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TABLE OF CONTENTS

Introduction: The Basics


5 Chapter 5: Magic
129
5
Before You Begin
Casting Spells
129
Creating a New Character 6
Designing Spells
131
What is the Vexith ?7
Spell Effects
134
Tutorial: Vorgrel the Ogre 8
Animated Minions
171
175
Bardic Songs
17
Chapter 1: Faculties
Attributes17 Chapter 6: Compendium 183
Stats18
Playable Species
183
Disciplines19
Languages246
Professions27
Divinity249
Lycanthropy251
Chapter 2: Traits
31
Vampirism254
Disadvantages33
Creeds40 Chapter 7: Game Master 259
Advantages42
Managing the Game
259
260
Running Adventures
Chapter 3: Equipment
59
Designing Adventures
261
Currency59
The Campaign
266
Armor61
Designing Creatures
270
Shields62
Creature Traits
272
Weapons64
Animal Templates
287
Provisions & Services
78
Magical Items
90 Appendix302
Glossary302
Chapter 4: Gameplay
99
Index304
Combat Rules
102
Sheets & Templates
310
Combat Actions & Tactics 108
General Rules
116

THEBASICS

INTRODUCTION
THE BASICS

he Vexith Roleplaying Game is a unique dice-based tabletop


roleplaying system that allows you and your friends to tell
a collaborative, interactive story, set in a magical world of high
fantasy and adventure. Each player creates his own unique characteran imaginary personaand then attempts to roleplay that
characters personality and abilities accordingly. Each choice that
a character makes affects the game in different and often unexpected ways, which drives the story forward.
One person assumes the role of the Game
Master (GM for short) who, instead of creating her own character, is responsible for
roleplaying the various enemies, monsters, and non-player characters (NPCs
for short) that inhabit the game world. The
GM also acts as the storys narrator by describing each scene and situation to the
players as the tale unfolds. At times
the GM must also serve as a judge
or referee, and is responsible for
interpreting the games rules from a
neutral, unbiased perspective.
Together, the GM and the players tell
a story with an immeasurable range of different outcomes and possibilities. Over the course
of their adventures the player characters (PCs for short)
hone their skills and grow in power, but the imaginary
world in which they live and adventure is also changed,
whether for good or for ill.

BEFORE YOU BEGIN

In order to play the Vexith Roleplaying Game you need to


have a few basic things:
Game Master and Players: The game requires one person
to be designated as the GM. This person designs the adventures, controls the game world and the creatures within it, and acts as the judge for the game. At least one player
is also required, but having 35 players is best.
Character Sheets and Pencils: Each player needs their own
character sheet to record and keep track of their characters information.
Scrap Paper: Scrap paper is handy for taking notes, drawing
maps, and jotting down other information not related to
ones character.

Dice: At least one set of polyhedral dice is needed, but one


set per person is preferable. Each set should include one
die of the following types: four-sided (d4), six-sided (d6),
eight-sided (d8), ten-sided (d10), and twelve-sided (d12).
Movement Board: A mat, board, or other type of playing
area divided into 1-inch squares is required. A movement
board allows the GM to set up combat encounters to aid
the players in visualizing the scene. A surface that is
compatible with dry-erase markers is probably the
best option.
Miniatures or Counters: Each player should
have a unique miniature or visual counter to
represent their character on the movement
board. The GM should have counters to represent the various NPCs and monsters that
the characters engage in battle.
Character Status Mats: All players should have a status mat for their
character to help keep track of health,
stamina, and fortune tokens.
Vexith Initiative App (optional): Having access to the free Vexith Initiative App
via computer, tablet, or smart phone is highly recommended but not required.
Colored Tokens: Each player should have access to
colored tokens, such as glass gems or plastic beads, that
can be used to represent the following quantities:
Red (Health): Health points are used to keep track of
your characters general wellbeing.
Blue (Stamina): Stamina points measure your characters state of physical exhaustion.
Green (Fortune): Fortune points are used by your character to influence an event or change its outcome
(NPCs and monsters do not use fortune points).

Learning How to Play

Tabletop roleplaying games can seem overly complex to


someone who has never played one, especially upon first glimpsing the hundreds of pages of rules. However, most of the games
bulk is simply due to offering a variety of choices, such as different species to play, different traits to select for your character, and
different spell effects to cast. While it is certainly helpful to at
least skim the book prior to playing for the first time, the truth of
the matter is that new players do not need to read the book from

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!

CREATING A NEW CHARACTER

The Vexith Roleplaying Game utilizes a point-buy system,


referred to as character points, which allow you to improve and
customize your character. New characters start the game with a
varying number of unspent character points according to their
species, and new character points are earned over the course of
the game to allow for continued growth and development.
The exact process for creating a new character often differs
from player to player. One player may prefer to select his characters species first so that he might then use that choice as the stepping stone to develop the rest of his characters concept. Another
player may instead prefer to base her characters concept around
a specific trait, spell, or game mechanic, thereby postponing the
choice of her characters species until afterwards so that she can
find one that is more suited to her chosen style of play. In other
words, there is no one right way to build a new character.

Five Essential Aspects

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

do not cost or grant character points. Advantages impart


unique benefits and abilities to your character, but they
must be purchased by spending character points. Traits
are primarily described in Chapter 2, but species traits and
creature traits can be found in their respective chapters.
4. Equipment: You may spend gold to equip your character
with armor, weapons, and gear. Doing so may help your
character better survive the many dangers of adventuring.
Equipment is detailed in Chapter 3.
5. General Characteristics & Background: It is necessary
to determine your characters name, gender, age, height,
and weight. You may also want to create a fictional background for your character, including a detailed account of
your characters history, a list of siblings and other relatives, religious beliefs, allegiances, and so forth. Average
benchmarks for age, height, and weight may vary greatly
according to each species and can be found in Chapter 6.

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.

Using a CPV Planner

Making use of a CPV planner (included in the Appendix) is


a good strategy for allocating character points prior to recording
information on your character sheet. A CPV planner allows you
to efficiently calculate how many character points are being spent
on attributes, disciplines, professions, and advantages.

Regarding Balance

Most roleplaying games attempt to balance their rules so that


different characters with similar amounts of experience are comparative to one another in overall power. The Vexith Roleplaying
Game is no different and uses character point values to help balance all aspects of the game. One distinction that should be made,
however, is that combat is not the only benchmark for gauging
how effective a character can be. Adventurers come in all shapes
and sizes, and with varying talents and abilities. Sword-wielding
warriors and fire-flinging mages are not the only kinds of characters that can prove effective during play. A skilled diplomat

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.

What is the Vexith ?

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

TUTORIAL: VORGREL THE OGRE


The following tutorial will demonstrate how one player,
Sam, decides to go about designing a new character from
scratch, as well as highlighting some of the tradeoffs
he makes for focusing too much in certain areas.
As mentioned previously, the order of steps for
creating a new character can vary from one player
to another, so the choice of where to start will always depend on your characters unique
concept. Therefore, as long as all five
of the essential aspects are addressed
you can proceed in whatever order
you prefer.

Sams Concept

Sam decides that he wants


to play a hulking character named
Vorgrel, who is well suited to physical combat but who also dabbles with spellcasting. He imagines Vorgrel to be a sort of
warrior-caster hybrid, focusing more on the warrior side of things for now but with aspirations of
becoming a more capable spellcaster in the future.
Finding the Right Species: Sam begins by searching through the various playable species for any that
are large in size, built for physical combat, and that
also possess at least a fair potential for casting
spells. He rules out centaurs because hed prefer to play a bipedal character, and he also
rules out rolgareks since hed rather not
have wings. A bugbear (a subspecies
of goblinoids) seems interesting at
first, especially with its inherent Vanishing ability, but Sam ultimately settles
on an ogre.
Ogres have impressive physical qualities, not to mention four
health points, and the Pain Suppression trait that lets them ignore
health loss contributions to fatigue.
He also notices that ogres may select the Magical Savant optional
trait that grants a +1 bonus to
one spellcasting discipline of
their choice, which will allow
his character to gain a slight edge
as a spellcaster later on. On the other
hand, ogres tend to be about as dumb
as rocks due to having difficult Intellect aptitudes. They even suffer penalties
of 1 to Intellect and Concentration, plus they
are woefully susceptible to mental damage. Despite
these downsides, Sam figures that Vorgrels muscles will
more than make up for his lack of brains and even decides to

take the Barely Sapient optional trait for good measure (incurring
additional penalties of 1 to Intellect and Fortitude).

A Brief Background

Sam begins by writing a brief account of Vorgrels past to


help explain how the ogre came to possess his peculiar mix of
traits and abilities:
When Vorgrel was very young his village was razed by a
rival ogre clan and he alone managed to survive by fleeing into
the forest. Completely lost, he wandered frightened and starving
for several days before finally happening upon the secluded home
of an elderly dryad couple. The husband and wife took pity on the
young ogre and raised him as their own.
Although none too bright, Vorgrel used his
impressive size and strength to assist
with chores and to help defend
their forest home. At first,
he struggled to keep his
more violent tendencies
in check, but over time
he learned to temper his
aggression with compassion. Vorgrel also developed
a particular knack for cooking,
and he was often charged
with preparation of the
familys meals, a rather
convenient arrangement
since he tended to consume
more food than both of his
adoptive parents combined.
His stepfather taught
him how to survive in the
wild and instilled in Vorgrel a deep connection to
the forest and the natural world,
while his stepmother instructed him
in basic spellcasting. Once, while practicing his magic, Vorgrel accidentally happened
to imbue one of his pet rats with a strange sort
of mystical bondShiv has been his loyal friend
and companion ever since.
In time, as is customary for dryads that are nearing the end of their lives, Vorgrels stepparents chose to
permanently merge their essences into a pair of sapling
trees near their home. Although saddened by their absence, Vorgrel continued to live in the forest for several
years, keeping watch over the saplings as they grew
larger, while he himself grew into adulthood.
Eventually, the time came for Vorgrel to leave his
forest home and to seek his own path somewhere out in the
wider world. He said his goodbyes, gathered his belongings, and
with Shiv in tow he set off to seek adventure!

THEBASICS

Name/Creature

Vorgrels CPV Planner

Vorgrel the Ogre

Faculties

Rank

Accuracy [D]

d8

12
7

Die & Mods

Melee Pre. [D]

+1

Ranged Pre. [D]

Species Value 34

Cost

or

Creature Size
Health
Stamina

Spell Pre. [D]

+1

Charisma [D]

d4

Advantages

Cost

Intimidation [M]

Magical Savant

Investigation [E]

Enchanted C. (R1)

Mysticism [D]

Spellcast: Nat (R1)

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

Creature Lore [E]

+1

Healing [M]

Social Kno. [E]

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

(10 point limit)

1 Fortitude

CPV Allocation

1 Run Speed

Species Value or Size/Health/Stamina

34

+1 Brute Force

Faculties

86

1 Concentration

Advantages (positive traits)

13

Spells/Songs
Disadvantages (negative traits)

Totals

1
10

Total Points Spent 124

Vorgrels CPV Planner

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

Vorgrels Character Sheet

Sam is now ready to create Vorgrels character sheet. He will


need to refer to various chapters in order to reference different
rules and tables. The following steps highlight Sams strategy for
completing the character sheet:
1. Attributes, Disciplines, & Professions: Sam begins by
carefully copying over the attribute aptitudes, ranks, die
rolls, and modifiers from Vorgrels CPV planner. He will
need to add a few additional adjustments later on due to
Vorgrels creature size and potential encumbrance. Regarding the Modifiers columns, it is recommended to start
at the left side and to record each modifier separately for
ease of reference. For instance, Vorgrels Toughness discipline has a modifier of 0 from his discipline rank and a
modifier of +1 from his Ogre Heritage trait.
2. Species Information: Sam now turns to the Ogres section
in Chapter 6. He selects Vorgrels age, height, and weight
(Vorgrel is fairly strong and has slightly above average
height/weight for an ogre). Based on the campaign, Sams
GM informs him that Temdarish is the recommended regional language, and this fits with Vorgrels story since he
was raised by dryads from a young age and never learned
to speak Ogre (Vorgrel only knows one language due to
his low Intellect rank). Sam indicates Vorgrels large creature size, 4 health points, and 3 stamina points. Lastly,
Sam records all of the ogres inherent traits and the two
optional traits he selected. Those marked with symbols
indicate that the trait is magical in nature. Sam decides
to write only trait names on his character sheet since an
ogres traits are fairly simple to remember, but other players may find it convenient to include more detailed trait
information and may even wish to keep a separate sheet
for trait rules, particularly for playable species with more
complicated abilities (ettins, imps, shades, etc.).
3. Stats and Creature Size: Sam can now begin the process
of calculating Vorgrels stats, which are derived from attribute and discipline ranks. He turns to the Stats section
of Chapter 1, where each of the stat formulas are detailed,
and refers to the Creature Size Modifiers and Multiples
table as needed, as well as the Notes portion of Vorgrels
CPV planner when he calculates Brute Force, Concentration, Fortitude, and Run Speed. The Creature Size table
also provides additional modifiers to Vorgrels Accuracy
attribute and Stealth discipline, which Sam records. Note
that the Encumbrance Factor stat (EF) is located on the
back of the character sheet.
4. Equipment: Like all characters, Vorgrel begins the game
with up to 50g worth of equipment. Sam uses a scrap sheet
of paper to jot down a list of armor, weapons, and gear
from Chapter 3. He notes each items weight, but he must
then multiply each value by Vorgrels weight multiple of
x3, except for Shivs tack, which is sized for a tiny creature (x0.1); note also that the tacks weight is not included on Vorgrels character sheet since it is actually being
worn by Shiv. Sam must also adjust the cost for each item
by Vorgrels cost multiple of x2, except for Shivs tack,
which again should be adjusted for a tiny creature (x0.5).

THEBASICS
Name
Size

Species

Vorgrel

Gender

Large

Accuracy

Apt

Discipline

Rank

Melee Precision [D]

2
0
2

Ranged Precision [D]

Spell Precision [D]

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

Rank Die & Mod

Apt

Total

Discipline

Rank

+1
1
+1

Creature Lore [E]


Healing [M]

2
0
0
0
0

+1
1
+1

Rank Die & Mod

d4

Modifiers

Total

1
1
1
1

1
1
1
1

Rank Die & Mod

d62

Modifiers

Total

1
1
0
1 1
+1

1
1
0
2
+1

Rank Die & Mod

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

Rank Die & Mod

Social Knowledge [E]

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

Rank Die & Mod

d10+1

Modifiers

Total

0
1
+1

0
1
+1

1 / 125

Age

1,121 lb

17

Health

Stamina

Fate

Taps

Defense | Block

Rank Die & Mod

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

Die & Mod

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

the buckler itself are not penalized if its hand is free

CPV

Ogre

Res/Weak

Damage
Electricity
Heat
Mental
Shadow

Res/Weak

Weak +4

Vorgrels Character Sheet, Front

11

INTRODUCTION
Advantages & Positive Traits

Disadvantages & Negative Traits

Weight Multiple

x3

Pain Suppression

Ogre Heritage

Encumbrance Factor (EF)

90

Raw Power

Weak-Minded

Free Limit (EF x 5)

450

Magical Savant: Geomancy

Weakness: Mental +4

Current EF Penalty*

Enchanted Companion (R1; bestial)

Barely Sapient

Spellcasting: Nature (R1)

Deep Sleeper

Equipment

Wt.

Do-Gooder

light armor

30

Violent (R1)

buckler

12

mace

18

backpack (9 cu ft)

belt pouch (0.9 cu ft)

0.9

bedroll

flask (water; 3 swigs)

4.5

vial (cooking oil; 32 portions)

1.5

flint and steel

torch x2 (40 ft; 2 hours each)

cooking equipment

15

standard rations (2 meals)

simple gold earrings (pair)

0.06

tack (leash x2); carried by Shiv

Languages
Name
Temdarish

* Applies to Dexterity & Speeds

Base
Fayen

Number of Spells
Standard

Free Form

Background & Other Details


Warden Creed: Seeks to maintain balance with nature and to preserve the environment's
natural state; hunts only out of necessity

Currency (0.01 lb per coin/gem)

Wt.

Gold

0.01

Silver

10

0.10

Gems
Total Weight Carried

Vorgrels Character Sheet, Back

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

Tack: Tack that is sized for a tiny creature costs 75s


and weighs 0.5 lb, but Vorgrel has opted for a double
length leash. Therefore, both values are increased
by 25% to 94s (paid for by Vorgrel) and 0.625 lb
(carried by Shiv). The GM has also agreed that
Vorgrel may keep the leash fastened to his armor
without having to hold it with one of his hands since
Shiv is so small in comparisonthis allows Shiv
to freely move around Vorgrels occupied space up
to 10 ft in any direction, but the leash prevents him
from being able to go any further.
5. Encumbrance: Now that Sam has purchased all of Vorgrels
equipment and calculated the total weight (106.07 lb) he
discovers that it exceeds one multiple of Vorgrels EF (90
lb). This means that Vorgrel suffers a 1 penalty to his
Dexterity attribute and Speed stats, which Sam records on
the front of the character sheet. This penalty can fluctuate according to how much weight Vorgrel is carrying (no
penalty if 90 lb or less, 1 penalty if over 90 lb and up to
180 lb, 2 if over 180 lb and up to 270 lb, etc.).
6. Attacks/Weapons: The final step that Sam must complete
is to list Vorgrels various attacks and weapons for easier
reference during combat. He adjusts the Resilience values for the buckler, mace, and torch by +2 since these are
all large size weapons. Be aware that although Vorgrels
Accuracy attribute is listed as d81, all of his attacks use
Melee Precision (+1) and are therefore listed as d8.

Vorgrels Spell Sheet

Sams next task is to refer to Chapter 5 and design Vorgrels


one spell. He has already selected the Damage: Cold spell effect
so that Vorgrel will have a method of attacking at range. Sam now
selects one of each of the spells general options (single target and
distance; the Damage spell effect always has an instant duration).
Sam chooses not to include any special qualities. Vorgrels large
creature size gives the spell a range increment of 6 squares and
allows it to inflict d8+3 cold damage. Sam also records the spells
special benefit in the Description/Notes box.

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

If a target suffers health loss then a 2 penalty is imposed to his Speed


stats (all forms) on his next turn, plus an extra 2 penalty is also
applied to his sprinting checks, if attempted.

Vorgrels Spell Sheet

13

INTRODUCTION

Shivs CPV Planner

Since Vorgrel has purchased the Enchanted Companion (R1)


advantage Sam must now design Shiv, Vorgrels pet rat. Shiv is
mystically bonded to Vorgrel and is exceptionally loyal, despite
otherwise having the bestial mind of a rat (to be fair, Shiv is probably still a bit smarter than Vorgrel).
All enchanted companions must be designed from scratch.
In other words, players cannot simply use existing creature templates due to the fact that enchanted companions are built using
different rules and may not match up point-for-point. However,
they can still select many of the same qualities and have similar faculties to common animals of their type, if desired. Players
should at least attempt to select traits that properly reflect their
companions specific body type, such as the Additional Appendages: Legs and the Awkward Form: No Arms traits for quadrupeds (like Shiv), or the Flight: Wings trait for birds.
Sam follows much the same process with Shivs CPV planner as he did for Vorgrels. One of the main differences is that
Shiv does not have a species value, so instead, Sam must select
Shivs creature size and record its cost. This time he refers to the
Creature Size Modifiers and Multiples table located in Chapter 7,
which lists the character point costs for each size tier (this is the
only difference between this table and the one with the same title
in Chapter 1). Sam would still prefer Shiv to be tiny like other
rats, so he records 28 in the Creature Size box. He then records 0
costs in both the Health and Stamina boxes since these values are
automatically assigned for enchanted companions (players may
choose to give their companions either 3 points for both quantities, or 4 points for one quantity and 2 points for the other).
Other differences this time around include having all moderate attribute aptitudes (required for all enchanted companions;
Accuracy is always difficult) and being able to select creature
traits from Chapter 7. For the most part, Sam decides to stick with
many of the same traits of common rats, but he designs Shiv to be
stronger and hardier so that he can assist Vorgrel in melee combat without having to worry too much about getting squashed.
However, hes still just a big rat, which is why Vorgrel chooses to
keep him on a leash. It should also be noted that some of Shivs
disciplines are marked-out. This is due to Shivs bestial mental
state and his Awkward Form: No Arms trait, which prevent him
from even being able to attempt these disciplines.
Enchanted companions do not gain extra character points by
selecting disadvantages, but they can gain extra character points
by selecting negative creature traits from Chapter 7 (independent
of the character points gained if selecting small or tiny creature
sizes). Therefore, Sam has also decided to take the Aversion to
Sunlight and Voracious Appetite traits. Most negative traits list an
inherent cost and an optional costenchanted companions must
always use the optional cost if one is listed.
Lastly, since Vorgrel only possesses the first rank of the Enchanted Companion advantage, that means Shiv must be designed
as a 40 character point creature (unlike player characters that have
125 character points). Later on, if Sam wishes to increase Shivs
faculties further or to purchase new traits then Vorgrel himself
must first increase his Enchanted Companion rank, which would
grant additional character points for Shiv to spend (increasing his
character points to 70 and 100, respectively).

14

Name/Creature

Shiv the Rat (Enchanted Companion)

Faculties

Rank

Accuracy [D]

d8 +1

12
3

Die & Mods

Melee Pre. [D]

Ranged Pre. [D]

Spell Pre. [D]

Species Value

Cost

or

Creature Size 28
Health

Stamina

Charisma [M]

d4

Advantages

Cost

Intimidation [M]

Add Appen: Legs

Investigation [E]

EUA: Bite d8

HS: Dark Sight [P]

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

Creature Lore [E]

Healing [M]

Social Kno. [E]

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

(10 point limit)

CPV Allocation

Totals

Species Value or Size/Health/Stamina

28

Faculties

65

Advantages (positive traits)

12

Spells/Songs
Disadvantages (negative traits)

Total Points Spent

Shivs CPV Planner

0
9

40

THEBASICS

Shivs Template Sheet

With all of Shivs character points having been distributed


Sam can now begin creating the rats template sheet. Template
sheets are what GMs normally use when designing creatures,
monsters, and NPCs. They are more succinct than normal character sheets, which is convenient when trying to keep track of
multiple creatures details at once. Template sheets also work well
for enchanted companions since they tend to be less complicated
than most PCs.
Once again, Sam follows a similar process to the one that
he used when completing Vorgrels character sheet, except that
Chapter 7 is referenced more extensively when describing Shivs
creature traits (rather than Chapter 2 for advantages and disadvantages, which the rat lacks). Sam also marks several of Shivs
Intellect disciplines with asterisks due to the rats bestial mental
state, which severely limits the kinds of intellectual actions that
he is able to attempt.
Next, he records Shivs potent enhanced bite attack, which is
actually how the rat earned his name. Shivs only piece of equipment is his tack, and despite the fact that he only has an EF of 2.5
lb the tack is light enough not to impose an encumbrance penalty.
Sam wraps up by recording the most relevant details of each of
Shivs creature traits at the bottom of the template sheet for easier
reference during play.

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

Shiv the Rat (Enchanted Companion)


Mind

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

Bite: d81 damage; grappling benefits; Vicious


tack (leash double length: 10 ft)

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

Shivs Template Sheet

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

Well start with the good news first. Vorgrel is undoubtedly


an impressive melee combatant. He is very strong, so when he
hits his enemies they will surely feel it. Vorgrel himself actually
feels very little thanks to his Pain Suppression trait. He also has 4
health points and a respectable Resilience stat to soak up damage.
Vorgrels Chilling Blast spell also allows him to make acceptable ranged attacks at distant enemies. Lastly, he can count
on his loyal enchanted companion, Shiv, who is able to offer up
some impressive melee damage of his own (especially for a rat).

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

Without question, Vorgrels greatest weakness is his lack of


brains (almost literally). It is difficult to convey just how dumb
he actually is, even by ogre standards, but his Intellect attribute
is d42, and all of his Intellect disciplines (except for Creature
Lore) impose a further 1 penalty. He might as well not even
attempt them since he would have to max his roll twice to succeed. Vorgrels minimum Intellect and Charisma attributes, combined with additional penalties, means that his Concentration
and Fortitude stats are alarmingly low (both stats are 2). Vorgrel
will be in serious trouble if he goes up against spellcasters since
he has almost no defenses against their spells. To make matters
even worse, his extreme weakness to mental damage could easily
prove to be his downfall since such an attack would be compared
against his Fortitude stat, likely resulting in a critical hit, and this
would be combined with the additional +4 points of damage from
his mental weakness. However, thanks to his Pain Suppression
trait, at least he wont feel it.
In conclusion, while it may be fun to play a min-maxed character, chances are that sooner or later he is going to encounter
a situation that gets him killed, gets his party members killed, or
both. Every choice has a tradeoff, so be sure to choose wisely!

15

FACULTIES

CHAPTER 1
FACULTIES

aculties consist of the following four quantities: Attributes,


Stats, Disciplines, and Professions. They provide a method
for gauging how effective your character is when performing specific tasks, while still allowing for some degree of chance to affect
the outcome.
Attributes determine the die rolls that your character makes
when attempting actions. Stats are passive values that are derived
from your characters attribute and discipline ranks. Disciplines
are each associated with a specific attribute and apply a modifier
to its die rolls. Professions are not associated with specific attributes and instead apply a modifier to a standard d8 roll.

ATTRIBUTES

Attributes represent the seven universal qualities that most


creatures possess. They are sorted into ranks with Rank 2 (d8)
representing average ability. As an attributes rank increases, so
too does its die roll, up to a maximum of d12.
The highest rank, Rank 5, merits special notice. Rather than
increasing the die roll beyond d12, this rank allows the die to max
whenever an 11 or 12 is rolled. Refer to Rolling the Dice: Maxing
in Chapter 4 for details.
New Characters: All of your characters attributes begin at
Rank 0 but may be increased by spending character points. The
cost of increasing an attribute depends on your characters species, which assigns an aptitude for each of his attributes (easy,
moderate, or difficult).

Attribute Costs per Rank

(cumulative costs are listed in parenthesis)

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

Accuracy represents your characters ability to hit a target


with weapons and other damaging effects. No stats are derived
from Accuracy, which makes it unique among the other attributes,
though no less important.
Difficult Aptitude: Accuracy always has an aptitude of difficult, regardless of species or creature type.

Charisma

Charisma represents your characters force of personality


and social grace. It allows your character to influence others. The
Fortitude stat is derived from 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

Intellect represents your characters knowledge, mental


competence, and language proficiency. It allows your character to
recall and utilize information. The Concentration stat is derived
from Intellect.
Languages: Your character knows a number of native or regional languages equal to his Intellect rank + 1. New native or
regional languages are learned as your characters rank increases.

Perception

Perception represents your characters senses. It allows your


character to notice details and act before others during combat.
The Notice stat is derived from Perception.

Strength

Strength represents your characters muscle mass (relative


to his creature size). It allows your character to perform feats of
might and determines encumbrance. The Brute Force and Encumbrance Factor stats are derived from 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

2,500 3,000 3,500

4,000

7,500 9,000 10,500 12,000

Fortitude represents your characters mental evasion and


willpower.

5 x Weight Multiple

Brute Force = Strength rank + size 1

Brute Force represents your characters physical power. It


is applied to all unarmed and weapon damage checks (except for
weapons that possess the mechanical quality).

Combat Maneuvers = (refer to table below)

Combat Maneuvers represents your characters ability for


performing and resisting certain combat actions like disarming,
tripping, and grappling attempts.

Concentration = Intellect rank + 3

Concentration represents your characters internal focus


when resisting magical spells and effects.

Defense = Dexterity rank + size + 3

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:

Fortitude = Charisma rank + 3

0
varies by size
0
1
0
0

Encumbrance Factor

Defense represents your characters ability to dodge physical attacks and damaging spells.

Notice = Perception rank + 2

Notice represents your characters passive ability to perceive


the environment.

Resilience

Base Resilience = Endurance rank + 2


Total Resilience = Base Resilience + size + armor

Base Resilience represents your characters base capacity


for withstanding damage. Total Resilience represents your characters total capacity for withstanding damage taking into account
any modifiers from creature size and armor. Note that it is actually
possible for Total Resilience to be lower than Base Resilience for
some characters.

Speed

Run Speed = Running rank + size + 4


Swim Speed = Swimming rank + size + 2
Flight Speed = Flying rank + size + 6

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.

Creature Size Modifiers and Multiples


Creature
Brute
Combat
Speed
Total
Space/
Cost
Weight
Accuracy
Defense
Stealth
(all forms)
Size
Force Maneuvers
Resilience Threat Multiple Multiple
Tiny
+1
2
2
+1 (min 2)
1
+1
2
x
x 0.5
x 0.1
Small
0
1
1
0 (min 2)
0
+1
1
1x1
x 0.6
x 0.3
Medium
0
0
0
0 (min 1)
0
0
0
1x1
x1
x1
Large
1
+2
+1
1 (min 1)
+1
1
+2
2x2
x2
x3
Huge
1
+4
+2
1 (min 1)
+1
1
+4
3x3
x5
x 10
Enormous
2
+7
+4
2 (min 0)
+2
2
+7
4x4
x 15
x 30
Gigantic
2
+10
+6
2 (min 0)
+2
2
+10
5x5
x 50
x 100
Colossal
3
+14
+9
3 (min 0)
+3
3
+14
6x6
x 150
x 300

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.

Discipline Costs per Rank


(cumulative costs are listed in parenthesis)

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)

Melee Precision is used whenever your character makes


a melee attack, such as when attacking with melee weapons or
when fighting while unarmed.

Ranged Precision (Difficult)

Ranged Precision is used whenever your character makes


a ranged attack, such as when attacking with ranged weapons or
when throwing objects.

Spell Precision (Difficult)

Spell Precision is used whenever your character makes a


magical attack, such as when casting the Damage spell effect or
when performing the Damage bardic coda.

CHARISMA
Intimidation (Moderate)

Intimidation is used whenever your character tries to make


an opponent lose his cool through the use of taunting words,
threatening gestures, or inherent traits. The characters result is
compared against the opponents Fortitude stat.
Success causes your opponent to become distracted until the
end of the following round, plus he suffers a 2 penalty on his
next action within the encounter. Achieving a critical success also
forces your opponent to make a fear check.
Creature Size: Attempting to intimidate a smaller target
grants your check a +1 bonus per each tier of difference in creature size; however, bigger targets impose a 1 penalty to your
check for each tier of difference.
Intimidation vs. Groups: Attempting to use Intimidation
against a group of opponents is also possible but is generally more
difficult. Doing so incurs a 2 penalty to your characters check.
Larger groups, unruly crowds/riots, or communication barriers
can sometimes impose even greater penalties (GMs call).
Intimidation vs. Bestial Opponents: Animals and other
bestial creatures are more difficult to intimidate using language
or gestures since they have trouble comprehending your characters meaning. In such cases, your characters attempt suffers a 2
penalty. Other methods of Intimidation, such as a kreevogs Mesmerizing Gaze or a gnolls Unnerving Growl are not penalized.
Intimidation vs. Mindless Opponents: Mindless opponents are immune to all Intimidation attempts.

Investigation (Easy)

Investigation is used whenever your character wants to ask


around for information, pick up general rumors, and/or seek out
details about a particular subject through social interactions.
The sensitivity of the information being sought determines
the difficulty. An SV 5 represents common information, whereas
an SV 8 or 12 might correspond to more volatile or even illegal
topics. Your characters reputation with those involved may impose further modifiers to the check at the GMs discretion.
Failure means that your character was unsuccessful. Suffering a critical failure on the Investigation check or getting a result
that is at least 3 points lower than the SV leads to undesirable
consequences, depending on the nature of the information (angering the people you spoke with, being overheard by your enemies,
being reported to the authorities, etc.).
Note that this discipline is strictly geared toward gathering
information in the form of a broad sweep, such as from all the
patrons of a tavern or from interacting with various people on the

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)

Mysticism is used whenever your character casts divine or


mental spells. It also governs the use of magical items and other
abilities that utilize divine or mental powers.

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)

Agility is used whenever your character attempts to perform


moves that require finesse, such as tumbling, maintaining balance, or catching tossed objects.
Resisting Combat Actions: Your character may sometimes
opt to use Agility to resist various combat actions like disarming,
tripping, or grappling, instead of using the Might discipline.
Resisting Falling Damage: Your character can make a free
Agility check of SV 5 to attempt to avoid some of the damage
from falling, assuming that his movement is unrestricted (rolling
to distribute the force, diving into water, etc.). Each success and
critical success reduces the falling damage by 5 points. Refer to
General Rules: Falling Damage in
Chapter 4 for details.

Flying (Moderate)

Flying is used whenever your character attempts to sprint while in flight.


Each success and critical success against
an SV 5 grants a +6 bonus to your characters
Flight Speed for the round. Winged creatures
who suffer a critical failure automatically fall
d6 x 20 feet before being able to right themselves, thereby risking falling damage if they hit
the ground, after which they are considered prone.
Creatures that are flying due to mystical means never
risk falling but may still suffer other consequences for critical failures.
This discipline may only be trained
by creatures that can fly or glide, either by
using wings or via magic.
Flight Speed Stat: Your characters Flight Speed stat is
derived from his Flying rank.

Running (Moderate)

Running is used whenever your character attempts


to sprint while on land. Each success and critical success
against an SV 5 grants a +4 bonus to your characters Run Speed
for the round. Suffering a critical failure causes your character to
stumble d41 spaces in a random direction and fall prone.
Run Speed Stat: Your characters Run Speed stat is derived
from her Running rank.

Stealth (Moderate)

Stealth is used whenever your character wishes to hide,


sneak, steal items, conceal items/tracks, or perform other actions
in secret. It is almost always used to oppose the Awareness checks
of ones opponents (the person or creature using Stealth is always
considered to be the initiator) .
Hiding/Sneaking: Your character must have complete concealment from all opponents senses before he can attempt to hide
or sneak, meaning that he must be out of the line-of-effect of all
enemies and that his general whereabouts must be unknown. No
Stealth check is required when beginning to hide or sneak, but
once your character could conceivably be detected a free Stealth

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)

Swimming is used whenever your character attempts to


sprint while in water. Each success and critical success against an
SV 5 grants a +2 bonus to your characters Swim Speed for the
round. Suffering a critical failure ends your characters turn and
causes her to become distracted until her next turn.
Swimming Rank & Turbulent Water: While swimming, if
your character has a Swimming rank of 0 then she must always
make a free Swimming check against an SV 5 each round in order
to move or act (Ranks 1 and higher represent swimming competency and do not require such checks). This same check applies
to all creatures when attempting to swim in turbulent water, each
round, regardless of their Swimming rank.
Failing this particular Swimming check momentarily stuns
your character, which prevents all movement and actions for the
round and causes her to sink 5 feet deeper. Additionally, if she
is at the surface then she must also begin holding her breath. If
your character suffers a critical failure or if her result is at least 3
points lower than the SV then she is unable to hold her breath and
begins to drown.
Holding Your Breath: Your character can attempt to hold
her breath for a variety of different reasons (swimming underwater, trying not to inhale poisonous gas, etc.). She must make a free
Constitution check of SV 3 after every 30 seconds that she holds
her breath. Each new check, regardless of success or failure, imposes a cumulative penalty of 1 to all further breathing checks

until she is able to breathe freely. Failure forces your character to


attempt to breathe (filling her lungs with water, exposing her to
poisonous gas, etc.), but there is no additional penalty for suffering a critical failure. If your character is still unable to breathe she
immediately begins to drown or suffocate (inhaling poisonous gas
still counts as breathing and does not typically cause suffocation).
Drowning/Suffocating: Beginning to drown or suffocate
shortens the time between Constitution checks to every round (instead of every 30 seconds). Cumulative penalties are still applied
and continue to accrue each round. At this point, failure causes
your character to fall unconscious, but there is no additional penalty for suffering a critical failure. A character that falls unconscious will die after 5 minutes unless she can be resuscitated by
the successful use of the Healing discipline, which requires that
she first be moved to safety (pulled from the water, sufficiently
able to breathe, etc.).
Creatures that possess the Extended Breath trait receive a
+3 bonus to their Constitution checks that are made for holding
their breath. Creatures that possess the Amphibious or Awkward
Form: Aquatic traits cannot drown, but they may still suffocate
(those that possess the Awkward Form: Aquatic trait risk suffocation if they leave the water). Non-living creatures cannot drown
or suffocate.
Underwater Penalties: When underwater, all of your characters Precision checks and damage checks suffer 1 penalties
and all of her range increments are halved (rounded down).
Awareness checks may be required and even penalized, per the
GMs discretion, due to obscurement from murky water, muffled
sounds, and other environmental conditions. Speech and auditory
forms of communication also tend to be distorted. Purely aquatic
creaturesthose with the Awkward Form: Aquatic traitdo not
suffer most underwater penalties, but their range increments are
still halved.
Swim Speed Stat: Your characters Swim Speed stat is derived from her Swimming rank.

ENDURANCE
Constitution (Moderate)

Constitution is used whenever your character suffers from


a disease, poison, bleeding effect, or other physical ailment. It is
also used to check for general hardiness and to determine your
characters natural rate of recovery. Refer to General Rules: Diseases and Poisons and General Rules: Healing in Chapter 4 for
more information.

Perseverance (Easy)

Perseverance is used whenever your character loses all of


his stamina points. The result determines how severely your character is exhausted. Refer to General Rules: Stamina in Chapter 4
for details.

Toughness (Easy)

Toughness is used whenever your character loses all of her


health points. The result determines how severely your character
is injured. Refer to Combat Rules: Health in Chapter 4 for details.

21

CHAPTER 1

INTELLECT
Creature Lore (Easy)

Creature Lore is used whenever your character attempts to


recall information about a specific type of creature or its abilities,
typically as a free action. The SV increases according to the rarity
of the creatures type, but an SV 5 should suffice in most cases.
Success allows your character to recall commonly known
facts about the creatures capabilities, its habitat, and basic qualities. Each critical success provides your character with one specific detail about the creatures abilities, such as its vulnerability
to cold damage, details about its poisonous bite, and so forth.
Failure indicates that your character is unfamiliar with the
creatures type, but suffering a critical failure on the Creature
Lore check or getting a result that is at least 3 points lower than
the SV provides your character with false information instead.
Additionally, once Creature Lore has been attempted for a particular creature type it cannot be checked again until your character gains a new rank in the discipline or has an opportunity to
research the creature, such as by visiting a library.
Discerning CPV: Your character may also use Creature
Lore to discern the relative power of a specific creature or NPC
but only after direct observation or interaction. With a success
the GM will provide you with a general CPV range, measured in
intervals of 50 (150, 51100, 101150, 151200, 201250, and
so forth). With a critical success the GM will inform you of the
targets exact CPV. This application of Creature Lore is particularly useful when your character wants to size-up an opponent,
but it is also important for shades when attempting to determine
the suitability of potential hosts.

Healing (Moderate)

Healing is used whenever your character attempts to treat


wounds, diseases, poisons, and other medical conditions. Doing
so may accelerate the patients recovery process. Each success
and critical success against an SV 5 applies a +1 bonus to the
patients daily Constitution check. Self-treatment is also possible
but is more difficult to accomplish (SV 8). Note that bonuses from
multiple attempts do not stack, but assisting others is possible.
Bleeding: Your character may stop an adjacent target from
bleeding by succeeding against an SV 5, but the targets total
bleeding penalty must be applied to the check. Your character
may also self-treat her own bleeding, but doing so is more difficult to accomplish (SV 8).
Disease & Poison: The periodic Constitution checks that
victims must attempt when recovering from diseases and poisons can be increased by +1 for each success and critical success
against an SV 5 if treating others or against an SV 8 for self-treatment. Be aware that this bonus is only applied to the Constitution checks for the affliction that is specifically being treated, but
the bonus persists until the disease/poison is cured or the victim
perishes. Regarding diseases and poisons, bonuses from multiple
attempts do not stack, but assisting others is possible.
Rouse from Unconsciousness: Your character may rouse an
unconscious victim with a Healing check of SV 5. Note that this
does not work for sleeping creatures (who must instead succeed
on an Awareness check of SV 5 to waken) or those that have fall-

22

en unconscious from drowning or suffocation (see below). Some


conditions that result in unconsciousness may also impose additional restrictions, such as falling unconscious due to stamina loss
or from being drunk.
Resuscitate from Drowning/Suffocating: Your character
may attempt to resuscitate victims that have fallen unconscious
due to drowning or suffocating, assuming that they can first
be moved to safety (pulled from the water, sufficiently able to
breathe, etc.). Resuscitation requires a Healing check of SV 5, but
each minute that has passed since the victim lost consciousness
imposes a cumulative 1 penalty to your characters check (more
than one minute 1, more than two minutes 2, etc.), but after
five minutes the victim automatically perishes. Only one attempt
at resuscitation may be made per victim, but assisting others is
allowed. Obviously, self-treatment is not possible.
Healing Supplies: The use of healing supplies grants a +1
bonus to any one specific Healing check, including checks for
self-treatment, but doing so consumes one application of the supplies even if the attempt fails. Note that only one application of
supplies may be used when assisting others and that the +1 bonus
is applied to the primary result rather than to individual checks.

Social Knowledge (Easy)

Social Knowledge is used whenever your character attempts


to recall information concerning history, politics, religion, or other social facts/rumors, typically as a free action. The SV increases
according to the obscurity of the topic, but an SV 5 should suffice
in most cases.
Success allows your character to recall commonly known
facts about the particular topic. Each critical success provides
your character with one specific detail of relevance. For example, assume that your character wants to know about the political
connections of a local lord. Success might reveal the names of his
subordinates and provide details about his public business dealings of note, whereas a critical success might reveal rumors that
he sometimes meets with the leader of the local thieves guild.
Failure indicates that your character is unfamiliar with the
specific topic, but suffering a critical failure on the Social Knowledge check or getting a result that is at least 3 points lower than
the SV provides your character with false information instead.
Additionally, once Social Knowledge has been attempted for a
particular topic it cannot be checked again until your character
gains a new rank in the discipline or has an opportunity to research the topic, such as by visiting a library.

Sorcery (Difficult)

Sorcery is used whenever your character casts arcane or


shadow spells. It also governs the use of magical items and other
abilities that utilize arcane or shadow powers.

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)

Appraisal is used whenever your character wishes to gauge


an objects approximate value and whether it is authentic or a
forgery. It can also identify the properties of magical items.
Approximate Value: An items rarity determines how difficult it is to appraise, but SV 5 is sufficient for most mundane
items and gems. Magical items usually require an SV 8. Success
provides your character with an approximate value of either 25%
above or below the items true gold-piece value, as determined
randomly by the GM. Achieving a critical success reveals the
items exact value.
Failure convinces your character that the items value is
within +/ 50%. Suffering a critical failure on the Appraisal check
or getting a result that is at least 3 points lower than the SV convinces your character that its value is within +/ 100%. Additionally, once Appraisal has been attempted for a particular item it
cannot be checked again until your character gains a new rank in
the discipline or has an opportunity to research the item, such as
by visiting a library.
Identifying Magical Items: All magical items and spell
foci require identification before their triggered effects may be
used. Potions and the passive effects of magical items still function without identification, but your character may be unable to
discern their specific effects. Note that instructions for an items
proper use can also be relayed to a new user, rather than requiring
them to have to make their own Appraisal check, but such information may not always be trustworthy.
The SV for identification varies according to an items tier,
as indicated by the table below. Success reveals all of the items
properties. Failure means that your character is unable to identify
the items properties, but suffering a critical failure on the Appraisal check or getting a result that is at least 3 points lower than
the SV provides your character with false information instead.
Additionally, once Appraisal has been attempted for a particular
item it cannot be checked again until your character gains a new
rank in the discipline or has an opportunity to research the item.

Item Tier or Type


Lesser Items, Holy Water,
Mage Staff (attunement)
Potions, Spell Crystals/Scrolls
Greater Items, Scepters/Wands
Relics

SV
3
5
8
12

Cursed Magical Items: In the case of a cursed magical


item, a standard success actually reveals false properties according to its specific type of curse. A critical success is required to
identify its true properties, thereby revealing its cursed nature.

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

situation. Refer to General Rules: Detection Checks in Chapter 4


for more information.
Your character and most other creatures make use of the five
basic senses: sight, hearing, smell, taste, and touch. An SV 5 is
generally sufficient for success, but the GM may adjust this value
according to the situation. Detecting creatures that are using the
Stealth discipline measures success against their opposed Stealth
checks instead.
Impaired Senses: Your characters Awareness check suffers
a 1 penalty if one of his senses is impaired, or a 2 penalty if the
sense is completely lost or negated but only if that sense would
have made a significant contribution to the chance of success.
For example, darkness imposes a 2 penalty on Awareness checks
involving visibility, just as the loud background noise from heavy
combat might impose a 2 penalty for checks involving hearing.
Penalties also stack if multiple senses are impaired or lost, such
as how a patch of dense smoke would likely impair both sight and
smell. Tasks that rely solely on a single sense that has been lost
are usually rendered impossible.
Waking from Sleep: If your character is asleep he may attempt an Awareness check of SV 5 each round in which significant noises, smells, or movement/touching occurs (usually each
round during combat). Being damaged automatically rouses your
character. Note that being unconscious is not the same as being
asleep and in order to be roused your character instead requires
a successful use of either the Constitution or Healing disciplines.
Detecting Traps: Successfully detecting a trap almost always requires a detection check first (from the GM), and then
if warranted, an Awareness check (from your character)only
in very rare circumstances, such as when your character is truly
alone, is the detection check able to be skipped. The SV required
to detect the presence of a trap varies according to each traps
unique design. Magical traps tend to be more difficult to detect
than mechanical varieties due to having fewer physical components and fewer revealing clues, but creatures with the Sensory
Augmentation: Magic Sight spell effect or the Heightened Sense:
Magic Sight trait gain a +2 bonus to their Awareness checks when
attempting to spot magical traps.

Geomancy (Difficult)

Geomancy is used whenever your character casts elemental


or nature spells. It also governs the use of magical items and other
abilities that utilize elemental or nature powers.

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

were made, the number of creatures being tracked, and weather.


Generally, Tracking requires an SV 5 if the tracks were made that
same day and if the ground was soft enough to have left behind
traces. Otherwise, the GM will adjust the SV accordingly. Darkness or other forms of obscurement can also impose a 2 penalty.
Scent: Some playable species and creatures may possess the
Heightened Sense: Scent trait. Such creatures receive a +1 bonus
to all scent-based Tracking checks.
Urban Settings: It is virtually impossible to track a target
through an urban setting. Only if additional clues were left behind
should Tracking be allowed, such as if the target was wearing
heavily scented perfume or was bleeding and leaving behind traces of blood.

STRENGTH
Climbing (Easy)

Climbing is used whenever your character wishes to scale a


vertical surface. The SV varies according to the specific climbing
surface, but additional modifiers may also be applied based on
other factors, such as slipperiness, strong winds, etc.

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

Each success and critical success allows your character to


move a distance equal to her occupied space (2 ft for tiny size,
5 feet for medium size, etc.). Failing a Climbing check simply
means that no progress was made, but suffering a critical failure
or getting a result that is at least 3 points lower than the SV causes
your character to fall. Refer to General Rules: Falling Damage in
Chapter 4 for more information.
Climbing Gear: A set of climbing gear can be purchased,
which grants a +1 bonus to Climbing checks when climbing natural surfaces (no bonus is gained when climbing man-made objects
and surfaces like ladders, knotted ropes, etc.). Additionally, once
a particular surface has been successfully scaled it can then be
secured with ropes so that its SV is reduced to 3 for anyone else
who attempts to climb it (assuming that a sufficient length of rope
was used and knotted).

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)

Might is used whenever your character attempts to perform


actions using raw muscle, such as lifting or moving heavy objects
or forcing open barred doors.
Free Limit: Your character may freely lift or manipulate an
amount of weight equal to his EF x 5, without having to succeed
on a Might check. The weight of his own equipment must still be
factored into this amount.
For example, lets assume that your character is medium
size and that his EF is 20 pounds. His free limit would therefore
be equal to 20 x 5, or 100 pounds. This means that he could freely
lift or manipulate a total amount of weight up to 100 pounds without having to make a Might Check. If he is already wearing 61.5
pounds of armor and gear then he can still lift or manipulate an
additional 38.5 pounds for free.
Additional Weight: A Might check of SV 5 is necessary in
order to lift or manipulate additional weight beyond your characters free limit, and a new Might check must typically be made
each round for ongoing tasks. Each success and critical success
grants an additional weight value according to whether he is on
land, swimming, or in flight. It is much easier to lift or manipulate
additional weight while on land than it is to do so while swimming or flying.

Position
Land
Swimming
Flying

Free Additional Weight


(per success/critical)
Limit
EF x 5
EF x 5
EF x 5
EF x 3
EF x 5
EF x 1

Following the example above, your character could lift


or manipulate 100 pounds for free. With a standard success he
could lift or manipulate up to 200 pounds while on land, up to
160 pounds while swimming, or up to 120 pounds while flying.
With one critical success he could lift or manipulate up to 300
pounds while on land, up to 220 pounds while swimming, or up to
140 pounds while flying. Achieving additional critical successes
would increase the weight limits even further.
Whenever your character attempts to manipulate weight beyond his free limit his Speed is automatically reduced to 1 square,
assuming that he is still able to move at all due to Encumbrance
penalties, and he may not sprint. Failing a Might check means
that your character is unable to lift or manipulate the additional

26

weight, and he must abandon the attempthe may freely discard


all of the excess weight beyond his free limit unless it has somehow become attached. Suffering a critical failure on the Might
check or being unable to discard the attached weight causes your
character to fall prone if on land, sink 5 feet deeper if swimming,
or suffer falling damage if flying.
Forcing Open Barred Doors: Rather than attacking a door,
your character can attempt to force it open by making a standard
Might check to determine how much weight he can force against
it, plus his free limit and body weight (his equipment weight is
already included as part of his free limit). For each method that
a door is secured it requires an equivalent amount of weight to
force open. Being locked and/or secured with a crossbar each
adds an amount of weight corresponding to the doors equivalent
size (based on the size of creatures it is meant to accommodate).
Successfully forcing open a locked or secured door causes portions of the door or its frame to break so that it cannot be locked
again or re-secured without first being repaired.

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

Furthermore, a door can be held shut by placing objects


against it, in which case their combined weights are added to the
amount required to force it open. Creatures may also attempt to
push against it, in which case they may make their own opposed
Might checks, adding their results (including free limits and body
weights) to the amount of force being pushed against the door. All
of these factors may be stacked with one another freely.
For example, lets assume that your party is attempting to
force open a locked door that is designed for a medium size creature. Since the door is locked it requires 500 pounds of weight
to force open. However, it also has 100 pounds of barrels and
crates stacked against it on the other side, which increases the
total weight needed to force it open to 600 pounds. If your party
consists of a pixie (1.6 lb), a gnome (31 lb), and a human (174
lb), with a combined free limit of 157.5 pounds, then they would
already have a total weight of 364.1 pounds to force against the
door prior to attempting their Might checksyour party would
still require 235.9 additional pounds to force the door open.
Assisting Others: Unlike other actions that limit assistance,
Might values may be combined together to achieve greater feats.
Multiple characters working together simply add up the weights
from their own Might checks. Obviously, bigger characters usually contribute much greater amounts, but every little bit helps.
Resisting Combat Actions: Your character may sometimes
opt to use Might to resist various combat actions like disarming,
tripping, or grappling, instead of using the Agility discipline.

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.

Profession Costs per Rank


(cumulative costs are listed in parenthesis)

Rank

Modifier

Easy

Moderate

1 (1)

2 (2)

+2

2 (3)

3 (5)

+4

3 (6)

4 (9)

COMMON PROFESSIONS

There are a huge variety of different professions, far more


than can possibly be included here. The following list simply
highlights some of the most common professions:
Alchemist (M) herbs, poisons, and potions
Animal Trainer (M) training bestial creatures
Architect (M) buildings and structures
Artist (E) drawings and paintings
Beggar (E) begging for money
Brewer (E) alcoholic beverages

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

Professions allow characters to attempt to earn additional


income in between adventures or during periods of downtime
throughout a campaign, and there are two ways to do so: earning
wages for daily work (available for all professions) and crafting
(available for some professions).
Custom Professions: There are many more professions beyond those listed above. Characters are free to select custom professions of their choosing, per the GMs approval. When deciding
on a professions aptitude, first determine if it allows for crafting
(not all professions do). If it does not, or if its crafted items arent
particularly valuable or useful, then its aptitude should probably
be easy. If a profession does allow for crafting and its crafted
items would be fairly valuable or useful then its aptitude should
be moderate. The Musician profession is an exception to this rule.
Discipline Precedence: Professions are almost exclusively
used for earning income and should never be used in the place
of discipline checks. For instance, even though a character has
the Hunter profession he would still use the Survival discipline
during an adventure when trying to hunt for game to feed his
companions. He would only make Hunter profession checks
when trying to earn income in between adventures or when no
other discipline checks would be suitable to a given task. To be
clear, discipline checks always take precedence.

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

In addition to earning wages, some professions also allow


a character to produce, construct, and/or repair specific types of
items and materials. The SV varies according to the grade of the
item being crafted (lowgrade, common, or highgrade) and the
complexity of the task being performed. Note that all enchantments (magical items and spell foci) require SV 8.

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

A character who wishes to craft or repair an item must first


meet the following three criteria:
1. Sufficient Time: This requirement varies greatly according
to the item being crafted or the task being performed.
Some items or tasks may only require a few minutes or
hours (sewing-up a hole in a shirt, cooking a meal), some
could take days or weeks (forging a suit of armor, training
a mount), and some tasks might even require months or
years to complete (building a castle, growing crops). The
GM will determine a suitable time frame for each situation, but items or tasks that require longer periods of time
may even need to be performed outside of standard game
time, such as in between adventures. The GM might also
insist on multiple crafting checks for lengthier projects,
such as crafting a suit of armor piece by piece or building
a castle room by room. Enchanting magical items warrants more specific rules. Spell scrolls and spell crystals
typically require a couple of hours to enchant, per item,
while scepters and wands can each take up to a full day.
Lesser magical items typically require about a week to enchant and greater magical items can require up to a month.
Relics are a special case and may require much longer to
fully enchant (years or even longer), along with the GMs
approval and guidance.
2. Specialized Tools & Equipment: Each crafting profession
requires unique tools and access to proper equipment in
order to attempt most tasks. A suitable location to work
may also be necessary for more complicated jobs. As is
true for the time requirement above, the kinds of tools and
equipment that are needed can vary greatly according to
the specific task being performed. For instance, a metalworker often requires a smithing hammer, anvil, and forge
in order to craft or make repairs, which severely limits

where he is able to perform his work. Other professions,


such as artists and tailors, are able to perform some of
their crafting tasks with simpler tools and in almost any
location, but sometimes they too require access to a studio
or workshop in order to craft specific items or perform
more complicated tasks.
3. Base Materials: Generally, crafting consumes base materials equal in value to a percentage of the items listed price
(66% for a standard success). Attempting to repair an item
consumes fewer materials and has lower percentage (20%
for a standard success). Failed attempts waste half of the
base materials, while suffering a critical failure or getting
a result that is at least 3 points lower than the SV wastes
them all. Note that wasted materials cannot be salvaged or
reusedthey are either spoiled in the attempt or the time
and cost that would be required to salvage them significantly outweighs the benefit of doing so.

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

Generally speaking, a character can expect to sell newly


crafted items for 75% of their listed prices. In comparison, used
items that are still in good condition tend to sell for about 50% of
their listed prices. Economic factors and events can modify this
price accordingly. Real estate, such as a home or building, can
usually be sold for its full value.
Character-Owned Businesses: A character who runs his
own shop or business can expect to sell his crafted items for the
full 100% of their listed price, but this also assumes that he is
able to devote the necessary time to running his business. Unfortunately, the chaotic life of an adventurer rarely allows for such
extensive free time, which means that entrepreneurial characters
must often hire assistants to maintain their shops in their absence.
Owning and operating a shop or other business may involve additional overhead costs that can significantly impact a characters
potential profit margins.
New Characters & Starting Equipment: Characters wishing to craft their own starting equipment must either wait until the
game has actually begun (no rolling prior to the start of the game)
or they can simply roleplay that they personally crafted some of
their starting gear (despite having paid full prices). This rule exists to make the games starting point equal for all characters,
regardless of professions. However, once the game has begun, a
new character is certainly welcome to try to save money by crafting some of his own gear, per the GMs approval, and assuming
that he is able to meet the three requirements outlined above. Unfortunately, if such a character fails in his attempts he may not be
able to fully equip his character, which will likely cause his initial
adventures to become decidedly more challenging.

29

TRAITS

CHAPTER 2
TRAITS

hus far, your character has been assigned attributes, stats,


and disciplines, which all help to establish his boundaries
and limits. They provide him with a framework and highlight areas where he either excels or falls short, but they dont really tell
you what kind of person he actually is. You, as a player, probably
have a good idea of who your character is, but faculties alone are
not enough. That is where traits come in!
Traits are the defining qualities of your character that set him
apart from everyone else. They are the tragic faults, odd quirks,
and amazing abilities that transform a collection of numbers into
a fleshed-out and memorable character! There are three types of
traits: Disadvantages, Creeds, and Advantages.
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.

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

Pacifist 5 disadvantages would only grant an extra 10 unspent


character points even though the total value is equal to 11. Additional disadvantages and optional detrimental species traits may
still be selected beyond the 10 point limit, if desired, purely as
flavor or for roleplaying purposes.
The Elder disadvantage is an exception to this rule. New
characters who select this trait receive its value of 6 character
points for free, beyond the 10 point limit, since they represent
the accumulated wisdom of later life. Furthermore, selecting this
disadvantage grants your character the option of selecting the first
ranks of Blind and/or Deaf, also for free (for a potential combined
value of 12 points beyond the 10 point limit).

Species Common Disadvantages

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

Most disadvantages that are selected during the character


creation process can be bought-off at a later time if approved by
the GM, but they must have their values repaid in full, including
any extra point(s) that were gained from your species common
disadvantages. Additionally, if a disadvantage is cured, somehow
negated, or is designated as roleplaying and is rarely played then
your character must repay its value as soon as he earns new character points. To be clear, buying-off a disadvantage always requires that its value be paid in full, even if it was selected purely
for roleplaying purposes (beyond the 10-point limit).
Acquiring Disadvantages Later: Injuries, magical ailments, and other in-game events may cause your character to
acquire a disadvantage, but character points are never gained as
compensation (except in the cases of the Elder disadvantage and
subsequently the Blind and/or Deaf disadvantages). The values of
disadvantages that were acquired due to in-game events are never
bought-off if cured since no character points were gained.

CREEDS

Creeds are overarching belief systems that greatly impact


how your character thinks and behaves. Creeds neither cost nor
grant character points, and are entirely optional. They do not
grant abilities but can impact your characters reputation and often dictate how your character should be roleplayed. Creeds have
certain prerequisites that your character must possess before they
can be selected, and most creeds also serve as prerequisites themselves for subsequent advantages.
For example, in order to select the Priest creed your character must first possess at least Charisma (R2), Mysticism (R1),
and Persuasion (R1). The Priest creed itself serves as one of the
prerequisites for the Cleric vocational advantage.

32

Multiple Creeds: Your character may select multiple creeds


but should only do so after careful consideration. One creed alone
can be challenging to roleplay, so attempting more than one can
be exceptionally tricky. The GM should be consulted before selecting multiple creeds.

Belief Systems

Each creed imparts a unique belief system that requires your


character to adhere to a strict moral code or set of tenets. You
should roleplay your character accordingly in order to maintain
the creeds associated reputation. A Knight, for instance, is often
regarded as a hero by common folk and is looked upon with respect and admiration.
Violations of Code: Failing to adhere to ones code can
cause a reversal of your characters reputation, which may even
result in him being ostracized, shunned, or even persecuted by
those that know of his ill deeds. The GM has final say as to what
actions violate your characters code. In such cases your character loses access to any subsequent advantages that are dependent
upon the creed (Cleric, Crusader, Druid, etc.) until he atones for
his sins and/or transgressions. Even if atonement is successful
the negative effects on his reputation may still linger for quite
a while according to the specific situation and events within the
campaign, per the GMs discretion.

ADVANTAGES

Advantages are beneficial traits that typically grant access to


specialized training, magical powers, and other unique abilities.
They may be purchased by spending character points in much the
same way as faculties. An advantages cost is colored green and
is listed in parenthesis after its name or ranks. Most advantages also list prerequisites that your character must first possess in
order to select them or their ranks. Additionally, lower ranks are
prerequisites for higher ranks.
For example, if you wish for your character to select the first
rank of the Backstab advantage he would need to possess at least
Melee Precision (R2) and Stealth (R2) and would have to spend
3 character points. If he also wanted to select the second rank of
Backstab he would need to possess Stealth (R3) and would have
to spend an additional 3 character points, or 6 points altogether
for both ranks.
Flexible Prerequisites: Some advantages have flexible prerequisites that allow your character to meet their requirements in
different ways. For instance, the Heightened Athletics mystical
advantage includes the following prerequisites: Dexterity (R2) or
Strength (R2), Mysticism (R1). In order to select this advantage
your character has to meet either the Dexterity prerequisite or the
Strength prerequisite but not both. He still has to meet the Mysticism prerequisite in both cases.
Non-Refundable Costs: Unlike disadvantages, which can
usually be bought-off, character points that are spent purchasing
advantages cannot be refunded. Therefore, players are strongly
encouraged to review an advantage carefully before selecting it.
Some players may even find it helpful to develop a long term plan
for exactly which advantages their characters will eventually acquire, assuming that they survive long enough to do so, of course.

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)

Your character suffers a 1 penalty to his Intellect attribute


and Concentration stat.

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)

Your character suffers a 1 penalty to his Accuracy attribute.

Unathletic (3)

Your character suffers a 1 penalty to her Combat Maneuvers stat and Speed stats (all forms).

Uncharismatic (5)

Your character suffers a 1 penalty to her Charisma attribute


and Fortitude stat.

Uncoordinated (5)

Your character suffers a 1 penalty to his Dexterity attribute


and Defense stat.

Weak (5)

Your character suffers a 1 penalty to his Strength attribute


and Brute Force stat. He also suffers a penalty to his Encumbrance Factor stat according to his creature size: tiny 0.5, small
1.5, medium 5, large 15, huge 50, enormous 150, gigantic
500, and colossal 1,500.

HANDICAPS
Adolescent (4)

Your character is an adolescent. Adjust her age according


to her species to reflect this disadvantage. Her Endurance and
Strength attributes are each capped at a maximum rank of 3 (d10).
Although your character does not suffer a specific penalty
to Charisma, the GM should take into account how an adolescent

is perceived and treated by others. In many situations adults will


ignore your character or regard her as inferior. Others might take
pity on her or spoil her. The GM may impose Charisma bonuses
or penalties as the situation dictates.
Once your character reaches adulthood this advantage must
be bought-off. After the cost is fully repaid your characters Endurance and Strength caps are removed and she is considered an
adult member of her species.
Characters with the Child disadvantage must upgrade to Adolescent once they reach the corresponding age for their species.
Doing so requires your character to spend 6 character points. Once
the difference in costs has been repaid the characters Endurance
and Strength caps increase to a maximum rank of 3, she gains 1
extra health point, and her creature size increases one tier. Tiny
children do not increase in size, but instead apply a 1 penalty
to Stealth, gain a +1 bonus to Brute Force, Total Resilience, and
Combat Maneuvers, and increase their weight multiple to x0.1.
This disadvantage may not be taken if your character has the
Elder disadvantage. Imps, rolgareks, valdarins, and yuelloks may
not select this disadvantage since they appear upon the world as
fully-grown adults.

Alcoholic (3)

Living Creatures Only


Your character has an addiction to alcohol and rarely passes
up an opportunity to have a drink. He drinks too much and spends
a considerable portion of his time being drunk, being unconscious, or urinating, and occasionally all three at the same time!
Your characters addiction requires him to maintain an alcohol level that is greater than 0. He must do so at all times or
he suffers symptoms of withdrawal. These symptoms manifest
as a 1 penalty to all discipline and profession checks (damage
checks are unaffected), irritability, and restlessness, which should
be roleplayed accordingly. Symptoms persist until he consumes
at least one drink so that his alcohol level increases above 0.
Despite the negative aspects of this disadvantage your character does gain two benefits. First, his body is so used to alcohol
that all penalties for being drunk are lessened by 1 point each
(all other effects of being drunk remain unchanged)this benefit may be stacked with the Drunken Prowess optional trait of
certain playable species. Second, he applies a +2 bonus to his
Constitution checks for resisting hangovers (this bonus is not applied to other Constitution checks regarding the consequences of
drinking), but his withdrawal penalty is still applied on top of this
bonus if he starts his day with an alcohol level of 0.
Lastly, before this disadvantage can be bought-off your character must first endure withdrawal symptoms for two consecutive
weeks. In situations where he is confronted with the temptation to
have a drink the GM should subject your character to a willpower
check. If he gives in and has a drink then the time frame resets
back to two weeks. Withdrawal symptoms persist until he successfully endures two consecutive weeks without having a drink,
after which time the disadvantage may be bought-off.

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.

Crippled Arm (ranked)

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

still be attempted if a hook or other prosthetic device is used,


but doing so often requires an Agility check (the SV varies accordingly). Actions that require two hands are usually impossible.
The GM may still permit certain actions that typically require two
hands, such as Climbing checks, but at a penalty befitting the situation (often 2 with a hook or 4 without a hook). Obviously,
shields may not be wielded by your characters useless arm, even
if a hook or other prosthetic device is employed.
The cost for a hook or other common prosthetic device is
typically 1g.

Crippled Leg (ranked; special)

Rank 1 (8; only 2 for flying characters)


Your character has one leg that is impaired. It is still functional, but her Running, Swimming, Climbing, and Jumping
checks all suffer a 1 penalty. Her Defense, Run Speed, and Swim
Speed stats also suffer a 1 penalty. Note that if your character is
capable of flight the penalty to Defense only applies while on land
or in water, and if your character has the Flight trait then the value
of this rank is reduced from 8 to 2 since most of its penalties
can often be avoided.
Lavossi, xsessyri, and yuelloks may not select this disadvantage since they lack legs.
Rank 2 (2)
Your characters leg is busted, malformed, or has been
severed, and is now rendered completely useless. Her Running,
Swimming, Climbing, and Jumping checks all suffer a 2 penalty.
Her Defense, Run Speed, and Swim Speed stats also suffer a 2
penalty. Note that if your character is capable of flight the penalty
to Defense only applies while on land or in water.
Creatures with only one remaining good leg require a crutch
or peg leg in order to walk (creatures with additional legs may
ignore this restriction). The cost for a crutch, peg leg, or other
common prosthetic device is typically 1g. Without such a device
certain disciplines may be further penalized or even ruled to be
impossible (GMs call).

Crippled Wing (ranked)

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

Deep Sleeper (2)

Living Creatures Only


Your character tends to sleep very soundly and has a hard
time waking up. He suffers a 4 penalty on Awareness checks that
are made to wake up, and once awake he suffers a 1 penalty to
all discipline and profession checks for the first minute (damage
checks are not affected).

Delayed Initiative (3)

Your character tends to react more slowly in combat. When


determining turn order she always makes two Initiative checks
and takes the lesser result. If your group is using the free Vexith
Initiative App simply indicate this disadvantage in your characters dropbox by selecting Delayed.

Elder (6)

Your character is an elder. Adjust his age according to his


species to reflect this disadvantage. He suffers a 1 penalty to his
Dexterity and Strength attributes.
Adult characters that reach their elder years automatically
acquire this disadvantage. They also have the option of selecting
the first ranks of the Blind and/or Deaf disadvantages, if desired.
Character points are granted for each of these disadvantages, beyond the 10 point limit, including for Elder itself, and reflect
your characters physical failings and heightened wisdom of later
life. This exception to the rule also extends to new characters who
select this disadvantage. However, Blind, Deaf, and Elder may
never be bought-off or cured since they are the results of old age
rather than afflictions or injuries.
This disadvantage may not be selected if your character already has the Child or Adolescent disadvantages. Elves and yuelloks are may not select this disadvantage due to being ageless.

Illiterate (1)

Your character is unable to read and write. However, he may


still speak and understand any language he knows.

Insomniac (2)

Living Creatures Only


Your character has a difficult time falling asleep naturally.
He must succeed on a willpower check in order to do so. If failed,
he may attempt a new check every three hours thereafter.

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!

35

CHAPTER 2

Less Health (5)

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.

Less Stamina (5)

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.

Lycanthropy (0; special)

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.

Magical Deficiency (3)

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)

Your character is unable to speak, perhaps due to a disability,


from having suffered extreme trauma, or because of deliberate
self-discipline (having taken a strict vow of silence). Vocal and
mouth-related sounds cannot be deliberately produced, such as
whistling or coughing to gain attention.
All spellcasting attempts suffer a 2 penalty, except for spell
effects that are marked with the mental casting spell descriptor
[M]. However, spellcasters can acquire the Silent Spellcasting
mystical advantage to help overcome this handicap.
Bardic songs are also restricted by this disadvantage, which
prohibits vocal performance styles. The instrument only performance style can still be employed (with its standard penalty of
1) or the wind instrument style can be used since the instrument
itself is technically responsible for producing the sounds. Bardic
songs gain no benefit from the Silent Spellcasting advantage.

Nightmares (2)

Living Creatures Only


Your character suffers from intense nightmares and restless
sleep. Perhaps a terrible childhood event or a near-death experience has left him mentally scarred. Whatever the cause, your
character has difficulty sleeping. Each attempt at restful sleep requires a Constitution check of SV 5. If successful, your character
has a relatively peaceful night and suffers no ill effects. Failure

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)

Your character is obese. His weight tends to be at least 25%


greater than the average value for his species and gender. His Flying, Running, and Swimming disciplines have their SV values
for sprinting increased to SV 8 (instead of the standard SV 5).
Additionally, rolling a 1 on any of these checks causes your character to become winded, whereby he suffers a 1 penalty to all
other discipline, profession, and damage checks until the end of
his next turn. Lastly, suffering a critical failure on any sprinting
check results in the immediate loss of one stamina point. This
disadvantage cannot be combined with Skinny.

Skinny (2)

Your character is skinny. Her weight tends to be at least 25%


less than the average for her species and gender. Her Might discipline has its SV for lifting and manipulating heavy objects increased to SV 8 (instead of the standard SV 5). Her Encumbrance
Factor stat is also reduced by an amount equal to 5 x her weight
multiple. This disadvantage cannot be combined with Obese.

Stolen Fortune (4)

Player Characters Only


Your character no longer possesses the ability to use fortune
points. He does not begin the game with one and may not acquire
them during play.

Vampirism (0; special)

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)

Your character believes that he is somehow better or more


deserving than other people. His disdain might be aimed at only
certain species, a different social class, a specific gender, or any
combination thereof. Your characters mannerisms and comments
clearly show his egotistical views.

Crude (1)

Your character just doesnt seem to understand the concept


of manners. He is unsophisticated, rude, and offensive, whether
intentional or not.

Cruel (1)

Your character is downright mean. She shows no mercy to


her opponents and even takes pleasure from their misery. She
doesnt spare peoples feelings, nor does she go out of her way to
help others, at least not without adequate compensation.

Deceitful (1)

Your character is a liar and a cheat. His word is practically


worthless and people that know him dont really trust him.

Diligent (1)

Your character tends to do a thorough job, but she usually


takes way too long to complete it. She checks everything multiple
times and is painfully meticulous.

Do-Gooder (2)

Your character is always eager to help those in need, even


if doing so puts your character in danger. He is selfless and will
go out of his way to protect the innocent, assist the weak, and
combat evil.

Envious (1)

Your character is rarely content with her own station in life


and tends to be resentful of others for their belongings, celebrity,
or abilities. Her jealousy often gets the better of her, regardless of
whether her feelings are displayed openly or kept secret.

Fanatical (2)

Your character fiercely believes in a particular ideology with


unwavering determination, such as a political viewpoint, religious beliefs, or similar ideas. She is unwilling to compromise on
her beliefs and often reacts aggressively toward anyone that does
not share them.

On the plus side, your character is more resistant against


Persuasion attempts as far as her beliefs are concernedher Fortitude stat receives a +2 bonus in such cases. However, she is also
far more likely to be cooperative and agreeable toward ideas that
support her beliefs, which imposes a 2 penalty to her Fortitude
stat instead, assuming that she even needs convincing at all.

Fearful (2)

Your character has an intense phobia of one or more things.


Possible fears could include spiders, dogs, enclosed spaces,
heights, ghosts, crowds, or darkness. You should come up with at
least one significant fear or several lesser fears in order for your
character to qualify for this disadvantage, per the GMs approval.
Whenever your character must confront one of her phobias she
must endure a fear check. Refer to General Rules: Fear Checks
in Chapter 4 for more information.

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)

Your character places little value on material wealth and


is charitable toward others. He freely dispenses excess money
and resources without concern for personal compensation. This
doesnt mean that hes constantly broke, but rather that he feels
no desire to hoard wealth for its own sake.

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)

Your character is bullheaded and overconfident. She rarely


listens to reason and often becomes even more stubborn when
argued with.

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)

Your character is very curious and nosy. He absolutely has


to know everything about, well, everything. His inquisitive nature
tends to get him (and his companions) into trouble.

Kleptomaniac (2)

Your character has the uncontrollable urge to take things that


dont belong to her. She probably collects or hoards trivial items
and pays little heed to their value or importance. She may not
even be aware of what shes doing, at least in terms of right and
wrong (players call).

37

CHAPTER 2

Lazy (2)

Your character prefers to live a sedentary lifestyle. Work is


not something that he is accustomed to doing and hard work is
something that he avoids at all costs. Often times your character
will go out of his way to convince others to do things for him or
hell try to find ways to procrastinate as long as possible. Sometimes the GM should even request Perseverance checks to determine if your character can muster enough effort to complete his
duties, like staying awake during his shift for the nightly watch.

