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CREST OF RUIN: A Fantasy RPG created by Taylor

Bland (VladGenX)
This is a basic game concept made for my fantasy books made based on a very cool
computer system called ‘Hero Lab’ by Lonewolf Development. I based these rules off of their
‘Authoring Kit’ which helps programmers build their own games using computer scripts. In no
way is this game in affiliation with them however and in no way is this game to be sold. It is
free to print-and-play and if it is sold, then the seller has committed fraud and theft.
If you do play this game, please let me know what you think by e-mail at
taylorvlad.taylor@gmail.com. if you have any ideas or questions, I will be glad to hear them.
Just for the record, the game is not at all complete, this is just the ‘skeleton’ as it were.

Chapter One: The world of Materia


What is Materia?
Well, Materia is the name of the world that I have created for this game. The world is currently divided into three sections
(nations) for ease of play. They are, Zion to the far west, Torahseth to the East, and the Isle of Ishtangar of the coast of Torahseth.
Zion and Torahseth are divided down the middle by the Great Ridge, the largest mountain range on the earth. There are two other
places, the Northern plains and the uncharted Southlands, but later supplements will touch on those more.
The world of Materia has been through many ages. The first was known as the Age Before. The Age Before was once home to a
very advanced race of beings known only as the Alishar. The Alishar are now extinct due to a massive cataclysm known as the World
Breaker. No one knows yet what happened but the remaining Alishar were divided and this led to the development of the many
races that are around.
The First Age came after the World Breaker. The event left Materia in such a state of chaos that it took a few millennia for it to
correct itself. This is the age where the races began to develop and grow on their own.
The Second Age began when the first convergence of the races occurred. The Humans, Elves, Dwarves and Celestials first came
in contact with each other and even though there was a language barrier, they made peace with one another. But a violent war
broke out when the demon king Ember rose from the depths of hell to take over the earth. This ended the Second age after only one
hundred and fifty years.
After the first forty years of this war, Ember was finally defeated and those who sided against him were eliminated, the Third
Age began. This was a time of rebuilding and, for some, extreme hardships. Thousands died due to lack of crops and this is known as
the Hard Age. But, the great city of Kaleron was built by the first and only king of the Humans, King Kaleron. He was the one who
struck the killing blow against Ember and he was risen to Kingship because of it. He built the Grand City as a beacon of hope and
prosperity. Before his death, he dedicated many people to be the Dukes of the city and thus he was the one and only king.
Now, we enter the Fourth Age. This is the Age where magic has begun to sprout up more and more and many things have begun
to happen that no one can explain. This is where the game takes place. It is your destiny to shape the world’s Fourth Age into what
you see fit, for better or worse.

The Races
In this quick section, I will describe the various races that you can play in this game. So far there are 10 playable races for this
game. Many more will be added later on but for now, we will keep it simple.
BARGHEST-The Barghest are a race of wolf-like humanoids that follow a very strict code of honor. They have a similar pack
mentality to their wolf cousins but they are also have an idea about starting their own pack. They trade members with other packs
so that they can reduce conflict and every member must be able to pull their own weight. Every pack is led by the Alpha, who is their
leader. The Alpha can be replaced in one of two ways; either they hold a tournament and give it to the victor, or they can be
challenged. The first way is the most common only because those who challenge usually end up dead.
CATFOLK- the Catfolk are an odd race that are very diverse and cultured. They pray to almost everything and celebrate
everything from a birth and death to the moon and a good harvest. They are mostly crafters by trade but many are battle-ready just
in case. They have several leaders in the form of a council and they do everything with their family. Once a Kit, or young Catfolk,
reaches the age of 16, they have to go through a rite of passage known as the ‘Pilgrimage’. They venture out into the real world with
a ‘Guide’ and they must prove their worth. Once that is completed, they return to the tribe with a celebration that lasts three days
and nights.
CELESTIALS- The Celestials are a very unique race that come in many varieties. They seem to have powers linked to various
celestial forms. The two that are playable for now are the Solar and Lunar. Lunar Celestials are fair skinned and tend to have an
affinity for magic. Solar Celestials are strong and tough and tend to be warriors. Most of the history of Celestials has been lost or
destroyed over the centuries with very little recovered. Most Celestials tend to spend their lives trying to find their lost history and
thus they are scattered throughout the lands. Also, Celestials seem to have a power linked to their heavenly masters, but not all
know what that power is.
DWARVES- The Dwarves are short and stout and tend to be a bit gruff. They live in the Great Ridge in the underground city
called Zathrin. The Dwarves are slowly dying out for some reason and so they tend to travel around to find a new home and maybe
save their culture. Dwarves are master smiths and tend to have little in terms of magical power.
ELVES- Elves are tall, fair, and pointy-eared beings that tend to live in forests. There are three types of Elves but only the Pale
Elves are playable for now. The Pale Elves long ago thought that they were above the Red and Dark Elves. The Red Elves are a bit
darker skinned and have a rare form of Shamanic magic. The Dark Elves were treated no better than animals and when they made a
peaceful demonstration, the Pale Elves had them killed. This started an all-out war between the two Elves and this led to the
inevitable extinction of the Dark Elves. Since then, the Barakin Forest, home of the Elves, has been turning slowly into a sand-ridden
dessert; the Minkali Wastelands. The Pale Elves have made peace with the Reds, but the Reds have moved to a new forest on the
Eastern coast of Torahseth.
HALF-ELVES- the rare breed known as Half-Elves are only rare because they do not last longer than three months half the time.
The Human and Elf races do not mix very well. However, a few times a generation there are Half-Elves that live and they tend to do
really incredible things. But, seeing as how they are neither Human nor Elf, they are shunned by both sides and tend to be outcasts.
HALFLINGS- the race known as Halflings are shorter than Dwarves and are a very unique breed. They were created by Woodland
Sprites during the Second Age when their lands in the valley known now as Gnomeland was attacked by Raiders. The Sprites were
dying and created this new race to protect their way of life. The Sprites died in this process but Halflings are the only race to produce
Druids, a rare form of Mage that can summon the powers of their Sprite ancestors. They are highly revered in their homeland.
HUMANS- Humans come in two playable varieties for now. Those from Ishtangar and those from Torahseth. Humans have a
long history and are very widespread in terms of where they settled. Those from Ishtangar are a seafaring peoples who are strong
warriors and hunters. Those from Torahseth are a bit more relaxed but still carry strong traditions in farming and invention.

