically active whenever the dryad is conscious and cannot be suppressed or
negated via any means. The same blessings from multiple
dryads do not stack, but different blessings are permitted.
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CHAPTER 6
Tree Form
A dryad can temporarily merge her body and possessions into
a living tree (rooted, mindless trees only). After making
physical contact, and if the attempt succeeds, her body
immediately ceases to exist and her spiritual essence is
merged within the tree itself. On her turn she may choose
to rematerialize in her original space as a free action.
Activation: Geomancy check of SV 5, applying a total CM of
+1; stamina loss occurs if a 1 is rolled
Senses: While in tree form a dryad exists in a unique state
of consciousness and is completely unaware of herthe
treessurroundings, except for the passage of time and
the absence or presence of sunlight (other light sources
cannot be perceived). If someone touches the tree and
speaks the dryads name aloud then she can hear their
words while they remain in contact, but she is unable to
detect any other sounds.
Benefits: Spending at least 6 hours in tree form is the equivalent of a full nights rest and grants a +5 bonus to the
dryads daily Constitution checks for restoring lost health
points and recovering from damaged faculties, but the
Healing discipline cannot be used to grant further assistance. The dryads humanoid body is also refreshed and
provided with sustenance if at least 6 hours were spent in
tree form, assuming that the tree had adequate access to
water and proper nourishment.
Damage: While in tree form any damage suffered by the tree
is also shared with the dryad, regardless of any protections
or resistances she may possess. If the tree is killed before
she is able to rematerialize then she also dies and her body
and possessions instantly reappear in her original space.
Undead Dryads: Undead dryads, such as dryad vampires or
shades that take dryads as hosts, may still assume tree
form normally and they automatically recover a single
health point every 6 hours. However, due to their undead
nature this act drains the tree of its own life at the same
rate, and if the tree is killed before the dryad leaves then
the dryad is also destroyed. Additionally, undead dryads
that possess the Undead Appetite trait temporarily suspend their desire to feed while in tree form and do not risk
allowing their hunger to become ravenous (unless it was
already at that point prior to entering tree form).
192
Charisma
Difficult
Intellect
Moderate
DWARF [33]
Dexterity
Endurance
Difficult
Easy
Perception
Strength
Moderate
Easy
Age Milestones
Child 10, Adolescent 17, Adult 25, Elder 175
Average Adult Height
Average Adult Weight
Male 4 ft
Male 140 lb
Female 3 ft 10 in
Female 121 lb
Suggested Languages
Common Disadvantages
Avarrish (Runic)
Alcoholic (4)
Dwarf (Runic)
Greedy (2)
Khorrish (Runic)
Headstrong (2)
Creature Size
Health
Stamina
Medium
3
3
Although short in height, dwarves possess rather stout and
sturdy frames. Their skin tones range in color from pale to tan,
while their hair and eye colors have a much wider spectrum akin
to those of humans. Contrary to popular belief, dwarven women
do not and cannot grow facial hair or beards. However, dwarven
men are very fond of their beards, which are viewed as badges of
pride by other dwarves.
Personality: As far as first impressions are concerned most
dwarves seem short-tempered and dour to those who are unfamiliar with their ways. They tend to speak their minds without worry
of whom their words may offend. On the other hand, dwarves
have a deep sense of honor and their oaths are stronger than steel.
They tend to be a bit greedy and have a fondness for gems and
precious metals of all varieties.
Dwarf Heritage
+1 Endurance attribute
+1 Base Resilience stat
+1 Appraisal discipline
Heightened Sense
Dark Sight [Partial] (vision): Visual darkness penalties are
lessened to 1 (the standard penalty is 2). Colors cannot
be discerned in darkness.
Relentless
Dwarves ignore all fatigue contributions from stamina loss.
Lost stamina tokens are set aside instead of being moved
into the dwarfs fatigue row (lost health tokens still count
toward fatigue normally).
Resistance: Cold 2
Cold damage is reduced by 2 points per attack.
Dwarves receive a +1 Constitution bonus when resisting
stamina loss in cold temperatures.
COMPENDIUM
Strong Back
+5 Encumbrance Factor stat
+1 Might discipline
Surefooted
When standing on solid ground a dwarf gains a +1 bonus to
his Combat Maneuvers and Total Resilience stats after any
turn in which no movement was taken. These bonuses are
only applied after his turn has ended, and they immediately cease when he moves from his current spot, whether
willfully or involuntarily (including falling prone).
Weakness: Electricity +2
Electricity damage is increased by up to 2 points per attack.
Battle-Hardened (6)
+1 Brute Force stat
+1 Combat Maneuvers stat
Drunken Prowess (1)
The dwarf is adapt at resisting the negative effects of being
drunk, such that all penalties are lessened by one point.
Other effects of being drunk remain unchanged.
Dulled Mind (5)
1 Intellect attribute
1 Concentration stat
Fortified Stamina (10)
+1 stamina point
Lumbersome (3)
1 Initiative discipline
1 Running discipline
Willful (4)
+1 Fortitude stat
ELVES
Charisma
Moderate
Intellect
Moderate
Dexterity
Endurance
Easy
Difficult
Perception
Strength
Easy
Difficult
Age Milestones
Child 12, Adolescent 20, Adult 30; elves do not age
physically beyond adulthood (refer to sidebar)
Average Adult Height
Average Adult Weight
Male 6 ft
Male 140 lb
Female 5 ft 8 in
Female 119 lb
Suggested Languages
Common Disadvantages
Elf (Fayen)
Arrogant (2)
Khorrish (Runic)
Diligent (2)
Nalue'ven (Fayen)
Somber (2)
Creature Size
Health
Stamina
Medium
3
3
Karavor elves (the Unscathed) are those who were either
living abroad or traveling beyond Retherbraes borders at the
time of its fall, and includes all of their descendants. They often
appear delicate and possess slender frames with sharp features,
such as pointed ears, and exhibit mannerisms that hint at refined
elegance and grace. Karavor elves have fair skin that is almost
porcelain-like to behold. Their hair is most often blond, but dark
colors are not uncommon; elven men cannot grow facial hair. Eye
colors vary greatly, but shades of blue, green, and amber are the
most prevalent.
Personality: Karavor elves are an ancient and long-lived
species that has a love of both nature and magic. To others, they
often seem too serious-minded and proud. They do in fact have a
strong sense of humor, but it is often too subtle for other species
to truly appreciate. Karavor elves are rarely impulsive or hasty,
and they tend to carefully study a situation before committing to
a decisionit is often said that karavor elves are slow to act but
once they do their resolve is without equal.
Elder Power
Karavor elves may attempt to negate an enemys spell or
magical ability, including bardic songs, magical combat
techniques, triggered magical items, and even magical
traps. This ability mimics the Counterspell spell effect;
please refer to Chapter 5 for specific details.
Activation: Sorcery check of SV 5, applying a total CM of 0;
stamina loss occurs if a 1 is rolled
Target Area: self only
Range: reach (a counterspell may affect an enemy or magical
trap up to 50 feet away and within line-of-effect)
Duration: 2 rounds (plus current round)
Karavor Elf Heritage
+1 Defense stat
5 Encumbrance Factor stat
1 Constitution discipline
Heightened Sense
Dark Sight [Partial] (vision): Visual darkness penalties are
lessened to 1 (the standard penalty is 2). Colors cannot
be discerned in darkness.
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Magical Aptitude
Karavor elves may wear up to 3 pieces of greater magical
apparel (the standard limit is 2 pieces).
Natures Grace
+1 Agility discipline
Karavor elves ignore all movement penalties for zones of
control and rough terrain, both during combat and when
traveling. Penalties for traveling during turbulent weather
are also ignored.
A karavor elfs steps are light and leave behind few traces.
Attempts at Tracking her passage suffer 4 penalties.
Resistance: Arcane 2
Arcane damage is reduced by 2 points per attack.
Silent Hunter
+1 Awareness discipline
+1 Stealth discipline
Charisma
Moderate
Intellect
Moderate
Dexterity
Endurance
Moderate
Difficult
Perception
Strength
Easy
Moderate
Age Milestones
Child 12, Adolescent 20, Adult 30; elves do not age
physically beyond adulthood (refer to sidebar)
Average Adult Height
Average Adult Weight
Male 6 ft
Male 158 lb
Female 5 ft 8 in
Female 134 lb
Suggested Languages
Common Disadvantages
Dwennish (Drakish)
Arrogant (2)
Ekaskan (Drakish)
Cruel (2)
Elf (Fayen)
Secretive (2)
Creature Size
Health
Stamina
Medium
3
3
Rethenod elves (the Shadow-Scarred) are those who were
present in the Kingdom of Retherbrae during its fall but who
were fortunate enough to escape with their lives, and includes all
of their descendants. Rethenod elves appear somewhat hardier
194
than their unscathed cousins and their physical qualities are less
refined overall, but they still possess sharp features and pointed
ears. Their skin colors range from ashen gray to pitch black, but
dark purple is also common. Hair colors are white, gray, or black,
and eye colors tend to be either gray or violet. Rethenod men
cannot grow facial hair.
Personality: Rethenod elves were not only altered physically by the Fall of Retherbrae, but their minds and emotions
were also twisted by the shadows embrace. The majority of
rethenod elves display cruel tendencies and care nothing for the
suffering of others. They view themselves as being superior to all
other species, especially to karavor elves, whom they regard with
particular loathing. Such lesser beings are rarely trusted and are
instead thought of as little more than pawns to be ruled-over and
manipulated as situations dictate.
Heightened Sense
Dark Sight [Full] (vision): Visual darkness penalties are
eliminated entirely (the standard penalty is 2). Colors
cannot be discerned in darkness.
Magical Aptitude
Rethenod elves may wear up to 3 pieces of greater magical
apparel (the standard limit is 2 pieces).
Resistance: Arcane 2
Arcane damage is reduced by 2 points per attack.
Resistance: Shadow 4
Shadow damage is reduced by 4 points per attack.
Rethenod Elf Heritage
+1 Concentration stat
1 Constitution discipline
Silent Hunter
+1 Awareness discipline
+1 Stealth discipline
Summon Shadows
Rethenod elves may surround themselves in a magical aura
of damaging shadows. This ability mimics the Damage
Aura: Shadow spell effect; please refer to Chapter 5 for
specific details.
Activation: Sorcery check of SV 5, applying a total CM of 1;
stamina loss occurs if a 1 is rolled
Target Area: self only
Range: reach
Duration: 5 rounds (plus current round)
COMPENDIUM
Fortified Stamina (10)
+1 stamina point
Immunity: Shadow (4)
The elf is completely immune to shadow damage.
Lean (1)
5 Encumbrance Factor stat
Charisma
Moderate
Intellect
Moderate
ETTIN [35]
Dexterity
Endurance
Difficult
Moderate
Perception
Strength
Moderate
Easy
Age Milestones
Child 5, Adolescent 9, Adult 13, Elder 44
Average Adult Height
Average Adult Weight
Male 11 ft 5 in
Male 3,329 lb
Female 10 ft 10 in
Female 2,847 lb
Suggested Languages
Common Disadvantages
Ettin (Tulgoren)
Envious (2)
Khorrish (Runic)
Headstrong (2)
Unndolic (Runic)
Impulsive (2)
Creature Size
Health
Stamina
Huge
3
4
Requires GM approval!
Requires two players to create and play!
Ettins are huge two-headed humanoids with long muscular
arms and extremely hardy physiques. Their skin tones can range
from light tan to bronze. An ettins hair colors can vary widely,
and both heads may even possess different colors; male ettins are
capable of growing facial hair. Many eye colors are also possible,
including more exotic and intense shades, but an ettins eyes are
unusual in that one head never has the same eye color as its twin.
Personality: Ettins possess two separate minds, each with
its own personality, attitudes, and sense of identity. Sometimes
both minds share similar outlooks, but more often than not they
are vastly different from one another. It is therefore common for
both of an ettins heads to constantly bicker and challenge each
other for control of the body, but for some ettins, one mind will
assume a dominant role while the other is more submissive. An
ettins minds are always the same gender and are referred to as
twins. It is also quite common for one or both twins to act out of
jealousy and to be resentful about having to share control. This
often causes one twin to act in haste in order to assert its dominance, which usually results in unintended consequences.
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mind to assist with two-handed actions). The mind who initiates
the action is responsible for making the discipline or profession
check and incurs any multiple action penalties, if applicable; his
twins assistance is considered a free action.
Ettins are not generally fond of two-handed weapons since
they require the use of both minds arms to wield. This means that
making a two-handed attack removes the other minds options
to either make its own attack using its respective arm or to cast
a spell for the round. The Channeling magical quality, the use of
mental spells [M], or relying on other traits can alleviate much of
this problem, but twins who routinely disagree might be better
off avoiding two-handed weapons altogether. Lastly, as is true for
other creatures, ettins who equip a shield in each arm only gain
the defensive benefits from the best one, but the other shield can
still be used as a weapon.
CPVs & Character Point Awards: Ettins have an Equivalent CPV that represents the creatures overall level of power, but
each mind has its own Individual CPV as well. The Equivalent
CPV for new ettin characters is 155, while the Individual CPVs
are both 125. Essentially, each of the ettins individual minds
is equal to a standard playable species, but the overall ettin is a
more powerful creature since it is basically the equivalent of two
characters in one oversized body. Rules that refer to the whole
ettin are based on its Equivalent CPV, such as the Shapechange
and Summon Creature spell effects and Creature Lore discipline
checks. Rules that refer to an individuals mind are based on the
Individual CPV, such as regaining fortune points and the Animate
Minion and Charm spell effects.
Assuming that both of an ettins players are in attendance,
each new character point that is awarded increases the Equivalent
CPV and both Individual CPVs by +1 (unspent and total values).
However, even if one of an ettins players is absent from the game
the ettin can still be played by considering the absent players
mind to be drifting (see below). Additionally, it is customary to
award character points to the attending player normally but only
to increase the ettins Equivalent CPV by half the total amount.
For instance, if 5 character points are awarded for the session then
the attending players Individual CPV would be increased by +5,
but the ettins Equivalent CPV would only increase by +2.5 (the
absent player would not receive any character points).
Spending Character Points: All faculties and traits are
classified as being either individual or shared. Individual faculties
and traits are purchased normally, but each mind must acquire
them separately (one mind cannot make use of an individual trait
that its twin possesses, unless it too has purchased the same trait).
On the other hand, shared faculties and traits must be purchased
in unison, essentially doubling their costs, but the ettins entire
body is equally affected. For instance, the Endurance attribute
would normally cost 5 character points to increase from Rank 1
to Rank 2 (moderate aptitude), but since it is a shared faculty each
mind must pay 5 character points (for a total of 10 points).
Shared costs must be paid equally by both minds and may
not be paid disproportionately. For instance, one mind could
not pay 6 character points while the other only paid 4 character
points, but rather both would have to pay 5 points. Also note that
if either mind is unwilling to pay the cost for a shared faculty or
trait then the purchase cannot be made.
196
COMPENDIUM
disciplines, and two-handed tasks are generally impossible since
only one arm can be used. This rule exists as a means to allow
an ettin to still be played even when one of its players is absent.
Starting Money: Ettin PCs start the game with 100 gold
pieces (50g for each player). The purchasing of equipment and its
use is often a point of contention between the ettins minds since
each is likely to prefer different weapons, armor, and supplies.
Fortune Points: Ettin PCs each acquire and spend fortune
points separately, per mind, but they cannot be used to reroll the
other minds discipline or profession checks. Either mind may
use their fortune points to force enemy rerolls (since these always
target the whole ettin) or to restore health/stamina. Fortune points
are reacquired according to each minds Individual CPV.
Greater Magical Apparel: Ettins are still limited to only
being able to wear up to two pieces of greater magical apparel,
but the magical effects of such items are shared fully by both of
its minds. For instance, a ring that grants a +1 bonus to Intellect
would grant the attribute bonus to both minds. Triggered magical
effects may be activated by either mind, but the acting mind is
responsible for making the necessary spellcasting check.
Death and Resurrection: Due to an ettins unique physical
anatomy it is impossible for one mind to survive if the other mind
is killed (if one head is severed then the whole ettin dies). Death
occurs immediately for both minds, regardless of the cause. Fortunately, ettins are still treated as a single creature concerning the
Resurrection spell effect, which means that both minds can be
brought back to life simultaneously with only a single casting.
Confined Expertise
When occupying a confined space, ettins only suffer a 1
penalty to Defense, most physical actions, and melee and
ranged damage checks (the standard penalty is 2). They
may also attempt to squeeze through doors or openings
that are two sizes smaller by making an Agility check of
SV 3 (the standard check requires SV 5).
Confusing Coordination
1 Dexterity attribute
1 Defense stat
1 Speed stats (all forms)
1 Initiative discipline
Each of an ettins minds has exclusive control over its own
head and arm, but it is forced to share control of the rest of
its body with its twin, often necessitating control checks.
Dual Focus
Harder to Distract/Surprise: Ettins are harder to distract and
surprise since they possess two heads. Both minds must
be preoccupied, successfully intimidated (see below), or
the ettin must be within the zones of control of three or
more melee combatants to be considered distracted. Both
minds must be considered surprised before an opponent
gains a Precision bonus against the ettin. Note that an ettin
counts as a single melee combatant when determining if
its enemies are themselves distracted. Also be aware that
charging attacks still cause the ettin to become distracted
until its next turn, but both minds may apply the benefits
of the charge on their first melee attacks.
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198
COMPENDIUM
Tiny Trepidation (individual; 3)
The mind that selects this trait experiences apprehension and
general unease whenever he is in the presence of one or
more tiny size creatures (pixies, ikranid scouts, imps,
brownies, puppies, etc.), meaning that they are within his
natural reach and that he is aware of their presence. At
such times, he suffers a 1 penalty to all of his discipline,
profession, and damage checks, even if the tiny creatures
are considered to be his allies. Lesser tiny creatures, such
as most insects and rodents, do not tend to trigger this
penalty unless they interact with the ettin directly (swarms
or packs of such creatures always trigger this penalty).
Weakness: Arcane +2 (shared; 1 each)
Arcane damage is increased by up to 2 points per attack.
Charisma
Easy
Intellect
Easy
FERELLIK [33]
Dexterity
Endurance
Difficult
Difficult
Perception
Strength
Easy
Difficult
Age Milestones
Child 8, Adolescent 13, Adult 20, Elder 67
Average Adult Height
Average Adult Weight
Male 10 ft
Male 698 lb
Female 9 ft 6 in
Female 599 lb
Suggested Languages
Common Disadvantages
Ferellik (Baraelic)
Inquisitive (2)
Prynnish (Baraelic)
Pacifist (6)
Vristin (Tulgoren)
Perfectionist (2)
Creature Size
Health
Stamina
Large
3
3
Ferelliks are a rather unique species. They are large in size,
but have thin elongated bodies that are ill-suited for great physical
exertion. They are, however, extremely magical beings that possess impressive mystical capabilities. Ferelliks have lavender or
violet skin that is highlighted with patterns of numerous intricate
markings that are similar in appearance to tattoos. These markings are darker shades of blue or purple and are entirely natural
and present at birth. Each pattern is wholly unique in its design,
much like the variety and complexity of fingerprints. Ferelliks
can only grow hair on their heads (including facial hair for men),
which along with eye color often matches the shade of their skin
patterns. Ferelliks also have long pointed ears.
Personality: Most ferelliks tend to be quite brilliant and are
often regarded as some of the foremost experts on the arcane due
to their inherent magical abilities. Many ferelliks dedicate their
lives to the accumulation of knowledge, and are always seeking to learn and discover new things about the world. Ferellik
communities generally promote peace and nonaggression, and a
ferelliks large creature size and magical talents are often more
than enough to dissuade any would-be aggressors. On the whole,
their society rarely becomes involved directly in the political or
regional conflicts of other species. However, individual ferelliks
will sometimes allow themselves to become entangled in such
affairs, but this is usually due more to their personal curiosity than
for political reasons.
Ferellik Heritage
1 Toughness discipline
Inborn Tap
Ferelliks may hold one magical tap. Please refer to the Magical Tap advantage in Chapter 2 for specific details.
Knowledgeable
+1 Creature Lore discipline
+1 Social Knowledge discipline
Magical Essence
+1 bonus to one spellcasting discipline of the ferelliks choice
Geomancy, Mysticism, or Sorcery)
Mystical Transference
Ferelliks may steal a targets most recent active spell effect or
magical ability and acquire it for themselves. This ability
mimics the Steal Magic spell effect; please refer to Chapter 5 for specific details.
Activation: Mysticism check against Concentration, applying
a total CM of 0; stamina loss occurs if a 1 is rolled
Target Area: single target
Range: reach
Duration: special
Thin Frame
1 Brute Force stat
15 Encumbrance Factor stat
1 Total Resilience stat
1 Might discipline
Weakness: Cold +2
Cold damage is increased by up to 2 points per attack.
Ferelliks suffer a 1 Constitution penalty when resisting
stamina loss in cold temperatures.
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Charisma
Easy
Intellect
Easy
GARGOND [32]
Dexterity
Endurance
Difficult
Moderate
Perception
Strength
Moderate
Difficult
Age Milestones
Child 6, Adolescent 11, Adult 16, Elder 54
Average Adult Height
Average Adult Weight
Male 3 ft 7 in
Male 126 lb
Female 3 ft 5 in
Female 108 lb
Suggested Languages
Common Disadvantages
Dwennish (Drakish)
Arrogant (2)
Ekaskan (Drakish)
Fanatical (3)
Gargond (Runic)
Secretive (2)
Creature Size
Health
Stamina
Medium
3
2
Gargonds have gray skin and their bodies are completely
hairless. They have large leathery wings that extend from their
backs, which grant them the ability to fly. Two small horns jut
from their foreheads, and their hands and feet both end in sharp
claws. Eye colors can vary greatly, including the more exotic hues
of crimson and violet. Gargonds also have pointed ears and a thin
prehensile tail.
Personality: Faith is deeply rooted in gargond culture and
they have a fitting reputation as being religious zealots. However,
despite the extreme religious diversity of their society, many gargonds are rather condescending toward those of differing faiths,
and especially toward other species of differing faiths. Gargonds
tend to be very private individuals and almost never volunteer
unnecessary information, whether personal or otherwise.
200
Heightened Sense
Dark Sight [Partial] (vision): Visual darkness penalties are
lessened to 1 (the standard penalty is 2). Colors cannot
be discerned in darkness.
Slow Flight
1 Flight Speed stat
1 Flying discipline
Still as Stone
Gargonds gain a magical +3 bonus to Stealth when standing
completely still on a solid surface for at least one round.
Taking any actions or making any movements, however
slight, immediately negates the bonus.
Weakness: Arcane +2
Arcane damage is increased by up to 2 points per attack.
Withering Touch
Gargonds can magically degrade the Resilience value of an
object so that it is less able to withstand attacks. This ability mimics the Weaken: Degrade Materials spell effect;
please refer to Chapter 5 for specific details.
Activation: Geomancy check of SV 5, applying a CM of +1
(adjust for object size); stamina loss occurs if a 1 is rolled
Target Area: single target
Range: reach
Duration: 5 rounds (plus current round)
Charisma
Moderate
Intellect
Moderate
GNOLL [34]
Dexterity
Endurance
Easy
Difficult
Perception
Strength
Moderate
Moderate
Age Milestones
Child 6, Adolescent 9, Adult 14, Elder 47
Average Adult Height
Average Adult Weight
Male 5 ft 1 in
Male 163 lb
Female 4 ft 10 in
Female 140 lb
Suggested Languages
Common Disadvantages
Gharen (Baraelic)
Cruel (2)
Gnoll (Drakish)
Deceitful (2)
Rokovi (Drakish)
Nervous (3)
Creature Size
Health
Stamina
Medium
3
3
COMPENDIUM
Gnolls resemble bipedal hyenas with thick, furry hides.
Their fur has a wide range of colors and patterns, but grays and
browns are most common. Eye colors are often very dark shades
of blue, violet, or crimson. Gnolls are generally taller than they
appear and possess somewhat brutish builds.
Personality: Gnolls are very instinctual and social beings,
particularly among their own kind. They are highly motivated by
the thrill of the hunt, especially against prey that is weaker and/
or outnumbered. Most gnolls always seem to be on edge due to
their heightened senses, and will often listen intently to unknown
sounds or raise their snouts to sniff unfamiliar smells. Contrary
to popular belief, gnolls engage in a sophisticated social structure
and are far more civilized than is commonly thought. However,
they have an ill reputation in most communities due to their cruel
demeanors and untrustworthy habits.
Charisma
Moderate
Intellect
Easy
GNOME [33]
Dexterity
Endurance
Difficult
Moderate
Perception
Strength
Moderate
Moderate
Age Milestones
Child 9, Adolescent 15, Adult 22, Elder 120
Average Adult Height
Average Adult Weight
Male 3 ft 1 in
Male 32.4 lb
Female 2 ft 11 in
Female 27.6 lb
Suggested Languages
Common Disadvantages
Gnome (Runic)
Diligent (2)
Khorrish (Runic)
Generous (2)
Saerdish (Fayen)
Inquisitive (2)
Creature Size
Health
Stamina
Small
3
4
Gnomes are short and stocky humanoids. Their skin tones
range from fair to tan. Their hair is usually light in color (blond,
white, or gray), but darker shades are not uncommon. Gnome
men almost always have facial hair, which is usually kept short
and neatly trimmed. Eye colors vary greatly. Gnomes also have
slightly pointed ears.
Personality: For the most part, gnomes are generally very
intelligent, meticulous, and love to prepare. They are curious
about everything, which often leads to trouble. Fortunately, their
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precognitive abilities serve them well when they get in over their
heads. Most gnomes tend to be deeply analytical and can spend
hours lost in their own thoughts and machinations. They usually
get along well with others, but at times they can also be a bit naive
and overly trusting.
Enchanting Touch
Gnomes may enchant any one item with temporary magical
effects. Any type of item is acceptable, including existing
magical items and spell foci. A gnome may choose to keep
the item for herself, or she may trade it to someone else.
Activation [S]: Sorcery check of SV 5, applying a variable
CM according to the combined value of up to two selected
enchantments; one point of stamina is always lost when
this ability is attempted
Enchantments: The chosen item may be imbued with up to
two different enchantments from the following table by
adding both CMs together. Faculty enchantments grant a
+1 bonus to the items bearer (Encumbrance Factor gains
a bonus equal to 5 x the bearers weight multiple instead);
note that the Accuracy attribute, Total Resilience stat, and
disciplines cannot be selected as enchantments. The light
enchantment causes the item to emit magical light equivalent to that of a torch (items corresponding OS x 20 ft).
Item Enchantment
Light
Brute Force, Combat Maneuvers,
Encumbrance Factor, Flight Speed,
Notice, Run Speed, or Swim Speed
Base Resilience, Concentration,
Defense, or Fortitude
Charisma, Dexterity, Endurance
Intellect, Perception, or Strength
CM
0
0
1
2
202
Precognition
Gnomes have a kind of sixth sense that allows them to react
more quickly in dangerous situations.
+1 Concentration stat
+1 Defense stat
+1 Fortitude stat
+1 Initiative discipline
Resistance: Cold 2
Cold damage is reduced by 2 points per attack.
Gnomes receive a +1 Constitution bonus when resisting
stamina loss in cold temperatures.
COMPENDIUM
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CHAPTER 6
GOBLINOIDS
Goblinoids is the collective term that is used when referring to goblins and their three subspecies: bugbears, gobels,
and hobgoblins. Goblins are the core members of the species
and constitute the vast majority of its population, plus they
are the only group that is capable of reproduction (the three
subspecies are all born sterile). Goblin births have a percentage chance of being any of the four types.
Although each of the goblinoid subspecies differ from
one another in size they all share several general physical
characteristics. They possess thick, leathery skin that ranges
in tone from olive to brownish-gray. Most goblinoids have
darker hair colors with streaks of gray intermingled, and this
even holds true for younger specimens. Adult male bugbears,
goblins, and hobgoblins can also grow facial hair and often
do. All goblinoids possess solid-black eyes, which is without
a doubt their most striking physical feature. Their noses are
also flat and their ears are pointed.
Dexterity
Endurance
Moderate
Moderate
Perception
Strength
Easy
Moderate
Age Milestones
Child 6, Adolescent 9, Adult 14, Elder 47
Average Adult Height
Average Adult Weight
Male 7 ft 11 in
Male 832 lb
Suggested Languages
Common Disadvantages
Avarrish (Runic)
Do-Gooder (3)
Goblin (Runic)
Strange (2)
Unndolic (Runic)
Submissive (3)
Creature Size
Health
Stamina
Large
3
3
About 10% of goblin births produce bugbears instead, which
are always male and sterile. Bugbears are the largest goblinoid
subspecies and grow in size at a staggering rate. They quickly attain medium size by early childhood and large size by adulthood,
but their metabolisms also require significantly more food than
other goblinoids. About half of all bugbears also have sharp black
claws on their hands.
Personality: Bugbears are generally subservient within goblinoid society. They rarely hold positions of authority and most
concern themselves with tasks that are more suited to physical
labor or combat. Over time bugbears have gained an ill reputation
among other species owing to their natural ability of being able to
turn themselves invisible. However, many bugbears actually possess a somewhat noble quality and conduct themselves according
to a strict moral code.
204
Dissuading Glance
Opponents suffer a 2 penalty to their Intimidation and Persuasion attempts against bugbears. However, the penalty
is strictly visual and only applies if an opponent can see
the bugbears eyes (other goblinoids are immune).
Heightened Sense
Dark Sight [Partial] (vision): Visual darkness penalties are
lessened to 1 (the standard penalty is 2). Colors cannot
be discerned in darkness.
Magic Instability
Bugbears release a feedback surge of unstable magic when
an opponents hostile spells or magical abilities (including bardic songs and magical combat techniques) fail to
equal or exceed their Concentration, Defense, or Fortitude
stats. An opponent is automatically affected by the surge
and suffers a 1 penalty to all discipline checks involving
spells or magical abilities until the end of his next turn
(damage checks are not penalized). During this time his
magical discipline checks also suffer automatic critical
failures if 1s are rolled (secondary rolls are not required).
Area-effect or multiple target spells or magical abilities
that fail to affect a bugbear still trigger this penalty even
if they successfully affect other targets. Note that a single
opponent can only be penalized once and that multiple
penalties do not stack even if incurred by different bugbears, but rather the duration is simply renewed.
Resistance: Electricity 4
Electricity damage is reduced by 4 points per attack.
Vanishing
Bugbears may render themselves invisible. This ability mimics the Invisibility spell effect; please refer to Chapter 5
for specific details.
Activation: Sorcery check of SV 5, applying a total CM of 0;
stamina loss occurs if a 1 is rolled
Target Area: self only
Range: reach
Duration: 2 rounds (plus current round)
Voracious Appetite
Bugbears require twice the normal amount of food compared
to other creatures of their size (water requirements are not
affected). They are almost always hungry and tend to be
easily motivated by the promise of food.
COMPENDIUM
Laborious Upbringing (4)
+15 Encumbrance Factor stat
+1 Perseverance discipline
Shared Instability (2)
Whenever the bugbears Magic Instability trait is triggered by
an opponent his own spells and magical abilities are also
penalized until the end of his next turn.
Weakness: Acid +2 (1)
Acid damage is increased by up to 2 points per attack.
Charisma
Easy
Intellect
Moderate
Dexterity
Endurance
Moderate
Difficult
Perception
Strength
Moderate
Moderate
Age Milestones
Child 6, Adolescent 11, Adult 16, Elder 51
Average Adult Height
Average Adult Weight
Female 6 ft 4 in
Female 151 lb
Suggested Languages
Common Disadvantages
Avarrish (Runic)
Arrogant (2)
Goblin (Runic)
Ostentatious (2)
Unndolic (Runic)
Strange (2)
Creature Size
Health
Stamina
Medium
3
3
About 5% of goblin births produce gobels instead, which
are always female and sterile. Gobels are considerably taller than
goblins and tend to have proportionally longer limbs. Due to a
common birth defect the skin of many gobels is overly-sensitive
to light and is slightly paler in color. About half of all gobels also
have sharp black claws on their hands.
Personality: Gobels are typically held in very high esteem
within goblinoid society and are virtually guaranteed positions of
power and influence. Goblinoid queens are always gobels, as are
the leaders of most of their noble houses. Many are also groomed
into assuming diplomatic positions within goblinoid society. For
many gobels their sense of entitlement goes to their heads and
they flaunt their power and influence openly. Most gobels can
also be quite flamboyant and eccentric at times, especially from
the viewpoints of other species, but they revel in the attention that
such qualities tend to attract.
Dissuading Glance
Opponents suffer a 2 penalty to their Intimidation and Persuasion attempts against gobels. However, the penalty is
strictly visual and only applies if an opponent can see the
gobels eyes (other goblinoids are immune).
Gobel Heritage
+1 Charisma attribute
+1 Fortitude stat
+1 Climbing discipline
Heightened Sense
Dark Sight [Partial] (vision): Visual darkness penalties are
lessened to 1 (the standard penalty is 2). Colors cannot
be discerned in darkness.
Magic Reflection
Gobels automatically reflect an opponents hostile spells or
magical abilities (including the effects of bardic songs and
magical combat techniques) that fail to equal or exceed
their Concentration, Defense, or Fortitude stats.
Activation: No discipline/profession check is required by the
gobel, but her opponent must make a free check using the
exact same die and all modifiers of his original attempt
(including range penalties). He then compares the result
against his own corresponding stat (he does not risk further stamina loss or pay magical reagent costs). This new
check cannot critically fail, but it can critically succeed. If
the opponents check is successful then he is fully affected
by the spell or magical ability as indicated.
Multiple Targets: Area-effect or multiple target spells or magical abilities that fail to affect a gobel still trigger this trait
even if they successfully affect other targets, but reflected
area-effect spells or magical abilities only affect the original opponent instead of using an area-effect template. An
opponent can only be affected once per each spell/ability,
even if multiple gobels would have reflected its effect.
Duration: The reflected spell or magical ability has a duration
equal to its original design, unless tapped, in which case
it reverts to its standard duration. The effects of hostile
bardic melodies all last until the end of the current round
plus two additional rounds; codas have specific durations.
Resistance: Electricity 4
Electricity damage is reduced by 4 points per attack.
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CHAPTER 6
Charisma
Moderate
Intellect
Easy
Dexterity
Endurance
Easy
Difficult
Perception
Strength
Moderate
Difficult
Age Milestones
Child 6, Adolescent 11, Adult 16, Elder 54
Average Adult Height
Average Adult Weight
Male 2 ft 9 in
Male 24.1 lb
Female 2 ft 7 in
Female 20.4 lb
Suggested Languages
Common Disadvantages
Avarrish (Runic)
Inquisitive (2)
Goblin (Runic)
Secretive (2)
Unndolic (Runic)
Strange (2)
Creature Size
Health
Stamina
Small
3
3
Goblins account for about 75% of the overall goblinoid population. They are smaller and have less muscle mass than their
three subspecies, but their physical features are mostly the same.
All goblins have clawed hands.
Personality: Goblins tend to be the most intellectual and
cunning of the goblinoids. They obsess about solving puzzles and
learning new things, but most are also very private individuals.
Many goblins stubbornly guard their knowledge and are rarely
willing to divulge information freely. Goblins also exhibit odd
behaviors and mannerisms like the other goblinoids, but most are
unusually sociable despite their numerous eccentricities.
Dissuading Glance
Opponents suffer a 2 penalty to their Intimidation and Persuasion attempts against goblins. However, the penalty is
strictly visual and only applies if an opponent can see the
goblins eyes (other goblinoids are immune).
Enhanced Climbing
Goblins cover 10 ft per each success and critical success on
Climbing checks (double the standard distance).
Enhanced Unarmed Attack
Claws [Hands]: d6 damage; possesses the Fast special quality, which reduces any multiple action penalties to claw
attacks by 1 point (all other actions in the round suffer the
full multiple action penalty accrued)
Goblin Heritage
+1 Intellect attribute
+1 Agility discipline
+1 Appraisal discipline
Heightened Sense
Dark Sight [Partial] (vision): Visual darkness penalties are
lessened to 1 (the standard penalty is 2). Colors cannot
be discerned in darkness.
Magic Absorption
Goblins absorb the wasted magical energy of an opponents
hostile spells or magical abilities (including bardic songs
and magical combat techniques) that fail to equal or exceed their Concentration, Defense, or Fortitude stats.
When this occurs the goblin instantly recovers one lost
stamina point, if applicable, and gains a +1 bonus to Geo-
206
Dexterity
Endurance
Difficult
Moderate
Perception
Strength
Moderate
Easy
Age Milestones
Child 6, Adolescent 9, Adult 16, Elder 44
Average Adult Height
Average Adult Weight
Male 5 ft 6 in
Male 193 lb
Suggested Languages
Common Disadvantages
Avarrish (Runic)
Arrogant (2)
Goblin (Runic)
Proper (2)
Unndolic (Runic)
Strange (2)
Creature Size
Health
Stamina
Medium
3
3
COMPENDIUM
common birth defect many hobgoblins possess crooked backs
and walk slightly hunched-over, which restricts their mobility.
All hobgoblins have clawed hands.