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)

Your character is compassionate and shows mercy, even to


his enemies. He refuses to kill someone in cold blood and abstains from employing questionable tactics like the use of poison
or torture.

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 character loves playing pranks, making jokes, and


causing mischief. For the most part his antics are harmless, but
sometimes he takes things a bit too far and gets into trouble.

Multiple Personalities (4; special)

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

vantage). For instance, if one personalitys disadvantages have a


combined value of 2 and anothers have a combined value of 5
then the value for selecting this disadvantage would be 6 character points (4 for selecting Multiple Personalities plus 2 for the
personality with the least combined value).
Different situations and triggers tend to bring one of your
characters personalities to the forefront, such as moments of
stress, encountering different stimuli (smelling a specific odor,
hearing a specific sound/word/name, etc.), or perhaps theyre
triggered by other disadvantages. For instance, maybe your character is Fearful of spiders, which causes one of her personalities
to come forth whenever spiders are encountered. Triggers can be
predictable or seemingly random, such as having to make periodic willpower checks to see if your characters current personality
can remain in control. Such methods and their frequency should
be discussed with and approved by the GM.
Furthermore, depending on how you wish to roleplay your
characters various personalities, some of them may not even be
aware that the other personalities exist, though this can make
roleplaying this disadvantage even trickier. Concerning your
characters disciplines, professions, advantages, and other traits,
it is generally assumed that all personalities can make use of
your characters abilities unless you wish to deliberately limit
your character even further. Due to this disadvantages complexity, you and your GM should work together to devise a suitable
structure for how it functions. It is perhaps the most challenging
disadvantage in the game to roleplay successfully.
Typically, this disadvantage has a value of 4 character
points when selected, but the GM may choose to adjust this value
if he feels that the hardships and/or frequency of personality shifts
would warrant additional character points.

Nervous (2)

Your character is easily excitable and is not very good at


hiding it. Perhaps her eyes dart about too quickly or her voice
trembles or stutters. Maybe she just sweats a lot. Regardless, she
also suffers a 1 penalty on Intimidation checks.

Ostentatious (1)

Your character loves the attention of others and will often go


to great lengths in order to be recognized, whether for good or ill.
This quality manifests itself in a variety of ways, such as boasting
about ones deeds to anyone who will listen, wearing flashy attire,
or even committing deliberate social faux pas to garner notice.

Pacifist (5; special)

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)

Your character is extremely suspicious toward other people


and tends to think everyone is out to get him. He frequently reads
more into a situation than is actually the case and has a hard time
trying not to take things personally. For instance, if he sees someone laughing, then surely they must be laughing at him!

Perfectionist (1)

Your character always has to have everything be a certain


way. He tends to be very neat and highly organized but can become agitated quite easily when confronted by the disorderly
habits of others.

Pessimistic (1)

Your character usually has a rather gloomy and depressing


outlook. Even when met with favorable tidings she tends to focus
on the negative aspects of a given situation.

Proper (1)

Your character is sophisticated and he conducts himself in


accordance to specific moral standards. He is a gentleman, has
an unwavering sense of honor, and goes out of his way to keep
his word.

Rebellious (1)

Your character has a strong disdain for authority figures and


most organized institutions. He dislikes taking orders and prefers
to follow his own agenda.

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)

Your character whines and pouts whenever he gets hurt.


In fact, his negative outlook has a tangible effect on his actions.
Whenever your character has lost at least one health point he suffers a 1 penalty to all discipline, profession, and damage checks
(in addition to any fatigue penalties). Regarding ettins, only the
specific mind that selects this disadvantage (considered individual) suffers the penalties.

Somber (1)

Your character rarely smiles or laughs. She takes everything


very seriously. At times she even seems a little sad or depressed.
Perhaps shes this way because of intense training or conditioning, a terrible and troubling past, or because she still grieves for a
loved one that met a tragic end.

Spendthrift (3)

Your character has a knack for losing or wasting his money.


He starts the game with 25% less money (37g, 50s) and loses
the same percentage of any money and loot acquired during play.
Money and valuables that are shared or earned as a team arent
reduced until your characters own share is paid out. You are free
to roleplay the loss of value however you wish.
While the Generous disadvantage compels a character to be
more giving toward others, Spendthrift simply represents a loss.
Money or valuables may not be given to teammates or friends,
nor may they benefit your character in any way whatsoever. If
combined, the effects of the Generous disadvantage must occur
after the 25% loss from Spendthrift has been subtracted.

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)

Your character is easily influenced by others and tends to


back down from most social confrontations. She rarely assumes
positions of leadership, but even when fulfilling such roles she
tends to be easily swayed and manipulated.
In addition to this disadvantages various roleplaying implications your character suffers a 1 penalty to her Fortitude stat
when attempting to resist Intimidation and Persuasion checks.

Talkative (1)

Your character has a hard time keeping his mouth shut. He


often speaks his mind and tends to get on peoples nerves. Staying
quiet and keeping secrets are usually beyond his ability, at least
for any extended period of time.

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.

39

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

Armor Expertise, Riding Expertise, Charisma (R2)


Knights are romanticized warriors that embody chivalry
and honor. They are expert soldiers
who adhere to a strict moral code
that dictates their actions both in
battle and in social settings. Although each knights personal code
may vary according to his or her
kingdom or political affiliation, the
following three tenets must always
be upheld:
Give respect to ones leaders and
follow orders dutifully and
with honor
Protect the innocent and show
mercy to the weak
Conduct ones affairs and interactions with honesty, dignity,
and courtesy
While these tenets do tend to
lend themselves to the path of good,
knights of a more sinister nature are not
uncommon. Dark knights must still follow these tenets with fervor but may
perhaps do so for entirely different
reasons or motivations. Rather than
inspire heroism they endorse villainy, and instead of garnering respect
they invite fear.
Many knights, especially those
who are acting on their own without a liege, choose to carry a
banner or other easily recognizable symbol. This usually depicts
their familys crest (if also a Noble) or a
personalized icon to help distinguish them from their peers. Doing so is simply a common practice that aids in helping to spread
recognition of the knights deeds, but it is not a formal necessity.
Knights who choose to serve in more official or political capacities often carry banners depicting the colors and crests of their
kings, lords, countries, or the organizations that they represent.
Benefits: Knights are generally held in high regard by those
who have heard of their deeds. Experienced knights are the heroes (or villains) of their respective realms and news of their valor
tends to spread like wildfire among commoners and nobles alike.

40

Additionally, this creed may serve as a prerequisite for entry into


special orders of knighthood and other prestigious affiliations or
military organizations.

Noble

Charisma (R2), Social Knowledge (R2)


Nobles are the privileged social class of monarchal societies
that are often viewed as being superior to those of common blood.
This elevated social status generally ensures a pampered lifestyle
of civility, convenience, and comfort.
Nobles must often observe stringent social standards and
customs. While these vary between the nobility of different kingdoms and species they generally include the following practices:
Always conduct oneself in a courtly manner when among
nobility and strive to maintain an air of nobility when
among commoners
Obey and show subservience to nobles
of higher ranks
Maintain as opulent a lifestyle as ones
means allow (see below)
Nobility is often hereditary and is
passed along at birth or extended through
marriage, though it may also be bestowed
upon commoners by a king or queen in
special cases. In many kingdoms the
rights to rule and to own land are also
guaranteed by noble birth. Titles often accompany such positions and are typically
ranked accordingly:
King/Queen
Duke/Duchess
Count/Countess
Baron/Baroness
Lord/Lady
Only the four highest ranks indicate the right to own land. The lowest
rank of Lord/Lady may or may not
indicate the right to own land; it can
also be used as a formal title when
referring to a noble of any rank, such
as when addressing a king or a count
simply as my lord.
Beginning characters who select the Noble
creed are assumed to be either a lord or a lady. The higher ranking
titles are forbidden for beginning characters but may be bestowed
over the course of a campaign. Experienced characters may not
select this creed unless they are first elevated in status directly by
order of a monarch.
As noted above, maintaining an opulent lifestyle is viewed
as a status symbol. Nobles purchase only the finest goods and services, when able. Highgrade weapons and armor, wealthy clothing, and similar items are paramount to ones image. Retaining
a personal servant or two is also customary for those who can

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

Charisma (R2), Mysticism (R1), Persuasion (R1)


Priests are strict observers of a single religion and its practices. They dedicate their lives to serving as spiritual leaders for
their chosen faith. Regardless of each faiths unique customs all
priests must abide by these general tenets:
Extol the virtues of ones deity
Administer religious rites and ceremonies, as required, and
observe traditions
Custom Tenets: Each priest must also design one or more
additional tenets that are tailored to his particular sect or
denomination (see below)
There are nine greater divine beings that are known and
worshiped across Arlakor, along with numerous lesser deities and
demigods. Refer to Divinity in Chapter 6 for more information.
Most religions have multiple sects and denominations, each
with their own interpretations and tenets. Players are encouraged
to customize their characters own religious beliefs, tenets, and
descriptive details (associated colors, a favored weapon, holy
symbol depictions, etc.), per the GMs approval.
Priests and other followers of a specific religion may or may
not be on amicable terms with those who claim to share their
faith. The concepts of good and evil are not strictly applied to the
whole of any particular religion (except perhaps in the worship of
the demon lords) but instead tend to vary according to the unique
beliefs of each sect or denomination. Priests who fall out of favor
with their deity must either seek atonement for their actions, the
details of which are handled by the GM according to the severity of their sins or transgressions, or abandon their faith entirely.
However, in certain situations it may also be possible for a priest
to convert to a different faith (GMs call).
Benefits: Priests are viewed as authority figures and spiritual
representatives by those who share their faith. Most people tend
to at least respect the role of a priest, unless their own faith lies in
opposition. Additionally, this creed serves as a prerequisite for the
Cleric vocational advantage.

Templar

Strength (R2), Mysticism (R1), Toughness (R1)


Templars are religious warriors that serve as the military
arm for their respective churches. Like priests, templars dedicate
their lives to the service of their deity, though they act instead as
armsmen and guardians instead of spiritual leaders. Regardless
of each faiths specific customs all templars must abide by these
general tenets:

Extol the virtues of ones deity


Protect the interests of the church and observe traditions
Custom Tenets: Each templar must also design one or more
additional tenets that are tailored to her particular sect or
denomination (see below)
There are nine greater divine beings that are known and
worshiped across Arlakor, along with numerous lesser deities and
demigods. Refer to Divinity in Chapter 6 for more information.
Most religions have multiple sects and denominations, each
with their own interpretations and tenets. Players are encouraged
to customize their characters own religious beliefs, tenets, and
descriptive details (associated colors, a favored weapon, holy
symbol depictions, etc.), per the GMs approval.
Templars and other followers of a specific religion may or
may not be on amicable terms with those who claim to share their
faith. The concepts of good and evil are not strictly applied to
the whole of any particular religion (except perhaps in the worship of the demon lords) but instead tend to vary according to the
unique beliefs of each sect or denomination. Templars who fall
out of favor with their deity must either seek atonement for their
actions, the details of which are handled by the GM according to
the severity of their sins or transgressions, or abandon their faith
entirely. However, in certain situations it may also be possible for
a templar to convert to a different faith (GMs call).
Benefits: Templars are viewed as authority figures and defenders of the faith by those who share their beliefs. Most people
tend to at least respect the role of a templar, unless their own faith
lies in opposition. Additionally, this creed serves as a prerequisite
for the Crusader vocational advantage.

Warden

Endurance (R2), Survival (R2)


Wardens are stalwart protectors of the natural world. For
whatever their reasons, wardens feel a symbiotic bond with nature and its denizens. Most tend to view themselves as guardians
of the wild places of the world, with the goal of defending such
interests where they are able. All wardens live according to the
following core tenets:
Maintain balance with nature
Seek to preserve the environments natural state
Hunt only out of necessity, never for sport, such as hunting
for food or to rid an area of a dangerous predator in order
to protect other creatures or habitats
Like the other creeds the path of a warden is not inherently aligned with either good or evil, nor is it predisposed toward
specific viewpoints. For instance, some wardens accept and even
encourage cooperation between nature and the urban development of civilized species, whereas other wardens harbor deep resentment and hatred toward those who would dare to disturb the
worlds natural state.
Benefits: Wardens do not tend to be as easily recognized as
the members of other creeds, except perhaps by those who share
their deep respect for nature. Even so, most wardens do not flaunt
their roles or seek special considerations but simply strive to
maintain the balance of the natural world for its own sake. Additionally, this creed serves as a prerequisite for the Druid and
Ranger vocational advantages.

41

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.

Extra Health (10)

Endurance (R2), Toughness (R3)


Your characters maximum number of health points is increased by 1.

Extra Stamina (10)

Endurance (R2), Perseverance (R3)


Your characters maximum number of stamina points is increased by 1.

Fast Healing (2)

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.

Light Sleeper (2)

Living, Awareness (R1), Constitution (R1)


Your character tends to sleep very lightly and has an easy
time waking up. He gains a +2 bonus on Awareness checks made
to wake up. Additionally, once awake, his senses are temporarily
heightened and he gains a +1 bonus to Concentration, Notice, and
Awareness until the end of the following round.
This advantage cannot be selected if your character has the
Deep Sleeper disadvantage.

42

Lip Reading (3)

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.

Riding Expertise (2)

Agility (R1), Creature Lore (R1)


Your character is well-trained at riding mounts and handling
them in combat situations. A +1 bonus is granted to your mounts
Defense stat while your character is mounted. Additionally, your
character gains a +2 bonus to his Agility checks that are made to
resist falling off the mount.
Imps who select this advantage gain its benefits when using
their Power of Suggestion trait, which treats victims as mounts
for the duration.

Safe Fall (4)

Agility (R2), Jumping (R2)


Your character is more capable than most of lessening the
impact of falling damage. If an Agility check is permitted then
each success and critical success reduces the damage by 10 points
(instead of the standard amount of 5). If an Agility check is not
allowed then the damage cannot be reduced.

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)

Rank 1 (3): Melee Precision (R2), Stealth (R2)


Your character is able to deliver deadly melee attacks against
surprised opponents, inflicting +3 melee damage.
Rank 2 (3): Stealth (R3)
Your characters bonus melee damage is increased to +6.

Blind Fighting (1)

Awareness (R2), Melee Precision (R2)


Your character is expertly trained and his melee attacks tend
to connect even when his vision is impaired. Blindness, darkness,
and other forms of obscurement (including physical forms), as
well as invisibility, have their Precision penalties reduced by 1
point (all other penalties persist). Ranged Precision and Spell Precision checks do not benefit from this advantage.

Cheap Shot (2)

Perception (R2), Initiative (R2)


Your character is able to exploit her opponents lapses in attention by inflicting additional damage. Whenever an opponent
is distracted your character receives a +1 bonus to all damage
checks (against that particular opponent).

Combat Expertise (ranked)

Rank 1 (3): Melee or Ranged Precision (R1)


Your character gains a +1 bonus to Combat Maneuvers.
Rank 2 (4): Melee or Ranged Precision (R2)
He gains an additional +1 bonus to Combat Maneuvers.

Combo Attacks (3)

Accuracy (R2), Agility (R2)


Your characters capacity for inflicting damage increases
with each successful consecutive attack that hits her target. The
first attack inflicts its standard damage, the second attack inflicts
+2 damage, and the third attack inflicts +4 damage. Each consecutive successive attack thereafter also inflicts +4 damage until the
combo ends.
In order for the combo sequence to be maintained each consecutive attack against the target must occur either during the
same round as the previous attack or in the following round. Skipping a whole round between attacks, missing an attack, switching
to a different target, or attempting a non-attack action immediately ends the combo and resets your characters damage bonus to 0.
Moving or sprinting does not interrupt her combo.
Combo attacks may take any form (melee, ranged, spells,
mental, etc.), including different attack forms within the same
combo, as long as they are single target, require Precision checks
(or a Mysticism check in the case of the Damage: Mental spell effect), and are capable of inflicting damage. Standard attack rules
still apply and multiple action penalties are still accrued normally.

Crippling Blow (3)

Perception (R2), Creature Lore (R2)


Your characters knowledge of pressure points allows him
to deliver attacks that are also capable of reducing his opponents
mobility. Such an attack is treated as a specialized called shot
and incurs a 2 penalty to your characters Precision check, but
it does not target a specific location or allow for combat actions
like disarming or tripping attempts, nor can it be stacked with
such maneuvers. Instead, if the attack hits and inflicts health loss
then your opponents Speed stats (all forms) and sprinting results
are halved (rounded down) until the end of the following round.
Any form of attack is permitted as long as it is single target,
requires a Precision check, and is capable of inflicting damage.
Unfortunately, this excludes the Damage: Mental spell effect and
similar abilities that rely on Mysticism checks. Lastly, multiple
uses of this ability on the same target simply cause its duration
to be renewed instead of reducing the targets mobility further.

Evasive (3)

Dexterity (R2), Awareness (R2)


Your character has a talent for dodging out of the way of
large-scale attacks. Her Defense, Concentration, and Fortitude
stats are all increased by +1 when defending against area-effect
attacks, spells, and bardic codas (bardic melodies are exempt).

Fearsome Fighting (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.

Lucky Defense (2)

Your characters luck often grants him a defensive bonus


during combat. In addition to the standard benefits, each time he
receives a lucky break he also gains a +2 bonus to his Concentration, Defense, and Fortitude stats for the round.

Lucky Mobility (1)

Your characters luck often grants him increased mobility


during combat. In addition to the standard benefits, each time he
receives a lucky break he also gains a +2 bonus to his Speed stats
(all forms) for the round and may freely move across rough terrain or through hostile zones of control without requiring double
the number of squares.

Lucky Offense (2)

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).

43

CHAPTER 2

Lucky Recovery (2)

Your characters luck often allows her to recover more


quickly during combat. In addition to the standard benefits, each
time she receives a lucky break she also recovers one health or
stamina point that was lost during the combat encounter (her
choice). Only those points that were lost during the encounter are
able to be recovered, but points that have been entirely depleted
cannot be recovered by receiving a lucky break, such as from
being wounded (health) or becoming exhausted (stamina).

Melee Expertise (2)

Melee Precision (R3)


Your character gains a +1 bonus to all melee damage checks.

Piercing Shot (ranked)

Rank 1 (3): Ranged Precision (R2), Stealth (R2)


Your character is able to deliver deadly ranged attacks
against surprised opponents, inflicting +3 ranged damage.
Rank 2 (3): Stealth (R3)
Your characters bonus ranged damage is increased to +6.

Quick Initiative (6)

Perception (R2), Agility (R2)


Your character tends to react more quickly in combat. When
determining turn order she always makes two Initiative checks
and takes the greater result. If your group is using the free Vexith
Initiative App simply indicate this advantage in your characters
dropbox by selecting Quick.

Quick Stand (1)

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.

Ranged Expertise (2)

Ranged Precision (R3)


Your character gains a +1 bonus to all ranged damage checks.

Shield Expertise (4)

Agility (R1), Might (R2)


Your character gains an additional +1 bonus to her shields
block value (for any shield) and her shield attacks have their
damage increased to d6. She may also choose to throw her shield
without suffering the standard 2 penalty to its Ranged Precision
checks and damage checks. Shields have a base range increment
of 2 (adjust for creature size).
Ettins that select this advantage (considered individual) may
only gain its benefits if a shield is being wielded in the possessing minds respective arm. No benefits are gained if a shield is
equipped in its twins arm.

Springboard (3)

Dexterity (R2), Agility (R2)


Your character gains a temporary burst of momentum and
speed whenever she makes a successful melee attack against an
opponent that inflicts health loss. Immediately after the attack she

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.

Unarmed Expertise (2)

Agility (R2) or Might (R2)


Your characters standard unarmed attacks are now capable
of achieving critical hits. They are also considered fast and reduce
any multiple action penalties that would normally apply to their
Precision checks by 1 point. This reduction only applies to standard unarmed attacks. All other actions in the round suffer the full
multiple action penalty that has been accrued.
Note that Enhanced Unarmed Attacks (bites, claws, hind
kicks, horns, etc.) do not benefit from this trait, so species that
already possess such attacks may not find this advantage to be
particularly useful.

COMBAT TECHNIQUES

These advantages allow your character to execute special


combat techniques that augment his standard melee and ranged
attacks. Several techniques even imbue your characters attacks
with magical power and are treated as magical abilities. Magical
techniques are marked with a blue star ().
Risk of Stamina Loss: Every time your character uses a
combat technique there is a risk of stamina loss. Whenever his
Precision roll is a 1 he immediately loses one point of stamina,
regardless of the modified result and whether or not the technique
was successful.
Melee vs. Ranged: Each technique may be freely applied to
either melee or ranged attacks, at will, but spells and other abilities cannot be augmented with combat techniques.
Multiple Attacks: Your character may still attempt multiple
attacks in the same round, including multiple combat techniques.
Multiple action penalties are still accrued normally. Only one
combat technique may be attempted per each attack, however.

Augmented Damage: Type (6; special)

Accuracy (R2), Spellcasting Discipline (R1; see below)


Your character may augment his standard attack with magical energy, thereby gaining a +1 bonus on his damage check if the
attack succeeds. This bonus damage is of a specific type, which
also grants a unique benefit to the attack. Concerning your targets potential resistances, immunities, or weaknesses, only the
damage bonus itself is of the selected damage type (the attacks
base damage and standard modifiers remain unaltered).
This advantage may be purchased multiple times. Each additional technique must select a different damage type. The character point cost for acquiring the initial technique is listed above,
but the cost is reduced to 1 point for each additional technique.
Acid (Geomancy): A +1 bonus is granted to your characters Precision check due to splashing and spraying, but
the techniques damage check suffers a 1 penalty for the
very same reason (1 point is still treated as acid damage).

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.

Healing Surge (ranked)

Rank 1 (6): Endurance (R2), Sorcery (R1)


Your character can heal his recent wounds by inflicting damage on his foes. If the attack inflicts health loss then your character recovers one of his own lost health points. Additionally, a
health point can only be restored if one was lost in either this
round or the previous roundthis technique cannot be used to
heal older injuries. For instance, inflicting the loss of 2 health
points on your opponent restores 1 of your own missing health
points but only if it was lost in this round or the previous round.
This technique only functions against hostile, living targets
that possess CPVs of 100 or greater. Friendly and neutral targets,
in regards to your character, cannot be affected, and it cannot be
used against non-living targets.
Rank 2 (3): Constitution (R2)
Your character can opt to channel the healing energies of
this technique to heal a nearby target, rather than healing himself.
The selected target must be within 5 squares (25 feet) and line-ofeffect of your character and must have lost a health point in either
this round or the previous round.

Knock-Back (5)

Strength (R2), Might (R1)


Your characters attack can knock his target backwards. If
the damage check equals the targets Total Resilience then the target is knocked-back 1 square (5 feet) away from your character,
plus an extra square for every additional four points of damage
inflictedthe total distance is halved when performed underwater or in similarly restrictive environments. The target must also
succeed on a free Agility check of SV 5 or he falls prone.
Diagonal knock-back is counted in the same manner as standard movement. Solid obstacles or other creatures in the targets
path can prevent further knock-back. Creatures in the targets
path can each 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 target and any creatures
or obstacles in the way. Damage is equal to d8, plus a modifier
based on the targets size (compared against Total Resilience):
tiny 2, small 1, medium 0, large +2, huge +4, enormous +7,
gigantic +10, or colossal +14. Creatures involved in the collision
that are equal in size or smaller than the target must also make
another free Agility check of SV 5 or they fall prone (larger creatures do not risk falling prone).

Metabolic Shift (8)

Endurance (R2), Geomancy (R1)


Your characters attack can siphon her targets metabolic energy. If the attack inflicts health loss then the target is unable to
attempt more than a single action on his next turn and may not
sprint (ettins may attempt only one action per mind). On your
characters next turn she ignores the first multiple action penalty
incurred and can even perform the same action twice (making
two attacks with the same weapon, casting two spells, etc.). Additional actions beyond the first start accruing multiple action penalties as usual. This technique may not be stacked with either the
Hasten or Slow spell effects, or with itself multiple times through
multiple successful attacks. However, other kinds of multiple action abilities may still be stacked, such as those granted to Archers, Wizards, and nerrefs.

Phantom Strike (6)

Perception (R2), Mysticism (R1)


Your character can make a spectral attack at greater range
just as if he were attacking normally, but if the attack succeeds its
damage check suffers a 1 penalty. Called shots and combat actions are permitted as well (except for grappling). This technique
also varies according to which attack type is being used:
Melee Attacks: Melee attacks are capable of striking an
enemy at a distance of up to 5 squares (25 feet) beyond
their standard reach. There is no range increment penalty,
but other penalties may still apply, such as those imposed
by cover and obscurement. Weapons are not thrown but
instead create a phantom force that attacks the target.
Ranged Attacks: Ranged attacks ignore up to 2 penalty
points from range increments, which grants them greater
range and precision. For instance, attacking a target that
is within three increment tiers would incur no penalty, but

45

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.

Reactive Defense (4)

Dexterity (R2), Awareness (R1)


Your character is able to build momentum from successful
attacks that help to enhance his own defensive capabilities. If the
attack inflicts health loss then your character gains a temporary
+2 bonus to his Defense stat until the end of the next round. This
effect cannot be stacked with itself from multiple attacks, but
rather its duration is simply renewed.

Shockwave: Template (5; special)

Dexterity (R2), Mysticism (R1)


Your characters attack is amplified so that it affects all targets within a designated area-effect template: rectangular prism,
sphere, thin cone, or wide cone. However, a penalty is applied to
your characters Precision check according to the templates size,
small (2) or large (3), which may be adjusted per each attack.
Note that called shots and special combat actions like disarms and
grapples cannot be attempted when using this technique.
The templates point of emanation must be positioned within
reach of melee attacks or within the desired range
for ranged attacks. In the case of melee and
close range attacks your own character remains unaffected, even if the template
overlaps with his occupied space.
However, neutral and friendly targets
remain vulnerable to such attacks.
This advantage may be purchased multiple times. Each additional technique must select a
different area-effect template. The
character point cost for acquiring the
initial technique is listed above, but
the cost is reduced to 1 point for each
additional technique.

Stunning Blow (6)

Strength (R2), Creature Lore (R1)


Your characters attack inflicts significantly less damage if
successful, but it can momentarily stun her target. A 3 penalty
is applied to the damage check and if health loss is still inflicted
then the target loses his next turn and cannot move or act. However, he can still defend himself. Targets that are flying, climbing,
or swimming remain as they were and do not fall, sink, or suffer
adverse consequences unless environmental factors are also an
issue (large waves, strong winds, etc.).

46

MYSTICAL
Blood Magic (ranked)

Rank 1 (3): Constitution (R2), Sorcery (R1)


Your character may willingly substitute health points in the
place of stamina points whenever stamina would be lost or tapped
while casting spells or using other magical abilities. The choice
of whether to use health or stamina may be made on the spot each
time a point is lost or tapped. Tapped health tokens are moved into
the fatigue row when released, just like tapped stamina tokens.
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 this ability is used.
Rank 2 (6): Constitution (R3)
Your characters knowledge of the mystical properties of
blood allows him to share his own suffering with his enemies.
For every health point he has lost he gains a cumulative +1 bonus
to all damage checks (if 2 health points are lost he inflicts +2 damage). This bonus changes immediately as points are lost/restored.

Enchanted Companion (ranked)

Rank 1 (varies): Creature Lore (R2), Geomancy (R1)


Your character has somehow managed to attract the dutiful
companionship of a living animal or monster, which may even
possess abilities and magical qualities beyond those of standard
members of its species. A magical imprint of your characters
psyche is empathically bonded with her enchanted companion,
which ensures that it possesses exceptional degrees of
loyalty and devotion.
Your character gains the ability to
relate mental commands to her companion, as free actions, but doing so
requires line-of-effect. This method
of communication is strictly oneway, from your character to her
companion. You may control your
characters companion in battle,
but keep in mind that its actions
are not being directly controlled
by your character and that it may
still act independently if it desires
(GMs call). In other words, your
characters commands actually function
more like strong suggestions.
During combat an enchanted companion shares your characters initiative order, including any lucky or tough breaks. Player
characters may also use their fortune points to aid their enchanted
companion, if within line-of-effect. This includes using a fortune
point to force an enemys discipline reroll if the action would
have directly affected the companion.
This rank of the advantage grants an initial CPV of 40/40
character points. The companions state of mind determines the
cost that your character must pay for selecting this advantage:

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

the standard 10 point limit for selecting detrimental


traits, possess differing health or stamina totals, or violate
other restrictions that are imposed on enchanted companions. It is okay to base your companions concept on a preexisting template by selecting many of the same traits and
disciplines, but be sure to tweak your companions design
as necessary in order to adhere to its unique limitations.
If an enchanted companion is ever released from its service
or is killed then a new companion can be attracted after 10 hours
of session time have passed. A new companion can either be completely redesigned from scratch or it can be nearly identical to
the previous one (regarding faculties and traits), but it should be
understood that the new companion is a unique individual with
its own personality, behaviors, and memories. Alternatively, your
character may opt to have her original companion brought back
to life via the Resurrection spell effect. Sapient companions that
are released from service gradually revert to a bestial mental state
if such is inherent for their species.
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.
Rank 2 (10): Creature Lore (R3)
Your companion gains an additional 30 character points to
allocate, thereby granting it a total CPV of 70 character points.
Rank 3 (10): Geomancy (R2)
Your companion gains an additional 30 character points to
allocate, thereby granting it a total CPV of 100 character points.

Generous Fortune (8)

Player Characters Only


Your characters potential for affecting his own destiny is
exceptionally strong. He receives one extra fortune point (for a
total of 2 points). Only one fortune point may be used per turn.
Both fortune points are restored together whenever his total CPV
reaches or surpasses intervals that are evenly divisible by 10 (130,
140, 150, etc.).

Heightened Athletics (15)

Dexterity (R2) or Strength (R2), Mysticism (R1)


Your characters athletic capabilities have somehow been
augmented with magic. She permanently gains all of the following benefits:
Climbing: Each success and critical success on your characters Climbing checks allow her to move a distance
equal to double her occupied space (double the standard
distance). If your character has the Enhanced Climbing
species trait then the distance is equal to triple her occupied space.
Jumping: Your characters jumping distances are effectively
doubled, both for horizontal and vertical jumps. For ease,
simply calculate the distance normally and then multiply
by 2. Your character also ignores the first 5 feet of falling

47

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.

Lend Fortune (4)

Player Characters Only


Your character is able to use his own fortune points to affect other nearby allies within his line-of-effect, including forcing
an enemys discipline to be rerolled if the action would directly
affect an ally. Additionally, whenever a fortune point is used to
affect an ally there is a 25% chance that it is instantly regained.

Lesser Arcana (1)

Any Spellcasting Discipline (R1)


Your character is able to manifest simple magical effects using any one of her spellcasting disciplines of at least Rank 1 (her
choice: Geomancy, Mysticism, or Sorcery). Effects are very minor, purely for roleplaying purposes only, and cannot inflict damage, duplicate standard spell effects, negatively affect or hinder
ones opponents (distraction, tripping, etc.), or directly influence
gameplay mechanics.
Your characters discipline check is always compared
against SV 5, never against an opponents defensive stats, and
like standard spellcasting it requires verbal commands and the
use of at least one free hand (purely mental effects [M] cannot
be produced). However, unlike normal spellcasting checks stamina is never lost for rolling a 1. Furthermore, there are no consequences when suffering a critical failure, nor are there benefits for
achieving a critical success.
The target area for this ability may vary just as it does for
standard spells, which applies a CM to the discipline check. The
range always uses the distance option (range increments and penalties are applied normally). The duration is either instant or an
effect may be maintained indefinitely as long as your character
continues to concentrate her attention to the task at handdoing
so counts as an action each round, but no additional spellcasting
check is necessary until the current effect is interrupted or a new
effect is produced.
The following examples highlight the kinds of magical effects that can be performed. Many other effects are also possible,
but the GM has final say as to whether or not an effect is allowed:
Clean and/or dry an object or creature
Freeze or chill a very small volume of liquid (~1 quart)
Generate a spark to ignite candle wicks, torches, or lanterns
Warm or cool an area to make it slightly more comfortable
but not enough to alleviate or reduce the risks of exposure
to extreme temperatures

48

Move or levitate an object weighing no more than ~1 pound,


as adjusted for your characters creature size
Produce simple visual effects, such as floating colored lights,
swirling mists, etc. (such visual effects are incapable of
providing adequate illumination or creating obscurement)

Living Weapon (1)

Unarmed Expertise or Enhanced Unarmed Attack(s)


Your character may have his body enchanted (via the Enchanter profession) as if it were a greater magical weapon with
a total enchantment value of up to 2 points. Selected magical
qualities apply to all of his physical unarmed attacks (hands,
feet, claws, bite, etc.). The monetary cost to enchant ones body
is equal to 75% of the standard price of enchanting a weapon.
Your character can overwrite an existing magical quality with a
new one (up to the 2 point total enchantment value), but the new
qualitys cost must still be paid and any overwritten qualities are
lost without any form of compensation.
Note that the following weapon magical qualities are not
permitted: Awareness, Repairing, Resizing, Returning, or Unlimited Ammunition.

Magical Tap (ranked)

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)

Your character is able to benefit from 3 pieces of greater


magical apparel at the same time (the standard limit is 2 pieces).
Elves that select this advantage may benefit from 4 pieces, and the
same is true of ettins that possess the Additional Magical Apparel
species trait.

Mystical Barrier (9)

Perseverance (R2), Sorcery (R2)


Your character may attempt to erect a mystical barrier around
himself to reduce incoming damage from attacks and spells. Mental damage is not affected, nor is damage that is suffered from
falling or other similar dangers.
Erecting the barrier requires a Sorcery check of SV 5, and
a point of stamina is lost on a roll of 1. The barrier absorbs 5
points of damage with a standard success, or 8 points of damage
with a critical success, which must first be overcome before your
character can be injured. The barrier lasts until the end of the current round plus 2 additional rounds or until it absorbs its limit of
damage. Multiple uses of this ability cannot be stacked, but a new
barrier can be created to replace one that has been weakened or
that is soon to fail.
For example, if your barrier had 5 absorption points and
your character was hit by an attack for 4 points of damage then
the barrier would have absorbed all of the damage and still had 1
absorption point remaining. Alternatively, if your character had
been hit by an attack for 7 points of damage then the barrier
would have been destroyed and 2 points of damage would have
gotten through, which would then need to be compared against
your characters Total Resilience stat.

Psychic Awareness (3)

Intellect (R2), Awareness (R2)


Your character is particularly sensitive to sources of psychic
energy and mental magicall spells and abilities that are marked
with the mental casting spell descriptor [M]. He can make an
Awareness check of SV 5 to detect ongoing mental spells and
abilities, as well as those that were recently used (within 1 hour).
Success simply alerts your character to the current presence
of such spells or abilities, or their recent activity, but nothing else.
A critical success allows him to discern the specific nature of such
effects, including their names (spell effects) and functions. This
ability has a maximum range of 30 feet, but its use is completely
unhindered by physical barriers.

Quickened Fortune (8)

Player Characters Only


Your character regains her spent fortune points more quickly
than other characters. She regains all of her fortune points whenever her total CPV reaches or surpasses intervals that are evenly
divisible by 5 (130, 135, 140, etc.).

Repel Undead (5)

Priest Creed or Templar Creed, Mysticism (R2)


Your characters unwavering faith grants her the ability to
repel undead creatures. She may purchase and cast spells that utilize a special version of the Fear spell effect (at a cost of 1 point
each); the Mysticism discipline is also used for their spellcasting
checks. This version of Fear only works against undead creatures,
including mindless varieties, vampires, and shades.
Unlike the standard Fear spell effect this version does not include the mental casting spell descriptor [M]. It also requires your
character to present a holy symbol or other religious artifact as a
token of her faith, rather than requiring a free hand. Your character may still attempt to repel undead without such an item (using
a free hand), but a 2 penalty is applied to her Mysticism check.
Lastly, the terrified outcome of the fear check differs from
the standard version. Normally, such targets must succeed on a
Constitution check of SV 5 or they acquire a permanent phobia.
However, in the case of undead, a Perseverance check of SV 5 is
required and undead targets that fail this check are instantly and
irrevocably destroyed.

Runebreaking (2)

Any Spellcasting Discipline (R1), Tinkering (R2)


Your character is able to disarm magical traps by using the
Tinkering discipline. Normally, magical traps cannot be disarmed
since they often lack mechanical components, but your character
has mastered secret techniques that allow him to do so. However,
he must first possess a set of runebreaking thieving tools (makeshift tools and implements cannot be used to disarm magical
traps). Runebreaking thieving tools include all of the necessary
items required for disarming both mechanical and magical traps.

Shadow Transfer (3)

Spellcasting: Shadow (R1), Constitution (R2)


Your character is freely able to transfer the benefits of his Siphon Faculty and Siphon: Health/Stamina spell effects to an ally,
instead of himself. The ally must be within 5 squares (25 feet) and
line-of-effect of your character at the moment of transfer.

Shatter Silence (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

Silent Spellcasting (2)

Spellcasting: Any (R1)


Your character has mastered the art of non-vocal spellcasting. She may freely cast all spells without the need for verbal
components and ignores the standard 2 penalty when doing so.
Note that bardic songs, spell foci, and other magic abilities that
rely on sound gain no benefit from selecting this advantage.

Spellcasting: Type (ranked)

Rank 1 (5): Spellcasting Discipline (R1)


Your character is an apprentice spellcaster or a dabbler of
one of the six spellcasting types: Arcane, Divine, Elemental,
Mental, Nature, or Shadow. Her spellcasting type determines
which spellcasting discipline is used when casting spells, plus it
serves as the prerequisite for spellcasting ranks:

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)

Perception (R2), Ranged Precision (R2)


Your character is highly-skilled at making ranged attacks
with launched weapons. She adds a +1 bonus to the range increments for all launched weapons. She may also perform up to two
attacks from a single launched weapon in the same round, but
doing so still accrues multiple action penalties normally. Archers
under the effect of the Hasten spell effect and nerrefs may perform up to three attacks (hastened nerrefs can perform up to four).

Bard (ranked)

Rank 1 (10): Charisma (R2), Musician (R1)


Your character is able to perform bardic songs that produce
a variety of magical effects but may only use basic melodies and
codas. Refer to Bardic Songs in Chapter 5 for more information.

50

Rank 2 (10): Charisma (R3), Musician (R2)


Your character may perform bardic songs using basic and/or
advanced melodies and codas.

Beast Master (6)

Enchanted Companion (R3)


Your characters bond with his enchanted companion is so
strong that he may now freely spend any amount of his own unspent character points to improve his companions faculties and
traits. There is no limit to the amount of points that can be spent
on your characters companion, but doing so essentially reduces
your own characters growth and power.
A special value called Beast Master Points (BMP) must be
recorded to help keep track of how many character points have
been spent on your characters companion, beyond the 100 points
that it already started with for having attained the third rank of
the Enchanted Companion mystical advantage. Every point your
character spends increasing his BMP also increases his companions CPV (both the unspent points and the total value). For ease
of reference, BMP can always be calculated as follows:
BMP = Companions Total CPV 100
For example, lets assume that your character has a CPV
of 3/160 (meaning that he has 3 unspent character points with a
total CPV of 160 points) and that his enchanted companion has a
CPV of 0/100. If your character receives 5 additional character
points for a particular gaming session he would then have a CPV
of 8/165 (his companions CPV would remain unchanged). Your
character could then choose to spend any number of his unspent
character points improving his BMP. If he chooses to spend them
all then his own CPV would become 0/165, his BMP would increase to 8, and his enchanted companions CPV would become
8/108. Lastly, if the companion spends 7 of its unspent points its
CPV would change to 1/108.
Your characters BMP serves as a reference for how many
character points have been invested in his companions growth.
This is useful for measuring where his character points have been
spent, much like how he spends points on other advantages and
faculties, but it is also necessary for determining the CPV of a
new companion if the current one dies or is released from service
(see below). Note that once character points have been spent increasing the beast masters BMP they cannot be refunded.
The rules and restrictions of this trait follow those described
in the Enchanted Companion mystical advantage, except that
the beast masters companion is no longer restricted to only being able to select advantages that are already possessed by your
character. However, enchanted companions with bestial states of
mind are still unable to select combat techniques, mystical, or
vocational advantages, and all creature trait restrictions must still
be observed.
Lastly, this advantage also reduces the amount of time required to obtain a new enchanted companion to 5 hours of session
time if it is killed or released from service. A new companion may
be designed with a total CPV that is equal to your BMP + 100
points. For instance, if your BMP is 38 then your new companion
would have a total CPV of 138.

TRAITS

Berserker (6)

Strength (R2), Constitution (R2)


Your character is able to draw upon a source of reckless fury
to induce a berserker rage. Perhaps he calls upon his tribes ancestral spirits to lend him their strength, or maybe a touch of demonic
blood flows through his veins. Regardless of its source his ferocity in combat is truly a sight to behold.
Becoming enraged first requires your character to willingly
sacrifice one of his stamina points on his turn in order to attempt
a free Constitution check of SV 5, which if successful grants your
character a +2 bonus to Base Resilience, Brute Force, and Might.
Achieving a critical success increases the bonus to +3 instead.
This effect lasts until the end of the current round plus 2 additional rounds. Multiple effects cannot be stacked, but rather the
duration is simply renewed.

Cleric (9)

Priest Creed, Spellcasting: Divine (R2)


Your character gains additional benefits when casting the
following spell effects:
Cure: Your character automatically cures diseases and poisons with a standard success, according to the spells type,
instead of only slowing their frequencies.
Improve Faculty: Your character may change the sub-effect
for this spell during her daily spell preparation (normally,
a spells sub-effect is a permanent choice).
Quick Heal: Your character gains one extra round in which
her Quick Heal spells may be used to heal targets.

Crusader (ranked)

Rank 1 (6): Templar Creed, Augmented Damage: Divine


Your character is a holy warrior in the service of a particular
divine being. His faith is absolute and he wields his divine gifts
to further the cause of the religion he so dutifully serves. Crusaders are often known by different names according to their moral
leanings: Paladins (good), Inquisitors (neutral), or Reavers (evil).
Your characters words literally convey the power of his
convictions and he may force someone to speak the truth by
making a Persuasion check against their Fortitude stat. Success
prevents the target from attempting to lie, though they can still
choose to hold back information or to refrain from speaking at all.
However, achieving a critical success forces the target to speak
the full truth. This effect generally persists until the conversation
ends (GMs call). Crusaders are immune to the use of this effect,
even by rivals of differing faiths.
Additionally, when words alone are not enough, your characters Augmented Damage: Divine combat technique inflicts an
extra +1 point of divine damage (+2 overall).
Rank 2 (3): Healing Surge (R1)
Your characters Healing Surge combat technique can also
be used against undead targets (normally, it affects only living targets). Furthermore, whenever a health point is restored your character (or an allied target, with Healing Surges second rank) gains
a +1 bonus to Base Resilience until the end of the next round.
This bonus cannot be stacked with itself, but one attack could be
used to grant the bonus to your character and another attack could
grant it to an allied target (again, only if using the second rank).

Defender (ranked)

Rank 1 (3): Dexterity (R2), Awareness (R2)


Your character can help protect a nearby allied or neutral target during combat by attempting to parry enemy blows and alerting them to incoming attacks. On her turn, as a free action, your
character may declare one target within her natural reach who
then gains a +2 bonus to Defense until the start of your characters
next turn. However, doing so diverts your characters attention
and imposes a 2 penalty to her own Defense until her next turn.
Furthermore, your chosen target only receives this benefit while
he remains within your characters natural reach. The bonus ends
immediately if he leaves, but it resumes if he returns. Your own
penalty persists regardless.
Each round you must declare either to protect the same target or to protect a new one. You may even declare protection for
a target that is currently beyond your natural reach so that he can
move into your protected area during his own turn.
Rank 2 (6): Initiative (R2)
Your character is able to take a special action when using a
shield that attempts to intercept and block one incoming attack
aimed at an ally or neutral target within her natural reach. This action occurs outside of your characters turn. Monks (R3) who select this rank may attempt to perform this action without a shield
but only if unarmored.
Essentially, you interrupt the attack by making an immediate
free Initiative check of SV 8. If successful, the attack is compared
against your characters total block value (Defense stat + shields
block value), and if it fails to equal or surpass that number then its
damage is inflicted against her shield (or against the monks bolstered Total Resilience). If your Initiative check is unsuccessful,
or if the attack equals or surpasses your total block value, then the
attack is compared against its original target normally.
This ability may only be used to block single target attacks
and damaging spells and abilities that are compared against Defense. It is limited to one attempt per round, unless your character
is under the effects of the Hasten spell effect and/or is a nerref,
which allows it to be attempted on up to two attacks per round (or
three for hastened nerrefs). This ability cannot be attempted in the
same round as the redirect ability of the Rogue (R2) advantage
(unless under the effects of Hasten and/or a nerref).
Ettins that select this advantage must equip a shield in the
respective minds arm in order to utilize this ability. If both minds
select this advantage then each must have a shield equipped in its
respective arm, but each may also attempt its own interception
once per round against separate attacks.

Diviner (6)

Spellcasting: Arcane (R2), Perception (R2)


Your character gains additional benefits when casting the
following spell effects:
Scrying: Your characters scrying attempts also allow for
auditory and olfactory details to be discerned. Other creatures that are near the diviner may also perceive these details, just as visual details can be sensed.
Sensory Augmentation: Your character ignores the standard
spellcasting type restrictions of sensory augmentation and
gains full access to all of its sub-effects (each sub-effect

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)

Rank 1 (6): Warden Creed, Spellcasting: Nature (R2)


Your character gains additional benefits when casting the
following spell effects:
Charm: Bestial: Achieving a standard success allows your
character to command a charmed bestial target to perform
any types of actions, including suicidal actions, and she
is always regarded as its close friend (achieving a critical
success is no longer required). However, suicidal actions
still grant the target willpower checks to break free.
Plant Control & Weather Control: Your character may cast
duplicated spell effects by applying a CM of 1 (instead
of the standard 2).
Rank 2 (4): Constitution (R2)
Your characters Shapechange spell effect is easier to cast
and allows for transformations into more powerful creatures. Use
the following table to determine the spells base CM according to
the creatures CPV (ignore the spell effects original table):

CPV Range
175
76150
151225
226300
301350

CM Totem Value
+2
10g
+1
25g
0
50g
1
100g
2
250g

Rank 3 (7): Constitution (R3)


Your character gains several perks whenever she is affected
by the Shapechange spell effect, regardless of whether she casts
the spell herself or is targeted by another casters spell.
First, she retains the ability to cast her spells that utilize the
Charm: Bestial, Plant Control, Shapechange (her totems always
remain usable), and Weather Control spell effects since they are
intrinsically tied to her druidic essence. When casting these spells
she uses the new forms Perception die and modifier, but she applies her original forms Geomancy modifier to the checks. Note
that she also retains the ability to cast these spells even when
shapechanged into forms that possess the Awkward Form: No
Arms creature trait, which normally prohibits spellcasting.
Second, any shapechanged form she assumes applies additional inherent bonuses to its faculties, even if transformed
against her will (lycanthropy, a witchs polymorph, etc.). She may
select one of the following categories (this choice is permanent
and cannot be changed after it is made):
Accurate: +1 Accuracy
Charismatic: +1 Charisma and +1 Fortitude
Dexterous: +1 Dexterity and +1 Defense
Enduring: +1 Endurance and +1 Base Resilience
Intelligent: +1 Intellect and +1 Concentration
Perceptive: +1 Perception and +1 Notice
Strong: +1 Strength and +1 Brute Force

52

Drunken Master (ranked)

Rank 1 (6): Dexterity (R2), Constitution (R2)


Your character has studied obscure martial fighting techniques that enhance his combat prowess when he becomes drunk.
Being drunk affects him in the following ways (ignore the Effects
of Being Drunk table from General Rules: Alcohol in Chapter 4):

Faculties

Tier 1 Tier 2 Tier 3


[35] [68] [9+]

Concentration, all
profession checks,
and all Charisma,
Endurance, and
Intellect discipline
checks (except for
Toughness)

Combat Maneuvers,
Defense, Fortitude,
and Toughness

+1

+2

Additionally, he may consume one alcoholic drink per round


as a free action, whether drunk or sober, assuming that he has
a free hand with which to do so. He may even imbibe a second
alcoholic drink (or one swig from a potion) as a trivial action, but
he may not consume any additional drinks or swigs unless he is
affected by the Hasten spell effect and/or is a nerref.
Rank 2 (4): Constitution (R3)
Your characters combat prowess becomes even more impressive when he is drunk. Whenever his alcohol level is 6 or
higher (tiers 2 or 3) he gains the following additional benefits:
He is no longer distracted by multiple melee opponents.
When prone he ignores the 1 penalties to Defense, physical
actions, and physical damage checks, but his movement
is still restricted.
Whenever your character is missed by a melee attack he receives a +1 bonus to all of his own Precision checks (all
types) against that particular foe on his next turn. Multiple
missed attacks from the same foe do not stack, but those
from different foes do apply if your character is willing
to risk multiple action penalties to attack each foe on his
next turn.

Elementalist (ranked)

Rank 1 (9): Spellcasting: Elemental (R2), Perception (R2)


Your character gains additional benefits when casting the
following spell effects:
Animate Minion: Elemental: Your characters elemental
minions receive 15 additional character points to allocate
when animated.
Air/Fire/Stone/Water Control: Your character may cast duplicated spell effects by applying a CM of 1 (instead of
the standard 2).
Rank 2 (3): Awareness (R2)
Your character has chosen to specialize in a particular element: Air, Fire, Stone, or Water. His Geomancy check gains a +1
bonus whenever he casts his chosen Control spell effect (if Fire

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)

Rank 1 (6): Spellcasting: Mental (R2), Charisma (R2)


Your character gains additional benefits when casting the
following spell effects:
Charm: Your characters Charm spell effect has a base CM
of 0 (instead of the standard CM of 2).
Root: Your characters Root spell effect is so overwhelming
that affected targets also suffer a 1 penalty to all physical
actions while rooted. Mental spells [M] and other purely
mental actions are not penalized.
Rank 2 (15): Persuasion (R2)
Your character gains the ability to completely dominate the
mind of one sapient creature, thereby keeping him as a permanent
thrall. To obtain a thrall she must first achieve a critical success
using the Charm spell effect. Your character must also willingly
suspend one of her own stamina points. The point is permanently
kept in her fatigue row and may not be recovered until the thrall
is released, after which time it may then be recovered normally.
Only one thrall may be enslaved at a time, but standard castings
of the Charm spell effect are still permitted normally while a
thrall is active.
The thrall is given orders in the same manner as described
within the Charm spell effects rules. Your character can willfully
choose to release a thrall at any time or the magic can be dispelled
via the Suppress Magic spell effect. The effect also ends if either
your character or her thrall is killed. Lastly, the effect is severed
if your thrall is charmed by another caster, but doing so requires
that a critical success be achieved and imposes an additional 2
penalty to the casters check.
New player characters who select this rank do not automatically start the game with a thrall but must instead acquire one
during the course of regular play. Lastly, note that as a general
rule, PCs may not control more than one thrall, pet, enchanted
companion, animated minion, or summoned creature during a
battle (mounts and charmed targets 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.
Ettins that select this rank must still suspend one stamina
point when a thrall is enslaved, even though stamina is a shared
quantity. If both minds select this rank then two stamina points
must be suspended if two thralls are enslaved.

Evoker (ranked)

Rank 1 (3): Spellcasting: Any (R2), Accuracy (R2)


Your character applies an additional +1 bonus to the damage
checks of the following spell effects: Damage, Damage Aura, and
Damage Field.
Rank 2 (6): Magical Tap (R1) or Inborn Tap
Your character may perform a special action that allows him
to tap any of his existing spells that use the Damage spell effect,
despite having instant durations. This special action requires a
spellcasting discipline check of SV 5 (using the discipline and
CM that corresponds to the selected damage spell). If successful,
and for as long as the tap is held, your character may cast the
chosen spell without risking further stamina loss by rolling a 1.

Healer (4)

Perception (R2), Healing (R2)


Your characters Healing discipline checks all have their SV
goals reduced by one tier. The following applications are noted
for easier reference:
Bolstering Daily Constitution Checks: SV 3 (SV 5 for
self-treatment)
Bleeding: SV 3 (SV 5 for self-treatment)
Diseases/Poisons: SV 3 (SV 5 for self-treatment)
Rouse from Unconsciousness: SV 3
Resuscitate from Drowning/Suffocation: SV 3

Illusionist (9)

Spellcasting: Mental (R2), Perception (R2)


Your character gains additional benefits when casting the
following spell effects:
Dream Craft: Your character imparts additional physical effects to the target whenever a critical success is achieved.
Tranquil dreams give the target a calmed sense of focus
and grant a +1 bonus to all actions for the first hour after
waking. Nightmares have the opposite effect and impose a
1 penalty to all actions during this time. Neither modifier
is applied to damage checks.
False Memories: Your characters False Memories spell effect has a base CM of 0 (instead of the standard 1). He
also gains a +2 bonus to Stealth checks that are made to
disguise his manipulation of the targets memories.
Illusion: Your character may cast duplicated spell effects by
applying a CM of 1 (instead of the standard 2). His illusions are also more convincing and apply a +2 modifier
to all willpower checks that are made to disbelieve them.

Leader (6)

Charisma (R2), Persuasion (R2)


Your character may take a special action to issue tactical
orders to his allies that can serve to motivate them during combat. He must first succeed on a Persuasion check of SV 5. Each
success and critical success grants tactical benefits to one ally of
your characters choosing. Obviously, your character cannot benefit from his own tactical orders.
Each affected ally gains a +1 bonus to all Precision checks,
damage checks, Concentration, Defense, and Fortitude until the
end of the following round. Multiple applications of this ability

53

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)

Rank 1 (2): Intellect (R2), Social Knowledge (R2)


Your character is skilled at understanding the complexities
of language. She gains one additional native or regional language
and one ancient language of her choosing. Note that selecting this
advantage is the only way to learn an ancient language.
Furthermore, she may attempt to decipher meanings from
any native or regional language that is based off of any ancient
language she knows (Rank 2 grants a second ancient language).
For instance, if your character knows the Runic ancient language
then she can attempt to decipher Avarrish, Dwarf, Goblin, and
any other of its derived native or regional languages. Doing so
requires a Social Knowledge check of SV 5. Success allows her
to make out a few basic words from a short passage of text or a
briefly spoken dialogue, whereas a critical success allows her to
fully translate the passage/dialogue. Suffering a critical failure or
failing this check by at least 3 points results in a mistranslation.
Rank 2 (2): Social Knowledge (R3)
Your characters knowledge of the intricacies of languages is without equal. She gains one additional native or regional
language and one additional ancient language of her choosing
(bringing her total number of ancient languages to two).
Your character can now attempt to decipher meanings from
any native or regional language that shares the same ancient language of another native or regional language that she already
knows, even if she doesnt know the ancient language itself. For
instance, if she knows Dwarf she could attempt to decipher the
meaning of Goblin even if she doesnt know the Runic ancient
language (Dwarf and Goblin are both derived from Runic). Doing
so requires a Social Knowledge check, as outlined above.

Lore Master (4)

Intellect (R2), Appraisal (R2)


Your character gains a +2 bonus on Appraisal checks for
identifying magical items and a +2 bonus on Social Knowledge
checks concerning history, myths, and legends. His Creature Lore
SV goals are also reduced by one tier (to SV 3 for most cases).

Mentalist (9)

Spellcasting: Mental (R2), Intellect (R2)


Your character gains additional benefits when casting the
following spell effects:
Mind Scanning: Your characters Mind Scanning spell effect has a base CM of 0 (instead of the standard 2).
Mind Reading: Your characters Mind Reading spell effect
reveals double the amount of information concerning the
targets thoughts. She may ask two questions per each
success and critical success (instead of just one per). Your
character also gains a +2 bonus to Stealth checks that are
made to disguise her intrusions into the targets mind.

54

Telepathy: Your characters Telepathy spell effect grants a


+1 bonus to the Fortitude stats of all members of a particular mental link for as long as the spell remains active
(including the caster, if targeted). Bonuses from multiple
mental links cannot be stacked.

Monk (ranked)

Rank 1 (6): Dexterity (R2), Mysticism (R2)


Your character may enhance his unarmed attacks by selecting a combination of special qualities, much like how weapons
are able to be customized. He may choose up to 3 points worth of
qualities at one time, which are then applied to all of his physical
unarmed attacks (hands, feet, claws, bite, etc.). All such attacks
are also made capable of achieving critical hits, if not already
capable. Available special qualities include:
Battering [+1]: Your characters unarmed attacks inflict +2
damage against objects (including weapons and shields)
and solid-form elementals. This quality can be stacked
with the bonus granted by the Striker advantage.
Defensive [+3]: Your character is able to fight more defensively at certain times. During any round in which he
makes a physical unarmed attack he gains a +1 bonus to
Defense until his next turn, regardless of whether or not
the attack is successful. Bonuses may not be stacked from
separate attacks. Additionally, whenever your character
takes a defending combat action he receives a +2 bonus to
Defense (instead of the standard bonus of +1; Concentration and Fortitude bonuses remain unchanged).
Disarm [+1]: Your characters disarming attempts add +1 to
his opponents SV to resist the maneuver.
Grapple [+1]: Your character adds +1 to his opposed grappling checks.
Increased Damage [+3]: The damage dice for all of your
characters unarmed attacks are each increased by one die
tier (from d6 to d8, from d8 to d10, etc.).
Trip [+1]: Your characters tripping attempts add +1 to his
opponents SV to resist the maneuver. This quality does
not stack with the bonus gained from the Enhanced Unarmed Attack: Tail Swipe species trait.
Vicious [+2]: Your characters unarmed attacks are particularly brutal and inflict an additional +2 points of bonus
damage whenever a critical hit is achieved. All severity
checks are also increased by +1 for injuries caused by his
unarmed attacks, regardless of achieving a critical hit.
This quality does not stack with the bonus gained from
the Enhanced Unarmed Attack: Bite/Stinger species trait.
The various qualities may be changed each day through
meditation, similar to how spellcasters can adjust their spells via
daily spell preparation. Doing so requires a full nights rest (at
least 6 hours of sleep).
Concerning ettins, these enhancements only apply to the attacks made by the mind that possesses this trait.
Rank 2 (3): Awareness (R2)
Your characters heightened senses grant a +1 bonus to his
Defense stat but only while wearing no armor. Weapons, gear,
and other types of apparel are permitted, but the bulkiness and
restrictive nature of armor negates this benefit.

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)

Spellcasting: Shadow (R2), Intellect (R2)


Your character gains additional benefits
when casting the following spell effects:
Animate Minion: Undead: Your characters undead minions receive 15
additional character points to allocate
when animated.
Death: Your character no longer suffers
health loss when attempting to cast
the Death spell effect. Stamina is still
lost, however.
Siphon: Health: Your character gains
a temporary +1 bonus to his Base
Resilience stat whenever he successfully siphons health from an
opponent, which lasts until the end
of the next round.

Ranger (4)

Warden Creed, Creature Lore (R2)


Your characters presence has a
powerful effect on bestial animals,
thereby allowing her to ignore the
standard 2 penalty for attempting
to use the Persuasion discipline on animals. If she can already
speak to animals, such as via the Commune: Bestial spell effect
or the Communicate: Animals creature trait, then she gains a +1
bonus as well. Sapient animals are immune to this ability.
Additionally, your character is highly adept at traversing the
wild places of the world and has a wealth of knowledge concerning herbal lore. All of her Survival SV goals are lowered by one
tier. The following applications are noted for easier reference:
Direction Sense: SV 3
Finding Food or Water: SV 3
Herb Lore: SV 3
Ignoring Rough Terrain/Weather: SV 5

Rogue (ranked)

Rank 1 (4): Backstab (R1), Cheap Shot


Your character gains an additional +2 bonus to melee damage checks against surprised opponents (in addition to the bonus
already granted by Backstab). He also gains an additional +1 bonus to all damage checks made against distracted opponents (in
addition to the bonus already granted from Cheap Shot).
Rank 2 (6): Agility (R2)
Your character is able to take a special action that
attempts to redirect one personal incoming attack at a
different target within his natural reach (even at an
ally, if desired). This action occurs outside of your
characters turn.
Essentially, you interrupt the attack by
making an immediate free Initiative check of
SV 8. If successful, the attack is compared
against your selected target instead. However, if your Initiative check is unsuccessful
then the attack again threatens your character and even gains a +1 bonus to both its
Precision check and damage check due to
his ineptitude!
This ability may only be used against
single target attacks and damaging spells
and abilities that are compared against Defense (the Damage: Mental spell effect
cannot be redirected). It is limited to one
attempt per round, unless your character
is under the effects of the Hasten spell
effect and/or is a nerref, which allows it to
be attempted on up to two attacks per round
(or three for hastened nerrefs). This ability
cannot be attempted in the same round as the
intercept ability of the Defender (R2) advantage (unless under the effects of Hasten and/
or a nerref).
Ettins that select this advantage may attempt to redirect one separate incoming attack
per round for each mind that possesses it.

Sentinel (6)

Perception (R2), Constitution (R2)


Your character is able to draw upon a
source of inner focus to induce a state of
enhanced clarity and heightened reflexes.
Perhaps he attains this state through intense personal discipline,
or maybe he has an unusually strong connection to the spiritual
realm. Regardless of its source his prowess in combat is impressive to say the least.
Attaining this level of focus first requires your character to
willingly sacrifice one of his stamina points on his turn in order
to attempt a free Constitution check of SV 5, which if successful
grants your character a +2 bonus to Defense, Combat Maneuvers,
and Awareness. Achieving a critical success increases the bonus
to +3 instead. This effect lasts until the end of the current round
plus 2 additional rounds. Multiple effects cannot be stacked, but
rather the duration is simply renewed.

55

CHAPTER 2

Shadow Weaver (ranked)

Rank 1 (6): Spellcasting: Shadow (R2), Dexterity (R2)


Your character gains additional benefits when casting the
following spell effects:
Entangle: Your characters Entangle spell effect drains one
point of stamina from targets each time they attempt to
break free and fail. Drained stamina points are simply
lost, not siphoned. Note that entangling fields do not cause
targets to become grappled until after they fail their initial
Agility or Might checks, so the risk of stamina loss does
not occur until afterwards.
Obscurement: Darkness: Your characters Obscurement:
Darkness spell effect is formed of semi-tangible shadows
that impose a 1 penalty to all damage checks of creatures
within the field, except for mental spells and abilities [M].
Attacks that are made into or through the field from outside also suffer this penalty. Being able to see in the dark
or being able to ignore obscurement does not alleviate this
penalty since it is caused by a tangible force. However,
your characters own damage checks are never penalized.
Rank 2 (varies): Stealth (R2)
Your character gains the ability to see perfectly in the dark.
He no longer suffers any visual penalties due to darkness, per the
Heightened Sense: Dark Sight [Full] creature trait.
He also gains the ability to teleport himself and his belongings between areas of darkness. To do so, he must make a Sorcery
check of SV 5, and a point of stamina is lost on a roll of 1. This
ability has a CM of +2. It is limited by line-of-effect and has a
maximum range of 50 feet. Additionally, your character may not
teleport through barriers (nets, prison bars, glass windows, etc.)
unless he could also squeeze through them physically.
This rank has a variable cost depending on several factors.
If your character is a species without the Heightened Sense: Dark
Sight [Partial] trait then the cost is 12 points, but if your character
already has this trait then the cost is only 9 points. If your character is a gremlin then the cost is only 5 points since your Limited
Teleportation ability is already superior to the one gained from
selecting this rank. For rethenod elves and creatures that possess
the Heightened Sense: Dark Sight [Full] creature trait then the
cost is only 4 points.

Skirmisher (9)

Dexterity (R2), Initiative (R2)


Your character gains a +1 bonus to Speed (all forms). He
is also able to divide and spend his movement during any portion of his turn, such as in between other actions. This includes
base movement and sprinting results. For instance, he could move
three squares, make an attack, move one square, make another
attack, then move another two squares, if he so desired.

Sniper (ranked)

Rank 1 (5): Piercing Shot (R1), Cheap Shot


Your character gains an additional +2 bonus to ranged damage checks against surprised opponents (in addition to the bonus
already granted by Piercing Shot). He also gains an additional +1
bonus to Ranged Precision checks against distracted opponents
(in addition to the base distraction bonus).

56

Rank 2 (6): Awareness (R2)


Your character is able to take a special extended action that
attempts to line up a perfect shot against a specific target using
Ranged Precision. This attack requires your character to begin
preparing it one round before it is actually attempted. During
this round your character is considered distracted and he cannot
move or take any other actions. He may still defend himself, but
the attack automatically fails if he loses health, falls prone, or
is otherwise disrupted. If he can remain uninterrupted until his
next turn he can attempt the attack, which gains a +1 bonus on its
Ranged Precision check and inflicts +3 damage. This attack must
be attempted prior to moving or taking other actions, and it is still
subject to multiple action penalties.
Concerning ettins, if one mind attempts this ability the ettin
is not automatically distracted but is only easier to distract than
normal (requiring only two or more melee combatants). The other
mind may take actions normally, but the ettin is still restricted
from moving. If both minds possess this advantage and attempt
to use it in the same round then distraction occurs automatically.

Striker (6)

Magical Tap (R1) or Inborn Tap, Sorcery (R1)


Your character may empower his unarmed attacks (hands,
feet, claws, bite, etc.) with mystical energy. This ability requires
your character to make a Sorcery check of SV 5 using a CM of
+2 and requiring a tap. If successful, his unarmed attacks are all
made capable of achieving critical hits and inflict +2 damage
against objects (including weapons and shields) and solid-form
elementals; this bonus can be stacked with the Monks Battering
quality, if desired. While the tap is held he also gains a +2 bonus
to Total Resilience but only while he remains unencumbered (i.e.
if the total weight of his equipment and gear is equal to or less
than his EF). All other benefits still apply if he is encumbered.
Your character may also opt to allow his hands or other body
parts to emit a faint colored glow while this ability remains active.
The color of the energy is unique to each striker and produces
light equivalent to that of a candle (OS x 10 ft). This aspect of the
ability is optional but cannot be enabled or suppressed until the
current tap is released and a new one is held.
Concerning ettins, the damage bonus only benefits the mind
that purchased this advantage. Even if both minds possess this
advantage the bonuses to Total Resilience cannot be stacked.

Summoner (4)

Spellcasting: Arcane (R1), Endurance (R2)


Your characters Summon Creature spell effect is easier to
cast and may also summon more powerful creatures. Use the following table to determine the spells base CM according to the
creatures CPV (ignore the spell effects original table):

CPV Range
175
76150
151225
226300
301350

CM Totem Value
+2
10g
+1
25g
0
50g
1
100g
2
250g

TRAITS

Trap Master (4)

Perception (R2), Tinkering (R2)


Your character is quite skilled at detecting, disarming, setting, and concealing traps. He gains a +1 bonus to all of the following applications:
Awareness checks for detecting traps
Tinkering checks for disarming or setting traps
Stealth checks for concealing or camouflaging his traps
Damage checks for all of his traps that can inflict damage

Venomist (6)

Endurance (R2), Creature Lore (R2)


Your character is an expert at handling and applying poisons.
All of his own poison applications have their potencies enhanced
by an additional 1, making them more deadly (this modifier also
applies to inherent poisonous attacks of your characters species,
if applicable). Furthermore, he may apply a dose of poison to a
weapon as a free action, once per round, assuming that he has a
free hand with which to do so. Lastly, your characters close proximity and frequent exposure to a variety of poisons has strengthened his bodys tolerance by granting a +2 bonus to all Constitution checks that are made to resist poisons.

Witch (ranked)

Rank 1 (6): Spellcasting: Shadow (R2), Perception (R2)


Your character is particularly accomplished at cursing her
foes and applies an additional CM of +1 to the Bad Luck, Silence
(both sub-effects), and Siphon Faculty spell effects. Furthermore,
she may also change the sub-effects of her Siphon Faculty spells
during her daily spell preparation (normally, a spells sub-effect
is a permanent choice).
Rank 2 (3): Creature Lore (R2)
Your character may create a fetish that she can then link to
a specific enemy in order to affect them with her spells at greater
range. Linking the fetish is an action that requires a Sorcery check
of SV 3 (no risk of stamina loss) and line-of-effect to target.
Once linked, and while your character holds the fetish in
her hand, her single target spells treat the target as if he were 10
squares closer than his actual position would indicate (both for
reach and distance spells). A fetish remains linked to its target
indefinitely until it is re-linked to a different target. Multiple fetishes can even be created for various targets, but their benefits
only apply to the witchs own spells.
A fetish weighs ~0.5 lb and can be created out of simple materials (wood, stone, clay, etc.) in about an hour, but its creation
consumes 25g worth of magical reagents. Magical reagents are
not consumed when linking or re-linking a fetish.
Rank 3 (3): Spellcasting: Shadow (R3), Creature Lore (R3)
Your character can attempt to polymorph a single target into
a tiny size animal of her choosing, the type of which may be adjusted per each casting. Doing so requires a Sorcery check with a
CM of 3, compared against the targets Concentration stat, and
always imposes the loss of a stamina point whenever the ability
is attempted. Additionally, the use of this ability consumes 25g
worth of magical reagents but only when it is successfully cast.
If your characters check is successful then the target is instantly polymorphed, but his equipment and carried items are not

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)

Rank 1 (4): Spellcasting: Any (R2), Intellect (R2)


Your character is formally trained as a master spellcaster and
maintains a detailed spellbook that helps to augment her spells.
Her spellbook must be held in one hand and used as a reference
when casting. Its pages can be turned magically purely by your
characters thoughts, but a different hand must still be used to
actually cast the spell. Using the spellbook while casting grants
a +1 bonus to your characters spellcasting check (Geomancy,
Mysticism, Spell Precision, and/or Sorcery). A spellbook cannot
be used in a hand that is also wielding a buckler or an Attached
weapon, but it can be held and used by a prehensile tail.
Only your characters actual spells may be augmented by her
spellbook. Magical abilities, potions, spell foci, and bardic songs
do not qualify. Even magical abilities that are produced by the
Spell-Like creature trait receive no benefit. If your character has
multiple spellcasting types (arcane, divine, shadow, etc.) then she
may use her spellbook for all of their spells equally.
Upon selecting this advantage your character receives her
initial spellbook, a tome, for free (a tome weighs ~2 pounds).
If lost, destroyed, or stolen she may create a new one, but doing
so requires an amount of time equal in hours to your characters
total CPV 5. Its creation also consumes 50g worth of magical
reagents. Fortunately, a wizards spellbook has no value to others since each book is uniquely tailored to its creator. Even other
wizards cannot make use of another wizards spellbook except to
identify the kinds of spell effects that the wizard knows.
Rank 2 (6): Spellcasting: Any (R3)
Your character gains additional spellcasting benefits when
using her spellbook. First, she adds a +1 bonus to the range increments for all distance spells. Second, she may also cast up to
two spells in the same round, using the same hand, but doing so
still accrues multiple action penalties normally. Wizards under the
effect of the Hasten spell effect and nerrefs may cast up to three
spells (hastened nerrefs can cast up to four).

57

EQUIPMENT

CHAPTER 3
EQUIPMENT

kay, now that your characters faculties have been assigned


and his traits have been selected youre probably ready to
start exploring dungeons and killing monsters, right?
Well, not so fast... Your character still needs gear, armor, and
most importantly weapons. That is, unless you plan on having
him fight naked using only his fists, which is perfectly fine if he
has the right combination of advantages to do it, but since most
characters do not, lets go ahead and assume that hell be needing
to purchase 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).

1 Gold Piece (g) = 100 Silver Pieces (s)


Typical Gem Values = 10g, 25g, 50g, 100g, and 250g
Silver pieces are most often used for daily transactions, such
as meals and basic services. Gold pieces and gems are typically
reserved for more expensive purchases. A typical skilled laborer
can expect to earn about 1g per day or roughly 57g per week.
Gem Appraisal: Most civilized settlements have at least one
appraiser who is skilled at estimating the value of gems via the
Appraisal discipline. Such professionals stake their reputations

on providing accurate estimates. However, gems are not as easily


valued as simply counting gold or silver pieces, which means that
in even the most honest of transactions a buyer paying with gems
must often overpay by about 10% to ensure that the proper price
has been met and to compensate the appraiser. For instance, a
buyer that is trying to purchase 9g worth of items may simply pay
with a gem valued at 10g.

Selling Gear & Loot

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

This is the measurement of how much weight your character


can equip and carry without suffering Dexterity and Speed Penalties. Each multiple of your characters Encumbrance Factor stat
(EF) imposes a cumulative penalty of 1 to his Dexterity attribute
and Speed stats (all forms), up to a maximum penalty of 4.
For example, if your character has an EF of 25 he can equip
up to 25 pounds of armor, weapons, and gear without incurring
any encumbrance penalties. For each additional EF multiple he
would suffer the following penalties:
up to 25 pounds (EF x 1): no penalty
above 25 pounds, up to 50 pounds (EF x 2): 1 penalty
above 50 pounds, up to 75 pounds (EF x 3): 2 penalty
above 75 pounds, up to 100 pounds (EF x 4): 3 penalty
above 100 pounds, up to 125 pounds (EF x 5): 4 penalty
above 125 pounds: refer below to Maximum Encumbrance
Encumbered Movement: If one of your characters Speed
stats has been reduced to 0 then he is unable to move via that particular form. He can still attempt to sprint, but Flying, Running,
and Swimming discipline checks are penalized as well from the
EF penalty to Dexterity, which means that sprinting is hindered
significantly when your character is encumbered.