Chapter Two: Character Creation


The Basics
Now, to fully play this game, you must create your hero. Before you pick your race and class and spend points, you must first
know what certain things are. First, there are four important things to remember. They are Attributes, Traits, Skills, and Abilities.
Attributes are the six primary stats used form almost everything in this game. From here, you get your Traits, which are calculated
from Attributes. Skills are talents that anyone can learn and in conjunction with an Attribute makes for a higher chance to succeed.
Abilities are the rare powers that some can use. Most of these are just advantages that give you a bonus to rolls are Skills but others
are actual powers.
You have 75 Character Points (CP) to spend on Attributes and Skills. You Attributes are Strength (STR), Dexterity (DEX),
Constitution (CON), Intelligence (INT), Wisdom (WIS), and Charisma (CHA).
STR is how strong you are and thus how much you can carry; Dexterity is your talents for agility and athletics; Constitution is
how tough you are and how much you can take; Intelligence is your talent for smarts and cognitive thinking; Wisdom is how much
knowledge you have gained; and Charisma is your talent for persuasion and intimidation. These all start at 1 and cost 2 CP per +1.
Keep in mind that you only have 75 CP so use them wisely.
The next thing is your Skills list. There are 20 Skills that are vital to the game. Every skill begins at rank 0 and is a +1 per 1 PP
spent. A skill with a 0 does not mean you cannot use it, it just means you have not spent any time to evolve it. Your Skills are:
Skill name Description Attribute Untrained? (No is -2)
Animals Your talents for handling and riding animals CHA No
Astronomy Your ability to navigate and knowledge of star charts INT No
Athletics Your raw athletic ability DEX Yes
Crafting Your talents to craft items INT No
Diplomacy* The ability to talk you way through almost any situation INT Yes
Empathy* Your ability to connect to people WIS No
Healing Your knowledge of first aid WIS No
Intimidate* The talent to scare the piss out of someone CHA Yes
Knowledge Your academic knowledge of certain subjects INT No
Melee Your ability to use melee weapons, Melee Attack Bonus STR No
Perception The talent to notice things INT Yes
Persuade* Your ability to change someone’s mind with words CHA Yes
Pick Locks The talent to open locks DEX No
Search The ability to look for things INT Yes
Shooting Your talents with ranged weaponry, Ranged Attack Bonus DEX No
Sleight-of-Hand Your talent to hide and palm things DEX No
Socialize* Your ability to interact with others CHA Yes
Spellcraft Your ability to use magical objects, Spell Attack Bonus WIS No
Stealth Your talent to hide in plain sight DEX Yes
Tracking The ability to hunt and track prey INT No
* Some may say that Diplomacy, Empathy, Intimidate, Persuade, and Socialize can fall under one skill and it may be true, but in
this case, someone may be good at intimidation but not at diplomacy. They are similar but separated so it makes character
interaction a bit more intriguing.
Those highlighted in yellow cannot be used untrained.
Those highlighted in blue can be used untrained.
Also, keep in mind that if you do not have any ranks in an untrained Skill, you will actually take a -2 to that roll. But, if you apply
ranks to an untrained skill later, you will gain that bonus instead. Simple, eh? To roll your Skills, you add the Rank of the Skill + the
Attribute to your roll. If you have a 0 in an untrained Skill, then you must take you Attribute -2.