Personality: Hobgoblins are usually viewed as being superior to their goblin fellows. They are often groomed to assume
military careers and serve as leaders and champions within goblin
armies. Like other goblinoids, most hobgoblins are quite peculiar
and often display odd habits and mannerisms. They also tend to
view themselves as deserving of power and prestige, despite the
actual validity of such claims. However, hobgoblins are equally
known for their intense loyalty and unwavering sense of duty.
Dissuading Glance
Opponents suffer a 2 penalty to their Intimidation and Persuasion attempts against hobgoblins. However, the penalty is strictly visual and only applies if an opponent can
see the hobgoblins eyes (other goblinoids are immune).
Enhanced Unarmed Attack
Claws [Hands]: d6 damage; possesses the Fast special quality, which reduces any multiple action penalties to claw
attacks by 1 point (all other actions in the round suffer the
full multiple action penalty accrued)
Heightened Sense
Dark Sight [Partial] (vision): Visual darkness penalties are
lessened to 1 (the standard penalty is 2). Colors cannot
be discerned in darkness.
Hobgoblin Heritage
+1 Strength attribute
+5 Encumbrance Factor stat
Magic Siphoning
Hobgoblins drain their opponents of one stamina point when
their hostile spells or magical abilities (including bardic
songs and magical combat techniques) fail to equal or exceed the hobgoblins Concentration, Defense, or Fortitude
stats. The hobgoblin also instantly recovers one of his own
lost stamina points, if applicable. An opponents stamina
loss is in addition to any that he may have suffered as a
result of casting the spell or using the magical ability, and
if his stamina is already depleted then the drained point
becomes implied. Area-effect or multiple target spells or
magical abilities that fail to affect a hobgoblin still trigger
this trait even if they successfully affect other targets. An
opponent can only have one stamina point siphoned per
each spell/ability, even if multiple hobgoblins resist.
Resistance: Electricity 4
Electricity damage is reduced by 4 points per attack.
Charisma
Difficult
Intellect
Difficult
GREMLIN [30]
Dexterity
Endurance
Moderate
Moderate
Perception
Strength
Easy
Easy
Age Milestones
Child 6, Adolescent 10, Adult 15, Elder 50
Average Adult Height
Average Adult Weight
Male 3 ft 4 in
Male 35 lb
Female 3 ft 2 in
Female 30 lb
Suggested Languages
Common Disadvantages
Dwennish (Drakish)
Crude (2)
Ekaskan (Drakish)
Mischievous (2)
Gremlin (Drakish)
Strange (2)
Creature Size
Health
Stamina
Small
4
3
Somewhat resembling miniature trolls, though more squat
and stout, gremlins are small humanoids with big noses, bigger
ears, and wide toothy maws. Their hides are rough and covered
with numerous spiky barbs. A gremlins skin is often green or
dark teal in color, and their eyes are usually yellow or orange.
Gremlins are also hairless except for a few wild strands atop their
scalps, which are either black or dark green in color. Their hands
and feet end in sharp claws.
Personality: Gremlins are often regarded as troublemakers,
mainly due to their disregard for others and their wanton desire
to cause mischief. Most gremlins have very few friends, but then
again, most gremlins dont really care. Even those with whom
they keep regular company often regard them as being weird.
Their habits are unusual, including their appalling appetites and
total lack of manners. While gremlins as a species arent considered to be very bright, many are far more cunning and clever than
they let on, especially concerning mechanical devices. This aptitude, combined with their teleportation ability, makes gremlins
extremely difficult to apprehend and punish.
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Gremlin Heritage
+1 Awareness discipline
+1 Constitution discipline
Heightened Sense
Dark Sight [Partial] (vision): Visual darkness penalties are
lessened to 1 (the standard penalty is 2). Colors cannot
be discerned in darkness.
Limited Teleportation
Gremlins may attempt to teleport short distances. This ability mimics the Teleportation: Short Distance spell effect;
please refer to Chapter 5 for specific details.
Activation: Sorcery check of SV 5, applying a total CM of +2;
stamina loss occurs if a 1 is rolled
Target Area: self only
Range: reach
Duration: instant
Mechanical Savant
Gremlins have an uncanny knack for handling mechanical
devices. Their Tinkering checks only trigger traps or jam
locks when the result is at least 5 points lower than the SV
(the standard spread is at least 3 points lower than the SV);
a critical failure still triggers or jams the device. Gremlins
also treat makeshift tools or implements as lowgrade tools
when disarming traps or picking locks, which reduces the
penalty to 1 (the standard penalty is 2).
+1 Tinkering discipline
Resistance: Acid 4
Acid damage is reduced by 4 points per attack.
Voracious Appetite
Gremlins require twice the normal amount of food compared
to other creatures of their size (water requirements are not
affected). They are almost always hungry and tend to be
easily motivated by the promise of food.
208
Wary (7)
+1 Defense stat
+1 Initiative discipline
Weakness: Mental +2 (1)
Mental damage is increased by up to 2 points per attack.
Charisma
Moderate
Intellect
Difficult
HULDRIAN [32]
Dexterity
Endurance
Easy
Difficult
Perception
Strength
Easy
Moderate
Age Milestones
Child 4, Adolescent 6, Adult 9, Elder 30
Average Adult Height
Average Adult Weight
Male 2 ft 11 in (standing)
Male 40 lb
Female 2 ft 10 in (standing)
Female 35 lb
Suggested Languages
Common Disadvantages
Dwennish (Drakish)
Inquisitive (2)
Halvari (Baraelic)
Lazy (3)
Huldrian (Baraelic)
Minimalist (R1; 2)
Creature Size
Health
Stamina
Small
3
2
Huldrians are quadruped felines that are slightly larger in
size than a lynx. Their massive shoulders and enlarged teeth help
to distinguish them from other kinds of cats. They also have an
extra bone segment and knuckle in each of the fingers on their
front paws, which allows them to hold and manipulate objects
and weapons, though most huldrians prefer to rely on their sharp
claws and strong bite attacks for defense. Those who choose to
wield weapons can do so just fine and are able to stand upright for
brief periods using only their hind legs, but they much prefer to
move and run as quadrupeds. As such, most huldrians will either
hold their weapons in their mouths when running short distances
or sheathe them on their backs for longer treks. Huldrians fur
patterns and colors vary widely according to each prides ancestry
and regional climate, but appearances are limited to the standard
varieties found in most bestial feline species. Eye color also has
an extensive range of variations, but lighter shades of blues and
greens are the dominant types.
Personality: Huldrians often live in prides or extended family groups. Some prides are territorial and are constantly engaged
in war, whereas others reside in more peaceful lands and maintain
diplomatic relations and trading with other species. Despite such
wide variations in their social origins, most huldrians tend to be
rather curious and often have a difficult time when attempting to
ignore the affairs of others. Like bestial feline species, they are
also prone to lying about and conserving their energy for when
it is most needed.
COMPENDIUM
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CHAPTER 6
Claws [Hands and Feet]: d8 damage; possesses the Fast special quality, which reduces any multiple action penalties
to claw attacks by 1 point (all other actions in the round
suffer the full multiple action penalty accrued)
Heightened Senses (multiple)
Dark Sight [Partial] (vision): Visual darkness penalties are
lessened to 1 (the standard penalty is 2). Colors cannot
be discerned in darkness.
Scent [Standard] (smell): Huldrians can identify other creatures and objects by their unique odors, which allows
them to rely on scent for Tracking checks; all Tracking
checks that utilize scent also gain a +1 bonus. Furthermore, huldrians gain a +1 bonus to Awareness checks
when attempting to detect creatures that are using Stealth.
This ability and its benefits do not function underwater.
Huldrian Heritage
+1 Brute Force stat
+1 Climbing discipline
+1 Jumping discipline
Leaping
Jumping distances are doubled, both for horizontal and vertical jumps (simply calculate the distance normally and
then multiply by 2). Huldrians also ignore the first 5 feet
of falling damage when making Jumping checks.
Mounted Movement: Running
+1.5 Encumbrance Factor stat
Huldrians are treated as mounts in regards to land-based traveling times. They may also utilize the Mounted special
quality of weapons to enhance their own charging attacks.
Silent Hunter
+1 Awareness discipline
+1 Stealth discipline
Situational Attacks (multiple)
Pounce: When performing charging attacks a huldrian may
make a free special Jumping check of SV 5 once he has
moved the necessary distance to his target. If successful,
he leaps up against the target and may apply the +2 bonus
damage from the charge to all of his melee attacks that
hit the target this turn (instead of only the first attack).
However, failing the Jumping check prevents the huldrian
from being able to apply the charge bonus damage to any
of his attacks, and he is still distracted until his next turn.
Note that the Jumping check does not allow him to leap
horizontal or vertical distances as it normally would.
Rake: When using their rear claws to inflict weapon damage
during melee grapples huldrians gain a +1 bonus on the
opposed check and a +2 bonus on the damage check.
210
Charisma
Moderate
Intellect
Moderate
HUMAN [5]
Dexterity
Endurance
Moderate
Moderate
Perception
Strength
Moderate
Moderate
Age Milestones
Child 7, Adolescent 12, Adult 18, Elder 60
Average Adult Height
Average Adult Weight
Male 5 ft 10 in
Male 170 lb
Female 5 ft 6 in
Female 145 lb
Suggested Languages
Common Disadvantages
Any
Special Rules
(refer to description)
(refer to description)
Creature Size
Health
Stamina
Medium
3
3
Human beings are exceedingly diverse and possess a wide
range of physical characteristics. Skin, hair, and eye colors differ
greatly according to regional populations. The following descriptions of the major human population centers give a general idea of
prominent features to be found among their people, but even still
it is not terribly uncommon to encounter humans with different
physical qualities:
Dukrillian Ancestry: The bitterly cold northern Kingdom
of Dukrill is home to many humans that are capable
of impressive feats of strength and physical prowess.
Most dukrillians are fair-skinned and possess blond,
red, or light brown hair. Eye colors tend to be blue,
green, or gray.
Emberian Ancestry: Humans that originate from the CityState of Emberfell often make their livings as sailors,
tradesmen, or mercenaries. Most emberians, including
those of humble backgrounds, tend to possess adventurous spirits and mindsets that are more worldly in scope.
The emberian populace represents a rather diverse mix
of skin tones, hair colors, and eye colors.
Errenyrian Ancestry: Humans that hail from the desert
Kingdom of Errenyr are of hardy stock indeed. Their
culture, which is directly descended from the original
Baraelic Empire, has learned to survive and prosper in
one of the least hospitable regions upon the whole of
Arlakor. The majority of errenyrians possess tan or dark
skin, but lighter hair colors are most prevalent. Their
eye colors tend to be amber or shades of brown.
COMPENDIUM
Gharethian Ancestry: Every citizen that is born in the
Kingdom of Ghareth is trained in combat from an
early age and is required to serve in various military
roles throughout their lives (in addition to their chosen
livelihoods). The vast majority of gharethians are darkskinned with dark hair, but graying is quite common
with age. Eye colors are typically blue or green.
Nendairan Ancestry: Growing up in the troubled lands of
the Kingdom of Nendaira is an achievement unto itself.
Preying on the weak, or at least knowing how to avoid
being preyed upon, is a necessity for survival. Nendairans possess a wide assortment of skin tones, hair
colors, and eye colors, none of which are significantly
more prevalent than any others.
Saerdish Ancestry: Humans from the enchanted Realm of
Saerdor tend to have a greater exposure to magic while
growing up. Many often choose to pursue mystical or
intellectual vocations. Saerdish humans tend to possess
fair or tan skin tones, but they usually have darker hair
and eye colors.
Personality: Attempting to generalize human personality
is an exercise in futility since it differs greatly from one person
to another, even among humans from the same region or nation.
Some humans are selfish and others are considerate, some are
cruel and others are kind. Personality is heavily dependent on an
individuals unique background rather than on the human species
as a whole.
Species Value: Humans begin the game with more unspent
character points than any of the other playable species (due to
their lower species value). These additional points give humans
a decisive edge when purchasing advantages, and they can also
be spent on heritage bonuses/traits (see below). This is one of the
main reasons that human beings are so diversified and adaptable.
Suggested Languages: The following table indicates which
languages are the most common for each of the major human
population centers:
Kingdom of Dukrill
Avarrish (Runic)
Unndolic (Runic)
Kingdom of Errenyr
Halvari (Baraelic)
Prynnish (Baraelic)
Kingdom of Nendaira
Dwennish (Drakish)
Ekaskan (Drakish)
City-State of Emberfell
Mhaluun (Tulgoren)
Prynnish (Baraelic)
Kingdom of Ghareth
Gharen (Baraelic)
Nalue'ven (Fayen)
Realm of Saerdor
Nalue'ven (Fayen)
Saerdish (Fayen)
Chosen Attribute
+1 bonus to one attribute of the humans choice (Charisma,
Dexterity, Endurance, Intellect, Perception, or Strength);
Accuracy may not be selected
Human Heritage
Humans may select up to 4 of the following bonuses or traits
by spending character points (the same bonus/trait may
not be purchased multiple times):
ff+1 Base Resilience stat (4)
ff+1 Brute Force stat (3)
ff+1 Combat Maneuvers stat (3)
ff+1 Concentration stat (4)
ff+1 Defense stat (4)
ff+5 Encumbrance Factor stat (2)
ff+1 Fortitude stat (4)
ff+1 Notice stat (3)
ff+1 Run Speed stat (2)
ff+1 Swim Speed stat (1)
ff+1 health point (10)
ff+1 stamina point (10)
ffInborn Tap (10)
The human may hold one magical tap. Please refer
to the Magical Tap advantage in Chapter 2 for
specific details.
ffResistance: Cold 2 (3)
Cold damage is reduced by 2 points per attack.
The human receives a +1 Constitution bonus when
resisting stamina loss in cold temperatures.
IKRANIDS
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Charisma
Moderate
Intellect
Difficult
Dexterity
Endurance
Difficult
Easy
Perception
Strength
Moderate
Easy
Age Milestones
Child 2, Adolescent 3, Adult 5, Elder 17
Average Adult Height
Average Adult Weight
Male 4 ft 1 in
Male 217 lb
Suggested Languages
Common Disadvantages
Ikranid (Tulgoren)
Crude (2)
Mhaluun (Tulgoren)
Strange (2)
Orr'thek (Tulgoren)
Violent (R1; 2)
Creature Size
Health
Stamina
Medium
3
3
Behemoths resemble massive horned-beetles and possess
thick, smooth carapaces. They are considerably larger than other
ikranids (except for queens) and serve as the colonys defenders.
Despite having wings, which are kept concealed underneath their
shells while on land, most behemoths are unable to truly fly and
may only glide instead. All behemoths are male.
Personality: Most behemoths gladly embrace their roles as
guardians of the colony and do not hesitate to act with violence if
necessary. They are instinctively driven to rely on their strength
and martial prowess, and it is quite rare for a behemoth to be able
to suppress this mindset. Other species typically regard them as
oversized vermin due to their alien appearance and mannerisms.
212
Hive Mind
Behemoths are able to communicate telepathically with all
other ikranids (all castes) and may freely convey words,
images, and emotions. Language barriers are not an issue.
Selective Broadcasts: A behemoth can selectively broadcast
specific thoughts to other ikranids that are within his lineof-effect (distance is irrelevant). He may even broadcast
to multiple recipients at the same time, if desired.
Blanket Broadcasts: A blanket broadcast can be sent to all
other ikranids within 100 feet, regardless of line-of-effect
and ignoring all physical barriers. However, a behemoth
may not restrict which ikranids receive the message, and
he cannot detect who may have received it unless a recipient chooses to respond.
Pack Hunter
Behemoths gain an additional +1 Precision bonus (+2 total)
and a +1 damage bonus when they attack targets that are
distracted due to multiple melee opponents.
Charisma
Easy
Intellect
Easy
Dexterity
Endurance
Easy
Difficult
Perception
Strength
Difficult
Difficult
Age Milestones
Child 2, Adolescent 3, Adult 5, Elder 23
Average Adult Height
Average Adult Weight
Female 2 ft 1 in
Female 23 lb
Suggested Languages
Common Disadvantages
Ikranid (Tulgoren)
Proper (2)
Mhaluun (Tulgoren)
Sissy (4)
Orr'thek (Tulgoren)
Strange (2)
Creature Size
Health
Stamina
Small
2
3
COMPENDIUM
Royals possess the body shape of a dragonfly, but their tails
end in a bioluminescent bulb much like that of a firefly. They are
slightly smaller than ikranid workers and are significantly frailer
and less physically capable overall. Royals usually serve as the
field-leaders and diplomats of the colony, but many also choose to
fulfill mystical or intellectual roles. All royals are female.
Personality: Royals are the most social of all the ikranid
castes, but they too are often regarded as being little more than
giant insects by most other species. Despite such misconceptions
most royals tend to conduct themselves with dignity, elegance,
and grace. Due to their lacking physical aptitudes royals tend to
be more delicate than other ikranids, and they often react poorly
when suffering from injuries. However, most royals are not afraid
of accompanying their fellows into the thick of battle and prefer
to serve more as generals by bolstering their allies melee capabilities through the use of pheromones.
Illumination
A royals tail may emit non-magical, bioluminescent light of
an orange-yellow glow. The light produced is equivalent
to that of a torch (OS x 20 ft) and is negated by all forms
of magical darkness. A royal can activate or deactivate her
tails light as a free action at the beginning of her turn, but
it must always remain active for at least one full round.
Pack Hunter
Royals gain an additional +1 Precision bonus (+2 total) and
a +1 damage bonus when they attack targets that are distracted due to multiple melee opponents.
Royal Heritage
+1 Charisma attribute
+1 Social Knowledge discipline
Charisma
Difficult
Intellect
Moderate
Dexterity
Endurance
Easy
Difficult
Perception
Strength
Easy
Moderate
Age Milestones
Child 2, Adolescent 3, Adult 5, Elder 19
Average Adult Height
Average Adult Weight
Female 10 in
Female 3.39 lb
Suggested Languages
Common Disadvantages
Ikranid (Tulgoren)
Inquisitive (2)
Mhaluun (Tulgoren)
Minimalist (R1; 2)
Orr'thek (Tulgoren)
Strange (2)
Creature Size
Health
Stamina
Tiny
2
3
Scouts resemble wasps and are the smallest members of
all the ikranid castes. Their bodies are sleek and excel at both
speed and maneuverability, plus they possess a powerful stinger
that can inject their foes with a numbing poison that reduces their
ability to effectively fight back. As their name suggests, scouts
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CHAPTER 6
serve as the eyes and ears of the entire colony, and they constantly
maintain an ever-watchful perimeter against external threats. All
scouts are female.
Personality: Scouts tend to bear the brunt of most other species apprehension due to their resemblance to common wasps.
Most are naturally inquisitive and constantly struggle to balance
their curiosity with self-restraint. Since scouts are born possessing powerful offensive attacks and impressive defensive qualities
many prefer to rely almost exclusively on their natural gifts and
disdain the use of crafted weapons and armor.
214
Frequency: rounds
Sensory Deprivation: Touch: The victim loses much of his
ability to feel texture and pressure (though not all) until
the poison is cured. He suffers a 1 penalty on all actions
that require physical interactions and all Melee/Ranged
Precision checks. Mental abilities, spellcasting discipline
checks, and Spell Precision checks remain unhindered.
Scout Heritage
+1 Notice stat
COMPENDIUM
Charisma
Difficult
Intellect
Moderate
Dexterity
Endurance
Moderate
Moderate
Perception
Strength
Moderate
Easy
Age Milestones
Child 2, Adolescent 3, Adult 5, Elder 20
Average Adult Height
Average Adult Weight
Female 2 ft 9 in
Female 36.8 lb
Suggested Languages
Common Disadvantages
Ikranid (Tulgoren)
Diligent (2)
Mhaluun (Tulgoren)
Perfectionist (2)
Orr'thek (Tulgoren)
Strange (2)
Creature Size
Health
Stamina
Small
3
3
Workers resemble ants. They are quite strong and possess
powerful mandibles that help them to acquire food and fight off
enemies. Their mouths are also capable of spraying digestive
fluids, which quickly break-down organic substances for easier
consumption by other ikranids. Workers serve their colonies in
whatever roles are most required, whether as gatherers, laborers,
or soldiers. All workers are female.
Personality: Most workers prefer the ordered structure of
the hive and dutifully assume their designated roles within their
colonies. They pursue their assigned tasks with diligence, secure
in the knowledge that their contributions benefit the colony as a
whole. However, like the members of the other ikranid castes,
workers are often regarded by other species as being quite odd
and are usually treated with apprehension.
Acid Spray
Workers can project a natural spray of their digestive fluids
that inflicts acid damage. This ability mimics the Damage: Acid spell effect, despite being natural; please refer
to Chapter 5 for specific details.
Activation: Ranged Precision check against Defense, applying a total CM of 0 (already includes the CM adjustment
for acid damage); stamina loss occurs if a 1 is rolled
Damage Modifiers: This abilitys damage modifiers are based
on a workers Constitution discipline rank (instead of a
spellcasting discipline rank) and small creature size. A 1
penalty is also applied due to the acid damage type.
Target Area: area-effect, small wide cone template
Range: reach
Duration: instant
Additional Appendages: Legs (1 extra pair; 4 to 6 total)
Having four legs grants workers a +2 bonus when resisting
tripping attempts but only while on land. A workers front
two limbs (arms) can also serve as legs, which increases
the bonus to +4 if no items are being held by either limb
(bucklers and Attached weapons are also forbidden).
Burrowing
Workers may burrow and move through dirt, soil, sand, and
other soft earthen materials. Movement is permitted in any
direction but is treated as rough terrain and thus counts for
double the number of squares. Sprinting is also allowed,
but charging attacks and similar movement-based maneuvers are generally prohibited. Subterranean obstacles like
stones or dense roots prevents further burrowing in a particular direction.
Visibility/Defenses: When burrowing occurs directly adjacent to the surface (within 5 feet) a visible trail is left in
the workers wake (ripples, displaced soil, cracks in the
dirt, etc.). Opponents on the surface can often pinpoint
the workers location by these telltale signs and may still
make attacks against her by attacking through full cover.
In such instances the opponent suffers a 2 Precision penalty and the earthen materials bolster the workers Total
Resilience stat by +5. Deeper attacks are possible but are
more difficult to execute; the opponent suffers a 4 Precision penalty and each 5 feet of earthen materials adds a
cumulative +5 bonus to the workers Total Resilience stat.
Tunnels: Burrowed tunnels collapse immediately behind the
worker. However, longer-lasting tunnels can be created, if
desired, but doing so requires about 10 minutes per each
5-foot section. Such tunnels are still somewhat unstable
and usually collapse within a few hours unless permanent
supports are also installed.
Enhanced Climbing
Workers cover 10 ft per each success and critical success on
Climbing checks (double the standard distance).
Enhanced Unarmed Attack
Bite: d6 damage; grappling attempts inflict automatic damage if their called shots succeed; possesses the Vicious
special quality, which inflicts an additional +2 points of
damage with critical hits, plus all severity checks are also
increased by +1 regardless of achieving critical hits
Heightened Senses (multiple)
Scent [Standard] (smell): Workers can identify other creatures
and objects by their unique odors, which allows them to
rely on scent for Tracking checks; all Tracking checks that
utilize scent also gain a +1 bonus. Furthermore, workers
gain a +1 bonus to Awareness checks when attempting to
detect creatures that are using Stealth. This ability and its
benefits do not function underwater.
Tremorlocation [25 ft] (touch): Workers are able to sense
the subtle vibrations of all nearby moving creatures and
objects, regardless of the type of environment (on land,
underwater, while flying, etc.). This sense also functions
through walls and other physical barriers as if they did
not exist, and it is even sensitive enough to detect the
movements of flying creatures and projectiles. In combat,
a creature is considered to be moving unless it stayed in
the same spot and took no physical actions during its last
turn. Physical actions include attacks, casting non-mental
spells, consuming potions, etc.; winged creatures hovering
in place and non-aquatic creatures swimming in place are
always considered to be moving. Tremorlocation allows
workers to ignore all penalties due to blindness, darkness,
and other forms of obscurement (including physical forms
and invisibility) against moving creatures within the abilitys distance. Additionally, workers also gain a +1 bonus
to Awareness checks when attempting to detect creatures
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216
COMPENDIUM
using Stealth within the abilitys distance. Illusions cannot be sensed at all using Tremorlocation alone, and if a
worker is able to perceive a moving illusion via any of her
other senses then the illusions false nature is automatically recognized; moving disguises and charades only apply
a 2 modifier to a workers willpower checks, when applicable, instead of automatically being recognized. This
sensory ability has a distance of 25 feet, as measured from
the edges of a workers occupied space.
Hive Mind
Workers are able to communicate telepathically with all other
ikranids (all castes) and may freely convey words, images, and emotions. Language barriers are not an issue.
Selective Broadcasts: A worker can selectively broadcast specific thoughts to other ikranids that are within her line-ofeffect (distance is irrelevant). She may even broadcast to
multiple recipients at the same time, if desired.
Blanket Broadcasts: A blanket broadcast can be sent to all
other ikranids within 100 feet, regardless of line-of-effect
and ignoring all physical barriers. However, a worker may
not restrict which ikranids receive the message, and she
cannot detect who may have received it unless a recipient
chooses to respond.
Pack Hunter
Workers gain an additional +1 Precision bonus (+2 total) and
a +1 damage bonus when they attack targets that are distracted due to multiple melee opponents.
Voracious Appetite
Workers require twice the normal amount of food compared
to other creatures of their size (water requirements are not
affected). They are almost always hungry and tend to be
easily motivated by the promise of food.
Worker Heritage
+1.5 Encumbrance Factor stat
+1 Might discipline
1 Running discipline
Charisma
Easy
Intellect
Moderate
IMP [35]
Dexterity
Endurance
Easy
Difficult
Perception
Strength
Moderate
Difficult
Age Milestones
Adult 0, Elder 50; imp children and adolescents do
not exist (refer to description)
Average Adult Height
Average Adult Weight
Male 1 ft
Male 3.5 lb
Female 11 in
Female 2.89 lb
Suggested Languages
Common Disadvantages
Lazy (3)
Any
Lustful (2)
(refer to description)
Mischievous (2)
Creature Size
Health
Stamina
Tiny
3
3
Imps are diminutive demonic humanoids. They possess tiny
horns on their foreheads, sharp claws on their hands and feet, batlike leathery wings, and long prehensile tails. Their skin ranges in
color between darker shades of red, purple, or black. Their eyes
are either intensely crimson or violet. Imp men may grow facial
hair. Lastly, all imps are sterile and cannot reproduce.
Personality: Despite their demonic origins imps are not inherently evil. While some do tend to adhere to their dark heritage,
most imps seek to distance themselves from such associations.
Having no memory of their former existence often encourages
imps to emulate the kinds of attitudes and behaviors they first
encounter upon awakening (see below). However, many imps
demonstrate an apathetic outlook toward any kind of meaningful
pursuits and simply prefer to live a hedonistic existence. They
also seem to have an unquenchable passion for causing mischief.
Mysterious Past: Imps are not born unto this world, but for
whatever reason they appear as adults, fully capable and aware
of their abilities. However, an imp has no memory of her past
existence. Her first memory might be of awakening in the middle
of nowhere, emerging from the Vexith , or even finding herself
on the borders of the cursed elven Forest of Retherbrae. Despite
whatever former demonic purposes she might have served, those
memories are forever beyond her ability to recall.
Suggested Languages: An imp learns her initial language
automatically via magic according to the first sapient being that
speaks to her (native or regional languages only). The language is
fully absorbed after only a few minutes, and she can understand
and speak it fluently as if it were her native tongue. All subsequent languages are still learned at the standard pace.
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Enhanced Sprinting: Flying
Flying checks for sprinting grant a +9 bonus per each success
and critical success (instead of +6).
Enhanced Unarmed Attacks (multiple)
Claws [Hands and Feet]: d6 damage; possesses the Fast special quality, which reduces any multiple action penalties
to claw attacks by 1 point (all other actions in the round
suffer the full multiple action penalty accrued)
Flight: Wings
Imps are able to fly using their wings, but they are susceptible
to tripping attempts. They must also land in order to rest
or sleep.
Heightened Sense
Dark Sight [Partial] (vision): Visual darkness penalties are
lessened to 1 (the standard penalty is 2). Colors cannot
be discerned in darkness.
Imp Heritage
+1 Agility discipline
+1 Initiative discipline
0.5 Encumbrance Factor stat
Power of Suggestion
Imps may attempt to sway the minds of others by whispering
demonic syllables into their ears, thereby forcing them to
do the imps bidding. To attempt this ability an imp must
be within reach of a sapient target of small size or bigger
(bestial, mindless, and tiny size creatures are immune).
This ability is auditory and cannot be attempted against
targets that are Deaf (R2) or that are otherwise unable to
hear the imps demonic whisperings. Language barriers
are not an issue due to the magical forces involved.
Activation: Mysticism check against Fortitude, applying a
CM of 3 (adjust for differences in CPV); stamina loss
occurs if a 1 is rolled
Casting Modifier & CPV: A further cumulative 1 penalty is
applied to the CM if the targets CPV exceeds the imps
CPV, and again for every additional 25 points thereafter.
Perching & Duration: If the imps Mysticism check succeeds
then she must perch on the targets head or shoulder, but
doing so is considered a free action and does not require
additional movement. Once perched, the imp gains total
control over the targets movement and actions for as long
as she remains mounted.
Teamwork: The imp and her target act as a team, exactly as
if she were riding a mount, including the risk of falling
off. The targets Defense stat and movement-based stats/
disciplines are used, but they use the imps Initiative discipline. The lack of riding tack (harness, saddle, etc.) does
not penalize the targets Defense stat as it normally would.
Control: Once control has been established the imp is made
fully aware via magic of all of the targets faculties and
traits. Beginning on her next turn she may take direct control of his actions, but every action from either the imp or
her target accrues multiple action penalties. If she chooses
not to command her target for a round he can still defend
himself but otherwise exists in a catatonic state (eyes
glazed over, emotionless, etc.). Furthermore, the target is
never considered surprised against the imps own attacks.
218
Suicidal Actions (critical successes only): Commanding a target to perform a suicidal or self-harming action grants him
a willpower check, applying a 2 modifier, to immediately
break free. Success is bad for the target and means that he
dutifully follows through with the action as commanded,
but each additional suicidal command (if even possible)
grants him a new willpower check. Note that suicidal
commands may only be issued to a target if a critical success was achieved on the imps Mysticism check.
Ending Control: This effect automatically ends whenever the
imp leaves her perch, whether voluntarily or otherwise.
Leaving voluntarily allows her to freely move into an
adjacent unoccupied space of her choosing and does not
consume any of her movement for the round. The effect
also ends if either the imp or the target falls unconscious.
Once the effect has ended the imp may continue to move
but only if the target was not already commanded to move
during the round; the imp may also perform any remaining actions, if desired. Regardless of how the effect ends,
the target is made completely aware of the imps manipulations, but he cannot move or act until the next round; he
also resumes using his own Initiative discipline.
Resistance: Shadow 2
Shadow damage is reduced by 2 points per attack.
Weakness: Divine +2
Divine damage is increased by up to 2 points per attack.
COMPENDIUM
Charisma
Easy
Intellect
Easy
JELGHARI [30]
Dexterity
Endurance
Moderate
Difficult
Perception
Strength
Difficult
Moderate
Age Milestones
Child 8, Adolescent 14, Adult 21, Elder 85
Average Adult Height
Average Adult Weight
Male 5 ft 11 in
Male 173 lb
Female 5 ft 7 in
Female 147 lb
Suggested Languages
Common Disadvantages
Jelghari (Tulgoren)
Deaf (R1; 2)
Mhaluun (Tulgoren)
Proper (2)
Vristin (Tulgoren)
Secretive (2)
Creature Size
Health
Stamina
Medium
3
3
Most jelghari strive to present an image of sophistication
and nobility at all times. They adorn themselves in fine silks and
clothing, precious metals, and colorful jewels, which creates a
striking contrast to their pitch-black skin. Their hair is vibrant and
can be yellow-blond, orange, or red in color, including facial hair
for men, which always matches the color of their eyes. Jelghari
also have two very small tusks that jut upward from their lower
row of teeth.
Personality: Jelghari are often strict observes of customs,
traditions, and etiquette. They generally take comfort in set routines and value efficiency and promptness above other qualities.
Most jelghari tend to speak simply and to the point, providing
as little information as is necessary to convey their meanings.
This adaptation is partly due to their secretive tendencies but
also serves as a way to help accommodate those afflicted by the
Nolgoura genetic condition that afflicts about one-third of all
jelghari with partial deafness. Such jelghari often select the Lip
Reading advantage to help compensate for their lack of hearing.
As such, failing to make eye contact when speaking to a jelghari
is usually considered rude (particularly if the speaker is also jelghari); members of other species are readily forgiven, but those
who observe this custom tend to be received more favorably.
Immunity: Heat
Jelghari are completely immune to heat damage.
They never have to make Constitution checks for stamina
loss in hot temperatures.
Inner Fire
+1 Run Speed stat
+1 Constitution discipline
Jelghari Heritage
+1 Concentration stat
+1 Social Knowledge discipline
Living Flames
A jelghari may ignite one or both of her hands in living
flames, including any held items or weapons. Launched
ranged weapons impart the flames to her ammunition;
projectiles continue to burn until they hit or miss their
target and come to rest. The flames cause no damage to a
jelgharis clothing, equipment, or weapons. Their magical
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CHAPTER 6
Charisma
Moderate
Intellect
Difficult
KREEVOG [31]
Dexterity
Endurance
Moderate
Moderate
Perception
Strength
Easy
Moderate
Age Milestones
Child 1, Adolescent 2, Adult 3, Elder 16
Average Adult Height
Average Adult Weight
Male 4 ft 9 in
Male 163 lb
Female 5 ft 5 in
Female 205 lb
Suggested Languages
Common Disadvantages
Kreevog (Runic)
Crude (2)
Mhaluun (Tulgoren)
Secretive (2)
Orr'thek (Tulgoren)
Violent (R1; 2)
Creature Size
Health
Stamina
Medium
3
2
Kreevogs are essentially oversized sapient mantises. They
are wingless and have sturdier limbs but otherwise resemble their
diminutive counterparts pretty closely. They have four legs, two
extended arms that are lined with deadly claws, two antennae atop
their heads, and powerful mandibles that they use to devour their
prey. Several finger-like digits at the ends of their two arms allow
them to hold and manipulate tools and weapons. The shape and
form of a kreevogs head and eyes can often prove rather unsettling for other creatures to look upon, especially when a kreevog
chooses to employ its Mesmerizing Gaze trait. Kreevogs range in
color from vivid green to darker shades of brown or gray. Female
kreevogs tend to be slightly larger than males.
Personality: Adult kreevogs are often solitary and rarely
choose to live among their own kind. The majority of kreevogs
are loners that prefer to hunt and survive independently, though
on rare occasions small groups will band together for a common
purpose. Those that choose to live in foreign lands are usually
able to eke out a living, but they tend to gravitate toward the
fringe or criminal elements of a community.
220
Leaping
Jumping distances are doubled, both for horizontal and vertical jumps (simply calculate the distance normally and
then multiply by 2). Kreevogs also ignore the first 5 feet
of falling damage when making Jumping checks.
Kreevog Heritage
+1 Initiative discipline
1 Intellect attribute
5 Encumbrance Factor stat
Mesmerizing Gaze
Kreevogs may attempt a special purely-visual Intimidation
check that can halt a targets ability to move and possibly act (even other kreevogs). Only a single target may
be mesmerized at once, and the target must be within 50
feet and line-of-effect. Targets are immune to this ability
if they are Blind (R2) or if they are unable to clearly see
the kreevogs gaze due to obscurement or other factors.
Note that kreevogs may still make standard Intimidation
checks, if preferred.
Alternative Effects: If successful, instead of causing the standard Intimidation effects, this version renders the target
distracted and unable to move or sprint for as long as the
kreevogs gaze is maintained. Achieving a critical success
also renders the target unable to act, but he may still defend himself. While the gaze persists the kreevog is also
considered distracted, but he may still move and perform
actions normally.
Duration: This effect persists for as long as the gaze is maintained and ceases immediately when ended or disrupted
(losing line-of-effect, having either party fall unconscious, etc.). The target may also attempt a willpower
check to break free at the beginning of each of his turns.
Silent Hunter
+1 Awareness discipline
+1 Stealth discipline
COMPENDIUM
Survivalist (5)
+1 Constitution discipline
+1 Survival discipline
Weakness: Cold +2 (2)
Cold damage is increased by up to 2 points per attack.
The kreevog suffers a 1 Constitution penalty when resisting
stamina loss in cold temperatures.
Charisma
Difficult
Intellect
Difficult
KYDORAN [35]
Dexterity
Endurance
Moderate
Easy
Perception
Strength
Easy
Moderate
Age Milestones
Child 7, Adolescent 11, Adult 17, Elder 57
Average Adult Height
Average Adult Weight
Male 6 ft 11 in
Male 272 lb
Female 6 ft 7 in
Female 234 lb
Suggested Languages
Common Disadvantages
Kydoran (Tulgoren)
Crude (2)
Mhaluun (Tulgoren)
Greedy (2)
Prynnish (Baraelic)
Unforgiving (2)
Creature Size
Health
Stamina
Medium
3
3
Kydorans, also referred to as lizard men, are reptilian humanoids. Their hairless bodies are covered in protective scales
that are usually colored green, brown, rust, or gray, with darker
shades being most common. Their underbellies, shoulders, spine,
and joints are covered with larger scales that are usually lighter in
color. The eyes of a kydoran are most often dark green, orange, or
amber. Kydorans possess an elongated snout that conceals a maw
of piercing fangs. Lastly, kydorans have a long, thick tail.