Maximum Encumbrance

The maximum amount of weight that your character can


equip and/or carry while still being able to move and act normally
is known as his free limit, which is equal to his EF x 5. Whenever
your character attempts to lift or manipulate weight beyond his
free limit, via the Might discipline, his Speed is automatically
reduced to 1 square (5 feet) until the excess weight is set aside,
assuming that his Speed has not already been reduced to 0 from
encumbrance penalties, and he may not attempt to sprint.

EQUIPMENT ADJUSTMENTS

Your characters creature size determines how much his


equipment costs and weighs. Each creature size tier assigns specific, separate multiples that must be applied against the listed
costs and weights of most items. An items relative size also applies a modifier to its Resilience value.
Tilde Symbol (~): Costs and weights that are marked with
the tilde symbol must be adjusted by applying your characters
corresponding multiple. Costs are rounded to the nearest silver
piece, when necessary. Weights are recorded as decimal values.
Costs and weights that are listed without this symbol are standard
for all creature sizes.
The Resilience values for shields and weapons are also
marked with the tilde symbol, as are the range increments for
launched and thrown ranged weapons, indicating that a specific
modifier must be applied to the base value according to the items
relative size. The list of size modifiers can be found in the corresponding items section or description.
Exemptions: Land, real estate, livestock, mounts, and services are exempt from having to be adjusted. Either the issues of
cost and weight are irrelevant for these purchases or they have al-

60

ready been adjusted accordingly. Magical enchantments are also


exempt, but the costs and weights of their base items, prior to
enchantment, are not exempt and must still be adjusted.
Poisons, potions, and spell foci are special cases. For poisons, the cost and weight of an individual dose is the same regardless of creature size, but the cost and weight of the poisons
chosen container must still be adjusted. For potions and spell foci,
which magically resize themselves to accommodate the size of
the creature that holds them, it becomes necessary to readjust
their weights accordingly; the costs of potions and spell foci are
the same for all creatures, regardless of size.

Creature Size Multiples


Creature
Size
Tiny
Small
Medium
Large
Huge
Enormous
Gigantic
Colossal

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

Understanding Cost Multiples

Your characters cost multiple allows you to easily calculate


the difference in an items cost, which is necessary since creatures
of different sizes require items of different sizes. For instance, a
longsword has a listed cost of 5g, so a small longsword costs 3g
(x0.6 multiple), a medium longsword costs 5g (x1 multiple), a
large longsword costs 10g (x2 multiple), and so on. The differences in costs are due to the varying amounts of raw materials that
are required to craft items of different sizes, adjustments in labor
costs, and other factors.

Equipment Size & Effectiveness

If a weapon is bigger and weighs more than a similar weapon


that was designed for a creature of a smaller size, then shouldnt
it also inflict more damage? Yes, it does indeed inflict more damage, but the additional damage modifiers are already factored into
your characters creature size benefits. Bigger creatures hit harder
by their very nature, regardless of the weapons they choose to
wield. Therefore, a weapons damage does not have to be scaled
on an individual basisits damage adjustment for size is already
included via your characters Brute Force stat or from special
modifiers (the Damage spell effect, a weapon that possesses the
Mechanical special quality, etc.). The same is also true of armor
and your characters Total Resilience stat.
Size Incompatibility: Your character is generally unable to
equip or make use of gear that is designed for creatures of different sizes. Weapons are an exception to this rule (as are shields
when used to attack), but they may only be within one size tier
bigger or smaller than your characters size. Incompatible weapons are also less precise and may impose additional restrictions,
such as requiring two hands to wield.

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

There are three types of armor that offer increasing degrees


of protection:
Light Armor: This type of armor is light weight and is usually constructed of materials that offer the most flexibility
while still providing a minimum amount of protection.
Examples include padded cloth, leather, animal furs and
hides, and even more exotic materials such as strong silks
and plant-based components.
Moderate Armor: This type of armor constitutes a more
balanced tradeoff between protection, flexibility, and
weight, but its restrictive bulk also imposes a 1 penalty
to your characters Defense stat. It usually consists of a
combination of flexible metal coverings, such as chains
or rings, with an underlining of leather or cloth. Bone is
another material that is frequently used, especially by less
civilized species and cultures.
Heavy Armor: This type of armor offers the maximum
amount of protection available, but its rigid construction
imposes a 2 penalty to Defense and its weight can prove
to be a significant burden to all but the very strongest of
warriors. Heavy armor often consists of either thick metal
plates or overlapping scales that are secured atop a dense
layer of leather or cloth. Scale armor, in particular, can
either be fashioned from metal or from the actual scales
of creatures such as dragons.

Armor
Armor Cost
Type
(~)
Light
10g
Moderate 20g
Heavy
35g

Total
Resilience
+1
+3
+5

Defense

Choosing to Wear Armor

0
1
2

Weight
(~)
10
25
50

The choice of whether or not to wear armor is sometimes


a difficult one. On one hand, being unarmored will allow your
character to dodge more attacks and perform dexterous acts more
freely, but she is likely to suffer greater wounds when she does
get hit. On the other hand, wearing armor will allow her to absorb the brunt of most attacks without being severely injured, but
she will get hit more often, and if encumbered her Dexterity and
Speed (all forms) will be reduced.
Encumbrance Factor: It is very important to consider your
characters EF stat when deciding whether or not to wear armor,
and if so, what type of armor to wear. If your character is strong
and has a high EF stat then she may be able to wear armor without

becoming encumbered. Weaker characters may wish to remain


unarmored or to limit their choice to light armor instead, unless
they dont particularly care about reduced mobility.
Defense Penalty: The restrictive bulk of moderate and
heavy armor imposes a penalty to your characters Defense stat,
regardless of her encumbrance. Light armor does not impose a
penalty to Defense, but the protection it offers is significantly less
than moderate or heavy armor.

Additional Considerations

Armor Components: Purchasing a suit of armor includes


all of the pieces necessary to cover your characters body. These
include extremity pieces such as boots, gloves or gauntlets, and a
helmet, as well as potential species-related components, such as
tale coverings, horn caps, and so forth.
Characters who purchase a suit of armor may refrain from
also having to purchase a set of clothing since the armor automatically includes all necessary clothing accessories (tunics, skirts,
undergarments, etc.). Even so, some characters may wish to own
additional sets of clothing for special occasions, emergencies, or
purely for roleplaying purposes.
Species with unusual body parts may require custom-fitted
armor in order to accommodate their hooves, wings, horns, tails,
and other more exotic features. Making alterations to an existing
suit of armor generally costs about 25% of the armors original
price. The GM will determine if such alterations are necessary
according to the armors design. For instance, a gargond who
chooses to buy an existing suit of armor in a human shop is likely
going to need to have it altered and refitted in order to accommodate his wings and tail, unless the GM decides that the shop also
carries gargond suits as well. Having a custom suit of armor crafted from scratch does not require any alterations since the buyers
body type can be incorporated into the armors design. However,
commissioning a suit of armor requires a significant amount of
time, usually several days at least, and so it may not be ready
precisely when your character needs it.
Spikes (optional): Spikes can be added to any type of armor, which provide a +2 bonus to wrestling damage checks made
while grappling (melee grappling only). This bonus does not
stack with the bonus gained from the Enhanced Unarmed Attack:
Barbs trait. Armor with spikes has its weight increased by ~2 lb
and costs an extra ~2g, regardless of its type.
Armor Grade: Armor comes in three different quality
grades: lowgrade, common, and highgrade. Lowgrade armor
costs half as much as common varieties but weighs 20% more
(light ~12 lb, moderate ~30 lb, and heavy ~60 lb). Highgrade armor costs three times as much as common varieties but weighs
20% less (light ~8 lb, moderate ~20 lb, and heavy ~40 lb).
Armor Incompatibility: Armor that is designed for creatures of one size may not be worn by those of a different size.
Even among creatures of the same size it may be necessary to
have a suit of armor altered and refitted to accommodate the
unique body parts of certain species (GMs call; see above).

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

There are three types of shields that offer increasing degrees


of protection:
Buckler: This type of shield is attached to you characters
arm and cannot be disarmed. It still allows your characters hand to be used, including the option of wielding a
weapon, but all actions requiring the use of that arm suffer
a 1 penalty during combat. Attacks with the buckler itself ignore this penalty unless another item or weapon is
being held with the same hand. Note that only one buckler
or one Attached weapon may be secured on a single arm.
Standard Shield: This type of shield is the most common
of the three varieties. It offers a moderate level of protection without adding too much additional weight. Standard
shields also grant a +1 bonus to your characters Might
checks when making and resisting bullrush attempts.
Tower Shield: This type of shield is quite large and heavy,
but it provides the most protection. Tower shields also
grant a +1 bonus to your characters Might checks when
making and resisting bullrush attempts.

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

Choosing to Equip a Shield

Equipping a shield can add a considerable boost to your


characters Defense, but there are tradeoffs that should be considered. First, a shield occupies one of your characters hands, which
means that he cannot equip a weapon in that hand or use it for other purposesa buckler is an exception, but it still penalizes combat actions that involve its respective arm. Second, shields tend to
weigh more than most one-handed weapons. Third, shields tend
to lose durability over time and need to be repaired or replaced.
Block Value: Each type of shield is assigned a block value,
which is added to your characters Defense stat. The total is indicated on your character sheet after his Defense value. Any attack
result that falls below your characters Defense misses entirely;
any result that equals his Defense but falls below the combined

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

Spikes (optional): Spikes can be added to any type of shield,


which grants it the vicious weapon quality. It inflicts +2 additional points of bonus damage whenever a critical hit is achieved. All
severity checks are also increased by +1 for injuries caused by the
shield, regardless of achieving a critical hit. A shield with spikes
has its weight and cost increased according to its type: add ~1 lb
and ~1g to bucklers, add ~2 lb wight and ~2g to standard shields,
and add ~3 lb and ~3g to tower shields.
Shield Grade: Shields come in three different quality
grades: lowgrade, common, and highgrade. Lowgrade shields
cost half as much as common varieties but suffer a 2 penalty to
their Resilience. Highgrade shields cost three times as much as
common varieties but gain a +2 bonus to their Resilience.
Shield Repair: Damaged shields may be repaired for a cost
equal to about 25% of their original price, which fully restores
their durability to 3. Broken shields (durability 0) cannot be repaired and must instead be replaced.
Shield Incompatibility: Shields that are designed for creatures of one size grant no benefits when used by those of a different size. In other words, its block value and special quality are
lost, but it may still be able to be used as a weapon. Refer to the
Weapon Incompatibility rules later in this chapter for details.

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.

Choosing the Right Weapons

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

After all, there is nothing more pathetic than an armored knight


who must resort to throwing stones at flying enemies because he
chose not to bring along any ranged weapons.
Resilience, Range, & Creature Size: The Resilience value
of each weapon 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.
Additionally, the range increment for launched and thrown
weapons must be adjusted as well: tiny 1, small/medium 0,
large/huge +1, enormous/gigantic +2, or colossal +3.
Remember to make these adjustments whenever your character purchases a new weapon.

Additional Considerations

Weapon Grade: Standard and custom weapons come in


three different quality grades: lowgrade, common, and highgrade.
Lowgrade weapons cost half as much as common varieties but
suffer a 1 penalty to their damage checks and Resilience values
(Resilience has a minimum value of 0). Highgrade weapons cost
three times as much as common varieties but gain a +1 bonus to
their damage checks and Resilience values. Specialized weapons
are only available as common grade.
Weapon Repair: Attacks that are aimed at your characters
weapon can potentially damage or break it. Successful attacks
against the weapon compare their damage against its Resilience
value. Success weakens the weapon and imposes a penalty of 1
to both its Precision checks and damage checks until it is repaired.
With a critical success, or another success if already weakened,
the weapon is broken and can no longer be wielded.
Weakened weapons can be repaired for a cost equal to about
25% of their original price. Broken weapons may or may not be
able to be repaired at all, per the GMs discretion. Each weapons
unique composition determines what kind of tools and materials
are required for its repairs.
Weapon Incompatibility: Attempting to make an attack
with a weapon (or shield) that was designed for a creature of a
different size incurs a 1 penalty on its Precision check. This
rule is limited to weapons that are within one size tier bigger or
smaller than your character. Smaller melee weapons that normally require two hands can be used with one hand instead. Larger
one-handed melee weapons must be used with two hands, while
larger two-handed melee weapons cant be used at all. Larger melee weapons with the Reach special quality are too unwieldy to
use as well, and smaller versions are not likely capable of extended reach (GMs call).

Makeshift Weapons

Makeshift weapons are ordinary items or tools that can be


used as weapons in a pinch. They are not as powerful or as efficient as true weapons and have a negative construction point value (see Custom Weapons). Some of the most common examples
of makeshift weapons are listed in red on the standard weapon
tables later in this section.

EQUIPMENT

CUSTOM WEAPONS

Rather than selecting from the standard and specialized


weapon tables you may instead opt to design custom weapons
for your character. All weapons are designed using construction
points, which are assigned according to which special qualities a
weapon possesses. A total construction value of 0 is considered
balanced and serves as the benchmark for all standard weapons,
while those with negative values are considered to be makeshift
or inferior weapons. Custom weapons may not have construction
point totals that are greater than 0.
Designing a custom weapon requires that the following four
steps be completed in precise order:
1. Select the Weapons Type: Begin by selecting one of the
four weapon types from the table below, which determines its base damage die, Resilience, weight, and range.
2. Select its Special Qualities: Next, select the weapons special qualities until its total construction point value equals
0 (or until it equals a negative value, if desired). Modify
its base values accordingly, but be mindful of the minimum values described below.
3. Apply Creature Size Adjustments: Once all modifiers from
special qualities have been calculated then you may apply
your characters creature size adjustments to the weapon.
4. Determine the Weapons Cost: Lastly, determine the weapons cost. The tables for calculating the weapons cost are
located at the end of this section.

Custom Weapon Base Values


Weapon
Resil. Weight Range
Damage
Type
(~)
(~)
(~)
One-Handed
d8
5
4
Melee
Two-Handed
6
6
d10+1
Melee
Launched
4
3
7
d6
Ranged
Thrown
3
1
4
d6
Ranged

Minimum Values

Many special qualities apply modifiers to the weapons base


values. There are specific minimum values that exists for each
quantity, as noted:
Damage Die: A weapons minimum damage die is d4. However, if its damage die is already d4 and a special quality
is selected that would decrease its damage die further then
the weapon is rendered incapable of inflicting critical hits
instead. After this point the weapon may not select any
additional special qualities that would decrease its damage die further.
Resilience: A weapons minimum Resilience is 0, even after
making adjustments for creature size. At this point, special qualities that include Resilience penalties can still be
selected, but further reductions to Resilience are ignored.

Weight: A weapons minimum weight is 0.3 lb, prior to


making adjustments for creature size. Weight penalties
are listed in whole numbers, either as 1 or 2 lb, but if a
weapons weight is reduced to 0 lb or less after all special
qualities have been applied then its final weight is automatically set at 0.3 lb. Weight multiples for tiny and small
creature sizes can still reduce a weapons weight below
this point, however.
Range Increment: A weapons minimum range increment is
1 square, even after making adjustments for creature size.

Special Qualities

Each special quality lists its construction point value in


brackets after its title. A custom weapon may possess any number
of special qualities as long as its total construction point value is
0 or negative. Some special qualities may be selected multiple
times, up to a specific limit, as noted in their descriptions.
Attached [+2]: This weapon is attached to your characters
arm and cannot be disarmed. It still allows your characters hand to be used, including the option of wielding another weapon (shields cannot be wielded), but all actions
requiring the use of that arm suffer a 1 penalty during
combat. Attacks with the weapon itself ignore this penalty
unless another item or weapon is being held with the same
hand. Note that only one buckler or one Attached weapon
may be secured on a single arm. This quality may only be
applied to Light weapons.
Battering [+1]: This weapon inflicts +2 damage against
objects (including weapons and shields) and solid-form
elementals. It also gains a +1 bonus to its Resilience. This
quality may not be applied to Brittle weapons.
Brittle [2]: This weapon is particularly fragile and is more
prone to breaking. Whenever its Precision roll is a 1 its
own damage die is rolled and compared against its Resilience to see if it sustains damage. A damage modifier is
also applied according the weapons size: tiny 2, small
1, medium 0, large +2, huge +4, enormous +7, gigantic +10, and colossal +14. No other modifiers are applied,
such as from Brute Force or the +1 damage bonus for
wielding a melee weapon with two hands. This quality
may not be applied to Battering weapons.
Clumsy [3]: This weapon can prove unwieldy at times and
is twice as likely to suffer a critical failure when making attacks. Whenever a 1 or 2 is rolled for its Precision
check the same die is immediately rolled again to check
for a critical failure (normally weapons only risk a critical
failure on a roll of 1). A critical failure then occurs if the
secondary roll is a 1 or 2, as is normally the case.
Decreased Damage [3]: This weapons damage die is decreased by one tier (from d8 to d6, from d6 to d4, etc.).
This quality may be selected up to two times.
Decreased Range [1]: This weapons range increment suffers a penalty of 2. This quality may only be applied to
ranged weapons.
Defensive [+3]: This weapon allows your character to fight
more defensively at certain times. During any round in
which he makes an attack with the weapon he gains a +1

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

Increased Range [+1]: This weapons range increment


gains a +2 bonus. This quality may only be applied to
ranged weapons.
Light [+1]: This weapons weight is reduced by 2 lb, but its
Resilience also suffers a 2 penalty. This quality may not
be applied to Weighted weapons.
Mechanical [+3]: This weapon relies on mechanical components to inflict its damage instead of your characters
Strength. As such, your characters Brute Force stat is not
applied to damage checks, but a modifier for the weapons
corresponding creature size is still applied: tiny 2, small
1, medium 0, large +2, huge +4, enormous +7, gigantic
+10, or colossal +14. The weapons damage die is also
increased by one tier (from d6 to d8, from d8 to d10, etc.),
but its weight is increased by +2 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 Increased Damage quality, then a +1
bonus is applied to its damage check instead.
Melee Capable [+1]: This ranged weapon is also capable
of making melee attacks. Its weight is increased by +1
lb, but its Resilience gains a +1 bonus. Thrown weapons
can make either one-handed or two-handed melee attacks,
whereas launched weapons must always use two hands
unless the One-Handed Firing quality is also selected.
Note that all two-handed melee attacks receive a +1 bonus
to their damage checks. This quality may only be applied
to ranged weapons.
Mounted [+2]: This weapon is especially effective when
performing charging attacks while riding a mount with
combat training. The weapons mounted charging attacks
gain a +1 bonus to their Melee Precision checks and inflict
an additional +1 damage bonus (in addition to the standard +2 damage bonus from charging). Mounted charging
attacks with the weapon are also able to be performed
one-handed, regardless of the weapons type, such as
when making a one-handed charging attack using a lance.
However, non-mounted charging attacks with two-handed
weapons still require the use of both hands. This quality is
available for all weapon types, but launched and thrown
weapons must also be Melee Capable.
One-Handed Firing [+1]: This launched weapon may be
fired with only one hand, but loading ammunition still
requires the use of two hands (or one hand and a prehensile tail). However, the process of loading ammunition is
quite simple and can even be performed by an occupied
hand without penalty. In other words, the offhand can still
be used to wield a shield or another weapon. This quality
may only be applied to launched ranged weapons.
ReachDouble [+1]: This weapon is capable of making
melee attacks at up to double 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 threat range are not penalized. Kreevogs, lavossi, some yuelloks, and creatures
that have the Extended Reach creature trait may attack

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

by one tier (from d8 to d6, from d6 to d4, etc.). On the


plus side, attempting to conceal Small weapons on your
characters body is easier and grants a +2 bonus to Stealth
checks when doing so. This quality may not be applied to
two-handed melee weapons.
Trip [+1]: This weapon tends to be more successful at making tripping attempts by adding +1 to your opponents SV
to resist the maneuver.
Vicious [+2]: This weapon is particularly brutal and inflicts
an additional +2 points of bonus damage whenever a critical hit is achieved. All severity checks are also increased
by +1 for injuries caused by this weapon, regardless of
achieving a critical hit. However, the weapons weight is
increased by +2 lb.
Weighted [1]: This weapon is heavier than others of its
type. Its weight is increased by +2 lb, but its Resilience
gains a +1 bonus. This quality may be selected up to three
times, but it may not be applied to Light weapons.
Wooden Point [1]: This weapon has a sharp wooden point,
blade, or edge, which makes it particularly deadly against
targets that are afflicted with the Vampirism disadvantage.
It 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. The weapons
weight is reduced by 2 lb, but its Resilience suffers a 2
penalty. Its damage die is also decreased by one tier (from
d8 to d6, from d6 to d4, etc.). This quality is available
for all weapon types, but launched ranged weapons must
also be Melee Capable. Wooden Point ammunition for
launched ranged weapons must be purchased separately.
This quality may not be applied to Silver Point weapons.
Additionally, all Wooden Point weapons must also possess the Brittle special quality.

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%.

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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.

Weapon Base Costs


Weapon Type
One-Handed Melee
Two-Handed Melee
Launched Ranged
Thrown Ranged

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

The following weapons are highly specialized and do not


necessarily adhere to the standard rules. They are not balanced
using construction points, but some still possess certain special
qualities. Each specialized weapon also allows for its own unique
rules, as detailed in its description. Note that specialized weapons
are only available as common grade.
Blowgun: This weapon launches a poisoned needle at its
designated target, but its attacks always require a non-damaging
called shot in order to strike one of the targets more vulnerable
locations. If the called shot succeeds then a special d6 damage
check is made, but no modifiers are applied, such as from Brute
Force, critical hits, lucky breaks, etc. If the result equals or exceeds the targets Base Resilience stat then he is successfully
poisoned. Note that actual health loss is never inflicted and that
non-poisoned needles have no effect other than to cause annoyance. Poison must be acquired or purchased separately.
Boot Knife: A spring-loaded blade is built into the sole of
a boot. The blade can be extended by applying specific pressure
to the boots heel, and once extended it remains that way until it
is reset by pressing the blade against a hard surface at a particular angle. Note that the blade does not have to be reset between
attacks in order to inflict damage. A boot knife is very easily concealed via the Stealth discipline and grants a +4 bonus to your
characters check. A boot knife cannot be disarmed.
Caltrops: A set of caltrops is usually deployed from a basic
wooden box that contains about 20 caltrops. Doing so requires
two hands and a trivial Agility check of SV 1. Success allows the
caltrops to be scattered onto the ground into a small area-effect
template, using any template shape desired, but the point of emanation must be within your characters reach. Alternatively, a
set of caltrops can be deployed outside of combat to affect any 8
squares instead of using an area-effect template, but the deployment time is also increased accordingly (GMs call).
Any creature that moves into or through an affected area
treats each square as rough terrain and must succeed on a free
Agility check of SV 5 each round or it suffers damage equal to
d4 + a modifier based upon the caltrops corresponding creature
size: tiny 2, small 1, medium 0, large +2, huge +4, enormous
+7, gigantic +10, or colossal +14. If health loss occurs then the
creature also suffers a damaged faculty penalty of 1 to its Running discipline (penalties from multiple injuries are cumulative).
However, only one Agility check is required per round, even if a
creature moves into or through multiple separated areas.
Caltrops are easily avoided and are completely ignored by
creatures of more than two size tiers smaller or bigger than the
caltrops corresponding creature size. Caltrops are only useful
against land-based creatures and the Jumping discipline can be
used to avoid affected areas. Generally, a free Alertness check
of SV 5 is granted to spot an area that is covered in caltrops,
unless the caltrops were witnessed being deployed, in which case
no check is needed. Lastly, gathering up the deployed caltrops
usually takes about one minute.
Harpoon: This spear-like weapon has a special cord attached
to its end that allows it to be pulled back after being thrown. Such
attacks are considered Slow and require the use of two hands to
reset the weapon in between attempts (melee attacks with the har-

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.

Holy Water Damage Modifiers


Flask Size
Tiny
Small
Medium
Large
Huge
Enormous
Gigantic
Colossal

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

Lasso: This non-damaging weapon is essentially just a


length of special rope that forms a loop at one end, which is primarily designed to be thrown around a targets head and tightened; alternatively, a lasso can be used to make disarming attempts. Throwing the loop requires the use of two hands and your
character must attempt a non-damaging specialized called shot.
If successful, an affected target is considered tethered (or risks
being disarmed), either to your character, which only requires
one hand, or to a mooring if the lasso was previously anchored.
A lassos maximum range is also limited by its length, which is
equal to 5 squares + the length of the occupied space of the corresponding creature size for which it was designed. Lastly, a lassos
tethering ability is completely ignored by creatures of more than
two size tiers smaller or bigger than the weapons corresponding
creature size. Refer to Movement and Position: Being Tethered in
Chapter 4 for more information.
Mage Staff: A mage staff is a two-handed melee weapon that
is similar to a quarterstaff but which is usually unshod and often
adorned with crystals or other mystical ornaments. While anyone
can use a mage staff to make standard attacks only the character
to which it has been attuned gains the full benefit of its power. A
mage staff can only be attuned to someone who possesses either
the Inborn Tap species trait or the Magical Tap advantage.
An attuned mage staff allows your character to cast and hold
one of his taps without actually having to use his stamina. Instead,
the tap is anchored to the mage staff itself and a stamina point
does not have to be moved into the tap row. However, rolling a 1
on any spellcasting check when using the mage staff to tap a spell
or magical ability incurs the loss of one of your characters stamina points. Your character is still limited to only being able to hold
a single tap unless he has multiple ranks of the Inborn Tap species
trait and/or the Magical Tap advantage, and even if he is able to
hold multiple taps only one may be anchored to the mage staff.
If a mage staff is unequipped, disarmed, set aside, or dropped
then its tapped spell immediately ends. Tapped spells are also susceptible to the Suppress Magic spell effect. A mage staff may be
held in one hand without losing its tap, even when tapping a new
spell, such as when it is being used as a walking stick, but its
melee attacks may only be performed two-handed.
New unattuned mage staves have a cost of 10g, and those
staves that have been attuned to another caster only tend to fetch
around 2g, 50s if sold. This is because the act of attunement is
what gives a mage staff its power, which can only be accessed

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

At the moment a poison pouch erupts all sapient creatures


within its affected area may attempt to hold their breath, but there
is still a chance of exposure, and each must make a free Constitution check of SV 5 to determine whether or not the poison
is contracted. Sapient creatures that move into the affected area
afterwards can choose to hold their breath without having to make
this check or risking contraction. Bestial and mindless creatures
automatically contract the poison since they do not tend to realize
this danger and may not choose to hold their breath. Note that
additional poison pouches of the same poison type do not impose
additional risks of exposure if overlapping, but they can be used
to expand the poisons affected area.
Sap: Although a sap can make standard melee attacks, this is
not its primary purpose. Instead, when used against a living target
that is surprised, a sap can attempt a standard called shot aimed
at the head that compares its damage against the targets Base
Resilience (instead of Total Resilience). If the target suffers any
health loss from this attack then he is automatically knocked unconscious. Note that the +2 Melee Precision bonus from surprised
cancels out the 2 called shot penalty. An unconscious target is
helpless, but he can make a Constitution check of SV 5 immediately after combat and then once every hour to see if he rouses
on his own. A successful use of the Healing discipline (SV 5) can
also rouse an unconscious target but only after battle has ended.
Spell Foci: Spell foci are special items with the ability to
cast one specific spell effect, even if your character is not a spellcaster, and includes scepters, spell crystals, spell scrolls, and
wands. Attempting to use a spell foci works in much the same
way as standard spellcasting, including applying the spells CM
to the check. Stamina loss occurs on a roll of 1 or automatically if
the spell has the stamina loss spell descriptor [S]. All of a spells
other requirements must still be adhered to as well, such as the
consumption of magical reagents. Freeform spells [F] must designate one specific sub-effect and its general options, which cannot
be changed or readjusted. Duration-based effects can instead be
held with a tap if your character possesses the Inborn Tap species trait and/or the Magical Tap advantage. Lastly, spell foci still
require one free hand and verbal commands to use, but mental
spells [M] can instead be activated purely through mental thought
(a spell scroll is read silently, a wand is triggered mentally, etc.).
Your character uses his own spellcasting discipline that corresponds with the focis type according to its spell effect: Geomancy, Mysticism, Sorcery, or Spell Precision. All spell foci
possess the Resizing magical quality for free, with no limitation
regarding maximum size, which occurs when the item is grasped
(remember to adjust the items weight). Scepters and wands also
possess the Channeling magical quality for free.
Scepter: A scepter is a one-handed melee weapon that is typically crafted from metal and adorned with crystals or other mystical ornaments. A d8 is always rolled for its spellcasting check,
but the casters own spellcasting discipline modifier is applied to
the result. A scepter may potentially cast its designated spell an
unlimited number of times. However, if a critical failure ever occurs then the scepter is instantly destroyed, shattering and crumbling into dust (fortune points cannot change this outcome). The
scepters destruction is only risked when casting its designated
spell, not when channeling other spells or making melee attacks.

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.

One-Handed Melee Weapons


Weapon
Bastardsword
Bastardsword, Silver
Battleaxe
Battleaxe, Silver
Brass Knuckles
Chain
Club/Stick
Club, Spiked
Flail
Footstool
Longsword
Longsword, Silver
Mace
Parrying Dagger
Pick, Mining
Pick, War
Rapier
Scimitar
Scourge
Shortsword
Shortsword, Silver
Sickle, Farming
Sickle, War
Spiked-Gauntlet
Whip
Wooden Stake
Wrist Claws

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

Two-Handed Melee Weapons


Weapon
Board/Plank
Chair
Greataxe
Greataxe, Silver
Greatclub
Greatflail
Greatsword
Greatsword, Silver
Lance
Lance, Wooden

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

Launched Ranged Weapons


Weapon
Crossbow
Crossbow, Hand

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

Thrown Ranged Weapons


Weapon
Bolas
Bottle, Empty
Dagger

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

Capable, Mounted, ReachDouble, Simple, Vicious,


Weighted
Brittle, Clumsy, Decreased Range, Impaling, Melee

Spear, Wooden

20s

d4

Capable, Mounted, ReachDouble, Weighted,


Wooden Point

Stone, Heavy
Stone, Light

d6
d4

5
2

2
0.3

2
4

Trident

3g, 40s

d8

Warhammer

2g, 50s

d6

Battering, Clumsy, Decreased Range, Melee Capable


Small
Clumsy, Decreased Range, Impaling, Increased
Damage, Melee Capable, ReachDouble, Weighted x2
Battering, Decreased Range, Melee Capable, Weighted

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

Weapon Type & Special Qualities


Launched Ranged
One-Handed Melee
No Type : Small
Thrown Ranged: Clumsy, Impaling, Melee Capable,
ReachDouble, Slow, Vicious
Thrown Ranged: Small
Thrown Ranged (requires two hands): Disarm, Slow
Two-Handed Melee: Brittle, Defensive, Disarm, Trip
Two-Handed Melee: ReachDouble

2
2
2

Thrown Ranged (requires two hands)


Thrown Ranged (requires two hands)
Thrown Ranged: Small
One-Handed Melee: Small
One-Handed Melee
No Type : Small
No Type : Small
One-Handed Melee: Brittle, Small
One-Handed Melee: Brittle

73

CHAPTER 3

74

EQUIPMENT

75

CHAPTER 3

76

EQUIPMENT

77

CHAPTER 3

PROVISIONS & SERVICES


Your character will likely need more than just armor and
weapons if she hopes to survive the wild places of the world and
the unforgiving depths of the Vexith . Basic provisions, such as
food and clothing, can prove equally important. More specialized
equipment like lockpicks and potions, or even the paid services of
a dependable hireling, can often make the difference between an
adventure that ends in triumph or one that ends in tragedy.
Custom Items: Your character may purchase custom items
beyond the ones that are listed in this section, but you must first
obtain the GMs approval before doing so. The GM will determine the items cost and weight, prior to adjustments for your
characters creature size, as well as any other rules that may concern its use or function (volumes for custom containers, limitations regarding creature size compatibility, etc.).
Illegal Items (*): Items that are marked with an asterisk are
usually considered illegal in most civilized regions. Owning or
possessing such items is often viewed as a minor crime, while
crafting or selling them is a more serious offense. New characters
may still purchase illegal items with their starting funds, but they
should probably consider keeping them concealed when adventuring in civilized lands.
Creature Size Multiples (~): Costs and weights that are
marked with the tilde symbol must be adjusted by applying your
characters corresponding multiple. Costs are rounded to the
nearest silver piece, when necessary. Weights are recorded as decimal values. Costs and weights that are listed without this symbol
are standard for all creature sizes.

Creature Size Multiples


Creature
Size
Tiny
Small
Medium
Large
Huge
Enormous
Gigantic
Colossal

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

Launched ranged weapons require ammunition to function.


Once fired, each shot of standard ammunition has a 50% chance
of being able to be recovered and used again. Retrieving fired
shots may also require a significant amount of time according to
the particular location, especially in natural settings.
Silver Point Ammunition: Silver Point ammunition grants
a +2 bonus to damage against lycanthropes that are in their standard species forms or a +4 bonus if they are transformed into
werewolves. Shots only have a 25% chance of being recovered.

78

Wooden Point Ammunition: Wooden Point ammunition


may 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
manages to inflict at least one point of health loss then the vampire is instantly destroyed and reduced to dust, regardless of any
remaining health points. Wooden Point ammunition reduces the
weapons damage die by one tier (from d8 to d6, from d6 to d4,
etc.); if it is already d4 then it is rendered incapable of inflicting
critical hits instead. Wooden Point shots cannot be recovered.
Improvised Ammo: Pebbles are listed for slings as a form
of improvised ammunition and are free to acquire. However, such
attacks suffer a 1 penalty to their Ranged Precision checks.

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

Being able to find enough to eat, either by hunting for ones


food or by carrying rations, is vital to the success of any adventure. Even the mightiest of warriors can be felled by hunger.
Creature Size & Portions: Consumables are proportioned
according to your characters creature size. Consuming those that
are proportioned for creatures of a smaller size has a limited or
negligible effect unless numerous portions are combined.
Alcoholic Drinks: Consuming alcoholic drinks can cause
your character to become drunk. Refer to General Rules: Alcohol
in Chapter 4 for specific rules and consequences.
Preserved Rations: Heavily salted, smoked, or pickled,
these rations can remain fresh for up to one month, or for up to
three months if properly stored in a cellar or other cool location.

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

There are numerous general items that your character may


require, such as clothing, containers, light sources, and tools. The
items that are listed on the following page are the ones that are
most commonly used by adventurers.
Creature Size & Compatibility: General items that are designed for creatures of a particular size may not be compatible
with creatures of a different size, per the GMs discretion. For
instance, rope that is designed for a medium size creature will
also work fine for small or tiny creatures, but a large creatures
weight might cause the rope to snap. Each item is different and its
compatibility should be judged on a case-by-case basis.
Note that healing supplies and magical reagents are exempt
from this rule. Their costs and weights are the same for all characters and are never adjusted for creature size.
Clothing: Purchasing an outfit includes all components that
are suitable for its type. This includes extremity pieces such as
footwear, gloves, hats, a cloak, and any species-related components and their necessary modifications. Characters who choose
to wear armor are not required to purchase a set of clothing since
the armor already includes all necessary components and undergarments. However, some characters may prefer to have multiple
outfits available for use in different situations, even if strictly for
roleplaying purposes.
Containers: Liquid containers like flasks are measured in
gallons, while storage containers like backpacks are measured in
cubic feet. The volume of a particular container is multiplied by
the weight multiple that corresponds to the creature size for which
it was designed. For instance, a medium backpacks volume is
equal to 3 cu ft, but a large backpacks volume is equal to 9 cu ft.
Healing Supplies: The use of healing supplies grants a +1
bonus to any one specific Healing check, including checks for
self-treatment, but doing so consumes one application of the supplies even if the attempt fails. Note that only one application of
supplies may be used when assisting others and that the +1 bonus
is applied to the primary result rather than to individual checks.
For simplicity, the cost and weight of healing supplies are the
same for all characters and are never adjusted for creature size.
Light Sources: Candles, lanterns, and torches 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).
Magical Reagents: These are the various spellcasting supplies and components that are needed to produce some of the
more unique and powerful spell effects and mystical rituals.
Magical reagents are fully consumed once the spell or ritual is
successfully completed but are not consumed if it fails. They are
sold in batches worth 25g each, so a spell or ritual that requires
100g worth of magical reagents would consume 4 batches each
time it is completed. For simplicity, the cost and weight of magical reagents are the same for all characters and never need to be
adjusted for creature size.
Tools: There are numerous tools that adventurers may find
useful. The cost of each tool is generally 1g, but a tools weight
varies according to its size and material composition (GMs call).

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

LAND & REAL ESTATE

Your character may eventually wish to rent or purchase a


home or business. The costs that are listed below are rough estimates and should only serve as starting points. Actual costs can
vary greatly depending on land value, strategic position, natural
resources, historical importance, and other factors. The cost for
real estate represents new property, which includes all material
and labor costs but does not include the cost of the land itself.
Ownership Rights: Be aware that in many countries and
territories that the right to own land or real estate is a privilege
that is strictly reserved for those of noble birth. In such regions
commoners may only rent property or serve as stewards.
Ownership & Taxes: Owning property often requires that
taxes be paid to whichever ruling body holds claim over the region. Taxes are typically equal to about 3% of the propertys total
cost per year (land + structures). Property that is located in remote
locations may not even be taxed at all, per the GMs discretion.
Renting: The average cost to rent land or real estate is equal
to about 1% of the propertys total cost per month. Castles and
other large structures are not generally available for rent.
Creature Size Adjustments: Land and real estate costs are
generally exempt from having to be adjusted for creature size.
Many structures are able to accommodate most playable species
without significant cost adjustments. However, structures that are
built strictly for creatures of a particular size may require that
their costs be adjusted accordingly (GMs call).

Land & Real Estate


Land (per 1 acre)
Barren/Rocky
Wooded
Cleared/Fertile
Urban
Real Estate (approximate area)
Commercial Structure
Business/Shop, Modest (300 sq ft)
Business/Shop, Expansive (1,000 sq ft)
Warehouse, Modest (3,000 sq ft)
Warehouse, Expansive (10,000 sq ft)
Residence: Apartment
Poor (150 sq ft)
Common (400 sq ft)
Wealthy (1,000 sq ft)
Residence: Home
Poor (400 sq ft)
Common (1,000 sq ft)
Wealthy (2,500 sq ft)
Mansion (10,000 sq ft)
Unique Structure
Castle, Modest (100,000 sq ft)
Castle, Expansive (250,000 sq ft)
Tower (3 floors and roof; 2,000 sq ft)

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

LIVESTOCK & MOUNTS

Bestial creatures can fulfill a variety of roles that are useful


to adventurers, such as pets, mounts, guardians, and work animals. Refer to General Rules: Pets & Mounts in Chapter 4 for
how to issue commands and other specific rules.
Training: Bestial creatures can be trained to function reliably in specific roles and situations. Each type of training imparts
unique benefits but is costly and requires d4 weeks to complete:
Combat Training: The creature remains calm and no longer has to make fear checks due to combat. It can also
be commanded to attack the handlers enemies (aggressive creatures are easier to command in this respect).
Bestial creatures without combat training must make a
fear check whenever they enter combat.
Mount Training: The creature is able to serve as a reliable
mount. Bestial creatures without such training can still
be ridden but will often struggle and attempt to buck
their riders at random times, as determined by the GM,
which forces a rider to succeed on an Agility check of
SV 5 to avoid being thrown and potentially suffering
falling damage. Untrained creatures also suffer a 1
penalty to all actions that are initiated by their riders.
Task Training: Type: The creature has been trained to reliably perform a specific set of tasks, such as Couriering,
Entertainment, Manual Labor, or Tracking (requires
the Heightened Sense: Scent trait). Other types of tasks
may also be allowed, per the GMs discretion.
Bonding: A new creature requires sufficient time to fully
bond with its handler before it can be commanded, usually equal
to d4 days if docile or d4 weeks if aggressive. Any creature that
has bonded to its handler can be commanded to perform basic
tasks (stay, come, sit, etc.), regardless of its training. Creatures
that are trained as mounts or for manual labor can usually be ridden or driven by anyone without having to form a bond.
Mounts & Rider Sizes: Generally, mounts must be at least
one size tier larger than their riders (a medium size rider requires
a large size mount). Certain species may have limitations as to the
kinds of mounts they can ride, and some species, like centaurs,
may be unable to ride mounts due to their unique body types.
Tack: Be aware that a creatures tack needs to be adjusted
according to its own cost and weight multiples, not those of its
handler. Tack includes all of the necessary gear for riding and
performing manual labor (saddle, harness, collar, leash, etc.). A
mount without proper tack suffers a 1 penalty to its Defense stat
while carrying a rider due to the awkward distribution of weight,
but riders that are at least two size tiers smaller than the mount do
not impose this penalty. Riding a mount without tack also incurs a
2 penalty to the riders Agility checks when attempt to resist falling off (regardless of size). Leashes typically extend up to twice
the length of the creatures occupied space, or double this length
for an additional 25% of the tacks weight and cost.
Cost: A creatures CPV and temperament (docile or aggressive) determines the base cost for an adult specimen. Each type of
training adds an additional multiple of the creatures base cost to
the total. For instance, a horse normally costs 5g without training
but costs 30g with combat training (+15g) and mount training
(+10g). Tack also adds an additional cost, if desired.

EQUIPMENT

POISONS *

Livestock Base Costs


CPV Range
125
2650
5175
76100
101125
126150
151175
176200

Docile
Base Cost
25s
50s
1g, 25s
2g, 50s
5g
10g
20g
40g

Aggressive
Base Cost
1g
2g
5g
10g
20g
40g
80g
160g

Livestock, Training, & Tack


Livestock (size, temperament)
Badger (small, aggressive)
Bear (large, aggressive)
Boar (small, aggressive)
Camel (large, docile)
Cheetah (medium, aggressive)
Dog (small, docile or aggressive)
Donkey (medium, docile)
Eagle/Falcon/Hawk (small, docile)
Elephant, Juvenile (huge, docile)
Fox (small, docile)
Ghartekot (huge, aggressive)
Goat (medium, docile)
Horse (large, docile)
Hyena (small, aggressive)
Jaguar/Leopard/Panther (medium, aggressive)
Lion (large, aggressive)
Lizard (small, docile or aggressive)
Lynx (small, aggressive)
Mordon (huge, docile)
Mule (large, docile)
Ostrich (medium, aggressive)
Pony (medium, docile)
Rat (tiny, docile)
Shark (large, aggressive)
Snake (small, docile)
Tiger (large, aggressive)
Vansker (small, aggressive)
Warg (large, aggressive)
Wolf (medium, aggressive)
Training & Tack
Combat Training
Mount Training
Task Training: Type
Tack (weight: ~5 lb; use creature's multiples)

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

Methods of Application: Poisons may be applied to their


victims in one of the following ways:
Damage: One dose may be applied to a weapon or to a
single shot of ammunition. If the weapon hits a target
and manages to inflict health loss then he is automatically poisoned. If it hits but fails to inflict health loss
then the dose is wasted. A dose is never wasted for a
missed melee attack but is always wasted for a missed
ranged attack.
Ingestion: Poison can be used to contaminate food and
beverages. Generally, one dose is enough to poison one
creature who consumes the whole dose within a reasonable amount of time. This is easy to determine when
applying a dose to a single serving of food or drink, but
attempting to poison whole batches of food or a towns
water supply often requires numerous doses of poison
in order to be effective, as determined by the GM.

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

Cost Frequency Cost


25s
rounds
6g
50s
minutes
2g
1g
hours
1g
4g
days
75s
8g
weeks
50s

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).

Potion Sizes & Weights


Potion
Swig
Size
Weight
Tiny
0.04
Small
0.12
Medium
0.4
Large
1.2
Huge
4
Enormous
12
Gigantic
40
Colossal
120

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

Each potion mimics a particular spell effect. Effects with the


stamina loss spell descriptor [S] never cause the consumer to lose
stamina, but they do have an additional cost (already included).
Otherwise, potions function in exactly the same way as the spell
effects upon which theyre based, including magical reagent costs
(already included) and any rule limitations. For instance, a Quick
Heal potion can only restore health points that were lost in the
current round or in the previous one, while a Restore: Health potion is able to restore health points regardless of when they were
lost (and without the loss of stamina).
Costs: The cost of each swig from a potion varies according
the relative power of its spell effect. A vial holds 1 swig and a
flask holds 3 swigs, so a flask costs three times as much as a vial.
The cost of the container itself is a trivial sum when compared to
the value of each swig and is therefore able to be ignored, especially since the container is destroyed and crumbles into dust once
the potion has been consumed.

Potion Durations

Potions with set durations remain active for 2 units of time


by default. In the case of a duration that is measured in rounds the
effect lasts for the remainder of the round in which the swig is
consumed and then for two additional rounds thereafter. Potions
with instant durations take effect immediately once consumed,
and the Luck effect, which has a special duration, lasts until the
end of the consumers next turn.
Extended or Variable Durations: Potions with extended or
variable durations may also be purchased, if desired. To do so,
simply multiply the potions base cost by the cost multiple on the
table below that corresponds to the chosen extended or variable
duration. Note that effects with instant or special durations cannot
have their durations extended or made variable.
For example, a standard vial of a Flight potion lasts for 2
rounds, plus the round in which it is consumed, and costs 45g.
An extended version of the potion that lasts for 10 rounds could
instead be purchased by multiplying the base cost of 45g x 2, for
a total cost of 90g; alternatively, a variable version that lasts for
d10 rounds could be purchased for a total cost of 67g, 50s.

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

Air Control: Easy Breathing


Commune: Type
Comprehension
Concentrate
Cure: Type
Disease
Mental Condition
Poison
Detect Afflictions
Detect Creatures: Type
Flight
Freedom
Hasten
Improve Faculty: Type
Brute Force, Combat
Maneuvers, EF, Flight
Speed, Notice, Run Speed,
or Swim Speed
Base Resilience,
Concentration, Defense,
or Fortitude
Charisma, Dexterity,
Endurance, Intellect,
Perception, or Strength
Accuracy
Invisibility
Luck
Mind Shield
Phase Shift
Quick Heal
Recovery: Type
Blind (R1)
Blind (R2)
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)
Damaged Faculties

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

There are numerous services that adventurers may require


from time to time. Costs may vary greatly depending on local
economic conditions.
Hirelings: A hirelings specific fee depends upon the necessary degree of training and his rank in the primary discipline
that corresponds to the role for which he is hired, such as Melee
Precision for a body guard, Might for a laborer, Tracking for a
scout, and so on. Common roles are those that can be performed
without access to specific advantages, whereas specialized roles
are those that do require access to specific advantages (Spellcasting, vocational advantages, etc.). Beyond the base cost, other conditions of the hirelings employment may need to be negotiated,
especially if hired for extended periods of time, such as room and
board, food expenses, and travel arrangements. There is no limit
to the number of hirelings that a player may employ, but keep in
mind that even though a character may give his hirelings orders
they are still roleplayed and controlled by the GM, even during
combat situations.
Spellcasters may also be hired to cast spells and to provide
magical services. They are always treated as being specialized
and typically charge a minimum fee equal to one hours work,
even if only a single spell is needed. Spell effects that possess the
stamina loss spell descriptor [S] add an additional fee of +10g per
spell, regardless of success, and the spellcaster is likely to require
rest in between the casting of such spells. Those that possess the
reagent consumption spell descriptor [R] also add an additional
fee that is equal to the cost of the magical reagents they consume.
Inn Rooms: Most inns are built to medium size standards,
especially those that are located in settlements that boast a diverse
range of creature sizes. Such inns will often insist that tiny and

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

Trap kits can be used to deploy relatively simple mechanical


traps to protect an area against thieves and enemies. Your character may purchase specific kits to quickly assemble traps by using
the Tinkering discipline. Average assembly times for a new trap
are listed in parenthesis after the traps title, whereas rearming an
existing trap requires only half as long. Receiving assistance from
others and/or attempting to assemble the trap hastily can lessen
the amount of time required, but doing so increases the SV. Refer
to Tinkering: Setting Traps in Chapter 1 for more information.

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.

Trap Kit Types

Alarm Trap (5 minutes): This trap emits an audible alarm


when triggered, which can be heard clearly at a distance of up
to 100 feet, or with an Awareness check of SV 5 at up to 250
feet. Components: 1 chimes, set; 2 pulleys; 1 stake, wooden; 1
tripwire, coil.
Damage Trap: Type: This trap is designed to inflict damage
on a single target. A roll of d8 is used for both Precision and damage, but the creature size for which the trap is designed applies
additional modifiers:

Trap Size Precision Damage


Tiny
+1
2
Small
0
1
Medium
0
0
Large
1
+2
Huge
1
+4
Enormous
2
+7
Gigantic
2
+10
Colossal
3
+14
Damage traps can be purchased in the following types, each
with its own application and components:
Acid (10 minutes): This trap launches a thin jet of acid
at the target (full acid damage). The traps Precision
check gains a +1 bonus due to splashing and spraying
but inflicts 1 damage for the very same reason. Components: acid (1 portion) [E]; 1 pressure tube, glass; 2
pulleys; 1 stake, metal; 1 tripwire, coil.
Crossbow (10 minutes): This trap launches a crossbow
bolt at the target. Poison may also be applied to the bolt,
if desired (for a separate cost). Components: 1 bolt [E];
1 crossbow; 2 pulleys; 1 stake, metal; 1 tripwire, coil.
Fire (10 minutes): This trap sends a jet of fire at the target
(full heat damage). If the trap achieves a critical success
on its Precision check the target also catches fire for one
round. He may attempt to put out the flames by making
an Agility check of SV 5. If he is unsuccessful he auto-

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 reduce the amount of travel time and can allow


for easier transportation of large quantities of passengers and/or
goods. The listed costs are for newly constructed vehicles.
Land Vehicles & Livestock: Land vehicles require work
animals in order to provide a means of propulsion. The number of
animals listed indicates those of average strength and size. Fewer
larger or more numerous smaller animals can also be used instead
(GMs call). Also, keep in mind that the costs for purchasing and
maintaining livestock are entirely separate from the cost of the
vehicle itself, and that tack must also be purchased separately for
each and every work animal.
Crew Requirements: Both land and water vehicles require
a least one driver, but many of the larger vessels need a minimum
crew in order to be maneuvered reliably. Fewer crew members
may be permissible (a minimum of half), but the GM should im-

pose a penalty to the drivers discipline or profession checks for


controlling the vehicle in accordance to the number of missing
crew members: 2 if missing a quarter or 4 if missing half. Also,
keep in mind that the costs for hiring and retaining crew members
are entirely separate from the cost of the vehicle itself.
Creature Size: Land vehicles are often subject to adjustments for creature size concerning costs, cargo capacity, and
animal requirements. Be sure to multiply cargo capacity by the
creatures weight multiple.
Water vessels, however, tend to be built to a standard of medium size, which is the size that is most suited to safely traversing
natural conditions and docking in foreign ports. Crew listings for
water vessels are given for medium size creatures but fewer larger
crew members or additional smaller crew members should also
suffice (GMs call).
Cargo/Passenger Capacity: Passengers take up a portion of
a vehicles cargo capacity according to their creature size, as measured in cubic feet: tiny 2.5, small 7.5, medium 25, large 75, huge
250, enormous 750, gigantic 2,500, and colossal 7,500. Crew and
animal spaces are treated separately and do not count toward a
vehicles capacity. Additional cargo or passengers can also be accommodated at the GMs discretion but may impose undesirable
consequences (slower speed, uncomfortable conditions, etc.).

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.

Magical Item Tiers

Each of the magical qualities in this section is assigned an


enchantment value of 0, 1, or 2 points, which denotes its relative
level of power. Magical items may possess any number of magical qualities, but they are restricted by
their total enchantment values and are categorized
into one of the following three tiers:
Lesser Magical Items (0): Items of this tier
may only possess total enchantment values of 0 points, which severely restricts
their selection of potential magical qualities.
Lesser magical items are very common,
relatively cheap, and they can often
be purchased in most settlements
and trading outposts of at least
moderate size.
Greater Magical Items (1 or 2):
Items of this tier possess total
enchantment values of either 1 or
2 points. Greater magical items are much harder
to come by and are not generally available for sale in
shopsin fact, they are sometimes worth more than the
shops themselves! As such, most common merchants simply do not possess the necessary resources to acquire or to
trade in greater magical items.
Relics (3+; special): Items of this tier possess total enchantment values of at least 3 points but are not actually limited
by enchantment values at all. Relics are the most powerful
kinds of magical items and may even boast unique abilities and properties beyond the standard magical qualities
that are detailed in this section. They are extremely rare
and should always be carefully designed by the GM prior
to being introduced into a campaign. A relics history and
reputation are often steeped in lore, and its use tends to
attract the attention of powerful figures who would seek
to acquire its magic for themselves.

APPAREL & WEAPONS

Apparel constitutes all items that are continuously worn,


such as armor, clothing, jewelry, and even magical tattoos. Weapons constitute all items that must be held at the ready and that are
capable of making physical attacks, which includes shields and
all standard, customized, and specialized weapons.

90

Magical Apparel: These magical items function for as long


as they are properly worn but cease to function immediately if
removed (including active triggered effects). For instance, a magical ring functions normally if worn on a finger or other body
part but not at all if it is kept in your characters pocket. Most
characters are limited to only being able to benefit from 2 pieces
of greater magical apparel at once (refer to the sidebar).
Magical Tattoos (treated as apparel): An enchanter can
also inscribe magical tattoos onto your characters body, which
are treated as a special form of magical apparel. The monetary
cost to inscribe a magical tattoo is equal to 75% of the standard
price. The greater magical apparel limit still applies to tattoos
and they are always counted before worn items.
For instance, if your character already has two
greater magical tattoos and then equips a suit of
greater magical armor then the armors magical
qualities would be ignored.
Magical tattoos can only be removed via
a ritualized version of the Suppress Magic spell
effect (requiring 10 minutes and a critical success)
or by severing the body parts upon which they
are inscribed. Note that the following apparel
magical qualities are not permitted for tattoos:
Awareness, Repairing, and Resizing.
Magical Weapons: Magical weapons only
impart their benefits when held at the ready. They
immediately cease to function if sheathed, stowed,
or dropped (including active triggered effects).
Magical launched weapons impart all of their
magical qualities to their ammunition. For instance, an
arrow that is fired from a longbow that has been enchanted with
the Damage Bonus: Heat quality inflicts additional heat damage
on its target. The Repairing and Resizing magical qualities are
exceptions to this rule and cannot be imparted to ammunition.
Magical qualities that have been imparted to ammunition immediately cease to function once the projectile either hits or misses
its target and comes to rest.
Ammunition itself may not be enchanted with standard
weapon magical qualities. However, while extremely rare, relic
ammunition has been known to exist, such as arrows that have
been enchanted to slay a particular type of creature.

Passive vs. Triggered Effects

Each magical quality is designated as being either a passive


effect or a triggered effect, which determines when and how its
benefits are applied.
Passive Effects (P): These effects are either always active or
they automatically activate whenever a specific situation occurs.
Triggered Effects (T): These effects require your character
to succeed on a spellcasting discipline check of SV 5 in order to
activate, and a point of stamina is lost on a roll of 1. Each effects
CM is listed in parenthesis and must always be applied to your
characters spellcasting check (all CM modifiers for the effects

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

light airborne debris (dust, sand, etc.) poses no discomfort but


may still obscure vision. Your character also gains a +2 bonus to
Constitution checks that are made to resist stamina loss in extreme
temperatures. This quality offers no protection against dangerous
or impeding conditions, such as fire, lava, lightning strikes, flooding, deep snow, or flying debris from winds of destructive force.
Likewise, this quality does not protect against damage from cold
or heat based attacks. This quality may only be applied to wholebody apparel (suits of armor, cloaks, robes, etc.).
Commune: Type [2; 2,000g] (T, minutes, CM +2): This
quality allows your character to communicate with other creatures of a chosen type, exactly like the Commune spell effect.
The spellcasting discipline required to trigger this effect varies
according to which type is selected: Bestial (Geomancy), Sapient
(Mysticism), or Undead (Sorcery). This quality may only be applied to apparel.
Comprehension [1; 750g] (T, minutes, CM +3): This quality allows your character to understand written and/or verbal languages, symbols, and gestures, exactly like the Comprehension
spell effect. The Sorcery discipline is used to trigger this effect.
This quality may only be applied to apparel.
Concentration [1; 750g] (P): This quality prevents your
character from being distracted (all sources). It does not prevent
your character from being surprised, however. This quality may
only be applied to apparel.
Damage Bonus: Type [1; 750g] (P): This quality grants a
+1 bonus to the weapons damage checks of one of the following damage types: Acid, Arcane, Cold, Divine, Electricity, Heat,
Physical, or Shadow. The weapons base damage result is still
considered to be physical. This quality may be selected twice,
either for the same or for different damage types (bonuses stack
freely). This quality may only be applied to weapons.
Damage Conversion: Type [1; 3,450g] (P): This quality causes the weapon to inflict damage as one of the following
non-physical damage types: Acid, Arcane, Cold, Divine, Electricity, Heat, or Shadow. The weapons entire base damage result is
converted into the chosen damage type, including contributions
from Brute Force and other non-magical damage modifiers like
those from the Melee Expertise or Ranged Expertise advantages.
However, magical damage modifiers, such as a jelgharis Living
Flames trait, the Damage Bonus magical quality (see above), or
the Augmented Damage advantage still apply their own unique
damage types separately from the weapons converted damage
result. This quality may only be applied to weapons.

Greater Magical Apparel Limit


Most characters may only benefit from up to 2 pieces of greater magical apparel at once.
Only the first 2 pieces that are equipped have any effect, and subsequent pieces produce no
passive effects and cannot be triggered unless an existing piece is removed. Lesser magical
apparel and relics do not count toward this limit and may be combined freely; magical weapons are also exempt. Note that elves, some ettins, and characters with the Magically-Receptive
mystical advantage may benefit from more than 2 pieces of greater magical apparel at once.

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

effect to function, so creatures that bleed to death afterwards do


not count. Additionally, this effect only functions against living
creatures that possess CPVs of 100 or greater. This quality may
only be applied to weapons.
Light: Type [varies; varies] (P): This quality causes the
item to emit light equivalent to that of a torch (OS x 20 ft). The
color of the light and its other visual aspects can be customized
per each enchantment (constant, pulsing, sparkling, etc.). Your
character may activate or deactivate the items light as a free
action. The type of light selected determines the enchantment
value, cost, and the potency of the darkness that it overcomes:

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

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.
Soul Stealing [2; 3,000g] (P): This quality grants a chance
for your character to temporarily surge with mystical energy
whenever the weapon inflicts the killing blow against a sapient
creature. Each time that a killing blow is achieved your character
can make a free Mysticism check of SV8 to immediately gain a
+2 bonus to all discipline, profession, and damage checks until
the end of the following round (there are no consequences for
failure). An attack must deliver the killing blow in order for this
effect to function, so creatures that bleed to death afterwards do
not count. Bonuses cannot be stacked from multiple killing blows,
but rather the duration is simply renewed. Additionally, this effect
only functions against sapient creatures that possess CPVs of 100
or greater. This quality may only be applied to weapons.
Spell Aim [1; 2,550g] (P): This quality grants a +1 bonus
to your characters Spell Precision checks for all spells that are
channeled through the weapon. 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 that already possess the
Channeling magical quality.
Spell Damage [1; 750g] (P): This quality grants a +1 bonus
to your characters damage checks for all spells that are channeled through the weapon. This quality can be selected twice (bonuses stack freely). This quality may only be applied to weapons
that already possess the Channeling magical quality.
Sustenance [2; 1,250g] (P): This quality keeps your character permanently sated, entirely eliminating the need to consume
food and water. 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. Characters that possess the Voracious Appetite trait only have their food and water requirements halved, not
eliminated entirely. This quality may only be applied to apparel.
Telepathy [2; 3,000g] (T, minutes, CM +1): This quality
allows your character to selectively broadcast telepathic thoughts
directly into the minds of other sapient creatures, exactly like the
Telepathy 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.
Unlimited Ammunition [1; 1,200g] (P): This quality allows the weapon to create and launch its own magical projectiles
that mimic standard ammunition. The magical projectiles fade
away once they hit or miss their targets and come to rest. Real
ammunition may still be launched instead, if desired. This quality
may only be applied to launched ranged weapons.
Vitality [2; 3,000g] (P): This quality halves the amount of
time that is required for your character to recover lost stamina
points to one point every hour (instead of one point every two
hours). Additionally, the amount of sleep that he needs each day
is also halved (if living) so that he only requires at least 3 hours
(instead of 6). 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.

93

CHAPTER 3

Apparel & Weapon Enchantments

[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

Damage Bonus: Type


1

Damage Conversion: Type


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

Miscellaneous gear is a catchall category that includes tools,


accessories, and other general items that have been enchanted
with unique magical properties. Such items are still categorized
according to their total enchantment values, and the common
items that are detailed below all have enchantment values of 0.
If desired, miscellaneous items may be further enchanted with
either apparel or weapon magical qualities, depending on whether
they are designed to be worn continuously or held at the ready.

Common Miscellaneous Gear

The following miscellaneous items are those that are most


commonly encountered by adventurers. The cost of each items
enchantment is listed in brackets, but the cost of the base item
itself must also be paid and adjusted for your characters size.
Animated Tool [5g]: This tool or item may animate itself at
the owners command, thereby performing its intended task without the need for constant supervision. However, if its tasks is interrupted for any reason the tool will cease until reactivated by its
owner. Such tools can only be used to perform mundane tasks (a
broom that sweeps the floor, a cloth that cleans dishes, etc.) or to
assist with individual steps of a more complicated task (crafting a
piece of armor). These effects are purely for roleplaying purposes
and cannot impart actual bonuses, such as an animated shield that
offers protection to its owner. Animated tools cannot be used to
produce goods or crafted items entirely on their own.
The following animated tools are some of the most common
examples and may serve as references for custom items:
Enchanted Broom/Mop: This tool continually sweeps or
mops a specified room until it is free of dust and dirt,
then returns to its designated place of storage.
Enchanted Cleaning Cloth: This simple cloth can be made
to continually wash dishes, dust furniture, scrub dirty
children, or perform other similar tasks.
Enchanted Hammer: This hammer can be instructed to secure loose nails, hammer-out dents in armor, or flatten
hot metal in preparation for forging.
Enchanted Spoon: This spoon continually stirs the contents of a cooking pot or cauldron. It can also dish out
servings into bowls or containers that are brought close.
Bottomless Coin Pouch [5g]: This pouch is able to hold a
large number of coins without increasing in weight (~0.3 lb; the
same as a standard belt pouch). Despite its name, however, it is
not actually bottomless and may only carry up to 1,000 coins. A
bottomless coin pouch allows small and tiny creatures to carry
their wealth without becoming encumbered, but bigger creatures

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.

Weightless Container [varies]: These containers come in a


variety of different forms: backpacks, pouches, chests, crates, and
even furniture. The contents of a weightless container only weigh
a fraction of their normal weight while inside, making them easier
to carry. The term weightless is somewhat misleading since the
container itself, whether it is empty or filled, still weighs the standard amount for its type (only its contents actually weigh less).
The percentage of the containers weight reduction determines
the cost of its enchantment: 25% [50g], 50% [150g], 75% [300g],
and 100% [500g]. Note that only the weights of the containers
contents are reduced; their volumes are unaffected. Lastly, if one
weightless container is placed within another then the magical
benefits of both are negated until they are once again separated.
A weightless container that is broken or destroyed causes
all of its contents to immediately spill out. The Suppress Magic
spell effect renders a weightless container inaccessible for 1 minute with a standard success, meaning that no items can be placed
inside or taken out.

Common Miscellaneous Gear

[A = Apparel; W = Weapons]
Item
A W
Cost

Animated Tool
5g

Bottomless Coin Pouch


5g
Convenience Gear
varies
3g

Self-Serving Dish
varies

Suppression Manacles
100g

Weightless Container
varies

Custom Miscellaneous Gear

There are many other kinds of miscellaneous magical items


than the ones that are described in this section. Players are even
allowed to design their own miscellaneous items, per the GMs
approval. The GM should reference the common miscellaneous
items above to help balance the power and costs of custom items.

CURSED MAGICAL ITEMS

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

Each cursed item is wholly unique, but the following curse


types should provide a glimpse of the range of possible options:
Compulsion: This curse attempts to compel the items user
to perform actions against her will. Often, a willpower
check is made by the GM to see if the user can resist the
curses influence (a modifier may also be applied to the
check depending on the curses power). Being able to successfully resist the compulsion may or may not alert the
user to the items cursed nature (again, depending on its
power). Such compulsions might only occur in specific
situations or they might be more general, with the latter
type allowing for more periodic willpower checks.
Detriment: This curse has a detrimental effect on the items
user, either by imposing negative conditions (an excessive
thirst, a slowed rate of healing, etc.) or by imposing a
penalty to one or more of his faculties. Such detriments
usually take place without the users knowledge, at least
initially, but gradually the user may begin to suspect that
something is amiss the longer that the item is equipped.
Note that many such items still grant beneficial qualities
to their users, so as to appear benign, but their negative
aspects should always outweigh their benefits.
Obsession: This curse causes anyone who interacts with the
item to crave it and to seek it for their own. This usually
occurs after having touched the item, but more powerful
cursed items are able to elicit obsession from those who
simply view them. Once the item has been claimed its
user must typically endure an initial willpower check or
she cannot stand to part with it, and may even risk death or
potentially commit murder to keep it. Further willpower
checks should be permitted in extreme situations where
the user would have to compromise her core beliefs or risk
her life in order to keep possession of the item (killing a
friend whos grappling for the item).
Trickery: This curse attempts to deceive the user of the
item in various ways (more so than other curses), either
by providing false information about the items powers or
by forcing the item to betray its user at crucial moments.
For instance, an item that normally seems to mimic the
Mind Scanning spell effect might periodically create false
thoughts in its users mind or secretly broadcast his own
thoughts or intentions to all nearby enemies during battle.

EXAMPLE MAGICAL ITEMS

The following nine magical items provide a varied range of


helpful examples. Each items description begins with its tier and
type, along with its total enchantment value in parenthesis (except
for relics), followed by the items corresponding creature size.

Arnurian Battlemage Trident

Lesser Magical Weapon (0); medium size


These highgrade tridents are given to arnurian battlemages
once they complete both their martial and magical training regimens. Each trident is enchanted to allow the arnurians spells to
be cast through it as if it were a free hand. It can also be made to

96

emit teal-colored light equal to that of a torch (OS x 2), which is


particularly useful at providing visibility when deep underwater.
The tridents value is 85g, 20s.
Magical Qualities: Channeling (0), Light: Minor (0)

Butchering Blade (cursed)

Greater Magical Weapon (2); medium size


This longsword is deceptively unremarkable in appearance,
but it is actually a potent magical weapon that inflicts +2 bonus
points of physical damage. However, it is also cursed and its user
continually risks being compelled by bloodlust (see below).The
longswords estimated value is 1,505g (common grade), but its
cursed nature means that its actual value is highly situational.
Magical Qualities: Damage Bonus: Physical x 2 (1 each)
Curse (Compulsion): Whenever the weapon inflicts the
loss of at least one health point without actually killing its target
the user is magically compelled to continue attacking the same
target until he is killed. The user must immediately succeed on
a willpower check, applying a +1 modifier (this means that the
compulsion is harder to resist), or he is overcome with a sense of
bloodlust regarding the target. Failure forces the user to make a
melee attack against the same target using the longsword at least
once each round until he is killed, and the user may not perform
any other actions except those that are necessary to attack the target in melee, such as sprinting (GMs call). However, succeeding
on the willpower check or being unable to attempt a melee attack
against the target for one full round ends the current compulsion,
but a new compulsion may begin if the longsword inflicts health
loss against the same target or a different one.
Only melee attacks against living targets cause the curse to
activate. The blades magic can sense the life force of its targets
and is able to tell when a target is actually killed. In other words,
a target who is only knocked unconscious or who is pretending to
be dead will not cause the compulsion to cease. Lastly, making an
area-effect attack with the longsword, such as via the Shockwave
combat technique advantage, randomly designates one affected
target (from among those who suffered health loss and still managed to survive the attack).

Cloak of Serenity

Greater Magical Apparel (1); tiny size


This tiny hooded cloak always appears as if it were brand
new. Even when damaged or soiled its magic continually works
to restore the cloak to its original condition. Its wearer remains
unhindered by natural precipitation, winds of less than destructive force, and light airborne debris (vision may still be obscured).
She also gains a +2 bonus to her Constitution checks that are
made to resist stamina loss in extreme temperatures. The cloaks
value is 850g, 25s.
Magical Qualities: Comfort (1), Repairing (0)

Emberian Training Armor

Lesser Magical Apparel (0); Resizing (up to large)


These suits of armor are used by the armies of the City-State
of Emberfell to train their wide diversity of new recruits. Each
suit is able to magically resize itself to accommodate soldiers
ranging from tiny to large sizes. Damage that the armor sustains

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

Relic Apparel; large size


This immensely powerful amulet was enchanted by Linriok,
the renowned ferellik wizard himself, prior to his disappearance
within the Vexith . It is forged of pure copper and is set with three
pristine emeralds. The amulets value is beyond measure.
Magical Qualities: Faculty Bonus: Fortitude (2), Mind
Shielding (2), Repairing (0), Stamina-less Taps (?)
Stamina-less Taps: The amulets wearer no longer has to
move stamina tokens into the fatigue row when holding taps.
However, rolling a 1 on any spellcasting check when attempting
to hold a tap still incurs the loss of one of the wearers stamina
points. The amulet may hold up to three taps, assuming that the
wearer possesses the Inborn Tap species trait and/or the Magical
Tap advantage (one or both ranks), which determines precisely
how many taps he may hold. Note that amulet does not automatically grant the ability to hold taps on its own and that its wearer
must possess at least one of these traits to make use of this quality.
Background: Linriok constructed his amulet following the
successful return of his first grand expedition into the Vexith . It
is believed that he sought a way to bolster his mental defenses
and to alleviate the physical stresses of prolonged spellcasting on
his aging body. Historical accounts indicate that he spent several
years and most of his resources researching, forging, and enchanting the amulet. It is also rumored that Linriok nearly abandoned
the attempt altogether after a trusted aide was accidentally killed
during one of the rituals required for its creation.
Eventually, the amulet was completed and Linriok began
making new preparations for another grand expedition into the
Vexith . Unfortunately, after only a few weeks from the time of
their descent, a handful of the expeditions members returned to
the surface, bloodied and battered, with reports of ambush by a
host of demonic foes. Whether lost, captured, or killed, Linrioks
fate is still a mystery to this day, as is the fate of his amulet.

Monocle of Mystical Observation

Greater Magical Apparel/Miscellaneous (1); small size


This clear glass lens is encircled by a ring of bronze and is
connected to a delicate bronze chain that secures to the wearers
clothing. The monocle is enchanted to be fogless (like the miscellaneous gear convenience item). It also allows its wearer to
trigger the Sensory Augmentation: Magic Sight quality via the
Mysticism discipline. The monocles value is 1,204g, 20s.
Magical Qualities: Sensory Augmentation: Magic Sight (1)

Ring of Fallen Angels (cursed)

Greater Magical Apparel (2); medium size


This solid silver ring is intricately fashioned to display a pair
of angelic wings that fold around its outer surface. When triggered, the ring allows its wearer to fly, but it is also cursed and can
prove to be quite deadly (see below). When the ring is properly
grasped it instantly reveals its magical qualities, but details about

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.

Sling of the Spectral Hand

Relic Weapon; Resizing (up to gigantic)


This highgrade sling is able to launch an endless supply of
bullets composed of pure arcane energy, repair itself via magic if
damaged, and even resize itself to suit its current user. However,
its most unique feature is its ability to create a spectral version of
itself that is capable of making an additional attack during each
round of combat. The slings value is beyond measure.
Magical Qualities: Damage Bonus: Arcane (1), Damage
Conversion: Arcane (1), Repairing (0), Resizing (0), Spectral
Hand (?), Unlimited Ammunition (1)
Spectral Hand: Whenever the sling is held at the ready an
apparition of its users hand, also wielding a ghostly duplicate of
the sling itself, appears suspended in the air nearby. Its user may
mentally command the spectral hand to attack once per round for
free, in addition to any attacks that she attempts that round using
the real sling, or even if she attempts no attacks herself. The spectral hands Precision checks, damage checks, range increments,
and other details are identical to those affecting its user (lucky/
tough breaks, advantages, obscurement penalties, etc.), but its
attack is treated as a free action and therefore does not suffer
from or incur multiple action penalties. The spectral hand may
only make one attack per round even if its user is affected by the
Hasten spell effect or a similar ability. Choosing to use standard
ammunition with the real sling does not affect the spectral hand,
which always launches bullets of pure arcane energy. The spectral
hand is impervious to all forms of attack, but it instantly fades
away if the real sling is disarmed, dropped, or stowed away; it can
also be dispelled by the Suppress Magic spell effect, according to
whether or not the real sling itself is suppressed.
Background: Very little is known about the slings origins,
but during the last century it has left a trail of blood across the
face of Arlakor. Ownership of the sling has become an open invitation for conflict as new challengers continually seek to claim
it as their own. Most recently, the giant warlord Alidnox was defeated by the inquisitor Yeletra of Authara, who in turn lost the
sling to brigands. Rumors now suggest that its current owner is a
sprite adventurer named Kip, an elementalist of eccentric repute.

Trollhide Shield

Greater Magical Weapon (1); large size


This standard shield is as repugnant as it is powerful. It is
literally constructed from the bones, hide, and claws of a troll and
has been enchanted to magically repair itself when damaged. The
claws even serve as spikes (increased critical damage and more
severe injuries). Lastly, whenever the shield is thrown it is able to
magically teleport back into its users hand. The shields value is
1,312g (common grade).
Magical Qualities: Repairing (0), Returning (1)

97

GAMEPLAY

CHAPTER 4
GAMEPLAY

he purpose of the previous chapters was to provide you with


a plethora of choices to shape your characters persona and
abilitiesyouve assigned faculties, chosen traits, and decked
out your character in shiny new gear! Okay, thats great and all,
but now what? This chapter will teach you how to actually play
the game, including the rules for combat and general gameplay.

ROLLING THE DICE

Simply put, dice represent the element of chance. Its easy


enough to say what your character intends to do, but rolling a die
is how you determine whether or not she actually succeeds.
A Success Value (SV) is a numerical goal that corresponds
to the difficulty of the task at hand. After modifiers are applied, if
your result meets or exceeds the SV then the action is successful.

General SV Goals
Task Difficulty
Trivial (special rules)
Basic
Moderate
Advanced
Complex

SV
1
3
5
8
12

Stats as SV Goals: An opponents stats often serve as the


SV goals for various actions. For instance, Precision checks are
compared against an enemys Defense stat, whereas spellcasting
checks are compared against his Concentration or Fortitude stats.
Opposed Checks: In some situations your characters result
may be set against an opponents opposed check, such as when
attempting to sneak past a guard (Stealth vs. Awareness). The
person with the highest result wins the opposed check, but the
actions initiator always loses in the case of a tie.

Maxing

Certain checks allow for maxing, which occurs whenever


you roll the maximum value for the die (4 for d4, 6 for d6, etc.).
When this happens you immediately roll the die again and add
both of the results together. Maxing continues until the dies maximum value is no longer rolled. You then apply any additional
modifiers as you normally would. For instance, if you roll an 8 on
a d8, then roll another 8, then a 5, your total result would be 21
(8+8+5); any additional modifiers would then be applied.

Maxing is always applied to the rolls of discipline checks,


profession checks, and damage checks. It is sometimes applied to
other types of rolls as well, as noted in their descriptions.
Be aware that attributes of Rank 5 (d12) have an increased
chance of maxing. Their discipline rolls max on an 11 or 12!

Critical Successes

A critical success occurs whenever the total result of a check


is 5 points higher than the SV (or the defenders opposed check
or stat). This means that the action was exceptionally successful!
Many actions have specific benefits for rolling a critical success.
Certain checks and spell effects also have additional benefits
that increase for receiving multiple critical successes (a result that
is 5 points higher, 10 points higher, 15 points higher, and so on).
The benefits of such checks are detailed in their descriptions.

Failures

If the modified result of a check falls below the SV (or the


defenders opposed check or stat) then it fails. Some checks may
even have additional consequences if the modified result is at
least 3 points lower than the SV (Creature Lore, Tinkering, etc.).

Critical Failures

Whenever a 1 is rolled on the die for a check, regardless of


the modified result, the same die is immediately rolled again. If
the new roll is either a 1 or a 2 then your character has suffered a
critical failure! This means that the check automatically fails, and
the GM will select an appropriate mishap to befall your character.
For example, if a 1 is rolled on a discipline check then the
same die is immediately rerolled. If the new roll is a 1 or 2 then a
critical failure occurs; if it is a 3 or higher then the check either
fails or succeeds according to its initial roll of 1 plus its modifiers.
Unique Outcomes: Attacks and spells produce unique outcomes when they critically fail, as indicated on the following
pages. Many other checks have specific types of mishaps that
are detailed in their descriptions. If a specific outcome isnt listed
then the GM may simply make something up on the spot to hinder
your character in some other way.
Exceptions: Initiative, damage, and tiered-outcome checks
cannot critically fail. Tiered-outcome checks are those that are
made against a table (Bleeding, Diseases & Poisons, Exhausted,
Wounded, etc.). Only the modified result is relevant, which can
result in varying degrees of failure or success. Other types of
checks may also be exempt, as noted in their descriptions.

99

CHAPTER 4

Launched Attacks
Result
1

[Roll: d12]
Critical Failure Outcome

All Thumbs: You fumble around with your weapon

[Roll: d12]
Critical Failure Outcome

Result
Bad Move: You lose your remaining turn.
1

Slippery Grip: Your weapon is thrown d41 squares

and lose your remaining turn.


Slippery Grip: Your weapon is thrown d41 squares

Melee/Thrown/Unarmed Attacks

in a random direction, inflicting no damage (a result

of 0 indicates your own space).

Off-Balance: You lose your remaining turn and are


considered distracted until your next turn.

across the ground, requiring d6 rounds to pick up.

increment to be considered distracted until the end

(if thrown) to be considered distracted until the end


of the following round; you are unaffected.

causes you to lose your remaining turn and suffer

Defensive Opening: You lose your remaining turn

and suffer a 2 penalty to Defense until your next

Trip: You fall prone and lose your remaining turn.

a 2 penalty to Defense until your next turn.

turn. Enemies take notice of your vulnerable state.


Poor Follow-Through: You lose your remaining

Trip: You fall prone and lose your remaining turn.


Poor Follow-Through: You lose your remaining

turn and suffer a 2 penalty to all actions on your

next turn as you attempt to recover.

Launcher Malfunction: Your weapon is weakened


and suffers a 1 penalty to all of its Precision and

and suffers a 1 penalty to all of its Precision and

damage checks until it is repaired (weapons that

incurs the loss of one of your health points instead.

Friendly Fire: Reroll your Precision check against a

Friendly Fire: Reroll your Precision check against a

random allied or neutral target within two range

random allied or neutral target within your reach

increments, and include yourself as one of the

(if melee/unarmed) or within one range increment

possible targets. Apply all of the same modifiers,

(if thrown), and include yourself as one of the

except for those from lucky or tough breaks, which


apply their opposite values instead. Area-effect

10

the GM will determine a random placement for the

attacks are still able to affect multiple targets, but

attack's template.

the GM will determine a random placement for the


attack's template.
Incredibly Poor Execution: You lose your remaining

and confusion prevents you from being able to


move or attempt actions on your next turn. You
may still defend yourself, however.

11

and suffer a specific injury to your arm (roll d10

turn and confusion prevents you from being able to


move or attempt actions on your next turn. You
may still defend yourself, however.
Unbelievably Inept Move: You lose one health point

in the way of the shot. You lose one health point


for the severity).

100

except for those from lucky or tough breaks, which


apply their opposite values instead. Area-effect

Hand Shot: You somehow manage to get your hand

12

possible targets. Apply all of the same modifiers,

attacks are still able to affect multiple targets, but

Absurd Mishandling: You lose your remaining turn

11

damage checks until it is repaired (weapons that


are already weakened break); an unarmed attack

are already weakened break).

10

turn and suffer a 2 penalty to all actions on your


Reckless Attack: Your weapon becomes weakened

next turn as you attempt to recover.

(if melee/unarmed) or within one range increment

of the following round; you are unaffected.

Enemies take notice of your vulnerable state.

(if armored) until your wardrobe can be adjusted.

and neutral targets that are within the attack's reach

Excessive Concentration: Extra time spent aiming

Defense (if unarmored) or to your Total Resilience

Hinder Ally: Your classless display causes all allied

Premature Release: A dangerous and errant shot

considered distracted until your next turn.

Doing so requires an Agility check of SV 3.

action (Agility check of SV 1).

Off-Balance: You lose your remaining turn and are


Wardrobe Trouble: You suffer a 1 penalty to your

An individual piece can be picked up as a trivial

causes all allied and neutral targets within one range

of 0 indicates your own space); an unarmed attack


incurs the loss of your remaining turn instead.

Scatter Ammunition: All of your weapon's ammo


is spilled from its primary container and scatters

in a random direction, inflicting no damage (a result

12

and suffer a specific injury (roll d12 for the location


and d10 for the severity).

GAMEPLAY

Spells & Magical Powers ()


(combat techniques use the other tables)
[Roll: d12]
Result
Critical Failure Outcome
Unsettled: You lose your remaining turn.
1

Temporary Insanity: You lose your remaining turn

items are dropped in your space (those carried in


hands, grasping appendages, or prehensile tails).

Explosion of Lights: You are rendered Blind (R1)


for 1 minute. Additionally, make a special d8 roll
(this roll cannot max or critically fail). Compare the

stats then they too are rendered Blind (R1) for 1

Mental Lapse: You lose your remaining turn and are


considered distracted until your next turn.
Lack of Control: Reroll your Spell Precision check

minute by the bright lights.

10

reach) or within two range increments (if distance),

11

lucky or tough breaks, which apply their opposite


values instead. Area-effect spells and powers are

and held taps are lost (tapped stamina tokens are


moved into the fatigue row), which then requires
you to make a Perseverance check.

and include yourself as one of the possible targets.


Apply all of the same modifiers except those from

Severe Strain: You lose an extra stamina point.


Magic Drain: All of your remaining stamina points

or spellcasting check against a random allied or


neutral target within your standard threat range (if

result against all targets within 4 squares of your


spaceif it equals or exceeds their Concentration

You also lose your remaining turn.

rounds, as per a standard success. Refer to the


spell effect's description for further details.

Awkward Gesture: All of your held weapons and

and are affected by the Insanity spell effect for d4

Magical Energies Internalized: You lose one health

12

point and suffer a specific injury (roll d12 for the


location and d10 for the severity).

still able to affect multiple targets, but the GM will


determine a random placement for the template.
Excessive Focus: You lose your remaining turn and

suffer a 2 penalty to Defense until your next turn.


Enemies take notice of your vulnerable state.
Thundering Boom: You are rendered Deaf (R1) for
10 minutes. Additionally, make a special d8 roll
(this roll cannot max or critically fail). Compare the

result against all targets within 4 squares of your


spaceif it equals or exceeds their Concentration
stats then they too are rendered Deaf (R1) for 10
minutes by the loud sound.
Overload: You are knocked d41 squares in a
random direction and fall prone (the distance is
halved if underwater or in a similarly restrictive
environment). Creatures in your path can attempt
a free Agility check of SV 5 to automatically move
aside to the nearest unoccupied space to avoid the
collision. Colliding with another creature or solid
unattended object stops further knock-back, but

damage is inflicted to all involved that is equal to


d8 plus a modifier based on your creature size
(compared against Total Resilience): tiny 2, small
1, medium 0, large +2, huge +4, enormous +7,
gigantic +10, colossal +14. Any creatures involved
in the collision that are equal to your own size or
smaller must also make another free Agility check
of SV 5 or they fall prone; any creatures that are
bigger than you do not risk falling prone.

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

As mentioned in the books Introduction, there are a few


requirements that must be met before combat can be simulated.
They are repeated here for your convenience:
Movement Board: A mat, board, or other type of playing
area divided into 1-inch squares is required. A movement
board allows the GM to set up combat encounters to aid
the players in visualizing the scene. A surface that is compatible with dry-erase markers is probably the best option.
Miniatures or Counters: Each player should have a unique
miniature or visual counter to represent their character on
the movement board. The GM should have counters to
represent the various non-player characters (NPCs) and
monsters that the characters engage in battle.
Vexith Initiative App (optional): Having access to the free
Vexith Initiative App via computer, tablet, or smart phone
is highly recommended but not required.

INITIATIVE

Combat is divided into units of time referred to as rounds.


Each round is approximately six seconds long, as measured in
game time. Regarding session time (real time), each full round
usually requires at least several minutes to complete depending
on the number of characters and combatants. Since combat tends
to be chaotic with many things going on simultaneously it helps
to divide the flow of the battle into manageable segments.
Your characters Initiative discipline is used to determine
how quickly she can take her turn during each round of combat.
Being able to act sooner than ones enemies can often make a
huge difference in a battles outcome, especially if an enemy is
wounded or defeated before his turn occurs. Initiative checks are
made by all combatants, either at the start of each new round if
using the app (rolled electronically) or only once at the start of
each new battle if using the traditional method (rolled by hand).
Groups of Similar Combatants (GM): The GM may find it
useful to make a single Initiative check for each group of similar
combatants in order to save time, assuming that they all share the
same faculties. For instance, a group of enemy warriors could
all use the same Initiative result, another group of enemy mages
could use a separate result, and their leader could use his own.
Enchanted Companions, Pets, & Minions: If your character has an enchanted companion, pet, arcane minion, summoned
creature, or thrall then it acts on your characters turn to simplify
the flow of combat (ignoring its own Initiative discipline), plus it
also shares lucky or tough breaks whenever these events occur.

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

Tough breaks are the moments in combat when things just


arent going your characters way. Maybe he gets something in
his eye, accidentally swallows a bug, unexpectedly sneezes, or
gets a muscle cramp, but regardless of the cause his performance
during the round is impaired.
Each combatant or group of similar combatants has a 5%
chance each round of suffering a tough break, which imposes a 2
penalty to all discipline checks, profession checks, and damage
checks for the entire round. Note that the penalty is not applied to
Initiative checks that are made to determine turn order.

Surprise

There are sometimes situations where the GM may rule that


certain combatants or groups of similar combatants are initially
unaware that they are being attacked, such as during an ambush.
When this occurs, simply determine initiative order normally
and skip the turns of any combatants who are deemed to be surprised but only for the first round. All attacks against surprised
targets during the first round receive a +2 bonus on their Precision
checks; the Damage: Mental spell effect gains a +1 bonus to its
Mysticism check instead. Note that area-effect attacks only apply
the bonus against surprised targets.
Surprise During Battle: Surprise can occur at the start of
combat and sometimes even during the later rounds of battle.
There are many situations, actions, and spell effects that can render a target or group surprised. A detection check, as described
later in this chapter, is often a good way to figure out which combatants are surprised. A combatant who is surprised during a later
round of battle is typically only considered to be surprised against
a specific attack, so unlike when surprise occurs at the start of
battle he does not lose his turn and only the first attack for which
he is unaware receives the bonus.
Rarity of Surprise: The occurrence of surprise is generally
rare and it should not be used for every battle. Simply walking
around the corner and coming face-to-face with a group of monsters is likely to be surprising but equally so for both sides. In
fact, that is the whole purpose of initiative orderto determine
which combatants are able to act first. Surprise should only be
used when there is clearly a situation where certain combatants
would be completely unaware of being attacked.

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).

Option #1: Vexith Initiative App

The free Vexith Initiative App is the recommended method


for generating the initiative order during combat. It creates a new
ordered list of all combatants turns for each round of battle, plus
it automatically checks for lucky and tough breaks and highlights
those combatants who receive them. The advantage of using the
app is that it can help to speed up the pace of combat by freeing
the GM and players from having to make Initiative checks.
Either the GM or one of the players should be assigned the
responsibilities of maintaining the app and announcing each combatants turn aloud to the group. The app itself contains simple
instructions for its use and operation, so please refer to the app
for more information.

Option #2: Traditional Method

Initiative order can also be generated by hand, which is the


more traditional method often used in other roleplaying games.
Maybe your group prefers the rolling of actual dice rather than
allowing the app to do so electronically, or perhaps your group
currently lacks access to the app. Whatever the reason, using the
traditional method does involve a few notable differences.
Static Initiative Order: Unlike the app, which generates
a new initiative order for each round of combat, the traditional
method establishes the order at the beginning of the battle and
then recycles the same order for each new round. Every player
makes an Initiative check at the start of combat and the GM does
the same for every NPC or similar group. Note that while these
kinds of Initiative checks may max, they may not succeed (in the
standard sense), critically succeed, fail, or critically failthey are
simply used to generate an ordered list for all combatants.
Either the GM or one of the players should be assigned the
responsibility of creating an ordered list that arranges all combatants according to their Initiative check results from highest
to lowest. Allow rerolls for ties, but rerolls should not affect the
order of combatants that did not tie. As combat progresses each
combatants turn should be announced aloud to the group or displayed via other means (written on a dry-erase board).
Lucky/Tough Breaks: When using the traditional method
your group must also decide on how they prefer to handle lucky
and tough breaks. The following three options present different
ways of doing so:
Rolling a d20: Many other roleplaying games make use of
an additional twenty-sided die, which the Vexith Roleplaying Game does not use. If your group has access to
d20s then each player can roll one at the beginning of
each round, with a result of 1 indicating a tough break
and a result of 20 indicating a lucky break. However,
this option can prove somewhat tedious, especially for
the GM, who must roll for multiple combatants.
Rolling a Percentile Die: Like the d20, some roleplaying games make use of a special ten-sided percentile
die. When rolled alongside a standard ten-sided die the

pair can produce a percentage result. If your group has


access to percentile dice then each player can make a
percentile roll at the beginning of each round, with a
result of 0105 representing a tough break and a result
of 9600 representing a lucky break. This option is the
most tedious choice, even more so than the d20 variant,
since it requires rolling multiple dice.
Rule Removal: If your group would rather not roll for
lucky or tough breaks each round it is possible to ignore
both rules entirely by removing them from the game.
Additionally, characters and creatures should be barred
from selecting any advantages or disadvantages that
modify these rules (Lucky Defense, Lucky Mobility,
etc.). Note that while this option can help to speed up
the pace of combat it also removes much of the chaos
(and fun) that often occurs during battle!

YOUR TURN

Your character can perform one or more actions during his


turn. An action constitutes doing something that requires focus
and time. Many actions require a discipline check or profession
check but not all. The following list provides examples of some
common actions your character can take on his turn:
Make an attack
Cast a spell
Consume a potion (one swig)
Sprint
Open a door
Pick up an item
Sheathe or stow an item (dropping a held item is a free)
Read a spell scroll
Speak detailed commands or instructions

Multiple Actions

Attempting multiple, different actions during the same turn


is possible, but all actions become increasingly more difficult.
Each additional action beyond the first imposes a cumulative 2
penalty to all actions during your characters turn; damage checks
are not penalized. For instance, attempting two actions during the
same turn would incur a 2 penalty on both checks, attempting
three actions would incur a 4 penalty, and so on.
Your character may not attempt the same action more than
once per round, such as casting two spells (even if separate spell
effects are attempted) or consuming two swigs of a potion (even
if each swig is from a separate potion). The only exceptions to this
rule are for making multiple attacks (see below) and for creatures
that are affected by the Hasten spell effect or similar abilities.
Declaring Number of Actions Beforehand: At the start of
your characters turn you must declare the number of actions that
he intends to attempt. The specific actions themselves are not important and can even be changed on the spot, but declaring the
number of actions is necessary since it determines the multiple
action penalty that needs to be applied. Extra actions cannot be
added during your characters turn (free actions are exceptions).
Fewer actions may be attempted than what was declared, but your
character must still endure the full multiple action penalty.

103

CHAPTER 4
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

Trivial actions (those with an SV 1) do not typically require


discipline or profession checks, such as when opening a door
or taking a swig from a potion. No check is required for a standard success, but you may still opt to attempt checks for certain
actions, such as those that are capable of special outcomes for
achieving critical successeshowever, attempting such a check
means that it is now also capable of failing or critically failing.
Trivial actions do require a discipline or profession check
of SV 1 whenever your characters total modifier for the attempt
would be negative, since achieving a result of at least 1 is no longer guaranteed. Fatigue, multiple action penalties, injuries, and
even inherent attribute and discipline penalties can sometimes
necessitate that a check be made.
For example, assume that your character has a total Agility
modifier of +1 and wishes to pick up an item from the ground
during battle. He may do so without having to make an Agility
check, but if he also wants to attempt one additional action in
the same round then he will be forced to make an Agility check of
SV 1 due to the 2 multiple action penalty, which causes his total
Agility modifier to dip down to a negative value (1).
Agility Checks: The Agility discipline serves as the default
check for most physical actions that are not already paired with
another discipline (opening a door, consuming a potion, etc.). The
GM may instead require that an alternative discipline check be
made if it seems more appropriate for the situation.

104

Free Actions

Actions that require little focus or time are considered to be


free actions, meaning that they do not count against your characters number of declared actions for the turn and do not incur or
suffer from multiple action penalties. The majority of free actions
do not even have or require associated checks, and those that do
are always clearly designated as being free; such checks still apply penalties from fatigue, as well as modifiers from lucky/tough
breaks when those events occur during combat. The following
example actions are all considered to be free:
Moving a number of squares equal to one of your characters
Speed stats (refer to Combat Actions & Tactics: Movement and Position later in this chapter)
Speaking a few words or a short sentence; speaking detailed
commands or instructions is usually counted as a trivial
action, and longer dialogue may require multiple rounds
Drawing or readying weapons or easily accessible items; if
an item is inaccessible, such as in a backpack, drawing or
readying it counts as a trivial action instead
Swapping items between hands
Dropping a held item; sheathing or stowing an item counts
as a trivial action
Loading ammunition (unless the weapon is Slow)
Dropping to the ground (falling prone)
Reactionary checks in emergencies, such as the free Agility
check to reduce falling damage
Certain trait checks that are made to initiate special abilities
(Defender, Sentinel, an orcs Savage Combat trait, etc.)
Opposed checks (typically only the defenders check is free)

PRECISION CHECKS

The Melee Precision, Ranged Precision, and Spell Precision


disciplines are used to determine whether or not an attack hits
its target in combat. All Precision checks are compared against a
targets Defense stat.
Area-Effect Attacks: These attacks are made in the same
way as single target attacks, but an area-effect template is used to
determine which targets are affected. A single Precision check is
compared against all targets whose occupied spaces (any portion)
are overlapped by the template.
Creature Size Modifiers: Your characters creature size applies an Accuracy modifier to all of her Precision Checks. Refer
to the Creature Size Modifiers and Multiples table in Chapter 1
(or Chapter 7) for details.

Critical Successes

Precision checks that achieve a critical success against the


targets Defense stat grant a +5 bonus to the attacks damage
check. Note that no additional bonuses are granted for achieving
multiple critical successes.
Shields and Block Values: A critical success is always determined relative to the targets Defense stat, not according to the
combined block value that he gains by equipping a shield. For
example, if the target has a Defense and combined block value of
4/6 then a critical success would occur on a result of 9 or higher
(5 points higher than his Defense stat of 4).

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.

Melee Precision vs. Ranged Precision

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 Attack/Spell Penalties

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

specific injury is increased by +1 (i.e. no increased severity for


losing one health point, +1 for losing two health points, +2 for
losing three health points, and so on). Refer to Specific Injuries
later in this section for more information.
Specialized Called Shots: Specialized called shots allow
your character to initiate special combat actions like disarms,
grapples, and trips. They can still inflict specific injuries, but they
are no better at doing so than normal attacks (i.e. requiring the
loss of two or more health points to inflict a specific injury).
Shields and Block Values: The total result of a called shot
is always compared against the targets combined block value (his
Defense stat + his shields block value). Standard called shots and
some specialized called shots may still inflict damage against the
shield normally, but the called shots potential benefits are lost
since it failed to strike its intended location.
Creature Vulnerabilities: Some creatures have body parts
that are particularly vulnerable to attack, such as a vampires
heart (torso) or a hydras necks (heads). Succeeding on a standard
called shot against these locations can hinder or even destroy/kill
such creatures but may require additional factors to be considered
(weapons with the Wooden Point special quality, an increased
called shot penalty of 4, etc.).

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

One of your characters health points is lost whenever she


suffers damage that is equal to her Resilience stat (either Base Resilience or Total Resilience depending on the type of attack, spell,
or mishap), and another health point is lost for every additional
five full points that the damage exceeds her Resilience stat. Lost
health points are removed from your characters health row and
are placed into her fatigue row.
Specific Injuries: Any time that your character loses two or
more health points from a single attack, spell, or mishap, including implied health loss, she also suffers a specific injury. Refer to
Specific Injuries later in this section for more information.

105

CHAPTER 4

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

Conditions of Being Wounded

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

Disabled: Your character falls prone and is unable to stand


on her own (without support) until at least one health
point is healed. She can still take actions and/or crawl one
square per round but must remain prone (standing with
support is still treated as being prone). Suffering further
implied health loss automatically reduces her condition to
incapacitated/unconscious (1 implied point) or destroyed/
killed (2 or more implied points).
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). She remains alert and can communicate,
if able but is otherwise completely helpless. This condition persists indefinitely until at least one health point is
healed. Suffering further implied health loss (any number
of points) automatically destroys your character.
Unconscious (living only): If living, your character falls
unconscious and is considered helpless. She can make a
Constitution check of SV 5 immediately after combat and
then once again every hour to see if she rouses on her
own. She also rouses automatically if at least one health
point is healed. A successful use of the Healing discipline
(SV 5) can also rouse her but only after battle has ended. Suffering further implied health loss (any number of
points) automatically kills your character.

SPECIFIC INJURIES

You must roll for a specific injury whenever your character


loses two or more health points, including implied health loss,
from a single attack, spell, or mishap. However, standard called
shots inflict a specific injury whenever your character loses one
or more health points, including implied health loss; specialized
called shots still require the loss of two or more health points.
Hit Location: It is usually necessary to determine the location of your characters injury by making a d12 roll. The GM may
also allow for alternative rolls if the attack/spell was delivered
from a lower position (d6) or from a higher position (d6+6), such
as when creatures of significantly different sizes attack each other
with melee attacks. If a target lacks certain body parts simply
reroll for a different location or select one that serves a similar
function. For instance, xsessyri have long serpentine tails instead
of legs, but their tails serve the same purpose in terms of mobility.
Note that called shots automatically indicate which location is hit,
while mental damage always affects your characters head.
Severity: Once the hit location has been determined, roll d10
and add any severity modifiers to the result to discover the extent
of the injury. Inflicting additional health loss, including implied
health loss, increases the severity by +1 for each additional health
point. For instance, a normal attack that manages to inflict the loss
of three health points would increase its severity by +1, whereas a
standard called shot that inflicted the same amount of health loss
would have increased its severity by +2. Certain weapons and
attacks that possess the Vicious special quality can increase the
severity of specific injuries by +1, as can the inherent qualities of
certain monsters and species, such as orcs. All severity modifiers
stack freely with one another, regardless of their source.

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

[Hit Location: d12 whole, d6 lower, d6+6 upper]


[Severity: d10 + modifiers; red results also cause bleeding]
Location Severity
Injuries/Penalties
1, 2, or 3
1 Run Speed, 1 Running
4 or 5
2 Run Speed, 2 Running
2 Run Speed, 2 Running,
6 or 7
1 Defense (land and water);
LEG
1 bleeding
1 to 4
8 or 9
Crippled Leg (R1; impaired)
10 or 11
Crippled Leg (R2; broken)
Crippled Leg (R2; destroyed/
12+
severed); 2 bleeding

6 or 7
HEAD
11 or 12

8 or 9
10 or 11

12+

1 Might, 1 Brute Force


2 Might, 2 Brute Force
2 Might, 2 Brute Force,
1 Base Resilience; 1 bleeding
Internal injuries , impaired:
2 Might, 2 Brute Force,
1 Base Resilience
Cracked ribs , broken:
2 Might, 2 Brute Force,
1 Base Resilience
Shattered spine , destroyed:
body is paralyzed from the
waist down; 2 bleeding
1 Flight Speed, 1 Flying
2 Flight Speed, 2 Flying
2 Flight Speed, 2 Flying,
1 Defense (air); 1 bleeding
Crippled Wing (R1; impaired)
Crippled Wing (R2; broken)
Crippled Wing (R2; destroyed/
severed); 2 bleeding
1 to all Precision checks and
damage checks with injured arm
1 to all actions and damage
checks with injured arm
2 to all actions and damage
checks with injured arm;
1 bleeding
Crippled Arm (R1; impaired)
Crippled Arm (R2; broken)
Crippled Arm (R2; destroyed/
severed); 2 bleeding
1 Intellect, 1 Concentration
1 Intellect, 1 Concentration,
Deaf (R1; impaired)
1 Intellect, 1 Concentration,
Blind (75% chance R1, 25%
chance R2; impaired);
1 bleeding
2 Intellect, 2 Concentration,
Deaf (R1; permanent)
2 Intellect, 2 Concentration,
Blind (75% chance R1, 25%
chance R2; permanent)
Head destroyed/severed (kills
most creatures); GM will select
penalties for those that survive,
in addition to 2 bleeding

107

CHAPTER 4

COMBAT ACTIONS & TACTICS


This section highlights various specialized combat actions
that your character can attempt, as well as the tactical mechanics
regarding movement and position. It also describes some of the
most common situational conditions that can arise during battle.

COMBAT ACTIONS

Your character may attempt a variety of specialized combat


actions beyond simply making attacks with his weapon, such as
bullrushing or disarming an enemy.

Attacking Objects

Attacking an object directly works in much the same way as


attacking a creature. Attended objects, or those that are equipped,
use the Defense stat of the creature that is holding them and also
require a called shot to hit. Unattended objects, or those that are
not equipped by a creature, use the minimum Defense value that
corresponds to their equivalent size (see below).
Attacking Moving Objects (unattended): Moving objects
are harder to hit and impose a minimum penalty of 2 on your
characters Precision check according to their speed (GMs call).
Attacking Through Full Cover: Situations can arise where
your character (or a monster) may wish to attack an opponent
through full cover, such as when an archer shoots an arrow
through a glass window or when a giant punches through the roof
of a building. Note that if your opponent has partial cover, rather
than full cover, then a normal attack is used instead.
Begin by applying a penalty to your characters Precision
check: 2 if your opponents precise location is known; 4 if it is
not. Next, if the attack hits the cover, make a damage check and
treat the cover as either an object or a barrier (GMs call). Lastly,
if the attack also hits your opponents Defense stat, and assuming
that there is still excess damage remaining after the object/barrier
is destroyed, then the remaining damage is applied toward your
opponents Total Resilience stat. Keep in mind that the Damage:
Mental spell effect and similar mental attacks are still penalized
for cover (2 or 4 to their spellcasting discipline checks), but
that their damage checks bypass the cover entirely and are instead
compared against your opponents Base Resilience stat.
Area-Effect Damage: Area-effect attacks inflict their damage against all affected creatures and unattended objects. For the
sake of simplicity, attended objects are not usually affected by
area-effect attacks. This rule is a necessary concession so that the
game doesnt slow to a crawl while the GM is forced to check
damage against every piece of gear for every affected creature.
Attended objects can still be attacked directly with a normal single target attack by making a standard called shot.
Breaking Objects: Objects have Resilience values based
upon their primary material and equivalent size (see below). If the
damage check against an object equals or exceeds its Resilience
value then it is weakened and may suffer minor penalties pertaining to its function (GMs call). A critical success, or another
success if already weakened, breaks the object instead.

108

Breaking Barriers/Shields: Barriers are objects that are


typically considered immovable, such as doors, walls, and barricades; shields are also treated as barriers. Unlike standard objects,
barriers are assigned a durability value of 3. Damage checks that
equal or exceed the barriers Resilience value reduce its durability
by one point for each success and critical success. The barrier is
broken once its durability value reaches 0 (barriers and shields
do not suffer from a weakened state like standard objects and
weapons). It is ultimately left up to the GMs discretion to decide
whether or not an object qualifies as a barrier.
Additionally, the size of the attack relative to the size of the
barrier should be taken into account. Against larger barriers, such
as buildings, an attack may only weaken or destroy a portion of
the structure rather than the whole thing. For instance, attempting
to bash through a wall may only weaken or destroy an equivalent
segment of the whole wall. The GM will determine when this rule
applies and how the targeted barrier is affected.
Breaking Weapons: Every weapon is assigned its own
unique Resilience value, which is based upon its type, special
qualities, grade, and the corresponding creature size for which
it was designed. If the damage check against a weapon equals or
exceeds its Resilience value it is considered weakened and suffers
a 1 penalty to both its Precision checks and damage checks until it is repaired. A critical success, or another success if already
weakened, breaks the weapon instead.
Repairs: In most cases, weakened objects and weapons can
be repaired for a cost equal to about 25% of their base value;
barriers and shields that have lost durability can also be repaired
for this amount, which fully restores their durability to 3. Broken
objects and weapons may or may not be able to be repaired at all
(GMs call); broken barriers and shields cannot be repaired.

Material Resilience Values


Material
Glass/Ceramic
Leather
Wood

Resil.
2
4
6

Material
Soft Metal
Stone
Hard Metal

Resil.
8
10
12

Object Size Values


Object's
Equivalent Size
Tiny
Small
Medium
Large
Huge
Enormous
Gigantic
Colossal

Defense
2
2
1
1
1
0
0
0

Resilience
Modifier
2
1
0
+2
+4
+7
+10
+14

GAMEPLAY

Bullrushing

A bullrush attempts to push one or more targets backwards,


in a straight line, forcing them to surrender their ground. Your
character must perform the bullrush as part of his movement for
the round, and it may even be combined with sprinting if he is
willing to accept multiple action penalties.
Begin by making a Might check of SV 5, which establishes
an initial value referred to as momentum. Your characters Combat Maneuvers stat is added to his result and additional +1 bonuses are also granted if wielding a shield (excluding bucklers) and/
or from having the Enhanced Unarmed Attack: Horns/Tusks trait.
Momentum is based on your characters creature size, with
larger creatures having a distinct advantage against smaller targets. Each success and critical success on your characters Might
check contributes a specific number to his momentum value, as
indicated below. For instance, a medium character who achieves
two critical successes would have a momentum value of 12 points.

Creature
Size
Tiny
Small
Medium
Large
Huge
Enormous
Gigantic
Colossal

Momentum/Counter
(per success/critical)

1
2
4
8
16
32
64
128

If his Might check succeeds then he may proceed with the


bullrush by attempting to move forward against his targets 5
feet at a time. All targets, including allies, that are currently in
the space (or spaces) where he intends to move, and all successive targets that are directly behind those (and so on), must each
choose to either attempt to evade or resist the bullrush:
Attempting to Evade: A target whose movement is unrestricted may attempt to evade the bullrush by succeeding
on a free Agility check of SV 5. Each success and critical
success allows him to immediately move 5 feet, for free,
into an unoccupied space beyond the immediate spaces
that your character is attempting to move during his bullrush. The path to the space and the space itself must both
be unobstructed and offer enough room to accommodate
the targets size. If the target fails he must instead attempt
to resist the bullrush as a last resort, which increases the
difficulty of his Might check to SV 8 (see below).
Attempting to Resist: A target who wishes to resist the bullrush (SV 5), or who is forced to do so as a last resort from
failing to evade (SV 8), must make a free Might check to
counter your characters momentum. Each targets Combat Maneuvers stat is added to his result and additional +1
bonuses are also granted if wielding a shield (excluding
bucklers) and/or from having the Enhanced Unarmed Attack: Horns/Tusks trait. Each success and critical success
on a targets Might check contributes a specific number
that serves to counter your own characters momentum,
as indicated in the table above.

Gaining Ground: For each 5-foot increment of progression


all targets that successfully manage to resist the bullrush subtract
their counter values from your characters momentum (specifically, only targets affected by the current 5-foot advance), prior to
determining whether or not your character moves forward. Note
that each targets counter value is only subtracted once during the
entire bullrush, even if the target is pushed back multiple times.
As long as your characters momentum remains above 0 he
can continue moving forward. However, each step forward counts
as double movement since he is essentially moving through zones
of control. He may continue moving forward in 5-foot increments,
if desired, but any new targets that have not yet attempted to resist
must do so and subtract their counter values from your characters
momentum. Targets that have already subtracted their counter
values do not do so again but are instead pushed back until your
characters momentum reaches 0. The bullrush also ceases if your
characters movement runs out or if he willfully decides to end
the maneuver. Lastly, there may be additional consequences if
targets encounter a barrier or other dangers (see below).
Barriers & Other Dangers: All targets that are unable to
surrender ground due to a wall or other barrier, or because those
behind them are blocked by a barrier, suffer automatic crushing
damage equal to d4 + your characters Brute Force stat; the bullrush also ceases. Targets that are able to surrender ground ignore
the crushing damage but are still forced backwards 5 feet.
Targets may also be pushed over ledges or into other dangers
(fire pits, area-effect spells, etc.). In such cases the GM should
allow affected targets to make another free Agility check (or a
similar check) of SV 8 to avoid the danger. Note that unlike in
other perilous situations where SV 5 is typically sufficient, the
SV in this instance is higher since each target has already had
a chance to evade the bullrush and failed, and is therefore more
likely to be off-balance.

Charging

Your character can make a melee charging attack by moving


forward in a straight line a minimum distance, as noted in the
table below. His first attack receives a +2 bonus to its damage
check if its hits, but your character is considered distracted until
his next turn. Note that the bonus damage only applies to the first
attack, regardless of success or failure, and that even if it misses
your character is still considered distracted. This is an optional
maneuver on your characters part, so simply moving in a straight
line does not force a normal attack to become a charge.
Mounted Weapons: Making a charging attack using a weapon with the Mounted special quality while riding a mount that has
combat training grants a +1 bonus to the attacks Melee Precision
check and grants an additional +1 bonus to its damage check if
it hits (in addition to the +2 damage bonus from charging). Additionally, the first melee attack of both the rider and his mount may
each benefit from the charge. However, the required distance for
a mounted charge is based upon the mounts creature size instead
and the mount is considered distracted. Refer to General Rules:
Pets & Mounts later in this chapter for more information.
Horns/Tusks: Creatures with the Enhanced Unarmed Attack: Horns/Tusks trait gain an additional +2 bonus to their damage checks when using their horns/tusks for charging attacks.

109

CHAPTER 4
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

Your character can attempt to grapple an opponent, thereby


keeping him from being able to move or act until he breaks free or
is willingly released. Melee grappling attempts can only be made
using suitable natural appendages (arms, tentacles, etc.) or bites/
stingers (via the Enhanced Unarmed Attack: Bite/Stinger trait),
and then only against opponents that are directly adjacent to your
characters occupied space, despite having greater natural reach.
Begin by attempting a specialized called shot aimed at any
location of your choosing. If successful, grappling attempts that
are made using bites/stingers are also allowed to make damage
checks, which is one of the intrinsic benefits of such attacks; grappling attempts that are made with natural appendages do not get
to make damage checks (at least not initially; see Inflict Wrestling
Damage below). The grappling attempt then proceeds regardless
of whether or not damage is inflicted.
Next, if the called shot was successful, then both you and
your opponent must make free opposed Agility or Might checks
(each combatants choice), to which you add your respective
Combat Maneuvers stats. If your opponent wins then the grapple
was unsuccessful. If you win, then the grapple holds. However,
while the grapple holds, both your character and her opponent
are considered distracted, plus neither combatant exerts a zone of
control or threatens nearby spaces.
Breaking Free (opponent): Your opponent may attempt to
break free of the grapple at the beginning of each of his turns
by making another opposed check against your character, both
of which are free actions. If your opponent wins he manages to
break free and may immediately act without restriction. If he fails
he loses his ability to move or sprint for the round and may only
perform non-physical actions (such as casting mental spells [M]).
Follow-Up Moves (your character): Once your character
has successfully grappled an opponent she can perform a variety
of actions against him, but first she must attempt another opposed
check (see above) for each action. However, be aware that your
characters checks for follow-up moves are not considered free
actions, unlike your opponents checks, which are always free;
each move requires its own check and accrues its own multiple
action penalty. She can perform multiple follow-up moves during
her turn, but each type may only be attempted once per round.
Succeeding on the opposed check allows your character to
perform one the following actions (failing does not release your
opponent from the grapple):
Inflict Weapon Damage: If your character wins the opposed check and is currently wielding a Light or Small
one-handed melee weapon (including ranged weapons
that are Melee Capable) or has an Enhanced Unarmed
Attack (except for barbs or a hind kick) she may automatically inflict its standard damage against her opponents Total Resilience stat.

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).

111

CHAPTER 4
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

Your character can attempt to trip an opponent, thus causing


him to fall prone. Begin by attempting a specialized called shot
aimed at your opponents leg, and if it succeeds, you may also
choose to make a damage check. Note that inflicting damage is
entirely optional and that the tripping attempt proceeds regardless
of whether or not damage is inflicted.
Next, if the called shot was successful, then your opponent
must make a free Agility check, to which he adds his Combat Maneuvers stat. The SV is equal to 5 + your characters own Combat
Maneuvers stat. If your opponent fails then he falls prone.
Flying Opponents (wings): Your character can also make
tripping attempts against winged flying opponents, either with
ranged attacks or melee attacks that are within reach. The process is much the same, except that your character aims for his
opponents wing instead of his leg. If the called shot succeeds,
an optional damage check can be made, and then your opponent
must make a free Flying check (instead of Agility), to which he
adds his Combat Maneuvers stat. The SV is still equal to 5 +
your characters own Combat Maneuvers stat. Each point of failure causes your characters opponent to fall 20 feet before he is
able to right himself, thereby risking falling damage if he hits the
ground, after which he is considered prone. For instance, failing
by 3 points would cause him to fall 60 feet, whereas failing by 5
points would cause him to fall 100 feet, and so forth.
Opponents that are flying due to mystical means, such as the
Flight: Mystical trait or the Flight spell effect, cannot be tripped
since falling prone is meaningless while flying. Winged creatures
are able to be tripped because they require the full use of their
wings to remain aloft.
Swimming Opponents: Swimming opponents cannot be
tripped since falling prone is meaningless while swimming.
Special Considerations: The following conditions apply to
all tripping attempts:
Tripping attempts made with a weapon that has the Trip
special quality add +1 to your opponents SV.
Creatures with more than two legs are harder to trip (on
land) and gain a +1 bonus to their Agility checks for
each additional pair of legs (up to a maximum bonus
of +4). Creatures that possess the Awkward Form: No
Legs trait, such as lavossi and xsessyri, are immune to
land-based tripping attempts.

112

MOVEMENT AND POSITION

Each of the three forms of movementflying, running, and


swimminghas its own Speed stat that determines how far your
character may move in a round. These stats are derived from your
characters respective Dexterity-based disciplines and his creature size; the Flight Speed stat and the Flying discipline are both
unavailable for characters and creatures who lack the ability to
fly. All forms of Speed have a minimum value of 0, which equates
to being unable to move via that particular form.
On each of your characters turns he can freely move a number of squares equal to his chosen form of travel (only one form of
movement is able to be used per turn). All movement, including
additions from sprinting, must be performed at the same time and
may not be split up among other actions. For instance, your character could attack, move, and then attack again, but he could not
move, attack, and then move some more.
Diagonal Movement Cost: The cost of moving diagonally
on the movement board is also adjusted for direction. The first
diagonal step counts as one square, but the next diagonal step
counts as two squares no matter where it occurs during movement. This pattern repeats as needed (one-two-one-two). Moving
in three-dimensions also follows this rule, such as when flying or
swimming. Any unspent movement is lost.
Sprinting: Your character can increase his movement for the
round by sprinting. A discipline check of SV 5 grants a specific
bonus for each success and critical success achieved: +2 Swim
Speed (Swimming), +3 Run Speed (Running), or +4 Flight Speed
(Flying). Remember that all movement for the round, including
contributions from sprinting, must be performed at the same time.
Rough Terrain: Moving across or through rough terrain
usually slows your character down by doubling the movement
cost for each step (GMs call). Examples include moving over
rubble or up steep slopes on land, swimming against opposing
currents in water, or flying against strong winds in the air. In extreme cases the GM may even rule that movement is impossible.

Zones of Control

Each combatant exerts a zone of control around themselves,


whereby hostile movement is made more difficult due to pushing,
shoving, and risk of attack. Attempting to move through or out
of an enemys zone of control doubles the cost of movement for
each step, but moving the first step into a zone of control still only
costs the standard amount. Rough terrain and zones of control do
not stack, such that the cost of movement is still only doubled.
A creatures zone of control is equal to its natural threat
range. The Extended Reach creature trait extends a creatures
zone of control by a specific distance (kreevogs, lavossi, etc.), but
weapons that possess the Reach special quality do not.
Friendly/Neutral Zones: Moving through friendly zones
of control does not impede your characters movement. Neutral
zones of control may or may not impede your characters movement according to the situation (GMs call). For instance, a frightened bystander might allow your character to pass without issue,
but a frightened animal might not be so cooperative.
Suspended Zones: A creatures zone of control is suspended
temporarily whenever it is unable to act, such as when unconscious, surprised, helpless, grappled, or otherwise restrained.

GAMEPLAY

Moving Through Occupied Spaces

Your character may attempt to move through an occupied


space (treated as rough terrain), but an occupants disposition can
impose additional restrictions. Regardless, your character must
have sufficient movement remaining to reach an unoccupied
space or he cannot even attempt this maneuver.
Hostile Spaces: Moving through a hostile occupied space
requires an Agility check against the Defense stats of all affected
targets. Success allows your character to proceed through to an
unoccupied space, but failure prevents the maneuver and ends
his movement for the round; other actions can still be attempted,
however. This maneuver is an exception to the rule that prevents
movement from being split up among other actions, so your character is able move before and/or after the action (if it succeeds).
Friendly/Neutral Spaces: Moving through a friendly occupied space does not require an Agility check or count as an action,
but your character must still have enough movement remaining to
reach an unoccupied space. Neutral occupied spaces may be considered friendly or hostile depending on the situation (GMs call).

Falling Prone

Falling prone, either from being tripped or from laying


down, imposes a 1 penalty to your characters Defense stat, all
physical actions, and all physical damage checks. Mental spells/
abilities [M] and attacks with Mechanical weapons are not penalized. Your character can willingly fall prone as a free action.
Crawling and Standing: Your character can crawl while
prone at a rate of half his Run Speed (rounded down) or one
square per round if disabled. Standing up from a prone position
costs all of your characters base movement for the round, but
sprinting can be attempted once your character stands back up.
Being Pinned: Being pinned while grappling also renders
your character prone. However, it is also possible that your character can become pinned against vertical surfaces like walls and
columns. In such cases, your character still suffers the standard
penalties for being prone, but the penalties are instantly removed
once he manages to free himself (he does not have to spend his
base movement to stand back up since he is already standing).
Flying and Swimming: Being prone while in flight, while
gliding, or while swimming essentially has no effect and can be
ignored since your character can easily right himself. Winged
creatures that are tripped while flying or gliding are considered
prone after they hit the ground.

Being Tethered

There are various methods in which a creature can become


tethered, such as when leashed, captured by a lasso or man catcher, or injured by a harpoon. Being tethered limits how and where
a creature can move. Flexible tethers like ropes and chains only
limit a creatures maximum distance according to the tethers
length. Solid tethers like a man catcher set a specific distance that
must be maintained between the creature and the tethers anchor.
Tethering a Creature: Tethering an unwilling creature often
requires a Precision check, which may also require a specialized
called shot depending on the type of tether or weapon. The result
is compared against the creatures Defense stat, and if successful,
then the creature is tethered (harpoons must inflict health loss).

Securing or Releasing the Tether: A tether can either be


anchored to some kind of mooring object, such as a column or
post, or it may be held by or even tethered to another creature
(holding a tether requires at least one free hand). Concerning
moored tethers, it is typically preferable to secure the tether to
its mooring prior to tethering a creature, but attempting to secure
an already-tethered creature to a mooring can still be achieved by
succeeding on an opposed Tinkering check versus the creatures
free Might check, with both combatants applying their respective Combat Maneuvers stats to their results. Unfastening a tether
from its mooring also requires the same sort of check if the tethered creature is fighting against the tether.
A tether that is being held may be released for free at any
time, even outside of the holders turn. A tether that has been released or pulled away from it holder/mooring can be grabbed by
other nearby combatants via an Agility check of SV 5. The GM
will determine the tethers precise location as the creature moves.
Controlling a Held Tether: The tethers holder and the tethered creature both have the options of either trying to pull or push
the tether, with each requiring an opposed Might check (considered a normal action for the initiator and a free action for the
defender) and applying their respective Combat Maneuvers stats
to their results. Each success and critical success allows the defender to be forcefully moved 1 square, and a critical success also
forces the defender to make another free Agility check of SV 5 to
keep from falling prone. If the action succeeds then it consumes
all of the initiators base Speed for the round (the defenders base
Speed is unaffected). Remember that the tethers holder can always release the tether for free to avoid being forcefully moved.
Pulling the Tether: If the tether is solid or if it is flexible and pulled taut, the initiator can pull the defender
closer while remaining stationary (closing the distance
between them) or moving (retaining the distance).
Pushing the Tether: If the tether is solid, such as a man
catcher, the initiator can move and push the defender
in any direction (retaining the distance between them).
Escaping the Tether: A tethered creature has three options
when trying to free itself:
Attacking the Tether: The tether itself can be attacked and
severed. Its Resilience value varies according to its material and size. However, the GM can rule that certain
unarmed attacks are ineffective against a flexible tether,
such as attempting to strike a rope with ones fists.
Pulling Away from the Mooring: If the tether is anchored
to a mooring then the SV to break free is equal to 3
+ either the moorings Resilience value or the tethers
Resilience value, whichever is lowest (this indicates
which one breaks). Success means that the tether/mooring is weakened; a critical success, or another success
if already weakened, breaks the tether/mooring instead.
Removing the Tether: Most tethers are able to be removed
by succeeding on an Agility check of SV 8; a harpoon
allows for an Agility or Might check of SV 5 but has
additional consequences. Tethers that are fastened to a
creature via a collar or manacles can be removed with
a Tinkering check, but the SV varies according to their
quality (manacles also require the use of lockpicks).

113

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

All characters would do well to be mindful of situational


conditions, such as the proper use of cover, accurate knowledge
of an enemys resistances and weaknesses, and the optimal positioning of templates when using area-effect abilities.

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

Other Creatures & Line-of-Effect: Other creatures never


count as cover, but special situations may arise where a particularly large creature is able to block line-of-effect (GMs call). For
instance, a dragon that is sleeping in front of a smaller doorway
would block the line-of-effect into and out of the connecting hall
or chamber. However, this is rarely an issue in combat since even
big creatures are constantly moving, dodging, and weaving about.
Obscurement Penalty: The 2 penalties from obscurement
and partial cover are stacked together (4 total) whenever your
characters vision is obscured and her opponent has partial cover.

Distracted

Your character is only able to focus her attention on only so


much before she becomes distracted. Once distracted, all attacks
against her gain a +1 bonus to their Precision checks (the Damage: Mental spell effect gains a +1 bonus to its Mysticism check).
Distraction vs. Surprise: Penalties for being distracted
and surprised 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).
Sources of Distraction: The following situations can cause
your character to become distracted:
Multiple Melee Opponents: Your character is considered
distracted whenever shes within the zones of control
of more than one opponent. Note that an ettin still only
counts as one opponent.
Intimidation: Being targeted by the Intimidation discipline
can cause your character to become distracted.
Performing Certain Tasks: Some tasks that require heightened focus or concentration can cause your character
to become distracted until her next turn, such as when
using the Tinkering discipline.
Miscellaneous Sources: There are many additional ways
in which your character may become distracted, such as
exposure to intense environmental conditions, suffering critical failures when attempting certain disciplines
like Swimming, or from being affected by the Distract
spell effect or bardic melody.

Occupied Space & Threat

Your characters creature size determines how much space


his counter occupies on the movement board, as measured in
1-inch squares (2 x 2 denotes an occupied space of 4 squares).
The length of his occupied space also determines how far he naturally threatens in all directions, including full diagonals.
Confined Spaces: There are situations where your character
must squeeze into a smaller occupied space, such as when moving through rooms or passages with low ceilings. Your character
can actually fit into the occupied space of the next smaller size,
but his threat range is also reduced to that of the smaller size and
he suffers a 2 penalty to Defense, most physical actions (GMs
call), and melee and ranged damage checks. This penalty is never
applied to the discipline checks or damage checks of spells, mental abilities, or attacks with Mechanical weapons.
Your character can even attempt to squeeze through doors
or openings that are two sizes smaller, but doing so requires an
Agility check of SV 5. Failure blocks his passage for the round/

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 & Threat


Creature
Size
Tiny
Small
Medium
Large
Huge
Enormous
Gigantic
Colossal

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

Resistances & Immunities

Having a resistance reduces the amount of damage that your


character suffers from a particular damage type, while having an
immunity renders him impervious to all such damage. For instance, having a heat resistance of 4 reduces all heat damage by
4 points from every attack, while having heat immunity allows
him to ignore heat damage altogether.
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 resistance or immunity may be negated.
Stacking: Multiple resistances 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 heat resistance of 4 and equips a cursed magical
item that imposes a heat weakness of +2 then the overall modifier
would be a heat resistance of 2.
In the case of an immunity being stacked with a weakness
the weakness is always ignored. In other words, immunity to a
particular damage type cannot be lessened or circumvented.

Visibility & Obscurement

Your character suffers a 2 penalty to all discipline checks


and profession checks involving visual tasks whenever his vision
is obscured, which includes 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.
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.

115

CHAPTER 4

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

For many battle-weary heroes, downing a few pints of ale


at the local tavern is the perfect conclusion to a lengthy adventure. While having a couple of drinks is fine, having too many
will cause your character to become drunk. Note that only living
creatures may become drunk; some non-living creatures can still
drink alcohol but are immune to its effects, such as vampires.
Alcoholic drinks vary according to the amount of liquid consumed and its potency. A weak drink (beer) constitutes a tankard,
a moderate drink (wine) is equivalent to a glass, and a strong
drink (liquor) is measured in shots. Obviously, your character can
get drunk more quickly by consuming shots of liquor, but enough
tankards of beer will certainly do the job.

Alcohol Level

Your character is assigned a temporary alcohol level when


he drinks, which starts at 0 and increases by +1 each time he consumes a drink. Once his alcohol level equals 3 he becomes drunk
(tier 1) and he begins to suffer penalties, as noted on the table
below. He becomes even more impaired when his alcohol level
reaches 6 (tier 2) and 9 (tier 3), but his Fortitude stat and Toughness discipline gain slight bonuses as his drunkenness increases.
Furthermore, once his alcohol level reaches 6 (tier 2), and
for each drink thereafter, your character must make a Constitution
check of SV 5 to determine if he suffers
any additional consequences of being
drunk (i.e. how well he can hold his
liquor). Success means that he suffers
no additional adverse effects. Failure
causes him to vomit, which lowers his
alcohol level by 1 point, and failing
by at least 3 points also results in
accidental incontinence. Suffering
a critical failure or two consecutive
failures causes your character to fall
unconscious for at least six hours,
and if he is forcibly roused he must
succeed on a Perseverance check
of SV 5 once per minute or he falls
unconscious again.
Sobering Up: Your characters alcohol level automatically decreases by one point every hour. As
it drops lower, his impairments are also adjusted accordingly,
and once it drops to 2 or less he is considered sober. However,
upon waking the next morning he must succeed on another Constitution check with an SV equal to the highest alcohol level he
attained on the previous day (only if he became drunk) or he suf-

116

fers from a hangover. A hangover doubles the time that is required


to recover stamina through rest or sleep to one stamina point per
four hours (normally one point is regained every two hours). Failing by at least 3 points or suffering a critical failure also imposes a
1 penalty to all of his discipline, profession, and damage checks.
These penalties persist until a full nights sleep is obtained.

Effects of Being Drunk


Faculties
Concentration,
Defense, and all
discipline and
profession checks
(except for
Toughness)
Fortitude and
Toughness

Tier 1 Tier 2 Tier 3


[35] [68] [9+]

+1

+2

ASSISTING OTHERS

It is sometimes possible for multiple characters to combine


their efforts in order to achieve greater results. First, the primary
or initiating character makes a standard discipline check according to the task at hand. Each assisting character then makes their
own checks, but their outcomes apply a specific modifier to the
primary characters result, up to the maximum
combined bonus of +4 (see below). Note
that profession checks may never benefit
from assisting others.
Acceptable Disciplines: Assisting others can only be attempted for disciplines and
professions that can realistically benefit from
cooperation toward a single objective. Healing,
Intimidation, Investigation, Might, Persuasion,
Survival, Tinkering (except when picking locks),
and Tracking are the disciplines that are generally
allowed, but other disciplines may be permitted as
well, per the GMs discretion.
Unacceptable Disciplines: Combining efforts to
achieve individual actions is never possible, such as
for Awareness checks, Creature Lore or Social
Knowledge checks, or other individual tasks
where each character is relying solely on his or
her own ability or knowledge to achieve success.
Maximum Combined Bonus: The maximum combined bonus that can be granted to the primary characters
result is +4, except for uses of the Might discipline, which has no
limit. In situations where the capacity to offer assistance is hindered, such as when working in confined spaces, assisting others
may be restricted in other ways or may not be permitted at all.

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

The Vexith Roleplaying Game utilizes a point-buy system,


referred to as character points, which allow you to improve and
customize your character. All creatures measure their relative
power using a character point value (CPV for short), which is the
sum of the values of all of their faculties, traits, and spells/songs:

CPV: Unspent Points / Total Value


For example, having a CPV of 15/163 would mean that your
character has 15 character points that have not yet been spent on
faculties or traitsthink of the unspent points as your characters
yet unrealized potential. She has a total character point value of
163, which already includes her 15 unspent points.
New Characters: All new characters begin the game with a
total CPV of 125 points, regardless of species (except for shades).
All of the playable species are assigned a value that summarizes
the costs of all of their inherent species traits, typically ranging
from 30 to 35. This species value is located in brackets within
your characters species box and is subtracted from the total CPV
to determine her beginning number of unspent points.
For example, a new arnurian character has a species value
of 30. This is the overall cost of all of her inherent species traits,
both positive and negative, which all arnurians share. A new
character has a total CPV of 125, so after subtracting the species
value a new arnurian character would have 95 unspent character
points (125 30 = 95). Her CPV would then be listed as 95/125,
which would mean that she has 95 points to spend on attributes,
disciplines, and advantages during character creation.
Species Balance: Despite the fact that all playable species
have different species values they are all essentially equal to one
another regarding overall balance. This is because those species
with lower species values end up having more unspent character
points to allocate on faculties and traits, whereas those with higher species values begin with slightly fewer unspent points. Rolgareks, for instance, have a species value of 34 and begin with a
CPV of 91/125 (4 fewer unspent points than arnurians). Basically,
this means that a rolgareks inherent traits are worth slightly more
than an arnurians, but an arnurian makes up for this discrepancy
by having slightly more points to spend on faculties and traits.
GM-Designed NPCs & Creatures: When designing NPCs,
the GM is not restricted by the 125 CPV benchmark that new
PCs must adhere to but may instead design NPCs freely to have
any CPV. Those who possess higher CPVs represent more seasoned adventurers or veterans, whereas those with lower CPVs
represent common folk and non-adventurers. Other creatures and
monsters may also be designed by selecting their various inherent
traits from the Creature Traits section in Chapter 7.

Spending Character Points

Your character is able to spend her unspent character points


whenever there is suitable downtime during play (GMs call) or in
between gaming sessions. All faculties and advantages have costs
that are listed in green, which you deduct from your characters
unspent points; the total value remains unchanged. For instance,
if your characters CPV is 5/175 and she acquires a new advantage with a cost of 3 then her CPV would change to 2/175.
Disadvantages & Detrimental Traits: All disadvantages
and detrimental traits have red negative costs that add additional
unspent points in exchange for various consequences; the total
value remains unchanged. For instance, a CPV of 12/125 would
change to 16/125 after selecting a disadvantage with a cost of 4.
Disadvantages and detrimental traits may only be selected
during the creation process and a 10 point limit exists to restrict
the number of additional character points that can be acquired. It
is still possible for some disadvantages to be acquired over the
course of the game due to injuries or other events, but these never
increase your characters number of unspent character points.
Spending Options: Unspent character points may be spent
on any of the following options:
Increasing the rank of an attribute, discipline, or profession (increasing the rank of an attribute or certain disciplines also increases their corresponding stats)
Acquiring a new advantage or increasing an advantages
rank (many advantages only have a single rank)
Buying-off a disadvantage (doing so is only possible for
those that were selected during the character creation
process; requires GMs approval)
Learning a new spell or bardic song (standard spells or
bardic songs cost 1 character point each; spells that use
a freeform effect [F] cost 3 character points each)

Acquiring New Character Points

The default method for awarding new character points is for


all characters to earn 1 new point for every session hour that is
playedabsent players do not earn points for their characters.
Newly acquired character points are added both to your characters unspent points and her total value. For instance, if she begins
a gaming session with a CPV of 7/150 and plays for 5 session
hours she would then have a CPV of 12/155.
Alternative Methods (optional): Some gaming groups may
prefer to use a goal-based method for acquiring new character
points instead of automatically receiving them for the number of
session hours played. Other alternative methods exist as well, and
groups are encouraged to devise a system that suits their preferred
play style and pace of character growth.

DETECTION CHECKS (GM)

Whenever the PCs or a group of NPCs comes within range


of something that they could potentially detect, such as a hidden
or easily-overlooked object, creature, trap, or clue, the GM makes
a special d8 roll. Any character or NPC with a Notice stat that is
equal to or greater than the d8 result is then permitted to make a
free Awareness check, the SV of which varies according to how
difficult the object, creature, trap, or clue is to perceive. GMs are

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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.

DISEASES & POISONS

Diseases and poisons are two of the deadliest afflictions that


your character may be forced to endure, and each is unique in
how it affects its victims. Only living creatures are susceptible to
diseases and poisons; non-living creatures are immune to both.
Application: There are four different methods for how a disease or poison may be delivered:
Damage: The victim must suffer damage from an attack
that is capable of delivering the disease or poison directly into the bloodstream. If health is lost then the
disease/poison is automatically contracted. If it fails to
inflict health loss then the victim is not affected.
Ingestion: The victim must ingest something that has
been contaminated, and in so doing automatically contracts the disease/poison.
Inhalation: The victim must breathe in air that has been
contaminated, and in so doing automatically contracts
the disease/poison. Prior to entering an area known to
be contaminated sapient creatures that are aware of the
disease/poison may attempt to hold their breath, which
delays contraction and may even avoid it completely

118

if they can continue doing so until they leave the area;


bestial and mindless creatures do not tend to realize this
danger and may not hold their breath. Refer to Holding
Your Breath later in this section for more details.
Touch: The victim must come into physical contact with
a source of contamination, such as by handling a contaminated object. The disease/poison must come into
physical contact with a victims skin or other exposed
body parts, which automatically results in the disease/
poison being contracted. Clothing and armor prevents
contamination, which forces attacks that are attempting
to deliver the disease/poison via touch to have to succeed on a non-damaging called shot in order to make
sufficient contact (applying poison to a glove and then
trying to rub it onto a victims skin).
Potency: Some diseases and poisons are far more potent
than others. Each is assigned a modifier that usually ranges from
+2 (mild) to 2 (deadly), which is applied to all of the victims
Constitution checks that are made to resist the disease/poison.
Frequency: Once a disease or poison has been contracted,
the victim must make a free Constitution check after a specific
time interval has passed, and subsequent checks must continue
to be made after each additional time interval until either the
affliction is cured or the victim perishes. There are five potential time intervals: rounds, minutes, hours, days, and weeks. For
instance, contracting a poison that has a frequency measured in
rounds forces the victim to make a free Constitution check at the
beginning of his next turn and then at the beginning of each of
his following turns thereafter until he is either cured or is killed.
Effects: Beyond the standard risk of further progression
many diseases and poisons impose additional penalties or afflictions, such as paralysis, loss of health or stamina, or penalties
to the victims faculties. Even if the disease or poison is cured
its effects must still be recovered separately. Effects may even
be healed through magical means without necessarily curing the
disease or poison, but most effects are likely to reoccur as the
affliction continues to run its course.

Diseases & Poisons


Result
8+
5 to 7
0 to 4
Negative

Outcome
Cured (25% chance for
temporary immunity)
No change
Progression (additional
cumulative 1 penalty)
Progression (additional
cumulative 1 penalty);
unconscious/killed

Conditions of Diseases & Poisons

Depending on the result of the Constitution check the victim


can be affected by several conditions:
Cured: The victim is no longer afflicted by the disease or
poison and can cease making Constitution checks. There
is also a 25% chance that the victim retains a temporary

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.

Healing Discipline & Cures

The Healing discipline can be used to grant a +1 bonus to a


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.

Example Afflictions

In order to provide GMs with a suitable basis for comparison


several real-world afflictions are listed below:
Common Cold [Disease]
Application: inhalation or touch
Potency: +2
Frequency: days

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

Falling damage is inflicted at a rate of 1 point for every 5 feet


that a creature or unattended object falls (rounded down), which
is then multiplied by a corresponding surface hardness multiplier.
For instance, if your character falls 17 feet onto packed dirt he
would suffer 12 total points of damage (17 / 5 = ~3; 3 x 4 = 12).

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

In most situations your character is also allowed to make a


free Agility check of SV 5 to potentially avoid some of the damage but only if his movement is unrestricted (rolling to distribute
the force, diving into water, etc.). Each success and critical success reduces the total falling damage by 5 points.
Once the total damage has been calculated it is then compared against your characters Base Resilience stat to determine
the extent of his injuries. Note that creature size and armor offer
no protection when falling, which is why Base Resilience is used.
Additional Hazards: Falling onto spikes, spears, jagged
rocks, or other dangers adds an additional d8 points of damage to
the total. The damage is still compared against Base Resilience.
Flying/Gliding Creatures: Winged creatures that are flying
or gliding can still suffer falling damage by being tripped, being
grappled (ranged), being knocked unconscious, or from suffering
a critical failure when attempting to sprint. Those that are flying/
gliding due to mystical means do not usually risk falling damage.
Catching a Falling Creature/Object: If your character is
within reach of a falling creature or object he may attempt to
catch it in or order to lessen the impact. Your character must first
succeed on a free Agility check of SV 5, which can be attempted
for outside of his regular turn. Failure means that he misses and
the falling creature/object sustains falling damage normally.

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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

Whenever your character loses a health or stamina point its


token is removed from its corresponding row on your characters
status mat and placed into the fatigue row. For every two tokens
in the fatigue row, regardless of their types, your character suffers
a cumulative 1 penalty to all discipline, profession, and damage
checks, up to the maximum penalty of 2 (Initiative checks that
are made to determine turn order in combat are not affected).
Once a health or stamina point has been recovered its token
is removed from the fatigue row and returned to its corresponding
row. The order of tokens in the fatigue row is irrelevant and can
be rearranged as needed.

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

However, most commoners and non-adventuring folk would


probably have to endure a fear check in these situations in order
to keep their composure.
There are some situations that require fear checks regardless
of being an adventurer or of ones past experiences. These include
being the victim of the Fear spell effect, possessing the Fearful
disadvantage and having to overcome ones phobias, or encountering a monster with the Frightening Presence creature trait.
Modifiers: Some fear effects may apply a special modifier
to the fear checks result, as noted in their descriptions. Be aware
that negative modifiers benefit your character, whereas positive
modifiers are a detriment (due to the reverse d8 roll).
Group Checks: In most situations a single fear check is
made against all affected creatures. The result should be noted
so that in the event that miscellaneous effects change some of
the creatures Fortitude stats, such as the Improve Faculties spell
effect, that the specific fear conditions can also be adjusted. For
instance, a creature that is terrified might improve to only being
unnerved if its Fortitude stat can somehow be increased.
Fear Duration: Most fear conditions persist until the source
of the fear itself is no longer present (GMs call), which can vary.
If a monster is the source then this could mean that the conditions
last until it is either defeated or subdued, whereas a horrific scene
might inspire fear until it is cleansed, covered up, or bypassed.
Additional Consequences: The Fear spell/song and the
Frightening Presence creature trait are all capable of inflicting
additional negative consequences, depending on the result. Some
examples include acquiring a permanent phobia to the source of
the fear or even literally being scared to death.

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

Depending on the result of the fear check your character can


be affected by several conditions:
Bolstered: Rather than becoming fearful your characters
determination allows him to stand resolute, bolstering his
courage! He gains a +1 bonus to all discipline, profession,
and damage checks on his next turn.
Unnerved: Your character is visibly disturbed and suffers
a 1 penalty to all discipline, profession, and damage
checks until the source of the fear is no longer present.
Note that this penalty stacks with the 2 penalty that is imposed by the successful use of the Intimidation discipline.
Terrified (sapient or docile bestial): All sapient creatures
and docile bestial creatures are overcome with an intense
desire for self-preservation. If escape is possible they will
attempt to flee at their full Speed away from the source
of the fear, including sprinting. If escape is not possible

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

Your character begins the game with one fortune point,


which is represented on her status mat using a green fortune token
or gem (NPCs and monsters do not use fortune points). Fortune
points represent an opportunity to influence an event or change
its outcomebeing more than just luck, fortune points symbolize
your characters potential for affecting her own destiny.
Fortune points are extremely powerful and their use can
make a dramatic impact on how the game unfolds. As such, your
character may only possess one fortune point at a time, and once
used, it is gone until your characters total CPV reaches or surpasses intervals that are evenly divisible by 10 (140, 150, 160,
etc.). Fortune points overwrite one another, preventing multiple
points from being saved, so either use them or lose them.
A fortune point can be used at any time, even outside of your
characters turn, to achieve one of the following effects:
Personal Discipline/Profession Reroll: Your character is
able to reroll her most recent discipline/profession check
(except for Initiative checks that are made to determine
turn order in combat). The new roll also ignores all penalties from multiple actions, fatigue, and tough breaks;
all other kinds of penalties are still applied. Furthermore,
while it is still possible for the new roll to fail it cannot
critically fail. However, the new result must be used even
if it somehow manages to be lower than the initial result.
Note that for Precision checks the decision to reroll must
be made prior to rolling for damage. Also, if a 1 is rolled
on a discipline or profession check then it may only be
rerolled if done so prior to checking for a critical failure
(once a critical failure is confirmed it is too late to reroll).
Enemy Discipline/Profession Reroll: Your character may
force an enemy to reroll his most recent discipline or profession check but only if it would have directly affected
your character in some way, such as an attack, spell, or
hostile action. The check is rerolled and the lower of the
two results is applied. Note that for Precision checks the
decision to force an enemys reroll must be made prior to
his damage check.
Recover Health/Stamina: Your character is instantly able
to recover up to one health point, which also stops bleeding, or two stamina points, even if wounded or exhausted
(though not if your character has been killed/destroyed).

HEALING

When injured, your character can make a Constitution check


of SV 5 at the beginning of each day to determine if some of
her wounds have healed but only if she was able to obtain a full
nights rest (at least 6 hours of sleep). One health point is restored
for each success and critical success achieved. Failure means that
no health points were restored, while a critical failure also results
in a complication. Non-living creatures may not attempt daily
Constitution checks and must instead rely on magical healing.
Complications: A complication, such as an infection, causes
your character to lose one health point immediately. All further
daily Constitution checks also become more difficult (SV 8) until
all of your characters health points have been restored.
Furthermore, while the complication persists, failing another
daily Constitution check means that your character loses another
health point and she is overcome with symptoms that necessitate
complete bed rest for the whole daytaking any physical actions
incurs the loss of one stamina point for each minute of activity. If
a daily Constitution check causes the loss of your characters last
health point, or if another critical failure occurs, then she dies.
Healing Discipline: A successful use of the Healing discipline by another character or NPC (SV 5) grants a +1 bonus to
your own characters daily Constitution check for each success
and critical success. Self-treatment is also possible but is more
difficult to accomplish (SV 8). Note that bonuses from multiple
attempts do not stack, but assisting others is possible.
Healing Supplies: Healing supplies can be used to grant a
+1 bonus to any one specific Healing check, but doing so consumes one application of the supplies even if the attempt fails.
Healing supplies typically include bandages, special ointments,
healing herbs, and other medicinal items. Self-healing checks can
also benefit from the use of healing supplies. Note that only one
application of supplies may be used when assisting others and
that the +1 bonus is applied to the primary result rather than to
individual checks.

Unconsciousness

It is possible to rouse an unconscious target by making a


Healing check of SV 5 but only outside of combat. Unconscious
creatures may also make a Constitution check to rouse on their
own once combat has ended (SV 5), and then once again every
hour thereafter.
Sleeping vs. Unconsciousness: Being asleep is not the same
thing as being unconscious. Sleeping creatures must succeed on
an Awareness check of SV 5 to waken, but they also rouse automatically if damaged.
Resuscitate from Drowning/Suffocation: Your character
may attempt to resuscitate victims that have fallen unconscious
due to drowning or suffocation, assuming that they can first
be moved to safety (pulled from the water, sufficiently able to
breathe, etc.). Resuscitation requires a Healing check of SV 5, but
each minute that has passed since the victim lost consciousness
imposes a cumulative 1 penalty to your characters check (more
than one minute 1, more than two minutes 2, etc.), but after
five minutes the victim automatically perishes. Only one attempt
at resuscitation may be made per victim, but assisting others is
allowed. Obviously, self-treatment is not possible.

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Bleeding

It is possible to stop an adjacent target from bleeding with


a successful use of the Healing discipline (SV 5), but the targets
total bleeding penalty is also applied to the check. Self-treatment
is also possible, but doing so is more difficult (SV 8).

Specific Injuries

Impairments and broken bones typically require extensive


recovery times. Constitution checks are not permitted until a specific amount of time has passed, but they ignore fatigue penalties
and other situational modifiers; the Healing discipline cannot be
used to affect the results. Additionally, if your character has not
taken proper care of her injury (kept a broken arm in a sling, used
a crutch, etc.) then the GM should impose strict penalties.
Note that these rules only apply to injuries that were suffered
during play. Disadvantages that were willfully selected during
character creation must be bought-off using character points, per
the GMs approval, and may still require magical healing.
Impairments: After one week, and then each day thereafter,
your character can attempt a new Constitution check of SV 5 to
see if the impairment has healed.
Broken Bones: After one month, and then each additional
week thereafter, your character can attempt a new Constitution
check of SV 5 to see if the bone has mended.
Severed/Destroyed Parts & Permanent Injuries: Unfortunately, severed and destroyed body parts and permanent injuries
cannot be healed naturally. They can only be restored through the
use of powerful magic or the Regeneration creature trait.