Personality: While very primitive, kydorans are typically
highly disciplined and display fierce loyalty toward their tribes.
Most are trained and conditioned from birth to serve their tribe in
one capacity or another. While not inherently violent, kydorans
can be rather harsh toward outsiders that invade their swampland
homes, and they tend to hold grudges far longer than expected.
In more civilized lands, kydorans are often able to assimilate into
the culture of other species without too much difficulty, though
they are often thought of as crude and are regarded as barely more
than beasts. Many kydorans that choose to venture into foreign
lands become easily swayed by the promise of gold and riches,
and most are all too eager to assume the roles of brigands, mercenaries, or even adventurers in order to acquire wealth.
Corrupted Bloodline: In ages past the kydoran bloodline
was tainted by extensive dealings with demons and involvement
in ritualistic pacts. Although most of these activities have since
been abandoned by the majority of tribes their lingering effects
continue to manifest within the blood of all kydorans.
Blood Pact
Kydorans may attempt to siphon a living targets health. This
ability mimics the Siphon: Health spell effect; please refer
to Chapter 5 for specific details.
Activation [S]: Sorcery check against Concentration, applying a total CM of 0; one point of stamina is always lost
when this ability is attempted
Target Area: single target
Range: reach
Duration: instant
Demonic Legacy
Kydorans can call upon their demonic blood to bolster their
magical abilities, but such power is often unstable. They
can opt to apply a +1 bonus to any Geomancy, Mysticism,
or Sorcery check (prior to rolling), but a critical failure is
risked if a 1, 2, or 3 is rolled. A critical failure then occurs
if the secondary roll is a 1 or 2, as is normally the case.
Enhanced Sprinting: Swimming
Swimming checks for sprinting grant a +3 bonus per each
success and critical success (instead of +2).
Enhanced Unarmed Attacks (multiple)
Bite: d8 damage; grappling attempts inflict automatic damage if their called shots succeed; possesses the Vicious
special quality, which inflicts an additional +2 points of
damage with critical hits, plus all severity checks are also
increased by +1 regardless of achieving critical hits
Tail Swipe: d8 damage; possesses the Trip special quality,
which adds +1 to an opponents SV to resist the maneuver
Extended Breath
Kydorans receive a +3 bonus to Constitution checks that are
made for holding their breath.
Heightened Sense
Scent [Standard] (smell): Kydorans can identify other creatures and objects by their unique odors, which allows
them to rely on scent for Tracking checks; all Tracking
checks that utilize scent also gain a +1 bonus. Furthermore, kydorans gain a +1 bonus to Awareness checks
when attempting to detect creatures that are using Stealth.
This ability and its benefits do not function underwater.
Kydoran Heritage
+1 Total Resilience stat
+1 Survival discipline
1 Perseverance discipline
Resistance: Heat 2
Heat damage is reduced by 2 points per attack.
Kydorans receive a +1 Constitution bonus when resisting
stamina loss in hot temperatures.
Weakness: Cold +2
Cold damage is increased by up to 2 points per attack.
Kydorans suffer a 1 Constitution penalty when resisting
stamina loss in cold temperatures.
Battle-Hardened (6)
+1 Brute Force stat
+1 Combat Maneuvers stat
Leaping (6)
Jumping distances are doubled, both for horizontal and vertical jumps (simply calculate the distance normally and
then multiply by 2). The kydoran also ignores the first 5
feet of falling damage when making Jumping checks.
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222
COMPENDIUM
Lumbersome (3)
1 Initiative discipline
1 Running discipline
Silent Hunter (6)
+1 Awareness discipline
+1 Stealth discipline
Tribal Magic (8)
+1 Concentration stat
+1 Geomancy discipline
Weakness: Divine +2 (1)
Divine damage is increased by up to 2 points per attack.
Charisma
Difficult
Intellect
Easy
LAVOSSI [33]
Dexterity
Endurance
Difficult
Moderate
Perception
Strength
Moderate
Easy
Age Milestones
Child 10, Adolescent 17, Adult 25, Elder 300
Average Adult Height
Average Adult Weight
Male/Female 3 ft 8 in
Male/Female 139 lb
Suggested Languages
Common Disadvantages
Lavossi (Drakish)
Klutz (R1; 4)
Rokovi (Drakish)
Nervous (3)
Temdarish (Fayen)
Strange (2)
Creature Size
Health
Stamina
Medium
3
3
Lavossi are plant-based creatures that exist as a central mass
of dense vines and membranes, from which extends numerous
and more-flexible vines that can mimic arms or prehensile tails.
Their amorphous nature allows them to quickly adjust their composition to produce more or fewer limbs, as each situation dictates. Lavossi move by crawling along the ground using many
smaller vines instead of legs. All of their vines are covered in evergreen leaves, and sometimes flowers, which have a wide range
of colors according to lineage. Lavossi do not possess eyes and
cannot perceive the world visually, but they can sense subtle vibrations using their Tremorlocation trait. They can also make full
use of their other senses (hearing, smell, taste, and touch).
Personality: Lavossi tend to be quite bizarre and have a hard
time fitting in alongside most other species. Their inability to see
gives them a fitting reputation for being clumsy. It doesnt help
that most lavossi are also skeptical and sometimes paranoid about
how the meat-based creatures perceive them. Those who travel
or adventure in foreign lands are often met with arrogance and
ridicule. Most lavossi also tend to have a difficult time concealing
their unease in social situations, especially to those familiar with
their mannerisms.
Biology: Like most other plants, lavossi are able to acquire
their nutrients from the soil and sunlight. When in suitable locations they can root themselves into the ground in order to draw in
food and moisture from the soil and absorb the suns light, which
typically requires about the same amount of time that other creatures take when eating a meal (roughly 10-30 minutes), and which
achieves roughly the same effect. If a lavossi cannot find suitable
soil and/or has no access to sunlight, such as when adventuring
Amorphous: 36 Points
A lavossis body is composed of numerous intertwining vines
that allows her to shift and reshape her form at will. She
is granted 36 points that can be freely assigned toward
forming limbs that mimic arms (12 points each) or prehensile tails (4 points each). Since lavossi also possess
the Awkward Form: No Legs trait they may not use this
ability to form legs.
Readjustment: An action is required for a lavossi to readjust
her body shape, involving any number of changes simultaneously, such as changing one of her arms into two prehensile tails. Leftover points do not have to be used. No
discipline check is needed, but other actions attempted in
the same round suffer multiple action penalties.
Immune to Specific Injuries: Lavossi are immune to specific
injuries and never roll on the Specific Injuries table.
Mimicked Limbs: Mimicked limbs function exactly as they do
for humanoid creatures. Prehensile tails can only hold and
manipulate objects that weigh up to 5 pounds. They can
make attacks and wield one-handed weapons but suffer a
1 penalty to their Precision and damage checks. Prehensile tails are too weak to assist with grappling attempts
or two-handed attacks/tasks. Lastly, tails may not wield
shields, utilize the Defensive special quality of weapons,
cast spells, assist with performing barding songs, or make
Tinkering checks.
Arboreal Aptitude
+1 Survival discipline
+2 Stealth discipline when in dense forests or jungles (simply
being near a few trees or even within a lightly wooded
area is insufficient to grant this bonus)
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Awkward Form: No Legs (numerous insignificant vines)
1 Running discipline
1 Defense stat when on land; the penalty is removed when
swimming or flying
May not use or train the Jumping discipline
Immune to tripping attempts while on land and suffers none
of the negative effects of being prone
Blind (R2; identical to the standard handicap disadvantage)
Lavossi lack eyes and are completely blind. They suffer a 2
penalty to all discipline checks and profession checks involving visual tasks, including all Precision checks and
spellcasting discipline checks, except for those that only
target the lavossi; tasks that do not rely on vision are never
penalized. Disciplines that are usually penalized include:
Agility, Awareness, Climbing, Healing, Initiative, Jumping, Survival, Tinkering, and Tracking. Note that certain
visual tasks may even be ruled as being impossible unless
the lavossi receives assistance (GMs call).
Blindness penalties are ignored against creatures and objects
while they are moving due to the lavossis Tremorlocation
trait (see below).
Communicate: Plants
Lavossi may communicate freely with all bestial and sapient
plants (dryads and lavossi are considered plants for the
purpose of this ability). Such communication is fully twoway, free of language barriers, and can be deceptive, if
desired. Note that most plants are actually mindless and
are thus incapable of communication.
Bestial plants tend to communicate through slight movements
and vibrations, and their responses are often very difficult and alien to interpret. Unless the plant in question has
unique senses it may not be able to relate certain details.
For instance, asking a bestial plant that lacks sight if orcs
have passed through the forest recently is likely to get no
response, whereas asking if any creatures have brushed
against its bark or trodden upon its roots would tend to be
more forthcoming.
Confined Expertise
When occupying a confined space, lavossi only suffer a 1
penalty to Defense, most physical actions, and melee and
ranged damage checks (the standard penalty is 2). They
may also attempt to squeeze through doors or openings
that are two sizes smaller by making an Agility check of
SV 3 (the standard check requires SV 5).
Extended Breath
Lavossi receive a +3 bonus to Constitution checks that are
made for holding their breath.
Extended Reach: +1 Square
Lavossi have a natural reach and threat range of two squares
(10 feet), despite only having an occupied space of one
square. This also increases the lavossis zone of control.
Heightened Sense
Tremorlocation [50 ft] (touch): Lavossi are able to sense
the subtle vibrations of all nearby moving creatures and
objects, regardless of the type of environment (on land,
underwater, while flying, etc.). This sense also functions
through walls and other physical barriers as if they did
224
COMPENDIUM
Charisma
Moderate
Intellect
Easy
MALGOTH [34]
Dexterity
Endurance
Difficult
Easy
Perception
Strength
Difficult
Moderate
Age Milestones
Child 12, Adolescent 20, Adult 30, Elder 200
Average Adult Height
Average Adult Weight
Male 5 ft 9 in
Male 235 lb
Female 5 ft 6 in
Female 203 lb
Suggested Languages
Common Disadvantages
Avarrish (Runic)
Do-Gooder (3)
Khorrish (Runic)
Generous (2)
Malgoth (Runic)
Somber (2)
Creature Size
Health
Stamina
Medium
3
3
Despite being roughly humanoid in appearance, malgoths
possess many features that give them a rather distinctive physiology. Instead of bones, malgoths have a skeletal structure composed of translucent, living crystals. These crystals are extremely
resilient, but are also capable of growth and healing, much like
bones. A malgoths crystalline structure juts out from his body
in the following locations: shoulders, elbows, wrists, knuckles,
knees, teeth, eyebrows, chin, spine, and the back of his head. The
crystals that protrude from the malgoths wrists are elongated and
can function as powerful claws. Malgoths have earthen-brown
skin that is dense and rock-like in its texture. The color and hue
of a malgoths crystals varies greatly between members of the
species, independently of heredity, and may appear as virtually
any color in the spectrum. Lastly, a malgoths eye color is almost
always identical to the color of his crystals.
Personality: Most malgoths choose to reside in small subterranean communities that rarely have contact with those on the
surface or members of other species. They tend to be welcoming
of outsiders, however, and freely offer assistance to those in need.
Malgoths that live among other species adapt to surface life easily
enough. They are often thought of as being very wise due to their
mental abilities and intellectual prowess, but they can sometimes
seem detached and even sullen. On occasion, malgoths are taken
advantage of by those who seek to rob them of their crystalline
bonesan ignorant decision, but one that occurs all too often.
Fortunately, most malgoths are more than capable of defending
themselves and their interests.
Ancestral Link
Malgoths carry a genetic link to the memory fragments of
all their past ancestors within their crystalline lattice and
may draw upon their collective knowledge to temporarily
boost a specific discipline to its maximum rank. A malgoth may willingly sacrifice one of his stamina points on
his turn in order to attempt a free Constitution check; the
SV varies according to the selected disciplines aptitude:
Easy SV 3, Moderate SV 5, or Difficult SV 8. If successful, the selected discipline is instantly increased to Rank 3
(+2 modifier) for 1 hour. Note that no benefit is gained for
disciplines that the malgoth has already trained to Rank 3.
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CHAPTER 6
Charisma
Difficult
Intellect
Difficult
MINOTAUR [34]
Dexterity
Endurance
Difficult
Easy
Perception
Strength
Easy
Easy
Age Milestones
Child 6, Adolescent 9, Adult 14, Elder 50
Average Adult Height
Average Adult Weight
Male 8 ft 9 in
Male 1,014 lb
Female 8 ft 4 in
Female 870 lb
Suggested Languages
Common Disadvantages
Dwennish (Drakish)
Headstrong (2)
Halvari (Baraelic)
Unforgiving (2)
Minotaur (Baraelic)
Violent (R1; 2)
Creature Size
Health
Stamina
Large
3
3
Minotaurs are hulky, brutish humanoids that possess the
heads, hind legs, and tails of bulls. They have stout, muscular
frames and are capable of great feats of physical exertion. A
minotaurs hide and hair can vary in color, with browns, reds,
and black being most common. Their eyes are intense shades of
yellow, orange, or amber. They have long sharp horns atop their
heads. Minotaur men often sport elaborate, neatly-braided beards,
and minotaur women usually braid their long hair with precious
metals and jewels.
Personality: Most minotaurs tend to be exceedingly stubborn. They prefer to make up their own minds and are hardly ever
willing to listen to reason. They are also quick to take offense and
have a difficult time letting go of past grudges, even to the point
of harboring generational feuds. As a species, they have earned a
fitting reputation as thugs, brigands, and mercenariesroles that
the majority of minotaurs are quite eager to assume. Minotaurs
greatly enjoy physical combat and often look down upon those
226
that prefer ranged weapons or spells, which they view as cowardly. Battle wounds are viewed as marks of pride, and almost all
minotaurs sport numerous visible scars (the more gruesome, the
better). Some even go so far as to refuse magical healing so that
their scars can be preserved.
COMPENDIUM
Minotaur Heritage
1 Agility discipline
1 Social Knowledge discipline
1 Tinkering discipline
Oversized Grip
Minotaurs may wield two-handed melee weapons in a single hand, while still applying the weapons full damage;
wielding a two-handed melee weapon with both hands
grants an additional +1 bonus to its damage. For instance,
a greatflail would inflict d10+1 damage if wielded in a
single hand or d10+2 damage if wielded with both hands.
Uncanny Awareness
+1 Notice stat
+1 Awareness discipline
Minotaurs always instinctively know the direction of north,
regardless of environment or location.
Weakness: Cold +2
Cold damage is increased by up to 2 points per attack.
Minotaurs suffer a 1 Constitution penalty when resisting
stamina loss in cold temperatures.
Enduring (5)
+1 Endurance attribute
Fortified Health (10)
+1 health point
Lumbersome (3)
1 Initiative discipline
1 Running discipline
Resistance: Heat 2 (3)
Heat damage is reduced by 2 points per attack.
The minotaur receives a +1 Constitution bonus when resisting stamina loss in hot temperatures.
Runt (3)
1 Brute Force stat
1 Total Resilience stat
Strong Back (5)
+15 Encumbrance Factor stat
+1 Might discipline
Charisma
Moderate
Intellect
Moderate
NERREF [30]
Dexterity
Endurance
Easy
Moderate
Perception
Strength
Moderate
Difficult
Age Milestones
Child 5, Adolescent 8, Adult 12, Elder 45
Average Adult Height
Average Adult Weight
Male 3 ft
Male 21 lb
Female 2 ft 10 in
Female 17.9 lb
Suggested Languages
Common Disadvantages
Nerref (Baraelic)
Generous (2)
Orr'thek (Tulgoren)
Kleptomaniac (3)
Prynnish (Baraelic)
Talkative (2)
Creature Size
Health
Stamina
Small
3
3
Annoyingly Evasive
+1 Dexterity attribute
+1 Combat Maneuvers stat
+1 Defense stat
+1 Speed stats (all forms)
Nerrefs are unnaturally quick and are particularly hard to
catch and/or hurt, so much so that opponents are actually
considered distracted whenever their single target damage-based attacks or spells miss a nerref. This condition
lasts until the start of the opponents next turn. Furthermore, this condition stacks with the standard distraction
bonus, if applicable (increasing the total Precision check
bonus against the opponent to +2), but it does not stack
with itself from multiple missed attacks. Note that ettins
are equally affected by this condition despite being harder
to distract in other ways.
Hasty
Nerrefs may attempt the same action twice in the same round,
such as attacking twice with the same limb or weapon,
making two sprinting checks, or casting two spells (multiple bardic songs cannot be performed). However, multiple action penalties are still accrued normally. Nerrefs that
are affected by the Hasten spell effect or similar magic
may even attempt the same action three times in the same
round, if desired.
Nerref Heritage
+1 Initiative discipline
1 Might discipline
Quick Tongue
Nerrefs are highly skilled at fast-talking and wordplay. They
can opt to add a +2 bonus to any Intimidation or Persuasion check, but doing so can sometimes lead to disastrous
consequences. Rolling a 1 or a 2 on the die causes the
nerref to suffer an automatic critical failure, regardless of
whether or not the total result would have succeeded (nerrefs that possess Rank 2 of the Klutz disadvantage suffer
227
CHAPTER 6
228
COMPENDIUM
an automatic critical failure on a roll of 1, 2, or 3). This
usually means that the nerrefs targets have been particularly offended by the attempt and respond accordingly, per
the GMs discretion.
Charisma
Difficult
Intellect
Difficult
OGRE [34]
Dexterity
Endurance
Moderate
Easy
Perception
Strength
Moderate
Easy
Age Milestones
Child 6, Adolescent 10, Adult 15, Elder 50
Average Adult Height
Average Adult Weight
Male 10 ft 6 in
Male 1,104 lb
Female 10 ft
Female 947 lb
Suggested Languages
Common Disadvantages
Gharen (Baraelic)
Crude (2)
Ogre (Drakish)
Unforgiving (2)
Rokovi (Drakish)
Violent (R1; 2)
Creature Size
Health
Stamina
Large
4
3
Ogres are the largest of all the playable species, except for
ettins, and stand nearly twice as tall as the average human. They
possess impressive muscular bodies and are capable of incred-
ible feats of strength. Their skin tones are generally fair or tan.
Their hair and eyes can be of most standard colors, though many
ogres actually prefer going bald (including women). Ogre men
can grow facial hair.
Personality: Due to their size advantage over smaller creatures most ogres learn to rely almost exclusively on their brute
strength to get what they want. Mercy is not a word that is in most
ogres vocabularies, mainly because of their violent tendencies
but also because the word itself has too many letters. Possessing
massively muscular bodies and teeny-tiny brains has given ogres
the well-deserved reputation of being dimwitted oafs. While
some exceptions to this stereotype do exist, the majority of ogres
tend to adhere to this description pretty closely. However, those
who associate with ogres would do well to keep such opinions to
themselves since ogres are often quick to take offense but very
slow to forgive.
Ogre Heritage
+1 Toughness discipline
1 Dexterity attribute
1 Run Speed stat
Pain Suppression
Ogres ignore all fatigue contributions from health loss. Lost
health tokens are set aside instead of being moved into the
ogres fatigue row (lost stamina tokens still count toward
fatigue normally).
Raw Power
+1 Strength attribute
+1 Brute Force stat
Weak-Minded
1 Intellect attribute
1 Concentration stat
Weakness: Mental +4
Mental damage is increased by up to 4 points per attack.
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CHAPTER 6
Charisma
Difficult
Intellect
Moderate
ORC [32]
Dexterity
Endurance
Moderate
Easy
Perception
Strength
Difficult
Easy
Age Milestones
Child 6, Adolescent 11, Adult 16, Elder 54
Average Adult Height
Average Adult Weight
Male 6 ft
Male 210 lb
Female 5 ft 8 in
Female 179 lb
Suggested Languages
Common Disadvantages
Orc (Tulgoren)
Impulsive (2)
Orr'thek (Tulgoren)
Rebellious (2)
Vristin (Tulgoren)
Violent (R1; 2)
Creature Size
Health
Stamina
Medium
3
3
Orcs are muscle-bound humanoids with dark green skin that
is often heavily scarred from many years of combat. Their hair
is black, dark gray, or rarely white (orcs with pure white hair are
usually viewed with superstition and unease by other orcs). Orc
men often choose to grow facial hair. Orcish eye colors favor
gray, brown, and crimson. Orcs have snout-like noses similar to
boars or pigs, and they also have a small pair of tusks that extends
from their lower row of teeth. Orcish ears are slightly pointed.
Personality: An intense lust for battle and slaughter is a
quality instilled in virtually every orc. They are quick to anger
and will eagerly engage in combat with little provocation. Orcish
culture is infamous for its relentless brutality and savagery. Orcs
tend to be highly unpredictable and few survive beyond young
adulthood. Many are also rebellious and openly defy authority,
yet they admire demonstrations of strength and power. As such,
most orcs only give their full respect to those they deem as being
worthy adversaries in battle.
Battle-Hardened
+1 Brute Force stat
+1 Combat Maneuvers stat
Bloody Ferocity
Whenever orcs lose one or more health points they immediately gain a +2 bonus to their Combat Maneuvers stats
and all damage checks until the end of their next turn.
Multiple effects do not stack.
Heightened Sense
Dark Sight [Partial] (vision): Visual darkness penalties are
lessened to 1 (the standard penalty is 2). Colors cannot
be discerned in darkness.
Orc Heritage
+1 Intimidation discipline
+1 Survival discipline
Resistance: Shadow 2
Shadow damage is reduced by 2 points per attack.
Savage Combat
Orcs are able to funnel their stamina reserves into short bursts
of brutal savagery. An orc may willingly sacrifice one of
his stamina points on his turn in order to attempt a free
Constitution check of SV 5. If successful, he makes all
230
Enduring (5)
+1 Endurance attribute
Fortified Health (10)
+1 health point
Lumbersome (3)
1 Initiative discipline
1 Running discipline
Strong Back (5)
+5 Encumbrance Factor stat
+1 Might discipline
Tribal Magic (8)
+1 Concentration stat
+1 Geomancy discipline
Weakness: Mental +2 (1)
Mental damage is increased by up to 2 points per attack.
Charisma
Difficult
Intellect
Easy
PIXIE [35]
Dexterity
Endurance
Easy
Difficult
Perception
Strength
Easy
Difficult
Age Milestones
Child 4, Adolescent 7, Adult 11, Elder 38
Average Adult Height
Average Adult Weight
Male 9 in
Male 1.86 lb
Female 8 in
Female 1.49 lb
Suggested Languages
Common Disadvantages
Nalue'ven (Fayen)
Inquisitive (2)
Pixie (Fayen)
Merciful (2)
Saerdish (Fayen)
Nervous (3)
Creature Size
Health
Stamina
Tiny
2
4
Besides being the tiniest of all the playable species, pixies
are also quite delicate and fragile. They possess somewhat angular physical features and long pointed ears. They have pointed,
translucent wings that create a slight visual shimmer as they fly.
Pixies have fair skin, but their hair, eyes, and wings are often
vibrant colors, including those not normally seen in other species.
Pixie men cannot grow facial hair.
Personality: Most pixies are lighthearted and curious individuals. They are usually very trusting, though sometimes to a
fault. Pixies also love discovering new things and exploring new
places, but they can be somewhat jittery at times and overly cautious. Being such tiny creatures in a world full of larger dangers
has taught pixies to be highly perceptive of their surroundings,
especially concerning domesticated animals and other potential
risks that bigger species instinctively assume to be safe.
COMPENDIUM
Arcane Explosion
Pixies may create a magical explosion that inflicts arcane
damage. This ability mimics the Damage: Arcane spell
effect; please refer to Chapter 5 for specific details.
Activation: Spell Precision check against Defense, applying a
total CM of 2; stamina loss occurs if a 1 is rolled
Damage Modifiers: This abilitys damage modifiers are based
on the pixies Sorcery discipline rank and tiny creature
size. A +1 bonus is also applied due to the arcane damage type, and a further +3 bonus is granted by the pixies
Glass Cannon trait.
Target Area: area-effect, small sphere template
Range: distance, range increment 4
Duration: instant
Fay Mentality
+1 Intellect attribute
Flight: Wings
Pixies are able to fly using their wings, but they are susceptible to tripping attempts. They must also land in order to
rest or sleep.
Glass Cannon
1 Total Resilience stat
Pixies are exceptionally frail, but they are capable of unleashing tremendous destructive power due to their affinity
with magical forces. They apply a +3 bonus to non-mental
damage checks for all magical abilities, which includes
their Arcane Explosion trait, the Augmented Damage
combat technique, and the Damage, Damage Aura, and
Damage Field spell effects; mental damage checks apply
a +1 bonus instead. Bonus damage is always of the same
damage type as the original effect.
Graceful
+1 Defense stat
+1 Agility discipline
Magic Resistance
Pixies gain a +2 bonus to their Concentration, Defense, and
Fortitude stats when defending against hostile spells and
magical abilities (including magical combat techniques).
Pixie Dust
Pixies are so inherently magical that their excessive magical energy manifests into a sparkling dust that continually
falls everywhere they go. The dust completely fades away
after 10 minutes, but during this time all visual or Scentbased attempts at Tracking a pixie gain a +2 bonus.
Dust Cloud: Any time that a pixie suffers health loss from
an attack (mental damage does not count) a shimmering
cloud of dust erupts around his body that lasts until the
end of the next round. He is surrounded in a personal field
of obscurement, such that opponents suffer a 2 penalty to
their visual discipline and profession checks against him,
including all Precision and spellcasting checks (the pixies
vision is not hindered by the cloud). Note that the penalties imposed by the dust cloud, obscurement, invisibility,
and/or the Blind (R2) disadvantage do not stack together
since they are all essentially the same; the maximum visual penalty is still capped at 2, regardless of its sources.
Tempting Scent & Flavor: Pixie dust has a tempting scent and
flavor that is nigh irresistible to most carnivorous animals
and bestial monsters. Such opponents will often fiercely
target pixies in the hope of catching a quick snack. Even
cats, dogs, and other domesticated carnivores pose a considerable danger that should never be ignored.
Pixie Heritage
+1 Notice stat
0.5 Encumbrance Factor stat
1 Might discipline
Resistance: Arcane 2
Arcane damage is reduced by 2 points per attack.
Dexterity
Endurance
Moderate
Difficult
Perception
Strength
Easy
Moderate
Age Milestones
Child 4, Adolescent 7, Adult 10, Elder 34
Average Adult Height
Average Adult Weight
Male 1 ft 10 in
Male 20.9 lb
Female 2 ft 8 in
Female 91 lb
Suggested Languages
Common Disadvantages
Revornae (Drakish)
Arrogant (2)
Rokovi (Drakish)
Cruel (2)
Temdarish (Fayen)
Greedy (2)
Creature Size
Health
Stamina
Male Small
Male 4
3
Female Medium
Female 3
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CHAPTER 6
of spiders, such as an abdomen, thorax, and eight limbs. Their
abdomens possess spinnerets that are used to produce webbing.
Their front two limbs end in special finger-like digits that are able
to hold and manipulate items (their arms may also serve as legs,
if desired). Revornae have eight black eyes and a set of powerful mandibles that end in sharp, poisonous fangs. Their carapaces
have a short layer of fur that is commonly darker shades of blue,
gray, or black. Lastly, adult female revornae are medium size
and have 3 stamina points, whereas adult male revornae are only
small size and have 4 stamina points.
Personality: It goes without saying that most species tend to
regard revornae as being a little creepy. Their appearance alone
is usually more than enough to cause panic, but their chittering
voices and alien mannerisms are often the stuff of childrens
nightmares. Of course, such associations cannot be helped, and
revornae that live or travel in more civilized lands tend to grow
accustomed to such perceptions. However, revornae actually tend
to be quite sophisticated and highly intellectual, even though they
usually come across as sounding mean and uncaring. Most also
view other species as being inferior to themselves. The majority
of revornae are prone to excessive greed and are easily motivated
by the potential acquisition of wealth.
232
Revornae Heritage
+1 Notice stat
1 Toughness discipline
Weakness: Heat +2
Heat damage is increased by up to 2 points per attack.
Revornae suffer a 1 Constitution penalty when resisting
stamina loss in hot temperatures.
Webbing
A revornae is able to produce a bundle of webbing by succeeding on a Constitution check of SV 5; stamina loss
occurs if a 1 is rolled. Once a bundle has been produced
it must either be used immediately or stored in the revornaes abdomen (attempting to store a bundle elsewhere
causes it to unravel and spoil). Only one bundle may be
stored at a time, but it may be kept indefinitely. Regardless of its form webbing has a Resilience value of 4 and a
weakness to heat damage of +2. It is also immune to the
bonus object damage from Battering weapons, the Damage: Physical spell effect, and similar attacks. Webbing
cannot be produced or used while underwater.
Barrier: A bundle may be used to construct a 5 ft x 5 ft barrier
(durability value of 3) as long as nearby walls or sufficient
supports exist to anchor it in place. Creatures that attempt
to move through the barrier are automatically grappled.
They can make an immediate free Agility or Might check
of SV 5 to break free (Combat Maneuvers is not applied),
and they may make a new check at the beginning of each
of their turns. Success allows a creature to pull back out
of the barrier, while a critical success allows him to pass
through to the other side without breaking it. Additional
bundles of webbing can even be combined to create larger
barriers, if desired. Creating a barrier requires 1 minute
per section. A revornae and other members of her species
may move freely through the barrier, but doing so counts
as rough terrain and requires double movement (they cannot move freely through the barriers of other species). A
barrier begins to unravel and spoil after 24 hours.
Projectile: A bundle of webbing can be projected at a single
target as a ranged grappling attempt. A Ranged Precision
check must be made against the targets Defense stat, but
no called shot is required since the web is a ranged attack.
This webs range increment is 4. It is incapable of inflicting damage, but the target is grappled if the attack hits.
He can make an immediate free Agility or Might check
of SV 5 to break free (Combat Maneuvers is not applied),
and he may make a new check at the beginning of each
of his turns. Winged targets that are affected while flying
or gliding must succeed on a free Flying check of SV 5
each round or they begin to fall as if tripped (20 feet per
point of failure). The revornae and other members of her
species are immune to this effect but not to the webbing
projectiles of other species. Projectiles cannot be reused
and are essentially wasted if they miss their target.
Strand: A bundle can produce a rope-like strand that is 50 feet
in length. Its sticky texture grants a +1 bonus to Climbing checks, but it is otherwise treated as standard rope. A
strand begins to unravel and spoil after 24 hours.
COMPENDIUM
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CHAPTER 6
Leaping (6)
Jumping distances are doubled, both for horizontal and vertical jumps (simply calculate the distance normally and
then multiply by 2). The revornae also ignores the first
5 feet of falling damage when making Jumping checks.
Potent Poison (2)
The potency of the revornaes poisonous bite improves to 0.
Resistance: Shadow 2 (2)
Shadow damage is reduced by 2 points per attack.
Silent Hunter (6)
+1 Awareness discipline
+1 Stealth discipline
Slender Limbs (3)
1 Brute Force stat
1 Might discipline
Thin Carapace (2)
1 Total Resilience stat
ROLGAREK [34]
Charisma
Easy
Intellect
Moderate
Dexterity
Endurance
Difficult
Moderate
Perception
Strength
Moderate
Moderate
Age Milestones
Adult 0, Elder 150; rolgarek children and adolescents
do not exist (refer to description)
Average Adult Height
Average Adult Weight
Male 8 ft 6 in
Male 949 lb
Female 8 ft 1 in
Female 812 lb
Suggested Languages
Common Disadvantages
Cruel (2)
Any
Secretive (2)
(refer to description)
Unforgiving (2)
Creature Size
Health
Stamina
Large
3
2
Rolgareks are large demonic humanoids that possess rather
dark and sinister visages. Their hands end in thick black claws,
and they have sharp, equally imposing horns that jut from their
foreheads. They have solid black eyes and oversized fangs that
extend beyond their mouths. Their deep red skin is completely
hairless. Rolgareks have long tails and menacing leathery wings
that extend from their backs, which grant them the ability to fly.
Lastly, all rolgareks are sterile and cannot reproduce.
Personality: Despite their demonic origins rolgareks are
not inherently evil. While some do tend to adhere to their dark
heritage, most rolgareks seek to distance themselves from such
associations. Having no memory of their former existence often
encourages rolgareks to emulate the kinds of attitudes and behaviors they first encounter upon awakening (see below). However,
many rolgareks have a difficult time completely overcoming their
malicious natures. Most are also quite vindictive, and if wronged
they will wait patiently for the perfect time to exact their revenge.
Although a rare occurrence, rolgareks are sometimes mistaken
as being true demons by members of other species, which often
results in them being treated with fear and even open hostility.
234
Aversion to Sunlight
Rolgareks suffer a 1 penalty to all discipline, profession, and
damage checks when in direct sunlight. Artificial light and
reflected sunlight do not impose this penalty.
Enhanced Unarmed Attacks (multiple)
Claws [Hands]: d6 damage; possesses the Fast special quality, which reduces any multiple action penalties to claw
attacks by 1 point (all other actions in the round suffer the
full multiple action penalty accrued)
Horns: d6 damage; grants +1 bonus when making and resisting bullrush attempts and +2 damage bonus when used for
making charging attacks
Tail Swipe: d6 damage; possesses the Trip special quality,
which adds +1 to an opponents SV to resist the maneuver
Flight: Wings
Rolgareks are able to fly using their wings, but they are susceptible to tripping attempts. They must also land in order
to rest or sleep.
Forgotten Torment
Despite rolgareks being unable to recall the memories of their
past lives, it is clearly evident that they were subjected
to brutal conditions and hellish torment. The hardships
that they were forced to endure have left their bodies and
minds forever scarred.
1 Constitution discipline
1 penalty to one defensive stat of the rolgareks choice (Concentration, Defense, or Fortitude)
Resistance: Shadow 2
Shadow damage is reduced by 2 points per attack.
Rolgarek Heritage
1 Agility discipline
1 Initiative discipline
Shadow Touch
Rolgareks may produce a mystical surge that inflicts shadow
damage. This ability mimics the Damage: Shadow spell
effect; please refer to Chapter 5 for specific details.
Activation: Spell Precision check against Defense, applying a
total CM of +1; stamina loss occurs if a 1 is rolled
Damage Modifiers: This abilitys damage modifiers are based
on the rolgareks Sorcery discipline rank and large creature size.
COMPENDIUM
Target Area: single target
Range: reach
Duration: instant
Slow Flight
1 Flight Speed stat
1 Flying discipline
Weakness: Divine +4
Divine damage is increased by up to 4 points per attack.
Charisma
Easy
Intellect
Moderate
SATYR [31]
Dexterity
Endurance
Easy
Moderate
Perception
Strength
Difficult
Difficult
Age Milestones
Child 8, Adolescent 14, Adult 21, Elder 70
Average Adult Height
Average Adult Weight
Male 3 ft 3 in
Male 31 lb
Female 3 ft 1 in
Female 26.1 lb
Suggested Languages
Common Disadvantages
Gharen (Baraelic)
Alcoholic (4)
Satyr (Fayen)
Lustful (2)
Temdarish (Fayen)
Mischievous (2)
Creature Size
Health
Stamina
Small
3
4
Satyrs appear to have a typical upper humanoid body, but
they possess the hips and hind legs of a goat. Their skin can range
from pale to dark, while their fur is generally brown, red, or black
(often matching their hair). Satyr men often sport facial hair, but
prefer to keep it neatly trimmed. Eye colors range from green to
brown. Satyrs have large, blunt horns on their heads. They also
have pointed ears.
Personality: Overall, satyrs have a generally positive reputation due to their magical ability to incite revelry and merriment.
However, this talent (along with their whimsical personalities and
the ensuing debauchery) is precisely why most authority figures
tend to regard satyrs with trepidation. The majority of satyrs have
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CHAPTER 6
ability to recover stamina naturally is also suspended until
the effect ends. This ability affects all sapient creatures
within a large sphere area-effect template, which remains
centered on the satyr wherever she moves. It is therefore
necessary to keep track of her Mysticism result until the
effect ends to determine if creatures that come into the
templates area afterwards are also affected.
Outcome: Achieving a standard success compels all affected
creatures to enjoy themselves and to indulge in whatever
amusements are readily available, such as drinking, good
humor, games of chance, and so forth. Creatures that
would typically refrain from certain activities because of
their personal beliefs, moral codes, hostile intentions, and
similar limitations are still capable of restraining themselves. However, achieving a critical success forces such
individuals to endure periodic willpower checks to resist
succumbing to their temptations (something that they are
likely to regret and pay the price for later).
Duration & Limitations: This effect persists until the satyr
willfully chooses to end it or until she falls unconscious
(remember that her natural stamina recovery is suspended
during this time). An abrupt change in the overall mood or
a sudden disturbance can also cause the effect to end, per
the GMs discretion. This ability cannot be used during
combat and is disrupted if the satyr becomes involved in
combat (minor scuffles occurring in close proximity may
or may not disrupt the effect, according to the situation).
Leaping
Jumping distances are doubled, both for horizontal and vertical jumps (simply calculate the distance normally and
then multiply by 2). Satyrs also ignore the first 5 feet of
falling damage when making Jumping checks.
Resistance: Mental 2
Mental damage is reduced by 2 points per attack.
Satyr Heritage
+1 Fortitude stat
+1 Perseverance discipline
236
SHADE
All of a shade's physical characteristics are determined by
the species of its current host body (refer to description)
Requires GM approval!
Shades are undead spirits that reanimate and inhabit bodies
of the recently-deceased. They are able to take control of a wide
variety of hosts, including animals, monsters, and other playable
species (except for ettins). A shades non-living features do tend
to become evident the longer a specific host is retained, but otherwise a shades physical characteristics are all determined by the
species of its current host body.
Personality: A shade fully acquires the personality traits of
its current host upon reanimation, as well as all of its faculties and
traits, but none of its memoriesa shades own memories of its
past experiences are always retained. For instance, a shade who
inhabits a host that was Fearful of spiders would also be afraid of
spiders but only while occupying that particular host. Shades that
frequently change hosts are often difficult to get along with since
their personalities can shift from one extreme to another, which is
why shades are generally regarded as being wildly unpredictable.
However, as a special option, a shade may select up to 5
character points worth of roleplaying quirk disadvantages that it
always possesses no matter what host it currently occupies. For
instance, a shade who selects the Violent disadvantage tends to be
violent, regardless of the personality of its current host. Conflicting traits between the shade and its host are even permitted and
can often make for interesting roleplaying situations.
Suggested Languages: A shade may select one free native
or regional language that is always retained, regardless of its current host. All other languages are determined by the current host.
Animals and other bestial hosts cannot speak or write, but the
shade is always able to read and understand its initial language.
Common Disadvantages: Shades construct their initial host
using whichever common disadvantages are listed for its species.
Inherent & Optional Traits: Shades fully acquire all the
inherent and optional species traits of their current host instead of
having access to their own set of traits like other species.
Initial Host: Each new shade must construct an initial host
using any of the other playable species (except for ettins) but using a total CPV of 100 (instead of the standard value of 125 for
other characters). Alternatively, per the GMs discretion, a shade
may be allowed to create a different host, such as an animal or
monster, but its total CPV must still be equal to or less than 100.
Shades are essentially weaker in comparison to other characters,
but this is the price that must be paid for such flexibility and the
potential of immortality.
COMPENDIUM
Host CPVs: The CPVs of a shades different hosts can vary
according to the degree of success of its reanimation checks (see
below). The current hosts CPV is always used in regards to all
abilities, spell effects, and rules that affect or target the shade.
Hosts do not gain new character points during play.
Shade CPV: Shades keep track of their own CPV (separate
from those of their hosts). After the construction of the initial host
is completed, a shade begins with a CPV of 0/100. Alternatively,
shades who elect to start with up to 5 points worth of roleplaying
quirk disadvantages gain as many unspent points (up to 5/100)
that can be used to purchase shade-only advantages. As new character points are awarded the shades CPV is increased just as if it
were a standard character (+1 per hour played to both its unspent
points and total values).
Shade-Only Advantages: Shades can only spend their character points on specific shade-only advantages (see below), never
on faculties or standard advantages. Shade-only advantages affect
the shade regardless of whatever host it currently occupies but
tend to have significantly higher comparable costs since they are
the only outlet that shades possess for spending their points.
Starting Money: Shades start the game with 50g (the same
as other species), which is typically used to outfit their initial host.
Fortune Points: Shade PCs acquire fortune points normally
according to their shade CPV.
Reanimation
Result
10+
5 to 9
0 to 4
Negative
(or rolling a 1)
Conditions
Success; Acclimation
Success
Failure
Failure; Defilement
Reanimation Outcomes
Host Form
The shade fully assumes all of the faculties and traits of its
current host, but retains all of its own memories. The host is also
considered to be a non-living undead creature, which affects it in
various ways and causes it to begin to slowly decompose.
Non-living: Since a shade is non-living its host form does
not require biological functions in order to survive, such as consuming food and water, breathing, or sleeping, nor can it be made
to fall unconscious. The host no longer possesses a Constitution
discipline but instead uses its Perseverance discipline in all situations that call for Constitution checks. The host is also immune
to diseases, poisons, and other biological effects like bleeding.
However, it cannot recover lost health points naturally and must
instead rely solely on magical aid (likewise, damaged faculties
can only be restored via magical means). Lost stamina points are
recovered automatically at a rate of one point every 2 hours since
the shade never needs to rest and does not sleep. A host corpse
that possesses the Regeneration: Living trait, such as the corpse
of a troll, automatically recovers health points at a rate of one
point every 6 hours (due to being a non-living creature, which
cannot normally recover lost health points at all); broken bones
automatically mend in 24 hours, damaged faculties are restored at
a rate of one point every 6 hours, and severed/destroyed parts and
permanent injuries are restored after 1 week.
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CHAPTER 6
Memories: The shade retains its own memories and sapient
mental state, regardless of its current host. However, the mentality of the host dominates the shades personality by forcing its
own roleplaying quirk disadvantages to be roleplayed. The hosts
unique form may also limit the kinds of actions that the shade
may attempt. For example, if the shade reanimates a dog then it
is limited to the kinds of actions that a dog would normally be
able to accomplish since it lacks opposable thumbs, a humanoid
posture, etc. The shade would not be able to speak, but it could
still understand and react to words spoken or written in its initial
chosen language.
Decomposition: Despite being undead, a shades host body
initially appears as it did in life. However, the process of decomposition begins immediately upon reanimation, albeit at a reduced rate, until the host body eventually takes on a mummified
visage (the Preservation spell effect cannot be used to delay or
extend this process since the shade is undead). Awareness checks
may be granted to other creatures to determine if they are able to
detect the hosts undead features but only if reasonable suspicion
is aroused (making direct physical contact with the hosts body,
interacting closely with the shade for an extended period, etc.).
The amount of time since the host was reanimated determines its
degree of decomposition and the Awareness check SV:
1st Week: The host appears virtually as it did in life except
for very subtle differences, such as being cold to the
touch (Awareness SV 8).
2nd Week: The host begins to take on a somewhat gauntly
appearance (Awareness SV 5).
3rd Week: The host begins to display advanced signs of
decay and emits a stale odor (Awareness SV 3).
4th Week & Beyond: The host is clearly undead, such that
an Awareness check is unnecessary in most situations.
Undead Form Modifiers: A shades host body always gains
the Undead Form: Preserved trait, which grants a +1 bonus to its
Speed stats (all forms) and Total Resilience stat, applied on top
of the inherent values of the host. The shade also possesses the
Resistance: Shadow 4 and Weakness: Divine +4 traits.
Shadow Form
238
SHADE-ONLY ADVANTAGES
Aggressive Acclimation (10)
Rank 1 (5)
The shades ability to sense corpses while in shadow form
has its range increased to 200 feet.
Rank 2 (5)
The range is further increased to 300 feet.
Rank 1 (10)
The shade may now exist in shadow form for up to 1.5 minutes (15 rounds) before its essence is irrevocably destroyed.
Rank 2 (10)
The time limit is further increased to 2 minutes (20 rounds).
COMPENDIUM
Kamikaze (20)
The shade feels a spiritual kinship toward creatures of a specific playable species (including all of its sub-species), thereby
gaining a +2 bonus to all reanimation checks when attempting
to reanimate corpses of the selected type. This advantage may be
purchased multiple times, but the shade must choose a different
species for each selection.
In the case of most playable species, this advantage has a
cost of 5 points. However, any species that has a significantly
greater population and/or that has access to additional sub-species
Martyr (20)
Rank 1 (10)
The shade is able to recall some of the host bodys basic
memories, such as his name, occupation, where he lived, where
he worked, where he was born, and the names/appearances of his
immediate family members and close friends. Further details are
beyond the shades ability to recall.
Rank 2 (15)
The shade is able to recall all of the host bodys memories.
Rank 1 (15)
The shade only requires 2 rounds to complete the reanimation process (the shade may act on the 2nd round).
Rank 2 (15)
The shade only requires 1 round to complete the reanimation
process (the shade may act on the following round).
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CHAPTER 6
Rank 1 (3)
The shades movement Speed is increased to 12 while in
shadow form (its standard movement Speed is 8).
Rank 2 (3)
The shades movement Speed is further increased to 16
while in shadow form.
Walk-In (ranked)
Rank 1 (10)
The shades rate of decomposition while in host form is measured in months (instead of weeks).
Rank 2 (10)
The shades host bodies no longer decompose but retain
much of their living appearance indefinitely. Other creatures may
still detect the shades undead features by making an Awareness
check of SV 12 but only if reasonable suspicion is aroused.
Rank 3 (10)
The shade actually imbues its host bodies with a renewed
spark of life. All hosts are now considered to be living (instead
of non-living undead) and must fulfill their biological needs, such
as eating, breathing, and sleeping; they can also fall unconscious.
Hosts are no longer immune to diseases, poisons, or bleeding, but
they retain their Constitution disciplines and may attempt daily
checks to recover lost health points (the Regeneration: Living
trait also functions normally, if applicable). Rest and sleep are
also necessary in order to recover lost stamina points. Since hosts
are no longer considered to be undead they lose their Resistance:
Shadow and Weakness: Divine traits. However, they still retain
the bonuses granted by the Undead Form: Preserved trait.
Charisma
Moderate
Intellect
Moderate
SPRITE [35]
Dexterity
Endurance
Easy
Moderate
Perception
Strength
Difficult
Moderate
Age Milestones
Child 8, Adolescent 13, Adult 20, Elder 85
Average Adult Height
Average Adult Weight
Male 1 ft 10 in
Male 16.8 lb
Female 1 ft 9 in
Female 15 lb
Suggested Languages
Common Disadvantages
Avarrish (Runic)
Impulsive (2)
Saerdish (Fayen)
Mischievous (2)
Sprite (Fayen)
Talkative (2)
Creature Size
Health
Stamina
Small
3
2
Sprites resemble oversized versions of pixies, despite being
an entirely separate species. However, sprites are less delicate in
appearance and possess more rounded features. Their skin tones
vary from fair to tan, with hair and eye colors falling within the
standard human range; sprite men can also grow facial hair. A
sprites wings are translucent and rounded at the ends, much like a
dragonflys, and although the wings themselves are colorless they
produce a prismatic sheen when viewed from an angle. A sprites
ears are slightly pointed.
240
Air Superiority
+1 Flight Speed stat
+1 Flying discipline
+1 Defense stat but only while flying; the bonus is removed
when on land or when swimming
Enhanced Sprinting: Flying
Flying checks for sprinting grant a +9 bonus per each success
and critical success (instead of +6).
Flight: Wings
Sprites are able to fly using their wings, but they are susceptible to tripping attempts. They must also land in order to
rest or sleep.
Multitasking
Sprites only suffer a multiple action penalty of 1 per additional action attempted in a round (instead of the standard
penalty of 2). However, they are still unable to perform
the same action more than once per round.
Prankster Hex
Sprites may hex a target with bad luck. This ability mimics
the Bad Luck spell effect; please refer to Chapter 5 for
specific details.
Activation: Sorcery check against Concentration, applying a
total CM of 2; stamina loss occurs if a 1 is rolled
Target Area: single target
Range: distance, range increment 5
Duration: special
Slender Limbs
1 Brute Force stat
1 Might discipline
Sprite Heritage
1 Charisma attribute
1 Perseverance discipline
COMPENDIUM
241
CHAPTER 6
Charisma
Difficult
Intellect
Difficult
TROLL [33]
Dexterity
Endurance
Easy
Easy
Perception
Strength
Moderate
Moderate
Age Milestones
Child 5, Adolescent 9, Adult 13, Elder 44
Average Adult Height
Average Adult Weight
Male 9 ft
Male 787 lb
Female 8 ft 7 in
Female 677 lb
Suggested Languages
Common Disadvantages
Troll (Tulgoren)
Crude (2)
Unndolic (Runic)
Impulsive (2)
Vristin (Tulgoren)
Violent (R1; 2)
Creature Size
Health
Stamina
Large
3
2
Trolls are lanky humanoids that possess wart-covered green
skin and an assortment of monstrous features. They have long
pointed ears and noses, a maw of teeth resembling small daggers,
and hands that end in razor-sharp claws. Hair colors, including
facial hair for men, are usually dark green or black. Eye colors are
typically darker shades of green, brown, or yellow.
Personality: Barely considered civilized by most other species (a point of frequent contention), trolls are typically viewed
as being unpredictable, aggressive, and disgusting. Most trolls act
with reckless abandon, relying mainly on their ability to regenerate to get them out of trouble. They also tend to be motivated by
self-interest and care very little for the wellbeing of others.
242
Troll Heritage
+1 Climbing discipline
1 Intellect attribute
Voracious Appetite
Trolls require twice the normal amount of food compared to
other creatures of their size (water requirements are not
affected). They are almost always hungry and tend to be
easily motivated by the promise of food.
Weakness: Acid +4
Acid damage is increased by up to 4 points per attack.
Weakness: Heat +4
Heat damage is increased by up to 4 points per attack.
Trolls suffer a 2 Constitution penalty when resisting stamina
loss in hot temperatures.
Charisma
Easy
Intellect
Moderate
VALDARIN [35]
Dexterity
Endurance
Moderate
Moderate
Perception
Strength
Difficult
Moderate
Age Milestones
Adult 0, Elder 150; valdarin children and adolescents
do not exist (refer to description)
Average Adult Height
Average Adult Weight
Male 7 ft 2 in
Male 219 lb
Female 6 ft 10 in
Female 189 lb
Suggested Languages
Common Disadvantages
Do-Gooder (3)
Any
Proper (2)
(refer to description)
Somber (2)
Creature Size
Health
Stamina
Medium
3
3
COMPENDIUM
Valdarins are tall, angelic beings with slightly elongated
physical features. While actually quite strong, valdarins appear
somewhat frail and possess an eerie otherworldly beauty. They
have deeply tan or brown skin and expansive feathery wings that
are either white or gray. A valdarins hair can be pale shades of
blond or silvery-white; valdarin men cannot grow facial hair.
Their eyes are always solid white orbs. Valdarins are sterile and
cannot reproduce.
Personality: Despite their angelic origins valdarins are not
inherently good. While some do tend to adhere to their divine heritage, most valdarins seek to distance themselves from religious
or spiritual associations. Having no memory of their former existence often encourages valdarins to emulate the kinds of attitudes
and behaviors they first encounter upon awakening (see below).
However, many valdarins have a difficult time completely overcoming their benevolent natures, and they tend to conduct their
affairs according to strict moral principals. This can make them
seem emotionally detached and a bit too serious-minded in their
pursuits. Although a rare occurrence, valdarins are sometimes
mistaken as being true angels by members of other species, which
often results in them being treated with awe and reverence.
Mysterious Past: Valdarins are not born unto this world,
but for whatever reason they appear as adults, fully capable and
aware of their abilities. However, a valdarin has no memory of
her past existence. Her first memory might be of awakening in the
middle of nowhere, emerging from the Vexith , or even finding
herself on the borders of the cursed elven Forest of Retherbrae.
Despite whatever former angelic purposes she might have served,
those memories are forever beyond her ability to recall.
Suggested Languages: A valdarin learns her initial language automatically via magic according to the first sapient being that speaks to her (native or regional languages only). The
language is fully absorbed after only a few minutes, and she can
understand and speak it fluently as if it were her native tongue.
All subsequent languages are still learned at the standard pace.
Angelic Blessing
+1 Base Resilience stat
+1 Brute Force stat
+1 Might discipline
Aversion to Darkness
Valdarins suffer a 1 penalty to all discipline, profession, and
damage checks when in darkness (in addition to the standard visual obscurement penalties).
Divine Touch
Valdarins may produce a mystical surge that inflicts divine
damage. This ability mimics the Damage: Divine spell effect; please refer to Chapter 5 for specific details.
Activation: Spell Precision check against Defense, applying a
total CM of +1; stamina loss occurs if a 1 is rolled
Damage Modifiers: This abilitys damage modifiers are based
on the valdarins Mysticism discipline rank and medium
creature size.
Target Area: single target
Range: reach
Duration: instant
Flight: Wings
Valdarin are able to fly using their wings, but they are susceptible to tripping attempts. They must also land in order to
rest or sleep.
Resistance: Divine 2
Divine damage is reduced by 2 points per attack.
Valdarin Heritage
+1 Flight Speed stat
1 Notice stat
1 Initiative discipline
Weakness: Shadow +4
Shadow damage is increased by up to 4 points per attack.
Charisma
Difficult
Intellect
Moderate
XSESSYRI [32]
Dexterity
Endurance
Easy
Moderate
Perception
Strength
Moderate
Moderate
Age Milestones
Child 6, Adolescent 11, Adult 16, Elder 50
Average Adult Height
Average Adult Weight
Male 7 ft
Male 307 lb
Female 6 ft 8 in
Female 263 lb
Suggested Languages
Common Disadvantages
Ekaskan (Drakish)
Crude (2)
Halvari (Baraelic)
Nervous (3)
Xsessyri (Baraelic)
Ostentatious (2)
Creature Size
Health
Stamina
Medium
3
3
Xsessyri possess the torso and arms of a humanoid but the
head, waist, and lower body of a snake. Their scales tend to be
patterns of light brown, dark brown, and black. Eye color is usually brown as well, but intense shades of yellow, orange, or green
are also possible. Xsessyri have forked tongues that assist with
their ability to sense their surroundings. They also have sharp poisonous fangs. Xsessyri adults can stand about 7 feet tall at their
full heights, but they generally move and stand about 2 feet lower
due to their serpentine bodies.
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CHAPTER 6
Personality: Most xsessyri live within tribes and rarely venture beyond their jungle homes. They do not form standard family
bonds but instead view their entire tribe as their family. Individuals are often quick to boast about their deeds and achievements,
and ones reputation is paramount for status and prestige within
the tribe. Xsessyri often extend this view toward the members of
other species as well. However, most other species are often leery
of xsessyri due to their crude mannerisms and savage customs.
244
Xsessyri Heritage
+1 Combat Maneuvers stat
+1 Stealth discipline
1 Climbing discipline
Charisma
Easy
Intellect
Easy
YUELLOK [33]
Dexterity
Endurance
Moderate
Difficult
Perception
Strength
Moderate
Difficult
Age Milestones
Yuelloks do not age physically (refer to description)
Average Adult Height
Average Adult Weight
Genderless 4 ft 2 in
Genderless 61 lb
Suggested Languages
Common Disadvantages
Unndolic (Runic)
Do-Gooder (3)
Vristin (Tulgoren)
Minimalist (R1; 2)
Yuellok (Runic)
Perfectionist (2)
Creature Size
Health
Stamina
Medium
2
3
Yuelloks possess roughly human-looking heads and torsos,
but their arms and legs are severely atrophied and hang uselessly
from their bodies, quite literally since yuelloks continually levitate through the use of magic. Their skin is gray in color and
appears tight as if stretched too thin. Eye colors are usually darker
shades of brown or gray. Yuelloks are completely hairless and
their bodies no longer display any differences for gender. They
are sterile and are incapable of biological reproduction.
Personality: Most yuelloks tend to form close friendships
with other species, mainly out of necessity since so few of their
own kind still exist. They are dependable companions and are
COMPENDIUM
generally very loyal to those who they have come to trust. Yuelloks possess keen intellects and tend to employ highly-structured
methods of reasoning. Disorder and the impulsive mentalities of
certain other species tend to cause yuelloks annoyance, but most
are patient enough to endure such slights. Although effectively
genderless, yuelloks typically assume either a male or female
identity and pronoun based upon their personal preference.
Ageless: Yuelloks were once very similar in physical form
to other humanoid species, but their heavy reliance on the use
of magic over many centuries eventually caused their bodies to
wither to the point that they are now unable to function without
magical aid. Yuelloks are no longer born in the traditional sense
and do not age physically. Instead, their bodies are created and
maintained solely through the use of magic, without which they
would quickly die. A newly-formed yuellok is produced through
a magical ritual that very few of their kind still recall and practice.
The new yuellok appears as a fully-grown adult that is able to
communicate and reason, and she already possesses a wealth of
theoretical knowledge. This is due to the rituals requirement that
all participating members impart a portion of their own knowledge and magical essence to form the new yuelloks mindan act
that leaves each participant weakened for several years. Yuelloks
can survive indefinitely and never show increasing signs of age
(they can never acquire the Elder disadvantage).
Atrophied Limbs
A yuelloks natural arms and legs are severely atrophied and
are entirely useless. Their hands cannot hold or manipulate objects and their legs cannot even begin to support
their weight. Yuelloks may not use or train the Running
discipline and possess no Run Speed stat. However, their
Flight: Mystical trait allows them to fly continually and
their Telekinetic Arms trait allows them to swim normally.
Confined Expertise
When occupying a confined space, yuelloks only suffer a 1
penalty to Defense, most physical actions, and melee and
ranged damage checks (the standard penalty is 2). They
may also attempt to squeeze through doors or openings
that are two sizes smaller by making an Agility check of
SV 3 (the standard check requires SV 5).
Flight: Mystical
Yuelloks are able to fly via mystical means and are not susceptible to tripping attempts. They never need to land and
may stay aloft while unconscious as long as their encumbrance value does not exceed their free limit and they are
not being acted upon by external forces (strong winds,
being grappled, etc.).
Magical Dominance
+1 Concentration stat
+1 bonus to one spellcasting discipline of the yuelloks choice
(Geomancy, Mysticism, or Sorcery)
Resistance: Arcane 2
Arcane damage is reduced by 2 points per attack.
Slow Flight
1 Flight Speed stat
1 Flying discipline
Telekinetic Arms
Yuelloks are able to freely manifest telekinetic extensions of
their own atrophied arms that work in many of the same
ways as standard limbs, including their reach and threat
range. They also relay feelings of touch and pressure to
the yuellok. Telekinetic arms are visually imperceptible.
Strength, Brute Force, & Encumbrance Factor: For yuelloks,
the Strength attribute, Brute Force stat, and Encumbrance
Factor stat all function normally but are measures of the
yuelloks psychic ability instead of her physical prowess.
Grappling: Yuelloks may still perform actions while grappled
since their telekinetic arms can function at any angle and
without restriction. Movement is still prevented, however.
Telekinetic Shove
Yuelloks may use their telekinetic powers to forcibly throw
creatures or unattended objects. This ability mimics the
Telekinesis: Throw spell effect; please refer to Chapter 5
for specific details.
Activation [M]: Mysticism check of SV 5 (objects) or against
Fortitude (creatures), applying a CM of 0 (adjust for creature/object size); stamina loss occurs if a 1 is rolled
Target Area: single target
Range: distance, range increment 5
Duration: instant
Yuellok Heritage
1 Brute Force stat
5 Encumbrance Factor stat
1 Might discipline
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CHAPTER 6
LANGUAGES
There are numerous languages used by the sapient creatures
of Arlakor: 15 regional languages, countless native tongues, 5 of
ancient origins, and the divine language of celestial beings. Your
character is automatically fluent in a number of native or regional
languages equal to his Intellect rank + 1, and a new native or
regional language is learned each time your characters Intellect
rank increases. Being fluent in a language allows your character
to speak, read, and write it unless he also possesses the Illiterate
disadvantage. Additional languages, including those of ancient
origins, can also be acquired by selecting the Linguist vocational
advantage (this is the only way to learn ancient languages).
Base Languages: Although the majority of languages consist of their own alphabets, meanings, and pronunciations, most
were at least partially derived from the seeds of the five ancient
languages: Baraelic, Drakish, Fayen, Runic, and Tulgoren.
REGIONAL LANGUAGES
246
Ekaskan is noted for being elegant, but its syntax can prove to
be confusing due to the reversal or swapping of words to indicate
opposite meanings. It is commonly known by elves (rethenod),
gargonds, gremlins, humans (Nendairan), and xsessyri.
Gharen is fairly unremarkable and is perhaps the closest language to real-world English. It is commonly known by brownies,
gnolls, humans (Gharethian), ogres, and satyrs.
COMPENDIUM
Regional Languages
Language (Base)
Avarrish (Runic)
Dwennish (Drakish)
Ekaskan (Drakish)
Gharen (Baraelic)
Halvari (Baraelic)
Khorrish (Runic)
Mhaluun (Tulgoren)
Nalue'ven (Fayen)
Language (Base)
Orr'thek (Tulgoren)
Prynnish (Baraelic)
Rokovi (Drakish)
Saerdish (Fayen)
Temdarish (Fayen)
Unndolic (Runic)
Vristin (Tulgoren)
NATIVE LANGUAGES
Native Languages
Language (Base)
Arnurian (Baraelic)
Brownie (Fayen)
Centaur (Baraelic)
Drak'thar (Drakish)
Dryad (Fayen)
Dwarf (Runic)
Elf (Fayen)
Ettin (Tulgoren)
Ferellik (Baraelic)
Gargond (Runic)
Gnoll (Drakish)
Gnome (Runic)
Goblin (Runic)
Gremlin (Drakish)
Huldrian (Baraelic)
Ikranid (Tulgoren)
Language (Base)
Jelghari (Tulgoren)
Kreevog (Runic)
Kydoran (Tulgoren)
Lavossi (Drakish)
Malgoth (Runic)
Minotaur (Baraelic)
Nerref (Baraelic)
Ogre (Drakish)
Orc (Tulgoren)
Pixie (Fayen)
Revornae (Drakish)
Satyr (Fayen)
Sprite (Fayen)
Troll (Tulgoren)
Xsessyri (Baraelic)
Yuellok (Runic)
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ANCIENT LANGUAGES
Baraelic
Drakish
Fayen
Runic
Tulgoren
This language originated among the orcs and the other barbaric tribes of Tulgore. Its written text is savage in appearance,
and its spoken words are rough and aggressive when heard aloud.
It is perhaps the rarest of the ancient languages since so very few
of its texts and artifacts have survived into modern times.
Derived Languages: Ettin, Ikranid, Jelghari, Kydoran, Mhaluun, Orc, Orrthek, Troll, Vristin
248
Ancient Languages
Language
Derived Languages
Baraelic
Drakish
Fayen
Runic
Tulgoren
CELESTIAL LANGUAGE
COMPENDIUM
DIVINITY
There are nine greater divine beings that are known and
worshiped across Arlakor, as well as numerous lesser deities and
demigods. Priests and templars tend to worship a single patron
deity, and so do many adventurers, common folk, and communities. However, even those that are partial to a particular deity will
often say prayers to other divine beings according to their needs.
For instance, a farmer might attend a church that is dedicated to
the goddess Authara, but he might also routinely pray to Iandrath
in the interests of his crops or evoke the name of Thrask when
cursing his enemies.
Afterlife: Many religions impart beliefs of an afterlife unto
their followers, but the details of what actually occurs after mortal
death is a subject of great speculation and conflicting accounts.
Mortal beings who die and are later resurrected cannot recall what
may have transpired in the time between death and being brought
back to life. Most priests and religious texts describe a wide array
of unique depictions for Heaven and Hell, but the true nature of
the divine realms remains shrouded in mystery.
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250
Besides the true gods and demon lords there also exists other
divine beings that maintain religious orders throughout Arlakor.
Such beings share control of the grand facets of the world and
are even capable of granting divine powers and blessings to their
faithful servants.
COMPENDIUM
LYCANTHROPY
Lycanthropy is a mystical disease that forces its victims to
transform into werewolves during the nights of the full moon. Its
origin is steeped in mystery and superstition, and even the mere
rumor of its presence within a community tends to quickly ignite
waves of paranoia and terror among the populace.
Contracting Lycanthropy
Transformation
causes your characters snout and limbs to elongate, his claws and
fangs to become more pronounced, and thick hair begins to cover
his body. His weight is also increased by 50%. During a transformation your character is considered distracted and suffers a 2
penalty to all actions as he struggles to endure the overwhelming
pain of the change, but he may still continue to act and defend
himself. Often during this time most lycanthropes will try to warn
and/or distance themselves from nearby allies before they lose
complete control.
Loss of Control: Once the transformation into
a werewolf is completed your character loses
all control of his capacity to behave and react
rationally. In fact, his intellect is considered
to be bestial (instead of sapient) and his
actions are based purely on animal
instincts. Werewolves are brutally
aggressive toward almost all other creatures, lashing-out fiercely
against friends and foes alike,
and succumbing to their savage
whims until the arrival of dawn.
You essentially lose control of
your character until the transformation ends, during which time
he is controlled by the GMa
random outcome to the nights
events can even be determined,
if desired (refer to the table below). Typically, your character
will awaken late in the morning
with no memory of the previous
nights events and he loses one
stamina point (health points may
also be lost if rolling randomly).
Silver Vulnerability: Creatures with lycanthropy suffer
from an acute vulnerability
to silver, which can be especially deadly when they are
transformed into werewolves.
In particular, silver weapons
inflict +2 damage against lycanthropes in their standard species
form (and Wolf Form; refer to the
werewolf-only advantage) or +4 damage when they
are transformed into a werewolf. Powdered silver is also used as
a deterrent against werewolves, and those who can afford to do so
often sprinkle the powder across doorways and around areas that
they wish to protect. Werewolves will typically avoid areas where
they smell silver unless they are enraged or hunting specific prey
(a willpower check may prove useful in such situations). Ingesting powdered silver that has been concealed in a beverage or food
causes a lycanthrope to become violently ill while in his standard
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species form and is usually fatal if he does so while transformed
into a werewolf (ingesting 2 ounces or more of powdered silver
for a medium size lycanthrope is fatal).
Gear & Equipment: During transformations your character
will typically discard his gear since his intellect is considered to
be bestial; if not immediately, then he does so during the nights
events. His body grows significantly in mass and proportion,
thereby making armor and clothing uncomfortable and encouraging their removal (violently if needed). Werewolves that possess
the Lycanthropic Control advantage may purchase custom armor
or clothing that is able to be worn more comfortably during transformations, but the costs of such items are increased by 25%.
Death: If your character dies while transformed he immediately reverts into his standard species form. Severed limbs and
body parts do not revert if they were lost while transformed but
instead remain wolf-like.
252
[Roll: d12]
Outcome
Result
by the GM).
Lost: You wake up in an unknown location d6+10
10
COMPENDIUM
Captured: You wake up to discover that you have
been captured (restrained by a net or chains, locked
11
12
Curing Lycanthropy
WEREWOLF-ONLY ADVANTAGES
Lunar Liberation (ranked)
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CHAPTER 6
VAMPIRISM
Vampirism is a mystical curse that irrevocably transforms
its victims into vampires (non-living undead). The curse confers
both powerful abilities and terrible afflictions, not the least of
which is a vampires insatiable hunger for living blood. For this
reason most of all, vampires are regarded with intense fear and
loathing by nearly all civilized cultures.
Contracting Vampirism
Vampirism may only be afflicted upon living, sapient creatures. First, a creature
must be killed by a vampires bite
attack, meaning that the bite must
have been the act that actually
caused the victims death (being
bitten and then killed afterwards
by a weapon or other attack is not
sufficient). Second, the creatures
body must then be buried within
three days time; waiting longer to
bury the body causes it to decompose too extensively. If both of
these conditions are satisfied
then the creature awakens the
next night as a newly-risen
vampire and acquires the
Vampirism disadvantage.
Prevention: The performance of certain rituals
can prevent a victims
corpse from later rising
as a vampire. The most
common ritual involves
stuffing several cloves of garlic into
a victims mouth and throat prior to
burial. Decapitation, dismemberment,
and immolation are also equally effective, albeit extreme. Achieving a critical
success on the Preservation spell effect
also accomplishes the job and guarantees
that a corpse can never be reanimated as any form
of undead, but a standard success has no effect at all
except to extend the time allowed for burial.
Vampire Characters
Requires GM approval!
Players who wish to play as vampire characters,
either by starting the game as a vampire or continuing
to play a character that was killed and raised as a vampire,
must first obtain GM approval. This is due to the extreme impact
that a vampire character can have on the other party members and
how they choose to conduct their adventures, such as having to
restrict exploration and traveling to nighttime hours in order to
limit exposure to sunlight.
254
Awakening
COMPENDIUM
creature, which cannot normally recover lost health points at all);
broken bones automatically mend in 24 hours, damaged faculties
are restored at a rate of one point every 6 hours, and severed/
destroyed parts and permanent injuries are restored after 1 week.
Living Blood: Vampires must consume the blood of living
creatures in order to recover stamina (due to their Undead Appetite trait). A mystical side-effect of actually killing a target via
the vampires bite attack results in all of the targets blood being
completely drained away (the vampire only actually consumes a
very small portion). This often serves as a sign that a vampire is
responsible for the attack. Targets that are not killed by the bite
attack do not have their blood drained away.
Graves/Coffins/Tombs: Unlike most other non-living creatures, vampires may heal if they rest while in direct contact with
grave dirt, which is often placed inside coffins or tombs (resting
within or on top of an existing grave is also sufficient). To do so a
vampire enters into a deep meditative trance, which allows him to
begin healing at the following rates: one health point is recovered
every 6 hours, broken bones are mended in 24 hours, damaged
faculties are restored at a rate of one point every 6 hours, and
severed/destroyed body parts are restored after 1 week (recovery
times are halved if his species also possesses the Regeneration:
Living trait); he is also able to recover stamina normally.
A vampire may only enter into a trance if his hunger is sated;
he cannot do so while his hunger is ravenous. While resting in a
trance his hunger is suspended but resumes afterwards. A trance
must be continuous in order for recovery to occur and lasts until
the vampire is either fully healed or interrupted due to noises,
moving/touching, or other nearby disturbances. To rouse he must
succeed on an Awareness check of SV 5 (he rouses automatically
if he suffers health loss from any source). Lastly, the amount of
grave dirt that is necessary to make a coffin or tomb suitable for
recovery is about 50 pounds for a vampire of medium size (vampires of other sizes multiply 50 by their weight multiples).
Sires & Spawn: The act of biting, killing, and afflicting a
creature with vampirism is referred to as siring. The original vampire is known as the sire but may also be referred to as a parent
(father or mother) or master. A sired vampire is called a spawn,
child, or fledgling. This relationship extends in both directions so
that a vampires sire is also a sire to all of his own spawn, and vice
versa. Sires gain the following benefits and powers when dealing
with their spawn (including all descendant spawn as well):
Hostility Barrier: Spawn have a difficult time taking direct
hostile actions against their sires. Attempting to do so
forces a spawn to endure a willpower check with a +2
modifier applied before the action can be performed.
Success allows a spawn to act freely toward his sires
for the remainder of the encounter, but new checks are
required for later encounters.
Influence: A sire gains a +1 bonus to his Intimidation and
Persuasion discipline checks when using them against
any of his spawn.
Shared Power: A sire becomes more powerful according
to the number of spawn in his lineage (including all
descendant spawn). The number of spawn in his lineage grants various passive bonuses to his faculties,
and bonuses are cumulative with each successive tier.
Number of Spawn
0 to 9
10 to 24
25 to 49
50 or more
Sire Bonuses
None
+1 Might discipline
+1 Brute Force stat
+1 Base Resilience stat
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Sunlight: Vampires are extremely vulnerable to sunlight,
which inflicts d8 damage each round that a vampire
stands in or moves through direct sunlight (compared
against his Total Resilience stat); a cumulative +1
bonus is also applied for each consecutive round that
sunlight damage is rolled. Clothing does nothing to
help, whereas armor provides its standard protection by
adding to Total Resilience; however, even heavy armor
does very little for continued exposure. Note that direct
sunlight is defined as any sunlight that forms a straight
path between the vampire and the sun (i.e. non-reflected
light), and includes sunlight that passes through clouds,
fog, smoke, forest canopies, water, and other materials.
Wooden Weapons/Ammunition: Any weapon or ammo that
possesses the Wooden Point special quality is particularly deadly against vampires. Such weapons or ammo
can be used to attempt a standard called shot at a 4
penalty that is aimed at a vampires heart (torso). If the
attack succeeds and inflicts at least one point of health
loss then the vampire is instantly destroyed and reduced
to dust, regardless of any remaining health points.
Incurable: Unfortunately, vampirism is an affliction that
cannot be cured by any known means.
Destruction: When a vampire is destroyed his body is immediately and irrevocably reduced to dust. Even the Resurrection
spell effect cannot be used to restore him back to his pre-vampiric
life (unlike the corpses of most other undead creatures).
Vampire Qualities
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VAMPIRE-ONLY ADVANTAGES
Creature of the Night (8)
COMPENDIUM
applies against creatures that can see his eyes. However, the bonus
is never applied against his sires; this same restriction holds true
for all benefits gained by selecting later ranks of this advantage.
Rank 2 (2): Persuasion (R2)
Your characters gaze carries particular weight when making Persuasion attempts, so much so that he can lie while under
suspicion without incurring the standard 2 penalty. Additionally,
sapient creatures with an indifferent attitude toward the vampire
are treated as if they were instead agreeable/friendly (granting a
+1 bonus); angry or hostile creatures remain unchanged.