122

Damaged Faculties

Your character may make a Constitution check at the start


of each day to restore damaged faculties (separate from the daily
check to restore health). Every success and critical success may
restore 1 point from each damaged faculty. For instance, if your
character has damaged faculties of 1 Dexterity and 2 Might
then a standard success would leave him with a 1 Might penalty,
while a critical success would restore both faculties fully.
Penalties to Multiple Checks: Damaged faculties that are
applied to multiple checks count for double in regards to their
recovery requirements. For instance, if your character suffers a
damaged faculty of 1 to all Precision checks then a standard success is not enough to restore it, but two successes that are achieved
on separate days or a single critical success would suffice.
Ongoing Afflictions: When a damaged faculty is the result
of an ongoing affliction, such as a disease, poison, or specific injury, the affliction itself must always be cured before any attempts
to restore the damaged faculty can succeed.
Non-living Creatures: Non-living creatures are typically
unable to restore damaged faculties on their own unless they also
possess traits that allow them to recover health (Regeneration,
Vampirism, etc.). Otherwise, they are forced to rely on magic to
do so, such as the Recovery spell effect.

Disease and Poison

Contracting a disease or poison forces a victim to have to


endure a series of Constitution checks according to the afflictions frequency. However, the Healing discipline can be used to

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

The majority of mental conditions and mental disadvantages


(those that primarily affect the mind) cannot be healed naturally,
and the few that can tend to require recovery times of months or
even years. Magical healing is normally the only suitable option
for a timely recovery, such as via the Cure spell effect or similar
powerful magic.

HOLDING YOUR BREATH

Your character can attempt to hold her breath for a variety


of different reasons (swimming underwater, trying not to inhale
poisonous gas, etc.). She must make a free Constitution check
of SV 3 after every 30 seconds that she holds her breath. Each
new check, regardless of success or failure, imposes a cumulative
penalty of 1 to all further breathing checks until she is able to
breathe freely. Failure forces your character to attempt to breathe
(filling her lungs with water, exposing her to poisonous gas, etc.),
but there is no additional penalty for suffering a critical failure.
If your character is unable to breathe she immediately begins to
drown or suffocate (inhaling poisonous gas still counts as breathing and does not typically cause suffocation).
Drowning/Suffocating: Beginning to drown or suffocate
shortens the time between Constitution checks to every round (instead of every 30 seconds). Cumulative penalties are still applied
and continue to accrue each round. At this point, failure causes
your character to fall unconscious, but there is no additional penalty for suffering a critical failure. A character that falls unconscious will die after 5 minutes unless she can be resuscitated by
the successful use of the Healing discipline, which requires that
she first be moved to safety (pulled from the water, sufficiently
able to breathe, etc.).
Creatures with the Extended Breath trait receive a +3 bonus
to their Constitution checks that are made for holding their breath.
Creatures with the Amphibious or Awkward Form: Aquatic traits
cannot drown, but both may still suffocate (creatures with the
Awkward Form: Aquatic trait risk suffocation if they leave the
water). Non-living creatures cannot drown or suffocate.

PETS & MOUNTS

Pets can serve as companions and may fulfill a variety of


trained roles, while mounts often grant increased mobility and
expanded tactical options on the battlefield.
Temperament: Every bestial creature is designated as being
either aggressive or docile, and some may be of either temperament according to their specific breeds. This determines how they
react to fear and how their unique behaviors should be portrayed.
Training: Bestial creatures can be trained to function reliably in specific roles and situations. Each type of training imparts
unique benefits but is costly and requires d4 weeks to complete:
Combat Training: The creature remains calm and no longer has to make fear checks due to combat. It can also
be commanded to attack the handlers enemies (aggressive creatures are easier to command in this respect; see
below). Bestial creatures without combat training must
make a fear check whenever they enter combat.
Mount Training: The creature is able to serve as a reliable
mount. Bestial creatures without such training can still
be ridden but will often struggle and attempt to buck
their riders at random times, as determined by the GM,
which forces a rider to succeed on an Agility check of
SV 5 to avoid being thrown and potentially suffering
falling damage. Untrained creatures also suffer a 1
penalty to all actions that are initiated by their riders.
Task Training: Type: The creature has been trained to reliably perform a specific set of tasks, such as Couriering,
Entertainment, Manual Labor, or Tracking (requires
the Heightened Sense: Scent trait). Other types of tasks
may also be allowed, per the GMs discretion.
Control: During combat a pet shares its handlers initiative
order, including any lucky or tough breaks. The pets handler may
issue commands by making a Persuasion check against its Fortitude stat, applying a 2 penalty if it has not be trained to perform
the specific task (this penalty is always negated if the handler can
communicate with bestial creatures). Any pet that has bonded to
its handler can be commanded to perform basic tasks (stay, come,
sit, etc.), regardless of its training. A critical success is required
to persuade a pet to perform tasks that are against its nature, such
as commanding a docile pet to attack. A critical failure causes an
aggressive pet to attack its handler or causes a docile pet to flee
(only for the round). Once commanded, a pet will continue to perform its task until it receives another command or it loses focus,
such as when it suffers health loss, smells food, etc.
Bestial mounts and work animals are commanded a bit differently while being ridden or driven. Persuasion checks are not
required unless a task conflicts with the animals nature, as when
commanding a docile mount to attack. However, the rider/driver
accrues and shares all multiple action penalties with the animal.
Pet Limit: 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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Mounts

Generally, mounts must be at least one size tier larger than


their riders (a medium size rider requires a large size mount). Certain species may have limitations as to the kinds of mounts they
can ride, and some species, like centaurs, may be unable to ride
mounts due to their unique body types.
Occupied Space and Threat: Concerning the movement
board, the riders counter is placed atop his mounts counter and
centered in the exact middle. The rider retains his personal threat
range so that he is forced to reach past the mounts counter in
order to make melee attacks. Therefore, riders of mounts that are
more than one size tier larger may require the use of a weapon that
has the Reach special quality in order to attempt melee attacks.
Injuries: Whenever the rider or his mount suffers health loss
he must make a free Agility check of SV 5 to keep from falling
off and potentially suffering falling damage (area-effect attacks
that affect both the rider and his mount only require one check).
Riding without tack incurs a 2 penalty to the riders checks; possessing the Riding Expertise trait grants a +2 bonus to his checks.
Dominant Faculties: A rider and his mount act as a team in
combat, allowing them to function almost as a combined entity.
Certain faculties of the rider or his mount are considered dominant and are always used while the rider is mounted:
Defense (mount): The mounts Defense stat is always used
even if the riders stat is greater. Single target attacks
automatically affect the mount unless a called shot is
made to hit the rider; called shots that attempt to hit a
specific location of the rider are also possible, but an
additional 2 penalty is applied (increasing the total
called shot penalty to 4). Area-effect attacks affect the
mount and the rider if both are partially within their
templates. A riders shield adds its block value to the
mounts Defense stat but only if the mounts full occupied space is within the riders reach. Lastly, a mount
without tack suffers a 1 penalty to its Defense stat
while carrying a rider due to the awkward distribution of weight, but riders that are at least two size tiers
smaller than the mount do not impose this penalty.
Initiative (rider): The riders Initiative discipline is used to
determine the turn order for the pair in combat, even if
the mounts Initiative discipline is superior.
Movement (mount): The mounts Speed stats (all forms)
are dominant, as are the following disciplines: Climbing, Flying, Jumping, Running, and Swimming.
Other Faculties (varies): All other faculties vary according to each situation, per the GMs discretion.

STAMINA

One of your characters stamina points is lost whenever he


must endure physical hardship or perform prolonged strenuous
activities. This loss may either be automatic or the GM may allow
for a Perseverance check (typically SV 5; there is no penalty for
a critical failure or benefit for a critical success). Casting spells or
using certain abilities also risks the loss of stamina. Lost stamina
points are removed from your characters stamina row and are
placed into his fatigue row.

124

Interpreting Stamina: Exactly how the concept of stamina


is interpreted differs depending on whether a creature is classified
as living or non-living. In the case of living creatures, stamina
serves as their biological energy, which is replenished through
sleep and by the consumption of food. However, in the case of
non-living creatures, stamina serves as their mystical or spiritual
essence, which is replenished automatically over time since they
have no need to sleep or consume food.

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

Depending on the result of the Perseverance check your


character can be affected by several conditions:
Second Wind: Your character has managed to tap into an
unexpected reserve of stamina, which allows him to continue to move, act, and function normally for up to one

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

Living creatures automatically regain one stamina point for


every two hours of rest or sleep obtained, assuming that they have
consumed sufficient food and water. Non-living creatures automatically regain one stamina point every two hours and never
need rest, sleep, food, or water.
Resting (living only): Rest is only achieved by relaxing and
avoiding strenuous physical activity. Leisurely and intellectual
tasks are still permitted, but performing most kinds of physical
tasks interrupts rest (GMs call). Be aware that traveling is never
treated as being restful unless it is done so purely as a passenger
aboard a vehicle; riding a mount, driving a vehicle, or working as
a crew member on a vehicle are all considered strenuous activities
and can even result in stamina loss over time.
Sleeping (living only): Going without sleep for a full 24
hours suspends your characters ability to recover stamina points,
despite resting. Stamina recovery does not resume until at least
2 hours of uninterrupted sleep are obtained (stamina may not be
recovered during these initial 2 hours). Furthermore, at least 6
hours of sleep is generally needed each day, and while it is cer-

tainly possible to make due with only minimum periods of sleep


over the course of a few days, eventually the GM should suspend
stamina recovery until sufficient sleep has been obtained.
Hunger/Thirst (living only): Going without sufficient food
(at least two meals) or water for a full day suspends your characters ability to recover stamina points, despite resting. Stamina
recovery does not resume until sufficient amounts of food and
water have been consumed. Consuming small amounts can avoid
this form of stamina suspension temporarily, for a day or two,
but eventually it will still occur (GMs call). Prolonged starvation
and thirst may also manifest as a cumulative 1 penalty to all of
your characters discipline and profession checks as his degree of
starvation/thirst progresses, per the GMs discretion; this penalty
is treated as a damaged faculty with starvation/thirst serving as
the affliction. Note that the Sustenance spell effect can be used to
instantly sate your characters hunger and thirst.

Stamina Loss

There are many different ways in which your character may


lose stamina, but the following causes are the most common:
Advantages & Traits: Some advantages and traits may grant
special abilities that can incur stamina loss when used.
Casting Spells: All spells risk stamina loss when they are
cast. Whenever your characters discipline roll is a 1 he
immediately loses one point of stamina, regardless of the
modified result and whether or not the spell succeeds;
spells marked with the stamina loss spell descriptor [S]
are exceptions and always incur stamina loss (see below).
Diseases & Poisons (living only): Some types of diseases
and poisons can impose stamina loss.
Extreme Temperatures (living only): As described below,
exposure to extreme temperatures for extended lengths of
time can quickly drain your character of stamina, and may
even drain his health as well.
Strenuous Physical Activities: Most forms of manual labor
can result in stamina loss, the rate of which depends on
the degree of exertion and the length of time that the task
is performed (GMs call).Traveling, unless done so purely
as a passenger aboard a vehicle, is always strenuous.
Stamina Loss Spell Descriptor [S]: Casting a spell or using
a magical ability that is marked with the stamina loss spell
descriptor [S] always incurs the loss of one stamina point,
regardless of success or failure. Rolling a 1 does not incur
further stamina loss.

Extreme Temperatures (living only)

Being exposed to extreme temperatures can quickly cause


living creatures to lose stamina points, and possibly even health
points too. There are four temperature tiers, both for cold and hot,
which are measured in degrees Fahrenheit. Each tier also corresponds to a specific exposure time interval.
After each full interval of exposure time your character must
make a new Constitution check, applying any modifiers that are
imposed due to his choice of apparel (see below), resistances, or
weaknesses; the SV varies according to each specific temperature
tier. Success means that no stamina is lost, but new checks must
still be made for as long as he remains exposed. Failure incurs the

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

Rough terrain and weather includes any conditions that slow


or impede travel, such as swamps, uneven or steep ground, dense
vegetation, shallow water, heavy precipitation, or wind storms
(just to name a few). The GM will decide if such conditions are
present and what portion of the journey they affect.

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

Over the course of her adventures your character will often


need to travel, sometimes across vast distances. Most methods of
travel are taxing on your characters body and require her to make
periodic Perseverance checks of SV 5, with failure incurring the
loss of one stamina point (there is no penalty for a critical failure or benefit for a critical success). The time interval between
each Perseverance check varies according to the chosen method
of travel. Traveling speeds are also indicated and are measured in
miles per hour (mph).
Be aware that both a rider and her mount are susceptible to
stamina loss, as are all of the work animals and crew members
of vehicles. However, a vehicles passengers are not usually at
risk of stamina loss unless they are also working as members of
the crewpassengers are typically considered to be resting and
may recover stamina normally except during rough travel (rough
roads, severe or extreme weather, etc.).
Quickened Travel: All methods of travel may be quickened
(except for mystical flight). Doing so doubles a methods speed,
but its time interval between Perseverance checks is halved and
its difficulty is increased to SV 8.
Rough Terrain/Weather: Traveling across rough terrain
or through rough weather halves the methods speed unless your
character makes a Survival check of SV 8. Success extends this
benefit to your characters whole group, but particularly large
groups like armies may require multiple successful checks. Even
if this check is failed quickened travel may still be used to help
achieve standard speeds. Traveling in extreme temperatures is
handled separately and may incur additional stamina loss.

126

WEATHER (GM)

Weather conditions and temperatures are often chosen by


the GM, but they may also be determined randomly according to
the adventures climate, season, and geographical features. These
rules are also pertinent to the Weather Control spell effect, which
can magically shift temperatures and weather severity.
Climate & Geography: A regions climate affects the kind
of weather conditions and average seasonal temperatures that it
typically experiences. Geographical locations can also affect the
frequency of weather changes (coastal regions tend to experience
more sudden shifts, whereas deserts rarely change at all).

Temperature

The following table lists the average seasonal temperatures


for different climate types, as measured in degrees Fahrenheit.
However, keep in mind that the listed values are actually averages
for the whole day, meaning that daytime temperatures are slightly
warmer and nighttime temperatures are slightly cooler.
Arid Nighttime Fluctuations: Arid environments tend to
experience more dramatic nighttime temperature fluctuations.
Exceptionally dry air quickly loses its heat at night and causes
temperatures to drop significantly, often by about 30 or more.
Other Climate Types: The five climate types listed below
serve as broad groupings to help provide the GM with points of
reference. There are many other climate types, including those
that experience much greater or even negligible seasonal variations and those with far more extreme average temperatures.

GAMEPLAY

Average Seasonal Temperatures


Climate Type
Torrid/Hot
Tropical/Warm
Temperate/Moderate
Boreal/Cool
Frigid/Cold

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

Weekly Fluctuations: Prolonged temperature fluctuations


may also occur due to changing weather patterns, which apply a
modifier to all daily temperatures according to the season. A new
check should generally be made every week or so of game time.
For example, in a temperate/moderate climate during summer the average daily temperature would be around 75 degrees.
If the GMs weekly fluctuation roll is an 11 then the average daily
temperature would be increased by +10 to 85 degrees.

Weekly Temperature Fluctuations


Result
1
2 or 3
4 to 7
8 or 9
10 or 11
12

[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

There are five tiers of increasing weather severity that range


from calm to extreme. GMs who prefer to have weather conditions determined randomly should check for shifts in severity
periodically throughout each day of game time, usually every 6
hours or so. Regions that are particularly prone to sudden weather
changes may require more frequent checks, such as coastal areas
and tropical climates. Also, keep in mind that weather conditions
tend to favor returning to a calm state.

Calm Mild Moderate Severe Extreme


()
(+)

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

Potential Weather Conditions

Weather severity determines the kinds of potential weather


effects experienced in a particular region. As noted above, the
GM should take into account the regions climate, temperature,
geography, and any seasonal variations.
Arid Climates: Deserts and other arid climates only rarely
experience precipitation, and usually only during specific periods
throughout the year. During dry seasons the GM should ignore
the precipitation results and special weather chances for these
regions (wind conditions are typically unaffected). Instead, arid
climates may experience intensified temperature fluctuations according to the weathers severity, which manifests as an increase
for hot climates or as a decrease for cold climates: mild +/ 5,
moderate +/ 10, severe +/ 15, or extreme +/ 20.
Precipitation: The temperature determines whether rain or
snow occurs, and its volume may impede travel and cause other
hindrances due to flooding or snow accumulation. There is also a
percentage chance that special weather conditions may manifest,
such as thunderstorms, dense fog, hail, sleet, or ice storms.
Wind: The force of the wind can affect air-based effects like
certain forms of visual obscurement, flight, tracking by scent, and
the dispersal rate of toxins or spores (GMs call). There is also a
percentage chance that windstorms may develop, such as dust or
sand storms, tornadoes, or hurricanes.

Potential Weather Conditions


Severity
Calm
Mild
Moderate

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

Whenever your character is required to exercise self-control


or mental restraint she must make a special reverse d8 roll against
her Fortitude stat, which for your character means that success
is bad and failure is good. If the result is less than your characters Fortitude stat then she successfully resists the specific urge
or compulsion. If the modified result is equal to or greater than
her Fortitude stat then she succumbs to the temptation and acts
accordingly. A willpower check is capable of maxing, but there is
no additional outcome for a critical failure.
Modifiers: Some situations may apply a special modifier
to the willpower check result, as noted in their descriptions. Be
aware that negative modifiers benefit your character, whereas
positive modifiers are a detriment (due to the reverse d8 roll).

127

MAGIC

CHAPTER 5
MAGIC

he ability to cast spells is a powerful asset and can allow


your character to accomplish amazing things. However, the
act of channeling magical forces can be extremely taxing on your
characters body, often resulting in the loss of stamina points or
other more serious consequences.

CASTING SPELLS

Your character can learn to cast spells by purchasing the


Spellcasting advantage and selecting one of its six types: Arcane,
Divine, Elemental, Mental, Nature, or Shadow. The Spellcasting
advantage may be purchased multiple times, but your character
must choose a different spellcasting type for each selection. Other
advantages and species traits may also grant access to specific
spell effects, such as the malgoths Psychic Bolt trait.
Your characters chosen spellcasting type determines which
spellcasting discipline is used when casting spells. Note that the
Spell Precision discipline is used when casting the Damage spell
effect, regardless of your characters particular type of magic.

Spellcasting Type
Arcane
Divine
Elemental
Mental
Nature
Shadow

Discipline
Sorcery
Mysticism
Geomancy
Mysticism
Geomancy
Sorcery

The result of your characters spellcasting discipline check


or Spell Precision check is compared against SV 5 or the targets
Concentration, Defense, or Fortitude stat. If the result meets or
exceeds the indicated value then your characters spell succeeds.
Risk of Stamina Loss: All spells risk stamina loss when
they are cast. Whenever your characters discipline roll is a 1 he
immediately loses one point of stamina, regardless of the modified result and whether or not the spell succeeds; spells with the
stamina loss spell descriptor [S] are exceptions and always incur
stamina loss when attempted.
One Free Hand: Your character must have at least one free
hand in order to cast spells, except for those with spell effects that
are marked with the mental casting spell descriptor [M]. A particular limb that is used to cast a spell cannot also be used to make
an attack during the same round. Casters that choose to wield
two-handed weapons may still cast spells by temporarily holding

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.

Ending/Releasing Duration Spells

A spellcaster may freely end any of his active spells that


have non-instant durations, including spells that are being held
with taps. No discipline check is needed.
Dangerous Situations: In situations where suddenly ending
a spell would pose an immediate danger to other creatures the
GM should typically allow those affected to make a free Agility
check, or a similar check, of SV 5 to either avoid or to lessen the
severity of the outcome. For instance, creating a magical bridge
over a pit and then ending the spell when enemies are trying to
cross should grant each victim a chance to safely reach one of the
pits sides, perhaps by allowing a free Jumping check.

Purchasing & Adjusting Spells

You must purchase your characters spells individually at a


cost of 1 character point each for standard spells or 3 character
points each for spells that use freeform effects [F]. Most casters
will find it advantageous to possess multiple spells, and there is
no limit to the number of spells that may be acquired.
Sub-Effects: Some spell effects are further divided into
sub-effects (listed in blue text), which must be selected as part of
the spells design. For instance, the Cure spell effect is subdivided
into Disease, Mental Condition, and Poison.

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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

Many spell effects are marked with descriptors that indicate


the use of special rules and mechanics. If applicable, descriptors
are listed in brackets after a spells CM, sub-effects, or bolded
rules. There are four unique types of spell descriptors:
Freeform Effect [F]: This spell effect is able to be adjusted
on-the-spot to use any general options without the need
for daily spell preparation, meaning that your character
only needs to purchase a single spell that selects this effect
in order to cover all of its variations. However, a freeform
spell costs 3 character points (instead of 1 character point).
Mental Casting [M]: This spell effect is cast purely through
mental thought and does not require vocal commands or
even a free hand, nor does it limit physical attacks that are
made by your characters head in the same round (bites,
head-butts, etc.). Therefore, it is not affected by conditions that restrict sounds or movement (the Paralyze or
Silence spell effects, the Mute disadvantage, etc.). However, mindless creatures are immune to spell effects that
possess this descriptor.
Reagent Consumption [R]: This spell effect may consume
magical reagents whenever it is successfully cast.
Stamina Loss [S]: This spell effect always incurs the loss of
one stamina point when attempted, regardless of success
or failure. However, rolling a 1 on the spells discipline
roll does not incur further stamina loss, as is the case for
other spells. Lastly, spell effects that are marked with the
stamina loss spell descriptor can never be held as taps.

Style & Descriptive Details

Beyond the selection of general options and spell effects,


you are free to customize the style of each of your characters
spells, such as their appearances, sounds, and other descriptive
details. Adding personal touches to a spells design can make
identical spells appear unique when cast by different casters.
For example, lets assume that two arcane casters each
have a spell that uses the Damage Aura: Electricity spell effect.
One casters aura might produce blue arcs and frequent zapping
sounds, whereas the other casters aura might glow green and
emit a constant crackling hum while it remains active.
Customizing a spells style is entirely optional and is done so
purely for roleplaying purposes. As such, it cannot affect a spells
rules or provide other gameplay benefits to your characterit is
simply a way to add unique flare to your characters spells.

130

Sources of Magical Power


The Six Spellcasting Types
Arcane Magic

Often regarded as the most primal form of magic,


arcane spellcasting involves the use of runes and sigils,
the true power of names, knowledge of long-forgotten
secrets, and the direct channeling of magical energy
in its rawest form. The Sorcery discipline governs the
casting of arcane spells.

Divine Magic

Faith, spirituality, and miracles are the hallmarks of


divine spellcasting. Gods, demigods, demon lords, and
other divinely spiritual beings often lend their magical
powers to their most devoted mortal servants, including
the abilities to grant blessings, to heal the wounded, and
even to resurrect the dead. The Mysticism discipline
governs the casting of divine spells.

Elemental Magic

The foundation of elemental spellcasting lies in the


manipulation of the physical realm. More specifically,
the four elementsair, fire, stone, and watercontain
links to the very essence of magic, which grants the
caster power over the creation, control, and destruction
of matter itself. The Geomancy discipline governs the
casting of elemental spells.

Mental Magic

Sapient thought is sometimes able to be focused


so clearly that mental spellcasting can be achieved. By
adjusting ones perceptions of reality the power of the
mind is able to willfully manifest and control psychic
magical energy and to exert control over the minds of
others. The Mysticism discipline governs the casting of
mental spells.

Nature Magic

The combined life force of the world generates its


own unique form of magic that serves as the basis for
nature spellcasting. Control over animals, plants, and
even the weather are all made possible through the use
of nature magic. The Geomancy discipline governs the
casting of nature spells.

Shadow Magic

Darkness is much more than just the absence of


lightit is also a very real and tangible force that can
be accessed and shaped by those who dare to unlock
the mysteries of shadow spellcasting. Practitioners of
shadow magic are able to curse their foes and may even
harness the very essence of death itself. The Sorcery
discipline governs the casting of shadow spells.

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

There are 76 unique spell effects to choose from, but your


characters selected spellcasting type restricts which spell effects
are available. The rank of his Spellcasting advantage also limits
his number of known spell effects:

Spellcasting
Rank
Rank 1
Rank 2
Rank 3

Known
Spell Effects
1
3
All

Known Spell Effects vs. Number of Spells: It is important


to recognize the distinction between your characters number of
known spell effects and his actual number of spells. As shown
above, his spellcasting rank determines the number of known
spell effects he is able to access when designing new spells, but
he is able to purchase any number of spells that use these effects.
For example, lets assume that your character has purchased
the Spellcasting: Nature (R2) advantage. This allows him to know
three nature spell effects, such as Detect Creatures, Resistance,
and Shapechange. He could then purchase any number of spells
that utilize these three spell effects, including any of their allowed
sub-effects, but he could not design a spell using the Sleep spell
effect or another nature spell effect unless he first increased his
Spellcasting: Nature advantage to Rank 3.
Sub-Effects: To be clear, specific sub-effects do not have to
be selected as part of known spell effects. For instance, if your
character knows the Resistance spell effect then he can design
spells using any of its sub-effects that are allowed by his spellcasting type (Acid, Cold, or Electricity for nature magic).

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: Select 1 Option

Reach (+1): This spell requires all targets to be within the


casters natural reach. Area-effect templates must position
their points of emanation within the casters reach, but
they may still affect targets beyond this range due to their
greater target area. Casting a reach spell also ignores the
standard 2 penalty that distance spells suffer when cast
within the threat range of hostile targets.
Distance (0; special): This spell may affect targets at any
distance, but each successive tier beyond the first range
increment imposes a cumulative 1 penalty to the casters
casting modifier. The casters creature size determines
the range increment for all of his spells. For instance, the
range increment for a medium size caster is 5 squares, so
he would apply the following casting modifiers: 0 for up
to 5 squares away, 1 for 610 squares away, 2 for 1115
squares away, and so on. Note that if the multiple target
option is selected for the target area then casting modifiers
are applied separately for each target, respectively; if the
area-effect template option is selected then the position of
the templates point of emanation determines the CM penalty. Lastly, attempting to cast a distance spell within the
threat range of a hostile target causes the caster to suffer
a 2 penalty on his discipline check due to the heightened
risk of attack (spells with the mental casting spell descriptor [M] are not penalized). Surprised or helpless targets
do not threaten the caster since they do not exert zones of
control, but the spell is still penalized if the caster is also
threatened by other targets.

Spell Range Increments


Creature Size
Tiny
Small/Medium
Large/Huge
Enormous/Gigantic
Colossal

Range
Increment
4
5
6
7
8

131

CHAPTER 5

Duration: Select 1 Option

Instant (0): This spell occurs immediately. It does not have


a duration and may not be held with a tap. This option
must always be selected if indicated by the spell effect.
Set Number (varies): This spell remains active for a number of specified units of time (rounds, minutes, hours,
etc.), as noted by the spell effect. In the case of rounds an
effect lasts for the remainder of the round in which it is
cast plus the number of rounds selected. For all other units
of time the effect lasts until the specified time has elapsed
(two hours, five days, etc.). This options casting modifier
varies according to how many units of time are selected:

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

The following three example spells highlight an assortment


of different spell effects and general options:
Bond of Flames (Fire Control): This spell has the freeform
effect descriptor [F], which means that it costs 3 character points to purchase (instead of 1). The caster may
freely adjust any of its general options on the spot and
never needs to purchase any other spells that select Fire
Control. However, since freeform spells tend to be more
complicated, players are encouraged to assemble notes,
printouts, or copies of the spell general options and any
duplicated spell effects for quick reference during play.
Taunting Voices (Distract): This spell is very straightforward,
but it is assumed that its caster is small or medium size,
which is why it lists its distance range increment as being
5 squares (the range increment would need to be adjusted
for casters of other sizes). Also note that the spells duration lasts for the remainder of the round in which it is cast
plus 2 additional rounds.
Zhilgors Healing Wave (Restore: Health): This spell uses a
wide cone area-effect template for its target area. The templates point of emanation needs to be positioned within
the casters natural reach, but it can still be placed in such
a way so that the caster is affected as well. Attempting to
cast this spell always incurs the loss of one stamina point
since it has the stamina loss spell descriptor [S].

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

Unique Abilities: Accelerate Burn (CM 1, rounds), Extinguish Flames


(CM +1, instant), and Flare Flames (CM +1, instant).

Duplicated Spell Effects (additional CM 2): Damage: Heat, Damage


Field: Heat, and Obscurement. Damage: Heat uses the Spell
Precision discipline and the target's Defense stat.

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

discipline, and other sources.

Spell Effect

Zhilgor's Healing Wave

Divine

Discipline

Spell Descriptors
Free Form [F]
Mental [M]
Reagents [R]
Stamina [S]
General Options
Target Area

A-E: Wide Cone

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.

The CM varies according to the size of the area-effect template, per


each casting: 2 for a small wide cone or 3 for a large wide cone.

133

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

Spell Effect Access


3 Complete

S
3

S Limited

MAGIC

Air Control (CM varies) [F]

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.

Duplicated Spell Effects: Air 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 Air Control:
Flight: No Speed bonus is granted for achieving a critical
success and the spell effect cannot be tapped. Landing
is also more difficult than it is for standard Flight and
requires the target to succeed on a free Agility check of
SV 3 each time he attempts to land, or he falls prone.
Obscurement: Light debris, such as leaves, dust, sand,
and smoke, may be used to create a field of obscurement, assuming that a sufficient volume of such debris
is present in the general area (GMs call).
Telekinesis: Throw: A forceful push of air can be used
to knock-back or throw creatures or objects (air itself
does not result in collision damage but colliding creatures/objects are susceptible). The Disarm and Levitate
sub-effects cannot be duplicated by Air Control.

Alarm (CM +1)

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.

135

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.

Animate Minion: Type (CM varies) [R]

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.

Animate Object (CM varies)

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

Types of Objects: The most common applications for this


effect involve animating melee weapons, shields, and tools (other
kinds of objects may also animated, per the GMs discretion):
Melee Weapons: An animated melee weapon attempts
to attack a specified target each round on the casters
turn. It uses a d8 for its Melee Precision checks and
uses its standard damage die if it hits, both modified by
its equivalent size (according to the size of the creature
that would typically wield it). The weapons Defense
stat is also determined by its size. Only standard melee
attacks can be attempted, so special types of attacks like
called shots cannot be performed. Ranged and thrown
weapons must also attempt melee attacks and may not
make ranged attacks (ranged weapons suffer a 2 penalty to their Melee Precision checks and damage checks
unless they possess the Melee Capable special quality).
Most of a weapons special qualities are still applicable,
but some may be irrelevant (Attached, Defensive, Fast,
Mounted, etc.). Reach weapons always attempt to move
to a suitable distance from their target so as to avoid
penalties but will still attack if such a position cannot
be attained; Slow weapons attack every other round.
Lastly, an animated weapon counts as one source of
distraction but only against its specified target.

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

Range: The selected range indicates the initial distance


from the caster to the object. However, once the spell
has been cast the object will continue to perform its task
despite moving out of range of the caster.
Duration: As stated above, new commands may not be
issued to an animated object. An animated object that
completes its task remains motionless until the spells
duration ends, but the caster may still choose to end the
spell at any time.

Bad Luck (CM 2)

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.

Charm: Type (CM 2; special) [M, S]

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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CHAPTER 5
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.

Commune: Type (CM 0)

Mental, Nature, Shadow


SV 5, minutes
This spell effect allows the target to communicate freely
with other creatures despite language barriers. Such communication is fully two-way but is restricted to speech, sounds, and
visual gestures; written language and symbols are not able to be
translated. The target and other creatures may still choose to be
deceptive, if desired.
Creature Types: There are three distinct sub-effects that
vary according to the type of magic being used:
Bestial (nature magic only): This sub-effect permits
communication with bestial creatures, including bestial undead creatures (except for disembodied spirits)
and bestial plants (most plants are actually mindless
and thus incapable of communication). The method of
communication varies accordingly, with animals generally speaking orally (barks, screeches, etc.) or via
movements, and with plants tending to communicate
through slight movements and vibrations. Concerning
bestial animals, be aware that they cannot distinguish
between cultural terms unless they are inherently familiar with such things. For instance, a dog that grows up
in a human village may think of all humanoids as being
human, whereas a dog that grows up in a trade city with
exposure to lots of different humanoid species would
probably be able to recognize basic differences, within
reason. Concerning bestial plants, 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

138

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.
Sapient (mental magic only): This sub-effect permits
communication with sapient creatures, including sapient undead creatures (except for disembodied spirits)
and sapient plants.
Undead (shadow magic only) [R]: This sub-effect permits communication with sapient undead creatures,
which includes disembodied spirits. Undead creatures
that are physically present may be communicated with
freely, without consuming magical reagents. Disembodied spirits do not have to be present, but the caster
must first possess a remnant of the creatures worldly
body (bone, hair, etc.), and if the spell succeeds then
it consumes a varying amount of magical reagents according to the length of time that has elapsed since the
creature died:

Elapsed Time
Less than a year
Less than a decade
Less than a century
One century or longer

Magical
Reagents
25g
50g
100g
200g

Comprehension (CM +1)

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.

Concentrate (CM +1) [M]

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.).

Containment (CM 1) [S]

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

139

CHAPTER 5
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).

Creation (CM 0) [S]

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

Created matter is obviously magical in nature and emits a


faint aura that is both visual and tactile. This aura is not bright
enough to count as a source of illumination, but any creature that
handles such an object is automatically made aware of its magical
nature. The GM may also make a detection check to see if other
nearby creatures are able to visually perceive an objects aura.
Quality Grades: Lowgrade or highgrade versions of some
objects may be created, such as armor or weapons. Refer to the
corresponding sections of Chapter 3 for specific rules and details.

140

Creating Multiple Objects: Multiple objects are able to be


created in separate locations according the spells selected range
option but only if the combined volume of all the objects would
not exceed the spells target area (see below). The spell effects
overall CM is determined according to the objects with the most
severe matter quality adjustments and the furthest range modifier.
Destroyed Matter: If an object is broken or destroyed all of
its remnants immediately disintegrate away, but all other separate
objects that were created with the same spell continue to exist
until the spells duration ends. Consumable matter, such as food,
water, and fuel, may still be consumed normally, but there is not
usually any lasting benefit for doing so.
For example, eating magically-created food offers no nutritional benefit since it vanishes after a short time (even after being
eaten). Fuel can light lanterns and help to set things ablaze, but
it soon disappears as wellportions of a fire that have managed
to spread beyond the fuels source may continue to burn, however.
Restricted Objects: This spell effect cannot create magical
items, spell foci, potions, holy water, poisons, or antidotes.
Dangerous Applications: Matter 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. Additional
checks may also be warranted, per the GMs discretion.
For example, creating 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
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: Standard options may not be selected for
this spell effect. Instead, it allocates its target area into
1-foot cubes, which are able to be reshaped or molded
to accommodate the desired objects. Each additional
cube beyond the first adjusts the spells CM by 1 (the
first cube is free). The GM and the other players should
assist in estimating how much volume is required.

Cure: Type (CM varies) [R, S]

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.

Damage: Type (CM 0)

Arcane, Divine, Elemental, Mental, Nature, Shadow


SV Defense (Fortitude for mental damage), instant
This spell effect attempts to inflict a specific type of damage
against the target. Rather than making a spellcasting discipline
check, the caster makes a Spell Precision check that is compared
against the targets Defense stat. If successful, its base damage
is equal to d8+1, but additional damage modifiers may also be
applied (see below). The damage result is then compared against
the targets Total Resilience stat.
Damage Modifiers: Additional modifiers are applied to the
spells damage check according to several factors, including the
casters corresponding spellcasting discipline rank (Geomancy,
Mysticism, or Sorcery) and his creature size:

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

Damage Types: The casters spellcasting type determines


which damage types may be selected as sub-effects, as noted on
the Allowable Damage Types table. There are nine unique damage types and each provides its own benefits:
Acid: An acid damage spell grants a CM bonus of +1 due
to splashing and spraying, but the spells damage check
also suffers a 1 penalty for the very same reason.
Arcane: An arcane damage spell inflicts an additional +1
point of damage.
Cold: A cold damage spell that manages to inflict health
loss imposes a 2 penalty to all of 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: A divine damage spell inflicts an additional +2
points of damage whenever a critical hit is achieved (+7
total). Any resulting severity check is also increased by
+1, regardless of whether or not a critical hit occurred.
Electricity: An electricity damage spell that manages to
inflict health loss imposes a 1 penalty to the targets
Concentration, Defense, and Fortitude stats until the
end of the next round.
Heat: A heat damage spell that achieves a critical hit also
causes the target to catch fire for one round, even if no
health loss is inflicted. If the targets turn occurs prior
to the casters next turn he may attempt to put out the
flames by making an Agility check of SV 5. If he is
unsuccessful, or if the casters next turn occurs first,
then the target automatically suffers another d8 points
of heat damage plus a modifier according to the casters
size (other modifiers from the base spell are not applied). 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 spell is cast may produce a different visual effect,
such as boiling water, intense steam, or similar alternatives, like when the spell is cast while underwater (its
rules and gameplay mechanics remain unchanged).
Mental [M]: A mental damage spell requires the caster
to make a Mysticism check (instead of Spell Precision)
and its result is compared against the targets Fortitude
stat (instead of Defense). Base damage is also reduced
to d6. Damage modifiers from the casters Mysticism
discipline rank and creature size are ignored, but the
casters Intellect attribute rank applies its own damage
modifier (see below). The damage result is then compared against the targets Base Resilience stat (instead
of Total Resilience). Mental damage always affects the
targets head in regards to specific injuries. Objects and
mindless creatures are immune to mental damage.

Intellect
Attribute
Rank 0
Rank 1 or 2
Rank 3 or 4
Rank 5

Damage
Modifier
1
0
+1
+2

141

CHAPTER 5
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.

Allowable Damage Types

[Damage, Damage Aura, and Damage Field spell effects]


Damage Type
A
D
E
M
N
S
Acid
3
Arcane
3
Cold
3
3
3
Divine
3
Electricity
3
3
3
Heat
3
3
3
Mental [M]
3
Physical
3
Shadow
3
Spellcasting Types
A Arcane

M Mental

D Divine

N Nature

E Elemental

S Shadow

Damage Aura: Type (CM 2)

Arcane, Divine, Elemental, Mental, Nature, Shadow


SV 5, rounds
This spell effect surrounds the caster with an aura that can
automatically inflict damage to nearby creatures and unattended
objects, including allies and structures. If successful, the caster
makes a free damage check each round at the end of her turn
against all creatures and unattended objects that are directly adjacent to her occupied space (touching at the sides or corners).
However, the aura doesnt affect creatures or objects while the
caster is taking actions or moving but instead flares up once she
has stopped for the roundin other words, the caster is prevented
from running around like crazy as she tries to damage everyone
in a single turn.
Damage Die and Modifiers: The spell effects damage die
is d10 (except for mental auras; see below), but each critical success on the casters initial spellcasting check adds a +1 bonus to
each of the damage checks. The damage result is then compared
against each targets Total Resilience stat. Note that the casters
creature size does not apply a modifier to the damage checks.

142

Damage Types: The casters spellcasting type determines


which damage types may be selected as sub-effects, as noted on
the Allowable Damage Types table. However, unlike the Damage
spell effect, auras 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 auras damage checks. The damage
result is then compared against each targets Base Resilience stat
(instead of Total Resilience). Mental damage auras 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

Melee Unarmed Attacks & Grappling: Any creature who


hits the caster with a melee unarmed attack or who successfully
grapples with or is grappled by the caster is instantly damaged by
her aura. However, the same creature/object cannot be damaged
more than once per round by the same aura, which includes the
damage check that occurs at the end of the casters turn.
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.

Damage Field: Type (CM 0)

Arcane, Divine, Elemental, Mental, Nature, Shadow


SV 5, rounds
This spell effect creates a field that continually damages all
creatures and unattended objects within its area, including allies
and structures. If successful, the caster makes a free damage
check each round at the beginning of his turn against all creatures and unattended objects that are within the field. Creatures
that move into the field are also instantly damaged. However,
the same creature/object cannot be damaged more than once per
round by the same field. Note that no damage check is made on
the casters first turn when the spell is initially cast, which grants
creatures that are within the fields area a chance to safely move
beyond the field if their turns occur prior to the casters next turn.
Damage Die and Modifiers: The spell effects damage die
is d10 (except for mental fields; see below), but each critical success on the casters initial spellcasting check adds a +1 bonus to
each of the damage checks. The damage result is then compared
against each targets Total Resilience stat. Note that the casters
creature size does not apply a modifier to the damage checks.
Damage Types: The casters spellcasting type determines
which damage types may be selected as sub-effects, as noted on
the Allowable Damage Types table. However, unlike the Damage

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

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.

Death (CM 5) [S]

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.

Death Ward (CM 1) [S]

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.

Detect Afflictions (CM 0) [M]

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.

Detect Creatures: Type (CM 0) [M]

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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CHAPTER 5
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.

Disintegrate (CM 1) [S]

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.

Distract (CM +1) [M]

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

Dream Craft (CM 0) [M]

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.

Entangle: Type (CM 0)

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

False Memories (CM 1) [M]

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

fully aware that the caster was somehow responsible, whereas


failure means that he is left confused and instead attributes his
strange memories to other factors.
Memory Restoration: The targets original memories are
automatically restored when the spell effects duration ends, or
they can be restored sooner via the Suppress Magic spell effect.
General Options: The general options for this spell effect
must adhere to the following special rules:
Duration: The duration for this spell effect varies according to its degree of success. The memories persist for
a duration that is measured in minutes with a standard
success or in hours with a critical success.

Fear (CM 0) [M]

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.

Fire Control (CM varies) [F]

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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CHAPTER 5
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.

Hasten (CM 2) [S]

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

Illusion (CM varies) [F, M]

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-

tration stat when being controlled, but while a decoy


is inactive its Defense stat is reduced to the minimum
value for its creature size. Enemies who successfully
hit a decoy (any range) or who observe it being inactive
(only those in adjacent spaces) automatically know that
something is amiss without the need for a willpower
check and may react accordingly. Decoys that leave the
casters line-of-effect are instantly destroyed. This ability must always select the self only option for its target
area and the reach option for its range.
Disguise (CM 0, SV 5 or Fortitude, minutes): This ability alters the targets appearance, which includes any
equipment that is equipped or carried when the spell
is cast. A critical success may also alter the targets
voice, smell, and temperature. The illusionary forms
of multiple targets can vary individually, but they must
each remain within one size tier of their base species.
Creatures that have personal or prolonged interactions
with a disguised target can make a willpower check
to realize the illusions false nature, as is normally the
case, but a 2 modifier is applied to the check if the
targets illusion is for a different creature size than his
original species. Attempting to mimic a specific creature requires the caster to be familiar with such details,
but it also makes the illusion easier to detect by those
who are familiar with the mimicked creature by applying a 2 modifier to their willpower checks for personal
or prolonged interactions (cumulative with the creature
size modifier mentioned above). The caster incurs a
multiple action penalty every round that the illusion is
maintained, unless the spells target area is self only;
choosing not to maintain the illusion, even for a single
round, immediately ends the spell. Losing the line-ofeffect to an individual target ends that targets illusion,
and it cannot be restored even if the line-of-effect is
reestablished. An SV 5 is used for willing targets, but
Fortitude is used to disguise unwilling targets. Note
that unlike other illusions, coming into direct physical
contact with a disguised target does not automatically
make the offending creature aware of the illusion but
instead simply allows for a willpower check.
Figment (CM 1, SV 5, minutes): This ability creates an
illusionary scene within a designated space, which may
affect any number of senses and can be as detailed as
the caster desires. To be clear, it brings a false scene
into being, rather than masking or changing an existing
sceneit could create an illusion of a group of orcs, but
it could not make a real group of humans appear to be
orcs. 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

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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

enters instead. Some illusions may be static and made to persist


indefinitely, whereas others may only appear if and when specific
conditions are being met.
Duplicated Spell Effects: Illusion 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 Illusion:
Fear: A terrifying illusionary form or scene is created,
which serves as the source of the fear (rather than the
caster). However, there is no benefit for achieving a
critical success, and terrified targets do not risk acquiring permanent phobias or being scared to death.
Invisibility: Unlike the standard spell effect, there is no
added benefit for achieving a critical success (+1 to the
targets Total Resilience stat). Furthermore, any creature that makes physical contact with the target may
make a willpower check to see through the invisibility
from that point onward, including any successful melee
attacks that are made by or against the target.
Light: The light produced by this duplicated spell effect
has a duration that is measured in rounds (instead of
in minutes). Furthermore, it can only suppress standard
non-magical darkness and illusionary darkness (see below). Since it cannot penetrate magical darkness there
is no added benefit for achieving a critical success.
Obscurement: All types of obscurement may be created
using this duplicated spell effect, but the caster receives
no added benefit for achieving a critical success. Since
the field is illusionary, creatures that spend more than
one round inside automatically have their vision penalties lessened to 1 (instead of 2), which persists even
if they leave the field. Illusionary darkness suppresses
standard light but is itself suppressed by any form of
magical or illusionary light. Physical types of illusionary obscurement are not susceptible to dispersal by
wind (leaves, swarms of insects, dust, sand, etc.).

Improve Faculty: Type (CM varies)

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.

Insanity (CM 2) [M]

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

Comical: The target begins laughing hysterically and

regards everything as being uproariously funny.


However, he is also rendered impervious to fear
and Intimidation attempts until his next turn.

Befuddled: The target babbles incoherent words and


phrases at nearby creatures.
Antagonistic: The target makes an Intimidation

check against the nearest creature (shouting insults,


making threatening gestures, etc.).
Distracted: The target suffers from random minor
hallucinations (swatting at swarms of insects,

hearing disembodied voices, etc.) and is considered


distracted until his next turn. Nearby creatures take
notice of his vulnerable state.
Scared: The target makes a fear check; a random

creature within 50 feet of the target serves as the


source of the fear.

Sidetracked: The target drops all held items, then


moves and sprints in a random direction.
Deja Vu: The target attempts to repeat all of his
previous actions that were taken during the prior
round, and in the same order, even if doing so

would no longer make any sense. This includes


insanity-based actions, if applicable. The GM will
determine how the repeated actions unfold
according to the situation.
Aggressive: The target makes a melee grappling

attempt against the nearest creature, even moving


and sprinting if necessary.
Panicked: The target lets loose a blood-curdling

scream. He also loses one stamina point due to


extreme stress.
Violent: The target attacks the nearest creature using

10

the most effective Precision-based method at his


disposal (Melee, Ranged, or Spell; GM's call). The
target may also move and sprint if necessary.
Zoned Out: The target becomes completely caught
up in an imaginary event and is nearly oblivious

11

to everything going on around him. He is also


considered surprised until his next turn. Nearby
creatures take notice of his vulnerable state.
Suicidal: The target is overcome with self-loathing

12

and somehow manages to injure himself. He loses


one health point and suffers a specific injury (roll
d12 for the location and d10 for the severity).

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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.

Light (CM +3)

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

Targeted Light: This form of light radiates from an object


or creature, which serves as its point of emanation (positioned
in the middle of the template). It may be blocked or covered up.
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.

Luck (CM 3) [S]

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.

Mind Reading: Type (CM 1) [M, S]

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

Mind Scanning (CM 2) [M]

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.

Mind Shield (CM 0) [M]

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

Object Reading (CM 1) [M]

Paralyze (CM 3) [S]

Obscurement: Type (CM +2)

Phase Shift (CM 0) [S]

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.

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. Objects may not
be targeted by this spell effect, but a targets attended
items automatically transform along with her.

Plant Control (CM varies) [F]

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

153

CHAPTER 5
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

Wither (CM 0, SV 5, instant) [S]: This ability causes the


targeted plant to instantly wither to a state nearing death
(it is still alive but barely); achieving a critical success
kills the plant outright. 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.
Duplicated Spell Effects: Plant 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 Plant Control:
Charm: Bestial (plants only): Bestial plants and plant-like
creatures may be charmed and controlled by the caster.
However, keep in mind that most plants are mindless
and are therefore immune, as are sapient varieties.
Commune: Any (plants only): The caster may commune
with bestial and sapient plants and plant-like creatures,
including dryads and lavossi.
Entangle: Any: Existing plants that are inside or within
reach of the target area can entangle nearby creatures
and objects. Such plants are temporarily imbued with
extended reach (double) and heightened flexibility.

Preservation (CM +1)

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

active. Achieving a critical success makes it impossible for the


corpse to ever be reanimated as undead, even if reanimation is
attempted after the spells duration has ended. This spell has no
effect when it is cast against existing undead creatures.
General Options: The general options for this spell effect
must adhere to the following special rules:
Target Area: The single target and multiple target options
apply an additional CM for the size of each affected
corpse or object: tiny/small/medium 0, large/huge 1,
enormous 2, gigantic 3, or colossal 4. A corpses
attended equipment is not automatically included, so
each corpse/object must apply its own CM modifier.
An area-effect template affects all corpses or objects
that are fully contained within its area, but those that
are even partially outside are not affected.

Quick Heal (CM 0)

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.

Recovery: Type (CM varies) [R, S]

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.

Reinforce: Type (CM varies)

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

Required Weight to Force Open


Success (base) Critical Success
50 lb
+25 lb per
150 lb
+75 lb per
500 lb
+250 lb per
1,500 lb
+750 lb per
5,000 lb
+2,500 lb per
15,000 lb
+7,500 lb per
50,000 lb
+25,000 lb per
150,000 lb
+75,000 lb per

Secure Locks (CM +1, hours): This sub-effect allows


the caster to magically bolster the complexity of locks.
Each success and critical success adds an additional
+2 to the locks Tinkering SV that is needed to pick it.
Jamming the lock can still occur but does so relative
to the locks original SV (not the adjusted SV). Note
that locking a door or other kind of portal also makes it
harder to force open, but doing so makes no difference
in how hard it is to break the door open via attacks.
Strengthen Materials (CM +1, rounds): This sub-effect
allows the caster to magically strengthen the Resilience
value of an object so that it is better able to withstand

attacks. Each success and critical success grants a +2


bonus to the objects Resilience value. However, in the
case of armor, the bonus is halved to +1 per each success and critical success, and is applied to its wearers
Total Resilience stat (a whole suit of armor is treated as
a single object); clothing also works this way and can
act as temporary armor, but only the greatest total value
from armor or clothing is applied (they may not stack).
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 barring a door, securing its lock,
and strengthening 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.

Resistance: Type (CM +1; CM 0 Cold/Heat)

Arcane, Divine, Elemental, Mental, Nature, Shadow


SV 5, rounds
This spell effect grants the target a resistance to a specific
type of damage, equal to 2 per each success and critical success.
Damage Types: The casters spellcasting type determines
which damage types may be selected as sub-effects (ArcaneA,
DivineD, ElementalE, MentalM, NatureN, or ShadowS):

Damage Type
Acid
Arcane
Cold
Divine
Electricity
Heat
Mental [M]
Shadow

N
3

3
3
3
3
3

3
3

3
3
3

Cold and Heat: These sub-effects have a CM of 0 but grant


the target a bonus to Constitution for resisting stamina loss in cold
or hot temperatures, respectively. The bonus is equal to half of the
resistance 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 they
counteract each other and leave only the difference. For instance,
if the target has an inherent heat weakness of +2 and receives a
heat resistance of 4 from the casters spell then the overall modifier would be a heat resistance of 2.

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Restore: Type (CM 1) [S]

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.

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.

Resurrection Mishaps

Resurrection (CM 5) [S]

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

Schism: The target acquires a random assortment of


new roleplaying quirk disadvantages equal to a
combined character point value of d4+2. The GM
should devise a way to randomly select the new

traits, and they must all be different than any of


the target's existing traits. New and old traits may
conflict freely (Cruel and Do-Gooder, Pacifist and
Violent, etc.). The new disadvantages are also
permanent and can never be cured or bought-off.
Grave Wound: The target suffers a random specific

injury (roll d12 for the location and d4 for the


severity; ignore bleeding). This injury is permanent
and can never be healed.
Came Back Wrong: The target's spiritual essence
has become mystically distorted. Despite still being
considered a living creature, with all of the normal
biological requirements, she is now also considered
to be undead in regards to how she is affected by
spell effects, abilities, and other rules (the Repel
Undead advantage, the Commune: Undead spell
effect, etc.). She is also susceptible to damage

from holy water and she acquires the standard


undead traits of Resistance: Shadow 4 and
Weakness: Divine +4. She is still affected by all
rules and spell effects that only function against
living creatures, such as the Shapechange and
Summon Creature spell effects. In any situations
where the rules would conflict regarding her dual
nature the GM should allow her living designation
to take precedence.
Shade: The target is transformed into a shade, with
her previous character serving as her initial host.
She is automatically considered to be acclimated.
The same process should be followed just as if a

new shade character were being created from


scratch. Concerning her shade CPV, the unspent
value can range from 0 to 5 points depending on
the combined value of any roleplaying quirk
disadvantages that she opts to take; her total shade
CPV is equal to her prior value 25 points.

MAGIC

Root (CM 1) [M]

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.

Rouse (CM +3)

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

Location Viewpoint: Scrying a location anchors the casters


view at a specific point in space. The caster can freely pivot the
view about this point at any time, as desired, but the anchor point
itself cannot be moved.

Individual Viewpoint: This variation treats the individual


himself as the anchor point of the casters view. The caster may
freely adjust the view around the individual in a semi-spherical
orbit, including zooming in or zooming out up to a maximum distance of 25 feet from the edge of the individuals occupied space
(being mindful of any physical obstructions). Furthermore, the
individuals surroundings are able to be viewed indirectly, but the
individual must always remain at the center of the field of view.
The view also moves with the individual, regardless of his speed
or method of travel.
Mirror-Like Surface Required: This spell effect requires a
mirror-like viewing surface in order to work, such as a
crystal ball, mirror, or pool of calm water.
Immunity/Prevention: A failed attempt
renders the location or individual immune
to further scrying attempts by the same
caster for a full day per each point of
failure. The Mind Shield spell effect
blocks scrying attempts against an
affected individual, but he can still
be scried by using a location viewing if he moves into its particular
field of view.
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 utilizes special
options for its range instead of the standard choices. Each applies its own CM
and determines the maximum distance
between the caster and the location or
individual being scried. If the location
or individual is beyond this range when
the spell is cast then it automatically fails; if
it succeeds and the distance between the two later
exceeds this range then the spell immediately ends.

Range
Up to 1 mile
Up to 10 miles
Up to 100 miles
Up to 1,000 miles

CM
0
1
2
3

Sensory Augmentation: Type (CM varies)

Arcane, Divine, Elemental, Nature, Shadow


SV 5, rounds
This spell effect has a variety of sub-effects that temporarily
grant the target new or augmented sensory abilities. Note that the
Sensory Deprivation spell effect and other sensory impairments
(Blind, Deaf, etc.) can negate augmentations that enhance a
particular sense. For instance, being blinded would negate Dark
Sight, Magic Sight, and See Invisibility, whereas being affected
by Sensory Deprivation: Touch would negate Tremorlocation.

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CHAPTER 5
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

Dark Sight (CM +1; vision): This sub-effect allows the


target to see better in the dark. If a standard success
is achieved he gains partial dark sight, which lessens
his visual penalty to 1 (the standard penalty is 2);
a critical success grants full dark sight and eliminates
the penalty entirely. A target that already possesses the
Heightened Sense: Dark Sight [Partial] trait only benefits from this sub-effect if a critical success is achieved.
Echolocation (CM 2; hearing): This sub-effect causes
the target to continually produce and receive subsonic
echoes, which are imperceptible to others. This allows
him to constantly perceive his surroundings in 360 and
renders him immune to distraction from multiple melee
opponents (all other forms of distraction still apply).
Echolocation allows the target to ignore all penalties
due to blindness, darkness, and non-physical forms of
obscurement (including invisibility) within the effects
distance. Additionally, the target also gains a +1 bonus
to Awareness checks when attempting to detect creatures using Stealth within the effects distance. Illusions
cannot be sensed at all using Echolocation alone, and if
the target is able to perceive an illusion via any of his
other senses then the illusions false nature is automatically recognized; disguises and charades only apply
a 2 modifier to the targets willpower checks, when
applicable, instead of automatically being recognized.
The casters result determines the effects distance, as
measured from the edges of the targets occupied space:
25 feet for achieving a standard success or 50 feet for
achieving a critical success.
Magic Sight (CM 0; vision): This sub-effect allows the
target to perceive the faint magical auras produced by
magical items, duration-based and tapped spell effects,
and ongoing fields of magic. Subtle differences in the
colors of such auras allow the target, if sapient, to make
a special Awareness check of SV 5 to identify specific
ongoing spell effects by name with a standard success
or their exact properties with a critical success. The target also receives a +2 bonus on Appraisal checks when
identifying magical items and a +2 bonus on Awareness
checks for spotting magical traps. Both invisibility and
obscurement block this ability.

158

Scent [Type] (CM varies; smell): This sub-effect allows


the target to identify other creatures and objects by their
unique odors, thereby making it possible to track by
scent. The target also gains a +1 bonus to all Awareness checks when attempting to detect creatures using
Stealth and a +1 bonus to all scent-based Tracking
checks. This ability has two types: Aquatic (CM +2)
and Standard (CM +1). The aquatic type only works
while underwater, whereas the standard type works in
all environments except when underwater.
See Invisibility (CM +2; vision): This sub-effect allows
the target to see invisible creatures and objects, which
appear as if outlined by a faint arcane aura. The aura
produces no illumination and thus does not reduce or
negate any penalties from darkness or obscurement.
Tremorlocation (CM 1; touch): This sub-effect allows
the target to sense the subtle vibrations of all nearby
moving creatures and objects, regardless of the type
of environment (on land, underwater, while flying,
etc.). It also functions through walls and other physical
barriers as if they did not exist, and 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 the
target to ignore all penalties due to blindness, darkness,
and other forms of obscurement (including physical
forms and invisibility) against moving creatures within
the effects distance. Additionally, the target also gains
a +1 bonus to Awareness checks when attempting to detect creatures using Stealth within the effects distance.
Illusions cannot be sensed at all using Tremorlocation
alone, and if the target is able to perceive a moving illusion via any of his other senses then the illusions false
nature is automatically recognized; moving disguises
and charades only apply a 2 modifier to the targets
willpower checks, when applicable, instead of automatically being recognized. The casters result determines
the effects distance, as measured from the edges of the
targets occupied space: 25 feet for achieving a standard success or 50 feet for achieving a critical success.
General Options: The general options for this spell effect
must adhere to the following special rules:
Range: This spell effect may select any of the standard
range options, which determines the distance between
the caster and the target when the spell is initially cast.
The distance at which the target can make use of the
various augmentations depends upon his own senses
(each augmentation corresponds to one sense). The distances for Echolocation and Tremorlocation are limited
by the casters result, as measured from the edges of the
targets occupied space: 25 feet for achieving a standard success or 50 feet for achieving a critical success.

MAGIC

Sensory Deprivation: Type (CM varies)

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.

Shapechange (CM varies)

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

Casting Modifier & CPV: A further cumulative 1 penalty


is applied to the spell effects CM if the totem creatures CPV
exceeds the casters CPV, and again for every additional 25 points
thereafter (a totem creatures CPV may not exceed 300 points).
For example, if the casters CPV is 170 then a totem creature
with a CPV of 170 or less would apply no additional penalty.
However, a totem creature with a CPV from 171 to 195 would
apply an additional 1 penalty, a totem creature with a CPV from
196 to 220 would apply an additional 2 penalty, and so on.
Unwilling Targets: Attempting to shapechange an unwilling target allows her to add her Concentration stat to the SV. For
instance, if she has a Concentration stat of 6 then the adjusted SV
would be 11. This application of the spell also has its duration

reduced to rounds and it cannot be tapped. Note that any existing


single target Shapechange spells may be cast against unwilling
targets without having to designate and design them as their own
separate spells.
Totem Creature Types: Shapechanged creatures are in fact
magical clones of their original forms, and suitable candidates for
shapechanging must have been living and either bestial or sapient. Non-living and/or mindless creatures, such as elementals and
undead, cannot be shapechanged into using this spell effect.
Creatures with Multiple Minds: Ettins and other creatures
with multiple minds are still able to be shapechanged into forms
with only one mind, and vice versa. If a multiple-minded target
is shapechanged into a form with a single mind then both minds
are still able to share control over the body just as they normally
would, despite having a single head (requiring control checks in
the case of an ettin). If a single-minded target is shapechanged
into a form with multiple minds then the other minds must remain
dormant (drifting in the case of an ettin). The GM is also free to
disallow transformations into any forms that would prove to be
too complicated or that would present other kinds of problems.
Mental State: The target retains her original mental state
when transformed, even if the new forms mental state differs.
For instance, if a human is shapechanged into an animal then he
would still remain sapient, and while his new form might limit
the types of physical actions he could take, such as a speaking
or making use of gear, he would still be able to understand his
known languages and could conduct himself in a sapient manner.
In cases where bestial targets are transformed into sapient
creatures the GM may rule that the target becomes overwhelmed
and reacts fearfully, seems unresponsive to its surroundings, or
even becomes enraged. Bestial targets cannot make use of their
new forms abilities or gear that requires higher forms of thought,
and they still cannot communicate with or understand language.
Health & Stamina: Health and stamina loss is carried over
from the targets original form to that of the new form, and vice
versa, regardless of the total values. The easiest way to convert
between each form is to subtract the number of missing points
and apply the same number of missing points to the new form.
For instance, if the target is currently missing one health point
then her shapechanged form should also be missing one health
point; if she loses an additional health point while transformed
(two points altogether), then her original form must be missing
two health points when the spell effect ends (0 is the minimum
value allowed, and any further implied health or stamina loss is
ignored). Toughness and Perseverance checks are still made when
normally required according to the targets current form, and any
redundant checks are ignored.
For example, lets assume that while shapechanged a target
has her health reduced to 0/4, fails her Toughness check and falls
unconscious, then has the Shapechange spell end while she is still
unconscious. If she only has a maximum health total of 3 points
in her original form then she would have 0/3 health points after
reverting and no additional Toughness check would be necessary
(the additional implied point of health loss would be ignored).
Faculties & Traits: The target fully assumes the faculties
and traits of the new form, and ignores her own faculties and
traits. This includes all roleplaying disadvantages, despite the fact

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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

Equipment: All of the targets attended equipment (armor,


weapons, etc.) is magically absorbed into the new form when
the shapechange occurs, and it cannot be accessed until the spell
ends. Shapechanging into a totem creature causes the target to
appear in the new form without equipment unless items were also
imbued into the totem during its creation. The items being imbued are irrevocably destroyed, but the target appears equipped
with identical mystical versions of the items every time that the
shapechanged form is assumed. 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 shapechange 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 target changes back into her original form all of
her original gear is restored and 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 while transformed simply fall to
the ground in the targets occupied space.
General Options: The general options for this spell effect
must adhere to the following special rules:
Target Area: This spell effect may only select the self only
or single target options for its target area.

Silence: Type (CM +1)

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

Siphon: Type (CM 1) [S]

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.

Siphon Faculty: Type (CM varies)

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

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 siphoned at all since it is
already affected by siphoning Base Resilience.
Encumbrance Factor: Unlike the cumulative 1 penalty
imposed to other faculties, the targets Encumbrance Factor stat is
decreased by a cumulative amount equal to 5 x the targets weight
multiple for each success and critical success. The casters own
stat is increased by an amount equal to 5 x her weight multiple.
Stacking Limitation: The faculty penalty imposed by this
spell effect may be stacked freely from other sources, including
additional castings of this spell effect. However, the faculty bonus
that is granted to the caster cannot be stacked with the same bonus
granted by a magical item, the Improve Faculty spell effect, or the
Improve Faculty bardic melody.
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 casters bonus is still
limited to +1 even if multiple targets are affected.

Duration: This spell effects duration is used strictly for


determining how many rounds that the casters bonus
remains active. The targets penalty is not determined
by the duration but is instead a damaged faculty that
lasts until it is restored.

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.

Slick (CM +2)

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.

Slow (CM 1) [S]

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.

Steal Magic (CM 1)

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

Stone Control (CM varies) [F]

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.

Summon Creature (CM varies)

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

Casting Modifier & CPV: A further cumulative 1 penalty


is applied to the spell effects CM if the summoned creatures
CPV exceeds the casters CPV, and again for every additional 25
points thereafter (a summoned creatures CPV may not exceed
300 points).
For example, if the casters CPV is 170 then a summoned
creature with a CPV of 170 or less would apply no additional
penalty. However, a summoned creature with a CPV from 171 to
195 would apply an additional 1 penalty, a summoned creature
with a CPV from 196 to 220 would apply an additional 2 penalty, and so on.
Totem Creature Types: Summoned creatures are in fact
magical clones of their original forms, and suitable candidates for
summoning must have been living and either bestial or sapient.
Non-living and/or mindless creatures, such as elementals and undead, cannot be summoned using this spell effect.
Giving Commands: Commanding a summoned creature is
accomplished solely by issuing mental commands but requires
line-of-effect by the caster. If no orders are given or if line-ofeffect is broken then the creature must remain inactive (unable to
move or perform actions but still able to defend itself).
During combat a summoned creature shares the casters initiative order, including any lucky or tough breaks, and may act
immediately upon the spells completion. The act of commanding
a summoned creature counts as one of the casters own actions
and may incur a multiple action penalty but not for commands
given in the round that the spell is cast. However, the summoned
creature accrues its own multiple action penalties separately. For
instance, if the caster sprints, casts a spell, and commands his
summoned creature to attack an enemy and then sprint away, he
would suffer a multiple action penalty of 4 (3 actions) and his
summoned creature would suffer its own penalty of 2 (2 actions).
Health, Stamina, & Fortune: Summoned creatures always
begin with full health and stamina. The spell immediately ends
and their essence dissipates if they are killed or fall unconscious
due to the loss of either health or stamina (falling asleep does not
count). PC casters cannot use their fortune points to aid their summoned creatures unless they possess the Lend Fate advantage.
Shared Stamina Loss: The casters own energy reserves are
magically linked to those of his summoned creatures. Whenever
a summoned creature loses a point of stamina due to using an
ability or casting a spell, so too does the caster (stamina loss from
other sources is never shared). Note that shared stamina loss is
strictly one-way, from the summoned creature to the caster, and
that whenever the caster suffers his own stamina losses they are
never shared by his summoned creature.
Controlling 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). In the case of multiple minions, 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.
Totems: A totem is a special object that is imbued with the
essence of a particular creatures spirit. In order to summon a
specific creature the caster must first possess a totem that was

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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

Suppress Magic (CM 0)

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

A standard success permanently dispels all duration-based


spells/effects but only temporarily suppresses permanent spells/
effects and magical items/traps for 1 minute. Magical items/traps
and permanent spells/effects can be permanently dispelled, but
doing so requires a ritualized version of the spell to be cast, which
requires 10 minutes and a critical success; dispelling a relic is far
more difficult and requires unique conditions/events (GMs call).
Inherent Abilities/Traits: Inherent abilities and traits that
are always-active cannot be affected by this spell effect, such as
a yuelloks Flight: Mystical trait or a dryads Natures Blessing
trait. However, any magical trait that produces a duration-based
effect can still have its specific effect dispelled. For instance, a
gnomes Enchanting Touch trait can have its ongoing enchantments dispelled, but the ability for the gnome to produce new
enchantments cannot be suppressed or dispelled.
Special Magical Items: Mage staves are treated as lesser
magical items, but if enchanted with other magical qualities they
may instead be treated as greater magic items or relics. Holy water
is treated as a lesser magical item. Potions and spell foci use the
base CM of their spell effects to determine how they are affected,
but spell foci that are also enchanted with other magical qualities
may use their item tier instead (whichever SV is greater). Magical
tattoos and creatures with the Living Weapon advantage are also
treated as if they were magical items.
General Options: The general options for this spell effect
must adhere to the following special rules:
Target Area: If the self only, single target, or multiple target options are selected then all magical spells/abilities
personally affecting the target are at risk of being dispelled, including all of his magical items and gear. All
magical spells/abilities being held as taps by the target
are also susceptible, even if the spell/ability is affecting
a separate target (such spells/abilities can be dispelled
by targeting either the tap holder or the affected target).
If an area-effect template is selected then all ongoing
area-based magical effects that intersect with the template are at risk of being dispelled, as are any creatures
(including their magical items), objects, and traps that
are at least partially located within the template.

MAGIC

Sustenance (CM +1) [S]

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.

Telekinesis: Type (CM 0) [M]

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

allows for its own separate check. Disarmed items are


sent flying d4 squares in the casters chosen direction.
Other creatures near the paths of an item may attempt
to catch it before it lands with a free Agility check of
SV 8 (GMs call). Note that weapons with the Attached
special quality cannot be disarmed; items that are being
held with two or more hands or appendages grant a +1
bonus to a targets check for each extra hand/appendage
(up to a maximum bonus of +4).
Levitate (minutes): This sub-effect imbues all affected
creatures and objects with a temporary psychic force.
Each round, as a single action, the caster can cause all
affected targets to levitate in any direction by succeeding on a new spellcasting check of SV 3 (no CM is
applied); the caster may also attempt this action in the
same round that the spell is cast, but a multiple action
penalty is incurred. The casters result allows all targets to be moved 1 square (5 feet) in any direction for
each success and critical success achieved, as long as
line-of-effect is maintained, and different targets may
even be moved in different directions. At the end of any
round in which a target was not moved by the caster
it slowly descends on its own at a rate of 1 square per
round, but the caster can still attempt to move it again in
later rounds. Affected creatures may still move on their
own, if able (flying creatures can still fly, land-based
creatures can still move if on the ground, etc.); underwater creatures can always swim on their own.

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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.

Telepathy (CM 1) [M]

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.

Teleportation: Type (CM varies)

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.

Long Distance Teleportation Mishaps


Result

[Roll: d6]
Outcome

Stranded: Each of the caster's attended items has a

50% chance of being teleported to the spell's


intended destination.

Arcane Feedback: The caster suffers d12 point of


arcane damage (compared against Base Resilience).
Disoriented: The caster is afflicted with temporary
amnesia and cannot recall any memories beyond
those required for speech. The use of abilities,

faculties, and traits that rely on formal training are


either forbidden or heavily penalized (GM's call).
Each hour, she may attempt a Constitution check of
SV 8 to determine if her memories are regained.
Hello: The caster somehow manages to summon a
random creature to her location from the nearby
region. The creature's CPV must be within +/ 50

points of the target with the greatest CPV. The type


of creature and its qualities are determined by the
GM. The creature appears adjacent to the caster's
space and reacts according to its own disposition.
Arcane Vortex: A violent rift is formed that mimics

the Damage Field: Arcane spell effect (large sphere


area-effect template centered on caster's initial
location, lasts d10 rounds, inflicts d10 damage).
Lost: The caster is teleported to a random location up

to 100 miles away. There is also a 10% chance that


she appears at an unsafe location (high up in the air,
in the middle of a lake, etc.).

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.

Ward: Type (CM 0) [S]

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

Magical Reagent Costs


Cube Small AE Large AE
100g
300g
600g
200g
600g
1,200g
300g
900g
1,800g

An area that has been permanently warded can be identified


by arcane engravings, magical runes, or other mystical trappings,
and should generally allow for a detection check and subsequent

168

Awareness checks in order to be perceived. The Awareness check


SV varies according to how well the trappings were concealed,
but this can also increase the wards cost (GMs call).
Permanent wards are commonly used by business owners,
noble families, and military forces to protect their property. For
instance, a ward might be used to prevent unlawful entry into a
treasure vault or to prevent drunken brawls in an upscale tavern.
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.

Water Control (CM varies) [F]

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

and/or snow can instantly be frozen into jagged shards


of ice in order to inflict collision damage to the target.
The Disarm sub-effect cannot be mimicked by Water
Control.
Wall: A sufficient volume of water or snow must already
be present in the general area (GMs call), which then
quickly moves to the desired location and instantly
freezes into a hardened wall of ice.

Weaken: Type (CM varies)

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

Reduced Weight to Force Open


Success (base) Critical Success
50 lb
25 lb per
150 lb
75 lb per
500 lb
250 lb per
1,500 lb
750 lb per
5,000 lb
2,500 lb per
15,000 lb
7,500 lb per
50,000 lb
25,000 lb per
150,000 lb
75,000 lb per

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.

Weather Control (CM varies) [F]

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

170

be stacked in the same local area, even if attempted by


separate casters (only the most potent temperature and
severity shifts apply). However, rival casters may still
attempt to undo each others weather changes, meaning that if one caster shifts the severity to severe then
another caster could attempt to shift it back down to a
moderate state or lower. The temperature and severity
changes created by this ability require at least 5 minutes
to fully manifest after the spell has been successfully
cast. This ability does not function in subterranean or
underwater environments. The standard target area and
range options are not available for this abilityinstead,
it affects the entire local area in a mile radius, centered on the casters location (an area with a diameter
of 1 mile across; the effects location is stationary and
does not move with the caster); there are no CM adjustments for the target area and range.
Regional Shift (CM 4, SV 5, hours) [R, S]: This ability
functions in the same manner as the local version described above, but it instead affects the entire region in
a 50 mile radius, centered on casters location (an area
with a diameter of 100 miles across). However, 500g
worth of magical reagents are consumed if it succeeds.
Duplicated Spell Effects: Weather 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 Weather Control:
Damage: Electricity (bonus Heat): This duplicated spell
effect can only be cast outdoors if heavy cloud cover is
present, and it takes the form of a lightning strike that
originates from the sky instead of from the caster. It
inflicts electrical damage and gains the special benefit
of the Electricity sub-effect. Additionally, it also gains
the special benefit of the Heat sub-effect if a critical
hit is achieved (the resulting fire inflicts heat damage,
rather than electrical). Lastly, the casters creature size
is ignored for all aspects of this duplicated spell effect
(i.e. the Accuracy modifier inherent to creature size is
ignored and no size modifier is applied to damage).
Obscurement: Rain, snow, dust, sand, or fog can be used
to create a field of obscurement, assuming that existing weather conditions and temperatures are already
suitable to produce such effects (precipitation for rain
or snow, wind for dust or sand, high humidity for fog,
etc.). This variation does not function in subterranean
or underwater environments. Unlike the standard Obscurement spell effect, this variation has a duration that
is measured in minutes, but its base CM is 1 (3 after
applying the 2 adjustment for being a duplicated spell
effect). Furthermore, the standard target area and range
options are not available for this variationinstead, it
affects the entire local area in a mile radius, centered
on the casters location (an area with a diameter of 1
mile across; the effects location is stationary and does
not move with the caster); there are no CM adjustments
for the target area and range.