Rank 3 (2): Persuasion (R3)
Your characters gaze is so potent that he is able to Persuade
sapient creatures to attempt actions that they would normally not
conceivably agree to attempt, but doing so requires a critical success (self-harming or suicidal actions are not permitted and result
in the disciplines automatic failure).
If a critical success is achieved the creature is so thoroughly
convinced that he will not even realize that anything is amiss for
d6 rounds. For instance, if he is convinced to attack his friends
he will do so to the best of his ability for d6 rounds. Afterwards,
he is made aware of his transgression and can act accordingly.
However, the vampire is free to make another Persuasion attempt
whenever eye contact is reestablished.
Rank 1 (2)
Your characters body has begun to appear more sinister and
savage. His skin becomes leathery, his features appear gaunt, and
an overall monstrous visage is portrayed. In particular, his fangs
become more pronounced and his bite attacks inflict +1 damage.
Because of his appearance your character has a more difficult time blending as easily into normal society, especially when
among members of his original species. Creatures that have close
or prolonged interactions with him may attempt a Creature Lore
check of SV 5 to recognize that he is not what he seems to be
(perhaps they believe him to be a monster, demon, or some form
of doppelganger); achieving a critical success reveals him to be a
vampire. Members of his species gain a +2 bonus on such checks.
Rank 2 (2 or 4)
Your characters form has become quite monstrous and his
hands now end in sharp claws. He acquires the Enhanced Unarmed Attack: Claws [Hands] trait, which inflict d6 damage. If
his species already has clawed hands then their attacks inflict +1
damage. This ranks cost varies accordingly: 2 points for species
with clawed hands or 4 points for species without clawed hands.
Furthermore, there is no longer much that can be done to
mask your characters sinister nature and those who interact with
him are instantly aware that he is not what he seems to be. A
Creature Lore check of SV 5 reveals him to be a vampire. No
additional bonus is granted to members of his species since it is
obviously clear that he is some other kind of being.
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GAME MASTER
CHAPTER 7
GAME MASTER
E
Remaining Neutral
Playing Fair
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It is true that most GMs invest far more time and effort
into the game than the other players, but thats just part of the
job. A GM is not simply a lone author who has complete control
over the story, but is rather collaborating on the story as part of a
team of authors (the other players). By its very nature a tabletop
roleplaying game must grant each individual player the freedom
to affect the campaign according to his characters choices and
through the consequences of his characters actions. Therefore, a
GM should never cheat, not even for the reasons outlined above.
There are strategies that can help GMs in avoiding such pitfalls
and setbacks, which are discussed later in this chapter.
Using a GM Screen: Many GMs prefer to use a screen or
other barrier to hide their notes, maps, enemy sheets, and other
adventure-related aids from the other players. It is also common
for GMs to make their die rolls behind the screen in order to prevent players from deducing an enemys degree of proficiency
(based on the die being rolled and its modifiers). Unfortunately,
rolling behind the screen can also make it more tempting for a
GM to cheat, so the choice of whether or not to make die rolls in
secret is one that each GM must decide for themselves.
260
RUNNING ADVENTURES
Much as chapters are to a book, adventures are to a campaign. Each adventure advances the story a little bit further and
helps the PCs to grow in experience and power (unless they meet
their doom, of course).
GAME MASTER
However, not all details are meant to be shared outright.
Sometimes certain details may not even be shared at all unless at
least one of the PCs is particularly observant. GMs should often
utilize detection checks (and subsequent Awareness checks), to
determine which details of a scene or situation are discovered.
This tends to reward characters who possess higher Perception
attributes and can even reveal alternative solutions to problems.
Sensory Descriptions: Describing the five basic senses is
always a good start. What do the PCs see? What do they hear and
smell? The GM should also remember that some playable species
may lack certain basic senses and/or may even possess additional
unique senses, such as tremorlocation.
Visual Aids & Player Maps: The occasional use of visual
aids can often help the players to better visualize specific details
and can increase immersion in the adventure. Common visual
aids include drawings, handouts of letters and notes, photos or
pictures of NPCs and monsters, physical props, and player maps.
Maps, in particular, can be very useful, both in terms of immersion and for assisting with travel and exploration. GMs may wish
to create alternative maps for their own personal use that contain
additional information or hidden locations/details.
Going Overboard: It is sometimes possible to share too
much information with the players. It isnt necessary or particularly helpful to describe the appearance of every rock along the
PCs path, nor is it required to give an overview of every NPC in a
busy city plaza. The goal is to strike a proper balance and to focus
on providing details of important aspects. The players imaginations are often able to fill in the remaining gaps quite effectively.
Narration Blocks: Most modules contain blocks of descriptive text or dialogue that are meant to be read aloud by the GM at
certain points in the adventure. In most cases these are helpful and
allow the GM to easily relate the bulk of important details to the
other players. However, be aware that sometimes the PCs prior
actions and choices can alter certain details contained within later
narration blocks and that the GM may need to quickly adjust or
omit various portions accordingly. Narration blocks can even be
written for custom adventures, but it is best to keep them short
and simple. Also, its best to avoid extended NPC dialogues, since
these tend to exclude the PCs from being able to interact with and
contribute to the conversation.
Adventure Familiarity
DESIGNING ADVENTURES
GMs who prefer to create custom adventures will undoubtedly develop their own methods and tricks for doing so. Rather
than attempting to provide a single one-size-fits-all process for
adventure design this section offers advice about the most crucial
aspects of every adventure and highlights some of the potential
pitfalls that GMs should try to avoid.
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prepared for what the brigands might do if the PCs choose to take
a different route to the dungeon. Perhaps they have scouts that
are keeping tabs on the partys progress so that they can relocate
their ambush location as needed (assuming that the scouts arent
spotted and are still able to report back safely). If the brigands
somehow manage to miss the party they may be forced to abandon their ambush attempt altogether, or they may decide to adopt
the fallback plan of trying to ambush the PCs as theyre leaving
the dungeon instead.
Adventure hooks are events that can be used to motivate the
PCs into pursuing particular paths, such as NPCs that offer quests
to the party, rumors of tempting opportunities, or circumstances
that encourage the PCs to take specific actions. However, adventure hooks should also be flexible, meaning that the PCs should
be free to decide whether or not to accept them. According to the
flow of the game and the PCs choices, some adventure hooks
will be postponed, some will be ignored, and some will even be
missed entirely. GMs can often recycle adventure hooks that were
ignored or missed by reusing them in later adventures (perhaps
with a few minor adjustments and tweaks).
Knowing Where to Focus: Designing an adventure can
take a lot of time, so it is a good idea to narrow the focus to the
most relevant aspects that the PCs are likely to encounter. There is
no need to write the backstory for every NPC resident of a nearby
town, especially if the PCs are unlikely to even go there. The GM
should try to focus her efforts exclusively on the most relevant
NPCs, locations, potential battles, and so forth. Afterwards, if she
still has extra time to put into the adventure then she can try to
flesh out the less relevant aspects.
Avoiding the Railroad: As mentioned previously, tabletop
roleplaying is a collaborative storytelling activity, and like the
GM, the other players have the right to help decide how the story
unfolds. GMs who attempt to force the PCs into following one
specific path are guilty of a tactic referred to as railroading. This
tactic forces the party along a predetermined path, much like a
train on rails, and prevents the players from being able to choose
how their characters proceedin other words, the GM hogs the
story. A GM should always be open to allowing the players to take
the story into new and unexpected directions (because they will).
Winging It: No amount of planning can ever fully prepare
the GM for every possible path that the PCs might choose to take.
What then is the GM supposed to do when the PCs try to go in a
direction that she did not anticipate or plan for? Well, she just has
to wing it. Remember that the GM is free to shape the campaign
world however she wants (while remaining fair and unbiased).
Making up details of an adventure on the spot may seem quite
intimidating, but it gets much easier to do with experience. After
having played a campaign for several sessions a GM should begin
to accumulate a collection of NPCs and monsters, unused adventure hooks, and other resources that can be called upon in a pinch.
Ending an Adventure/Session: GMs should also try to get
in the habit of ending an adventure or session by asking the other
players how they intend for their characters to proceed. Do they
plan to begin tracking the bandits back to their hideout, or are
they planning to journey eastward to explore the haunted ruins?
Knowing how they intend to proceed allows the GM to focus on
and prepare the most relevant aspects for the next session.
262
Background Details
The process used when creating NPCs and monsters is virtually identical to how the players create their own characters. The
GM assigns faculties and traits, adds up the total character point
costs, equips gear, designs spells, and determines other pertinent
information. CPV planners, NPC template sheets, and song/spell
sheets are included in the Appendix to help the GM organize each
creatures overall details. CPV Planners are particularly helpful
to both GMs and players alike when initially designing new monsters or characters.
Unlike players, who must design their new characters so that
they have total CPVs equal to 125 (except for shades), the GM is
always free to design NPCs with higher or lower CPVs according
to their training and overall capabilities. Seasoned adventurers
and veterans will tend to have higher CPVs, whereas common
folk and non-adventurers will tend to have lower CPVs.
Designing New Species: Some GMs may prefer to design
entirely new playable species or new monster species for their
campaign worlds. Playable species are balanced so that the total
sum of the values of all their inherent traits falls within a range
from 30 to 35 character points. Non-playable species for monsters
and other creatures can be designed above or below this range
(which is why they are considered non-playable).
Custom creatures and monsters will often possess new traits
as well. The process for creating and balancing new traits requires
careful thought, but it is important to assign character point values to new traits that are proportional to their levels of power. The
best advice when trying to assign costs is to compare the values
of similar existing traits and to assign a new traits character point
cost according to how it compares. Additionally, try to weigh and
consider all of the potential benefits and downsides of the trait
instead of only those that strictly relate to combat.
GAME MASTER
Degree of Difficulty: New GMs often struggle with trying to
determine the right degree of difficulty when designing NPCs and
monsters to oppose the PCs. Finding the right balance between
providing almost no challenge and slaughtering the whole party
can be tricky at times. However, the Vexith Roleplaying Game is
usually a bit more forgiving than other roleplaying systems in this
regard since creatures tend not to grow as drastically in power as
their CPVs increase, as opposed to level-based roleplaying games
where the difference between one experience level and the next
can mean a major jump in relative power.
In more open-ended adventures the degree of difficulty is
even less of a consideration due to the PCs freedom to pursue
alternative paths. Rather than having to overcome their adversaries through combat they may choose
to do so by employing stealth,
diplomacy, magic, or other
less conventional tactics.
The PCs should also be
encouraged to exercise
caution and to know
when it is better to
flee than to fight. The
GM should make it
clear to the PCs that
the burden of acceptable risk is theirs alone
(i.e. not every encounter
is designed to be perfectly
fair and balanced).
It is even recommended for
GMs to incorporate encounters of varying
degrees of difficulty throughout their adventures and campaigns
in order to provide a wider range of challenges and consequence.
Trying to balance every single encounter and obstacle only serves
to remove the thrill of uncertainty. Such balanced adventures also
limit the game in other ways. Sometimes it can be fun for the PCs
to let loose and absolutely dominate a trivial challenge, like when
causally wiping the floor with a hoard of weaker enemies. On the
other hand, if the PCs choose to undertake a task that is clearly
beyond their capabilities they are probably going to fail, but if
they do somehow manage to survive and achieve success then
their victory will be all the sweeter.
Heroes & Villains: Memorable heroes and villains are the
major NPCs that are integral to the story. As such, they tend to
require more detailed backgrounds and connections throughout
an adventure or campaign. GMs may find it useful to keep track
of heroes and villains between adventures, such as how they may
have been affected by the PCs actions, whether they acquired
or lost resources, what they plan to do, and so forth. After each
session try to imagine how each hero/villain perceives events and
the changes to the world (assuming that he or she is aware of such
developments). Most heroes are likely to have their own agendas,
quests, and goals that they are pursuing independently of their
involvement with the PCs. Most villains do not sit idly by in their
dungeon hideouts just waiting for adventurers to arrive and kill
themthey are busy putting their dastardly plans into action and
looking for ways to thwart the PCs and other would-be heroes.
One handy trick that GMs can sometimes use to save time
when creating heroes and villains is to first design NPC template
sheets for common roles, such as warriors, bandits, or sorcerers,
which are used for many standard encounters. However, they can
also be used as base templates so that rather than going through
the whole creation process for each new hero or villain the GM
can simply apply the NPCs differences to the new template (faculty adjustments, additional traits, equipment, spells/songs, etc.).
This technique also works particularly well for boss encounters. For instance, a group of dwarven warriors might be led by
a commander who shares their base
template, except that he instead
wears heavy armor, wields
a highgrade weapon, and
possesses the Leader vocational advantage. The
GM could even reference the commanders
differences in his notes
for the adventure, rather
than having to create an
entirely separate template.
GMs must often invest
a significant amount of effort
and time when designing heroes
and villains, so of course the
PCs will routinely manage to
bypass, ignore, or kill them
off prematurely, much to the
GMs frustration. As noted
previously, however, the GM
should refrain from cheating
in order to force confrontations
with major NPCs or to spare them
from unintended deaths. The PCs must
always be allowed to choose their own paths and to affect the
adventure and campaign accordingly.
One strategy that can be employed to salvage unrealized or
unused NPCs is to recycle their template sheets. For instance,
even though the GMs carefully-designed wizard villain was
slain before he could make his escape does not prevent his template from being used again in a later adventure (perhaps with a
change of name and a different set of personality traits). Rather
than wasting the template the GM simply postpones its use.
NPC Status Sheets: Unlike players, who only manage a single status sheet for their characters (or two if they have a minion,
pet, or hireling), the GM is often responsible for maintaining the
health, stamina, fatigue, and conditions/modifiers for numerous
creatures simultaneously. NPC Status Sheets are provided in the
Appendix to simplify this task.
Traps
Dungeons are often filled with deadly traps to help ward off
intruders. Unlike the trap kits that may be purchased as adventuring gear in Chapter 3, the traps that are built into dungeons and
other locations are more permanent. They also tend to be much
more expensive, especially magical traps. Exact costs are hard
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to outline since each trap is so unique and has so many factors
that can affect its price, such as how well it is hidden, how well
it is integrated into its surroundings, its lethality, its complexity,
and so on. A couple of example traps are provided below to help
demonstrate the different aspects that should be considered and to
show how trap templates can be utilized.
Single target traps only affect one target, which is usually the
creature that triggers them. Area-effect traps affect all creatures
within an area-effect template, which usually includes the triggering creature (the size of the template imposes a penalty to the
traps Precision check: small 2 or large 3). One detail that needs
to be understood about traps that mimic weapon attacks (spears,
darts, blades, etc.) is that they do not perform separate attacks for
each implement. For instance, a single target trap that launches several darts at its target would only make a single Ranged
Precision check. In fact, it is simpler just to focus on the traps
designated target area (single target or area-effect) rather than its
number of implements. Single target traps that employ numerous
implements can be adjusted to grant bonuses to their Precision
and damage checks, but their costs should be increased, including
the costs of any expendable components.
Mechanical Traps: Mechanical traps rely solely on physics-based triggers and components in order to function (trip wires,
pressure plates, pulley systems, ropes/chains, etc.). Their installation often includes subtle yet telltale signs in the surrounding
structures that can reveal their presence, such as a brick or panel
that is slightly uneven. Mechanical traps that are spotted can potentially be disarmed via the Tinkering discipline by using a set
of thieving tools (makeshift tools and implements can be used as
well but impose a 2 penalty). Rearming a mechanical trap can
also be performed by using the Tinkering discipline, but it may be
necessary to replace expended components according to the traps
particular design (fuel, projectiles, etc.).
Poison-Tipped Spear Trap
Trap Type
Trigger
Pressure Plate
(10 lb or greater)
Mechanical
Location
Target Area
Single Target
Magical
Attack
Location
Awareness SV 5
Treasure Chest
Disarming
Damage/Effect
Corridor
Detection
Tinkering SV 8
Physical d6+2
(plus poison if health is lost)
Trap Description
Several medium size poison-tipped spears attempt to impale the target from
concealed holes along the walls and ceiling.
Poison is applied via damage. It has a potency of +1, a frequency of minutes,
and possesses the Health Loss effect.
Expendable Components
One dose of poison is consumed each time that the trap hits a target (even if
no health loss is inflicted); the trap can hold up to 3 doses at a time, but it
may still inflict damage even if no poison has been applied.
264
Trigger
Target Area
Area-Effect
(small sphere template)
Detection
Attack
Awareness SV 8
Disarming
Damage/Effect
Tinkering SV 5
(requires Runebreaking)
Arcane d12
Trap Description
An arcane explosion detonates when the lid of this small size treasure chest
is opened. The template is centered on the chest itself (the chest and its
contents are immune to the damage). Speaking the code word Larigoll
directly prior to opening the lid avoids triggering the trap until the lid is
closed. The code word must be spoken again each time before opening
the lid unless the trap has already been sprung or disarmed.
The chest is also locked and requires a Tinkering check of SV 8 to pick. The
trap is separate from the locking mechanism, meaning that it can still be
triggered even if the lock was picked, unlocked with its key, or bashed.
Expendable Components
GAME MASTER
Unlike the prior mechanical trap, this example magical trap
is capable of inflicting damage to all nearby creatures and unattended objects whenever it is triggered (excluding the chest and
its own contents). Notice that the modifier to Spell Precision is
2, which is due to the small size area-effect template, but the GM
could have also applied additional modifiers to the trap if desired.
The traps damage is listed as d12 and is significantly different
than the base damage of d8+1 that is typical for the Damage spell
effect, which this trap appears to mimic. Remember that the traps
modifiers and values are entirely subject to the GMs discretion
and that its size and area-effect modifiers are the only factors that
must be applied. The GM may choose to base a traps values on
an existing spell effect or weapon, but doing so is never required.
Environmental Dangers
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CHAPTER 7
coin pouches that are used to hold ones money (especially useful
for small and tiny size characters) or animated tools that help with
mundane chores or repetitive tasks. Many commoner households
even possess such items since their costs are easily affordable.
On the other hand, greater magical items (those with total
enchantment values of either 1 or 2) tend to be very rare and
hard to come by. This is one of the primary differences between
the Vexith Roleplaying Game and other roleplaying systems.
In many electronic and tabletop roleplaying games the PCs are
often supplied with a continual stream of increasingly-powerful
magical items. However, the Vexith Roleplaying Game takes the
opposite approach, whereby greater magical items are only rarely
encountered. Due to the mechanics of the Vexith system these
items provide a significant boost in power to those characters
that possess them and should never be made commonplace. Their
high costs also limit their availability for purchase since most
merchants simply cannot afford to stock them, not to mention the
potential risk of theft when keeping such valuable items on hand.
Relics: These are the most powerful types of magical items
(they posses total enchantment values of 3 or higher). Their range
of potential abilities and the magnitude of their magical powers
are without restriction. Relics often possess their own unique
names, titles, or historically-notable associations. They also tend
to have elaborate stories and myths surrounding their origins and
backgrounds. Most relics ignite rumors and intrigue everywhere
they go, and their use may even attract unwanted attention from
powerful figures and groups throughout the region.
GMs should be extremely careful when deciding whether
or not to introduce a relic into their games. A relics inclusion
can easily have unintended effects on an adventure or campaign,
especially in the hands of the PCs. However, a relic can also serve
as a valuable storytelling device for GMs, similar in many ways
to that of any major hero or villain. A relic might be the focus of a
grand quest, or perhaps it is simply the driving force behind political or religious conflicts. Some GMs may even choose to base an
entire campaign around a specific relic, whereas other GMs may
decide to avoid their inclusion altogether.
Nonmaterial Wealth: Money and material possessions are
not the only kinds of wealth. Nonmaterial forms of wealth can
even be more desirable in certain instances. The following list
describes some of the more common examples:
Favors: An NPC may agree to provide a unique favor, either
now or at some point in the future.
Permits: The rights to certain privileges may be granted by
those in power, such as being granted access to restricted
resources or being allowed to perform activities that are
normally prohibited.
Reputation: Attaining a certain degree of renown can lead
to other opportunities and may garner the notice of other
powerful groups and individuals. Notoriety can also be its
own form of wealth.
Titles: Professional or noble titles can be assigned that grant
prestige and specific benefits, but they often include certain duties that must also be performed.
Losing Wealth: Just as wealth can be acquired through a
variety of means, so too can it be lost. The following examples
highlight some of the typical manners of losing wealth:
266
THE CAMPAIGN
GAME MASTER
Climate: What are its predominant climates? What is its
range of temperatures? Are certain regions more prone
to extreme weather?
Geographical Features: Where are its major mountain
ranges, oceans, seas, lakes, and rivers? Does it have any
great forests, deserts, or tundras? Are there any regions
that are actively volcanic?
Cosmic Bodies: Does the world have a single sun or multiple suns, and how will this affect its daylight cycles?
What about its number of moons? Are there any other
planets or cosmic bodies that are also visible in its sky?
Time: How many hours constitute a full day? How many
months are in a year? What about seasons?
Cultural Aspects: What are its cultural characteristics?
Playable Species: Which of the standard playable species
are able to be selected? Will additional custom playable
species also be made available?
Languages: Which are the worlds major languages? Are
there ancient, regional, and native languages (like in the
Vexith campaign setting)? How is the Linguist vocational advantage affected?
Magic & Mystical Traits: How commonplace is magic?
How are spellcasters regarded by the populace? Are
some mystical traits and advantages restricted?
Religion & Divinity: How predominant is religion? Does
the world have its own unique pantheon of gods? How
commonplace and visible are acts of divine magic?
Kingdoms & Territories: What are the major kingdoms and
countries? Where are they located and how are their
borders/boundaries defined? Are there any other forms
of government? What are some of the major cities and
settlements? Where are the major economic resources
and centers of trade?
Factions: Who are some of the most notable groups, guilds,
and factions? How much power do they wield? How far
does their influence reach?
Heroes & Villains: Are there any heroes or villains whose
names and reputations are recognized throughout the
world? Why are they famous?
History: What events have shaped the world?
Timeline: How old is the world? When was the beginning
of recorded history? What is the current year for the
start of the campaign?
Creation Lore: Are there any common myths and lore concerning the creation of the world? How do such beliefs
incorporate each of the various playable species?
Wars & Conflicts: What are some of the major wars and
conflicts that have taken place? Are there any lingering
effects, such as tensions between different species or
factions? What about alliances and treaties? Are any
wars currently being fought?
Other Events: What other major events have taken place
throughout the worlds history? Have there ever been
any environmental disasters of note (earthquakes,
floods, volcanic eruptions, etc.)? What were some of
the major discoveries and revelations? Are there mysteries or phenomena that have not yet been resolved?
The Vexith
Starting Small
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CHAPTER 7
Starting Location: One of the most important decisions
when beginning a new campaign is picking the location where the
first adventure will take place. In many cases the starting location
and its surrounding region will serve as a hub for future adventures. This also means that whatever region the GM selects for the
starting location tends to become more detailed and fleshed out
over the course of the campaign. However, depending on the type
of campaign, the starting location may not be of great importance
for future adventures, such as a campaign where the PCs are continually on the move.
Party Cohesion: Every campaign must provide a strong reason for why the PCs have decided to band together, or else the
PCs would be likely to drift apart according to their individual
motivations (speaking strictly in regards to the story). There are
several common options that can provide sufficient reasoning for
staying together and working as a team:
Prior Friendship: In many cases it can simply be assumed
that the PCs were already good friends prior to the start
of the campaign. Maybe they even grew up together in
the same village or town, but whatever the reason their
loyalty to one another and their shared ambitions make
them an effective team. The players should develop their
characters backgrounds with these ideas in mind.
268
Ending a Campaign
GAME MASTER
ching storylines have been resolved. For instance, if a campaign
is designed around the PCs opposition to a particular villain then
it is probably a good idea to end the campaign once the villain
has been thoroughly defeated, assuming that all of his nefarious
schemes have also been thwarted. Freeform campaigns (those
that lack an overarching storyline) tend to be easier to conclude
since they can be wrapped up at the end of the current adventure.
Despite the type of campaign, a good way to determine the
proper ending point is to examine whether or not your group is
still having fun. Sometimes a campaign can begin to drag along
for a variety of different reasons. Maybe the combination of PCs
does not mesh particularly well, or maybe the individual characters themselves are just no longer as interesting to play as they
originally were. Perhaps what sounded like a fun theme in the
beginning has actually turned out not to be so entertaining after
all. Whatever the particular cause, there is no reason to continue
playing a campaign that has ceased being fun. In such cases the
group should discuss alternative arrangements, such as creating
replacement characters, introducing a new theme, or starting an
entirely new campaign.
ADDITIONAL CONSIDERATIONS
Character Death
Some characters are going to die. This is just a fact that each
player has to understand about the game. Fortunately, the vast
majority of dangers can be avoided by taking proper precautions,
making wise decisions, and knowing when to back down or flee.
However, the unpredictable nature of the game means that sometimes characters are going to die through no fault of their own.
Enemies are going to critically hit from time to time, traps are
going to be missed on occasion, and some discipline checks are
going to suffer critical failures at the worst possible times.
The GM should encourage players to accept their characters
deaths with grace and to be good sports. Players should take it in
stride and realize that the risk of death is one of the factors that
makes the game exciting; without it, there would be no sense of
accomplishment. It may even be possible to resurrect a character,
assuming that the other PCs survived and have the willingness
and resources to do so, but more often than not a characters death
is permanent.
Backup Characters: It is advisable for every player to have
at least one backup character that can be used if their primary
character dies (backup characters should be approved by the
GM beforehand). Having a backup character allows the game
to continue with minimal interruption. If a backup character is
not available then the GM may instead allow the player to take
temporary control of an NPC so that he isnt left sitting with
nothing to do. Taking temporary control of a pet, minion, or
hireling of another PC may also suffice, if available.
Party Wipes: Bad decisions and/or poor luck can occasionally result in the entire party being killed. This sometimes means
that the campaign must also end, but depending on the situation
it may still be possible to salvage the campaign. Some stories and
themes may allow for new PCs to pick up where the previous
party died with only minor adjustments to the existing adventure,
or sometimes the GM may need to create a new adventure to help
introduce the new PCs into the campaign. Proper planning by the
PCs may even allow for at least a few members to be resurrected
by their hirelings or other servants. In cases where a campaign
cannot be saved it may still be possible for the GM to salvage
certain portions of the campaign for use in the construction of
the next one.
GM Burnout
Over time even the most creative and dedicated GMs can
become burnt-out. Being a GM often demands a great deal of
time and effort beyond simply running the game, and sometimes
a GM just needs to take a break. If there are other members of the
group that are willing to serve as GM then it may be a good idea
to allow someone else to run a new campaign while the previous
GM takes a turn playing a character. This can also allow a GM
to experience the game from the perspective of a player, and vice
versa. Other alternatives include simply taking a break from the
game for several sessions, perhaps while enjoying other games or
activities together as a group.
Online Resources
The suggestions contained in this chapter are just a tiny sampling of the plethora of GM-related resources and strategies that
are available. There are many gaming sites and forums online
that can assist with all aspects of managing a tabletop roleplaying
game, and in far greater detail than what is covered in this book.
Please visit the Resources page on the official Vexith website for
an updated list of insightful roleplaying links:
www.vexith.com
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CHAPTER 7
DESIGNING CREATURES
The GM will sometimes need to create animals, monsters,
and other kinds of creatures that differ from the standard playable
species. On occasion, players may also need to design minions for
their characters when selecting certain abilities, traits, or spells
(animated minions, enchanted companions, etc.).
Custom creatures are designed in much the same way that
player characters are created. Most have access to the same attributes, disciplines, and standard traits as PCs, but they may also
select from creature traits as well.
CREATURE TYPE
State of Being: Select 1 Option
270
ADDITIONAL QUALITIES
Attribute Aptitudes
GAME MASTER
Based on the following table, each of the creatures attribute
aptitudes are assigned a temporary numerical value ranging from
1 to 3. The sum of the creatures aptitude values must equal 13.
Accuracys aptitude is always difficult (1) for all creatures.
Aptitude
Easy
Moderate
Difficult
Value
3
2
1
Creature Size
creatures are tougher in general and must therefore spend character points to account for these benefits. Smaller creatures are
weaker in general and are granted additional character points as
compensation (negative values do not count against the creatures
10 point detrimental trait limit).
Total Quantity
2 Points
3 Points
4 Points
5 Points
CP Value
10
0
10
20
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CHAPTER 7
CREATURE TRAITS
The GM may design creatures and monsters using the traits
that are detailed within this section. Typically, PCs and NPCs of
playable species may not select creature traits, but their animated
minions and enchanted companions can be designed to possess
creature traits (unless otherwise noted in a traits description).
Optional vs. Inherent Values: Detrimental traits often list
two separate values, one if the trait may be freely selected as an
optional choice and one if the trait is inherent to all members of
the creatures species. Optional traits only tend to grant about half
of their true value in character points. Inherent traits grant their
full value in character points and are marked accordingly. For instance, the Voracious Appetite trait has a value of 3 if optional or
a value of 5 if inherent. Animated minions and enchanted companions always use the optional value when selecting detrimental
traits, if available; traits that are only inherent may still be selected and grant the full character point value.
Animated Minions & Enchanted Companions Limit: A
10 point limit exists for animated minions and enchanted companions that restricts the number of additional character points
that they can receive when selecting detrimental creature traits.
Additional detrimental creature traits may be selected purely for
roleplaying, but they do not grant any additional character points.
GM Detrimental Trait Limit: The GM may freely assign
detrimental traits for new creature species (with no limit), and all
such traits are considered to be inherent. The standard 10 point
limit only applies to optional detrimental traits and disadvantages
that are selected by individual members of the creatures species.
Magical Traits (): Traits that are magical in nature are
marked with a blue star for ease of reference. Certain spells and
powers may affect or react differently to magical traits, so this
helps to identify which abilities are affected.
272
Requires Flight
The creature gains a +1 bonus to Flight Speed and Flying.
Additionally, it also gains a +1 bonus to Defense while flying (the
bonus is removed when on land or when swimming).
GAME MASTER
huge +4, enormous +7, gigantic +10, or colossal +14. The
result is compared against the targets Total Resilience
stat. Afterwards the flames automatically die out on their
own. The particular environment in which this damage
type is used may produce a different visual effect, such
as boiling water, intense steam, or similar alternatives,
like when attacking underwater (its rules and gameplay
mechanics remain unchanged).
Shadow : If an attack inflicts health loss then a 2 penalty is imposed on all of the targets damage checks on
his next turn. However, shadow attacks are weaker when
performed in direct sunlight, based on the creatures position, and impose a 1 penalty to the creatures Precision
checks. Artificial light and indirect sunlight do not impose
this penalty.
Amphibious (15)
The creature gains a +1 bonus to Swim Speed and Swimming, plus it gains a +1 bonus to Defense while fully submerged
underwater (this bonus is removed when on land or when flying).
Additionally, failing Swimming checks for having the minimum
rank of 0 or for swimming in turbulent water only causes the creature to sink 5 feet and prevents base movement, but it may still
perform actions (including sprinting).
The creatures unique bodily features impose various limitations on its ability to move and function. There are multiple types,
any of which may be selected (costs and penalties are cumulative;
certain types of creatures may also receive fewer points):
Aquatic (10 inherent): The creature may only survive in
aquatic environments, but it cannot drown. However, if it
leaves the water it must hold its breath to avoid suffocation. It does not suffer the standard 1 penalty to Precision
checks and damage checks when fighting underwater, but
all of its range increments are halved. Awareness checks
are also unhindered, and if the creature is able to speak
or produce other forms of audible communication it may
do so and be understood clearly underwater. Most aquatic
creatures lack a Run Speed stat and cannot train or use
the Climbing or Running disciplines. Creatures with the
Amphibious trait may not select this trait.
Cumbersome (10 inherent; flying creatures 7): The
creatures body is proportioned in a cumbersome way that
limits its mobility. It suffers a 1 penalty to Agility and
Stealth, plus a 2 penalty to Climbing.
Hooves (3 inherent; flying creatures 1): The creatures
legs end in hooves instead of feet. Its Swim Speed suffers
a 1 penalty, and Climbing checks for ladders, ropes, and
other man-made devices suffer a 2 penalty. However,
Climbing checks that are made for natural obstacles, such
as cliffs, trees, and steep terrain are not penalized.
No Arms (varies): The creature has no arms or standard
grasping appendages. It can still attempt to manipulate
objects with other body parts by making an Agility check
of SV 5 or higher, per the GMs discretion. Armor, passive
magical apparel, and basic gear may be worn normally
if assistance is given to equip such items. The creature
may not use or train the Tinkering discipline. Spellcasting is also prohibited, except for mental spells [M]. The
creatures mental state determines the value of this trait
(inherent only): mindless 2, bestial 4, or sapient 24.
No Legs (6 inherent; aquatic/flying creatures 1): The
creature either has no legs or has insignificant legs (centipedes, lavossi, etc.) and instead moves by sliding its body
along the ground like a serpent, slime, or pinniped (seals,
walruses, etc.). The creature suffers a 1 penalty to Running, plus a 1 penalty to Defense when on land (the penalty is removed when swimming or flying). Additionally,
it is immune to tripping attempts while on land and suffers
none of the negative effects of being prone, but it may not
use or train the Jumping discipline.
One Arm (varies): The creature only has a single arm or
standard grasping appendage. Two-handed tasks are usually impossible or heavily penalized (GMs call). The
creatures mental state determines the value of this trait
(inherent only): mindless 1, bestial 2, or sapient 12.
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CHAPTER 7
Burrowing (9)
The creature may burrow and move through dirt, soil, sand,
and other soft earthen materials. Movement is permitted in any
direction but is treated as rough terrain and thus counts for double
the number of squares. Sprinting is also allowed, but charging
attacks and similar movement-based maneuvers are generally
prohibited. Subterranean obstacles like stones or dense roots
prevents further burrowing in a particular direction.
When burrowing occurs directly adjacent to the surface
(within 5 feet) a visible trail is left in the creatures wake (ripples,
displaced soil, cracks in the dirt, etc.). Opponents on the surface
can often pinpoint the creatures location by these telltale signs
and may still make attacks against it by attacking through full
cover. In such instances the opponent suffers a 2 Precision
penalty and the earthen materials bolster the creatures Total
Resilience stat by +5. Deeper attacks are possible but are more
difficult to execute; the opponent suffers a 4 Precision penalty
and each 5 feet of earthen materials adds a cumulative +5 bonus
to the creatures Total Resilience stat.
Burrowed tunnels collapse immediately behind the creature.
However, longer-lasting tunnels can be created, if desired, but
doing so requires about 10 minutes per each 5-foot section. Such
tunnels are still somewhat unstable and usually collapse within a
few hours unless permanent supports are also installed.
274
GAME MASTER
cally contracts the disease/poison. The creature may
also contaminate physical objects by merely touching them, but the secretion only remains active until
the end of the following round, after which time it is
rendered inert and dissipates harmlesslyhowever,
other creatures that handle the object during this time
automatically contract the disease/poison. Creatures
that possess this trait variation are immune to their
own touch-based disease/poison and to those from
other members of their species.
Potency: +2 (4), +1 (2), 0 (0), 1 (2), 2 (4); the disease/
poison attacks for animated minions and enchanted companions must always select a potency of 0
Frequency: rounds (5), minutes (2), hours (0), days (1),
weeks (2)
Effects: Beyond the standard risk of further progression
multiple effects may be selected by simply adding their
additional costs:
Distraction (3): The victim is distracted until the disease/poison is cured.
Faculty Loss: Type (varies): The victim suffers a cumulative 1 penalty to the chosen faculty each time
the progression condition occurs, which is treated
as a damaged faculty even after the disease/poison
is cured (the EF stat suffers a cumulative penalty
that is equal to 5 x the
victims weight multiple instead). The
effects cost varies according to
which faculty is
chosen. This effect
can also be selected
multiple times for different faculties, but disciplines
and the Total Resilience stat may
not be selected.
Health Loss (7): The victim loses one health point each
time the progression condition occurs. Lost health
can be recovered normally but may be lost again by
subsequent failed checks.
Ineptitude (8): The victim is forced to make all discipline checks (including Initiative checks), profession
checks, and damage checks twice and must use the
lesser of the two results. The only exception is for the
free Constitution checks that are made to determine
progression, which are not affected, but all other
Constitution checks must still be made twice. This
effect lasts until the disease/poison is cured.
Mute (3): The victim is rendered unable to speak and
may not produce deliberate vocal sounds of any
kind. Essentially, the victim acquires the Mute disadvantage until the disease/poison is cured.
Paralysis (10): The victim is paralyzed and unable to
move, perform physical actions, or speak (purely
mental actions are not hindered). He is unable to
defend himself and his Defense stat is reduced to the
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CHAPTER 7
transformed into the same form as the creature itself
(only targets that possess CPVs of 100 or greater are
transformed). The process is completed after one frequency interval immediately following the victims
death. Two examples of this effect include Slime Rot
(poison; contracted when touched by some varieties
of slimes) and the dreaded Zombie Plague (disease;
contracted when bitten by a zombie).