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

The following rules describe the basic details for creating


and controlling animated minions:

Minions Character Points

An animated minions base number of character points is


restricted by your characters total CPV. The spells CM is also
determined by the minions base number of character points. Note
that casters with higher CPVs may still willingly create minions
with fewer character points, if desired.

Caster's
Total CPV
Any
175+
250+

Minion's Base
Character Points
50
70
90

Casting
Modifier
0
2
4

The animated minions type and form also applies a modifier


to the base number of character points it receives:

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

Commanding an animated minion is accomplished solely by


issuing mental commands but requires line-of-effect by the caster.
If no orders are given or if line-of-effect is broken then the minion
must remain inactive (unable to move or perform actions but still
able to defend itself).
During combat an animated minion shares its casters initiative order, including any lucky or tough breaks, and may act
immediately upon the spells completion. The act of commanding
an animated minion counts as one of the casters own actions and
may incur a multiple action penalty but not for commands given
in the round that the spell is cast. However, the animated minion
accrues its own multiple action penalties separately. For instance,
if the caster sprints, makes an attack, and commands his animated
minion to attack an enemy and then sprint away, he would suffer a
multiple action penalty of 4 (3 actions) and his animated minion
would suffer its own penalty of 2 (2 actions).
Fortune Points: PC casters cannot use their fortune points
to aid their minions unless they possess the Lend Fate advantage.

Equipment and Weapons

Typically, animated minions may not use or equip tools,


shields, weapons, triggered magical items, or mechanical devices
due to being mindless creatures. Armor, passive magical apparel,
and basic gear can still be worn, but the minion must first receive
assistance in order to equip it. However, this restriction can be
circumvented by purchasing either the Equipment Proficiency
creature trait or the optional Intelligence: Sapient special quality
(animated minions with the Intelligence: Bestial special quality
are still restricted).

Shared Stamina Loss

Your characters own energy reserves are magically linked to


those of his animated minions. Whenever a minion loses a point
of stamina due to using an ability or casting a spell, so too does
the caster (stamina loss from other sources is never shared). Note
that stamina loss is strictly one-way, from the animated minion to
the caster, and that whenever the caster suffers his own stamina
losses they are never shared with his minions.
Permanent Minions: Animated minions that are created
with the optional Permanence special quality only share stamina
loss with their caster when using abilities or casting spells that are
marked with the stamina loss spell descriptor [S]. Other sources
of stamina loss are no longer shared.

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.

MINION TYPES & FORMS

Your characters spellcasting type determines which form of


animated minions may be created:

Elemental Minions (Elemental Magic)


Elemental minions are non-living, mindless creatures that
are composed of one or more kinds of non-organic elements. The
creation of an elemental minion requires that sufficient materials
or energy be present in order to assume its animated form, relative to its creature size. Sufficient unworked materials or energies
are automatically converted into the designated form (fire into
electricity, dirt into metal or stone, air into toxic fumes, water
into acid, etc.). However, once the spell ends or if the minion is
destroyed its materials revert into their original composition and
fall loosely into its occupied space (energy elementals dissipate
harmlessly into the environment). The materials are thereafter
considered to be defiled and cannot be reanimated by any caster.

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CHAPTER 5
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

172

Liquid (6): This minion is composed of liquid, such as


acid or water. While water is generally common in most
natural environments it can sometimes be difficult to
find in sufficient quantities. A liquid elemental receives
no character point adjustment. It gains the following
inherent modifiers:
+1 Brute Force stat
+1 Combat Maneuvers stat
+1 Swim Speed stat
+1 Swimming discipline
1 Agility discipline
Solid (6): This minion is composed of solid materials such
as dirt, stone, ice, snow, or metal. Earthen materials are
usually common but must be unworked. For instance,
natural dirt or stone is fine, but worked-stone like that
found in dungeons or buildings cannot be used; stone
or ice from natural caverns can be used but may cause
instability in the supporting walls/ceiling (GMs call).
A solid elemental suffers a 5 character point penalty
due to generally having more accessible materials. It
gains the following inherent modifiers:
+1 Brute Force stat
+2 Total Resilience stat
+1 Might discipline
1 Defense stat
Solid elementals are susceptible to bonus damage
from certain physical attacks (the Damage: Physical spell effect, Battering weapons, etc.).

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).

Undead Minions (Shadow Magic)

Undead minions are non-living creatures that are composed


of the once-living corpses of either bestial or sapient beings
(including bestial and sapient plants). Undead minions are also
mindless unless the optional Intelligence special quality is purchased. The creation of an undead minion requires that a corpse
or multiple corpses of equivalent size be present relative to the
minions own creature size. Physical features of the corpses are
irrelevant since the magic automatically creates or converts the
minion into the desired form so that having to match features,
limbs, and other physical traits is not important. However, once
the spell ends or if the minion is destroyed its component corpses
revert into their original forms and fall into the minions occupied
space (disembodied undead dissipate). The corpses are thereafter
considered to be defiled and cannot be reanimated by any caster.
Undead Form: Type: All undead minions must purchase
the Undead Form creature trait before their remaining character
points can be allocated; only one form may be purchased (costs
are listed in parenthesis). Additionally, all undead minions inherently possess the Resistance: Shadow 4 and Weakness: Divine
+4 traits, regardless of their chosen form.
Disembodied (4): This minion is composed of spiritual
energy, such as a ghost, shadow-being, or poltergeist. It
gains the following inherent modifiers:
+1 Accuracy attribute
+1 Stealth discipline
1 Brute Force stat
1 Might discipline
Preserved (6): This minions body is well-preserved via
magic and is even enhanced with unnatural qualities,
such as those of ghouls or vampires. It gains the following inherent modifiers:
+1 Speed stats (all forms)
+1 Total Resilience stat
Rotted (4): This minion is composed of decaying organic
matter, such as a zombie or most forms of undead trees/
plants. It gains the following inherent modifiers:
+1 Brute Force stat
+1 Total Resilience stat
+1 Might discipline
1 Dexterity attribute

Skeletal (5): This minion is composed of skeletal remains


that are held together via magic. It gains the following
inherent modifiers:
+1 Combat Maneuvers stat
+1 Defense stat
+1 Agility discipline
1 Total Resilience stat
Skeletal minions suffer an Encumbrance Factor stat
penalty equal to 5 x their weight multiples.

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.

Optional Special Qualities [R]

The following optional special qualities can be purchased


to bestow unique abilities to your animated minion, but doing so
consumes magical reagents of varying amounts for each selected
quality (costs are listed in brackets) each time that the spell is successfully cast. Optional special qualities are permanent additions
to a spells design and cannot be omitted or altered once selected.
Automaton [25g; mindless only]: This quality grants a
mindless minion a limited degree of autonomy, per the casters
design. The minion is able to store and recall up to three distinct
ongoing orders, which can even be performed without the casters
supervision or line-of-effect (an automaton acts on its own initiative order when not in the presence of its caster). Each ongoing

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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

ongoing orders until destroyed but also go rogue if their orders


can no longer be performed. Intelligent minions instead gain
varying degrees of control over their own existence and may pursue whatever goals they set for themselves. There is no limit to
the number of permanent minions that a PC caster can create and
keep, but remember that only one minion is typically able to be
deployed in battle at once. Lastly, permanent minions no longer
share the risk of stamina loss with their caster, except for abilities
and spells with the stamina loss spell descriptor [S].

EXAMPLE MINION: ICE GOLEM

The following example highlights an ice golem elemental


minion created by a caster who possesses the Elementalist (R1)
vocational advantage, which grants his minion an additional +15
character points for a total CPV of 60 points (50 base, 5 for
being solid, +15 for the Elementalist trait). Note that even though
the minion is made of ice it is able to be created using any solid
materials that are both unworked and non-organic (stones, ice,
snow, sand, clay, etc.).
Since the ice golem is non-living it lacks a Constitution discipline (Perseverance is used instead). Being mindless, it also
lacks the Charisma, Intellect, and Perception attributes, all of
their disciplines, and a Fortitude stat (the Awareness and Initiative
disciplines are assigned minimum values of d41). The minions
Concentration and Notice stats are also calculated differently than
those of bestial or sapient creatures.

Name/Creature
Being Non-Living
Size

Large

Def 1
Brute 3

Ice Golem (Animated Minion)


Mind

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

Slam: d8+3 damage; only one slam per round

Traits

Elemental Form: Solid: +1 Brute Force, +2 Total Resilience, +1 Might, 1 Defense


already adjusted); susceptible to bonus damage from physical attacks
Enhanced Unarmed Attack: Slam: d8 damage; does not count as attack from specific limb
but limit of one slam per round; cannot apply +1 damage bonus for a two-handed attack
Resistance: Cold 4: Cold damage reduced by 4 per attack; +2 Constitution when resisting
stamina loss in cold temperatures
Weakness: Heat +4: Heat damage increased by 4 per attack; 2 Constitution when resisting
stamina loss in hot temperatures

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.

Musical Instruments & Vocals

Bardic songs require your character to play a proper musical


instrument and/or to provide vocal accompaniment, such as singing or reciting poetry. To be clear, songs may be performed that
utilize an instrument, vocals, or both, but the choice must remain
consistent throughout the entire performanceif your characters
performance is interrupted then the song immediately ends, such
as being grappled while playing an instrument, shouting a warning to any ally while performing vocals, etc. Note that the Silence:
Mute spell effect immediately ends all bardic songs that are using

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.

Song Components & Duration

Each of a bards songs is a unique combination of one or


more melodies (up to a maximum of three) and one ending coda.
Melodies produce continual magical effects for as long as the
song is maintained. A coda ends the song by producing a more
powerful magical effect.
Maintenance Checks: A song may continue to be performed
each round, thereby extending the duration of all its melodies for
another turn. Maintaining the song is a trivial action and only
requires a Musician check of SV 1 (the melodies combined CM
is still applied). This means that your character doesnt even have
to make a maintenance check unless her total Musician modifier
is negative due to the melodies combined CM, fatigue penalties,
multiple action penalties, performance style penalties, etc.

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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

Each melody effect has a specific casting modifier (CM for


short) that is listed in parentheses after its title. The modifiers
from all of a songs melodies are added together (up to a maximum of three melodies) and the total modifier is applied to its
Musician checks whenever it is performed, including its initial
check and any maintenance checks. Essentially, a songs CM represents its relative power and complexity. Note that all of a songs
melodies must always be played together (i.e. your character may
not choose to play fewer melodies with a particular performance).
Coda Checks: Each coda has its own CM that is applied to
its own Musician or Spell Precision check whenever the coda is
performed. The combined CM from a songs melodies is never
applied to its coda check, and vice versa.

Purchasing & Adjusting Songs

You must purchase your characters songs individually at a


cost of 1 character point each, just as a spellcaster must purchase
individual spells. The specific choice of melodies and which coda
ends the performance are part of each songs overall design. Most
bards will find it advantageous to possess multiple songs, and
there is no limit to the number of songs that may be acquired.
Sub-Effects: Some melodies and codas are divided into
sub-effects (listed in blue text), which must be selected as part of
the songs design. For instance, the Damage coda is subdivided
into Arcane, Physical, and Shadow.
Daily Song Preparation: 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 songs coda area-effect template shapes. Unlike for spellcasters, this is the only aspect of a
song that can be adjusted since all other options for bardic songs
are predetermined (target area, range, duration, etc.). Likewise, a
songs melodies, coda, and sub-effects are permanent choices that
can never be changed.

176

Song Descriptors

Many melodies and codas are marked with descriptors that


indicate the use of special rules and mechanics. If applicable, descriptors are listed in brackets after a songs CM or sub-effects.
There are two unique types of song descriptors:
Intelligent Targets Only [I]: This melody/coda only affects
bestial or sapient targets. Mindless targets are immune.
Stamina Loss [S]: This coda always incurs the loss of one
stamina point when its song is initially attempted, regardless of the actual Musician roll (even if the bard intends to
skip the coda). However, rolling a 1 does not incur further
stamina loss as it does for other songs. To be clear, stamina
loss only occurs during the songs initial Musician check,
never during maintenance checks or the coda check itself.

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.

Target Area & Range

Melodies automatically affect the bards allies (including the


bard herself) or her enemies according to each specific effect, per
her own designation. Neutral targets are unaffected. The range
of all bardic melodies is 25 feet from the bards current location
and affects all targets within line-of-effect. Melodies of ongoing
songs can affect new targets that happen to move into range and
line-of-effect, which is why it is always necessary to keep track
of a songs original total result. Moving out of range or breaking
line-of-effect temporarily causes all melodies affecting a target to
immediately cease until both conditions are restored.
Codas must each select a specific area-effect template: rectangular prism, sphere, thin cone, or wide cone. Coda templates
are always small in size and the point of emanation must always
be positioned within the bards natural reach. Additionally, codas
make no distinction between allies, enemies, or neutral targets
and may potentially affect all targets in their path. Note that the
bard is immune to the negative effects of her own codas, such as
the Damage coda, but positive effects can still affect her normally.

EXAMPLE SONGS

The following two example songs highlight an assortment of


different melodies and codas:
Calidriols Chaotic Acuity: This song cannot affect mindless
targets since both of its melodies and its coda each have
the intelligent targets only song descriptor [I].
Opus of Onslaught: This song includes two variations of the
Improve Faculty melody, each with a different sub-effect
(Brute Force and Run Speed). It also incurs the loss of one
stamina point whenever it is initially performed since its
coda has the stamina loss song descriptor [S].

MAGIC

Song Name
Melody #1

Calidriol's Chaotic Acuity


Concentrate

[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

(only the strongest value is applied).

Each turn, a target must make a


free Awareness check of SV 8.
He can act normally with a

SV

Targets

SV Fort.

instills a permanent affliction.

critical success. It cannot be stacked with an existing mental resistance

[I]?

[I]? 3

insane. A critical success also

Allies gain a resistance to mental damage of 2 per each success and

Melody #3

R: 2

Affected targets go temporarily

allies can still be distracted normally by other means.


Res.: Mental

Coda CM

Insanity

Duration

If successful, allies are prevented from becoming distracted. It negates

Melody #2

success or breaks free with a


critical success; failure forces
him to act randomly (d12 roll).
Coda A-E Template

Melodies affect all specified targets within 25 feet and line-of-effect.

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

Imp. F.: Run

[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

All perceived enemy spells, magical abilities, triggered magical items,


bardic songs, magical combat techniques, and magical traps are
penalized by 2, plus an additional 1 for each critical success.
Melodies affect all specified targets within 25 feet and line-of-effect.

Duration

Coda CM
[I]?

Hasten
R: 2

SV

Affected targets ignore their first


multiple action penalty accrued

bonus from a magical item, Improve Faculty, or Siphon Faculty.


Melody #2

Coda

Thin Cone

each round, and may even


attempt the same action twice
(except for bardic songs).

This coda is counteracted by the


Slow spell/song (and vice versa)
so that both effects are negated
while their durations persist.
Coda A-E Template

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.).

Distract (CM 1, SV Concentration) [I]

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.).

Improve Faculty: Type (CM varies, SV 5)

This melody grants a temporary bonus to one faculty for all


allies. Success grants a +1 bonus to the chosen faculty, while a
critical success grants a +2 bonus. The CM of this melody 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
Charisma, Dexterity, Endurance,
Intellect, Perception, or Strength

CM
1
2
4

Note that bards are unable to improve the Accuracy attribute


or the Total Resilience stat (Total Resilience is indirectly 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 allys weight multiple for a standard
success, or 10 x the allys weight multiple for a critical success.
Stacking Limitation: The faculty bonus that is granted by
this melody cannot be stacked with the same bonus granted by
a magical item, the Improve Faculty spell effect, or the Siphon
Faculty spell effect.

Resistance: Type (CM varies; SV 5)

This melody grants all allies a resistance to a specific type of


damage, equal to a 2 per each success and critical success.
Damage Types: There are eight unique damage types (the
CM varies according to which damage type is selected): Acid
(1), Arcane (1), Cold (2), Divine (1), Electricity (1), Heat
(2), Mental (1) [I], and Shadow (1).
Cold and Heat: These sub-effects also grant allies a bonus
to Constitution for resisting stamina loss in cold or hot temperatures, respectively. The bonus is equal to half of the resistance

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)

This melody allows the bard to attempt to negate the spells


and magical abilities of all enemies, 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.
While the song is active a penalty is applied to each enemys
attempt at casting a spell or using a magical ability, and to each
magical traps result. The penalty equals 2, plus an additional
1 for each critical success achieved on the bards initial check.
For example, assume that an enemys spellcasting result is
a 9. If the bards initial Musician check critically succeeded then
a penalty of 3 would be subtracted from the enemys value to
get a final result of 6. The same 3 penalty would be applied to
all enemy and magical trap results while the song is maintained.
Bard Awareness: The bard must be aware of an enemy or
magical trap in order for the counterspell penalty to be applied.
Magical traps that go unnoticed and enemies who gain surprise or
who cast from hiding cannot be counterspelled.

Fear (CM 2, SV 5) [I]

This melody forces all enemies to make fear checks. Each


critical success on the bards check applies a cumulative +1 modifier to enemy checks (positive modifiers are a detriment). Each
specific enemy must only endure one fear check for the songs
entire duration, even if leaving and reentering the affected area.
Terrified Condition: If the bard achieves a critical success
on his Musician check and the enemys fear check renders her
terrified, then she also acquires a permanent phobia to the bard
via the Fearful disadvantage. Additionally, a living enemy must
also make an immediate free Constitution check of SV 5 or she
loses one stamina point due to the intense stress, while suffering
a critical failure on this check literally scares the enemy to death!
A non-living creature only acquires the phobia and does not risk
stamina loss or being destroyed.
Fear Duration: The melody is considered the source of the
fear, which means that fearful conditions continue to persist until
affected enemies leave the songs affected area or the song ends.
Affected enemies that move or flee beyond the songs affected
area may recover from fear conditions, but if they reenter the
songs affected area while it remains active then their conditions
automatically resume (ending the song and then performing it
again constitutes an entirely new magical effect, which does not
cause prior fear conditions to automatically resume).

MAGIC

Freedom (CM 3, SV 5)

This melody allows all allies 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 all allies 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 melody does not permit
allies to overcome insurmountable obstacles that they 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.

BASIC CODAS
Damage: Type (CM 1, SV Defense)

This coda attempts to inflict a specific type of damage against


affected targets. Rather than making a Musician profession check,
the bard makes a Spell Precision check that is compared against
each targets Defense stat. If successful, its base damage is equal
to d8+1, but additional damage modifiers may also be applied
(see below). The damage result is then compared against each
targets Total Resilience stat.
Damage Modifiers: Additional modifiers are applied to the
codas damage check according to several factors, including the
bards rank in his Musician profession and his creature size:

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

Damage Types: This coda must select one of the following


unique damage types as its sub-effect:
Arcane: An arcane damage coda inflicts an additional +1
point of damage.

179

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

Comical: The target begins laughing hysterically and

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

regards everything as being uproariously funny.


However, he is also rendered impervious to fear
and Intimidation attempts until his next turn.

Befuddled: The target babbles incoherent words and


phrases at nearby creatures.
Antagonistic: The target makes an Intimidation

check against the nearest creature (shouting insults,


making threatening gestures, etc.).

Insanity (CM 3, SV Fortitude) [I]

This coda causes affected targets to go temporarily insane,


scrambling their thoughts and actions. It can even afflict targets
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 coda 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 bard achieves a
critical success then this coda also permanently afflicts affected
targets 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 affected targets acquire:

[Roll: d12]
Target Actions

Distracted: The target suffers from random minor


hallucinations (swatting at swarms of insects,

hearing disembodied voices, etc.) and is considered


distracted until his next turn. Nearby creatures take
notice of his vulnerable state.
Scared: The target makes a fear check; a random

creature within 50 feet of the target serves as the


source of the fear.

Sidetracked: The target drops all held items, then


moves and sprints in a random direction.
Deja Vu: The target attempts to repeat all of his
previous actions that were taken during the prior
round, and in the same order, even if doing so

would no longer make any sense. This includes


insanity-based actions, if applicable. The GM will
determine how the repeated actions unfold
according to the situation.
Aggressive: The target makes a melee grappling

attempt against the nearest creature, even moving


and sprinting if necessary.
Panicked: The target lets loose a blood-curdling

scream. He also loses one stamina point due to


extreme stress.
Violent: The target attacks the nearest creature using

10

the most effective Precision-based method at his


disposal (Melee, Ranged, or Spell; GM's call). The
target may also move and sprint if necessary.
Zoned Out: The target becomes completely caught
up in an imaginary event and is nearly oblivious

11

to everything going on around him. He is also


considered surprised until his next turn. Nearby
creatures take notice of his vulnerable state.
Suicidal: The target is overcome with self-loathing

12

and somehow manages to injure himself. He loses


one health point and suffers a specific injury (roll
d12 for the location and d10 for the severity).

MAGIC

Quick Heal (CM 1, SV 5)

This coda instantly restores one of each affected targets


health points with a success or two health points with a critical
success (two points is the maximum restoration amount per target). However, only health points that were lost in this round or
the previous one may be restoredthis coda cannot be used to
heal older injuries.
Duration: This coda has an instant duration.

Root (CM 2, SV Fortitude) [I]

This coda mentally restricts affected targets from being able


to move from their current spaces. They may continue to perform
actions, but they cannot move or sprint. External forces are still
able to move them, but they are then rooted to the new spot while
the codas 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.).
Duration: This coda has a duration that lasts until the end of
the current round plus 2 additional rounds.

Rouse (CM +2, SV 5)

This coda forces affected targets to immediately waken from


sleep or unconsciousness. If it is used in combat affected targets
resume their previous initiative orders, assuming they are able to
remain conscious. Ongoing injuries, stamina loss, or other effects
may cause them to fall unconscious again unless the particular
source of their fatigue is also relieved.
Duration: This coda has an instant duration.

Sleep (CM 3, SV Concentration)

This coda causes all affected living targets to instantly fall


into a deep sleep. Moderate noises, intense smells, or being
touched grants affected targets 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.
Duration: This coda has an instant duration, but affected
targets often remain asleep for longer periods if left undisturbed.

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.

Hasten (CM 3, SV 5) [S]

This coda greatly accelerates affected targets metabolisms,


allowing them to ignore the first multiple action penalty accrued
each round. Affected targets 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 coda 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.
Duration: This coda has a duration that lasts until the end of
the current round plus 2 additional rounds.

Luck (CM 4, SV 5) [S]

This coda afflicts affected targets with luck. All of a targets


discipline checks, profession checks, and damage checks are
made twice and the better 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.

Paralyze (CM 4, SV Concentration) [S]

This coda paralyzes affected targets bodies, preventing


all forms of movement, physical actions, and speech. However,
purely mental actions are not hindered, such as casting mental
spells [M]. Paralyzed targets are unable to defend themselves and
so their Defense stats are reduced to the minimum values for their
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; targets that are flying or gliding via
mystical means descend slowly at a rate of 5 feet per round.
Duration: This coda has a special duration that lasts until
the end of each affected targets next turn.

Slow (CM 2, SV Concentration) [S]

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

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CHAPTER 6

COMPENDIUM
T

his chapter serves as a collective reference for some of the


major aspects of your character. All characters must select a
species and choose which languages they know, and some may
wish to devote themselves to the worship of a particular deity.
Characters may also want to play as either a vampire or werewolf.

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

Each species and sub-species description begins with a table


called a species box, which organizes its physical characteristics
into the following sections:
Species Value: All playable species are assigned a species
value that summarizes the costs of all of their inherent traits. This
number is located in brackets after their title and typically ranges
from 30 to 35. The species value is used when creating a new
character by subtracting it from the characters total CPV of 125
to determine his number of unspent character points.
Attribute Aptitudes: Each species has its own varying attribute aptitudes that determine how many character points must be
spent to increase an attribute to the next higher rank (easy, moderate, or difficult). Note that the Accuracy attribute is not included
since it is always difficult, regardless of species or sub-species.
Age Milestones: These indicate the ages that members of
the species are eligible to play as a particular age classification,
including when their corresponding disadvantages must be taken
(Child, Adolescent, or Elder). Adult is the default age milestone.
Average Adult Heights & Weights: The average adult
heights and weights are listed for both males and females. Your
characters own height may vary within a margin of +/ 25% and
his weight can vary within a margin of +/ 50%, but should reflect
his faculties and traits (Strength attribute, the Obese trait, etc.).

Suggested Languages: Every character begins the game


knowing a number of native or regional languages equal to his
Intellect rank + 1. Three of the most common languages are suggested for each species, but you are free to select any native or
regional language of your choosing, including those that are not
listed (ancient languages cannot be selected). Each language also
lists the ancient language upon which it is based in parenthesis.
Common Disadvantages: Each playable species has three
common disadvantages that grant one additional character point
each if selected (the extra points are already included), but extra
character points are still restricted by the 10 point disadvantage
limit. Ranked disadvantages only grant a bonus point for selecting their first rank, even if subsequent ranks are also taken. For
instance, orcs have Impulsive 2, Rebellious 2, and Violent (R1;
2) as common disadvantages; if selected, each disadvantage
would grant 2 character points (or 6 points total if all three were
selected), instead of their standard values of 1 for other species.
Creature Size: Make note of your characters creature size
and refer to the Creature Size Modifiers and Multiples table in
Chapter 1 to apply the corresponding values.
Health & Stamina: These quantities indicate the starting
number of health and stamina points for members of a particular
species. Your character can modify his health or stamina points
later by selecting disadvantages, advantages, or optional traits.

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

Your character is able to select any number of the optional


traits that are listed for his species, but he can only do so during
the character creation processonce the game begins he cannot
select additional optional traits. Beneficial traits cost character
points (listed in green) and detrimental traits grant additional
character points (listed in red). Note that any additional character
points that are gained from selecting detrimental optional traits
still count against your characters 10 point disadvantage limit.

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184

COMPENDIUM

185

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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.

Arnurian Inherent Traits

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

lessened to 1 (the standard penalty is 2). Colors cannot


be discerned in darkness.
Scent [Aquatic] (smell): While underwater, arnurians can
identify other creatures and objects by their unique odors,
which allows them to rely on scent for Tracking checks;
all underwater Tracking checks that utilize scent also gain
a +1 bonus. Furthermore, arnurians gain a +1 bonus to
underwater Awareness checks when attempting to detect
creatures that are using Stealth.
Psychic Reception
Arnurians can detect the surface thoughts of all nearby sapient creatures. This ability mimics the Mind Scanning spell
effect; please refer to Chapter 5 for specific details.
Activation [M]: Mysticism 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 minutes
Weakness: Electricity +2
Electricity damage is increased by up to 2 points per attack.

Arnurian Optional Traits

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 Inherent Traits

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.

Brownie Optional Traits

Enhanced Sprinting: Running (6)


Running checks for sprinting grant a +6 bonus per each success and critical success (instead of +4).
Fay Mentality (5)
+1 Intellect attribute
Resistance: Arcane 2 (2)
Arcane damage is reduced by 2 points per attack.
Runt (3)
1 Brute Force stat

188

1 Total Resilience stat


Small Hands (3)
+1 Tinkering discipline
Weakness: Shadow +2 (1)
Shadow damage is increased by up to 2 points per attack.

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.

Centaur Inherent Traits

Additional Appendages: Legs (1 extra pair; 4 total)


Having four legs grants centaurs a +2 bonus when resisting
tripping attempts but only while on land.
Awkward Forms: Cumbersome & Hooves
1 Swim Speed stat
1 Agility discipline
1 Stealth discipline
2 Climbing discipline, but the penalty becomes 4 when
centaurs attempt to climb man-made devices (ladders,
nets, ropes, etc.)
Centaur Heritage
1 Combat Maneuvers stat
1 Initiative discipline
Enhanced Sprinting: Running
Running checks for sprinting grant a +6 bonus per each success and critical success (instead of +4).
Enhanced Unarmed Attack
Hind Kick: d8+1 damage; cannot be used while grappling

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.

Centaur Optional Traits

Arcane Sensitivity (1)


The centaurs Weakness: Arcane +2 trait is changed to +4.
Enduring (5)
+1 Endurance attribute
Runt (3)
1 Brute Force stat
1 Total Resilience stat
Tribal Magic (8)
+1 Concentration stat
+1 Geomancy discipline
Well-Spoken (3)
+1 Persuasion discipline
Willful (4)
+1 Fortitude stat

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

abilities (black, blue, green, red, or white). However, unlike true


dragons, a drakthars particular color and ancestry are not dependent upon its parentageall drakthar carry the genes needed to
produce offspring of any color, so families typically consist of all
varieties. Drakthar do not grow hair, but most of their other features are often colored to match their scales. Their hands and feet
end in sharp claws and they have large, jagged horns atop their
heads. A drakthars head is elongated into a dragon-like snout,
but despite having sharp teeth their jaw structure and muscles are
ill-suited for making biting attacks. Lastly, drakthar have a long
serpentine tail and leathery wings.
Personality: Most drakthar are quite clever and cunning.
They tend to be rather greedy and can become very aggressive
over matters of ownership and material possessions. Collectively,
drakthar have a fitting reputation as being liars and cheats since
they are almost always motivated by selfish desires and rarely
stop to consider the welfare of others. As such, drakthar families
are often embroiled in their own internal chaos as members seek
to supplant one another, hoping to acquire power for themselves.
Their dealings with other species are usually more civil, at least
initially, but trust is hard-earned.

Drakthar Inherent Traits

Draconic Ancestry: Type (select one color)


ffBlack Scales:
+1 Concentration stat
Resistance: Shadow 2
ffBlue Scales:
+1 Defense stat
Resistance: Electricity 2
ffGreen Scales:
+1 Fortitude stat
Resistance: Acid 2
ffRed Scales:
+1 Combat Maneuvers stat
Resistance: Heat 2; receives +1 Constitution bonus when
resisting stamina loss in hot temperatures
ffWhite Scales:
+1 Brute Force stat
Resistance: Cold 2; receives +1 Constitution bonus when
resisting stamina loss in cold temperatures
Drakthar Heritage
1 Might discipline
1 Perseverance discipline
Dragon Breath: Type
Drakthar can project a natural breath attack that inflicts a
specific type of damage according to their particular
Draconic Ancestry trait: BlackShadow, BlueElectricity, GreenAcid, RedHeat, or WhiteCold. This ability
mimics the Damage spell effect, despite being natural,
including all benefits of the corresponding damage type;
please refer to Chapter 5 for specific details.
Activation: Ranged 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 a drakthars Constitution discipline rank (instead of a
spellcasting discipline rank) and small creature size.

189

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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.

Drakthar Optional Traits


Draconic Magic (4)
+1 Sorcery discipline
Fortified Stamina (10)
+1 stamina point
Hard Scales (3)
+1 Total Resilience stat
Knowledgeable (4)
+1 Creature Lore discipline
+1 Social Knowledge discipline
Lean (1)
1.5 Encumbrance Factor stat
Slow Flight (3)
1 Flight Speed stat
1 Flying discipline

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.

Personality: Most dryads strive to live peaceful lives with


the natural world and maintain an ardent respect for nearly all
living things. It is uncommon to encounter dryads away from
their forest homes, and even more so to find them involved in
the political intrigues of other species. Dryads tend to be wary of
outsiders but are generally tolerant and forgiving. Most dryads
are patient and hard-working, believing that a good life is relative
to the effort of ones own actions.
Tree Metamorphosis: When dryads reach an age of around
175200 years they begin to feel a strong instinctual desire to
permanently merge their form with that of a sapling tree, via
their Tree Form ability. This process is often celebrated and is
viewed as the rightful conclusion to a long life. In doing so, the
dryad essentially dies, but a small measure of her essence remains
within the tree as long as it lives, which can be sensed and even
consulted by other dryads. Dryads who die a premature death are
often buried at the base of a newly-planted sapling instead, which
accomplishes the same effect, though to a lesser degree.

Dryad Inherent Traits

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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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).

Dryad Optional Traits

Arboreal Awareness (6)


+1 Awareness discipline
While in tree form the dryad is able to perceive the trees
surroundings using all of her senses as if she were still in
her humanoid form.
Enduring (5)
+1 Endurance attribute
Natures Wrath (2)
The dryads Natures Blessing trait is now capable of granting
a +1 bonus to all damage checks as one of its options.
Slender Limbs (3)
1 Brute Force stat
1 Might discipline

192

Thick Skin (3)


+1 Total Resilience stat
Weakness: Heat +2 (2)
Heat damage is increased by up to 2 points per attack.
The dryad suffers a 1 Constitution penalty when resisting
stamina loss in hot temperatures.

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 Inherent Traits

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.

Dwarf Optional Traits

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

All elves were once a unified species whose cultural


influence was felt throughout much of the world. However,
after the Fall of Retherbrae, the elves ancestral homeland,
the elven bloodline was mystically split into two distinct subspecies: Karavor elves (the Unscathed) and Rethenod elves
(the Shadow-Scarred). Since that time their two cultures have
widely dispersed and rarely intermingle. Essentially, they
have each become a unique species unto themselves and may
not even breed to produce offspring of mixed parentage.
Ageless: Once elves reach adulthood their bodies cease
to show signs of increased age. They continue to grow older
but appear as youthful and vibrant as ever. However, as elves
approach their 1,000th birthday they start to yearn for an end
to this life and their prolonged existence. This phase of life
is unavoidable and becomes all-consuming the longer an elf
survives. Such elves begin to develop reckless tendencies and
are far more eager to take on great personal risks. Many seek
to honor their ancestry by embarking on grand adventures,
from which most do not return; others prefer to take up arms
against their ancient enemies in the hopes of being able to
strike one final blow for their people.

ELF: KARAVOR [32]

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.

Karavor Elf Inherent Traits

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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CHAPTER 6
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

Karavor Elf Optional Traits

Arboreal Protector (6)


The elf gains 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.
Fay Mentality (5)
+1 Intellect attribute
Fortified Stamina (10)
+1 stamina point
Slender Limbs (3)
1 Brute Force stat
1 Might discipline
Weakness: Shadow +2 (1)
Shadow damage is increased by up to 2 points per attack.
Well-Spoken (3)
+1 Persuasion discipline

ELF: RETH'ENOD [33]

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.

Rethenod Elf Inherent Traits

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)

Rethenod Elf Optional Traits

Aversion to Sunlight (2)


The elf suffers a 1 penalty to all discipline, profession, and
damage checks when in direct sunlight. Artificial light and
reflected sunlight do not impose this penalty.
Dark Aggressor (6)
The elf gains a +1 bonus to all Precision and damage checks
when fighting in darkness. Note that these bonuses only
apply if the occupied spaces of both the elf and his target
are fully obscured by darkness.
Fay Mentality (5)
+1 Intellect attribute

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.

Ettin Special Rules

Playing an ettin character involves very special rules, but it


also allows for a distinct gaming experience that differs greatly
from those of all other playable species.
Two Players Required: Creating and playing an ettin character requires two playersone player for each of the ettins
minds. Each player has complete control over one assigned head
and corresponding arm (left head/arm or right head/arm). Control
over the rest of the ettins body is shared, meaning that either
player can control the body at separate times. Disputes about who
has control can be settled by making opposed control checks.

Control Checks: It should come as no surprise that being


forced to share control over the same body means that conflict
often arises between the ettins minds as each attempts to assert
his dominance. A special free d12 control check can be made to
determine which mind gets his way. Control checks can never
critically fail, may not max, and are never modified by situational
factors (fatigue penalties, fortune points, lucky breaks, etc.).
In combat, at the beginning of each of the ettins turns, its
minds must agree who will be dominant for the round, or they
must make a control check to settle the rounds dominance. The
dominant mind gets to control the ettins movement and is the
only one who can attempt shared faculty actions during the round,
such as sprinting checks; free actions that utilize shared faculties
can still be attempted by either mind. If a control check results
in a tie then both minds waste the round struggling with each
otherthe ettin cannot move or act, but it may still defend itself.
Out of combat, either of the ettins minds or the GM can call
for a control check to determine which mind gets his way. Generally, the winner is able to control movement and shared faculty
actions for one full minute before a new control check is allowed
(this prevents immediate back-and-forth control checks). A tie
means that both minds waste about a minute or so bickering, but
combat or emergency situations shortens the delay to rounds and
allows for a new control check, if necessary (GMs call).
Movement & Actions: Both of an ettins minds share the
same Initiative order during combat, including any lucky or tough
breaks. The dominant mind for the round gains exclusive control
over the ettins movement, including the option to sprint as one
of his actions, and all movement must be spent together at the
same time (base and sprinting). An ettins minds accrue their own
separate multiple action penalties. Each mind simply declares the
number of actions that he plans to attempt (the specifics are not
important), and he may perform his actions at any point during
the round, per the dominant minds discretion; the dominant mind
chooses the order of actions, meaning that he can interrupt his
twins actions in order to perform his own actions or to move.
Regarding individual actions, each mind is bound by the
standard rule that forbids the same action from being attempted
more than once per round, such as consuming two swigs of a
potion or making multiple attacks with the same weapon or limb.
However, his twin may attempt the same individual actions using
his own arm and head. For instance, both minds could cast one
spell each, consume one swig of a potion each, etc.
Regarding shared actions (those that utilize shared faculties),
the ettin may only attempt the same shared action once per round,
and only the dominant mind may do so. Multiple action penalties
accrued by shared actions are only applied to the dominant mind.
For example, Ergarl and Sarvim are twins. It is agreed that
Ergarl will be dominant for the round, and he intends to perform
three actions (4 multiple action penalty). Sarvim only intends
to perform a single action (no penalty). Only Ergarl can attempt
to sprint or perform shared faculty actions since he is dominant.
Two-Handed Actions: Ettins may still attempt two-handed
actions despite the fact that each mind only has control over its
own corresponding arm. However, two-handed actions always
require the willing cooperation of both minds or they cannot be
attempted (control checks can never be used to force the other

195

CHAPTER 6
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

Individual Qualities, Faculties, & Traits: Creeds, spells,


and languages are all considered individual, as are the majority
of faculties and traits. This includes the Accuracy, Charisma, Intellect, and Perception attributes, and all of their corresponding
disciplines (except for Initiative). The Concentration, Fortitude,
and Notice stats are also considered individual. Lastly, all traits
are considered individual unless they are specifically listed below.
Shared Faculties: The Dexterity, Endurance, and Strength
attributes, all of their corresponding disciplines, and the Initiative
discipline are considered shared. Initiative checks that are made
to determine turn order in combat, always use the Perception die
and modifier of the ettins mind that has the lowest Perception
attribute rank, unless it is unconscious or drifting (see below); if
both minds have equal Perception attribute ranks then the lesser
of the two modifiers is used. The ettins Base and Total Resiliences, Brute Force, Combat Maneuvers, Defense, Encumbrance
Factor, and Speed stats (all forms) are also considered shared.
Disadvantages: An individual disadvantage grants character points to whichever mind selects it. A shared disadvantage
grants its full value to both minds but must be agreed upon by
both players before it can be selected. Additionally, as is true for
all other playable species, both of an ettins minds may each gain
up to 10 points from selecting disadvantages. Note that all three
of the ettins common disadvantages are considered individual.
The following disadvantages are considered shared: Adolescent (4), Alcoholic (3), Child (10), Crippled Leg (R1 8, R2
2), Delayed Initiative (3), Elder (6), Feeble (5), Less Health
(5), Less Stamina (5), Lycanthropy (0), Magical Deficiency
(3), Obese (2), Skinny (2), Unathletic (3), Uncoordinated
(5), Vampirism (0), and Weak (5).
Shared Advantages: The following advantages are considered shared, the costs of which must be paid fully by both minds:
Armor Expertise (3), Berserker (6), Combat Expertise (R1 3, R2
4), Dodge (R1 4, R2 5), Drunken Master (R1 6, R2 4), Evasive
(3), Extra Health (10), Extra Stamina (10), Fast Healing (2),
Heightened Athletics (15), Living Weapon (1), Lucky Defense
(2), Lucky Mobility (1), Lucky Offense (2), Lucky Recovery (2),
Magically-Receptive (5), Quick Initiative (6), Quick Stand (1),
Riding Expertise (2), Safe Fall (4), Sentinel (6), Skirmisher (9),
and Venomist (6).
Sleep & Drifting: Both of an ettins minds require sleep,
just like other living creatures, but it is possible for one head to
be asleep/unconscious while the other is awake. Both minds must
also receive a full nights rest (at least 6 hours of sleep), even if
taken in shifts, in order to attempt the daily Constitution check for
recovering health (only one check is made since Constitution is a
shared discipline). Both minds must also obtain sufficient rest and
sleep in order to regain stamina.
Furthermore, ettins as a species are prone to having one of
their minds occasionally falling into a deep, coma-like sleep that
is referred to as drifting. This routinely happens to each of the
ettins minds, seemingly at random but never to both minds at the
same time. While drifting, the ettin loses complete control over
the sleeping minds head and arm, and the drifting mind cannot
be awoken through any means (not even through the use of the
Rouse spell effect). While one of an ettins minds is drifting the
ettin suffers a 1 penalty to all actions that are based off shared

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.

Ettin Inherent Traits

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.

Shared Spells & Conditions: An ettin is always treated as a


single creature when being targeted by spells and other
conditions, despite having two minds. Beneficial spells
and conditions affect both of an ettins minds equally
(Luck, Hasten, Improve Faculty, etc.). Hostile spells and
conditions that would affect the ettins shared faculties or
qualities need to equal or exceed the highest minds Concentration or Fortitude stat in order to affect the whole
ettin (Damage: Mental, Death, Distract, Intimidation
checks, Paralyze, Siphon Faculty, Slow, etc.); if one of
the ettins minds is drifting then the present minds stats
are always used, even if they are lower. Hostile spells
and conditions that would affect each individual mind or
their individual faculties must overcome each minds own
Concentration or Fortitude stat, and may succeed against
one or both minds despite originating from a single spell
or condition. Such effects may potentially call for subsequent control checks if both minds would attempt to react differently (Charm, Fear, Root, Sensory Deprivation,
Intimidation checks, Persuasion checks, etc.). Regarding
the Intimidation discipline, the ettin is treated as a single
creature and is only distracted if both of its minds are successfully intimidated, but the 2 action penalty and the
chance of having to endure a fear check are determined
for each mind individually.
Ettin Heritage
1 Combat Maneuvers stat
1 Climbing discipline
1 Tinkering discipline
Mounted Movement: Running
+50 Encumbrance Factor stat
Ettins 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.
Voracious Appetite
Ettins 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: Electricity +2
Electricity damage is increased by up to 2 points per attack.

Ettin Optional Traits

Fortified Health (shared; 10 each)


+1 health point
Heightened Sense (individual; 3)
Dark Sight [Partial] (vision): Visual darkness penalties are
lessened to 1 (the standard penalty is 2). Colors cannot
be discerned in darkness.
Magical Aptitude (shared; 5 each)
The ettin may wear up to 3 pieces of greater magical apparel
(the standard limit is 2 pieces).
Mind Link (individual; 3)
The mind that selects this trait is able to selectively broadcast worded thoughts telepathically to its twin (emotions
and images cannot be conveyed). This form of telepathy
is strictly one-way unless both minds purchase this trait.

197

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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 Inherent Traits

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.

Ferellik Optional Traits

Fortified Stamina (10)


+1 stamina point
Heightened Sense (6)
Magic Sight (vision) : The ferellik is able to perceive the
faint magical auras produced by magical items, durationbased and tapped spell effects, and ongoing fields of
magic. Subtle differences in the colors of such auras allow
her to make a special Awareness check of SV 5 to identify
specific ongoing spell effects by name with a standard
success or their exact properties with a critical success.
She also receives a +2 bonus on Appraisal checks when
identifying magical items and a +2 bonus on Awareness
checks for spotting magical traps. Both invisibility and
obscurement block this ability.
Magical Defect (5)
The ferellik was born lacking the inherent ability to hold a
magical tap. The Inborn Tap trait is removed. The Magical
Tap advantage may still be purchased later, if desired.
Resistance: Arcane 2 (2)
Arcane damage is reduced by 2 points per attack.
Weakness: Shadow +2 (1)
Shadow damage is increased by up to 2 points per attack.
Well-Spoken (3)
+1 Persuasion discipline

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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.

Gargond Inherent Traits

Additional Appendage: Prehensile Tail


Gargonds have a prehensile tail that can hold and manipulate
objects that weigh up to 5 pounds. It can make attacks
and wield one-handed weapons but suffers a 1 penalty
to its Precision and damage checks. The tail is too weak
to assist with grappling attempts or two-handed attacks/
tasks. Lastly, the tail may not wield shields, utilize the
Defensive special quality of weapons, cast spells, assist
with performing bardic songs, or make Tinkering checks.
Aversion to Sunlight
Gargonds 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 Attack
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
Gargonds are able to fly using their wings, but they are susceptible to tripping attempts. They must also land in order
to rest or sleep.
Gargond Heritage
+1 Total Resilience stat
1 Agility discipline

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)

Gargond Optional Traits

Fortified Stamina (10)


+1 stamina point
Knowledgeable (4)
+1 Creature Lore discipline
+1 Social Knowledge discipline
Lean (1)
5 Encumbrance Factor stat
Resistance: Divine 2 (2)
Divine damage is reduced by 2 points per attack.
Spiritual Aptitude (4)
+1 Mysticism discipline
Thin Hide (2)
1 Total Resilience stat

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.

Gnoll Inherent Traits

Enhanced Sprinting: Running


Running checks for sprinting grant a +6 bonus per each success and critical success (instead of +4).
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
Gnoll Heritage
1 Toughness discipline
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): Gnolls 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, gnolls
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.
Leaping
Jumping distances are doubled, both for horizontal and vertical jumps (simply calculate the distance normally and
then multiply by 2). Gnolls also ignore the first 5 feet of
falling damage when making Jumping checks.
Pack Hunter
Gnolls 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.
Unnerving Growl
Gnolls are capable of producing a guttural growl that others
find particularly unsettling to hear (even other gnolls). All
of their auditory Intimidation checks receive a +1 bonus.
Additionally, Intimidation checks against bestial opponents are no longer penalized, and checks against groups
suffer a reduced penalty of 1 (both of these situations
have standard penalties of 2). This ability and its benefits
do not function if opponents are unable to hear the growl.

Gnoll Optional Traits

Bone-Crushing Bite (3)


The damage of the gnolls bite attack is increased to d8.
Resistance: Cold 2 (3)
Cold damage is reduced by 2 points per attack.
The gnoll receives a +1 Constitution bonus when resisting
stamina loss in cold temperatures.
Silent Hunter (6)
+1 Awareness discipline
+1 Stealth discipline
Stripe of the Coward (3)
The gnoll was born with a single stripe that runs vertically
down his forehead. This cursed birthmark is exceedingly
rare and imparts mystical penalties.
1 Fortitude stat
1 Persuasion discipline against other gnolls (he is regarded
as an outcast)
Stripes of the Guardian (7)
The gnoll was born with two stripes that run vertically across
his eyes. This blessed birthmark is exceedingly rare and
imparts mystical benefits.
+1 Concentration stat
+1 Toughness discipline
+1 Persuasion discipline against other gnolls (he is regarded
as a protector)
Voracious Appetite (3)
The gnoll requires twice the normal amount of food compared to other creatures of his size (water requirements
are not affected). He is almost always hungry and tends to
be easily motivated by the promise of food.

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

201

CHAPTER 6
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.

Gnome Inherent Traits

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

Item Rules: The items bonuses are granted to its bearer as


long as it is kept somewhere on their person, and it does
not actually need to be held or worn. For instance, the item
could be stuffed inside a backpack and it would still grant
its faculty bonuses to its bearer, but the light enchantment
would be obscured. Note that gnome-enchanted items do
not count toward their bearers limit of equipped pieces
of greater magical apparel, unless the item was already
a piece of greater magical apparel (i.e. the enchantments
themselves do not interfere with standard greater apparel
limits). The items faculty bonuses cannot be stacked with
the same bonuses granted by magical items, the Improve
Faculty or Siphon Faculty spell effects, the Improve Faculty bardic melody, or the Favored Item optional trait.
Duration: The enchantment persists until the gnome imbues
a new item, chooses to end the effect (considered a free
action), or is killed. Enchanting a new item immediately
dispels the previous one.
Gnome Heritage
+1 Intellect attribute

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.

Gnome Optional Traits

Confined Expertise (3)


When occupying a confined space, gnomes 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).
Favored Item (9)
The gnome is able to imbue a single favored item with one
semi-permanent enchantment from the same list as her
Enchanting Touch inherent trait.
Activation: No discipline check is required to imbue the item
nor is stamina risked or lost. Immediately upon waking
each day the gnome simply selects which enchantment is
preferred. However, changing the enchantment requires
a full nights rest (at least 6 hours of sleep). The favored
item itself may even be replaced, but the new item must be
one for which the gnome has developed a genuine fondness or attachment.
Item Rules: A favored item follows all of the same rules as
items imbued by the Enchanting Touch trait, except that
the gnome is the only person who may benefit from its
enchantment. The enchantment is immediately dispelled
if the item is traded to someone else.
Duration: The enchantment persists until the gnome chooses
to end the effect (considered a free action) or the item is
disarmed, dropped, or acquired by someone else. It is also
dispelled if the gnome is killed. The enchantment can only
be renewed or changed after a full nights rest.
Heightened Sense (3)
Dark Sight [Partial] (vision): Visual darkness penalties are
lessened to 1 (the standard penalty is 2). Colors cannot
be discerned in darkness.
Predistraction (5)
The gnomes overdependence on her Precognition trait has
dulled her natural senses.
1 Notice stat
1 Awareness discipline
1 Tracking discipline
Strong Back (5)
+1.5 Encumbrance Factor stat
+1 Might discipline
Weakness: Electricity +2 (1)
Electricity damage is increased by up to 2 points per attack.

COMPENDIUM

203

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.

GOBLINOID: BUGBEAR [35]


Charisma
Difficult
Intellect
Moderate

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.

Bugbear Inherent Traits


Bugbear Heritage
1 Run Speed stat
1 Agility discipline

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.

Bugbear Optional Traits

Enhanced Unarmed Attack (5)


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)
Fortified Health (10)
+1 health point
Heightened Sense (3)
See Invisibility (vision) : The bugbear can see invisible
creatures and objects, which appear as if outlined by a
faint arcane aura. The aura produces no illumination and
thus does not reduce or negate any visual penalties from
darkness or obscurement.

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.

GOBLINOID: GOBEL [31]

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.

Gobel Inherent Traits

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.

Gobel Optional Traits

Aversion to Sunlight (2)


The gobel suffers a 1 penalty to all discipline, profession,
and damage checks when in direct sunlight. Artificial light
and reflected sunlight do not impose this penalty.
Diplomatic Training (5)
+1 Awareness discipline
+1 Social Knowledge discipline
Enhanced Unarmed Attack (5)
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)
Fortified Stamina (10)
+1 stamina point
Magic Redirection (3)
The gobel may opt to redirect successfully-reflected spells or
magical abilities at a different target instead of the original
opponent. Reach spells/abilities must select a target that is
within the gobels reach, but distance spells/abilities may
be aimed at any target within the gobels line-of-effect and
using their original range (penalties for range increments
are applied to the new check). Reflected bardic melodies
have a range of 25 feet, while codas must position their
templates within the gobels reach to determine if they
can affect a particular target (only one target is affected).
Weakness: Acid +2 (1)
Acid damage is increased by up to 2 points per attack.

205

CHAPTER 6

GOBLINOID: GOBLIN [30]

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.

Goblin Inherent Traits

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

mancy, Mysticism, Sorcery, Spell Precision, and spell


damage checks (as well as the Augmented Damage combat technique) until the end of his next turn. Area-effect or
multiple target spells or magical abilities that fail to affect
a goblin still trigger these benefits even if they successfully affect other targets. Note that bonuses from multiple
absorptions do not stack, but additional stamina points
can still be recovered.
Resistance: Electricity 4
Electricity damage is reduced by 4 points per attack.

Goblin Optional Traits

Absorption Fury (6)


The goblin has an alternative and exceedingly rare manifestation of the Magic Absorption trait (this version completely
replaces the standard trait). Whenever a hostile spell or
magical ability is absorbed the goblin instantly recovers
one lost health point, if applicable, and gains a +1 bonus
to Melee Precision, Ranged Precision, Base Resilience,
Brute Force, and Combat Maneuvers until the end of his
next turn. All other aspects and limitations are identical to
those of the standard trait.
Absorption Overload (2)
The goblins Magic Absorption ability (or Absorption Fury)
can sometimes prove to be unstable, resulting in a greater
chance of mishaps. While boosted, any discipline or profession roll of 1, 2, or 3 forces a check for a critical failure
(which still occurs on a secondary roll of 1 or 2).
Fortified Stamina (10)
+1 stamina point
Keen Senses (3)
+1 Notice stat
Wary (7)
+1 Defense stat
+1 Initiative discipline
Weakness: Acid +2 (1)
Acid damage is increased by up to 2 points per attack.

GOBLINOID: HOBGOBLIN [32]


Charisma
Easy
Intellect
Difficult

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

About 10% of goblin births produce hobgoblins instead,


which are always male and sterile. Hobgoblins are much bigger
than goblins and have greatly increased muscle mass. Due to a

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.

Hobgoblin Inherent Traits

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.

Hobgoblin Optional Traits


Crooked Back (4)
1 Dexterity attribute
1 Run Speed stat
Fortified Health (10)
+1 health point
Military Training (6)
+1 Brute Force stat
+1 Combat Maneuvers stat

Thick Hide (3)


+1 Total Resilience stat
Weakness: Acid +2 (1)
Acid damage is increased by up to 2 points per attack.
Willful (4)
+1 Fortitude stat

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.

Gremlin Inherent Traits

Enhanced Unarmed Attacks (multiple)


Barbs: +2 bonus to wrestling damage checks made while
grappling in melee; does not stack with armor spikes
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
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)

207

CHAPTER 6
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.

Gremlin Optional Traits

Aversion to Sunlight (2)


The gremlin suffers a 1 penalty to all discipline, profession,
and damage checks when in direct sunlight. Artificial light
and reflected sunlight do not impose this penalty.
Battle-Hardened (6)
+1 Brute Force stat
+1 Combat Maneuvers stat
Immunity: Acid (4)
The gremlin is completely immune to acid damage.
Poisonous Bite (14)
About one-third of all gremlins are born with special glands
inside their mouths that make their bite attacks poisonous.
Such gremlins are still susceptible to their own poison and
to the poisonous bites from other gremlins.
Application: damage (bite)
Potency: +1
Frequency: rounds
Faculty Loss: Strength & Brute Force: The victim suffers a
cumulative 1 penalty to both his Strength attribute and
Brute Force stat each time the progression condition occurs, which are treated as a damaged faculties even after
the poison is cured.

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.

Huldrian Inherent Traits

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

COMPENDIUM

209

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.

Huldrian Optional Traits

Aquatic Disdain (2)


1 Swim Speed stat
1 Swimming discipline
Enhanced Sprinting: Running (6)
Running checks for sprinting grant a +6 bonus per each success and critical success (instead of +4).
Fortified Stamina (10)
+1 stamina point

210

Nine Lives (4)


+1 Toughness discipline
Whenever the huldrian suffers a specific injury the severity
check is made twice and the preferred outcome may be
selected (his choice). The hit location remains unchanged.
Resistance: Cold 2 (3)
Cold damage is reduced by 2 points per attack.
The huldrian receives a +1 Constitution bonus when resisting
stamina loss in cold temperatures.
Runt (3)
1 Brute Force stat
1 Total Resilience stat

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)

Common Disadvantages: As a species, humans do not have


specific common disadvantages due to their wide range of personalities. Instead, humans gain 1 extra character point from each
of the first two disadvantages they select. Alternatively, two ranks
from the same disadvantage can be chosen instead so that each
rank grants one additional character point, but doing so counts as
both selections.
Optional Traits: Unlike other species, humans do not have
access to optional traits (due to their Human Heritage trait).

Human Inherent Traits

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

Ikranids are sapient insects that have evolved into six


highly-specialized castes. Four of these castes are considered
playable: behemoths, royals, scouts, and workers. The other
two castes, drones and queens, are not playable. All ikranids
are female except for behemoths and drones, which are male.
Only the drones and queens are fertile and capable of reproduction; the other ikranid castes are all sterile.
Although each caste varies widely in size and general
appearance all ikranids share certain physical features that are
common to most types of insects. Their chitinous bodies are
segmented into a head, thorax, and abdomen. They have six
limbs (4 legs and 2 arms that can also serve as legs) and a
pair of antennae. Coloration tends to be shades of orange or
bronze with black accents.
A sense of an overall hive mentality is instilled in all
ikranids from birth and most tend to think of themselves as
members of a whole rather than as individuals. Most ikranids
even refer to themselves using words such as we, us, or our,
even when communicating about individual concerns. Furthermore, although all ikranids are distinct individuals they
rarely possess roleplaying quirk disadvantages that are purely
individual in nature, except for outcasts and those ikranids
who maintain frequent contact with other species.

211

CHAPTER 6

IKRANID: BEHEMOTH [35]

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.

Behemoth Inherent Traits

Additional Appendages: Legs (1 extra pair; 4 to 6 total)


Having four legs grants behemoths a +2 bonus when resisting
tripping attempts but only while on land. A behemoths
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).
Behemoth Heritage
+1 Total Resilience stat
+1 Toughness discipline
1 Run Speed stat
Enhanced Unarmed Attack
Horns: d8 damage; grants +1 bonus when making and resisting bullrush attempts and +2 damage bonus when used for
making charging attacks
Gliding: Wings
A behemoth can glide using his wings, but he is susceptible
to tripping attempts. He may descend slowly at a rate of
5 feet per round as long his encumbrance value does not
exceed his free limit. He can even choose to glide horizontally and/or descend more quickly at a rate equal to his
Flight Speed stat and may even sprint, if desired. A behemoths wings are not powerful enough to permit normal
flight and cannot be used to ascend, but he 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 behemoth to descend at the standard rate of 5
feet per round.

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.

Behemoth Optional Traits

Flight: Wings (15)


The behemoth is able to fly using his wings, but he is susceptible to tripping attempts. He must also land in order to
rest or sleep. The Gliding: Wings trait is removed.
Enhanced Unarmed Attack (2)
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)
Fortified Health (10)
+1 health point
Outcast (2)
The behemoth was born without the ability to send or receive
telepathic broadcasts. The Hive Mind trait is removed. He
also suffers a 1 Persuasion penalty when dealing with
other ikranids (except for outcasts).
Resistance: Mental 2 (2)
Mental damage is reduced by 2 points per attack.
Thin Carapace (2)
1 Total Resilience stat

IKRANID: ROYAL [35]

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.

Royal Inherent Traits

Additional Appendages: Legs (1 extra pair; 4 to 6 total)


Having four legs grants royals a +2 bonus when resisting
tripping attempts but only while on land. A royals 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).
Aggression Pheromones
A royal may willingly sacrifice one of her stamina points as a
free action to release a burst of pheromones that bolsters
the offensive capabilities of all living allies that are within
10 feet (allies are affected if any portion of their occupied spaces are within range). Affected allies, including
the royal herself, gain a +1 bonus to their Brute Force and
Combat Maneuvers stats for 1 minute. They still retain
the bonuses if they move out of range, but new allies that
move into range are not affected unless another burst is
released. The pheromones from multiple royals do not
stack, but rather the duration is simply renewed.
Flight: Wings
Royals are able to fly using their wings, but they are susceptible to tripping attempts. They must also land in order to
rest or sleep.
Frailty
1 Total Resilience stat
1 Toughness discipline
Hive Mind
Royals 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 royal 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 royal may
not restrict which ikranids receive the message, and she
cannot detect who may have received it unless a recipient
chooses to respond.

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

Royal Optional Traits

Enhanced Unarmed Attack (2)


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)
Fortified Health (10)
+1 health point
Graceful (7)
+1 Defense stat
+1 Agility discipline
Lean (1)
1.5 Encumbrance Factor stat
Outcast (2)
The royal was born without the ability to send or receive telepathic broadcasts. The Hive Mind trait is removed. She
also suffers a 1 Persuasion penalty when dealing with
other ikranids (except for outcasts).
Resistance: Mental 2 (2)
Mental damage is reduced by 2 points per attack.

IKRANID: SCOUT [34]

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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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.

Scout Inherent Traits

Additional Appendages: Legs (1 extra pair; 4 to 6 total)


Having four legs grants scouts a +2 bonus when resisting
tripping attempts but only while on land. A scouts 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).
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 Unarmed Attack
Stinger: 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
Flight: Wings
Scouts are able to fly using their wings, but they are susceptible to tripping attempts. They must also land in order to
rest or sleep.
Hive Mind
Scouts 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 scout 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 scout 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
Scouts 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.
Poisonous Stinger
Scouts may inflict poison via their stinger attacks. They are
still susceptible to their own poison and to the poisonous
stings from other scouts.
Application: damage (stinger)
Potency: +1

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

Scout Optional Traits

Easily Provoked (4)


1 Fortitude stat
The scout has a hard time controlling her temper. She must
make a willpower check whenever an opponent successfully uses the Intimidation discipline against her or when
their attack causes her to suffer health loss (a +2 modifier
is applied to her willpower check if she loses more than
one health point in the attack). Note that in the case of
Intimidation that the scout is still distracted and suffers
the 2 penalty on her next action; if she is forced to make
a fear check she remains susceptible to being provoked
unless she is also terrified by fear.
Provoked: If the willpower result is equal to or greater than
the scouts Fortitude stat then she launches into a focused
rage and exclusively seeks to attack the opponent responsible until either she or her opponent is fully subdued,
knocked unconscious, or killed; opponents that become
unreachable may also cause the effect to be suspended,
per the GMs discretion (an opponent who teleports away,
having no means to attack a flying opponent, etc.). While
provoked, the scout gains a +2 bonus to all of her damage
checks, but she also suffers a 1 penalty to her Defense
stat. Her need to make further willpower checks for being
provoked by other opponents is also suspended until her
current opponent has been dealt with.
Manner of Attack: The scout is free to attack her opponent in
whatever manners she possesses (physical attacks, spells,
etc.), including the use of less lethal combat actions like
grappling or tripping. Area-effect attacks also suffice as
long as the primary opponent is included in the attack.
Enhanced Unarmed Attack (2)
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)
Fortified Health (10)
+1 health point
Outcast (2)
The scout was born without the ability to send or receive telepathic broadcasts. The Hive Mind trait is removed. She
also suffers a 1 Persuasion penalty when dealing with
other ikranids (except for outcasts).
Potent Poison (2)
The potency of the scouts poisonous stinger improves to 0.
Resistance: Mental 2 (2)
Mental damage is reduced by 2 points per attack.

COMPENDIUM

IKRANID: WORKER [34]

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.

Worker Inherent Traits

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

215

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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.

Worker Optional Traits

Dulled Mind (5)


1 Intellect attribute
1 Concentration stat
Enduring (5)
+1 Endurance attribute
Enhanced Unarmed Attack (2)
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)
Fortified Stamina (10)
+1 stamina point
Outcast (2)
The worker was born without the ability to send or receive
telepathic broadcasts. The Hive Mind trait is removed.
She also suffers a 1 Persuasion penalty when dealing
with other ikranids (except for outcasts).
Resistance: Mental 2 (2)
Mental damage is reduced by 2 points per attack.

Imp Inherent Traits

Additional Appendage: Prehensile Tail


Imps have a prehensile tail that can hold and manipulate
objects that weigh up to 0.5 pounds. It can make attacks
and wield one-handed weapons but suffers a 1 penalty
to its Precision and damage checks. The tail is too weak
to assist with grappling attempts or two-handed attacks/
tasks. Lastly, the tail may not wield shields, utilize the
Defensive special quality of weapons, cast spells, assist
with performing bardic songs, or make Tinkering checks.

217

CHAPTER 6
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.

Imp Optional Traits

Air Superiority (8)


+1 Flight Speed stat
+1 Flying discipline
+1 Defense stat but only while flying; the bonus is removed
when on land or when swimming
Aversion to Sunlight (2)
The imp suffers a 1 penalty to all discipline, profession, and
damage checks when in direct sunlight. Artificial light and
reflected sunlight do not impose this penalty.
Demonic Power (8)
+1 Concentration stat
+1 Mysticism discipline
Enhanced Unarmed Attack (1)
Barbs: +2 bonus to wrestling damage checks made while
grappling in melee; does not stack with armor spikes
Shadow Touch (6)
The imp 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 imps Sorcery discipline rank and tiny creature size.
Target Area: single target
Range: reach
Duration: instant
Slender Limbs (3)
1 Brute Force stat
1 Might discipline

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.

Jelghari Inherent Traits

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

nature also allows them to function normally underwater.


A jelghari can activate or deactivate the flames as a free
action at the beginning of her turn, but they must always
remain active for at least one full round.
Heat Damage: A jelgharis ignited hands become capable of
inflicting critical hits. Damage checks from ignited hands
and weapons inflict an additional +2 points of heat damage and critical hits cause the target to catch fire for one
round, regardless of whether or not health loss is inflicted.
If the targets turn occurs prior to the jelgharis turn he
may attempt to put out the flames by making an Agility
check of SV 5. If he is unsuccessful, or if the jelgharis
next turn occurs first, then the target automatically suffers
another d8 points of heat damage. The result is compared
against his Total Resilience stat. Afterwards, the flames
automatically die out on their own.
Illumination: When active, this ability emits light equivalent
to that of a torch (OS x 20 ft). Despite its magical origin
this form of light is considered to be non-magical and is
negated by all forms of magical darkness.
Weakness: Cold +2
Cold damage is increased by up to 2 points per attack.
Jelghari suffer a 1 Constitution penalty when resisting
stamina loss in cold temperatures.

Jelghari Optional Traits

Cold Sensitivity (1)


The jelgharis Weakness: Cold +2 trait is changed to +4. Her
Constitution penalty for resisting stamina loss in cold
temperatures is also changed to 2.
Fiery Blast (6)
The jelghari can launch a fiery blast that inflicts heat damage.
This ability mimics the Damage: Heat spell effect; please
refer to Chapter 5 for specific details.
Activation: Spell Precision check against Defense, applying a
total CM of 0; stamina loss occurs if a 1 is rolled
Damage Modifiers: This abilitys damage modifiers are based
on the jelgharis Geomancy discipline rank and medium
creature size.
Target Area: single target
Range: distance, range increment 5
Duration: instant
Scorching Flames (3)
All of the jelgharis heat-based damage checks gain an extra
+1 bonus, which includes her Living Flames trait (base
damage and burning damage), the optional Fiery Blast
trait, all heat-based damage spells and abilities, and even
torches and heat-based magical items. The extra bonus is
capped at +1 and cannot be stacked from multiple sources.
Slender Limbs (3)
1 Brute Force stat
1 Might discipline
Wary (7)
+1 Defense stat
+1 Initiative discipline
Well-Spoken (3)
+1 Persuasion discipline

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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.

Kreevog Inherent Traits

Additional Appendages: Legs (1 extra pair; 4 total)


Having four legs grants kreevogs a +2 bonus when resisting
tripping attempts but only while on land.
Enhanced Climbing
Kreevogs cover 10 ft per each success and critical success on
Climbing checks (double the standard distance).
Enhanced Unarmed Attacks (multiple)
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
Claws [Hands]: 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)
Extended Reach: +1 Square
Kreevogs 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 kreevogs zone of control.

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

Kreevog Optional Traits

Fortified Stamina (10)


+1 stamina point
Heightened Sense (6)
Scent [Standard] (smell): The kreevog can identify other
creatures and objects by their unique odors, which allows
him to rely on scent for Tracking checks; all Tracking
checks that utilize scent also gain a +1 bonus. Furthermore, the kreevog gains a +1 bonus to Awareness checks
when attempting to detect creatures that are using Stealth.
This ability and its benefits do not function underwater.
Slender Limbs (3)
1 Brute Force stat
1 Might discipline
Surefooted (3)
When standing on solid ground the kreevog 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).

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.

Kydoran Inherent Traits

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.

Kydoran Optional Traits

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.

221

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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

underground or traveling through inhospitable environments she


can also consume meat. Her central mass of vines can open up
to allow for small animals and other meals to be placed inside,
which then triggers the release of acidic fluids that slowly digest
and absorb the organic tissues (any leftover portions are then discarded). Lavossi also need to breathe, but they draw carbon dioxide from the air and expel oxygen like most plants. Essentially,
lavossi possess the same general biological requirements of any
other species, but these function or manifest in plant-like ways.
Creature Familiarity: Lavossi are typically able to identify
creatures with which they are familiar by subtle differences in
their weights and movements via their Tremorlocation trait.
Language: Lavossi possess special membranes near their
central mass that function similar to vocal cords, even though the
sounds they produce are typically quite different than the voices
of other species (low, breathy, and abrasive). Despite their biological differences lavossi are still fully susceptible to effects that
impair speaking, such as the Mute disadvantage and the Silence
spell effect. The lavossi language itself is not really all that much
different than the native languages of other species and includes
both a spoken and written form, though its written form tends to
be highly tactile and is often engraved. However, lavossi are still
able to read books and other written depictions of other languages
by feeling their textures on the page/surface.

Lavossi Inherent Traits

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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CHAPTER 6
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

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
lavossi 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, lavossi also gain a +1 bonus
to Awareness checks when attempting to detect creatures
using Stealth within the abilitys distance. Illusions cannot be sensed at all using Tremorlocation alone, and if a
lavossi 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 lavossis willpower checks, when applicable, instead of automatically being recognized. This
sensory ability has a distance of 50 feet, as measured from
the edges of a lavossis occupied space.
Lavossi Heritage
+1 Climbing discipline
1 Run Speed stat
Resistance: Heat 2
Heat damage is reduced by 2 points per attack.
Lavossi receive a +1 Constitution bonus when resisting
stamina loss in hot temperatures.
Rooted Stance
When standing on solid ground a lavossi gains a +1 bonus to
her Combat maneuvers and Defense stats after any turn in
which no movement was taken. These bonuses are only
applied after her turn has ended, and they immediately
cease when she moves from her current spot, whether
willfully or involuntarily (including falling prone).

Lavossi Optional Traits

Arboreal Protector (6)


The lavossi gains 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.
Enhanced Unarmed Attack (1)
Barbs: +2 bonus to wrestling damage checks made while
grappling in melee; does not stack with armor spikes
Living Arcana (8)
+1 Constitution discipline
+1 Geomancy discipline
Overgrown (6)
+5 Encumbrance Factor stat
The lavossis Amorphous trait has 40 points (instead of 36).
Unclear Intentions (3)
1 Intimidation discipline
1 Persuasion discipline
Weakness: Acid +2 (1)
Acid damage is increased by up to 2 points per attack.

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.

Malgoth Inherent Traits

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.

Enhanced Unarmed Attacks (multiple)


Barbs: +2 bonus to wrestling damage checks made while
grappling in melee; does not stack with armor spikes
Claws [Hands]: 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.
Tremorlocation [25 ft] (touch): Malgoths 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
malgoths 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, malgoths also gain a
+1 bonus to Awareness checks when attempting to detect
creatures using Stealth within the abilitys distance. Illusions cannot be sensed at all using Tremorlocation alone,
and if a malgoth is able to perceive a moving illusion via
any of his other senses then the illusions false nature is
automatically recognized; moving disguises and charades
only apply a 2 modifier to a malgoths 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 malgoths occupied space.
Malgoth Heritage
+1 Total Resilience stat
1 Dexterity attribute
1 Jumping discipline
Psychic Bolt
Malgoths can project a psychic bolt that inflicts mental damage. This ability mimics the Damage: Mental spell effect;
please refer to Chapter 5 for specific details.
Activation [M]: Mysticism check against Fortitude, applying
a total CM of 0; stamina loss occurs if a 1 is rolled
Damage Modifiers: This abilitys base damage is d6 and its
modifier is based on the malgoths Intellect attribute rank.
The result is then compared against the targets Base Resilience stat (instead of Total Resilience).
Target Area: single target
Range: distance, range increment 5
Duration: instant
Resistance: Mental 2
Mental damage is reduced by 2 points per attack.

225

CHAPTER 6

Malgoth Optional Traits

Aversion to Sunlight (2)


The malgoth suffers a 1 penalty to all discipline, profession,
and damage checks when in direct sunlight. Artificial light
and reflected sunlight do not impose this penalty.
Crystal Fractures (2)
1 Total Resilience stat
Echoes of the Past (5)
+1 Intellect attribute
Mental Barrier (7)
+1 Fortitude stat
The malgoths Resistance: Mental 2 trait is changed to 4.
Strong Back (5)
+5 Encumbrance Factor stat
+1 Might discipline
Surefooted (3)
When standing on solid ground a malgoth 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).

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.

Minotaur Inherent Traits

Awkward Form: Hooves


1 Swim Speed stat
2 Climbing discipline when attempting to climb man-made
devices (ladders, nets, ropes, etc.); the penalty is not applied when climbing natural obstacles
Battle-Hardened
+1 Brute Force stat
+1 Combat Maneuvers stat
Easily Provoked
1 Fortitude stat
A minotaur has a hard time controlling his temper. He must
make a willpower check whenever an opponent successfully uses the Intimidation discipline against him or when
their attack causes him to suffer health loss (a +2 modifier
is applied to his willpower check if he loses more than one
health point in the attack). Note that in the case of Intimidation that the minotaur is still distracted and suffers the
2 penalty on his next action; if he is forced to make a fear
check he remains susceptible to being provoked unless he
is also terrified by fear.
Provoked: If the willpower result is equal to or greater than
the minotaurs Fortitude stat then he launches into a
focused rage and exclusively seeks to attack the opponent
responsible until either he or his opponent is fully subdued,
knocked unconscious, or killed; opponents that become
unreachable may also cause the effect to be suspended,
per the GMs discretion (an opponent who teleports
away, having no means to attack a flying opponent, etc.).
While provoked, the minotaur gains a +2 bonus to all of
his damage checks, but he also suffers a 1 penalty to his
Defense stat. His need to make further willpower checks
for being provoked by other opponents is also suspended
until his current opponent has been dealt with.
Manner of Attack: The minotaur is free to attack his opponent in whatever manners he possesses (physical attacks,
spells, etc.), including the use of less lethal combat actions
like grappling or tripping. Area-effect attacks also suffice
as long as the primary opponent is included in the attack.
Enhanced Unarmed Attack
Horns: d8 damage; grants +1 bonus when making and resisting bullrush attempts and +2 damage bonus when used for
making charging attacks
Heightened Sense
Scent [Standard] (smell): Minotaurs 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, minotaurs 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.

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.

Minotaur Optional Traits

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

Often confused as human children at first glance, nerrefs are


small in stature and usually possess skinny frames. However, they
tend to be a bit more resilient than their looks would otherwise
suggest. Their skin is fair in tone, but their hair and eye colors
come in the same varieties as humans; nerref men cannot grow
facial hair. Nerrefs have slightly pointed ears.
Personality: Nerrefs are more often than not highly carefree
and easygoing individuals. They appreciate the simple luxuries
of life and take great pleasure in enjoying the little things. Most
nerrefs are also very sociable and love to tell stories and spread
gossip, but they can sometimes take things a bit too far and get
on others nerves. One particular quality that tends to land them
in trouble is their misguidedalbeit innocent (usually)concept
of ownership. The majority of nerrefs have a rather relaxed view
concerning ownership of personal belongings, which they freely
share and borrow without permission. Most other species find this
aspect of nerref culture to be especially puzzling, while nerrefs
themselves tend to be equally puzzled at what all the needless
fuss is about.

Nerref Inherent Traits

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.

Nerref Optional Traits

Dead Inside (3)


On extremely rare occasions a nerref is born who lacks any
sort of moral compass and is thus incapable of feeling
compassion, guilt, or remorse. He cares nothing for others
except perhaps for the benefits that they can provide. He
simply cannot comprehend the emotional bonds that exist
between different people.
+1 Intimidation discipline
1 Persuasion discipline
1 Social Knowledge discipline
Alternative Common Disadvantages: Nerrefs that select this
trait gain access to a different set of common disadvantages: Cruel (2), Secretive (2), and Unforgiving (2).
The Kleptomaniac and Talkative disadvantages may still
be selected, but they only grant their standard values.
Restricted Disadvantages: Nerrefs that select this trait may
not select the Do-Gooder, Generous, Merciful, or Pacifist
roleplaying quirk disadvantages.
Enhanced Climbing (4)
The nerref covers 10 ft per each success and critical success
on Climbing checks (double the standard distance).
Enhanced Sprinting: Running (6)
Running checks for sprinting grant a +6 bonus per each success and critical success (instead of +4).
Lean (1)
1.5 Encumbrance Factor stat
Small Hands (3)
+1 Tinkering discipline
Willful (4)
+1 Fortitude stat

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 Inherent Traits

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.

Ogre Optional Traits

Barely Sapient (5)


1 Intellect attribute (this is in addition to the penalty already
suffered from the Weak-Minded trait)
1 Fortitude stat
Drunken Prowess (1)
The ogre 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.
Enduring (5)
+1 Endurance attribute
Heightened Sense (3)
Dark Sight [Partial] (vision): Visual darkness penalties are
lessened to 1 (the standard penalty is 2). Colors cannot
be discerned in darkness.
Magical Savant (4)
+1 bonus to one spellcasting discipline of the ogres choice
(Geomancy, Mysticism, or Sorcery)
Runt (3)
1 Brute Force stat
1 Total Resilience stat

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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.

Orc Inherent Traits

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

damage checks twice and takes the better of two results,


but he suffers a 1 penalty to all Precision checks. These
effects last until the end of the current round plus 2 additional rounds. Multiple effects cannot be stacked, which
includes damage rerolls granted by similar abilities like
the Luck spell effect. Activating multiple instances of this
ability simply renews its duration.

Orc Optional Traits

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

Pixie Inherent Traits

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.

Pixie Optional Traits

Arboreal Protector (6)


The pixie gains 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.
Aversion to Darkness (2)
The pixie suffers a 1 penalty to all discipline, profession,
and damage checks when in darkness (in addition to the
standard visual obscurement penalties).
Enhanced Sprinting: Flying (6)
Flying checks for sprinting grant a +9 bonus per each success
and critical success (instead of +6).
Inborn Tap (10)
The pixie may hold one magical tap. Please refer to the Magical Tap advantage in Chapter 2 for specific details.
Resistance: Cold 2 (3)
Cold damage is reduced by 2 points per attack.
The pixie receives a +1 Constitution bonus when resisting
stamina loss in cold temperatures.
Weakness: Shadow +2 (1)
Shadow damage is increased by up to 2 points per attack.

REVORNAE [Male 32, Female 34]


Charisma
Difficult
Intellect
Easy

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

Revornae resemble oversized spiders and are downright


monstrous in their appearance, at least compared to most of the
other playable species. They share many of the physical features

231

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.

Revornae Inherent Traits

Additional Appendages: Legs (2 extra pairs; 6 to 8 total)


Having six legs grants revornae a +4 bonus when resisting
tripping attempts but only while on land. A revornaes
front two limbs (arms) can also serve as legs, but no further bonus is gained for doing so.
Aversion to Sunlight
Revornae 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 Climbing
Revornae 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 Sense
Dark Sight [Partial] (vision): Visual darkness penalties are
lessened to 1 (the standard penalty is 2). Colors cannot
be discerned in darkness.
Poisonous Bite
Revornae may inflict poison via their bite attacks. They are
still susceptible to their own poison and to the poisonous
bites from other revornae.
Application: damage (bite)
Potency: +1
Frequency: rounds
Slow: The victims metabolism is greatly slowed until the poison is cured. He may only attempt one action per round
and is forbidden from making sprinting checks (ettins can
attempt one action per mind).

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

233

CHAPTER 6

Revornae Optional Traits

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

Mysterious Past: Rolgareks are not born unto this world,


but for whatever reason they appear as adults, fully capable and
aware of their abilities. However, a rolgarek has no memory of
his past existence. His first memory might be of awakening in
the middle of nowhere, emerging from the Vexith , or even finding himself on the borders of the cursed elven Forest of Retherbrae. Despite whatever former demonic purposes he might have
served, those memories are forever beyond his ability to recall.
Suggested Languages: A rolgarek learns his initial language
automatically via magic according to the first sapient being that
speaks to him (native or regional languages only). The language
is fully absorbed after only a few minutes, and he can understand
and speak it fluently as if it were his native tongue. All subsequent
languages are still learned at the standard pace.

Rolgarek Inherent Traits

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.

Rolgarek Optional Traits

Demonic Power (8)


+1 Concentration stat
+1 Mysticism discipline
Fortified Stamina (10)
+1 stamina point
Heightened Sense (3)
Dark Sight [Partial] (vision): Visual darkness penalties are
lessened to 1 (the standard penalty is 2). Colors cannot
be discerned in darkness.
Lean (1)
15 Encumbrance Factor stat
Resistance: Heat 2 (3)
Heat damage is reduced by 2 points per attack.
The rolgarek receives a +1 Constitution bonus when resisting
stamina loss in hot temperatures.
Thin Hide (2)
1 Total Resilience stat

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

an intense love for alcoholic drinks and lustful activities, which


also adds to their wild reputations. Actually, the truth is that most
satyrs spend their entire lives within their forest homes, living a
relatively mild existence amidst their own kind. Only rarely do
satyrs choose to live or adventure in the lands of other species.

Satyr Inherent Traits

Awkward Form: Hooves


1 Swim Speed stat
2 Climbing discipline when attempting to climb man-made
devices (ladders, nets, ropes, etc.); the penalty is not applied when climbing natural obstacles
Compelling Movement
Satyrs may sing, chant, or recite a short magical verse that
attempts to coerce a single target to move against his will.
This ability requires a moderate level of volume that one
would generally use when speaking to a crowd. It is also
susceptible to the Silence spell effect, and targets with the
Deaf (R2) disadvantage are immune to its effect. Note that
although this ability is similar in some ways to a bardic
song that it is not maintained and therefore does not prevent the satyr from using her voice for speaking, casting
spells, or performing other vocal tasks during the round.
Activation: Musician check against Fortitude, applying a total
CM of 2; stamina loss occurs if a 1 is rolled
Control: Achieving a standard success grants the satyr control over the targets base movement; achieving a critical
success also allows her to force the target to sprint. All
movement occurs immediately and is rhythmic in nature,
taking the form of dancing, skipping, or prancing. On the
targets next turn he is able to act, but he cannot move his
base Speed, and if he was made to sprint then he cannot
move at all (being made to sprint does not cause him to
suffer a multiple action penalty since the movement was
forced and occurred outside of his turn).
Applications: This ability can force a target to move out of
the way, to flee from the scene, or to provide a tactical
advantage to the satyr and her allies. The target can even
be forced to enter into a dangerous or life-threatening
situation, such as walking off a cliff. However, doing so
always grants him a willpower check, applying a 2 modifier, to immediately break free from the effect (prior to
moving at all). Success is bad for the target and means that
he is unable to resist the satyrs control.
Enhanced Sprinting: Running
Running checks for sprinting grant a +6 bonus per each success and critical success (instead of +4).
Enhanced Unarmed Attack
Horns: d6 damage; grants +1 bonus when making and resisting bullrush attempts and +2 damage bonus when used for
making charging attacks
Incite Revelry
Satyrs may attempt to magically incite revelry and merriment
among nearby sapient creatures (including other satyrs).
Activation [S]: The satyr makes a Mysticism check against
Fortitude, applying a total CM of 0; one point of stamina
is aways lost when this ability is attempted, and the satyrs

235

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

Satyr Optional Traits

Arboreal Protector (6)


The satyr gains 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.
Drunken Prowess (1)
The satyr 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
Extra Horny (3)
The damage of the satyrs horn attack is increased to d8.
Instrumental Encouragement (2)
The satyr may alter her Compelling Movement ability by
playing several brief notes using a wind instrument (typically a pan flute). Doing so requires the use of two hands

236

but grants a +1 bonus to her Musician check. The ability


is also rendered immune to the Silence: Mute spell effect
since the instrument itself produces the sound. Note that
the songs brevity still allows the satyr to use her voice for
speaking, casting spells, or performing other vocal tasks
during the round.
Lean (1)
1.5 Encumbrance Factor stat

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.

Shade Reanimation Rules

A shade may attempt to reanimate the recently-deceased


corpse of a living creature that has been dead for no longer than
for 24 hours but only if the corpses brain is still mostly intact.
Corpses of non-living creatures (undead, golems, etc.) or those
with multiple minds (ettins, hydras, etc.) cannot be reanimated.
To attempt reanimation the shade must touch the creatures corpse
and succeed on a reanimation check, either while in host form or
in shadow form.
Reanimation Check: A special d8 roll is made whenever a
shade attempts to reanimate a suitable corpse. The corpses CPV
applies a cumulative modifier to the check relative to the shades
CPV: every 10 points above the shades CPV incurs a 1 penalty,
while every 10 points below the shades CPV grants a +1 bonus (up to a maximum bonus of +4). For instance, if the shades
CPV is 100, then attempting to reanimate a target with a CPV of
125 would incur a 2 penalty, whereas attempting to reanimate
a target with a CPV of 55 would grant a +4 bonus. Shades may
not reanimate the corpses of creatures whose CPVs are less than
25 points (most insects, weaker animals, etc.). Lastly, rolling a 1
always results in failure and defilement of the corpse, regardless
of the modified result; reanimation rolls are capable of maxing.

Reanimation
Result
10+
5 to 9
0 to 4
Negative
(or rolling a 1)

Conditions
Success; Acclimation
Success
Failure
Failure; Defilement

Reanimation Outcomes

Depending on the result of the reanimation check the shade


can either succeed or fail to varying degrees:
Success: The shade successfully reanimates and occupies
the host corpse, which immediately begins to reconstruct
itself back to full health and stamina, including the healing of specific injuries that may have contributed to the
creatures death (only those suffered within 1 minute of
its death), but not those suffered previously or resulting
from existing disadvantages. The reconstruction process
takes 3 rounds, during which time the shades host body is
rendered completely helpless. It glows briefly with magical light equivalent to that of a candle (OS x 10 ft) and the
brain can easily be destroyed, thereby forcing the shade to
have to seek another suitable host but also renewing the
time limit of shadow form. If the host remains undamaged during the 3 rounds then it becomes fully animated
and may be controlled normallythe shade may act on
the 3rd round. However, an unfamiliarity penalty of 1 is
applied to all discipline, profession, and damage checks
for 1 hour as the shade learns to acclimate to its new host.
Acclimation: The shades attempt is so successful that it is
able to instantly acclimate to the new host, and therefore
incurs no unfamiliarity penalty. However, the shade must
still wait 3 rounds before it is able to act.
Failure: The shade fails to reanimate the corpse, but it can
try again in subsequent rounds. However, a cumulative
penalty of 1 is applied to all further attempts at reanimating that particular corpse by any shade.
Defilement: The failed attempt defiles the corpses brain
beyond the ability to be reanimated by any shadeother
forms of reanimation or resurrection are not hindered.

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.

237

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

When not in possession of a host body a shade exists solely


as a disembodied psychic force that cannot be seen or affected
by ordinary means. It perceives the world as a completely black
void, except for suitable corpses within 100 feet, which are the
only details that can still be perceived (see below).
Entering Shadow Form: A shade automatically enters
shadow form whenever its host body is reduced to 0 health points
and must immediately seek out a new host (the free Toughness
check for being wounded is skipped). A shade may also willingly
abandon its current host and enter shadow form at any time as a
free action. Either method of entering shadow form immediately
defiles the shades previous host, such that it can never again be
reanimated, which prevents the shade from changing its mind and
returning to reanimate the corpse later (this does not hinder other
forms of reanimation or resurrection for the corpse, however).
Faculties: While in shadow form a shade lacks the standard
faculties that are normally derived from having a physical body.
Instead, it is granted a movement Speed of 8 and may move in

238

any direction, but it cannot sprint. If in combat, the shade uses a


d8 Initiative (with no modifiers) to determine the order in which it
may act. Shades in shadow form occupy a 1x1 space on the movement board and are roughly equivalent in size to that of a small
creature, though no other creature size adjustments are applied.
Physical Interaction & Communication: Shades that enter
shadow form cannot perceive or interact with the physical world
or other beings. They may freely pass through all solid objects,
liquids, creatures, and other barriers without hindrance, but some
magical wards may be capable of blocking their movement or of
blocking their ability to perceive suitable corpses. No form of
communication to or from a shade is possible, not even via the
Commune: Undead or Telepathy spell effects.
Corpse Sense: As previously stated, shades cannot perceive
any details of the physical world except suitable corpses that are
within 100 feet, which glow with auras of red light. The shade
perceives the rest of the environment as an infinite black void, but
this featureless expanse is advantageous since it allows the shade
to automatically sense all suitable corpses currently within range,
including those that would normally have been blocked by walls,
floors, or other physical obstructions. Awareness checks are not
required (shades in shadow form lack this discipline anyway), but
corpses beyond 100 feet are not detected until the shade moves
within range.
Time Limit & Death: Shades are essentially immortal since
they can survive throughout the ages by jumping from one host
to another. However, a shade may only exist in shadow form for
up to 1 minute (10 rounds). If this time limit expires before it
can find and successfully begin reanimating a new host then its
essence is irrevocably destroyed, and its soul is forever lost.

SHADE-ONLY ADVANTAGES
Aggressive Acclimation (10)

The shade gains a +1 bonus to all discipline, profession, and


damage checks for one minute (10 rounds) after reanimating a
new host whenever the acclimation outcome is achieved.

Extended Corpse Sense (ranked)

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.

Extended Shadow Form (ranked)

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).

Faster Acclimation (10)

The shade is able to acclimate to new hosts more quickly and


only suffers an unfamiliarity penalty for 1 minute (10 rounds; the
standard acclimation time is 1 hour).

COMPENDIUM

Fortunate Demise (20)

Once the shade is fully acclimated to its host body, meaning


that the unfamiliarity penalty no longer remains, it can choose to
begin a process that sacrifices its hosts health points for increased
luck. Doing so is a free action that automatically incurs the loss of
one health point every round at the end of the shades turn. However, once activated, all of the shades discipline, profession, and
damage checks are made twice and the better of the two results
is used. Once this process has been initiated it cannot be stopped.
Magical healing can be applied to the shade normally, but this
only prolongs the process. After all of the shades health points
are lost the host body immediately disintegrates into dust and the
shade is forced to assume its shadow form.
Note that this trait does not apply to reanimation checks or
to Initiative checks that are made to determine turn order in combat. Furthermore, its benefits cannot be stacked with the Luck
spell effect or similar abilities.

Generous Fortune (24)

Player Characters Only


The shades potential for affecting its own destiny is exceptionally strong. It receives one extra fortune point (for a total
of 2 points). Only one fortune point may be used per turn. Both
fortune points are restored together whenever the shades CPV
reaches or surpasses intervals that are evenly divisible by 10 (110,
120, 130, etc.).

Kamikaze (20)

Once the shade is fully acclimated to its host body, meaning


that the unfamiliarity penalty no longer remains, it can choose to
instantly sacrifice its host body in an attempt to inflict shadow
damage to all nearby enemies. Doing so means that the shade
may take no other actions during the round, but it may still perform basic movement (sprinting is not permitted). The shades
host body immediately disintegrates into dust and the shade is
forced to assume its shadow form, but a burst of shadow energy
is also released that affects all enemy targets within 25 feet (the
shade may freely designate which targets are considered to be
enemies). The shade makes a special damage check using d8 and
adds a +1 bonus for every 2 points of health and/or stamina that
its host body had remaining prior to activating this ability (this
roll is capable of maxing). The resulting shadow damage is compared against the targets Total Resilience stats.
This ability cannot be activated if the Fortunate Demise trait
has been initiated, nor may it be used at the same time as the
Martyr trait.

Kinship of Spirit: Species (varies)

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

tends to have a greater cost: elves (10), goblinoids (10), humans


(15), or ikranids (10). GMs are encouraged to adjust the costs of
this advantage according to the particular species populations and
sub-species options of their respective campaigns, as warranted.

Lend Fortune (12)

Player Characters Only


The shade is able to use its own fortune points to affect other
nearby allies within its line-of-effect, including forcing an enemys discipline to be rerolled if the action would directly affect
an ally. Additionally, whenever a fortune point is used to affect an
ally there is a 25% chance that it is instantly regained.

Martyr (20)

Once the shade is fully acclimated to its host body, meaning


that the unfamiliarity penalty no longer remains, it can choose to
instantly sacrifice its host body in an attempt to heal all nearby
allies. Doing so means that the shade may take no other actions
during the round, but it may still perform basic movement (sprinting is not permitted). The shades host body immediately disintegrates into dust and the shade is forced to assume its shadow
form, but a burst of healing energy is also released that affects all
allies within 25 feet (the shade may freely designate which targets
are considered to be allies). The shade makes a special d8 roll and
adds a +1 bonus for every 2 points of health and/or stamina that
its host body had remaining prior to activating this ability (this
roll is capable of maxing). The result is then compared against SV
5 and instantly heals one lost health point of every affected ally
for each success and critical success that is achieved.
This ability cannot be activated if the Fortunate Demise trait
has been initiated, nor may it be used at the same time as the
Kamikaze trait.

Memory Thief (ranked)

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.

Quickened Fortune (24)

Player Characters Only


The shade regains its spent fortune points more quickly than
other characters. It regains all of its fortune points whenever its
shade CPV reaches or surpasses intervals that are evenly divisible
by 5 (105, 110, 115, etc.).

Rapid Reanimation (ranked)

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).

239

CHAPTER 6

Shadow Speed (ranked)

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

Personality: Sprites are quick thinkers but at times can be


quite impatient. They often speak their minds without considering the impact of their words. Being highly sociable, most sprites
tend to get along well with others and generally have a jovial
sense of humor. Sprites love playing pranks and telling jokes,
and although usually harmless, such amusements can sometimes
prove to be rather annoying to others.

Sprite Inherent Traits

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

Sprite Optional Traits

Fay Mentality (5)


+1 Intellect attribute
Fortified Stamina (10)
+1 stamina point
Lean (1)
1.5 Encumbrance Factor stat
Resistance: Cold 2 (3)
Cold damage is reduced by 2 points per attack.
The sprite receives a +1 Constitution bonus when resisting
stamina loss in cold temperatures.
Small Hands (3)
+1 Tinkering discipline
Weakness: Shadow +2 (1)
Shadow damage is increased by up to 2 points per attack.

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.

Troll Inherent Traits

Enhanced Unarmed Attacks (multiple)


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
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)
Regeneration: Living
Trolls regenerate lost health points and recover from injuries
at a phenomenal rate. Outside of combat all lost health
points are automatically restored within 1 minute. During
each round of combat a troll may attempt a free Constitution check of SV 8 at the beginning of his turn to recover
one lost health point (older losses are healed first). Note
that there are no additional benefits for achieving a critical
success or penalties for suffering a critical failure.
Other Ailments: Broken bones permit an initial Constitution
check after 1 hour and subsequent checks every 15 minutes. Damaged faculties permit checks every 30 minutes.
Even severed/destroyed parts and permanent injuries permit an initial check after 12 hours and subsequent checks
every 3 hours. The recovery rates for diseases/poisons,
mental conditions, and bleeding effects are not affected,
but bleeding stops whenever a health point is regenerated.

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.

Troll Optional Traits

Aversion to Sunlight (2)


The troll suffers a 1 penalty to all discipline, profession, and
damage checks when in direct sunlight. Artificial light and
reflected sunlight do not impose this penalty.
Extended Breath (3)
The troll receives a +3 bonus to Constitution checks that are
made for holding his breath.
Fortified Stamina (10)
+1 stamina point
Heightened Sense (6)
Scent [Standard] (smell): The troll can identify other creatures and objects by their unique odors, which allows him
to rely on scent for Tracking checks; all Tracking checks
that utilize scent also gain a +1 bonus. Furthermore, the
troll gains a +1 bonus to Awareness checks when attempting to detect creatures that are using Stealth. This ability
and its benefits do not function underwater.
Silent Hunter (6)
+1 Awareness discipline
+1 Stealth discipline
Thin Hide (2)
1 Total Resilience stat

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.

Valdarin Inherent Traits

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.

Valdarin Optional Traits

Angelic Power (8)


+1 Fortitude stat
+1 Mysticism discipline
Enduring (5)
+1 Endurance attribute
Graceful (7)
+1 Defense stat
+1 Agility discipline
Lean (1)
5 Encumbrance Factor stat
Weakness: Heat +2 (2)
Heat damage is increased by up to 2 points per attack.
The valdarin suffers a 1 Constitution penalty when resisting
stamina loss in hot temperatures.
Well-Spoken (3)
+1 Persuasion discipline

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.

Xsessyri Inherent Traits

Awkward Form: No Legs (serpentine body)


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
Confined Expertise
When occupying a confined space, xsessyri 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).
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
Extended Breath
Xsessyri receive a +3 bonus to Constitution checks that are
made for holding their breath.
Heightened Sense
Scent [Standard] (smell): Xsessyri 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, xsessyri 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.
Poisonous Bite
Xsessyri may inflict poison via their bite attacks. They are
still susceptible to their own poison and to the poisonous
bites from other xsessyri.
Application: damage (bite)
Potency: 0
Frequency: rounds
Health Loss: 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 checks.
Resistance: Acid 2
Acid damage is reduced by 2 points per attack.
Weakness: Cold +2
Cold damage is increased by up to 2 points per attack.
Xsessyri suffer a 1 Constitution penalty when resisting
stamina loss in cold temperatures.

244

Xsessyri Heritage
+1 Combat Maneuvers stat
+1 Stealth discipline
1 Climbing discipline

Xsessyri Optional Traits

Enhanced Sprinting: Swimming (3)


Swimming checks for sprinting grant a +3 bonus per each
success and critical success (instead of +2).
Fortified Health (10)
+1 health point
Lean (1)
5 Encumbrance Factor stat
Rattler (6)
Nearly 10% of all xsessyri are born with rattles on their tails,
much like rattlesnakes. When agitated, angry, or excited
their rattle involuntarily shakes and emits a distinct audible sound. Rattler xsessyri also possess more power jaws
and thicker scales.
The damage of the xsessyris bite attack is increased to d8.
+1 Total Resilience stat
+1 Intimidation discipline
1 Stealth discipline
Slender Limbs (3)
1 Brute Force stat
1 Might discipline
Tribal Magic (8)
+1 Concentration stat
+1 Geomancy 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).

Yuellok Inherent Traits

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

Yuellok Optional Traits

Extended Reach: +1 Square (12)


The yuelloks telekinetic arms grant her an extended reach
and threat range of two squares (10 feet), despite having
an occupied space of only one square. This also increases
her zone of control.
Inborn Tap (10)
The yuellok may hold one magical tap. Please refer to the
Magical Tap advantage in Chapter 2 for specific details.
Fading Vitality (3)
1 Endurance Attribute
Heightened Sense (6)
Magic Sight (vision) : The yuellok is able to perceive the
faint magical auras produced by magical items, durationbased and tapped spell effects, and ongoing fields of
magic. Subtle differences in the colors of such auras allow
her to make a special Awareness check of SV 5 to identify
specific ongoing spell effects by name with a standard
success or their exact properties with a critical success.
She also receives a +2 bonus on Appraisal checks when
identifying magical items and a +2 bonus on Awareness
checks for spotting magical traps. Both invisibility and
obscurement block this ability.
Telekinetic Barrier (7)
+1 Defense stat
+1 Total Resilience stat
Weakness: Shadow +2 (1)
Shadow damage is increased by up to 2 points per attack.

245

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

The 15 regional languages are based around geographical


areas (continents). Each regional language lists the ancient base
language that contributed most to its current form and describes
its notable qualities and features. The various playable species
that are most likely to know the language are also listed.

Avarrish (northeast Kharsus; Runic)

Avarrish has a forceful but rhythmic sound. It is often spoken


at a slower pace with frequent pauses. It is commonly known by
dwarves, goblinoids, humans (Dukrillian), malgoths, and sprites.

246

Dwennish (west Baraelia; Drakish)

Dwennish employs many non-word sounds in its speech and


corresponding symbols in its written form to indicate emotions.
It is commonly known by elves (rethenod), gargonds, gremlins,
huldrians, humans (Nendairan), and minotaurs.

Ekaskan (northeast Baraelia; Drakish)

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 (central Kharsus; Baraelic)

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.

Halvari (south Baraelia; Baraelic)

Halvari is often regarded as being quite graceful and is clear


to understand. Its words allow for a wide range of descriptive
details. It is commonly known by arnurians, huldrians, humans
(Errenyrian), minotaurs, and xsessyri.

Khorrish (central Kharsus; Runic)

Khorrish produces a gruff, deep sound when spoken aloud.


Its alphabet contains more than a thousand unique runes and its
vocabulary is highly specific. It is commonly known by dwarves,
elves (karavor), ettins, gnomes, and malgoths.

COMPENDIUM

Mhaluun (west Tulgore; Tulgoren)

Mhaluun is known for its blunt, straight-forward meanings.


It is probably the most literal of all the regional languages and
leaves virtually no room for confusion or misinterpretation. It
is commonly known by humans (Emberian), ikranids, jelghari,
kreevogs, and kydorans.

Nalueven (south Kharsus; Fayen)

Nalueven is a powerful and sophisticated language that uses


two distinct forms. Its short form allows for quick communication
but lacks in specific details. Its long form is far more descriptive
but can be rather exhaustive to speak and read. It is commonly
known by drakthar, elves (karavor), humans (Gharethian/Saerdish), and pixies.

Orrthek (north Tulgore; Tulgoren)

Orrthek is a throaty, guttural language that is often regarded


as being primitive. Many of its words and phrases are tinged with
violent undertones that are meant to convey challenge or offense.
Its curses are often spoken even by those who do not actually know
Orrthek, and many such words have been borrowed by several of
the other languages. It is commonly known by drakthar, ikranids,
kreevogs, nerrefs, and orcs.

Prynnish (south Tulgore; Baraelic)

Prynnish is a calm language that does not lend itself well to


emotional descriptions. Its grammar tends to be clear and precise,
but it is easily confused when spoken or written hastily or with
intense emotions. It is commonly known by arnurians, ferelliks,
humans (Emberian/Errenyrian), kydorans, and nerrefs.

Rokovi (west Kharsus; Drakish)

Rokovi is characterized as being erratic and abrupt. Most of


its words vary in meaning according to their context, and there
are often multiple ways to convey the same idea. It is commonly
known by centaurs, dryads, gnolls, lavossi, ogres, and revornae.

Saerdish (north Kharsus; Fayen)

Saerdish is very pleasing to hear when spoken aloud, and its


words tend to convey descriptions and details with relative ease.
It is commonly known by brownies, gnomes, humans (Saerdish),
pixies, and sprites.

Temdarish (northwest Kharsus; Fayen)

Temdarish has a forlorn quality to its speech that is often


apparent in its written form as well, though typically to a lesser
degree. Its syllables are mostly short and their pacing can indicate many opposing details (loud or soft, light or dark, happy or
angry, etc.). It is commonly known by centaurs, dryads, lavossi,
revornae, and satyrs.

Unndolic (southeast Kharsus; Runic)

Unndolic uses breathy, huffing words when spoken aloud,


and it is often repetitive in its details. The sudden shifts in volume
of its speech and the varying spacing of its written text both convey additional subtle meanings. It is commonly known by ettins,
goblinoids, humans (Dukrillian), trolls, and yuelloks.

Vristin (east Tulgore; Tulgoren)

Vristin can be tedious to speak and write. It has a very large


vocabulary due to its overly-simplified words and their meanings.
It is often spoken quickly and can easily be misunderstood if listeners fail to give the speaker their full attention. It is commonly
known by ferelliks, jelghari, orcs, trolls, and yuelloks.

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

Most playable species have unique native languages, which


conveniently share the species names. Humans do not have their
own native languages, but are instead primarily responsible for
the creation and dispersal of several of the regional languages
(Avarrish, Ekaskan, Gharen, Halvari, Prynnish, and Saerdish).
Imps, rolgareks, shades, and valdarins also lack their own native
languages due to their unique origins.
Countless other native languages also exist as well among
the games numerous non-playable species and monsters. However, these languages have been omitted here due to their rarity.
GMs may wish to provide players with an expanded list of native
languages according to their respective campaigns.

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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CHAPTER 6

ANCIENT LANGUAGES

The 5 ancient languages predate most historical records and


are very rarely used or spoken. However, adventurers sometimes
find knowledge of such languages very helpful when exploring
long-abandoned ruins, researching ancient texts, or conversing
with various monsters and NPCs. Each regional and native language is derived from a particular ancient language. Note that
the ancient languages may only be learned by characters who
purchase ranks of the Linguist vocational advantage.

Baraelic

Baraelic was the original language used by the humans of


the fallen Baraelic Empire. It employs simple words and grammar, and it has an extensive yet efficient vocabulary. Baraelic was
the most widespread of the ancient languages and its influence
can be readily traced to many of the regional and native tongues.
Derived Languages: Arnurian, Centaur, Ferellik, Gharen,
Halvari, Huldrian, Minotaur, Nerref, Prynnish, Xsessyri

Drakish

Drakish was dominant in ancient times when dragons ruled


much of northern Baraelia and western Kharsus, but it is still used
by most elder dragons today. It has an eerie, almost mystical quality to its spoken words, and its grammar is akin to a puzzle with
its words serving as pieces. Correctly conveying or interpreting
even basic statements in Drakish typically requires a keen mind.
Derived Languages: Drakthar, Dwennish, Ekaskan, Gnoll,
Gremlin, Lavossi, Ogre, Revornae, Rokovi

Fayen

Fayen is the long-forgotten ancestral language of the elves.


It is easily recognized for its beautiful flowing syllables but also
for its lengthy descriptions and slower pace. The elegance of its
written form is without equal. Many of its words have been borrowed by other languages throughout the ages, but their original
meanings have only rarely survived intact.
Derived Languages: Brownie, Dryad, Elf, Nalueven, Pixie, Saerdish, Satyr, Sprite, Temdarish

Runic

Runic, as its name suggests, consists of runes that depict


words and meanings, often using the true names of things. Its
vocabulary is far greater than those of most other languages, and
its complexity is equally vast. Runic was the original language
of the ancient dwarves, even long before they emerged onto the
sunlit surface of Arlakor.
Derived Languages: Avarrish, Dwarf, Gargond, Gnome,
Goblin, Khorrish, Kreevog, Malgoth, Unndolic, Yuellok

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

Arnurian, Centaur, Ferellik, Gharen,


Halvari, Huldrian, Minotaur, Nerref,
Prynnish, Xsessyri

Drakish

Drak'thar, Dwennish, Ekaskan, Gnoll,


Gremlin, Lavossi, Ogre, Revornae,
Rokovi

Fayen

Brownie, Dryad, Elf, Nalue'ven,


Pixie, Saerdish, Satyr, Sprite,
Temdarish

Runic

Avarrish, Dwarf, Gargond, Gnome,


Goblin, Khorrish, Kreevog, Malgoth,
Unndolic, Yuellok

Tulgoren

Ettin, Ikranid, Jelghari, Kydoran,


Mhaluun, Orc, Orr'thek, Troll, Vristin

CELESTIAL LANGUAGE

Celestial is a unique language that is used exclusively by


divine beings. Mortals and other non-divine beings may not learn
it, but all sapient beings understand it perfectly when its text is
viewed or its speech is heard. Celestial has a telepathic quality
that accompanies its spoken sounds and written texts that allows
blind creatures to see it and deaf creatures to hear it. However,
non-divine beings that attempt to study, write, or speak Celestial
are unable to hold its words in their minds and instead end up
actually writing or speaking in one of the other languages that
they already know. Imps, rolgareks, and valdarins are not treated
as divine beings, despite their divine origins.
There are two distinct dialects of the Celestial language:
Angelic and Demonic. When each dialect is spoken aloud it mystically conveys different feelings and sensations to all non-divine
creatures that hear it. Generally, its effects are inconsequential
and have no direct impact on gameplay. However, if Celestial is
spoken aloud by a greater divine being, such as a god, demon
lord, or their most powerful servants, then listeners can indeed
benefit or suffer from very real mystical effects. Only living listeners are affected (shades are immune unless they possess Rank
3 of the Walk-In advantage; mindless creatures are also immune).
Angelic: The Angelic dialect is peaceful and soothing. When
it is spoken aloud by a greater divine being it allows all living
non-divine listeners to make a free Constitution check of SV 5
initially, and then once again for every minute of continued exposure (this roll cannot max or critically fail). Success causes the
listener to instantly heal one lost health point, if applicable.
Demonic: The Demonic dialect is terrible and painful. When
it is spoken aloud by a greater divine being the GM makes a special d8 roll (this roll cannot max or critically fail). If the result
equals or exceeds the Fortitude stat of a living non-divine listener
then he loses one health point due to intense headaches and slight
bleeding from his eyes, ears, and nose. A new check is made again
for every minute of continued exposure.

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.

THE TRUE GODS

The four true gods of Heaven are generally neutral in their


dispositions and have a wide array of followers with many different sects/denominations, moral leanings, and beliefs. Each of the
true gods represents a grand facet of the world, which he or she
is responsible for maintaining. In this respect the gods serve as
caretakers of sorts, sending forth their angelic servants to enforce
their interests, as needed.

Authara, Goddess of Time

[Cycles, Change, Perseverance]


Authara represents the ever-changing nature of the world
and its denizens. Her doctrines teach acceptance of change and
promote the observance of cyclical events (day and night, changing seasons, the rise and fall of nations, etc.). Autharas churches
are widespread and can even be found in many remote locations.
Her priests and followers routinely organize festivals and other
types of cyclical celebrations throughout the year.

Firatim, God of Wisdom

[Discovery, Inspiration, Knowledge]


Firatim is held in high esteem by those who seek intellectual
pursuits. Many of his faithful serve as historians, philosophers,
and explorers. His churches and temples often serve as libraries
and colleges. The concept of Truth is regarded as the religions
fundamental principle and many of his followers consider lying
to be the greatest sin. As such, Firatims faithful have virtually no
tolerance for Lyvrella and her servants.

Iandrath, God of Nature

[The Four Elements, Vitality, Living Things]


The faithful of Iandrath are perhaps the most diverse of all
the major religions. Some of his followers serve as protectors
and stewards of the natural world, whereas others seek perfection
within themselves. Most are also violently opposed to Kedulas
and his clergy since their doctrines lie in polar opposition to the
ideas that Iandrath represents.

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CHAPTER 6

Niekari, Goddess of Conflict

[Discord, Vengeance, War]


Niekari only recently ascended to godhood following the
suicide of Kedulas, from whom she acquired her divine mandate.
Her priests claim that she was once a mortal from another world
who was imprisoned in a mysterious shadow realm for reasons
unknown. Niekaris power finally grew so great that she was able
to free herself, eventually finding her way to Arlakor and assuming her place among the heavens. Her doctrines teach that peace
is only temporary, war is inevitable, and conflict is an essential
aspect of life. Exacting vengeance against ones enemies is also
openly encouraged.

THE DEMON LORDS

The three demon lords of Hell are unquestionably evil and


wicked. While their powers and influence may be less visible than
those of the true gods they are still able to exert their will upon the
world and boast numerous mortal followers, as well as legions of
demonic servants. Outright worship of the demon lords is often
frowned upon and even punished in most civilized lands, but their
follows usually worship in secret and are actually far more common than one might expect.

Lyvrella, Temptress of Deceit

[Seduction, Corruption, Secrets]


Lyvrella strives to spread lies and distrust across the world.
Even within the ranks of her own followers corruption and jealousy run rampant as her priests continually seek to supplant each
other for positions of greater influence. Furthermore, it has even
been theorized by some scholars that Lyvrella secretly grants
false visions and divine powers to the followers of some of the
lesser deities and demigods, who unwittingly believe in and serve
such beings, thereby perpetuating even more of her lies among
the mortal species.

Thrask, Tyrant of Rage

[Destruction, Hatred, Power]


Thrask is the embodiment of anger and fury. His followers
believe that civilization is a failed experiment of the gods and that
the world must be devastated and burned in order to cleanse it
for its glorious rebirth. Their lust for power is all-consuming, and
they will often stop at nothing to achieve their vile ends. Hatred is
the fire that fuels their hearts and minds, and deep down Thrasks
faithful even secretly hate themselves for having to exist in such
a loathsome world at all.

Vakoreg, Master of Torment

[Terror, Pestilence, Suffering]


Vakoregs name is synonymous with nightmares and misery.
His followers relish suffering and seek to instill dread in others,
while reveling in their own endless despair. They view pain as a
perverse form of pleasure and many choose to mutilate their own
bodies to demonstrate their unwavering faith. Many of Vakoregs
faithful are forcibly indoctrinated to follow his teachings through
slavery and intimidation, worshiping him solely out of fear, but in
his eyes there is no higher form of devotion.

250

OTHER DIVINE BEINGS

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.

Kedulas, Dead God of Shadows

[The Void, Undeath, Darkness]


Until more recent times Kedulas served as the God of Conflict, the role now fulfilled by Niekari. While the details of his
story are still widely debated it is generally believed that he fell
in love with an elven maiden who, for whatever reason, could not
return his affections. Overcome with grief Kedulas killed himself
and set in motion a series of events that would forever change the
world. His death cursed the elven homeland of Retherbrae and
scattered its people, laying waste to the once mighty elven kingdom. Kedulas divine mandate was assumed by Niekari, but his
essence lingers on in a state of undeath and there are many mortals that still claim him as their god. While most of his followers
are not inherently evil they are still generally treated with disdain
due to their associations with undead creatures and darkness.

Nhirachron, Father of Dragons

[Magic, Dreams, Greed]


Nhirachron was the first dragon and is believed to still exist
somewhere deep underground, perhaps within the Vexith itself,
resting in an eternal slumber. It is said that through his dreams he
imbues the world with the very essence of magic. Besides most
dragons, many mortal followers also worship Nhirachron, especially magical practitioners and those with mystical interests. His
doctrines also promote the accumulation of material wealth and
his temples are often grandiose monuments that rival even the
most extravagant royal palaces.

LESSER DEITIES & DEMIGODS

Many lesser deities and demigods are also worshiped across


the world of Arlakor, though they possess less power and boast
fewer followers. Players may design their own lesser deities and
demigods to suit their characters religious beliefs and tenets, per
the GMs approval, as demonstrated in the following example:

Gretuvia, Demigoddess of the Sea

[Oceans, Safe Voyages, Courage]


In her life as a mortal human Gretuvia was a legendary sea
captain who earned a stalwart reputation of defending merchant
ships against pirates. She is now the patron deity of many seafaring merchants and is routinely prayed to by those who wish for
safe passage when traveling by boat. Her clergy often dressess
in colors of light blue, teal, and gold. Her holy symbol depicts
a ship sailing across calm water. Gretuvias templars, paladins,
and clerics often choose to wield harpoons as their primary weapons. Her temples usually possess elaborate water features, such as
fountains and pristine pools. She is often depicted as a tall human
woman wearing a tricorne hat, holding a spyglass in one hand,
and steering her ship with the other.

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

Lycanthropy may only infect living, sapient creatures.


The primary way of contracting the disease is to be
bitten by a werewolf directly (in any of its forms).
A bite attack that manages to inflict health
loss automatically causes your character to become infected and acquire
the Lycanthropy disadvantage.
Unlike standard diseases, lycanthropy lacks a frequency and no
Constitution checks are permitted to overcome the disease,
plus it is significantly more
difficult to cure via magic.
Natural-Born: Lycanthropy is also passed along
through bloodlines. If one or
both of a childs parents are
afflicted with the disease then
the child is automatically born
with lycanthropy. There are no
other differences between a
natural-born werewolf and
one who was bitten.
Shades: When a shade
reanimates the corpse of a
lycanthrope it is no longer
afflicted with the disease and
cannot access any of its former
benefits since the shade is non-living
(no form of compensation is granted).
However, shades that possess the WalkIn (R3) advantage are actually considered to be living and are still
susceptible to lycanthropy, which
allows them to make use of any of
the hosts werewolf-only advantages.

Transformation

The transformation into a werewolf occurs at dusk and lasts


until dawn for each night of the full moon cycle (three consecutive nights every month). A newly-bitten victim or a natural-born
infant only begins to transform on the next night of the full moon,
not during the night that he was bitten/born.
The process of transformation takes about one minute, or 10
rounds, in either direction (species form into a werewolf or from a
werewolf back into species form). Transforming into a werewolf

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

251

CHAPTER 6
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.

Lycanthropy Random Events

252

Relative Calm: You wake up in relative calm within


one mile of where the transformation occurred.
Unwelcome: You wake up in an unwelcome and
unfamiliar location (in a strange house amidst signs

of mild violence, inside a chicken coup surrounded


by bloody feathers, etc.); the specifics and distances
are determined by the GM.
Sightings: You wake up in a quiet location within
d4 miles of where the transformation occurred, but

there is a 50% chance that your true identity was


discovered and revealed to the locals (rolled secretly

Werewolf Qualities (transformed)

Base Species Features


Werewolves remain the same creature size as their base species when transformed. All physical features and traits are
also retained (wings, extra limbs, unique abilities, etc.);
the Lycanthropy Modifiers below also stack freely with
any that are already granted by the base species.
Enhanced Sprinting: Running
Running checks for sprinting grant a +6 bonus per each success and critical success (instead of +4). If the base species already has this trait then the bonuses do not stack.
Enhanced Unarmed Attacks (multiple)
Bite: d6 damage (or a +1 bonus if the werewolfs base species
already has a d6/d8 bite attack); 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
Claws [Hands]: d6 damage (or a +1 bonus if the werewolfs
base species already has d6/d8 clawed hands); 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): Werewolves 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, werewolves 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.
Lycanthropy Modifiers
+1 Brute Force stat
+1 Notice stat
+1 Total Resilience stat
+1 Might discipline

[Roll: d12]
Outcome

Result

by the GM).
Lost: You wake up in an unknown location d6+10

miles from where the transformation occurred. You


also lose one additional stamina point.
Hunted: You wake up in an unfamiliar location d6
miles from where the transformation occurred, but
during the night you had brief encounter with an

angry mob of villagers, a werewolf hunter, or a


powerful animal/monster before you were forced to
flee. You lost one health point in the skirmish and
there is a 50% chance that you are still being
tracked and hunted (rolled secretly by the GM).
Missing Gear: You wake up peacefully d6 miles from
where the transformation occurred but discover that

your gear was randomly dispersed across a wide


area. You must search for d8+4 hours to recover it
all, and there is still a 50% chance that one random
item (worth at least 1g) is permanently lost.
Infected: You wake up safely d6 miles from where

the transformation occurred, but you apparently bit


and infected a random sapient victim in the area.
Betrayal: You had a violent encounter with your
party or allies, which resulted in combat. The battle

should actually be played-out, with your character


savagely standing his ground; the specifics, distance,
and aftermath are determined by the GM.
Path of Destruction: You wake up amidst chaos and

apparently left a path of destruction in your wake


(property damage, random attacks, etc.); the
specifics and distance are determined by the GM.
Death of Innocents: You wake up uneasily d6 miles

10

from where the transformation occurred, but you


apparently mauled and killed d4 random innocent
sapient victims in the area.

COMPENDIUM
Captured: You wake up to discover that you have
been captured (restrained by a net or chains, locked

11

inside a prison cell, etc.); specifics and distances


are determined by the GM. You also lose one
health point.
Trapped: You wake up trapped d6 miles from where
the transformation occurred (caught in a bear trap,

12

stuck at the bottom of an abandoned well, stranded


at the bottom of a ravine, etc.). You also lose one
health point and suffer a specific injury (roll d12
for the location and d10 for the severity).

Curing Lycanthropy

Lycanthropy can be cured, but its mystical nature makes it


significantly more difficult to cure than most other diseases. First,
a special concoction made from the aconitum plant (wolfs bane)
and other rare ingredients costing about 50g altogether must be
imbibed by your character at the same time that he is targeted by
the Cure: Disease spell effect. A critical success is also needed in
order to successfully cure him (applying a 2 potency modifier
to the spellcasters check); there is no effect for only achieving
a standard success. Once cured, the Lycanthropy disadvantage is
removed, but your character may still contract lycanthropy again
in the future if he is bitten by a werewolf and re-infected.
Werewolf-Only Advantages: Any werewolf-only advantages that your character purchased have their costs refunded,
but this occurs gradually over time. Calculate the total amount of
points to be refunded and give your character 1 refunded point for
each standard character point that he earns throughout the normal
course of play until the total amount has been refunded.

WEREWOLF-ONLY ADVANTAGES
Lunar Liberation (ranked)

Rank 1 (2): Lycanthropic Control (R2)


Your character is no longer completely bound to the nights
of the full moon and is usually able to resist automatic transformations. However, doing so requires him to constantly maintain
self-control over his emotions. Any time that he becomes angry,
overly emotional, or suffers health loss he is forced to endure a
willpower check. Failure causes him to transform into a werewolf
for d10 minutes or until the emotional distress has fully subsided
(whichever is longer). Unwilling transformations are only risked
during the three consecutive nights of the full moon.
Rank 2 (varies): Creature Lore (R3)
Your character may willingly transform into a werewolf or
back into his standard species form whenever he desires, including when there is no full moon and during the day time. He also
retains the use of his werewolf senses even while in his standard
species form, which includes Dark Sight [Partial], Scent [Standard], and the +1 bonus to his Notice discipline. However, your
character is still susceptible to unwilling transformations that may
result from anger, emotional distress, or health loss during the
three consecutive nights of the full moon.

This rank has a variable character point cost depending on


which traits your characters standard species already possesses.
The base cost of this rank is 20 character points if his species
has none of the following traits. Otherwise, subtract the indicated
amounts from the ranks base cost for each trait that his species
already possesses:
Dark Sight [Partial] 3
Enhanced Sprinting: Running 6
Scent [Standard] 6
For example, a human lycanthrope would pay the full 20
character points since humans possess none of the traits listed
above. A goblin lycanthrope would only pay 17 character points
since goblins already have Dark Sight [Partial]. A gnoll lycanthrope would only pay 5 character points since gnolls already
have all of these traits.

Lycanthropic Control (ranked)

Rank 1 (3): Charisma (R1), Creature Lore (R2)


Your character is able to exercise limited restraint during his
transformations into a werewolf. He is able to remember brief
flashes of the nights events and is sometimes able to resist his
savage urges. In situations where he might have normally wished
to exercise restraint (attacking an innocent or moving on, killing
the farmers livestock or hunting in the forest, etc.) then he must
endure a willpower check to avoid the temptation or he succumbs
to his animal instincts and behaves savagely.
Rank 2 (5): Charisma (R2)
Your character is able to remain fully self-aware while transformed into a werewolf, and he no longer has to endure willpower
checks when exercising restraint. He is treated as being sapient
and retains all of his memories. He can also make use of his gear
and equipment while transformed, but suitable armor and clothing items typically have their costs increased by 25% in order to
allow them to fit properly and remain comfortable during transformations (GMs call).

Rapid Transformation (ranked)

Rank 1 (2): Lunar Liberation (R2), Constitution (R1)


Your character only requires d6 rounds to transform from
one form into another (including Wolf Form, if applicable). He
is still distracted during this time, but no longer suffers the 2
penalty to his actions. The process of transformation must begin
at the start of your characters turn.
Rank 2 (3): Constitution (R2)
Your character is able to instantly transform into any of his
forms. Despite being instantaneous the process of transformation
can only be performed once per turn.

Wolf Form (3)

Lunar Liberation (R2), Geomancy (R1)


Your character is able to transform into a standard adult wolf
of medium creature size, per the rules of the Shapechange spell
effect, except that totems are not used. All of the limitations that
are imposed by the Lycanthropy disadvantage still apply while in
wolf form, such as the vulnerability to silver (+2 damage from
silver weapons) and the chance of infecting victims with Lycanthropy via bite attacks.

253

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

For new vampires the process of awakening occurs near


midnight on the first night following their burial. In general, most
newly-risen vampires are initially quite disoriented, confused,
and even terrified, except for those whose transformations were
prearranged. Newly-risen vampires often assume that they were
mistakenly buried alive, at least until their monstrous qualities
become apparent.
A newly-risen vampire begins with full health
and full stamina. His hunger for living blood
is intense and he greatly desires to consume
his first meal, but the sensation is altogether
new and quite unfamiliar. The temptation to feed can prove to be nearly
overwhelming during these initial
hours, and he is considered to be
ravenous with hunger until he
successfully manages to kill
his first victim and consume
their blood.
Non-living: Vampires are
non-living, undead creatures.
However, they continue to
appear much as they did in
life and are almost indistinguishable from other living
members of their species.
Most are even able to coexist
within their former communities as long as they are able to
keep their vampiric features from
being discovered.
Since vampires
are non-living they
do not require biological functions in
order to survive, such
as consuming food and water, breathing, or
sleeping, nor can they be made to fall unconscious; however, they are still able to rest within
their graves/coffins/tombs (see below). Vampires no longer
possess Constitution disciplines but instead use their Perseverance disciplines in all situations that call for Constitution
checks. They are also immune to diseases, poisons, and other
biological effects like bleeding. However, they cannot recover
lost health points or heal injuries naturally and must instead
rely on magical healing or rest in their graves/coffins/tombs.
Lost stamina points are recovered automatically at a rate of one
point every 2 hours, but the vampires ability to recover stamina
is suspended if he is unable to kill and feed on the blood of living
victims. A vampire whose species possesses the Regeneration:
Living trait, such as a troll, automatically recovers health points
at a rate of one point every 6 hours (due to being a non-living

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.

However, note that if enough of a vampires spawn are


destroyed he instantly loses these benefitsa vampire
can even sense when one of his spawn is destroyed or
when a new spawn is created, though he cannot discern
any specific details, such as their name or location. Sire
bonuses are as follows:

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

Limitations/Vulnerabilities: Despite all of their powers and


benefits vampires are stricken with several mystical limitations
and vulnerabilities:
Garlic: Vampires have an intense aversion to garlic and
must endure a willpower check to move close to an
area where garlic is hung or displayed. Touching garlic
directly causes immediate burns on a vampires skin,
but the burns do not constitute actual health loss unless
contact is prolonged. Being forced to ingest garlic (3
cloves or more for a medium size vampire) is enough
to cause a vampires destruction.
Holy Symbols/Water: Vampires share a similar aversion to
legitimate holy symbols as they do to garlic and suffer
minor burns when one comes into contact with their
skin. Holy symbols that are presented with conviction
also grant a +1 bonus to Intimidation checks against
vampires. Additionally, as undead, vampires are fully
susceptible to the Repel Undead advantage and suffer
damage from holy water.
Mirrors: Vampires and their equipped belongings cast no
reflection in mirrors or other reflective surfaces. This
mystical quality is often used to help detect the presence of vampires by those who are familiar with their
lore. Vampires are also protected against the Scrying
spell effect since a reflective surface is required in order
to cast the spell.
Private Residences: Vampires are bound by mystical forces that prevent them from willfully entering into private
residences until they either receive a direct invitation
by a legitimate resident or they successfully endure a
willpower check with a +4 modifier applied to the roll;
failing a willpower check means that a vampire can
never enter the residence in question until an invitation
is given (attempting to do so is like pushing against an
invisible wall). This limitation only pertains to private
residences that are located above ground or those with
a majority of their interior space above ground; private
residences that are located below ground are never restricted. Once a vampire has managed to gain entry into
a residence he is free to enter again at a later time unless
a specific ritual is performed, generally costing 50g in
magical reagents and requiring a Mysticism check of
SV 8 (magical reagents are only consumed if the check
succeeds; stamina loss occurs if a 1 is rolled).

255

CHAPTER 6
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

Base Species Features


All physical features and traits of a vampires base species
are retained (wings, extra limbs, unique abilities, etc.);
the Vampirism Modifiers below also stack freely with any
that are already granted by the base species.
Heightened Sense
Dark Sight [Partial] (vision): Visual darkness penalties are
lessened to 1 (the standard penalty is 2). Colors cannot
be discerned in darkness.
Undead Appetite: Blood
Vampires have a mystical imperative to kill and feed on the
blood of living creatures, and they must do so to maintain
their ability to recover stamina points. Victims can be
sapient or bestial but must possess a CPV of 25 or greater.
Enhanced Unarmed Attack: Bite: The vampires bite inflicts
d4 damage (or d6/d8 if his base species already has a more
damaging bite). It 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. 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 creature (bestial creatures do
not count) grants the vampire a +1 bonus to his 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.

256

Feeding: The act of feeding is a supernatural process and does


not affect the vampire in biological terms (feeding is also
unaffected by the Voracious Appetite trait). Even though
his hunger may be sated he is still able to feed as much
and as frequently as circumstances and his desires allow.
Most vampires prefer to feed on sapient victims, but those
with moral concerns can sustain themselves on the blood
of bestial creatures 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.
Ravenous Hunger: A vampire is considered to be ravenous
with hunger upon first awakening. Ravenous hunger also
occurs whenever his stamina recovery is suspended. He
begins to search for any means to sate his overwhelming
appetite and becomes wholly consumed by the need to kill
and feed. He must endure an immediate willpower check
and periodic willpower checks every 4 hours in order to
resist attacking allies, companions, or other neutral parties. Furthermore, for every additional 24 hours that his
hunger goes unfulfilled he must apply a cumulative +1
modifier to all further willpower checks that are made to
resist feeding. Vampires are actually able to go without
feeding indefinitely, such as when trapped or imprisoned,
but their ability to recover stamina is suspended until they
do so. The mental urge to feed grows stronger over time
and can even drive a vampire into madness, which usually
occurs after going for several weeks without having fed.
Undead Form: Preserved
+1 Speed stats (all forms)
+1 Total Resilience stat
Resistance: Shadow 4
Weakness: Divine +4
Vampirism Modifiers
+1 Brute Force stat
+1 Might discipline

VAMPIRE-ONLY ADVANTAGES
Creature of the Night (8)

Dexterity (R2), Awareness (R2)


Your character has become a true creature of the night. He
gains a +1 bonus to his Stealth discipline and acquires the Heightened Sense: Dark Sight [Full] creature trait, which grants him the
ability to see perfectly in the dark so that he no longer suffers
visual penalties due to darkness. Vampires who already possess
full Dark Sight (Shadow Weavers, rethenod elves, etc.) may purchase this trait at a reduced cost of only 3 points.

Hypnotic Gaze (ranked)

Rank 1 (3): Charisma (R2), Intimidation (R2)


Your characters gaze has a mystical quality that augments
his influence with others. He gains a +1 bonus to all Intimidation
and Persuasion discipline checks, but it is strictly visual and only

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.

Monstrous Visage (ranked)

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.

Swarm of Bats (9)

Creature Lore (R3), Perseverance (R2), Sorcery (R1)


Your character is able to magically transform into a swarm
of bats. To do so, he must make a Sorcery check of SV 5. This
ability has a CM of +2, and a point of stamina is lost each time

that it is attempted. The act of transforming back into a vampire is


a free action that can be performed at the beginning of any of his
turns (without costing further stamina).
Each of the individual bats are actually magical simulacrums
that dissolve into shadows if they are separated from the swarm or
killed. Your character continues to suffer health loss whenever the
swarm is damaged. The swarm retains the same creature size as
your character, which acts as the center of the swarm, but special
rules are applied. The swarm is continually shifting and moving
so it essentially inhabits all squares within 5 feet of the edges of
its occupied space. For instance, a medium swarm inhabits an
area of 3x3 squares, and its counter is positioned in the center.
The swarms entire inhabited area counts as visual obscurement
so that any creatures whose spaces are fully contained within it
are penalized accordingly (2 to visual discipline and profession
checks). Attacks that are made from within, into, or through the
swarm are also penalized, but attacks against the swarm itself are
never penalized. Single target attacks that are aimed at other targets do not pose a risk to the swarm, even if they are made from
within, into, or through it.
While transformed your character still retains his sapient
mental state and understands any languages that he knows, but he
cannot speak. He is also restricted from attacking, casting spells,
or attempting actions that are beyond the capabilities of common
bats (GMs call). He uses his own faculties (including modifiers
from his equipment), but he also gains the following benefits:
Echolocation [50 ft]: The swarm continually produces and
receives subsonic echoes, which are imperceptible to
others. This allows your character to constantly perceive
his surroundings in 360 and renders him immune to distraction from multiple melee opponents (all other forms
of distraction still apply). He ignores all penalties due to
blindness, darkness, and non-physical forms of obscurement (including invisibility). He also gains a +1 bonus
to Awareness checks when attempting to detect creatures
using Stealth within 50 feet. Illusions cannot be sensed
at all using this ability alone, and if he is able to perceive
an illusion via any of his other senses then its false nature
is automatically recognized; disguises and charades only
apply a 2 modifier to his willpower checks, when applicable, instead of automatically being recognized. This
ability has a distance of 50 feet, as measured from the
edges of the swarm itself (not your characters space).
Flight: Mystical : The swarm is able to fly via mystical
means (even though the individual bats use wings) and is
not susceptible to tripping attempts. The swarm may even
stay aloft indefinitely unless acted upon by external forces
like strong winds. If your characters species is already
able to fly (either mystically or due to having wings) then
the swarm gains a +2 bonus to is Flight speed stat.
Grapple Immunity: The swarm is immune to most forms of
grappling, except by nets or other methods that are capable of entrapping the majority of the bats at once.
Total Resilience Bonus: While transformed your character
gains a +2 bonus to his Total Resilience stat against single
target attacks since losing a few individual bats is considered trivial; area-effect attacks ignore this bonus.

257

GAME MASTER

CHAPTER 7

GAME MASTER
E

ach gaming group requires that one person be designated as


the Game Master (GM for short). Instead of creating and
roleplaying his own character the GM is in charge of managing
the game and roleplaying all of the different NPCs and monsters
that the other players interact with. That may sound like a huge
responsibilityand at times it can feel overwhelmingbut being
a GM can also be very fun and rewarding in its own right, as well
as allowing for additional creative freedom beyond what can be
found when playing only a single character.
This chapter is geared toward helping new GMs with gaining a better understanding of exactly what the role entails. It also
offers advice for interpreting rules, dealing with the players,
and provides examples for how to design adventures, campaign
worlds, and the NPCs and monsters that populate them.

MANAGING THE GAME

The GM is responsible for managing the game. This includes


narrating the story, keeping the game moving along, and serving
as the judge regarding the application of the rules.

Remaining Neutral

One of the most important things for the GM to remember


is to always maintain a neutral outlook regarding the PCs and
their endeavors. The GM should strive to remain unbiased and
should be neither for nor against the PCs. Even though it is the
GMs responsibility for controlling the PCs enemies in combat
this function should never be viewed as The PCs versus The GM.
The GMs purpose is not to oppose the players, nor is it the PCs
objective to defeat the GM. Instead, think of the GM more as a
referee. The relationship that exists between the GM and the other
players is not one of competition.
Imagine a scale with neutrality being in the center. On one
end you have the competitor GM who tries to be the PCs adversary and actively seeks to oppose them (whether willfully or not).
On the other end of the scale you have the benefactor GM who
roots for the players, shows mercy in dire situations, and attempts
to guide their actions in helpful ways. Both of these extremes
are detrimental to the game. A competitor GM fosters resentment
and mistrust between himself and the players, while a benefactor
GM lessens the overall challenge of the game and diminishes the
players victories and accomplishments. A benefactor style can
sometimes prove helpful for new players that are still learning the
game, but beyond that it should be avoided in favor of neutrality.

Playing Fair

It goes without saying that cheating should not be tolerated.


However, with tabletop roleplaying games, cheating can take a
variety of different forms, such as lying about the result of a discipline check, purposefully miscalculating ones character point
allotment, or peeking at the GMs maps/notes. GMs already have
enough on their plates without having to audit each players character sheet and having to verify the validity of every discipline
check. Making honest mistakes is one thing, but purposefully
cheating is inexcusable. Cheating in a tabletop roleplaying game
defeats the entire purpose of playing it in the first place.
Fortunately, most players are not cheaters, and those who are
can often be discouraged from doing so. Instead, the real problem
comes from GMs who cheat. Oh yes, many GMs are cheaters and
almost all experienced GMs have cheated at one time or another.
Competitor GMs may sometimes cheat to give the PCs enemies
an advantage, and benefactor GMs may sometimes cheat in order
to spare a characters life, but even neutral GMs may occasionally
be tempted to cheat for non-biased reasons.
Perhaps a GM has spent many long hours concocting the
perfect plot involving a key sequence of events, but the players
have chosen to pursue a different, unexpected path, thereby rendering much of his hard work useless. In response the GM opts to
encourage the PCs into following his original preplanned route
by fudging a few die rolls. He spent a lot of time on this adventure and by golly theyre going to play through it exactly how
he intended. The problem with this example is that the GM is
essentially robbing the players of their ability to choose. They no
longer have the freedom to shape the story or to explore different
optionseither they go along with the GMs carefully-laid plans
or they dont go at all.
Alternatively, maybe a GM has devised the perfect villain
for her campaign. She has meticulously developed the villains
backstory, created elaborate ties to nefarious groups and organizations, and even imagined exciting scenes where the villain will
interact with the PCs at various points in the future. However, one
of the PCs has gotten a lucky roll in an unplanned encounter and
has managed to kill the villain with a single attack. In response
the GM secretly decides to fudge the outcome and let her villain
survive. That villain was central to her campaign and all of her
time and effort shouldnt be wasted! In this case, the GMs cheating has robbed the players actions of having true consequence.
No matter how well the PCs execute their tactics the villain will
always manage to survive, so whats the point in even trying?

259

CHAPTER 7
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.

Making the Right Call

The GM is the person responsible for deciding how the rules


are interpreted and how they are applied to the game. In situations
where a rule is unclear then the GM has the final say as to how
it works. However, as the GM, how do you know that you have
made the right call?
The truth is that you probably wont know, at least not initially, and maybe you never will. Despite this uncertainty, the
important thing is to make the call (any call). Rule disputes can
often bog down the game. They take time away from actually
playing the game and break everyones immersion in the story. In
situations where it is either too difficult or too time-consuming to
locate a specific solution in the rules then it is best that the GM
instead make an immediate ruling on the matter in order to keep
the game moving along. Later, after the session has ended, the
rule in question can be researched and discussed in detail without
halting the flow of the game. When making these kinds of rulings
it is advisable for the GM to do so in a manner that isnt too harsh
and avoids imposing long-lasting consequences on affected characters. For instance, if such a ruling could result in a characters
death or some other kind of serious affliction it is probably best to
err on the side of mercykilling off or maiming a character only
to discover later that he should have been spared (based on the
actual rules of the game) can certainly make for some awkward
after-session discussions.
New or inexperienced GMs that are feeling overwhelmed by
this level of authority should remember that they are not alone.
The other players can always be consulted for their advice concerning difficult rulings. Some players may even be more familiar
with the games rules than the GM, so asking them to give their
opinions is fine and even encouraged. Sometimes taking a vote
can also help to ensure that a fair solution is reached, but ultimately the GM is responsible for making the deciding call. Even
so, new GMs would do well not to let this taste of power go to
their heads since making purposefully unfair rulings and/or being
a power monger will only serve to alienate the other players.

260

Watching for Rule Loopholes: Tabletop roleplaying games


are never perfect. With so many interconnected rules occasional
loopholes are bound to pop up from time to time. The GM has
full authority to restrict or to disallow any rules that would grant
an unfair advantage or that are clearly being applied in ways for
which they were never intended.
For example, lets look at the Springboard advantage, which
allows a character to move two additional squares whenever he
makes a successful melee attack that inflicts health loss against
an opponent. An imaginative player might try to interpret this
rule by having his character wear a special pouch full of hostile
rodents, which he routinely punches in order to gain momentary
bursts of speed. Despite being comical (and a little sadistic) this
trait is clearly designed to be used against legitimate opponents
in combat. Therefore, the GM should prohibit rodent-punching
pouches, at least as far as this rule is concerned.

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).

Modules vs. Custom Adventures

Modules are premade adventures that are either produced


commercially or designed by fans. They have the advantage of
being able to be played with little preparation time on the GMs
part. Sometimes it may be necessary for the GM to adjust certain
details of a module to better fit within her existing campaign and/
or to match up with the PCs particular motivations, but modules
generally require less work than creating custom adventures. Professional modules must often be purchased, whereas fan-made
modules can be downloaded for free. Some GMs may even wish
to convert the modules from other tabletop roleplaying games in
order to play them using the Vexith ruleshowever, this option
usually requires extensive time and effort on the GMs part, as
well as a thorough knowledge of both systems rules, and so it is
therefore not recommended for novice GMs.
Custom adventures allow the GM to have complete creative
freedom. The GM is in charge of designing every aspect of the
adventure, such as its settings, adventure hooks and twists, NPCs
and monsters, treasure allocation, puzzles, traps, and anything
else that the PCs might encounter. Custom adventures require a
much greater time investment by the GM, especially at first, but
later on the GM may be able to reuse some resources in subsequent adventures, such as maps of important locations or template
sheets for NPCs/creatures, which can reduce future prep time.

Being a Good Storyteller

The GM is privy to all of an adventures details concerning


its plot, intrigues, history, and NPC motivations. Essentially, a
GM knows everything, whereas comparatively the other players
know very little until the GM tells them what their characters
know and perceive about the situations that are presented. Being
able to describe details as an adventure unfolds is vitally important to the immersive nature of the story.

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.

Alternative Solutions to Obstacles

Part of the fun in playing a character is the satisfaction gained


from overcoming obstacles and defeating challenges. Since there
are a huge range of different character options it is reasonable to
assume that the PCs will often approach obstacles in ways that the
GM may not have anticipated. Therefore, it is important that GMs
be willing to accept alternative solutions in order to encourage
various play styles and abilities.
Combat vs. Non-Combat Solutions: While it is true that
the Vexith rules do place an emphasis on combat it is necessary
to understand that non-combative options are often equally valid.
Remember that not every confrontation must be resolved with
battle. Sometimes an obstacle can be overcome via other methods like Persuasion or Stealth. By allowing for the possibility of
non-combative solutions players are free to confront challenges
in different ways and they wont feel pressured to build their

characters solely for combat. Combat-focused characters are still


perfectly finejust having the freedom to consider other options
is what actually matters (even if the other options are ignored).
GMs may feel reluctant in some instances about offering
non-combative solutions, especially if a great deal of time and
effort was spent designing the perfect monster or villain for the
PCs to battle. However, consider all of the future implications and
opportunities of not having a villain being defeated, such as being
able to use him again in later confrontations. He might even be
able to be used in future adventure hooks and plots, which could
potentially result in combat, thus saving the GM time later on.

Adventure Familiarity

Concerning modules, it is always a good idea to read through


an adventure before trying to run it. It is even advisable for GMs
to re-read through their own custom adventures prior to each session in order to refresh their memories. Few things can bog down
a gaming session as easily as a GM who constantly has to search
through his notes. Worse still is a GM who, after wasting time
searching and still failing to find the answer, decides instead to
improvise and forgets a critical detail that later hinders the story.
The following tips may also prove helpful for GMs when
preparing for an upcoming gaming session:
Highlight important words and names within the adventure
so that they are easier to find at a glance.
Make a list of important NPCs that are likely to be encountered and include their basic details (personality traits,
professions, abilities, etc.)
Read over enemy traits, abilities, and spells in order to prepare for possible battles.
Organize notes, maps, and NPC template sheets so they are
convenient to find and use.

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.

Plot Framework & Adventure Hooks

Creating an adventure is essentially the same as writing a


story, except that adventures should be open-ended without a predetermined path. The GM may have a specific path in mind, but
more often than not the PCs will manage to stumble from that
path (or will choose to ignore it completely). Therefore, it is best
for a GM to design an adventure framework that is flexible. The
framework is simply an outline of potential scenes and events
that can be adjusted as needed, rather than designing an exact plot
with static scenes and events that rely specifically on the PCs.
For example, lets examine the following scene: A group of
brigands are planning to ambush the party as they travel along a
road that leads to a nearby dungeon, which the PCs are intending to explore. As GM, it is perfectly fine to prepare the ambush
scene in detail, especially if it is very likely to happen, but also be

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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

In order to create the illusion of a living, breathing world


it is necessary to provide background details beyond those that
are strictly relevant to the current adventure. A GM should try
to incorporate descriptions of regional events, such as political
intrigues, economic conditions, military conflicts, and other types
of social happenings. This can be achieved when describing the
settings and scenes, plus encounters with NPCs can be used to
relate more personable details.
For example, a GM could utilize a routine trip to the local
weapon shop to allow for the shops owner to comment on the
increasing rarity of quality iron. The PCs might even be charged
a higher price when purchasing iron weapons, and if they inquire
further they might discover that troll raiders have been attacking
iron ore shipments in the region, thereby providing the GM with
the basis for a future adventure hook.
Rumors: Remember that not all background details have
to be entirely accurate or true. From a roleplaying perspective,
NPCs may often be completely misinformed, especially common
folk and other non-adventuring types, who may not be quite as
worldly or experienced as the PCs. Gossip and false rumors tend
to spread like wildfire, and the GM can use these details to add
flavor to his adventures and campaign even if most of them turn
out to be red herrings.

Creating NPCs & Monsters

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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CHAPTER 7
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

Arcane Explosion Trap


Trap Type

Single Target

Magical

Attack

Location

Awareness SV 5

Melee Precision d8+1

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.

This example mechanical trap employs multiple spears to


impale its target. Notice that the +1 bonus to Melee Precision and
the +2 bonus to damage are due to the traps additional spears,
but the exact number of spears is not specified. These bonuses are
entirely arbitrary, and the GM could have designed the trap with

264

even greater bonuses if preferred. Additional modifiers based on


the traps intended size (tiny, small, large, etc.) could have been
applied, but this was not necessary since the traps spears were
medium in size. Many traps require a Tinkering check of SV 5 to
disarm, but this trap requires an SV 8 (probably due from having
to prevent multiple spears from springing-out at the same time).
This trap holds up to 3 doses of poison but only uses one dose
whenever it successfully strikes a target; this number is also arbitrary and is completely left up to the GMs discretion. The main
point to understand about a traps modifiers and values is that
there are not any hard-and-fast rules that need to be followed (except for size and area-effect modifiers).
Magical Traps: These traps are either partially or entirely
magical in their design, and while some physical components
may still be employed they rely primarily on magical energy
to function. Despite these differences, magical traps can still be
spotted and detected since they require minuscule runes, sigils,
or patterns to be marked or engraved in the affected area, such as
around the frame of a trapped doorway. Magical traps tend to be
more difficult to detect than mechanical varieties (via an increased
SV), but creatures that are affected by the Sensory Augmentation:
Magic Sight spell effect or that possess the Heightened Sense:
Magic Sight trait gain a +2 bonus on their Awareness checks for
spotting magical traps. Magical traps cannot be disarmed using
the Tinkering discipline unless the disarmer also possesses the
Runebreaking mystical advantage and has access to a set of runebreaking thieving tools (standard thieving tools and makeshift
tools/implements cannot be used to disarm magical traps).
Magical traps that are sprung or disarmed cannot be rearmed
through the use of Tinkering and must instead be re-enchanted.
Doing so requires an appropriate spellcasting check of SV 5 and
consumes a specific amount of magical reagents if the check succeeds (typically 50g worth on average). Additionally, magical
traps that are successfully detected are susceptible to the Counterspell and Suppress Magic spell effects (and similar abilities).