Disease/Poison Effect
Distraction
Faculty Loss: Type
Brute Force, Combat Maneuvers, EF, Flight
Speed, Notice, Run Speed, or Swim Speed
Base Resilience, Charisma, Concentration,
Defense, Dexterity, Fortitude, Intellect,
Perception, or Strength
Accuracy or Endurance
Health Loss
Ineptitude
Mute
Paralysis
Sensory Deprivation: Type
Hearing
Sight
Smell/Taste
Touch
Sleep
Slow
Stamina Loss
Transformation: Type
Cost
3
2
3
5
7
8
3
10
3
6
2
4
8
5
5
5
276
GAME MASTER
below. For instance, the standard bonus for Running is +4 per
success and critical success, but the total bonus for Enhanced
Sprinting: Running is +6 per success and critical success.
Movement Type
Flying
Running
Swimming
Cost
6
6
3
Bonus
+9
+6
+3
Equipment Proficiency (6 or 8)
The creature gains an inherent modifier to one of its faculties. Bonuses cost character points, while penalties grant them;
refer to the table below for specific costs. The creatures unique
composition and origin determine whether or not this trait is magical in nature ().
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CHAPTER 7
This trait may be selected multiple times for different faculties as long as the creature adheres to the following limitations:
No more than a +1 bonus may be applied to a specific faculty
even if it is granted from a separate creature trait; situational bonuses and those granted by creature size may still
be stacked. The Encumbrance Factor stat is an exception
and may be selected multiple times and stacked freely.
Bonuses cannot be applied to both an attribute and to one of
its disciplines.
The Base Resilience and Total Resilience stats may not both
receive bonuses.
Animated minions and enchanted companions may only purchase faculty bonuses; penalties can be applied for flavor,
but they do not grant character points. They cannot purchase bonuses for the Accuracy attribute or its disciplines.
GM-designed creatures do not share these restrictions.
Attribute/Discipline
Accuracy (GM)
Melee Precision (GM)
Ranged Precision (GM)
Spell Precision (GM)
Charisma
Intimidation
Investigation
Mysticism
Persuasion
Dexterity
Agility
Flying
Running
Stealth
Swimming
Endurance
Constitution
Perseverance
Toughness
Intellect
Creature Lore
Healing
Social Knowledge
Sorcery
Tinkering
Perception
Appraisal
Awareness
Geomancy
Initiative
Survival
Tracking
Strength
278
Cost
7 or 7
4 or 4
4 or 4
4 or 4
5 or 5
3 or 3
2 or 2
4 or 4
3 or 3
5 or 5
3 or 3
3 or 3
3 or 3
3 or 3
2 or 2
5 or 5
3 or 3
2 or 2
2 or 2
5 or 5
2 or 2
3 or 3
2 or 2
4 or 4
3 or 3
5 or 5
2 or 2
3 or 3
4 or 4
3 or 3
2 or 2
3 or 3
5 or 5
Climbing
Jumping
Might
Profession
Stat
Brute Force
Combat Maneuvers
Concentration
Defense
Encumbrance Factor
(+/5 x weight multiple)
Fortitude
Notice
Resilience, Base
Resilience, Total
Speed, Flight
Speed, Run
Speed, Swim
2 or 2
2 or 2
3 or 3
2 or 2
3 or 3
3 or 3
4 or 4
4 or 4
2 or 2
4 or 4
3 or 3
4 or 4
3 or 3
2 or 2
2 or 2
1 or 1
The creature has the ability to fly via one of the methods
below. It gains access to the Flight Speed stat and can make use
of the Flying discipline.
Mystical (35) : The creature is able to fly via mystical
means and is not susceptible to tripping attempts. It never
needs to land and may stay aloft while unconscious as
long at its encumbrance value does not exceed its free
limit and it is not being acted upon by external forces
(strong winds, being grappled, etc.).
Wings (30): The creature is able to fly using its wings, but
it is susceptible to tripping attempts. It must also land in
order to rest or sleep (if living).
GAME MASTER
Mindless creatures are immune to this ability. The creature
itself is also immune to the Frightening Presence traits of other
members of its species. Victims that are frightened by or rendered immune to the creatures presence are similarly affected by
other members of the creatures species without having to make
additional fear checks. Note that this potent ability is generally
reserved for powerful creatures. As such, animated minions and
enchanted companions may not select this trait.
This creature has the ability to glide via one of the methods
below. It gains access to the Flight Speed stat; creatures that glide
using wings can also make use of the Flying discipline.
Mystical : The creature is able to glide via mystical means
and is not susceptible to tripping attempts. It may descend
slowly at a rate of 5 feet per round as long as its encumbrance value does not exceed its free limit. It can even
choose to glide horizontally in a specific direction if able
to control its launch, but its horizontal speed is only equal
to half its Flight Speed stat (rounded down; sprinting is
not permitted). Once a horizontal direction has been set it
cannot usually be altered, and the rate of descent remains
constant at 5 feet per round. This variation of gliding does
not permit the creature to hover in place, but it continues
to function even if the creature is rendered unconscious.
Wings: The creature can glide using its wings, but it is susceptible to tripping attempts. It may descend slowly at a
rate of 5 feet per round as long as its encumbrance value
does not exceed its free limit. It can even choose to glide
horizontally and/or descend more quickly at a rate equal
to its Flight Speed stat and may even sprint, if desired.
The creatures wings are not powerful enough to permit
normal flight and cannot be used to ascend, but it can
choose to hover in place by succeeding on a free Flying
check of SV 5 each round (this check cannot critically
fail or critically succeed). Success halts further descent,
whereas failure causes the creature to descend at the standard rate of 5 feet per round.
279
CHAPTER 7
ignore all penalties due to blindness, darkness, and other
forms of obscurement (including physical forms and invisibility) against moving targets within the abilitys distance. Additionally, the creature also gains a +1 bonus to
Awareness checks when attempting to detect targets using
Stealth within the abilitys distance. Illusions cannot be
sensed at all using Tremorlocation alone, and if the creature is able to perceive a moving illusion via any of its
other senses then the illusions false nature is automatically recognized; moving disguises and charades only apply
a 2 modifier to the creatures willpower checks, when
applicable, instead of automatically being recognized.
Illumination (6)
The creature is completely immune to damage of one specific type: acid, arcane, cold, divine, electricity, heat, mental, or
shadow. The creatures unique composition and origin determine
whether or not this trait is magical in nature (); arcane, divine,
mental, and shadow immunity types must always be designated
as magical. If cold or heat is selected then the creature no longer
has to make Constitution checks to resist stamina loss in cold or
hot temperatures, respectively, but the traits cost is increased to
10 points.
This trait may not be selected for a damage type to which
the creature already has the same Weakness trait, and vice versa.
Undead creatures may purchase Immunity: Shadow for a cost of
4 points since they have already paid for Resistance: Shadow 4
as part of their Undead Form trait. Undead creatures may not
purchase Immunity: Divine.
The creature may hold one magical tap. Please refer to the
Magical Tap advantage in Chapter 2 for specific details.
Incorporeal (30)
280
GAME MASTER
corporeal or incorporeal. While incorporeal, the creature
is still capable of using magical abilities, performing
bardic songs, and casting spells that affect itself or other
incorporeal targets, but it is also made vulnerable to magical abilities, bardic songs, and spells that originate from
incorporeal sources. Duration-based abilities and spells
that are currently affecting the creature when it changes
into a corporeal form, or vice versa, continue to function
regardless of its form (Bad Luck, Hasten, Root, etc.); the
creatures own bardic songs, however, are disrupted and
immediately cease whenever it transforms. While incorporeal, the creature still retains full control of its arcane
minions, enchanted companions, charmed targets, illusions, and other ongoing spells and magical abilities.
Manifestation: The creature is able to manifest itself into a
corporeal form or it can return to an incorporeal form at
the beginning of each of its turns as a free action. Manifesting into a corporeal form allows it to interact with the
material world normally, but it is forced to remain corporeal until the beginning of its next turn, during which time
it is made vulnerable to corporeal attacks and is no longer
weightless (the creature may also risk falling damage if it
was levitating). The +1 bonus to its Stealth discipline is
also negated until it returns to an incorporeal form.
Invisible (30)
Leaping (6)
The creatures jumping distances are doubled, both for horizontal and vertical jumps (simply calculate the distance normally
and then multiply by 2). The creature also ignores the first 5 feet
of falling damage when making Jumping checks.
281
CHAPTER 7
also use their Perseverance disciplines in the place of Constitution checks. Non-living creatures that manage to acquire the Regeneration: Living trait through unconventional means may still
regenerate but do so at a reduced rate (a shade that animates a host
corpse that possessed the trait in life, a troll who dies and is raised
as a vampire, etc.). This is due to the fact that non-living creatures
are normally unable to recover health points or heal from injuries
without magical intervention. In such cases, one health point is
automatically recovered every 6 hours (free checks are no longer
granted during combat), broken bones are automatically mended
in 24 hours, damaged faculties are restored at a rate of one point
every 6 hours, and severed/destroyed parts and permanent injuries are restored after 1 week.
282
Surefooted (3)
When standing on solid ground the creature gains a +1 bonus to its Combat Maneuvers and Total Resilience stats after any
turn in which no movement was taken. These bonuses are only
applied after the creatures turn has ended, and they immediately
cease when it moves from its current spot, whether willfully or
involuntarily (including falling prone).
Telepathic (9)
GAME MASTER
ical hits, plus all severity checks are also increased by +1
regardless of achieving critical hits. Grappling attempts
inflict automatic damage if their called shots succeed.
Surge of Power: Any bite attack that manages to inflict health
loss against a living sapient victim (bestial victims do not
count) grants the creature a +1
bonus to its Combat Maneuvers stat and all damage
checks until the end of
the following round. The
bonuses from multiple
bites do not stack, but
rather the duration is
simply renewed. Note
that a victim does not
have to die for this ability to activate.
Feeding: The act of feeding
is a supernatural process
and does not actually affect the creature in biological terms (feeding is also
unaffected by the Voracious
Appetite trait). Even though
the creatures hunger may be
sated it is still able to feed as
much and as frequently as
circumstances and its desires
allow. Most creatures prefer to
feed on sapient victims, but those
with moral concerns can sustain themselves on the blood
or flesh of bestial victims instead, though such meals
are never quite as fulfilling. Killing and feeding on
a sapient victim grants stamina recovery for 24
hours, whereas killing and feeding on a bestial
victim only grants stamina recovery for 8
hours. The act of feeding must cause the
immediate death of a victim or it does not
provide a benefit; the amount of blood or
flesh consumed is irrelevant as long as the
victim is killed. However, zombies and
other mindless undead creatures tend to
feed on a victims corpse relentlessly unless
more tempting living victims are nearby.
Ravenous Hunger: The creature is considered
to be ravenous with hunger whenever its
stamina recovery is suspended. The creature begins to search for any means to
sate its overwhelming appetite and becomes wholly consumed by the need to
kill and feed. Sapient and bestial creatures must endure
an immediate willpower check and periodic willpower
checks every 4 hours in order to resist attacking allies,
companions, or other neutral parties; mindless creatures
generally do so anyway. Furthermore, for every additional
24 hours that a sapient or bestial creatures hunger goes
unfulfilled it must apply a cumulative +1 modifier to all
283
CHAPTER 7
Webbing (12)
284
EXAMPLE MONSTERS
GAME MASTER
Name/Creature
Living
Mind
Size
Large
EF
Def 4
Sp/Thr
177
2x2
Health 3
Stam 3
Conc 4
Fort 6
B Resil 5
T Resil 8
Notice 3
Run 6
Swim 4
105
Com +2
CPV
Bestial (aggressive)
Block
Brute +5
Equipment
PELGAR
Being
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [D]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [M]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [E]
Constitution [M]
Perseverance [E]
Toughness [E]
2
2
1
0
2
2
0
d81
+1
0
1
d8
+1
1
0
0
0
0
d4
1*
1*
1*
d6
0
2
1
0
1
1
1
3
2
1
2
1
d8
0
1
0
1
0
d10
+1
0
+1
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [D]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [E]
Climbing [E]
Jumping [E]
Might [M]
0
1
0
4
1
1
3
1
0
1
d12
0
0
+2
Resistances
Acid 4
Weaknesses
Cold +2
Attacks
Total Weight:
EF penalty:
Traits
Pelgars are brutal lizard-beasts with thick hides and nasty dispositions. They live in extended
family groups and prefer to nest near humanoid settlements to acquire easier meals.
Additional Appendages: Legs (4 total): +2 when resisting tripping attempts while on land
Awkward Form: No Arms: Requires Agility check of SV 5+ to manipulate objects; must
receive assistance to equip armor, apparel, and basic gear
Enhanced Unarmed Attack: Barbs: +2 wrestling damage when grappling in melee
Enhanced Unarmed Attack: Bite: d8 damage; grappling attempts inflict automatic damage if
their called shots succeed; Vicious (+1 severity; additional +2 damage with critical hits)
Enhanced Unarmed Attack: Claws [Front and Back Feet]: d6 damage; Fast (reduces any
multiple action penalties to claw attacks by 1 point; other actions still suffer full penalty)
Enhanced Unarmed Attack: Tail Swipe: d8 damage; +1 to opponent's SV to resist tripping
Faculty Modifiers: +1 Concentration, +1 Combat Maneuvers, +1 Fortitude, +1 Total
Resilience (already adjusted)
Heightened Sense: Dark Sight [Partial]: Visual darkness penalties reduced to 1
Pack Hunter: +1 additional Precision (+2 total) and +1 damage when attacking targets that
are distracted due to multiple melee opponents
Resistance: Acid 4: Acid damage reduced by 4 per attack
Spell-Like Ability: Damage: Acid: Ranged Precision, Defense; total CM +1 (stamina lost
on 1); d8+4 acid damage; single target; distance (6); instant
Weakness: Cold +2: Cold damage increased by 2 per attack; 1 Constitution when resisting
stamina loss in cold temperatures
Name/Creature
Being
Living
Size
Medium
Def 5
Brute +2
Equipment
RAWGOR, GLOOMBRINGER
Mind
Sp/Thr
168
1x1
Health 4
Stam 3
Conc 6
Fort 6
B Resil 4
T Resil 6
Notice 3
Run 5
Swim 3
25
Block
Com 0
CPV
Sapient
EF
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [M]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [M]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [M]
Constitution [M]
Perseverance [E]
Toughness [E]
2
1
0
2
2
2
1
0
1
2
1
0
1
2
1
2
1
1
1
d8
0
1
+1
d8
+1
0
1
0
d8
0
1
0
+1
0
d8
0
0
0
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [D]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [E]
Climbing [E]
Jumping [E]
Might [M]
3
1
0
1
2
0
1
0
1
0
1
1
0
2
2
1
2
d10
0
1
0
+2
1
d6
1
0
1
0
+1
1
d8
+1
0
+1
Resistances
Shadow 1
Weaknesses
Attacks
light armor (LG); bone blade (makeshift; one-handed melee: Brittle, Fast, Light, Simple, Small);
tribal adornments (~1 lb)
Total Weight: 14
EF penalty: 0
Traits
Rawgors are brutish, tribalistic humanoids. They have rust-colored leathery skin that is
completely hairless, slitted nostrils, pointed ears, and sharp horns atop their heads.
[Languages: Rawgor, 3 others; Disadvantages: Crude, Cruel, Fanatical, Violent (R1)]
Aversion to Sunlight: 1 to discipline, profession, and damage checks in direct sunlight
Enhanced Unarmed Attack: Horns: d6 damage; +1 Might when making/resisting bullrushes;
+2 damage when charging
Faculty Modifiers: +1 Brute Force, +1 Total Resilience, +1 Sorcery , +1 Survival (already
adjusted)
Heightened Sense: Dark Sight [Partial]: Visual darkness penalties reduced to 1
Magical Tap (R1) : May hold one magical tap
Resistance: Shadow 2 : Shadow damage reduced by 2 per attack
Resolute (R1): +1 Fortitude (already adjusted)
Spellcasting (R2) : Damage: Shadow, Damage Aura: Shadow, Obscurement: Darkness
Spells (4)
Dark Bolt [Damage: Shadow]: Spell Precision, Defense; total CM 0 (stamina lost on 1); d8+3
shadow damage (shadow effects); single target; distance (5); instant
Crushing Void [Damage: Shadow]: Spell Precision, Defense; total CM 2 (stamina lost on 1);
d8+3 shadow damage (shadow effects); area-effect (small sphere); distance (5); instant
Shadow Pulse [Damage Aura: Shadow]: Sorcery, SV 5; total CM 1 (stamina lost on 1); d10
shadow damage (+1 per crit); self only; reach; rounds (5)
Gloom [Obscurement: Darkness]: Sorcery, SV 5; total CM 1 (stamina lost on 1); obscures
vision (2 visual tasks); area-effect (large sphere); distance (5); rounds (2)
285
CHAPTER 7
Name/Creature
Living
Mind
Size
Small
EF
Def 4
Sp/Thr
7.5
Conc 7
Com 1
Notice 2
Health 5
Stam 3
T Resil 5
Run 4
Swim 4
Rank
Die/Mod
Attribute / Discipline
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [M]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [D]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [E]
Constitution [M]
Perseverance [E]
Toughness [E]
2
2
0
0
d8
+1
1
1
1
1
0
0
1
2
4
2
2
2
d6
0
1
2
+1
+1
d12
+1
+1
+1
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [M]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [M]
Climbing [E]
Jumping [E]
Might [M]
Cold Immune
Weaknesses
Die/Mod
d41
d41
2
1
d8
0
Heat +4
Living
Mind
Size
Huge
EF
Health 3
Stam 3
Conc 6
Fort 6
B Resil 4
T Resil 9
Notice 4
Run 5
Swim 3
Fly 9
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [E]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [D]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [M]
Constitution [M]
Perseverance [E]
Toughness [E]
2
2
0
0
3
2
2
2
2
1
1
2
0
1
0
2
2
1
1
d81
+1
1
1
d10
+1
+1
+1
+1
d6
1
+1
1
2
1
d8
+1
0
0
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [M]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [M]
Climbing [E]
Jumping [E]
Might [M]
2
2
0
2
0
0
2
2
2
0
1
1
0
2
0
1
2
d8
+1
1
+1
1
1
d8
+1
+1
1
0
0
1
d8
3
0
+1
Mental 2
Weaknesses
Attacks
EF penalty:
Traits
Frost slimes are icy-blue gelatenous blobs that feed on organic matter. They reproduce by
poisoning and killing their prey, which causes the remnants to transform into a new slime.
Alternate Damage: Cold: All physical unarmed attacks inflict cold damage; if attack inflicts
health loss target suffers 2 Speed stats (all forms) and 2 sprinting checks on next turn
Amorphous: 28: May reshape body as action (12 per arm, 4 per prehensile tail); immune to
specific injuries; poison attacks are delivered via tails (1 Precision)
Amphibious: Can breathe and communicate underwater and on land; cannot drown
Awkward Form: No Legs: 1 Running; 1 Defense on land; immune to tripping on land;
being prone incurs no penalties; may not train or use Jumping discipline
Blind (R2): 2 to all visual discipline/profession checks; some tasks may be impossible;
blindness penalty ignored against moving targets due to Tremorlocation trait
Confined Expertise: Penalties reduced to 1; Agility check for squeezing reduced to SV 3
Deaf (R2): 2 Awareness checks that partially rely on hearing; hearing-only checks always fail
Enhanced Unarmed Attack: Claws [Hands]: d6 damage; Fast (reduces any multiple action
penalties to claw attacks by 1 point; other actions still suffer full penalty)
Heightened Sense: Tremorlocation [50 ft]: Senses moving targets, even through walls and
barriers (including flying targets and projectiles); a target is considered moving if he took
any physical action or moved from his spot on his last turn; ignores blindness, darkness,
non-physical obscurement, and invisibility; +1 Awareness against creatures using Stealth
Immunity: Cold: Immune to cold damage; never required to make Constitution checks for
resisting stamina loss in cold temperatures
Poison: Touch (prehensile tails); potency 0; frequency days; Transformation: Slime Rot
Surefooted: +1 Combat Maneuvers and Total Resilience after any turn in which no movement
was taken; only applied after slime's turn ends and ceases when it moves from spot
Weakness: Heat +4: Heat damage increased by 4 per attack; 2 Constitution when resisting
stamina loss in hot temperatures
239
3x3
Block
Com +2
CPV
Sapient
Sp/Thr
300
Total Weight:
Equipment
Attribute / Discipline
Resistances
WYVERN
Being
Brute +5
Fly
Rank
Attacks
Name/Creature
Def 3
108
B Resil 6
1x1
Fort
Attribute / Discipline
Resistances
286
CPV
Mindless
Block
Brute 0
Equipment
SLIME, FROST
Being
Total Weight:
EF penalty:
Traits
Wyverns resemble leaner, smaller dragons with poisonous barbs on their tails. They are
known for their cruelty and needless greed. Wyverns possess telekinetic abilities that they
use to manipulate their surroundings. [Languages: Wyvern, 2 others]
Awkward Form: Cumbersome: 1 Agility, 2 Climbing, 1 Stealth (already adjusted)
Awkward Form: No Arms: Requires Agility check of SV 5+ to manipulate objects; must
receive assistance to equip armor, apparel, and basic gear
Enhanced Unarmed Attack: Bite: d8 damage; grappling attempts inflict automatic damage if
their called shots succeed; Vicious (+1 severity; additional +2 damage with critical hits)
Enhanced Unarmed Attack: Stinger: d8 damage; grappling attempts inflict automatic damage
if their called shots succeed; Vicious (+1 severity; additional +2 damage with critical hits)
Enhanced Unarmed Attack: Talons [Feet]: d8 damage; Fast (reduces any multiple action
penalties to talon attacks by 1 point; other actions still suffer full penalty)
Faculty Modifiers: +1 Concentration, +1 Total Resilience (already adjusted)
Flight: Wings: Susceptible to tripping attempts; must land to rest or sleep
Heightened Sense: Dark Sight [Partial]: Visual darkness penalties reduced to 1
Mounted Movement: Flying: +50 EF (already adjusted); treated as mount when traveling
Poison: Damage (stinger); potency 1; frequency rounds; Health Loss
Resistance: Mental 2 : Mental damage reduced by 2 per attack
Spell-Like Ability: Telekinesis : Levitate : Mysticism, SV 5 or Fortitude; CM 0, adjusted
for creature/object size (stamina lost on 1); single target; distance (6); minutes (2)
Variant: Mind Piercer (CPV 261)
Faculty Rank Increase: Intellect (R3; d10; +1 Concentration; 1 extra language)
Spell-Like Ability: Damage: Mental : Mysticism, Fortitude; total CM 0 (stamina lost on 1);
d6+1 mental damage, Base Resilience; single target; distance (6); instant
Telepathic : May selectively broadcast thoughts within line-of-effect; no language barriers
GAME MASTER
ANIMAL TEMPLATES
during battle and it should be assumed that the others are occupied with non-combative tasks (guarding the partys rear, waiting
in reserve, etc.). Note, however, that GM-controlled monsters and
NPCs are not required to follow this rule.
Refer to Livestock & Mounts in Chapter 3 and General
Rules: Pets & Mounts in Chapter 4 for how to issue commands,
monetary costs, and other specific rules.
Name/Creature
Living
Mind
Size
Small
EF
Brute 1
Equipment
Sp/Thr
68
1x1
Health 3
Stam 3
Conc 3
Fort 4
B Resil 4
T Resil 3
Notice 3
Run 5
Swim 3
Block
Com 1
CPV
Bestial (aggressive)
7.5
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [M]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [M]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [M]
Constitution [M]
Perseverance [E]
Toughness [E]
1
1
0
0
2
1
0
d6
0
1
1
d8
0
1
0
0
0
0
d4
1*
1*
1*
d6
0
1
1
0
1
1
1
2
1
1
1
1
d6
0
1
0
+1
0
d8
0
0
0
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [M]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [M]
Climbing [E]
Jumping [E]
Might [M]
1
1
1
1
1
0
1
0
0
0
d6
0
1
0
Resistances
BADGER
Being
Def 4
Mounts
Total Weight:
EF penalty:
Traits
Additional Appendages: Legs (4 total): +2 when resisting tripping attempts while on land
Awkward Form: No Arms: Requires Agility check of SV 5+ to manipulate objects; must
receive assistance to equip armor, apparel, and basic gear
Burrowing: Counts as difficult terrain (obstacles stop movement); burrowing adjacent to the
surface allows enemies to attack through cover (2 or 4 Precision and badger gains +5
Total Resilience per 5 ft of materials); may construct permanent tunnels
Confined Expertise: Penalties reduced to 1; Agility check for squeezing reduced to SV 3
Easily Provoked: 1 Fortitude (already adjusted); willpower check when intimidated or
suffers health loss from attack (+2 if multiple points are lost); failure causes badger to
fly into rage (+2 damage, 1 Defense) and exclusively attack opponent
Enhanced Unarmed Attack: Bite: d6 damage; grappling attempts inflict automatic damage if
their called shots succeed; Vicious (+1 severity; additional +2 damage with critical hits)
Enhanced Unarmed Attack: Claws [Front and Back Paws]: d8 damage front paws, d6
damage back paws; Fast (reduces any multiple action penalties to claw attacks by 1 point;
other actions still suffer full penalty)
Heightened Sense: Scent [Standard]: Can identify targets/objects by odors; +1 to Tracking
checks that utilize scent; +1 to Awareness checks when detecting creatures using Stealth
Mounted Movement: Running: +1.5 EF (already adjusted); treated as mount when traveling
Weaknesses
Attacks
287
CHAPTER 7
Name/Creature
Living
Mind
Size
Large
EF
Def 3
Sp/Thr
156
2x2
Health 4
Stam 3
Conc 3
Fort 6
B Resil 4
T Resil 6
Notice 4
Run 6
Swim 5
120
Com +1
CPV
Bestial (aggressive)
Block
Brute +4
Equipment
BEAR
Being
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [D]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [D]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [E]
Constitution [M]
Perseverance [E]
Toughness [E]
1
1
0
0
2
2
0
d81
0
1
1
d8
+1
1
0
0
0
0
d4
1*
1*
1*
d8+1
0
1
1
0
1
0
2
2
1
1
2
1
d6
0
1
0
2
+1
d8
0
0
+1
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [M]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [E]
Climbing [E]
Jumping [E]
Might [M]
+1
0
1
1
3
2
0
2
1
0
0
d10
+1
1
+1
Resistances
Cold 2
Total Weight:
EF penalty:
Traits
Additional Appendages: Legs (4 total): +2 when resisting tripping attempts while on land
Awkward Form: No Arms: Requires Agility check of SV 5+ to manipulate objects; must
receive assistance to equip armor, apparel, and basic gear
Enhanced Unarmed Attack: Bite: d8 damage; grappling attempts inflict automatic damage if
their called shots succeed; Vicious (+1 severity; additional +2 damage with critical hits)
Enhanced Unarmed Attack: Claws [Front and Back Paws]: d6 damage; Fast (reduces any
multiple action penalties to claw attacks by 1 point; other actions still suffer full penalty)
Faculty Modifier: +1 Perception, +15 EF, +1 Fortitude (already adjusted)
Heightened Sense: Scent [Standard]: Can identify targets/objects by odors; +1 to Tracking
checks that utilize scent; +1 to Awareness checks when detecting creatures using Stealth
Mounted Movement: Running: +15 EF (already adjusted); treated as mount when traveling
Resistance: Cold 2: Cold damage reduced by 2 per attack; +1 Constitution when resisting
stamina loss in cold temperatures
Weaknesses
Attacks
Name/Creature
Being
Living
Mind
Size
Small
EF
Def 4
Brute +1
Sp/Thr
64
1x1
Health 3
Stam 3
Conc 3
Fort 4
B Resil 4
T Resil 3
Notice 4
Run 6
Swim 2
Block
Com 1
CPV
Bestial (aggressive)
9
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [D]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [D]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [E]
Constitution [M]
Perseverance [E]
Toughness [E]
1
1
0
0
1
0
0
d8
0
1
1
d6
1
1
0
0
0
0
d4
1*
1*
1*
d8
0
1
0
0
2
1
1
2
2
1
2
1
d6
2
1
+1
0
0
d8
+1
0
+1
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [M]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [E]
Climbing [E]
Jumping [E]
Might [M]
+1
1
2
1
2
0
1
2
0
+1
0
d8
3
0
+1
Resistances
Weaknesses
Attacks
288
Equipment
BOAR
Total Weight:
Traits
EF penalty:
Additional Appendages: Legs (4 total): +2 when resisting tripping attempts while on land
Awkward Form: Cumbersome: 1 Agility, 2 Climbing, 1 Stealth (already adjusted)
Awkward Form: Hooves: 1 Swim Speed (already adjusted); 2 Climbing man-made devices
Awkward Form: No Arms: Requires Agility check of SV 5+ to manipulate objects; must
receive assistance to equip armor, apparel, and basic gear
Easily Provoked: 1 Fortitude (already adjusted); willpower check when intimidated or
suffers health loss from attack (+2 if multiple points are lost); failure causes boar to
fly into rage (+2 damage, 1 Defense) and exclusively attack opponent
Enhanced Unarmed Attack: Bite: d6 damage; grappling attempts inflict automatic damage if
their called shots succeed; Vicious (+1 severity; additional +2 damage with critical hits)
Enhanced Unarmed Attack: Tusks: d6 damage; +1 Might when making/resisting bullrushes;
+2 damage when charging
Faculty Modifiers: +1 Brute Force, +1 Fortitude (already adjusted)
Heightened Sense: Scent [Standard]: Can identify targets/objects by odors; +1 to Tracking
checks that utilize scent; +1 to Awareness checks when detecting creatures using Stealth
Mounted Movement: Running: +1.5 EF (already adjusted); treated as mount when traveling
GAME MASTER
Name/Creature
Living
Mind
Size
Large
EF
Def 3
Sp/Thr
103
2x2
Health 3
Stam 4
Conc 3
Fort 3
B Resil 5
T Resil 7
Notice 4
Run 7
Swim 4
135
Com +1
CPV
Bestial (docile)
Block
Brute +4
Equipment
CAMEL
Being
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [D]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [D]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [E]
Constitution [M]
Perseverance [E]
Toughness [E]
1
1
0
0
0
0
0
d61
0
1
1
d4
1
1
0
0
0
0
d4
1*
1*
1*
d8
0
1
1
0
2
1
1
3
2
2
1
1
d6
1
1
+1
2
0
d10
+1
+1
0
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [M]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [E]
Climbing [E]
Jumping [E]
Might [M]
0
1
0
3
0
1
2
1
0
1
d10
3
0
+1
Resistances
Living
Medium
Def 6
Brute 0
EF penalty:
Traits
Additional Appendages: Legs (4 total): +2 when resisting tripping attempts while on land
Awkward Form: Cumbersome: 1 Agility, 2 Climbing, 1 Stealth (already adjusted)
Awkward Form: No Arms: Requires Agility check of SV 5+ to manipulate objects; must
receive assistance to equip armor, apparel, and basic gear
Enhanced Sprinting: Running: +6 per success and critical success
Faculty Modifiers: +30 EF (already adjusted)
Mounted Movement: Running: +15 EF (already adjusted); treated as mount when traveling
Weaknesses
Name/Creature
Size
Total Weight:
Attacks
Being
Equipment
CHEETAH
Mind
Sp/Thr
117
1x1
Health 3
Stam 2
Conc 3
Fort 5
B Resil 3
T Resil 3
Notice 4
Run 8
Swim 3
20
Block
Com 0
CPV
Bestial (aggressive)
EF
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [D]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [E]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [D]
Constitution [M]
Perseverance [E]
Toughness [E]
2
1
0
0
1
0
0
d8
0
1
1
d6
1
1
0
0
0
0
d4
1*
1*
1*
d8
0
3
2
0
3
2
1
1
1
1
1
1
d10
+1
1
+3
+1
0
d6
0
0
0
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [E]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [M]
Climbing [E]
Jumping [E]
Might [M]
+1
2
1
1
1
1
2
1
+1
0
0
d6
0
+1
0
Resistances
Total Weight:
EF penalty:
Traits
Additional Appendages: Legs (4 total): +2 when resisting tripping attempts while on land
Awkward Form: No Arms: Requires Agility check of SV 5+ to manipulate objects; must
receive assistance to equip armor, apparel, and basic gear
Enhanced Sprinting: Running: +6 per success and critical success
Enhanced Unarmed Attack: Bite: d6 damage; grappling attempts inflict automatic damage if
their called shots succeed; Vicious (+1 severity; additional +2 damage with critical hits)
Enhanced Unarmed Attack: Claws [Front and Back Paws]: d6 damage; Fast (reduces any
multiple action penalties to claw attacks by 1 point; other actions still suffer full penalty)
Faculty Modifiers: +1 Fortitude, +1 Run Speed, +1 Running (already adjusted)
Heightened Sense: Dark Sight [Partial]: Visual darkness penalties reduced to 1
Heightened Sense: Scent [Standard]: Can identify targets/objects by odors; +1 to Tracking
checks that utilize scent; +1 to Awareness checks when detecting creatures using Stealth
Leaping: Jumping distances are doubled; ignores first 5 ft of falling damage when Jumping
Situational Attack: Pounce: Charging attacks allow free Jumping check of SV 5, which grants
+2 charge damage to all melee attacks this turn if successful; failure prevents charge bonus
damage from being applied to any attacks and cheetah is distracted until next turn
Situational Attack: Rake: May use claws to inflict weapon damage during melee grapples; +1
on opposed check and +2 additional damage
Weaknesses
Attacks
289
CHAPTER 7
Name/Creature
Living
Mind
Size
Small
EF
Def 5
Sp/Thr
78
1x1
Health 3
Stam 3
Fort 3
B Resil 3
T Resil 2
Notice 4
Run 5
Swim 3
Com 1
CPV
Conc 3
Block
Brute 0
Equipment
DOG
Being
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [M]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [M]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [M]
Constitution [M]
Perseverance [E]
Toughness [E]
1
1
0
0
1
1
0
d6
0
1
1
d6
0
1
0
0
0
0
d4
1*
1*
1*
d8
0
2
1
0
1
1
1
1
1
1
1
1
d8
0
1
0
+1
0
d6
0
0
0
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [M]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [M]
Climbing [E]
Jumping [E]
Might [M]
+1
1
1
2
2
0
1
1
0
0
+1
d8
1
0
0
Resistances
Total Weight:
EF penalty:
Traits
Additional Appendages: Legs (4 total): +2 when resisting tripping attempts while on land
Awkward Form: No Arms: Requires Agility check of SV 5+ to manipulate objects; must
receive assistance to equip armor, apparel, and basic gear
Enhanced Sprinting: Running: +6 per success and critical success
Enhanced Unarmed Attack: Bite: d6 damage; grappling attempts inflict automatic damage if
their called shots succeed; Vicious (+1 severity; additional +2 damage with critical hits)
Faculty Modifier: 1 Fortitude (already adjusted)
Heightened Sense: Dark Sight [Partial]: Visual darkness penalties reduced to 1
Heightened Sense: Scent [Standard]: Can identify targets/objects by odors; +1 to Tracking
checks that utilize scent; +1 to Awareness checks when detecting creatures using Stealth
Mounted Movement: Running: +1.5 EF (already adjusted); treated as mount when traveling
Pack Hunter: +1 additional Precision (+2 total) and +1 damage when attacking targets that
are distracted due to multiple melee opponents
Weaknesses
Attacks
Name/Creature
Being
Living
Size
Medium
Def 4
Brute +2
Mind
Sp/Thr
86
1x1
Health 3
Stam 4
Conc 3
Fort 5
B Resil 5
T Resil 5
Notice 4
Run 5
Swim 2
45
Block
Com 0
CPV
Bestial (docile)
EF
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [D]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [D]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [E]
Constitution [M]
Perseverance [E]
Toughness [E]
1
1
0
0
1
0
0
d6
0
1
1
d6
1
1
0
0
0
0
d4
1*
1*
1*
d8
0
1
1
0
1
0
1
3
1
2
1
1
d6
1
1
0
2
0
d10
0
+1
0
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [M]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [E]
Climbing [E]
Jumping [E]
Might [M]
+1
0
1
0
3
0
1
2
1
0
1
d10
3
0
+1
Resistances
Hind Kick: d8+3 damage
Bite/Kick: d4+2 damage (cannot crit)
290
Equipment
DONKEY
Weaknesses
Attacks
Total Weight:
Traits
EF penalty:
Additional Appendages: Legs (4 total): +2 when resisting tripping attempts while on land
Awkward Form: Cumbersome: 1 Agility, 2 Climbing, 1 Stealth (already adjusted)
Awkward Form: Hooves: 1 Swim Speed (already adjusted); 2 Climbing man-made devices
Awkward Form: No Arms: Requires Agility check of SV 5+ to manipulate objects; must
receive assistance to equip armor, apparel, and basic gear
Enhanced Unarmed Attack: Hind Kick: d8+1 damage; may not use while grappling
Faculty Modifiers: +10 EF, +1 Fortitude (already adjusted)
Heightened Sense: Dark Sight [Partial]: Visual darkness penalties reduced to 1
Heightened Sense: Scent [Standard]: Can identify targets/objects by odors; +1 to Tracking
checks that utilize scent; +1 to Awareness checks when detecting creatures using Stealth
Mounted Movement: Running: +5 EF (already adjusted); treated as mount when traveling
GAME MASTER
Name/Creature
Living
Mind
Size
Small
EF
Def 6
Sp/Thr
82
1x1
Health 2
Stam 3
Conc 3
Fort 3
B Resil 3
T Resil 2
Notice 5
Run 4
Swim 3
1.5
Com 1
CPV
Bestial (docile)
Block
Brute 1
Equipment
Being
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [D]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [E]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [M]
Constitution [M]
Perseverance [E]
Toughness [E]
2
1
0
0
0
0
0
d8
0
1
1
d4
1
1
0
0
0
0
d4
1*
1*
1*
d10
0
3
2
2
0
1
1
1
1
1
0
1
d10
+1
+2
1
+1
0
d6
0
0
1
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [E]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [D]
Climbing [E]
Jumping [E]
Might [M]
+1
0
1
0
0
0
0
1
1
0
1
d4
1
1
0
Resistances
EF penalty:
Traits
Air Superiority: +1 Flight Speed, +1 Flying (already adjusted); +1 Defense while flying
Awkward Form: No Arms: Requires Agility check of SV 5+ to manipulate objects; must
receive assistance to equip armor, apparel, and basic gear
Enhanced Sprinting: Flying: +9 per success and critical success
Enhanced Unarmed Attack: Talons [Feet]: d6 damage; Fast (reduces any multiple action
penalties to talon attacks by 1 point; other actions still suffer full penalty)
Faculty Modifiers: +1 Brute Force, 3 EF (already adjusted)
Flight: Wings: Susceptible to tripping attempts; must land to rest or sleep
Weaknesses
Name/Creature
Equipment
ELEPHANT, JUVENILE
Being
Living
Mind
Size
Huge
EF
Brute +6
Total Weight:
Attacks
Def 3
140
3x3
Health 4
Stam 3
Conc 3
Fort 4
B Resil 4
T Resil 8
Notice 3
Run 6
Swim 4
Block
Com +2
CPV
Bestial (docile)
Sp/Thr
500
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [M]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [D]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [M]
Constitution [M]
Perseverance [E]
Toughness [E]
1
1
0
0
1
1
0
d61
0
1
1
d6
0
1
0
0
0
0
d4
1*
1*
1*
d6
0
1
0
0
1
0
1
2
1
1
2
1
d6
2
1
0
3
0
d8
0
0
+1
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [M]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [E]
Climbing [E]
Jumping [E]
Might [M]
0
2
1
3
0
0
2
1
+1
0
d10
3
1
+1
Resistances
Total Weight:
EF penalty:
Traits
Additional Appendages: Legs (4 total): +2 when resisting tripping attempts while on land
Awkward Form: Cumbersome: 1 Agility, 2 Climbing, 1 Stealth (already adjusted)
Awkward Form: One Arm (trunk): Trunk is treated exactly as an arm; two-handed actions
and tasks are impossible or heavily penalized
Enhanced Unarmed Attack: Slam: d8 damage; does not count as attack from a specific limb
but limit of one slam per round; cannot apply +1 damage bonus for a two-handed attack
Faculty Modifiers: +150 EF (already adjusted)
Heightened Sense: Scent [Standard]: Can identify targets/objects by odors; +1 to Tracking
checks that utilize scent; +1 to Awareness checks when detecting creatures using Stealth
Mounted Movement: Running: +50 EF (already adjusted); treated as mount when traveling
Surefooted: +1 Combat Maneuvers and Total Resilience after any turn in which no movement
was taken; only applied after elephant's turn ends and ceases when it moves from spot
Weaknesses
Attacks
291
CHAPTER 7
Name/Creature
Living
Mind
Size
Small
EF
Def 6
Sp/Thr
59
1x1
Health 2
Stam 3
Conc 3
Fort 3
B Resil 3
T Resil 2
Notice 4
Run 6
Swim 3
7.5
Com 1
CPV
Bestial (docile)
Block
Brute 1
Equipment
FOX
Being
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [D]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [E]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [M]
Constitution [M]
Perseverance [E]
Toughness [E]
1
1
0
0
0
0
0
d6
0
1
1
d4
1
1
0
0
0
0
d4
1*
1*
1*
d8
0
3
2
0
2
2
1
1
1
1
0
1
d10
+1
1
+1
+2
0
d6
0
0
1
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [E]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [D]
Climbing [E]
Jumping [E]
Might [M]
+1
1
1
1
1
1
1
0
0
0
0
d6
0
0
1
Resistances
Total Weight:
EF penalty:
Traits
Additional Appendages: Legs (4 total): +2 when resisting tripping attempts while on land
Awkward Form: No Arms: Requires Agility check of SV 5+ to manipulate objects; must
receive assistance to equip armor, apparel, and basic gear
Enhanced Sprinting: Running: +6 per success and critical success
Enhanced Unarmed Attack: Bite: d6 damage; grappling attempts inflict automatic damage if
their called shots succeed; Vicious (+1 severity; additional +2 damage with critical hits)
Heightened Sense: Dark Sight [Partial]: Visual darkness penalties reduced to 1
Heightened Sense: Scent [Standard]: Can identify targets/objects by odors; +1 to Tracking
checks that utilize scent; +1 to Awareness checks when detecting creatures using Stealth
Mounted Movement: Running: +1.5 EF (already adjusted); treated as mount when traveling
Variant: Arctic Fox (CPV 57)
Faculty Rank Decrease: Dexterity (R2; d8)
Resistance: Cold 2: Cold damage reduced by 2 per attack; +1 Constitution when resisting
stamina loss in cold temperatures
Weaknesses
Attacks
Name/Creature
Being
Living
Mind
Size
Huge
EF
Def 5
Brute +5
Sp/Thr
151
3x3
Health 3
Stam 3
Conc 3
Fort 6
B Resil 4
T Resil 8
Notice 3
Run 6
Swim 4
Block
Com +2
CPV
Bestial (aggressive)
400
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [D]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [E]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [M]
Constitution [M]
Perseverance [E]
Toughness [E]
1
1
0
0
2
1
0
d61
0
1
1
d8
0
1
0
0
0
0
d4
1*
1*
1*
d6
0
3
1
0
1
1
1
2
1
0
1
1
d10
0
1
0
1
0
d8
0
1
0
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [M]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [M]
Climbing [E]
Jumping [E]
Might [M]
1
1
0
2
1
0
1
0
0
1
d8
0
1
0
Resistances
Heat 2
Weaknesses
Attacks
292
Equipment
GHARTEKOT
Cold +2
Total Weight:
EF penalty:
Traits
Ghartekots are temperamental lizards that possess bright red or orange scales. Their necks
and forelimbs are covered in feathers. They are known for their impressive array of
natural attacks and display surprising maneuverability for their size.
Additional Appendages: Legs (4 total): +2 when resisting tripping attempts while on land
Awkward Form: No Arms: Requires Agility check of SV 5+ to manipulate objects; must
receive assistance to equip armor, apparel, and basic gear
Enhanced Unarmed Attack: Bite: d6 damage; grappling attempts inflict automatic damage if
their called shots succeed; Vicious (+1 severity; additional +2 damage with critical hits)
Enhanced Unarmed Attack: Claws [Front and Back Feet]: d6 damage; Fast (reduces any
multiple action penalties to claw attacks by 1 point; other actions still suffer full penalty)
Enhanced Unarmed Attack: Horn: d6 damage; +1 Might when making/resisting bullrushes;
+2 damage when charging
Enhanced Unarmed Attack: Tail Swipe: d6 damage; +1 to opponent's SV to resist tripping
Faculty Modifiers: +100 EF, +1 Fortitude (already adjusted)
Heightened Sense: Dark Sight [Partial]: Visual darkness penalties reduced to 1
Mounted Movement: Running: +50 EF (already adjusted); treated as mount when traveling
Resistance: Heat 2: Heat damage reduced by 2 per attack; +1 Constitution when resisting
stamina loss in hot temperatures
Weakness: Cold +2: Cold damage increased by 2 per attack; 1 Constitution when resisting
stamina loss in cold temperatures
GAME MASTER
Name/Creature
Being
Living
Size
Medium
Def 6
EF
Sp/Thr
78
1x1
Health 3
Stam 3
Conc 3
Fort 4
B Resil 3
T Resil 3
Notice 3
Run 5
Swim 2
35
Com 0
CPV
Bestial (docile)
Block
Brute +1
Equipment
GOAT
Mind
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [D]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [E]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [M]
Constitution [M]
Perseverance [E]
Toughness [E]
1
1
0
0
1
1
0
d6
0
1
1
d6
0
1
0
0
0
0
d4
1*
1*
1*
d6
0
3
2
0
1
1
1
1
1
1
1
1
d10
+1
1
0
0
0
d6
0
0
0
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [M]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [M]
Climbing [E]
Jumping [E]
Might [M]
1
1
0
2
2
2
1
0
0
1
d8
+1
+1
0
Resistances
Total Weight:
EF penalty:
Traits
Additional Appendages: Legs (4 total): +2 when resisting tripping attempts while on land
Awkward Form: Hooves: 1 Swim Speed (already adjusted); 2 Climbing man-made devices
Awkward Form: No Arms: Requires Agility check of SV 5+ to manipulate objects; must
receive assistance to equip armor, apparel, and basic gear
Confined Expertise: Penalties reduced to 1; Agility check for squeezing reduced to SV 3
Enhanced Unarmed Attack: Horns: d6 damage; +1 Might when making/resisting bullrushes;
+2 damage when charging
Faculty Modifier: +5 EF (already adjusted)
Heightened Sense: Dark Sight [Partial]: Visual darkness penalties reduced to 1
Mounted Movement: Running: +5 EF (already adjusted); treated as mount when traveling
Surefooted: +1 Combat Maneuvers and Total Resilience after any turn in which no movement
was taken; only applied after goat's turn ends and ceases when it moves from spot
Weaknesses
Attacks
Name/Creature
Being
Living
Mind
Size
Large
EF
Def 3
Brute +4
Equipment
HORSE
113
2x2
Health 3
Stam 4
Conc 3
Fort 3
B Resil 5
T Resil 7
Notice 4
Run 7
Swim 3
Block
Com +1
CPV
Bestial (docile)
Sp/Thr
135
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [D]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [D]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [E]
Constitution [M]
Perseverance [E]
Toughness [E]
1
1
0
0
0
0
0
d61
0
1
1
d4
1
1
0
0
0
0
d4
1*
1*
1*
d8
0
1
1
0
2
1
1
3
1
2
1
1
d6
1
1
+1
2
0
d10
0
+1
0
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [M]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [E]
Climbing [E]
Jumping [E]
Might [M]
+1
0
1
0
3
0
1
2
1
0
1
d10
3
0
+1
Resistances
Hind Kick: d8+5 damage
Bite/Kick: d4+4 damage (cannot crit)
Total Weight:
EF penalty:
Traits
Additional Appendages: Legs (4 total): +2 when resisting tripping attempts while on land
Awkward Form: Cumbersome: 1 Agility, 2 Climbing, 1 Stealth (already adjusted)
Awkward Form: Hooves: 1 Swim Speed (already adjusted); 2 Climbing man-made devices
Awkward Form: No Arms: Requires Agility check of SV 5+ to manipulate objects; must
receive assistance to equip armor, apparel, and basic gear
Enhanced Sprinting: Running: +6 per success and critical success
Enhanced Unarmed Attack: Hind Kick: d8+1 damage; may not use while grappling
Faculty Modifiers: +30 EF (already adjusted)
Heightened Sense: Dark Sight [Partial]: Visual darkness penalties reduced to 1
Heightened Sense: Scent [Standard]: Can identify targets/objects by odors; +1 to Tracking
checks that utilize scent; +1 to Awareness checks when detecting creatures using Stealth
Mounted Movement: Running: +15 EF (already adjusted); treated as mount when traveling
Weaknesses
Attacks
293
CHAPTER 7
Name/Creature
Living
Mind
Size
Small
EF
Def 5
Sp/Thr
85
1x1
Health 2
Stam 3
Conc 3
Fort 4
B Resil 3
T Resil 2
Notice 4
Run 5
Swim 3
Com 1
CPV
Bestial (aggressive)
Block
Brute +1
Equipment
HYENA
Being
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [M]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [E]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [D]
Constitution [M]
Perseverance [E]
Toughness [E]
2
1
0
0
1
2
0
d8
0
1
1
d6
+1
1
0
0
0
0
d4
1*
1*
1*
d8
0
2
1
0
1
2
1
1
1
1
0
1
d8
0
1
0
+2
0
d6
0
0
1
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [M]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [M]
Climbing [E]
Jumping [E]
Might [M]
1
1
2
2
0
1
1
0
0
+1
d8
1
0
0
Resistances
Total Weight:
EF penalty:
Traits
Additional Appendages: Legs (4 total): +2 when resisting tripping attempts while on land
Awkward Form: No Arms: Requires Agility check of SV 5+ to manipulate objects; must
receive assistance to equip armor, apparel, and basic gear
Enhanced Sprinting: Running: +6 per success and critical success
Enhanced Unarmed Attack: Bite: d8 damage; grappling attempts inflict automatic damage if
their called shots succeed; Vicious (+1 severity; additional +2 damage with critical hits)
Faculty Modifier: +1 Brute Force (already adjusted)
Heightened Sense: Dark Sight [Partial]: Visual darkness penalties reduced to 1
Heightened Sense: Scent [Standard]: Can identify targets/objects by odors; +1 to Tracking
checks that utilize scent; +1 to Awareness checks when detecting creatures using Stealth
Mounted Movement: Running: +1.5 EF (already adjusted); treated as mount when traveling
Pack Hunter: +1 additional Precision (+2 total) and +1 damage when attacking targets that
are distracted due to multiple melee opponents
Weaknesses
Attacks
Name/Creature
Being
Living
Size
Medium
Def 6
Brute +1
Mind
Sp/Thr
130
1x1
Health 3
Stam 3
Conc 3
Fort 5
B Resil 3
T Resil 3
Notice 4
Run 6
Swim 3
25
Block
Com 0
CPV
Bestial (aggressive)
EF
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [D]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [E]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [D]
Constitution [M]
Perseverance [E]
Toughness [E]
2
1
0
0
2
1
0
d8
0
1
1
d8
0
1
0
0
0
0
d4
1*
1*
1*
d8
0
3
2
0
2
2
1
1
1
1
1
1
d10
+1
1
+1
+1
0
d6
0
0
0
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [E]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [M]
Climbing [E]
Jumping [E]
Might [M]
+1
1
1
1
2
2
2
1
0
0
0
d8
+1
+1
0
Resistances
Weaknesses
Attacks
294
Equipment
Total Weight:
Traits
EF penalty:
Additional Appendages: Legs (4 total): +2 when resisting tripping attempts while on land
Awkward Form: No Arms: Requires Agility check of SV 5+ to manipulate objects; must
receive assistance to equip armor, apparel, and basic gear
Enhanced Sprinting: Running: +6 per success and critical success
Enhanced Unarmed Attack: Bite: d8 damage; grappling attempts inflict automatic damage if
their called shots succeed; Vicious (+1 severity; additional +2 damage with critical hits)
Enhanced Unarmed Attack: Claws [Front and Back Paws]: d6 damage; Fast (reduces any
multiple action penalties to claw attacks by 1 point; other actions still suffer full penalty)
Heightened Sense: Dark Sight [Partial]: Visual darkness penalties reduced to 1
Heightened Sense: Scent [Standard]: Can identify targets/objects by odors; +1 to Tracking
checks that utilize scent; +1 to Awareness checks when detecting creatures using Stealth
Leaping: Jumping distances are doubled; ignores first 5 ft of falling damage when Jumping
Situational Attack: Pounce: Charging attacks allow free Jumping check of SV 5, which grants
+2 charge damage to all melee attacks this turn if successful; failure prevents charge bonus
damage from being applied to any attacks and cat is distracted until next turn
Situational Attack: Rake: May use claws to inflict weapon damage during melee grapples; +1
on opposed check and +2 additional damage
GAME MASTER
Name/Creature
Living
Mind
Size
Large
EF
Def 5
Sp/Thr
161
2x2
Health 3
Stam 2
Conc 3
Fort 6
B Resil 3
T Resil 5
Notice 4
Run 7
Swim 4
75
Com +1
CPV
Bestial (aggressive)
Block
Brute +3
Equipment
LION
Being
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [D]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [E]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [D]
Constitution [M]
Perseverance [E]
Toughness [E]
2
1
0
0
2
2
0
d81
0
1
1
d8
+1
1
0
0
0
0
d4
1*
1*
1*
d8
0
3
2
0
2
2
1
1
1
1
1
1
d10
+1
1
+1
0
0
d6
0
0
0
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [E]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [M]
Climbing [E]
Jumping [E]
Might [M]
+1
1
1
1
2
2
2
2
0
0
0
d8
+1
+1
+1
Resistances
Total Weight:
EF penalty:
Traits
Additional Appendages: Legs (4 total): +2 when resisting tripping attempts while on land
Awkward Form: No Arms: Requires Agility check of SV 5+ to manipulate objects; must
receive assistance to equip armor, apparel, and basic gear
Enhanced Sprinting: Running: +6 per success and critical success
Enhanced Unarmed Attack: Bite: d8 damage; grappling attempts inflict automatic damage if
their called shots succeed; Vicious (+1 severity; additional +2 damage with critical hits)
Enhanced Unarmed Attack: Claws [Front and Back Paws]: d6 damage; Fast (reduces any
multiple action penalties to claw attacks by 1 point; other actions still suffer full penalty)
Faculty Modifier: +1 Fortitude (already adjusted)
Heightened Sense: Dark Sight [Partial]: Visual darkness penalties reduced to 1
Heightened Sense: Scent [Standard]: Can identify targets/objects by odors; +1 to Tracking
checks that utilize scent; +1 to Awareness checks when detecting creatures using Stealth
Leaping: Jumping distances are doubled; ignores first 5 ft of falling damage when Jumping
Pack Hunter: +1 additional Precision (+2 total) and +1 damage when attacking targets that
are distracted due to multiple melee opponents
Situational Attack: Pounce: Charging attacks allow free Jumping check of SV 5, which grants
+2 charge damage to all melee attacks this turn if successful; failure prevents charge bonus
damage from being applied to any attacks and lion is distracted until next turn
Situational Attack: Rake: May use claws to inflict weapon damage during melee grapples; +1
on opposed check and +2 additional damage
Weaknesses
Attacks
Name/Creature
Being
Living
Mind
Size
Small
EF
Def 5
Brute 1
Equipment
LIZARD
Sp/Thr
47
1x1
Health 3
Stam 3
Conc 3
Fort 3
B Resil 4
T Resil 3
Notice 3
Run 5
Swim 4
Block
Com 1
CPV
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [D]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [E]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [M]
Constitution [M]
Perseverance [E]
Toughness [E]
1
1
0
0
0
0
0
d6
0
1
1
d4
1
1
0
0
0
0
d4
1*
1*
1*
d6
0
2
1
0
1
1
2
2
1
0
1
1
d8
0
1
0
+1
+1
d8
0
1
0
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [M]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [M]
Climbing [E]
Jumping [E]
Might [M]
1
1
0
1
2
0
1
0
0
1
d6
+1
1
0
Resistances
Heat 2
Weaknesses
Total Weight:
EF penalty:
Traits
Additional Appendages: Legs (4 total): +2 when resisting tripping attempts while on land
Awkward Form: No Arms: Requires Agility check of SV 5+ to manipulate objects; must
receive assistance to equip armor, apparel, and basic gear
Enhanced Unarmed Attack: Barbs: +2 wrestling damage when grappling in melee
Enhanced Unarmed Attack: Bite: d6 damage; grappling attempts inflict automatic damage if
their called shots succeed; Vicious (+1 severity; additional +2 damage with critical hits)
Enhanced Unarmed Attack: Tail Swipe: d6 damage; +1 to opponent's SV to resist tripping
Extended Breath: +3 Constitution when attempting to hold breath
Heightened Sense: Dark Sight [Partial]: Visual darkness penalties reduced to 1
Mounted Movement: Running: +1.5 EF (already adjusted); treated as mount when traveling
Resistance: Heat 2: Heat damage reduced by 2 per attack; +1 Constitution when resisting
stamina loss in hot temperatures
Weakness: Cold +4: Cold damage increased by 4 per attack; 2 Constitution when resisting
stamina loss in cold temperatures
Cold +4
Attacks
295
CHAPTER 7
Name/Creature
Living
Mind
Size
Small
EF
Def 6
Sp/Thr
105
1x1
Health 3
Stam 3
Conc 3
Fort 5
B Resil 3
T Resil 2
Notice 4
Run 6
Swim 3
Com 1
CPV
Bestial (aggressive)
Block
Brute 1
Equipment
LYNX
Being
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [D]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [E]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [D]
Constitution [M]
Perseverance [E]
Toughness [E]
2
1
0
0
1
0
0
d8
0
1
1
d6
1
1
0
0
0
0
d4
1*
1*
1*
d8
0
3
2
0
2
2
1
1
1
1
1
1
d10
+1
1
+1
+2
0
d6
0
0
0
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [E]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [M]
Climbing [E]
Jumping [E]
Might [M]
+1
1
1
1
1
2
2
1
0
0
0
d6
+1
+1
0
Resistances
Total Weight:
EF penalty:
Traits
Additional Appendages: Legs (4 total): +2 when resisting tripping attempts while on land
Awkward Form: No Arms: Requires Agility check of SV 5+ to manipulate objects; must
receive assistance to equip armor, apparel, and basic gear
Enhanced Sprinting: Running: +6 per success and critical success
Enhanced Unarmed Attack: Bite: d6 damage; grappling attempts inflict automatic damage if
their called shots succeed; Vicious (+1 severity; additional +2 damage with critical hits)
Enhanced Unarmed Attack: Claws [Front and Back Paws]: d6 damage; Fast (reduces any
multiple action penalties to claw attacks by 1 point; other actions still suffer full penalty)
Faculty Modifier: +1 Fortitude (already adjusted)
Heightened Sense: Dark Sight [Partial]: Visual darkness penalties reduced to 1
Heightened Sense: Scent [Standard]: Can identify targets/objects by odors; +1 to Tracking
checks that utilize scent; +1 to Awareness checks when detecting creatures using Stealth
Leaping: Jumping distances are doubled; ignores first 5 ft of falling damage when Jumping
Situational Attack: Pounce: Charging attacks allow free Jumping check of SV 5, which grants
+2 charge damage to all melee attacks this turn if successful; failure prevents charge bonus
damage from being applied to any attacks and lynx is distracted until next turn
Situational Attack: Rake: May use claws to inflict weapon damage during melee grapples; +1
on opposed check and +2 additional damage
Weaknesses
Attacks
Name/Creature
Being
Living
Mind
Size
Huge
EF
Def 3
Brute +6
146
3x3
Health 3
Stam 4
Conc 3
Fort 3
B Resil 5
T Resil 9
Notice 4
Run 7
Swim 3
Block
Com +2
CPV
Bestial (docile)
Sp/Thr
450
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [D]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [D]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [E]
Constitution [M]
Perseverance [E]
Toughness [E]
1
1
0
0
0
0
0
d61
0
1
1
d4
1
1
0
0
0
0
d4
1*
1*
1*
d8
0
1
1
0
2
1
1
3
1
2
1
1
d6
1
1
+1
2
0
d10
0
+1
0
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [M]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [E]
Climbing [E]
Jumping [E]
Might [M]
+1
0
1
0
3
0
1
2
1
0
1
d10
3
0
+1
Resistances
Hind Kick: d8+7 damage
Bite/Kick: d4+6 damage (cannot crit)
296
Equipment
MORDON
Weaknesses
Attacks
Total Weight:
EF penalty:
Traits
Mordons are a breed of giant horses that are virtually identical to their smaller kin.
Additional Appendages: Legs (4 total): +2 when resisting tripping attempts while on land
Awkward Form: Cumbersome: 1 Agility, 2 Climbing, 1 Stealth (already adjusted)
Awkward Form: Hooves: 1 Swim Speed (already adjusted); 2 Climbing man-made devices
Awkward Form: No Arms: Requires Agility check of SV 5+ to manipulate objects; must
receive assistance to equip armor, apparel, and basic gear
Enhanced Sprinting: Running: +6 per success and critical success
Enhanced Unarmed Attack: Hind Kick: d8+1 damage; may not use while grappling
Faculty Modifiers: +100 EF (already adjusted)
Heightened Sense: Dark Sight [Partial]: Visual darkness penalties reduced to 1
Heightened Sense: Scent [Standard]: Can identify targets/objects by odors; +1 to Tracking
checks that utilize scent; +1 to Awareness checks when detecting creatures using Stealth
Mounted Movement: Running: +50 EF (already adjusted); treated as mount when traveling
GAME MASTER
Name/Creature
Living
Mind
Size
Large
EF
Def 3
CPV
Bestial (docile)
Sp/Thr
Com +1
113
2x2
Health 3
Stam 4
Conc 3
Fort 4
B Resil 5
T Resil 7
Notice 4
Run 6
Swim 3
150
Block
Brute +4
Equipment
MULE
Being
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [D]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [D]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [E]
Constitution [M]
Perseverance [E]
Toughness [E]
1
1
0
0
0
0
0
d61
0
1
1
d4
1
1
0
0
0
0
d4
1*
1*
1*
d8
0
1
1
0
1
1
1
3
2
2
1
1
d6
1
1
0
2
0
d10
+1
+1
0
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [M]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [E]
Climbing [E]
Jumping [E]
Might [M]
+1
0
1
0
3
0
1
2
1
0
1
d10
3
0
+1
Resistances
Living
Medium
Def 5
Brute +1
Traits
Additional Appendages: Legs (4 total): +2 when resisting tripping attempts while on land
Awkward Form: Cumbersome: 1 Agility, 2 Climbing, 1 Stealth (already adjusted)
Awkward Form: Hooves: 1 Swim Speed (already adjusted); 2 Climbing man-made devices
Awkward Form: No Arms: Requires Agility check of SV 5+ to manipulate objects; must
receive assistance to equip armor, apparel, and basic gear
Enhanced Unarmed Attack: Hind Kick: d8+1 damage; may not use while grappling
Faculty Modifiers: +45 EF, +1 Fortitude (already adjusted)
Heightened Sense: Dark Sight [Partial]: Visual darkness penalties reduced to 1
Heightened Sense: Scent [Standard]: Can identify targets/objects by odors; +1 to Tracking
checks that utilize scent; +1 to Awareness checks when detecting creatures using Stealth
Mounted Movement: Running: +15 EF (already adjusted); treated as mount when traveling
Equipment
OSTRICH
Mind
CPV
Bestial (aggressive)
EF
Sp/Thr
Health 3
Stam 4
Conc 3
Fort 4
B Resil 4
T Resil 4
Notice 3
Run 7
Swim 3
Block
Com 0
105
1x1
30
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [D]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [E]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [M]
Constitution [M]
Perseverance [E]
Toughness [E]
2
1
0
0
1
0
0
d8
0
1
1
d6
1
1
0
0
0
0
d4
1*
1*
1*
d6
0
2
2
0
2
1
1
2
1
2
1
1
d8
+1
1
+2
0
0
d8
0
+1
0
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [M]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [M]
Climbing [E]
Jumping [E]
Might [M]
+1
1
1
0
2
0
1
1
0
0
1
d8
1
0
0
Resistances
EF penalty:
Weaknesses
Name/Creature
Size
Total Weight:
Attacks
Being
Heat 2
Total Weight:
EF penalty:
Traits
Weaknesses
Attacks
297
CHAPTER 7
Name/Creature
Being
Living
Size
Medium
Def 4
EF
Sp/Thr
1x1
Health 3
Stam 4
Fort 3
B Resil 5
T Resil 5
Notice 4
Run 5
Swim 2
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [D]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [D]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [E]
Constitution [M]
Perseverance [E]
Toughness [E]
1
1
0
0
0
0
0
d6
0
1
1
d4
1
1
0
0
0
0
d4
1*
1*
1*
d8
0
1
1
0
1
1
1
3
2
2
1
1
d6
1
1
0
1
0
d10
+1
+1
0
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [M]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [E]
Climbing [E]
Jumping [E]
Might [M]
+1
0
1
0
3
0
1
2
1
0
1
d10
3
0
+1
Resistances
Living
Size
Brute 2
EF penalty:
Traits
Additional Appendages: Legs (4 total): +2 when resisting tripping attempts while on land
Awkward Form: Cumbersome: 1 Agility, 2 Climbing, 1 Stealth (already adjusted)
Awkward Form: Hooves: 1 Swim Speed (already adjusted); 2 Climbing man-made devices
Awkward Form: No Arms: Requires Agility check of SV 5+ to manipulate objects; must
receive assistance to equip armor, apparel, and basic gear
Enhanced Sprinting: Running: +6 per success and critical success
Enhanced Unarmed Attack: Hind Kick: d8+1 damage; may not use while grappling
Faculty Modifiers: +10 EF (already adjusted)
Heightened Sense: Dark Sight [Partial]: Visual darkness penalties reduced to 1
Heightened Sense: Scent [Standard]: Can identify targets/objects by odors; +1 to Tracking
checks that utilize scent; +1 to Awareness checks when detecting creatures using Stealth
Mounted Movement: Running: +5 EF (already adjusted); treated as mount when traveling
Equipment
RAT
Mind
31
Sp/Thr x
Health 2
Stam 3
Conc 3
Fort 3
B Resil 3
T Resil 1
Notice 5
Run 4
Swim 3
Block
Com 2
CPV
Bestial (docile)
EF
Tiny
Def 6
Total Weight:
Weaknesses
Name/Creature
Being
Attacks
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [M]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [E]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [D]
Constitution [M]
Perseverance [E]
Toughness [E]
1
1
0
0
0
0
0
d6+1
0
1
1
d4
1
1
0
0
0
0
d4
1*
1*
1*
d10
0
2
2
0
1
2
2
1
1
1
0
1
d8
+1
1
0
+2
+1
d6
0
0
1
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [E]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [D]
Climbing [E]
Jumping [E]
Might [M]
1
1
1
1
1
1
0
0
0
0
d6
0
0
1
Resistances
Weaknesses
Attacks
298
88
Conc 3
45
Com 0
CPV
Bestial (docile)
Block
Brute +2
Equipment
PONY
Mind
Total Weight:
EF penalty:
Traits
Additional Appendages: Legs (4 total): +2 when resisting tripping attempts while on land
Aversion to Sunlight: 1 to discipline, profession, and damage checks in direct sunlight
Awkward Form: No Arms: Requires Agility check of SV 5+ to manipulate objects; must
receive assistance to equip armor, apparel, and basic gear
Enhanced Climbing: Covers 5 ft per success and critical success
Enhanced Unarmed Attack: Bite: d6 damage; grappling attempts inflict automatic damage if
their called shots succeed; Vicious (+1 severity; additional +2 damage with critical hits)
Heightened Sense: Dark Sight [Partial]: Visual darkness penalties reduced to 1
Heightened Sense: Scent [Standard]: Can identify targets/objects by odors; +1 to Tracking
checks that utilize scent; +1 to Awareness checks when detecting creatures using Stealth
Variant: Diseased Rat (CPV 36)
Disease: Damage (bite); potency +1; frequency weeks; Faculty Loss: Strength
GAME MASTER
Name/Creature
Living
Mind
Size
Large
EF
Def 4
Sp/Thr
105
Conc 3
Com +1
CPV
Bestial (aggressive)
Block
Brute +4
Equipment
SHARK
Being
Notice 5
139
2x2
Health 3
Stam 3
Fort 5
B Resil 5
T Resil 7
Run
Swim 6
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [D]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [M]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [E]
Constitution [M]
Perseverance [E]
Toughness [E]
2
1
0
0
1
0
0
d81
0
1
1
d6
1
1
0
0
0
0
d4
1*
1*
1*
d8
0
2
1
0
1
d8
0
1
+1
2
3
3
2
2
2
+1
+2
d10
+1
+1
+1
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [M]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [M]
Climbing [E]
Jumping [E]
Might [M]
1
1
1
2
0
0
0
d8
+1
Resistances
Attacks
Living
Mind
Size
Small
EF
Def 5
Brute 1
45
Health 2
Stam 3
Conc 3
Fort 4
B Resil 3
T Resil 2
Notice 3
Run 4
Swim 4
Block
Com 1
CPV
1x1
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [M]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [M]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [M]
Constitution [M]
Perseverance [E]
Toughness [E]
1
1
0
0
1
2
0
d6
0
1
1
d6
+1
1
0
0
0
0
d4
1*
1*
1*
d6
0
2
1
0
0
1
2
1
2
1
0
1
d8
0
1
2
+1
+1
d6
+1
0
1
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [M]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [M]
Climbing [E]
Jumping [E]
Might [M]
1
1
0
1
1
1
1
0
0
1
d6
0
0
0
Resistances
Traits
Equipment
Bestial (docile)
Sp/Thr
1.5
Weaknesses
Attacks
EF penalty:
Awkward Form: Aquatic: May only survive underwater (begins to suffocate out of water);
ignores standard Precision and damage penalties underwater; range increments halved;
Awareness and communication are unhindered; lacks Run Speed stat and may not train or
use Climbing or Running disciplines
Awkward Form: No Arms: Requires Agility check of SV 5+ to manipulate objects; must
receive assistance to equip armor, apparel, and basic gear
Awkward Form: No Legs: 1 Running; 1 Defense on land; immune to tripping on land;
being prone incurs no penalties; may not train or use Jumping discipline
Enhanced Sprinting: Swimming: +3 per success and critical success
Enhanced Unarmed Attack: Bite: d8 damage; grappling attempts inflict automatic damage if
their called shots succeed; Vicious (+1 severity; additional +2 damage with critical hits)
Enhanced Unarmed Attack: Slam: d6 damage; does not count as attack from a specific limb
but limit of one slam per round; cannot apply +1 damage bonus for a two-handed attack
Faculty Modifiers: +1 Brute Force, +15 EF, +1 Fortitude, +1 Notice, +1 Stealth (already
adjusted)
Heightened Sense: Dark Sight [Partial]: Visual darkness penalties reduced to 1
Heightened Sense: Scent [Aquatic]: Can identify targets/objects by odors; +1 to Tracking
checks that utilize scent; +1 to Awareness checks when detecting creatures using Stealth
Mounted Movement: Swimming: +15 EF (already adjusted); treated as mount when traveling
SNAKE
Being
Total Weight:
Weaknesses
Name/Creature
Cold +2
Total Weight:
EF penalty:
Traits
299
CHAPTER 7
Name/Creature
Living
Mind
Size
Large
EF
Def 5
Sp/Thr
171
2x2
Health 3
Stam 3
Conc 3
Fort 6
B Resil 3
T Resil 6
Notice 4
Run 7
Swim 4
75
Com +1
CPV
Bestial (aggressive)
Block
Brute +4
Equipment
TIGER
Being
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [D]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [E]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [D]
Constitution [M]
Perseverance [E]
Toughness [E]
2
1
0
0
2
2
0
d81
0
1
1
d8
+1
1
0
0
0
0
d4
1*
1*
1*
d8
0
3
2
0
2
2
1
1
1
1
1
1
d10
+1
1
+1
0
0
d6
0
0
0
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [E]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [M]
Climbing [E]
Jumping [E]
Might [M]
+1
1
1
1
2
2
2
2
0
0
0
d8
+1
+1
+1
Resistances
Total Weight:
EF penalty:
Traits
Additional Appendages: Legs (4 total): +2 when resisting tripping attempts while on land
Awkward Form: No Arms: Requires Agility check of SV 5+ to manipulate objects; must
receive assistance to equip armor, apparel, and basic gear
Enhanced Sprinting: Running: +6 per success and critical success
Enhanced Unarmed Attack: Bite: d8 damage; grappling attempts inflict automatic damage if
their called shots succeed; Vicious (+1 severity; additional +2 damage with critical hits)
Enhanced Unarmed Attack: Claws [Front and Back Paws]: d6 damage; Fast (reduces any
multiple action penalties to claw attacks by 1 point; other actions still suffer full penalty)
Faculty Modifiers: +1 Brute Force, +1 Fortitude, +1 Total Resilience (already adjusted)
Heightened Sense: Dark Sight [Partial]: Visual darkness penalties reduced to 1
Heightened Sense: Scent [Standard]: Can identify targets/objects by odors; +1 to Tracking
checks that utilize scent; +1 to Awareness checks when detecting creatures using Stealth
Leaping: Jumping distances are doubled; ignores first 5 ft of falling damage when Jumping
Situational Attack: Pounce: Charging attacks allow free Jumping check of SV 5, which grants
+2 charge damage to all melee attacks this turn if successful; failure prevents charge bonus
damage from being applied to any attacks and tiger is distracted until next turn
Situational Attack: Rake: May use claws to inflict weapon damage during melee grapples; +1
on opposed check and +2 additional damage
Weaknesses
Attacks
Name/Creature
Being
Living
Mind
Size
Small
EF
Def 6
Brute 1
Sp/Thr
82
1x1
Health 2
Stam 3
Conc 3
Fort 4
B Resil 3
T Resil 2
Notice 4
Run 6
Swim 3
Block
Com 1
CPV
Bestial (aggressive)
7.5
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [M]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [E]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [D]
Constitution [M]
Perseverance [E]
Toughness [E]
2
1
0
0
1
1
0
d8
0
1
1
d6
0
1
0
0
0
0
d4
1*
1*
1*
d8
0
3
2
0
2
1
1
1
1
1
0
1
d10
+1
1
+1
+1
0
d6
0
0
1
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [E]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [D]
Climbing [E]
Jumping [E]
Might [M]
+1
1
1
0
1
3
1
1
0
0
1
d6
+2
0
0
Resistances
Weaknesses
Attacks
300
Equipment
VANSKER
Total Weight:
EF penalty:
Traits
Vanskers are fierce rodents that are deceptively cute and cuddly in appearance. They have a
poisonous bite attack that causes their victims to be muted so that they cannot scream as
the rest of the pack surrounds them to join the feast. Vanskers are also excellent climbers
due to the sticky pads on their feet.