Trigger

Opening Chest's Lid


(without speaking code)

Target Area

Area-Effect
(small sphere template)

Detection

Attack

Awareness SV 8

Spell Precision d82

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

Rearming the trap requires a Sorcery check of SV 5 and consumes magical


reagents worth 50g (only if the check succeeds).

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

Nature can be just as deadly as any trap. As is often the case,


the PCs adventures will lead them to exotic and dangerous locations where their survival will depend more on their knowledge of
the environment than on their prowess in combat. The following
list describes some of the most common environmental hazards
that the PCs may encounter:
Darkness: Most creatures cannot see in the dark, so without torches or other methods of illumination darkness can
make even a simple encounter much more challenging.
Falling Damage: Falling from any height can be deadly.
Even flying creatures must be mindful of being tripped by
enemies that are targeting their wings.
Fire & Lava: In addition to inflicting heat damage, fire can
also cause creatures and combustible objects to burn. Lava
and molten materials are much more dangerous and tend
to destroy any portion of a creature or object that makes
contact (in addition to setting the creature/object on fire).
Smoke, Spores, and Airborne Toxins: Obscurement is one
factor to be considered (similar to darkness), but heavy
smoke and airborne particles may also pose other kinds of
health-related risks (suffocation, poison, etc.).
Temperature: Low and high temperatures can drain stamina
and make traveling and exploration very difficult. Prolonged exposure to extreme temperatures can also result
in health loss.
Underwater: For most non-aquatic creatures, being underwater can prove to be extremely restrictive (combat
penalties, movement limitations, the inability to speak or
communicate clearly, reduced senses, etc.), not to mention
the pesky requirement of having to breathe.
Weather Conditions: Rain, snow, wind, lightning, hail, and
other weather conditions can have a dramatic impact on
any adventure. Underwater and subterranean locations
can also experience weather-related events, such as temperature fluctuations, whirlpools, earthquakes, current or
airflow concerns, or unstable pockets of volatile gases.

Loot, Wealth, & Magical Items

Being adventurers, the PCs will tend to acquire much more


wealth than commoners. Exploring dungeons, completing quests,
and slaying monsters can be quite lucrative endeavors, despite the
obvious occupational hazards. An issue that every GM must face

is deciding how much loot and wealth to distribute throughout


an adventure or campaign. Unfortunately, since the PCs choices
affect the story in unpredictable ways and because each adventure
and campaign differs so greatly there is no absolute guideline or
measurement system for what constitutes acceptable wealth.
In fact, even attempting to create a system for the distribution
of wealth that is based on CPVs or some other kind of benchmark
(like experience levels in other roleplaying games) can be quite
problematic. Doing so can even result in a loot-treadmill where
each successive adventure tends to warrant a greater payout of
treasure than the last, and some campaigns may even deteriorate
to the point where monsters are viewed as being little more than
loot piatas just waiting to be popped. Now, this isnt to say that
the accumulation of wealth is a bad thing. In truth, greed and the
acquisition of treasure is one of the staples of roleplaying games,
but creating a method for progress-based loot distribution is illadvised. GMs that are struggling with how to manage the wealth
distribution of their games should examine each task or encounter
from a roleplaying perspective to determine if the amount of loot
seems appropriate or even feasible.
For example, lets assume that the mayor has offered-up a
bounty of 500g for the capture of a bandit leader. Begin by trying
to put the payment amount in perspective: 500g is the equivalent
of paying about 100 skilled laborers for an entire weeks worth of
work. Next, examine the factors affecting the amount itself: How
big is the settlement? Cities tend to have more resources than
villages. How desperate is the mayors situation? Greater risks
do often demand greater rewards. Would the mayor even have
500g to spare? This is not very likely if bandits have been raiding
supply caravans and stealing from the settlement for an extended
period of time.
As long as the amount of wealth being distributed makes
sense according to the situation and story then everything should
work out. Even if a GM miscalculates and gives out too much
loot, or too little, later adventures can be used to help compensate
for the miscalculations. Plus, it seems that there is always at least
one money-grubbing PC who is constantly looking for ways to
scrounge every possible gold piece from an adventure (haggling
for better prices, hauling back and trying to sell everything he can
get his hands on, etc.), but such behaviors are also fine since they
encourage roleplaying and may even create opportunities for new
adventuring hooks.
Currency and Material Wealth: Silver and gold coins are
the most common forms of currency (100 silver pieces = 1 gold
piece). Silver is typically used for small day-to-day transactions,
while gold is most often used for expensive purchases. Precious
gems are another common form of currency and can be convenient for adventurers that are looking to manage larger sums of
wealth. For instance, it is far easier to carry and keep track of a
small pouch of gems than it is to haul around several chests full
of coins. Other examples of substantial material wealth include
vehicles, livestock, land, real estate, and artisan goods (paintings,
sculptures, decorative items, etc.).
Lesser and Greater Magical Items: Lesser magical items
(those with total enchantment values of 0) are very common and
can be readily purchased in most towns and larger settlements.
They mainly provide convenience effects, such as bottomless

265

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

Basic Upkeep: This includes the purchasing and restocking


of general supplies, such as food and ammunition, as well
as the costs for living expenses between adventures (lodgings, services, entertainment, etc.).
Consumables: Potions, spell foci, and other expensive consumables can significantly lighten the PCs coin purses,
but these supplies can also mean the difference between
life and death while adventuring.
GM Intervention: Sometimes the GM may wish to base an
adventuring hook around the loss of the PCs wealth, such
as having a thief attempting to steal some of their items
(the PCs may even invite such hardships on themselves if
they flaunt their wealth openly). However, the GM should
always refrain from using unavoidable story elements that
automatically rob the PCs of their wealth. Instead, such
actions should only be attempted through the proper use
of the rules, like discipline checks, which at least gives
the PCs a chance to avoid the loss. The GM should never
take away from the PCs simply for the sake of reducing
their wealthnothing is more infuriating than when the
GM has to resort to cheating in order to advance the story.
PC Mishaps: Bad roleplaying decisions, failed discipline
checks, and critical failures can sometimes result in the
loss of valuable items or equipment.
Paying Taxes: Owning land and real estate that is located
within political borders often requires that taxes be paid to
whichever ruling body holds claim over the region. Taxes
are typically equal to about 3% of the propertys total cost
per year (land + structures), but this rate may vary considerably according to the rulers greed, wartime conditions,
and so forth.

THE CAMPAIGN

The first choice to make when starting a new campaign is to


decide which campaign setting to use. Your group might choose
to base its campaign on the world of Arlakor (the official Vexith
campaign setting), but many groups will prefer to play campaigns
from other fantasy settings. Some GMs will even wish to create
their own campaign worlds from scratch.

Creating a New Campaign World

The creation of a new campaign world is no small feat. The


amount of effort required when designing a new campaign world
varies from one GM to another, but this process typically involves
a great deal of work. Every GM needs to develop a personal strategy for how to approach this vast undertaking. The scope of this
topic is beyond what can be discussed in this chapter, but there are
numerous online resources that can offer more detailed guidance.
This section simply highlights a few of the foundational questions
that must be addressed for every new campaign world.
Physical Features: What kind of world is it?
Size: How big is the world? Is it close to the size of Earth
or is it larger/smaller?
Landmasses: How are its landmasses distributed? Does it
have multiple continents, one super continent, or is it a
water world consisting of numerous archipelagos?

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

Every GM must decide whether or not to include the Vexith


in their groups campaign. Obviously, this mysterious dungeon
is already a feature in the official Vexith campaign setting, but
it can also be merged into custom campaign worlds or existing
worlds from other fantasy settings.
Many older tabletop and computer roleplaying games often
included dungeon crawls that were entertaining, but which rarely
made much sense. These dungeons mostly consisted of random
puzzles and traps, and they were usually populated with an illogical menagerie of unrelated monsters and enemies. Backstories
and rationales were rarely given to explain why a dungeon existed
in the first place, why such an unlikely assortment of creatures
chose to make it their home, or how they all managed to get along
and coexist. The point of these random dungeon crawls was simply to have a good time. As odd as this may seem, concerning
roleplaying games, the truth is that sometimes the games story
can actually get in the way of having fun.
It was this idea that originally inspired the concept for the
Vexith : a vast magical dungeon that is random, ever-changing,
and entirely unpredictable. The Vexith provides a setting where
random dungeon crawls can take place without the need for any
backstories or logical explanationsthe Vexith itself is reason
enough. Story details can still be incorporated if preferred, but
they do not have to be. GMs are free to make use of the Vexith
however they see fit, either as part of a planned adventure or simply as a standalone dungeon crawl.

Starting Small

It is okay to plan ahead when beginning a new campaign, but


remember that the PCs will ultimately shape how the campaign
unfolds. Therefore, it is advisable to start small. Try to focus on
the aspects of the campaign that are most vital for setting up the
first adventure. Avoid spending too much time on areas that will
not be needed until future adventures (if at all). The most crucial
details usually involve the campaigns backstory, choosing the
location where the first adventure will take place, and coming
up with a scenario for how the PCs should meet and reasons why
they should decide to form an adventuring party.
Campaign Themes: There are many different types of campaigns that can be played. Sometimes the players may wish to
play as the bad guys, or maybe the campaign takes place primarily in a certain environment (on the high seas, underground, etc.).
Maybe the PCs are all professional gladiators that have formed a
team and travel from one arena to another in search of fame and
glory. The point is that there are countless ways for how the game
can be played.
Player Input: It is often a good idea for the GM to get the
other players input when developing the premise for a new campaign, especially for campaigns that focus heavily on a particular
theme. Different people enjoy different things. For instance, some
players may be strongly opposed to the theme of having to play
evil characters in a villainous campaign. GMs should get to know
their players preferences before creating a campaign, and for
themed campaigns in particular it is a good idea to make sure that
everyone is equally on board. That way the GM does not waste
time creating a campaign that falls apart after only a few sessions.

267

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

Professional Ties: Some themed campaigns may start off


with the PCs working together in a professional relationship, such as being employees of a company, members
of an organization, slaves, soldiers, or other designations
under the direct control of an NPC boss or commander.
GMs may also want to consider possible reasons for why
the PCs should continue working together as a team in the
future should their servitude prematurely end.
Common Purpose: Certain campaigns may encourage the
PCs to work together for a longterm common purpose.
Maybe they are the chosen ones and prophecy has foretold
that they are the only hope against the coming apocalypse.
Perhaps they were each somehow wronged by a powerful
adversary and their desire for vengeance has brought them
together despite their moral differences.

Ending a Campaign

Campaigns can vary significantly in length. Some are short


and only last for a few adventures, whereas others span months
or even years of real time. Despite their differing lengths all campaigns eventually end. Knowing when to call it quits is important,
but the point at which to do so is not always clear. The practical
ending for most story-driven campaigns is whenever their overar-

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

There are a few additional considerations that every GM


should address with their group. Planning ahead and establishing
ground rules with the other players upfront can help the game to
run more smoothly.

Group Size & Absent Players

The optimal group size is to have one GM and 35 players. A


game with fewer players loses opportunities for social interaction
between the PCs, while a game with too many players limits the
amount of time that each PC gets to be in the spotlight and can
bog down combat. The particular meeting place for the games
sessions may also limit the number of players who can participate
comfortably, so keep that in mind as well.
One primary concern, especially for smaller groups, is what
to do with characters whose players are absent. The simplest
option is just to play without the character and to assume that he
or she is off attending to other duties or tasks outside of the scope
of the adventure. Smaller groups may still wish to include the
character so that combat doesnt become too overwhelming, with
such PCs being controlled either by another player or the GM.
Alternatively, the GM can reduce the number of enemies and/or
adjust the difficulty of challenges to compensate for the missing
character. Regardless of how the characters of absent players are
handled no new character points are awarded to them at the end
of the gaming sessionplayers must be present in order for their
characters to earn new character points.

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

269

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

Living: The creature requires biological functions in order


to survive, such as consuming food and water, breathing,
and sleeping. Most creatures fall into this category.
Non-living: The creature is not alive and 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 creature does not possess
a Constitution discipline but instead uses its Perseverance
discipline in all situations that call for Constitution checks
(trait prerequisites are also based on Perseverance instead
of Constitution). It is also immune to diseases, poisons,
and other biological effects like bleeding. However, the
creature 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 creature never needs
to rest and does not sleep.

State of Mind: Select 1 Option

Sapient: The creature has an advanced sense of mental


awareness and is capable of expressing higher reasoning
and wisdom. It also understands a number of a native or
regional languages equal to its Intellect rank + 1. All of
the playable species are considered sapient.
Bestial: The creature has a basic sense of mental awareness
but is otherwise incapable of expressing higher reasoning
and wisdom. It is driven purely by instinct and biological
needs. Communication is extremely limited and is generally expressed through movements, behaviors, and simple sounds (barks, grunts, growls, etc.). The creature may
not select languages or traits that require higher forms of
thought, nor may it select traits that restrict such qualities like the Illiterate disadvantage. The creature may not
train its Intellect attribute beyond the initial rank of 0 (d4),
nor may it train or make use of the following disciplines:
Appraisal, Geomancy, Mysticism, Sorcery, or Tinkering;
its Creature Lore, Healing, and Social Knowledge disciplines may also be severely limited in their applications

270

(per the GMs discretion). The creature is restricted from


using most tools, shields, weapons, triggered magical
items, and mechanical devices, but it may still manipulate items in special situations (pulling on a rope with its
teeth, nudging open a door thats already ajar or opening
a simple door it has witnessed being opened in the past,
etc.). Armor, passive magical apparel, and basic gear may
be worn by the creature if assistance is given to equip such
items. Bestial creatures that possess hands or grasping
appendages, such as monkeys, may even grab items and
perform very simple tasks (using a stone to smash open
a coconut, swinging or throwing sticks, etc.), but they do
not typically use the items in intelligent ways like wielding a sword for combat or opening a locked door with a
key. Most animals are considered bestial.
Mindless: The creature is incapable of thought and has no
sense of mental awareness. It may not communicate via
any means and is solely driven by either biological needs
(most plants) or through the use of magical commands
(most animated minions). It lacks a Fortitude stat and
is therefore immune to all spell effects that possess the
mental casting spell descriptor [M], bardic songs that possess the intelligent targets only song descriptor [I], fear,
Intimidation, Persuasion, and other kinds of abilities or
checks that are compared against Fortitude. Furthermore,
the creature cannot use tools, shields, weapons, triggered
magical items, or mechanical devices. Armor, passive
magical apparel, and basic gear may be worn normally if
assistance is given to equip such items. Mindless creatures
may not select traits that require or restrict thoughts, such
as roleplaying quirk disadvantages, creeds, or vocational
advantages (many other traits may also be restricted per
the GMs discretion). Mindless creatures do not possess
Charisma, Intellect, or Perception attributes and may not
use their respective disciplines, except for Awareness and
Initiative, which always use d41 and cannot be trained;
modifiers may still be applied normally, such as those
granted from traits or spell effects. Stats that are derived
from these attributes are instead determined as follows:
Concentration = Endurance rank + 3
Notice = 2

ADDITIONAL QUALITIES
Attribute Aptitudes

Each of the creatures seven attributes must be assigned an


aptitude: Easy, Moderate, or Difficult. The moderate aptitude
serves as the average benchmark for the character point cost of
increasing an attributes ranks (most creatures possess a majority
of moderate aptitudes). Attributes with easy aptitudes have lower
character point costs per rank, while those with difficult aptitudes
have higher character point costs per rank.

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

For example, if the creature were assigned difficult aptitudes


for Accuracy and Strength, an easy aptitude for Charisma, and
moderate aptitudes for its four remaining attributes, then its aptitude sum would be calculated as 1 + 1 + 3 + 2 + 2 + 2 + 2 = 13.
Once aptitudes have been assigned, their temporary values
can be dismissed. The values are only used during this initial step
to ensure that the creatures attribute costs are properly balanced.
Animated Minions & Enchanted Companions: Animated
minions and enchanted companions must always have moderate
attribute aptitudes except for Accuracy, which is always difficult.
Missing/Restricted Attributes: Missing or restricted attributes must always be assigned moderate aptitudes. For instance,
bestial creatures have restricted Intellect attributes and mindless
creatures are missing Charisma, Intellect, and Perception attributes, all of which must be assigned moderate aptitudes.

Creature Size

The creatures size applies modifiers to its various faculties.


Its occupied space and threat range, cost multiple, and weight
multiple are also listed for convenience.
Character Point Value: Each size tier has a corresponding
character point value (listed in parenthesis). Medium is the standard creature size and provides a baseline for other sizes. Bigger

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).

Health & Stamina

The creature must be assigned total quantities for its health


and stamina points. The character point value of each quantity is
applied separately, once for health and once for stamina (negative
values do not count against the creatures 10 point detrimental
trait limit). For instance, if the creature selects 5 health points and
2 stamina points then its total character point cost would be 10.
Animated Minions & Enchanted Companions: Animated
minions and enchanted companions do not spend or gain character points for selecting health or stamina total quantities. Instead
they either possess 3 points in both quantities or 4 points in one
quantity and 2 points in the other (chosen when first designed).

Total Quantity
2 Points
3 Points
4 Points
5 Points

CP Value
10
0
10
20

Body Shape & Limbs

The creatures body shape is assumed to be humanoid with


one pair of arms/hands and one pair of legs/feet. However, the
following creature traits can be selected to alter its default form:
Additional Appendages, Awkward Form, and Flight: Wings or
Gliding: Wings. The Amorphous trait can also be taken to allow
the creature to shift and reform various appendages at will.

Creature Size Modifiers and Multiples


Creature
Brute
Combat
Speed
Total
Space/
Cost
Weight
Accuracy
Defense
Stealth
(all
forms)
Size
Force Maneuvers
Resilience Threat Multiple Multiple
Tiny
+1
2
x 0.5
x 0.1
2
x
2
+1
+1 (min 2)
1
(28)
Small
1
x 0.6
0 (min 2)
0
1
1x1
x 0.3
1
+1
0
(12)
Medium
0 (min 1)
0
0
0
1x1
x1
x1
0
0
0
(0)
Large
1
+2
+1
1 (min 1)
x2
x3
2x2
1
+2
+1
(25)
Huge
1 (min 1)
x5
x 10
3x3
1
+4
+1
1
+4
+2
(58)
Enormous
2 (min 0)
x 15
x 30
4x4
2
+7
+2
2
+7
+4
(92)
Gigantic
2 (min 0)
+10
x 50
x 100
5x5
2
+10
+2
+6
2
(134)
Colossal
3 (min 0)
x 150
x 300
6x6
3
+14
+3
+9
3
+14
(177)

271

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.

Additional Appendages: Type (varies)

The creature has one or more additional arms/tentacles, one


or more additional pairs of legs, or a prehensile tail. The cost and
benefits of this trait vary according to the type and number of
additional appendages.
Arm/Tentacle (12 per additional limb): The creature has
one or more additional arms/tentacles that are capable
of holding and manipulating weapons and objects. Each
additional arm/tentacle grants a +1 bonus to grappling
attempts, up to a maximum bonus of +4 for having six
arms/tentacles but only if the arm/tentacle is not currently
holding an item or otherwise occupied.
Legs (1 per additional pair): The creature has one or more
additional pairs of legs. Each additional pair grants a +2
bonus when resisting tripping attempts but only while on
land, up to a maximum bonus of +4 for having six legs.
Having more than six legs grants no additional benefits.
Prehensile Tail (4): The creature has a prehensile tail that
can hold and manipulate objects that weigh up to 5 pounds,
prior to being adjusted for the creatures size (simply multiply 5 by the creatures weight multiple). It can make

272

attacks and wield one-handed weapons but suffers a 1


penalty to its Precision and damage checks. The tail is
too weak to assist with grappling attempts or two-handed
attacks/tasks. Lastly, it may not wield shields, utilize the
Defensive special quality of weapons, cast spells, assist
with performing bardic songs, or make Tinkering checks.

Air Superiority (8)

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).

Alternative Damage: Type (6)

All of the creatures physical unarmed attacks (hands, feet,


claws, bite, barbs, etc.) inflict an alternative non-physical damage type; attacks from the creatures weapons, spells, and other
sources are not affected. The attacks entire base damage result
is affected, which includes contributions from Brute Force and
other non-magical damage modifiers like those from the Melee
Expertise or Ranged Expertise advantages. However, magical
damage modifiers, such as those from the Augmented Damage
advantage or the Damage Bonus magical quality still apply their
own unique damage types separately from the attacks damage
result. The creatures unique composition and origin determine
whether or not this trait is magical in nature (); arcane, divine,
and shadow damage types must always be designated as magical.
The damage type must be chosen from one of the following
options, which also grants unique benefits to all of the creatures
physical unarmed attacks:
Acid: The attacks Precision check gains a +1 bonus due to
splashing and spraying, but its damage check also suffers
a 1 penalty for the very same reason.
Arcane : The attacks damage check gains a +1 bonus.
Cold: If an 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 : If an 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: If an attack inflicts health loss then a 1 penalty
is imposed to the targets Concentration, Defense, and
Fortitude stats until the end of the next round.
Heat: If an 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 the creatures next turn he
may attempt to put out the flames by making an Agility
check of SV 5. If he is unsuccessful, or if the creatures
turn occurs first, then he automatically suffers another
d8 points of heat damage plus a modifier according the
creatures size: tiny 2, small 1, medium 0, large +2,

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.

Amorphous: Points (varies)

The creatures body is composed of materials that allow it to


shift and reshape its form at will. It is granted a specified number
of points that can be freely assigned toward forming limbs that
mimic arms (12 points each), legs (1 point per pair), or prehensile tails (4 points each). An action is required for the creature to
readjust its body shape, involving any number of changes simultaneously, such as changing one of its 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. Furthermore, the creature is immune
to specific injuries and never rolls on the Specific Injuries table.
The cost of this trait is equal to its number of points 20 (the
minimum number of allowable points is 25). For instance, if the
creature has Amorphous: 37 then its cost would be 17. Amorphous
creatures that possess the Enhanced Unarmed Attack: Claws trait
are able to freely form their claws for any two arms or legs per
each pair of claws (specific claw locations are irrelevant for amorphous creatures). Creatures that possess the Awkward Form trait
must still adhere to its restrictions (those with the No Arms variation cannot use their Amorphous trait to form arms, etc.).

Amphibious (15)

The creature can breathe normally both underwater and on


land. If capable of speech or other forms of auditory communication it may communicate and be understood clearly underwater.
The creature cannot drown while swimming.

Aquatic Superiority (6)

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).

Aversion to Darkness (2; 4 inherent)

The creature suffers a 1 penalty to all discipline, profession,


and damage checks when in darkness (in addition to the standard
visual obscurement penalties).

Aversion to Sunlight (2; 4 inherent)

The creature suffers a 1 penalty to all discipline, profession,


and damage checks when in direct sunlight. Artificial light and
reflected sunlight do not impose this penalty.

Awkward Form: Type (varies)

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.

273

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.

Communicate: Type (varies)

The creature is able to inherently communicate with either


animals (bestial non-plant creatures) or plants (bestial and sapient
varieties). Such communication is fully two-way and free of language barriers. Animals and plants of all types may be deceptive
in their responses.
Animals (6): The method of communication varies from one
bestial creature to another but generally involves oral sounds and
movements. Bestial plants cannot be communicated with using
this variation. Note that most bestial creatures cannot distinguish
between cultural terms unless they are inherently familiar with
such things.
Plants (3): 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. Sapient plants
can also be communicated with by using this ability (the dryad
and lavossi playable species are both considered to be plants).
Note that most plants are actually mindless and are thus incapable
of communication.

Confined Expertise (3)

When occupying a confined space, the creature only suffers


a 1 penalty to Defense, most physical actions, and melee and
ranged damage checks (the standard penalty is 2). It 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).

274

Disease/Poison [customizable] (varies)

The creature produces a natural disease or poison that can be


delivered through a variety of means. The method of application
determines this traits base cost, and its other qualities modify the
base cost accordingly (minimum cost of 1 point):
Application: The disease/poison may be delivered via one of
the following methods:
Damage (base 6; special): The disease/poison is delivered automatically via one of the creatures specified
Enhanced Unarmed Attack types (which serves as a
prerequisite trait for this method of application) but
only if the victim suffers health loss. If the attack
fails to inflict health loss then the victim is unaffected. The first attack type to which the disease/poison
is applied costs the full amount, but each additional
Enhanced Unarmed Attack type to which it is applied
costs half of this amount (rounded down). Creatures
that possess this trait variation are still susceptible to
their own damage-based disease/poison and to those
from other members of their species.
Inhalation (base cost varies by templates size): The
disease/poison is released as a burst of visible gas,
spores, or other airborne particles. Doing so requires
a Constitution check of SV 5, and if successful a
point of stamina is also lost. This application affects
an area equal to either a small (6) or large (9) sphere
area-effect template (the GM may alter the shape of
this area if strong winds are present) and lingers for
about 1 minute before dispersing harmlessly. The
templates point of emanation must be positioned
within the creatures reach. At the moment that the
disease/poison burst is released all sapient creatures
within its affected area may attempt to hold their
breath, but there is still a chance of exposure, and
each must make a free Constitution check of SV 5
to determine whether or not it is contracted. Sapient
creatures that move into the affected area afterwards
can choose to hold their breath without having to
make this check or risking contraction. Bestial and
mindless creatures automatically contract the disease/poison since they do not tend to realize this
danger and may not choose to hold their breath. Note
that additional bursts of the same disease/poison type
do not impose additional risks of exposure if overlapping, but they can be used to expand the affected
area. This method of application has no effect underwater and quickly disperses without causing harm.
Creatures that possess this trait variation are immune
to their own inhalation-based disease/poison and to
those from other members of their species.
Touch (base 5): Portions of the creatures skin or other
body parts continually release the disease/poison as
a toxic secretion. The creature must attempt to rub
the substance directly onto a victims skin or other
exposed body parts via a non-damaging called shot
since clothing and armor automatically prevents
contamination. If successful, the victim automati-

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

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
disease/poison is cured.
Sensory Deprivation: Type (varies): The victim is
robbed of one or more of his senses until the disease/
poison is cured. Its effects and cost depend on which
variation is selected:
Hearing (3): The victim is stricken deaf. He acquires the Deaf (R2) disadvantage.
Sight (6): The victim is stricken blind. He acquires
the Blind (R2) disadvantage.
Smell/Taste (2): The victim loses both his sense of
smell and his sense of taste.
Touch (4): 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 (8): The victim instantly
falls into a deep sleep each time
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 (5): 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 disease/poison is cured.
Stamina Loss (5): 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.
Transformation: Type (5): If the victim dies before the
disease/poison is cured, via almost any means that
leaves the body mostly intact (GMs call), then he is

275

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

Easily Provoked (4; 8 inherent)

Cost
3
2
3
5
7
8
3
10
3
6
2
4
8
5
5
5

Sapient or Bestial Creatures Only


The creature suffers a 1 penalty to its Fortitude stat and
has a hard time controlling its temper. The creature must make
a willpower check whenever an opponent successfully uses the
Intimidation discipline against it or when their attack causes it to
suffer health loss (a +2 modifier is applied to its willpower check
if it loses more than one health point in the attack). Note that in
the case of Intimidation that the creature is still distracted and
suffers the 2 penalty on its next action; if the creature is forced to
make a fear check it remains susceptible to being provoked unless
it is also terrified by fear.
If the willpower result is equal to or greater than the creatures Fortitude stat then it launches into a focused rage and exclusively seeks to attack the opponent responsible until either it
or its opponent is fully subdued, knocked unconscious, or killed;
opponents that become unreachable may also cause the effect to
be suspended, per the GMs discretion (an opponent who teleports away, having no means to attack a flying opponent, etc.).
While provoked, the creature gains a +2 bonus to all of its damage checks, but it also suffers a 1 penalty to its Defense stat.

276

The creatures need to make further willpower checks for being


provoked by other opponents is also suspended until its current
opponent has been dealt with.
While provoked, the creature is free to attack its opponent
in whatever manners it possesses (physical attacks, spells, etc.),
including the use of less lethal combat actions like grappling or
tripping. Area-effect attacks also suffice as long as the primary
opponent is included in the attack.

Elemental Form: Type (varies)

Non-living Creatures Only


The creatures body is formed from one or more kinds of
non-organic elements. Each form has its own cost and imparts
inherent modifiers to the creatures faculties. This trait may be
selected multiple times as long as different types are chosen.
Energy (4): The creature is composed of energy, such as
heat, arcane power, electricity, or light. 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): The creature is composed of gas. It gains the
following inherent modifiers:
+1 Accuracy attribute
+1 Flight Speed stat
+1 Flying discipline
1 Brute Force stat
1 Total Resilience stat
Liquid (6): The creature is composed of liquid, such as acid
or water. It gains the following inherent modifiers:
+1 Brute Force stat
+1 Combat Maneuvers stat
+1 Swim Speed stat
+1 Swimming discipline
1 Agility discipline
Solid (6): The creature is composed of solid materials such
as dirt, stone, ice, snow, crystal, or metal. It gains the following inherent modifiers:
+1 Brute Force stat
+2 Total Resilience stat
+1 Might discipline
1 Defense stat
Solid creatures are susceptible to bonus damage from
certain physical attacks (the Damage: Physical spell
effect, Battering weapons, etc.).

Enhanced Climbing (4)

The creature covers a distance equal to double its occupied


space per each success and critical success on Climbing checks
(double the standard distance).

Enhanced Sprinting: Type (3 or 6)

The creature is capable of sprinting at greater speeds for


one type of movement: Flying, Running, or Swimming. The total
adjusted bonuses for each success and critical success are listed

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

Enhanced Unarmed Attack: Type (varies)

The creatures body possesses features that allow it to make


a specific type of enhanced unarmed attack. Unlike standard unarmed attacks, enhanced versions can achieve critical hits and
may also grant additional benefits. The cost of each individual
attack type is listed below. However, if a creature possesses multiple attack types, simply count the highest-cost type fully but then
add the costs of all additional attack types together and halve the
result (rounding down; minimum cost of 1); barbs always cost the
full amount. For instance, a creature that has a d8 bite, d6 claws
[Hands], and a d8 tail swipe would have paid a total cost of 13
character points.
Barbs (1; always costs full amount): The creatures body
is covered in sharp barbs, spines, or other weapon-like
protrusions. Barbs cannot be used for making standard
attacks, but they provide a +2 bonus to wrestling damage
checks made while grappling in melee (this bonus does
not stack with the bonus gained from armor spikes).
Bite/Stinger: Damage (5 or 8): The creature either has a
maw of fangs that are made for tearing and ripping or a
sharp stinger that can be used to jab its foes. This attack
inflicts either d6 (5) or d8 (8) damage but also possesses
the Vicious special quality, which inflicts an additional +2
points of damage with critical hits. All severity checks are
also increased by +1 regardless of achieving critical hits.
Additionally, the creature is able to use its bite or stinger
to initiate a grappling attempt, and if the called shot succeeds then damage is inflicted automatically.
Claws/Talons [Location]: Damage (5 or 8): One pair of
the creatures hands or feet ends in sharp claws or talons.
These attacks inflict either d6 (5) or d8 (8) damage but
also possess the Fast special quality, which reduces any
multiple action penalties to claw/talon attacks by 1 point
(all other actions in the round suffer the full multiple action
penalty accrued). Note that claws/talons may not make
attacks if their corresponding limb is holding an object.
Gloves and footwear can also prove restrictive unless they
were specifically designed for or refitted to accommodate
claws/talons (costing an additional 25% of the items base
value). Lastly, this attack type can be selected multiple
times as long as it is applied to a different pair of limbs
(hands, feet, front paws, back paws, etc.).
Hind Kick: Damage (4 or 7): The creature is capable of
delivering a powerful two-legged hind kick that inflicts
d8+1 (4) or d10+1 (7) damage; hind kicks may not be
used to inflict damage while grappling. A creature must
possess more than two legs in order to select this trait.

Horns/Tusks: Damage (4 or 7): The creature has large


horns atop its head or tusks extending from its mouth that
are particularly well-suited for making and resisting bullrushing attempts by granting a +1 bonus to the creatures
Might checks (this bonus can be stacked with the bonus
from a shield). The horns/tusks also grant an additional
+2 points of damage whenever they are used to make
charging attacks. An attack with horns/tusks inflicts either
d6 (4) or d8 (7) damage.
Slam: Damage (2 or 5): The creature is able to perform a
special slamming attack that inflicts either d6 (2) or d8
(5) damage. This attack may be performed using the creatures shoulders, random limbs, or other body parts and
does not count as an attack from a specific limb. However,
only one slam attack can be attempted per round unless
the creature is affected by the Hasten spell effect or a similar ability. For instance, the creature could slam its arm
against its target and still use the same limb to make an
additional unarmed or weapon attack in the same round;
multiple action penalties would still be accrued normally.
Note that slam attacks never apply the +1 damage bonus
for a two-handed attack even if multiple limbs are used.
Tail Swipe: Damage (3 or 6): The creature has a thick,
heavy tail that inflicts either d6 (3) or d8 (6) damage. Its
tail is also advantageous when making tripping attempts
and adds +1 to an opponents SV to resist the maneuver.
Note that a creature may not possess both this trait and the
Additional Appendage: Prehensile Tail trait (prehensile
tails are much too thin and flexible).

Equipment Proficiency (6 or 8)

Mindless or Bestial Creatures Only


This creature has been magically imbued with the ability to
skillfully use tools, shields, weapons, triggered magical items,
and mechanical devices. This trait varies in cost according to the
creatures mental state: bestial (6) or mindless (8). Creatures that
also possess the Awkward Form: No Arms trait may not select
this trait since at least one arm is required to use most items.

Extended Breath (3)

The creature tends to be able to hold its breath for greater


lengths of time and receives a +3 bonus to Constitution checks
that are made for doing so.

Extended Reach: Squares (12 per square)


The creature has an extended natural reach and threat range
for its size, despite retaining its original occupied space. This
increases its zone of control and allows it to make melee attacks
at greater distance. The cost of this trait increases by 12 points for
each additional square of reach/threat.

Faculty Modifier: Type (varies)

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 ().

277

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

Flight: Type (varies)

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).

Frightening Presence (20)

The creatures mere presence is often enough to induce fear


in nearby victims. When within 100 feet of the creature and able
to sense its presence via any of their senses (including augmented
and heightened senses, if applicable), victims must immediately
endure a fear check. The creature itself is considered the source
of the fear, which persists until the victim is no longer in its presence. However, if they re-encounter one another within 24 hours
the victim automatically resumes her prior fear condition. If the
victim is able to resist the fear check then she is rendered immune
to further fear checks that are caused by the creatures presence
for 24 hours.
If a fear check achieves a critical success and renders the
victim terrified, then she also acquires a permanent phobia to the
creature via the Fearful disadvantage. Additionally, a living victim must also make an immediate free Constitution check of SV
5 or she loses one stamina point due to the intense stress, while
suffering a critical failure on this check literally scares the victim
to death! A non-living creature only acquires the phobia and does
not risk stamina loss or being destroyed.

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.

Gliding: Type (15)

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.

Heightened Sense: Type (varies)

One of the creatures senses is heightened, which grants


it unique benefits and/or allows it to perceive additional details
from its surroundings. The cost of each type of heightened sense
is indicated below. Note that the loss of a base sense also negates
the use of its heightened senses. For instance, being blinded
would negate Dark Sight, Magic Sight, and See Invisibility,
whereas being affected by the Sensory Deprivation: Touch spell
effect would negate Tremorlocation.
Dark Sight [Partial or Full] (3 or 8; vision): The creature
is able see in the dark, either with partial (3) or full (8,
) vision. Partial dark sight reduces the visual darkness
penalty to 1 (the standard penalty is 2). Full dark sight
eliminates the penalty entirely. Regardless of variation,
colors cannot be discerned in darkness.
Echolocation [Distance] (15 or 20; hearing): The creature
continually produces and receives subsonic echoes, which
are imperceptible to others. This allows the creature to

constantly perceive its surroundings in 360 and renders


it immune to distraction from multiple melee opponents
(all other forms of distraction still apply). It ignores all
penalties due to blindness, darkness, and non-physical
forms of obscurement (including invisibility). 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
this ability alone, and if the creature is able to perceive an
illusion via any of its other senses then the illusions false
nature is automatically recognized; disguises and charades only apply a 2 modifier to the creatures willpower
checks, when applicable, instead of automatically being
recognized. This ability has a distance of either 25 (15) or
50 (20) feet, as measured from the edges of the creatures
occupied space.
Magic Sight (6; vision) : The creature is able to perceive
the faint magical auras produced by magical items, duration-based and tapped spell effects, and ongoing fields
of magic. Subtle differences in the colors of such auras
allows it to make a special Awareness check of SV 5, if
sapient, to identify specific ongoing spell effects by name
with a standard success or their exact properties with a
critical success. The creature also receives a +2 bonus on
Appraisal checks when identifying magical items and a
+2 bonus on Awareness checks for spotting magical traps.
Both invisibility and obscurement block this ability.
Scent [Type] (3 or 6; smell): The creature can identify other
targets and objects by their unique odors, which allows it
to rely on scent for Tracking checks; all Tracking checks
that utilize scent also gain a +1 bonus. Furthermore, the
creature gains a +1 bonus to Awareness checks when
attempting to detect targets that are using Stealth. There
are two specific types of scent: Aquatic (3) and Standard
(6). The aquatic type only functions while underwater,
whereas the standard type functions in all environments
except for those that are underwater.
See Invisibility (3; vision): The creature can see invisible
targets and objects, which appear as if outlined by a faint
arcane aura. The aura produces no illumination and thus
does not reduce or negate any visual penalties from darkness or obscurement.
Tremorlocation [Distance] (9 or 12; touch): The creature
is able to sense the subtle vibrations of moving targets
and objects out to a distance of either 25 (9) or 50 (12)
feet, as measured from the edges of its occupied space,
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 movements of
flying targets and projectiles. In combat, a target is considered to be moving unless he stayed in the same spot
and took no physical actions during his last turn. Physical
actions include attacks, casting non-mental spells, consuming potions, etc.; winged targets hovering in place and
non-aquatic targets swimming in place are always considered to be moving. Tremorlocation allows the creature to

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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, or a portion of its body, emits non-magical


light equivalent to that of a torch (OS x 20 ft), which is negated
by all forms of magical darkness. The creature can activate or
deactivate the light as a free action at the beginning of its turn,
but the light must always remain active for at least one full round.

Immunity: Type (9; special)

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.

Inborn Tap (10)

The creature may hold one magical tap. Please refer to the
Magical Tap advantage in Chapter 2 for specific details.

Incorporeal (30)

The creature is incorporeal in its natural state, appearing as if


it were out of focus with the rest of the world. It lacks a physical
form and cannot generally affect the material world or be affected
by corporeal means unless it willfully manifests into a corporeal
state (see below).
While incorporeal, the creature gains a +1 bonus to its
Stealth discipline. It can be viewed freely by corporeal observers,
but its visual form and voice are distorted (translucent or shadowy
appearance, distant or echoing voice, etc.). It may still make use
of all of its own senses while incorporeal, except for touch, and
corporeal observers may still sense the creature via all of their
own senses, except for touch.
Physical Boundaries: Despite the fact that the creature cannot be affected by corporeal means, all physical materials
do exert a slight repulsive force that allows it to maintain

280

a semblance of the normal boundaries that it can expect


while corporeal. The creature is weightless, but its presence can create subtle distortions in the surrounding environment (causing nearby flames to flicker, creating slight
ripples/currents while underwater, etc.); the creature may
not deliberately move or manipulate objects unless it
manifests itself into a corporeal form. The creature may
freely pass through all solid materials, but it is unable to
manifest into a corporeal form as long as it is merged with
a solid object; liquid and gaseous materials do not prevent
the creature from manifesting since they can expand or
contract to accommodate its presence.
Equipment: Attended equipment automatically transforms
between being corporeal and incorporeal along with the
creature itself. If the creature is incorporeal and drops
or releases an item then it quickly returns to a corporeal
state. Launched projectiles and thrown weapons remain
incorporeal until the attack is fully 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
(essentially teleporting back then turning corporeal). If
the creature is corporeal and picks up or acquires an item
then it transforms along with the creature when it returns
to an incorporeal state. Other beings that are picked up or
carried by the creature cannot be transformed.
Levitation: While incorporeal, the creatures standard forms
of movement are suspended. Instead, it may levitate freely
in any direction. The creatures base levitation speed is
equal to a number of squares corresponding to its size:
tiny 1, small/medium 2, large/huge 3, enormous/gigantic
4, or colossal 5. The creature may also attempt to sprint
by succeeding on a Constitution check of SV 5, which increases its speed by 2 squares for each success and critical
success (non-living creatures use Perseverance instead).
Biological Requirements: Living creatures 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 creature without causing harm; incorporeal attacks and objects still affect the
creature normally. However, incorporeal undead creatures
are always able to be affected by holy water and sources
of divine damage.
Magic & Spells: An incorporeal creature cannot be affected by corporeal magical abilities, bardic songs, or spells,
nor may its own magical abilities, bardic songs, or spells
affect corporeal targets or the material world. In order to
affect corporeal targets or the material world the creature
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

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)

This creature is invisible in its natural state, which imposes


a 2 penalty to all visual discipline and profession checks that are
made against it. 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 creature.
Turning Visible/Invisible: The creature is able to turn either
visible or invisible at the beginning of each of its turns as
a free action. However, it is forced to remain in that state
until the beginning of its next turn.
Items and Gear: The creatures attended equipment changes
between being visible and invisible along with the creature
itself. While invisible, items that are dropped or set aside
quickly turn visible. Launched projectiles and thrown
weapons remain invisible until the attack is completed,
whether successful or not. Items that are picked up while
the creature is invisible remain visible and lessen the
visual penalties against the creature to 1 since it is easier
to pinpoint.
Environmental Factors: Invisibility functions equally well
when underwater. However, the creatures impact in
certain environments can sometimes hinder the abilitys
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).

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.

Magic Resistance (12)

The creature is inherently resistant against magical attacks.


It gains a +2 bonus to its Concentration, Defense, and Fortitude
stats when defending against hostile spells and magical abilities
(including magical combat techniques).

Magical Aptitude (5)

The creature may wear up to 3 pieces of greater magical


apparel (the standard limit is 2 pieces).

Mounted Movement: Type (4)

The creature gains a bonus to its Encumbrance Factor stat


equal to 5 x its weight multiple. It is also treated as a mount in
regards to traveling times concerning one type of movement: Flying, Running, or Swimming. The creature may also utilize the
Mounted special quality of weapons to enhance its own charging
attacks when doing so via the chosen form of movement.
This trait can be selected multiple times for different movement types, but the bonus to Encumbrance Factor is only granted
once. Subsequent traits also have their costs reduced to 2 points.

Pack Hunter (6)

The creature is especially dangerous when fighting as part of


a group. It gains an additional +1 Precision bonus (+2 total) and
a +1 damage bonus when attacking targets that are distracted due
to multiple melee opponents.

Regeneration: Type (30 or 45)

The creature regenerates lost health points and recovers


from injuries at a phenomenal rate. The creatures state of being
determines the cost of this trait: Living (30) or Non-living (45).
If living, the creatures unique composition and origin determine
whether or not this trait is magical in nature (); the non-living
variation is always considered magical.
Outside of combat all lost health points are automatically restored within 1 minute. During each round of combat the creature
may attempt a free Constitution check of SV 8 at the beginning of
his turn to recover one lost health point (older losses are healed
first). Note that there are no additional benefits for achieving a
critical success or penalties for suffering a critical failure.
Broken bones permit an initial Constitution check after 1
hour and subsequent checks every 15 minutes. Damaged faculties
permit checks every 30 minutes. Even severed/destroyed parts
and permanent injuries permit an initial check after 12 hours and
subsequent checks every 3 hours. The recovery rates for diseases/
poisons, mental conditions, and bleeding effects are not affected,
but bleeding stops whenever a health point is regenerated.
Regarding non-living creatures, in addition to the regenerative abilities granted by this trait they gain the ability to heal and
recover from injuries naturally without magical intervention (daily healing checks, recovering from specific injuries, etc.). They

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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.

Resistance: Type (2 or 5; special)

The creature is less susceptible to damage of a specific type:


acid, arcane, cold, divine, electricity, heat, mental, or shadow. The
amount of damage reduction per each attack determines the traits
cost: 2 (2) or 4 (5). The creatures unique composition and origin determine whether or not this trait is magical in nature ();
arcane, divine, mental, and shadow resistance types must always
be designated as magical.
If cold or heat is selected then the creature also receives a
bonus to its Constitution checks when resisting stamina loss in
cold or hot temperatures, respectively, but the traits cost is also
increased. For a resistance of 2 the bonus is +1 and the cost is
3; for a resistance of 4 the bonus is +2 and the cost is 6. Undead
creatures may not purchase Resistance: Divine.

Situational Attack: Type (3)

The creatures particular bodily features allow it to make a


specific type of situational attack. Situational attacks are capable
of inflicting critical hits, but they are also limited by special rules
that dictate how and when they may be used. Each situational
attack also requires the creature to possess a specific prerequisite
trait before it can be selected, which is listed in italics at the end
of the attacks description:
Pounce: The creature is able to pounce on its prey. When
performing charging attacks it may make a free special
Jumping check of SV 5 once it has moved the necessary
distance to its target. If successful, the creature leaps up
against the target and may apply the +2 bonus damage
from the charge to all of its melee attacks that hit the target
this turn (instead of only the first attack). However, failing
the Jumping check prevents it from being able to apply the
charge bonus damage to any of its attacks, and it is still
distracted until its next turn. Note that the Jumping check
does not allow the creature to leap horizontal or vertical
distances as it normally would. The creature must possess
the Leaping trait in order to select this attack type.
Rake: The creature can perform a special raking attack
when grappling its prey in melee. When using its rear or
lower claws/talons to inflict weapon damage during melee
grapples it gains a +1 bonus on the opposed check and a
+2 bonus on the damage check. The creature must possess the Enhanced Unarmed Attack: Claws/Talons [Back
Paws or Feet] trait in order to select this attack type.

282

Spell-Like Ability: Spell Effect (6)

The creature has an inherent spell-like ability that functions


exactly like the chosen spell effect. Unlike spells, however, the
mimicked abilitys general options cannot be changed after the
trait has been designed.
This trait may be selected multiple times for different spell
effects as long as the creature adheres to the following limitations:
A spell-like ability may be the result of either natural or
magical () origins. Natural abilities require Constitution checks, while magical abilities require spellcasting
checks. Magical abilities must also designate which spellcasting discipline they use, as restricted by each particular
spell effect; those that allow a choice of disciplines, such
as the Resistance: Heat spell effect, must specify which
one they always use.
The Damage spell effect follows slightly different rules than
other spell-like abilities. Natural abilities use Ranged Precision checks and apply damage modifiers based on the
creatures Constitution discipline rank. Magical abilities
use Spell Precision checks and apply damage modifiers
based on the creatures spellcasting discipline rank.
Animated minions and enchanted companions may only purchase spell-like abilities using the following spell effects:
Damage, Damage Aura, and Damage Field. All other
spell effects are prohibited. GM-designed creatures do not
share these restrictions.

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)

Sapient Creatures Only


The creature may communicate by selectively broadcasting
telepathic thoughts directly into the minds of other sapient beings
within line-of-effect (distance is irrelevant). Recipients cannot respond telepathically unless they too possess this trait or they are
affected by the Telepathy spell effect.
Worded thoughts, emotions, and images can all be broadcast
using this ability. Language barriers are not an issue since the
magic automatically translates the creatures meaning.

Undead Appetite: Type (0)

Requires Undead Form: Any


The creature has a mystical imperative to kill and feed on
portions of the bodies of living victims, and it must do so to maintain its ability to recover stamina points. Victims can be sapient or
bestial but must possess a CPV of 25 or greater. Generally there
are two types of appetites that can be selected: Blood or Flesh.
Enhanced Unarmed Attack: Bite: The creatures bite inflicts
d4 damage (or d6/d8 if the creature already has a more
damaging bite). It possesses the Vicious special quality,
which inflicts an additional +2 points of damage with crit-

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

further willpower checks that are made to resist feeding.


Creatures that possess this trait are actually able to go
without feeding indefinitely, such as when trapped or imprisoned, but their ability to recover stamina is suspended
until they do so. The mental urge to feed grows stronger
over time and can even drive sapient or bestial creatures
into madness, which usually occurs after going for several
weeks without having fed.

Undead Form: Type (varies)

Non-living Creatures Only


The creatures body is formed from material or energy
that was once living and has since died. This may include
corpses of organic creatures or even the remains of dead
trees or plants. Each form has its own cost and imparts inherent modifiers to the creatures faculties.
Unlike the Elemental Form trait only one Undead Form may be selected. Additionally, all
undead creatures inherently possess both the
Resistance: Shadow 4 and Weakness:
Divine +4 traits, regardless of their
particular form.
Disembodied (4): The
creature is composed of spiritual energy, such as a ghost,
shadow-being or poltergeist.
It gains the following inherent modifiers:
+1 Accuracy attribute
+1 Stealth discipline
1 Brute Force stat
1 Might discipline
Preserved (6): The creatures
body is well-preserved via magic and is even
enhanced with unnatural qualities, such as
those of ghouls or vampires. It gains the following inherent modifiers:
+1 Speed stats (all forms)
+1 Total Resilience stat
Rotted (4): The creature is composed of
decaying organic matter, such as a zombie
or most forms of undead trees/plants. It
gains the following inherent modifiers:
+1 Brute Force stat
+1 Total Resilience stat
+1 Might discipline
1 Dexterity attribute
Skeletal (5): The creature is composed of skeletal remains that are held
together via magic. It gains the following inherent modifiers:
+1 Combat Maneuvers stat
+1 Defense stat
+1 Agility discipline
1 Total Resilience stat
Skeletal creatures suffer an Encumbrance Factor stat
penalty equal to 5 x their weight multiple.

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Voracious Appetite (3; 5 inherent)

Living Creatures Only


The creature requires twice the normal amount of food compared to others of its size (water requirements are not affected). It
is almost always hungry and tends to be easily motivated by the
promise of food.

Weakness: Type (varies)

The creature is more susceptible to damage of a specific type:


acid, arcane, cold, divine, electricity, heat, mental, or shadow. The
amount that damage is increased per each attack determines the
traits value: +2 (1; 2 inherent) or +4 (3; 5 inherent). The
creatures unique composition and origin determine whether or
not this trait is magical in nature (); arcane, divine, mental, and
shadow weakness types must always be designated as magical.
If cold or heat is selected then the creature also suffers a
penalty to its Constitution checks when resisting stamina loss in
cold or hot temperatures, respectively, but the trait also grants an
extra character point as compensation. For a weakness of +2 the
penalty is 1 and the value is 2 or 3 if inherent; for a weakness
of +4 the penalty is 2 and the value is 4 or 6 if inherent.

Webbing (12)

The creature is able to produce webbing from its abdomen,


much like a spider. A bundle can be produced 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 creatures 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.
The creatures webbing can take one of several forms, and
each has its own uses and benefits:
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. Victims 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 victim 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. The creature and other members of its 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

284

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 creature and other members of its 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.

EXAMPLE MONSTERS

The following four examples depict a variety of monsters


that possess different body types and creature traits:
Pelgar: This monster is actually similar in many ways to
the animal templates detailed later in this chapter. It has
a bestial intellect, a similar body shape, and many of the
same physical creature traits of lizards. However, pelgars
are extremely aggressive and are not very suitable as pets
or mounts. They routinely run afoul of adventurers due to
their tendency to nest close to civilized areas.
Rawgor, Gloombringer: In addition to creature traits rawgors
also possess standard advantages and disadvantages. The
gloombringer has been designed to serve as an offensive
spellcaster and is just one of countless rawgor sub-types
that could be created using the base template. Descriptions for sapient creatures, like rawgors, also include
known languages (selected by the GM according to the
campaign) and disadvantages (valued as optional traits).
Brief overviews of the gloombringers spells are included
as well, but the GM may still need to refer to the actual
spell effect descriptions in Chapter 5 for complete details.
Slime, Frost: This unusual monster shares many of the same
qualities as the lavossi playable species, such as the Amorphous trait, but it is a cold-based creature instead of being
plant-based. This demonstrates how a trait can be applied
to different creatures yet imagined in different ways. A
frost slime is mindless and lacks the Charisma, Intellect,
and Perception attributes, all of their disciplines, and a
Fortitude stat (the Awareness and Initiative disciplines are
assigned minimum values of d41). Its Concentration and
Notice stats are also calculated differently than those of
bestial or sapient creatures.
Wyvern: Although they appear beastly, wyverns are actually
quite intelligent and cunning adversaries. Lacking arms
restricts their capacity to use equipment, but their powerful abilities more than compensate for this deficiency.
A wyvern variant known as a Mind Piercer is also noted,
which adds extra traits to the monsters base template.

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

Bite: d8+5 damage; grappling benefits; Vicious


Claws: d6+5 damage; Fast
Tail: d8+5 damage; tripping benefits

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

Horns: d6+2 damage; bullrushing and charging benefits


Bone Blade: d6+2 damage; Brittle, Fast, Small

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

Claws: d6 cold damage; Fast; cold effects

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

Bite: d8+5 damage; grappling benefits; Vicious


Stinger: d8+5 damage; grappling benefits; Vicious; poisonous
Talons: d8+5 damage; Fast

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.

The final section of this chapter provides templates for some


of the most common animal types, which may serve in a variety
of different roles within the game: pets, mounts, work animals, or
enemies. Animal templates can also be referenced when designing enchanted companions in order to better match the standard
animals faculties and traits, like the example of Shiv from the
books introduction (based on the Rat template).
Combat: The GM may sometimes wish to use animal templates in combat encounters (enemy guards accompanied by
their trained attack dogs, sharks picking off the survivors of a
shipwreck, etc.). Both PC and NPC mounts often get involved in
combat encounters as well. An animals temperament (docile or
aggressive) and whether or not it has combat training determines
how it reacts to the chaos of battle.
Pets: An animal can be purchased and trained to serve as
a characters companion or guardian. A player may control her
characters pet during combat by issuing commands befitting its
training. It also shares her characters initiative order and any
lucky or tough breaks, but such animals are more difficult to manage than enchanted companions or other kinds of 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

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

Most of the animals in this section can also serve as efficient


mounts after they receive mount training, especially those that
possess the Mounted Movement trait (all creatures are actually
able to serve as mounts, but some are better suited to this task
than others). Remember that a mount must be at least one size
tier larger than its rider and must be equipped with tack in order
function efficiently. Mounts can also be fitted and equipped with
armor, which is helpful for those that are likely to see combat.
Note that the Equipment box of each animal template is intentionally left blank so that the animal can be equipped as desired.
Encumbrance Factor: One important consideration when
choosing a mount is to compare the animals Encumbrance Factor
stat in relation to the weight of its rider and gear. Some animals
are not very strong and have a difficult time when attempting to
carry heavy loads, which can severely restrict their mobility.

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

Bite: d61 damage; grappling benefits; Vicious


Claws: d81 damage front paws, d61 damage back paws; Fast

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

Bite: d8+4 damage; grappling benefits; Vicious


Claws: d6+4 damage; Fast

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

Bite: d6+1 damage; grappling benefits; Vicious


Tusks: d6+1 damage; bullrushing and charging benefits

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

Bite/Kick: d4+4 damage (cannot crit)

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

Bite: d6 damage; grappling benefits; Vicious


Claws: d6 damage; Fast

289

CHAPTER 7

Name/Creature
Living

Mind

Size

Small

EF

Def 5

Bestial (aggressive or docile)

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

Bite: d6 damage; grappling benefits; Vicious

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

EAGLE / FALCON / HAWK

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

Talons: d61 damage; Fast


Beak: d41 damage (cannot crit)

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

Slam: d8+6 damage; only one slam per round


Trunk: d4+6 damage (cannot crit)

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

Bite: d61 damage; grappling benefits; Vicious

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

Bite: d6+5 damage; grappling benefits; Vicious


Claws: d6+5 damage; Fast
Horn: d6+5 damage; bullrushing and charging benefits
Tail: d6+5 damage; tripping benefits

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

Horns: d6+1 damage; bullrushing and charging benefits


Bite/Kick: d4+1 damage (cannot crit)

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

Bite: d8+1 damage; grappling benefits; Vicious

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

Bite: d8+1 damage; grappling benefits; Vicious


Claws: d6+1 damage; Fast

294

Equipment

JAGUAR / LEOPARD / PANTHER

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

Bite: d8+3 damage; grappling benefits; Vicious


Claws: d6+3 damage; Fast

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

Bestial (aggressive or docile)


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 [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

Bite: d61 damage; grappling benefits; Vicious


Tail: d61 damage; tripping benefits

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

Bite: d61 damage; grappling benefits; Vicious


Claws: d61 damage; Fast

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

Hind Kick: d8+5 damage


Bite/Kick: d4+4 damage (cannot crit)

Being

Heat 2

Talons: d8+1 damage; Fast


Bite: d4+1 damage (cannot crit)

Total Weight:

EF penalty:

Traits

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: Talons [Feet]: d8 damage; Fast (reduces any multiple action
penalties to talon attacks by 1 point; other actions still suffer full penalty)
Faculty Modifier: +1 Run Speed, +1 Running (already adjusted)
Mounted Movement: Running: +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

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

Hind Kick: d8+3 damage


Bite/Kick: d4+2 damage (cannot crit)

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

Bite: d62 damage; grappling benefits; Vicious

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

Bite: d8+4 damage; grappling benefits; Vicious


Slam: d6+4 damage; only one slam per round

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:

Variant: Pack Hunter Breed (CPV 145)


Pack Hunter: +1 additional Precision (+2 total) and +1 damage when attacking targets that
are distracted due to multiple melee opponents

Weaknesses

Name/Creature

Cold +2

Total Weight:

EF penalty:

Traits

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
Confined Expertise: Penalties reduced to 1; Agility check for squeezing reduced to SV 3
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 Modifiers: 4.5 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
Heightened Sense: Tremorlocation [25 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
(25 ft); sensing a moving illusion via any other sense recognizes its false nature (2 applied
to willpower checks against moving disguises/charades instead)
Poison: Damage (bite); potency 1; frequency hours; no effect
Weakness: Cold +2: Cold damage increased by 2 per attack; 1 Constitution when resisting
stamina loss in cold temperatures
Variant: Rattlesnake (CPV 52)
Poison (alternate): Damage (bite); potency 2; frequency hours; Stamina Loss

Bite: d61 damage; grappling benefits; Vicious; poisonous

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

Bite: d8+4 damage; grappling benefits; Vicious


Claws: d6+4 damage; Fast

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

Bite: d61 damage; grappling benefits; Vicious; poisonous

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

Bite: d8+3 damage; grappling benefits; Vicious

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

Bite: d8+1 damage; grappling benefits; Vicious

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

Direct Sunlight: Any sunlight that forms a straight path between


a creature and the sun, which includes sunlight that passes
through clouds, fog, smoke, forest canopies, water, and other
materials. It does not include reflected light or artificial light.
Disadvantage: A detrimental trait that imposes hardships or other
limitations, such as roleplaying quirks, typically in exchange
for additional unspent character points.
Discipline: A specific area of study or training that is associated
with a particular attribute.
Distracted: A temporary condition where a creature is less able to
focus its attention. Attacks against a distracted creature gain a
+1 bonus to their Precision checks (the Damage: Mental spell
effect also gains a +1 bonus to its Mysticism check).
Equivalent Size: The corresponding size of a creature for which an
object was designed.
Exhausted: A condition that occurs when all of a creatures stamina
points have been depleted, which forces an immediate Perseverance check.
Faculty: A broad term encompassing attributes, stats, disciplines,
and professions.
Fatigue Penalty: A cumulative 1 penalty that is applied to all of a
creatures discipline and profession checks for every two points
of health/stamina that have been lost, up to a maximum penalty
of 2 (managed via the fatigue row on a creatures status mat).
Fortune Point: A measurement of a player characters opportunity
to influence an event or change its outcome. Fortune points
are usually represented by green tokens on a PCs status mat
(NPCs and monsters do not use fortune points).
Free Action: An action that requires little focus or time. It does not
count against a creatures number of declared actions for the
turn and does not incur or suffer from multiple action penalties.
Free Limit: The amount of weight that a creature may freely lift or
manipulate without having to succeed on a Might check, equal
to its EF x 5 (the weight of a creatures equipment must still be
factored into this amount).
Game Master (GM): A person who assumes the roles of narrator, judge, and referee for the game. The GM is also in charge
of roleplaying the various enemies, monsters, and NPCs that
inhabit the game world.
Game Time: The fictional passage of time within the games story.
Health Point: A measurement of a creatures general wellbeing.
Health points are usually represented by red tokens within the
health row of a creatures status mat.
Helpless: A condition that prevents a creature from moving, acting,
or defending itself. Helpless creatures do not exert a zone of
control and possess the minimum Defense value for their size.
Implied Health/Stamina Loss: The loss of health or stamina points
beyond a creatures actual remaining total of points, which
imposes a cumulative 1 penalty to the creatures Toughness or
Perseverance check, respectively.
Line-of-Effect: A straight and unobstructed path that is imagined
between two creatures, objects, or points. Obscurement never
blocks or negates line-of-effect.

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.

Rough Terrain: Any square in which movement is more difficult,


thereby doubling the movement cost per square.
Session Time: The real passage of time while the game is played.
Spell Foci: A scepter, spell crystal, spell scroll, or wand, which
grants the ability to cast one specific spell effect.
Sprinting: An action that allows a creature to increases its movement for the round by succeeding on a Flying, Running, or
Swimming discipline check.
Stamina Point: A measurement of a creatures state of physical
exhaustion. Stamina points are usually represented by blue
tokens within the stamina row of a creatures status mat.
Stat: A numerical value that is derived from one of a creatures attributes or disciplines.
Status Mat: A mat that is used to keep track of a creatures health
points, stamina points, fatigue penalties, fortune points (PCs
only), and taps. Red (health), blue (stamina), and green (fortune) tokens represent a creatures various quantities.
Success Value (SV): A numerical goal that corresponds to the difficulty of the task at hand. If the modified result of a check meets
or exceeds the SV then the action is successful.
Surprised: A temporary conditions where a creature is initially
unaware that it is being attacked. Attacks against a surprised
creature gain a +2 bonus to their Precision checks (the Damage: Mental spell effect gains a +1 bonus to its Mysticism
check instead). Penalties for being surprised and distracted do
not stack togethersurprise takes precedence.
Tap: A build-up of magical energy that is held by a creature to maintain an ongoing, duration-based spell effect or magical ability,
thereby keeping it active indefinitely. In order to hold a tap a
creature must possess the Inborn Tap creature trait and/or the
Magical Tap mystical advantage.
Threat: The distance that a creature naturally threatens in all directions around its occupied space. The Extended Reach creature
trait extends a creatures threat range, but weapons that possess
the Reach special quality do not.
Tough Break: A moment in combat when things just arent going a
creatures way. Suffering a tough break imposes a 2 penalty
to all discipline checks, profession checks, and damage checks
for the entire round.
Trait: A broad term encompassing advantages, creeds, and disadvantages, which includes the inherent and optional abilities of
playable species and creatures.
Trivial Action: An action that does not typically require a discipline or profession check (SV 1). However, a trivial action does
require a check if the total modifier for the attempt is negative.
Unattended Item/Object: An item or object that is not currently
equipped or being held by a creature.
Vexith : A magical dungeon of limitless depth that is ever-changing,
unpredictable, and filled with an endless assortment of traps,
monsters, and treasures.
Wounded: A condition that occurs when all of a creatures health
points have been depleted, which forces an immediate Toughness check.
Zone of Control: The zone around a creatures occupied space
whereby the cost of hostile movement is doubled when moving through or out of an affected square (the doubling effect
does not stack with rough terrain).

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

Acquiring New Character Points 117


Actions 103
Additional Appendages (trait) 272
Adolescent (trait) 33
Advanced Codas 181
Advanced Melodies 178
Advantages 32, 42
Combat 43
Combat Techniques 44
General 42
Mystical 46
Vocational 50

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

Area-Effect Templates 114


Armor 61
Armor Expertise (trait) 43
Armor Grade 61
Armor Incompatibility 61
Armor Spikes 61
Arnurian 187
Arrogant (trait) 37
Assisting Others 116
Attached (quality) 65
Attacking Objects 108
Attacking through Full Cover 108
Attribute Aptitudes 270
Attributes 17
Augmented Damage (trait) 44
Aversion to Darkness (trait) 273
Aversion to Sunlight (trait) 273
Awareness Discipline 24
Awkward Form (trait) 273

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

Charm (spell) 137


Cheap Shot (trait) 43
Cheating 259
Child (trait) 34
Cleric (trait) 51
Climbing Discipline 25
Climbing Gear 25
Clothing 79
Clumsy (quality) 65
Combat Actions 108
Attacking Objects 108
Bullrushing 109
Charging 109
Defending 110
Disarming 110
Grappling 111
Tripping 112

Combat Expertise (trait) 43


Combat Maneuvers Stat 18
Combat Rules 102
Combat Necessities 102
Damage 105
Health 105
Initiative 102
Precision Checks 104
Specific Injuries 106
Your Turn 103

Combat Training 82, 123

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

Crippled Arm (trait) 34


Crippled Leg (trait) 34
Crippled Wing (trait) 34
Crippling Blow (trait) 43
Critical Failure 99
Critical Failure Tables 100
Critical Hits 104
Critical Success 99
Crude (trait) 37
Cruel (trait) 37
Crusader (trait) 51
Cure (spell) 140
Currency 59
Cursed Magical Items 95
Custom Weapons 65
Calculating Cost 67

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

Disintegrate (spell) 144


Distance (spell option) 131
Distract (melody) 178
Distract (spell) 144
Distracted 114
Divine Magic 130
Diviner (trait) 51
Divinity 249
Dodge (trait) 42
Do-Gooder (trait) 37
Drakthar 189
Dream Craft (spell) 144
Drowning 21, 123
Resuscitating 22, 121

Druid (trait) 52
Drunk 116

Drunken Master (trait) 52


Dryad 191
Durability 62
Duration (spell option) 132
Dwarf 192

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

Enhanced Climbing (trait) 276


Enhanced Sprinting (trait) 276
Enhanced Unarmed Attack (trait) 277
Entangle (spell) 144
Enthraller (trait) 53
Envious (trait) 37
Environmental Dangers 265
Equipment 59
Armor 61
Creature Size 60
Magical Items 90
Provisions & Services 78
Shields 62
Weapons 64

Equipment Proficiency (trait) 277


Ettin 195
Evasive (trait) 43
Evoker (trait) 53
Exhausted 124
Extended Breath (trait) 277
Extended Corpse Sense (trait) 238
Extended Reach (trait) 277
Extended Shadow Form (trait) 238
Extra Health (trait) 42
Extra Stamina (trait) 42
Extreme Temperatures 125

F
Faculties 17
Faculty Modifier (trait) 277
Failure 99
Falling Damage 119
Resisting 20

Falling Prone 113


False Memories (spell) 145
Fanatical (trait) 37
Fast (quality) 66

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

Improvised Ammo 66, 78


Impulsive (trait) 37
Inaccurate (trait) 33
Inborn Tap (trait) 280
Incorporeal (trait) 280
Inherent Traits 183
Initiative 102
Initiative App 103
Initiative Discipline 24
Inn Rooms 87
Inquisitive (trait) 37
Insanity (coda) 180
Insanity (spell) 149
Insomniac (trait) 35
Instant (spell option) 132
Intellect Attribute 17
Disciplines 22

Intelligent Targets Only [I] 176


Intimidation Discipline 19
Investigation Discipline 19
Invisibility (spell) 150
Invisible (trait) 281

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

Mental Conditions 123


Mentalist (trait) 54
Mental Magic 130
Merciful (trait) 38
Metabolic Shift (trait) 45
Might Discipline 26
Mindless Creatures 270
Mind Reading (spell) 150
Mind Scanning (spell) 151
Mind Shield (spell) 151
Miniatures 102
Minimalist (trait) 38
Minimum/Maximum Stats 18
Min-Maxing 7
Minotaur 226
Mischievous (trait) 38
Missing/Restricted Attributes 271
Moderate Armor 61
Modules 260
Money 59
Monk (trait) 54
Monstrous Visage (trait) 257
Mounted (quality) 66
Mounted Movement (trait) 281
Mounts 124
Mount Training 82, 123
Movement and Position 112

Being Tethered 113


Falling Prone 113
Moving through Occupied Spaces 113
Zones of Control 112

Movement Board 102


Moving through Occupied Spaces 113
Multiple Action Penalties 103
Multiple Attacks 104
Multiple Melee Opponents 114
Multiple Personalities (trait) 38
Multiple Targets (spell option) 131
Musical Instruments & Vocals 175
Musician Profession 28
Mute (trait) 36
Mystical Barrier (trait) 49
Mysticism Discipline 20

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

Precision Checks 104


Preservation (spell) 154
Priest (trait) 41
Professions 27
Crafting 29
Wages 28

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

Psychic Awareness (trait) 49


Purchasing & Adjusting Songs 176
Purchasing & Adjusting Spells 129

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

Sleep (coda) 181


Sleep (spell) 161
Slick (spell) 161
Slow (coda) 181
Slow (quality) 67
Slow (spell) 162
Small (quality) 67
Sniper (trait) 56
Social Knowledge Discipline 22
Somber (trait) 39
Song Descriptors 176
Sorcery Discipline 22
Sources of Magical Power 130
Specialized Called Shots 105
Specialized Weapons 68
Species Boxes 183
Species Common Disadvantages 31,
183
Species Value 6, 183
Specific Injuries 105, 106
Spellcasting 50
Spellcasting Types 130
Spell Costs 129
Spell Crystal 71
Spell Descriptors 130
Spell Effect Choice 131
Spell Effects 134
Spell Foci 70
Spell General Options 131
Spell-Like Ability (trait) 282
Spell Precision Discipline 19
Spell Scroll 71
Spell Style & Descriptive Details 130
Spending Character Points 117
Spendthrift (trait) 39

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

Summon Creature (spell) 163


Summoner (trait) 56
Suppression Manacles 95
Suppress Magic (spell) 164
Surefooted (trait) 282
Surprise 102
Survival Discipline 24
Sustenance (spell) 165
SV Goals 99
Swarm of Bats (trait) 257
Swimming Discipline 21
Swim Speed Stat 18

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

Traveling Times 126


Trip (quality) 67
Tripping 112
Trivial Actions 104
Troll 242
True Gods 249
Turbulent Water 21
Turn 103
Two-Handed Attacks 105
Two-Handed Melee Weapons 64

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

Ranged Pre. [D]

Stamina

Spell Pre. [D]

Die & Mods

Melee Pre. [D]

Health

Ranged Pre. [D]

Rank

Accuracy [D]

Creature Size

Melee Pre. [D]

Charisma [

Faculties

or

Stamina

Spell Pre. [D]


Cost

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 [

Creature Lore [E]

Creature Lore [E]

Healing [M]

Healing [M]

Total

Social Kno. [E]


Sorcery [D]

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

Social Kno. [E]

Disadvantages

Survival [E]

Cost

Tracking [M]

Strength [

Climbing [E]

Climbing [E]

Jumping [E]

Jumping [E]

Might [M]

Might [M]
[

Notes

Total

Total

(10 point limit)

CPV Allocation

Totals

Notes

Total
Total

(10 point limit)

CPV Allocation

Species Value or Size/Health/Stamina

Species Value or Size/Health/Stamina

Faculties

Faculties

Advantages (positive traits)

Advantages (positive traits)

Spells/Songs

Spells/Songs

Disadvantages (negative traits)

Total Points Spent

Disadvantages (negative traits)

Total Points Spent

Totals

Name

Species

Size

Gender

Accuracy

Apt

Discipline

Rank

Height

Rank Die & Mod

D
Modifiers

Total

Melee Precision [D]

Weight

Intellect

Apt

Discipline

Rank

CPV

Rank Die & Mod

Modifiers

Total

Age
Health

Stamina

Fate

Taps

Ranged Precision [D]

Creature Lore [E]


Healing [M]

Defense | Block

Spell Precision [D]

Social Knowledge [E]

Concentration

Charisma

Apt

Sorcery [D]
Tinkering [M]

Discipline

Rank

Rank Die & Mod

Modifiers

Total

Intimidation [M]
Investigation [E]
Mysticism [D]
Persuasion [M]

Dexterity

Apt

Discipline

Rank

Rank Die & Mod

Modifiers

Total

Agility [M]
Flying [M]
Running [M]
Stealth [M]
Swimming [E]

Endurance

Apt

Discipline

Rank

Rank Die & Mod

Modifiers

Total

Fortitude

Perception

Apt

Discipline

Rank

Combat Notes

Total

Total Resilience

Combat Man.
Space/Threat
Run Speed
Apt

Discipline

Rank

Rank Die & Mod

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

Rank Die & Mod

Precision

Rank

Die & Mod

d8
d8
d8
Damage

Damage
Acid
Arcane
Cold
Divine

Details/Qualities

Res/Weak

Damage
Electricity
Heat
Mental
Shadow

Res/Weak

Advantages & Positive Traits

Disadvantages & Negative Traits

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

Background & Other Details

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

Melodies affect all specified targets within 25 feet and line-of-effect.

Song Name
Melody #1

[S]?
[I]?

Targets

SV

SV

Coda A-E Template

Melody CM

Coda CM

Duration

Melody #2

[I]?

Targets

SV

Melody #3

[I]?

Targets

SV

Melodies affect all specified targets within 25 feet and line-of-effect.

[I]?

Coda

Coda A-E Template

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

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