Additional Appendages: Legs (4 total): +2 when resisting tripping attempts while on land
Awkward Form: No Arms: Requires Agility check of SV 5+ to manipulate objects; must
receive assistance to equip armor, apparel, and basic gear
Enhanced Climbing: Covers 10 ft per success and critical success
Enhanced Unarmed Attack: Bite: d6 damage; grappling attempts inflict automatic damage if
their called shots succeed; Vicious (+1 severity; additional +2 damage with critical hits)
Heightened Sense: Dark Sight [Partial]: Visual darkness penalties reduced to 1
Mounted Movement: Running: +1.5 EF (already adjusted); treated as mount when traveling
Pack Hunter: +1 additional Precision (+2 total) and +1 damage when attacking targets that
are distracted due to multiple melee opponents
Poison: Damage (bite); potency +1; frequency minutes; Mute
GAME MASTER
Name/Creature
Living
Mind
Size
Large
EF
Def 4
Sp/Thr
139
2x2
Health 3
Stam 3
Conc 3
Fort 6
B Resil 3
T Resil 5
Notice 4
Run 6
Swim 4
90
Com +1
CPV
Bestial (aggressive)
Block
Brute +3
Equipment
WARG
Being
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [M]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [M]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [M]
Constitution [M]
Perseverance [E]
Toughness [E]
2
1
0
0
2
1
0
d81
0
1
1
d8
0
1
1
0
0
0
d4
1*
1*
1*
d8
0
2
1
0
1
2
1
1
1
1
1
1
d8
0
1
0
0
0
d6
0
0
0
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [M]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [M]
Climbing [E]
Jumping [E]
Might [M]
+1
1
1
2
2
0
1
1
0
0
+1
d8
1
0
0
Resistances
Shadow 2
Total Weight:
EF penalty:
Traits
Wargs are giant wolves that have been tainted by shadow magic. They possess pitch-black fur
and crimson eyes.
Additional Appendages: Legs (4 total): +2 when resisting tripping attempts while on land
Aversion to Sunlight: 1 to discipline, profession, and damage checks in direct sunlight
Awkward Form: No Arms: Requires Agility check of SV 5+ to manipulate objects; must
receive assistance to equip armor, apparel, and basic gear
Enhanced Sprinting: Running: +6 per success and critical success
Enhanced Unarmed Attack: Bite: d8 damage; grappling attempts inflict automatic damage if
their called shots succeed; Vicious (+1 severity; additional +2 damage with critical hits)
Faculty Modifier: +1Fortitude (already adjusted)
Heightened Sense: Dark Sight [Partial]: Visual darkness penalties reduced to 1
Heightened Sense: Scent [Standard]: Can identify targets/objects by odors; +1 to Tracking
checks that utilize scent; +1 to Awareness checks when detecting creatures using Stealth
Mounted Movement: Running: +15 EF (already adjusted); treated as mount when traveling
Pack Hunter: +1 additional Precision (+2 total) and +1 damage when attacking targets that
are distracted due to multiple melee opponents
Resistance: Shadow 2 : Shadow damage reduced by 2 per attack
Weaknesses
Attacks
Name/Creature
Being
Living
Size
Medium
Def 5
Brute +1
Equipment
WOLF
Mind
Sp/Thr
105
1x1
Health 3
Stam 3
Conc 3
Fort 4
B Resil 3
T Resil 3
Notice 4
Run 5
Swim 3
25
Block
Com 0
CPV
Bestial (aggressive)
EF
Fly
Attribute / Discipline
Rank
Die/Mod
Attribute / Discipline
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [M]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [M]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [M]
Constitution [M]
Perseverance [E]
Toughness [E]
2
1
0
0
1
1
0
d8
0
1
1
d6
0
1
0
0
0
0
d4
1*
1*
1*
d8
0
2
1
0
1
1
1
1
1
1
1
1
d8
0
1
0
0
0
d6
0
0
0
Intellect [M]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [M]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [M]
Climbing [E]
Jumping [E]
Might [M]
+1
1
1
2
2
0
1
1
0
0
+1
d8
1
0
0
Resistances
Cold 2
Total Weight:
EF penalty:
Traits
Additional Appendages: Legs (4 total): +2 when resisting tripping attempts while on land
Awkward Form: No Arms: Requires Agility check of SV 5+ to manipulate objects; must
receive assistance to equip armor, apparel, and basic gear
Enhanced Sprinting: Running: +6 per success and critical success
Enhanced Unarmed Attack: Bite: d8 damage; grappling attempts inflict automatic damage if
their called shots succeed; Vicious (+1 severity; additional +2 damage with critical hits)
Heightened Sense: Dark Sight [Partial]: Visual darkness penalties reduced to 1
Heightened Sense: Scent [Standard]: Can identify targets/objects by odors; +1 to Tracking
checks that utilize scent; +1 to Awareness checks when detecting creatures using Stealth
Mounted Movement: Running: +5 EF (already adjusted); treated as mount when traveling
Pack Hunter: +1 additional Precision (+2 total) and +1 damage when attacking targets that
are distracted due to multiple melee opponents
Resistance: Cold 2: Cold damage reduced by 2 per attack; +1 Constitution when resisting
stamina loss in cold temperatures
Weaknesses
Attacks
301
APPENDIX
GLOSSARY
Advantage: A beneficial trait that typically grants access to specialized training, magical powers, or other unique abilities.
Aptitude: The degree of training necessary to increase an attribute,
discipline, or profession to the next rank. Aptitudes are designated as being easy, moderate, or difficult.
Area-Effect Template: A visual aid that is used to measure the
affected area of a area-effect attack, spell, or magical ability.
An area-effect template is divided into two sizes (small and
large) and is marked with a point of emanation. Area-effect
templates come in the following shapes: rectangular prism,
sphere, thin cone, and wide cone.
Assisting Others: A rule that allows for multiple allies to combine
their efforts to bolster a single discipline check (usually applying a combined bonus of up to +4, if successful).
Attended Item/Object: An item or object that is currently equipped
or being held by a creature. It also includes items or objects that
are stowed in containers that are equipped or being held.
Attribute: One of seven universal qualities that most creatures possess: Accuracy, Charisma, Dexterity, Endurance, Intellect, Perception, or Strength.
Barrier: An object that is considered to be unmovable, such as a
door, wall, or barricade. Shields are also treated as barriers.
Unlike standard objects, a barrier is assigned a durability value
of 3, which is decreased as it sustains damage.
Base Movement: The number of squares that a creature may freely
move each turn via one form of movement.
Bestial: The state of mind of most animals. Bestial creatures display
basic mental awareness but are otherwise incapable of expressing higher reasoning or wisdom. They are driven purely by
instinct and biological needs, and their ability to communicate
is extremely limited.
Called Shot: A special attack that attempts to hit a specific body
part. Standard called shots tend to be more severe and can
inflict specific injuries. Specialized called shots are used to initiate special combat actions like disarms, grapples, and trips.
Casting Modifier (CM): A modifier applied to the discipline check
of a spell, bardic song, or magical ability that represents its relative power and complexity.
Character Point Value (CPV): The sum of the values of all of a
creatures faculties, traits, and spells/songs, often written as
unspent points / total points.
Character Point: Used as part of a point-buy system that allows a
creature to improve itself by purchasing higher ranks of faculties, new traits, and new spells or bardic songs.
Creed: A unique belief system that requires a creature to adhere to
a strict moral code or set of tenets, with potential roleplaying
benefits and consequences.
Critical Failure: Occurs whenever a 1 is rolled on the die for an initial check and then a 1 or 2 is rolled on the die for the secondary
check, resulting in an automatic failure and mishap.
Critical Success: Occurs whenever the total result of a check is 5
points higher than the SV (or the defenders opposed check or
stat), resulting in an exceptional level of success.
302
GLOSSARY
Lucky Break: A moment in combat when the situation temporarily
favors a creature for one reason or another. Receiving a lucky
break grants a +2 bonus to all discipline checks, profession
checks, and damage checks for the entire round.
Makeshift Weapon: An ordinary item or tool that can be used as a
weapon in a pinch, but it is not as powerful or as efficient.
Maxing: Occurs whenever the maximum value is rolled on a die (4
for d4, 6 for d6, etc.), which is added to the result as the die is
rolled again. This process continues until the dies maximum
value is no longer rolled.
Multiple Action Penalty: A cumulative 2 penalty that is applied to
all of a creatures discipline and profession checks on its turn
for each additional attempted action beyond the first.
Non-Player Character (NPC): A character or monster who is roleplayed by the GM.
Obscurement: An environmental condition or magical effect that
limits a creatures vision by imposing a 2 penalty to all of
its discipline and profession checks that involve visual tasks.
Obscurement never blocks or negates line-of-effect.
Occupied Space (OS): The aof space on the movement board that a
creature occupies, as measured in 1-inch squares.
Old Wound: A type of wound that cannot be healed by spells or
abilities that have a limited time frame for recovery, such as
the Quick Heal spell effect. Other sources of healing may still
affect it normally.
Opposed Check: A type of discipline check where two or more
creatures attempt to use opposing disciplines against each
other, such as Stealth vs. Awareness. The creature with the
highest result wins, but the actions initiator always loses in
the case of a tie.
Player: A person who assumes the role of one specific character
within the game.
Player Character (PC): A character who is roleplayed by a player.
Point of Emanation: A little black dot within an area-effect template that indicates where the effect begins. For reach abilities
and spells this point must be positioned inside a square within
the users natural reach. For ranged abilities and spells this
point may be positioned inside any square within the abilitys
range (a portion of the template itself may even extend beyond
this range to affect targets outside of the effects standard area).
Profession: An overarching career or occupation. Profession checks
always make d8 rolls instead of being tied to specific attributes.
Prone: A temporary condition that occurs whenever a creature is
tripped or lays down, which imposes a 1 penalty to its Defense
stat, all physical actions, and all physical damage checks. Mental spells/abilities [M] and attacks with Mechanical weapons
are not penalized. Willingly falling prone is a free action. A
prone creature can stand up by spending all of its base movement for the round (sprinting can still be attempted afterwards).
Range Increment: An interval of distance for ranged attacks, spells,
and magical abilities, as measured in 1-inch squares. Each successive tier beyond the first imposes a cumulative 1 penalty
to a creatures Precision check or spellcasting discipline check.
Ranged distance is counted in the same manner as movement.
Reach: The distance that a creature can attempt a melee attack. An
attacks reach is usually equal to a creatures threat range, but
some weapons and abilities may extend this distance.
303
APPENDIX
INDEX
Symbols
[F] Freeform Effect 130
[I] Intelligent Targets Only 176
[M] Mental Casting 130
[R] Reagent Consumption 130
[S] Stamina Loss 130, 176
A
Absent Players 269
Accuracy Attribute 17
Disciplines 19
Adventures 260
Age Milestones 183
Aggressive Acclimation (trait) 238
Agility Discipline 20
Air Control (spell) 135
Air Superiority (trait) 272
Alarm (spell) 135
Alcohol 116
Consumables 79
Alcoholic (trait) 33
Alcoholic Drinks 79
Alternative Damage (trait) 272
Ammunition 78
Amorphous (trait) 273
Amphibious (trait) 273
Ancient Languages 248
Animal Templates 287
Animated Minions 171
Animated Tool 94
Animate Minion (spell) 136
Animate Object (spell) 136
Antidotes 84, 123
Appraisal Discipline 24
Aquatic Superiority (trait) 273
Arcane Magic 130
Archer (trait) 50
Area-Effect Attacks 104
Area-Effect Template (spell option)
131
304
B
Backstab (trait) 43
Bad Luck (coda) 181
Bad Luck (spell) 137
Bard (trait) 50
Bardic Songs 175
Barriers 108
Base Languages 246
Base Resilience Stat 18
Basic Codas 179
Basic Melodies 178
Battering (quality) 65
Beast Master (trait) 50
Behemoth 212
Being Tethered 113
Berserker (trait) 51
Bestial Creatures 270
Bleeding 107
Recovering 22
Blind (trait) 34
Blind Fighting (trait) 43
Block Value 62, 104
Blood Magic (trait) 46
Blowgun 68
Body Shape & Limbs 271
Boot Knife 68
Bottomless Coin Pouch 94
Breaking Objects/Weapons 108
Brittle (quality) 65
Broken Bones 122
Brownie 187
Brute Force Stat 18
Buckler 62
Bugbear 204
Bullrushing 109
Burrowing (trait) 274
Buying-Off Disadvantages 32
C
Called Shots 105
Caltrops 68
Campaign 266
Campaign Themes 267
Casting Modifiers (CM) 129, 176
Casting Spells 129
Catching a Falling Creature 119
Celestial Language 248
Centaur 188
Channeling (quality) 91
Character Creation 6
Character Death 269
Character Points 117
Character Point Value (CPV) 6, 117
Character Species 183
Charging 109
Charisma Attribute 17
Disciplines 19
INDEX
Combo Attacks (trait) 43
Common Disadvantages 31, 183
Commune (spell) 138
Communicate (trait) 274
Compendium 183
Comprehension (spell) 138
Concentrate (melody) 178
Concentrate (spell) 138
Concentration Stat 18
Confined Expertise (trait) 274
Confined Spaces 114
Constitution Discipline 21
Consumables 79
Containers 79
Containment (spell) 138
Counterspell (melody) 178
Counterspell (spell) 139
Cover 114
Crafting 29
Crawling 113
Creating NPCs & Monsters 262
Creation (spell) 140
Creature Lore Discipline 22
Creature of the Night (trait) 256
Creature Size Modifiers Table 18, 271
Creature Traits 272
Creature Type 270
Creeds 32, 40
Violations 32
D
Daily Song Preparation 176
Daily Spell Preparation 130
Damage 105
Damage (coda) 179
Damage (spell) 141
Damage Aura (spell) 142
Damaged Faculties 122
Damage Field (spell) 142
Darkness 115
Deaf (trait) 34
Death 269
Death (spell) 143
Death Ward (spell) 143
Deceitful (trait) 37
Declaring Actions 103
Deep Sleeper (trait) 35
Defender (trait) 51
Defending 110
Defense Stat 18
Defensive (quality) 65
Delayed Initiative (trait) 35
Demon Lords 250
Designing Adventures 261
Designing Creatures 270
Designing Songs 176
Designing Spells 131
Detect Afflictions (spell) 143
Detect Creatures (spell) 143
Detecting Traps 24
Detection Checks 117
Dexterity Attribute 17
Disciplines 20
Dice 5, 99
Diligent (trait) 37
Dimwitted (trait) 33
Disadvantages 31, 33
Buying-Off 32
Character Point Limit 31
Faculty Penalties 33
Forbidden 32
Handicaps 33
Roleplaying Quirks 37
Species Common 31
Disarm (quality) 66
Disarming 110
Disarming Traps 23
Disciplines 19
Disease/Poison (trait) 274
Diseases 118
Recovering 22
Druid (trait) 52
Drunk 116
E
Easily Provoked (trait) 276
Elder (trait) 35
Elemental Form (trait) 276
Elementalist (trait) 52
Elemental Magic 130
Elves 193
Enchanted Companion (trait) 46
Encumbrance 60
Encumbrance Factor Stat (EF) 18
Ending/Releasing Duration Spells 129
Endurance Attribute 17
Disciplines 21
F
Faculties 17
Faculty Modifier (trait) 277
Failure 99
Falling Damage 119
Resisting 20
305
APPENDIX
Faster Acclimation (trait) 238
Fast Healing (trait) 42
Fatigue Penalties 120
Fear (melody) 178
Fear (spell) 145
Fear Checks 120
Fearful (trait) 37
Fearsome Fighting (trait) 43
Feeble (trait) 33
Ferellik 199
Fire Control (spell) 145
Flight (spell) 146
Flight (trait) 278
Flight Speed Stat 18
Flying Discipline 20
Focus (trait) 42
Food 79
Forgetful (trait) 37
Fortitude Stat 18
Fortunate Demise (trait) 239
Fortune Points 121
Free Actions 104
Freedom (melody) 179
Freedom (spell) 146
Freeform Effect [F] 130
Free Limit 26
Frightening Presence (trait) 278
G
Game Master (GM) 259
Gargond 200
Gems 59
General Items 79
General Options 131
General Rules 116
Alcohol 116
Assisting Others 116
Character Points 117
Detection Checks 117
Diseases & Poisons 118
Falling Damage 119
Fatigue Penalties 120
Fear Checks 120
Fortune Points 121
Healing 121
Pets & Mounts 123
Stamina 124
Traveling Times 126
Weather 126
Willpower Checks 127
General SV Goals 99
Generous (trait) 37
Generous Fortune (trait) 47, 239
Geomancy Discipline 24
Gliding (trait) 279
GM Screen 260
Gnoll 200
306
Gnome 201
Gobel 205
Goblin 206
Goblinoids 204
Gold Pieces (g) 59
Grappling 111
Greater Magical Apparel Limit 91
Greater Magical Items 90
Greedy (trait) 37
Gremlin 207
Group Size & Absent Players 269
H
Harpoon 68
Hasten (coda) 181
Hasten (spell) 146
Headstrong (trait) 37
Healer (trait) 53
Healing 121
Healing Discipline 22
Healing Supplies 22, 79, 121
Healing Surge (trait) 45
Health 105
Implied Loss 106
Heavy Armor 61
Heightened Athletics (trait) 47
Heightened Sense (trait) 279
Hirelings 87
Hobgoblin 206
Holding Your Breath 21, 123
Holy Water Flask 69
Huldrian 208
Human 210
Hunger/Thirst 125
Hypnotic Gaze (trait) 256
I
Identifying Magical Items 24
Ikranids 211
Illegal Items 78
Illiterate (trait) 35
Illumination (trait) 280
Illusion (spell) 147
Illusionist (trait) 53
Immunities 115
Immunity (trait) 280
Imp 217
Impaired Senses 24
Impairments 122
Impaling (quality) 66
Imperceptive (trait) 33
Implied Health Loss 106
Implied Stamina Loss 124
Improve Faculty (melody) 178
Improve Faculty (spell) 148
J
Jelghari 219
Jumping Discipline 25
K
Kamikaze (trait) 239
Karavor Elf 193
Kinship of Spirit (trait) 239
Kleptomaniac (trait) 37
Klutz (trait) 35
Knight (trait) 40
Knock-Back (trait) 45
Known Spell Effects 131
Kreevog 220
Kydoran 221
L
Land & Real Estate 82
Languages 246
Lasso 69
Launched Ranged Weapons 64
Lavossi 223
Lazy (trait) 38
Leader (trait) 53
Leaping (trait) 281
Lend Fortune (trait) 48, 239
Lesser Arcana (trait) 48
Lesser Deities & Demigods 250
Lesser Magical Items 90
Less Health (trait) 36
Less Stamina (trait) 36
Light (spell) 150
INDEX
Light Armor 61
Light Sleeper (trait) 42
Light Sources 79, 115
Line-of-Effect 114
Linguist (trait) 54
Lip Reading (trait) 42
Livestock & Mounts 82
Living Creatures 270
Living Weapon (trait) 48
Lore Master (trait) 54
Luck (coda) 181
Luck (spell) 150
Lucky Breaks 102
Lucky Defense (trait) 43
Lucky Mobility (trait) 43
Lucky Offense (trait) 43
Lucky Recovery (trait) 44
Lunar Liberation (trait) 253
Lustful (trait) 38
Lycanthropic Control (trait) 253
Lycanthropy 251
Lycanthropy (trait) 36
M
Mage Staff 69
Magic 129
Magical Aptitude (trait) 281
Magical Deficiency (trait) 36
Magical Items 90
Apparel & Weapons 90
Cursed 95
Examples 96
Identifying 24
Magical Qualities 91
Miscellaneous Gear 94
Magically-Receptive (trait) 49
Magical Reagents 79
Magical Tap (trait) 48
Magical Tattoos 90
Magical Traps 264
Magic Resistance (trait) 281
Maintenance Checks 175
Makeshift Weapons 64
Malgoth 225
Managing the Game 259
Man Catcher 70
Martyr (trait) 239
Maxing 99
Mechanical (quality) 66
Mechanical Traps 264
Melee Capable (quality) 66
Melee Expertise (trait) 44
Melee Precision Discipline 19
Melee vs. Ranged 105
Memory Thief (trait) 239
Mental Casting [M] 130
N
Native Languages 247
Nature Magic 130
Necromancer (trait) 55
Nerref 227
Nervous (trait) 38
Net 70
Nightmares (trait) 36
Noble (trait) 40
Non-living Creatures 270
Notice Stat 18
Number of Spells 131
O
Obese (trait) 36
Object Reading (spell) 152
Obscurement 115
Obscurement (spell) 152
Occupied Space & Threat 114
Ogre 229
One-Handed Firing (quality) 66
One-Handed Melee Weapons 64
Online Resources 269
Opposed Checks 99
Optional Traits 183
Orc 230
Ostentatious (trait) 38
Other Divine Beings 250
P
Pacifist (trait) 38
Pack Hunter (trait) 281
Paralyze (coda) 181
Paralyze (spell) 152
Paranoid (trait) 39
Perception Attribute 17
Disciplines 24
Perfectionist (trait) 39
Performance Styles 175
Performing Songs 175
Permanent Injuries 122
Perseverance Discipline 21
Persuasion Discipline 20
Pessimistic (trait) 39
Pets & Mounts 123
Phantom Strike (trait) 45
Phase Shift (spell) 152
Picking Locks 23
Piercing Shot (trait) 44
Pixie 230
Plant Control (spell) 153
Playable Species 183
Point of Emanation 114
Poison Pouch 70
Poisons 83, 118
Alchemist Conversion 84
Antidotes 84, 123
Effects 84
Poison Pouch 70
Recovering 22
Potions 85
Durations 86
Effects 86
307
APPENDIX
Prone 113
Proper (trait) 39
Provisions & Services 78
Ammunition 78
Consumables 79
General Items 79
Land & Real Estate 82
Poisons 83
Potions 85
Services 87
Trap Kits 87
Vehicles 89
Q
Quickened Fortune (trait) 49, 239
Quickened Travel 126
Quick Heal (coda) 181
Quick Heal (spell) 154
Quick Initiative (trait) 44
Quick Stand (trait) 44
R
Railroading 262
Range (song option) 176
Range (spell option) 131
Ranged Attack/Spell Penalties 105
Ranged Expertise (trait) 44
Ranged Grappling 112
Ranged Precision Discipline 19
Ranger (trait) 55
Rapid Reanimation (trait) 239
Rapid Transformation (trait) 253
Rations 79
Reach-Double (quality) 66
Reach (spell option) 131
Reach-Triple (quality) 67
Reactive Defense (trait) 46
Reagent Consumption [R] 130
Rebellious (trait) 39
Recovery (spell) 154
Regeneration (trait) 281
Regional Languages 246
Reinforce (spell) 155
Relics 90, 266
Rent 82
Repairing (quality) 92
Repairs 108
Repel Undead (trait) 49
Resistance (melody) 178
Resistance (spell) 155
Resistance (trait) 282
Resistances & Immunities 115
Resizing (quality) 93
308
Resolute (trait) 42
Resting 125
Restore (spell) 156
Resurrection (spell) 156
Rethenod Elf 194
Revornae 231
Riding Expertise (trait) 42
Rogue (trait) 55
Rolgarek 234
Root (coda) 181
Root (spell) 157
Rough Terrain 112, 126
Rough Weather 126
Rouse (coda) 181
Rouse (spell) 157
Royal 212
Runebreaking (trait) 49
Running Adventures 260
Running Discipline 20
Run Speed Stat 18
S
Safe Fall (trait) 42
Sap 70
Sapient Creatures 270
Satyr 235
Scepter 70
Scout 213
Scrying (spell) 157
Secretive (trait) 39
Secretive Checks 19
Self Only (spell option) 131
Selling Gear & Loot 59
Sensory Augmentation (spell) 157
Sensory Deprivation (spell) 159
Sentinel (trait) 55
Services 87
Set Number (spell option) 132
Setting Traps 23
Severed/Destroyed Body Parts 122
Severity 106
Shade 236
Shade-Only Advantages 238
Shadow Magic 130
Shadow Speed (trait) 240
Shadow Transfer (trait) 49
Shadow Weaver (trait) 56
Shapechange (spell) 159
Shatter Silence (trait) 49
Shield Expertise (trait) 44
Shield Grade 62
Shield Incompatibility 62
Shield Repair 62
Shields 62, 108
Shield Spikes 62
Shiv the Rat 14
Shockwave (trait) 46
Silence (spell) 160
Silent Spellcasting (trait) 50
Silver Pieces (s) 59
Silver Point (quality) 67
Single Target (spell option) 131
Siphon (spell) 161
Siphon Faculty (spell) 161
Sissy (trait) 39
Situational Attack (trait) 282
Situational Conditions 114
Area-Effect Templates 114
Cover 114
Distracted 114
Occupied Space & Threat 114
Resistances & Immunities 115
Visibility & Obscurement 115
Weaknesses 115
Skinny (trait) 36
Skirmisher (trait) 56
Sleep 125
Waking 24
INDEX
Springboard (trait) 44
Sprinting 112
Sprite 240
Stamina 124
Stamina Loss [S] 130, 176
Standard Called Shots 105
Standard Shield 62
Standing 113
Starting Money 6
Starting Values 6
State of Being 270
State of Mind 270
Stat Minimum/Maximum Values 18
Stats 18
Tethered 113
Threat 114
Thrown Ranged Weapons 64
Tinkering Discipline 22
Tools 79
Torch 71
Total Resilience Stat 18
Tough Breaks 102
Toughness Discipline 21
Tower Shield 62
Tracking Discipline 25
Traits 31
Status Mat 5
Steal Magic (spell) 162
Stealth Discipline 20
Stolen Fortune (trait) 36
Stone Control (spell) 162
Strange (trait) 39
Strength Attribute 17
Transportation Rates 87
Trap Kits 87
Trap Master (trait) 57
Traps 263
Minimum/Maximum Values 18
Disciplines 25
Striker (trait) 56
Stunning Blow (trait) 46
Sub-Effects 129, 131
Submissive (trait) 39
Success Value (SV) 99
Suffocating 21, 123
Resuscitating 22, 121
T
Tack 82
Talkative (trait) 39
Target Area (song option) 176
Target Area (spell option) 131
Task Training 82, 123
Taxes 82
Telekinesis (spell) 165
Telepathic (trait) 282
Telepathy (spell) 166
Teleportation (spell) 166
Temperature 126
Templar (trait) 41
Advantages 32
Creeds 32
Disadvantages 31, 33
Detecting 24
Disarming 23
Kits 87
Setting 23
U
Unarmed Attacks 105
Unarmed Expertise (trait) 44
Unathletic (trait) 33
Uncharismatic (trait) 33
Unconsciousness 121
Rousing 22
Uncoordinated (trait) 33
Undead Appetite (trait) 282
Undead Form (trait) 283
Underwater Penalties 21
Unforgiving (trait) 39
Unspent Character Points 117
V
Valdarin 242
Vampire-Only Advantages 256
Vampire Qualities 256
Vampirism 254
Vampirism (trait) 36
Variable Number (spell option) 132
Vehicles 89
Venomist (trait) 57
Vexith 7, 267
Vexith Initiative App 102, 103
Vicious (quality) 67
Villains 263
Violent (trait) 39
Visibility & Obscurement 115
Voracious Appetite (trait) 284
Vorgrel the Ogre 8
W
Wages 28
Waking from Sleep 24, 121
Walk-In (trait) 240
Wall (spell) 167
Wand 71
Ward (spell) 167
Warden (trait) 41
Water Control (spell) 168
Weak (trait) 33
Weaken (spell) 169
Weakness (trait) 284
Weaknesses 115
Weapon Grade 64
Weapon Incompatibility 64
Weapon Repair 64
Weapons 64
Custom 65
Specialized 68
Special Qualities 65
Weapon Tables 71
Weather 126
Weather Control (spell) 170
Webbing (trait) 284
Weightless Container 95
Werewolf-Only Advantages 253
Werewolf Qualities 252
Willpower Checks 127
Witch (trait) 57
Wizard (trait) 57
Wolf Form (trait) 253
Wooden Point (quality) 67
Worker 215
Wounded 106
Wrestling Damage 111
X
Xsessyri 243
Y
Yuellok 244
Z
Zones of Control 112
309
Name/Creature
Faculties
Rank
Name/Creature
Die & Mods
Species Value
Cost
Accuracy [D]
Advantages
Species Value
Cost
or
Creature Size
Health
Stamina
Health
Rank
Accuracy [D]
Creature Size
Charisma [
Faculties
or
Stamina
Charisma [
Intimidation [M]
Intimidation [M]
Investigation [E]
Investigation [E]
Mysticism [D]
Mysticism [D]
Persuasion [M]
Persuasion [M]
Dexterity [
Dexterity [
Agility [M]
Advantages
Cost
Agility [M]
Flying [M]
Flying [M]
Running [M]
Running [M]
Stealth [M]
Stealth [M]
Swimming [E]
Endurance [
Swimming [E]
]
Endurance [
Constitution [M]
Constitution [M]
Perseverance [E]
Perseverance [E]
Toughness [E]
Toughness [E]
Intellect [
Intellect [
Healing [M]
Healing [M]
Total
Spells/Songs
Tinkering [M]
Perception [
Cost
Sorcery [D]
Spells/Songs
Tinkering [M]
Perception [
Appraisal [E]
Awareness [M]
Awareness [M]
Initiative [M]
Disadvantages
Survival [E]
Total
Initiative [M]
Cost
Tracking [M]
Strength [
Geomancy [D]
Total
Cost
Appraisal [E]
Geomancy [D]
Total
Disadvantages
Survival [E]
Cost
Tracking [M]
Strength [
Climbing [E]
Climbing [E]
Jumping [E]
Jumping [E]
Might [M]
Might [M]
[
Notes
Total
Total
CPV Allocation
Totals
Notes
Total
Total
CPV Allocation
Faculties
Faculties
Spells/Songs
Spells/Songs
Totals
Name
Species
Size
Gender
Accuracy
Apt
Discipline
Rank
Height
D
Modifiers
Total
Weight
Intellect
Apt
Discipline
Rank
CPV
Modifiers
Total
Age
Health
Stamina
Fate
Taps
Defense | Block
Concentration
Charisma
Apt
Sorcery [D]
Tinkering [M]
Discipline
Rank
Modifiers
Total
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity
Apt
Discipline
Rank
Modifiers
Total
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance
Apt
Discipline
Rank
Modifiers
Total
Fortitude
Perception
Apt
Discipline
Rank
Combat Notes
Total
Total Resilience
Combat Man.
Space/Threat
Run Speed
Apt
Discipline
Rank
Modifiers
Total
Climbing [E]
Jumping [E]
Might [M]
Swim Speed
Flight Speed
Notice
Miscellaneous Modifiers
Professions
Resil
Base Resilience
Brute Force
Strength
[ ]
[ ]
[ ]
Range
Modifiers
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Constitution [M]
Perseverance [E]
Toughness [E]
Attacks/Weapons
Precision
Rank
d8
d8
d8
Damage
Damage
Acid
Arcane
Cold
Divine
Details/Qualities
Res/Weak
Damage
Electricity
Heat
Mental
Shadow
Res/Weak
Weight Multiple
Encumbrance Factor (EF)
Free Limit (EF x 5)
Current EF Penalty*
* Applies to Dexterity & Speeds
Languages
Name
Equipment
Wt.
Base
Number of Spells
Standard
Free Form
Currency (0.01 lb per coin/gem)
Gold
Silver
Gems
Total Weight Carried
Wt.
Spell Name
Type
Spell Effect
Discipline
CM
Spell Descriptors
Free Form [F]
Mental [M]
Reagents [R]
Stamina [S]
SV
Description/Notes
General Options
Target Area
Range
Duration
Spell Effect
Spell Name
Type
Discipline
CM
Spell Descriptors
Free Form [F]
Mental [M]
Reagents [R]
Stamina [S]
SV
Description/Notes
General Options
Target Area
Range
Duration
Spell Effect
Spell Name
Type
Discipline
Spell Descriptors
Free Form [F]
Mental [M]
Reagents [R]
Stamina [S]
General Options
Target Area
Range
Duration
CM
SV
Description/Notes
Song Name
Melody #1
[S]?
[I]?
Targets
SV
Melody CM
Coda CM
[I]?
Coda
Duration
Melody #2
[I]?
Targets
SV
Melody #3
[I]?
Targets
SV
Song Name
Melody #1
[S]?
[I]?
Targets
SV
SV
Melody CM
Coda CM
Duration
Melody #2
[I]?
Targets
SV
Melody #3
[I]?
Targets
SV
[I]?
Coda
SV
Name/Creature
Being
Name/Creature
Mind
Size
CPV
EF
Def
Sp/Thr
Block
Brute
Com
Attribute / Discipline
Conc
Fort
Notice
Run
Rank
Die/Mod
Resistances
Stam
Size
B Resil
T Resil
Def
Fly
Brute
Swim
Attribute / Discipline
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [ ]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [ ]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [ ]
Constitution [M]
Perseverance [E]
Toughness [E]
Being
Health
Rank
Intellect [ ]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [ ]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [ ]
Climbing [E]
Jumping [E]
Might [M]
Weaknesses
Die/Mod
Mind
CPV
EF
Sp/Thr
Block
Com
Attribute / Discipline
Conc
Fort
Notice
Run
Rank
Die/Mod
Equipment
Equipment
EF penalty:
Swim
Fly
Rank
Weaknesses
Attacks
Total Weight:
T Resil
Intellect [ ]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [ ]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [ ]
Climbing [E]
Jumping [E]
Might [M]
Attacks
Traits
Stam
B Resil
Attribute / Discipline
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [ ]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [ ]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [ ]
Constitution [M]
Perseverance [E]
Toughness [E]
Resistances
Health
Total Weight:
Traits
EF penalty:
Die/Mod
Equipment
Name/Creature
Being
Mind
Size
CPV
EF
Def
Sp/Thr
Block
Brute
Com
Attribute / Discipline
Conc
Fort
Notice
Run
Rank
Die/Mod
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [ ]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [ ]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [ ]
Constitution [M]
Perseverance [E]
Toughness [E]
Health
Stam
B Resil
T Resil
Swim
Attribute / Discipline
EF penalty:
Traits
Fly
Rank
Total Weight:
Die/Mod
Intellect [ ]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [ ]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [ ]
Climbing [E]
Jumping [E]
Might [M]
Resistances
Weaknesses
Attacks
Equipment
Name/Creature
Being
Mind
Size
CPV
EF
Def
Sp/Thr
Block
Brute
Com
Attribute / Discipline
Accuracy [D]
Melee Precision [D]
Ranged Precision [D]
Spell Precision [D]
Charisma [ ]
Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]
Dexterity [ ]
Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]
Endurance [ ]
Constitution [M]
Perseverance [E]
Toughness [E]
Resistances
Conc
Fort
Notice
Run
Rank
Die/Mod
Health
Stam
B Resil
T Resil
Swim
Attribute / Discipline
Intellect [ ]
Creature Lore [E]
Healing [M]
Social Knowledge [E]
Sorcery [D]
Tinkering [M]
Perception [ ]
Appraisal [E]
Awareness [M]
Geomancy [D]
Initiative [M]
Survival [E]
Tracking [M]
Strength [ ]
Climbing [E]
Jumping [E]
Might [M]
Weaknesses
Attacks
Fly
Rank
Die/Mod
Total Weight:
Traits
EF penalty:
H
S
F
H
S
F
H
S
F
H
S
F
H
S
F
H
S
F
H
S
F
H
S
F
H
S
F
H
S
F
H
S
F
H
S
F
H
S
F
H
S
F
H
S
F
H
S
F
H
S
F
H
S
F
H
S
F
H
S
F
H
S
F
H
S
F
H
S
F
H
S
F
H
S
F
Trap Type
Trigger
Trap Type
Trigger
Location
Target Area
Location
Target Area
Detection
Attack
Detection
Attack
Disarming
Damage/Effect
Disarming
Damage/Effect
Trap Description
Trap Description
Expendable Components
Expendable Components
Trap Type
Trigger
Trap Type
Trigger
Location
Target Area
Location
Target Area
Detection
Attack
Detection
Attack
Disarming
Damage/Effect
Disarming
Damage/Effect
Trap Description
Trap Description
Expendable Components
Expendable Components
Trap Type
Trigger
Trap Type
Trigger
Location
Target Area
Location
Target Area
Detection
Attack
Detection
Attack
Disarming
Damage/Effect
Disarming
Damage/Effect
Trap Description
Trap Description
Expendable Components
Expendable Components