Once you have used all 75 CP, you now choose your Race and Class. Every Race has certain Abilities and bonuses to Attributes.
BARGHEST +1 CON, -1 INT, Claws (Natural Weapon), Blind-Fight Ability
CATFOLK +1 DEX, -1 WIS, Claws (Natural Weapon), Agile Ability
CELESTIAL (LUNAR) +1 WIS, -1 CHA, Quick Healer Ability
CELESTIAL (SOLAR) +1 STR, -1 WIS, Tough Ability
DWARF +1 CON, -1 CHA, Stalwart Defender Ability
ELF +1 INT, -1 CON, Alert Ability
HALF-ELF +1 INT, -1 CON, Gains 1 free ability of choice
HALFLING +1 DEX, -1 STR, Perceptive Ability
HUMAN (ISHTANGARDIAN) +2 Skill Ranks free
HUMAN (TORAHSETHIAN) Gains 1 Ability free
Note these Abilities in you Race Abilities section of your Character Sheet. More on Abilities in a bit.

Now, you choose your Class. There are currently 10 Classes that also give you Bonuses. Two of them are bonuses to Attributes,
one is a Bonus to a Skill and the last is another Ability.
BARBARIAN- Barbarians are brash and do not believe in the trappings of so-called ‘Civilized’ society. +1 CHA, +1 STR, +2
Intimidate, Deadlifting Ability.
CLERIC- Clerics use the powers of their Deity to heal or cause chaos. +1 DEX, +1 WIS, +2 Healing, Clerical Magic 1 Ability.
DRUID- Druids are powerful Halflings that are in-tune with their Sprite Ancestors. They call themselves ‘Guardians of Nature’. +1
STR, +1 WIS, +2 Empathy, Druidic Magic 1 Ability.
ELEMENTALIST- An Elemental Mage summons the powers of the four primal elements; Earth, Wind, Fire, and Water. +1 INT, +1
WIS, +2 Spellcraft, Elemental Magic 1 Ability.
FIGHTER- Fighters are strong combatants who know their way around a fight. +1 CON, +1 STR, +2 Melee, Sure Footed Ability.
KNIGHT- A Knight is one who serves and protects the innocent from harm. +1 INT, +1 CON, +2 Search, Power Attack Ability.
MONK- A Monk is taught to live in harmony with everything and they tend to be pacifists. They try to negate a situation instead
of instigate it. +1 DEX, +1 WIS, +2 Diplomacy, Martial Artist Ability.
PALADIN- Paladins are those who use Anti-Magic and empowerment. They are a cross between Knights and Mages. They use
magic but are also trained in armed combat. +1 CON, +1 WIS, +2 Intimidate, Paladinic Magic 1 Ability.
RANGER- a Ranger is one who lives off the land. They have uncanny skills with ranged weapons as well. +1 DEX, +1 INT, +2
Tracking, Marksman Ability.
ROGUE- a Rogue is an agile thief that is only out for the gold. +1 DEX, +1 CHA, +2 Stealth, Quick Draw Ability.

Now, one can add levels to each class or add a new class but those rules will be later on with charts to show the advancement of
each class by level and how much XP you need to achieve each new level.

Now we enter the Derived Traits. Every Trait is based upon what you have put into your Attributes. The math here is a bit odd
but remember that is was not built to be confusing. Try and remember the formulas.
Traits are divided into three categories each with three Traits. The Power Traits are Health, Power and Encumbrance. Health is
how much damage you can take before falling; Power is a system of points used for altering rolls or using Magic. It is a very
important part of the game. And Encumbrance is how much you can carry based on your STR.
HEALTH- CON x 2 + 3, plus 1 for a WIS of 8 or more.
POWER- CON + CHA
ENCUMBRANCE- 100 lbs at STR 0 + 10 lbs per +1 STR
Now we have your Primary Traits which are used in combat. They are Initiative, Dodge and Defense. Initiative determines when
you get to go in combat, Dodge is your ability to defend against ranged attacks, and Defense is you talent for dodging melee attacks.
INITIATIVE- DEX
DODGE- DEX x2
DEFENSE- DEX + CON
Now we have the final set, your Secondary Traits. These are how much you can resist. Toughness, Aura, and Willpower are
pretty much the same except for what they resist. Toughness is you resistance to physical damage, Aura is your resistance for
Magic, and Willpower is you resistance to Mental attacks.
TOUGHNESS- CON + STR
AURA- CHA + WIS
WILLPOWER- CHA + WIS

Alright, now that you have those down, we get into Abilities. Races and Classes give you certain Abilities for free but you have 2
slots to use. The ones given to you by the Race and Class selected do not count against the two you can purchase. Remember
though, if you buy an Ability and then select a new class later with the same one, you do not get it twice. That just means you
learned that Ability beforehand. Also, some Abilities cannot be purchased after character creation. Once you have selected your 2
free Abilities, you then can purchase equipment.

Absolute Direction- Gain +1 INT and +1 Tracking


Agile- +1 Athletics and +1 Stealth
Alert- +1 INTV
Ambidexterity- You do not take penalties for off-hand combat, only during character creation
Attractive- +1 Persuade, only during character creation
Blind-Fight- All melee penalties for reduced visibility are reduced
Clerical Magic 1- Unlocks Clerical Spells set 1. WIS 2 minimum required
Combat Expert- You gain a +1 attack for every two rounds of Combat you are in. Combat Reflexes required
Combat Reflexes- You get a +1 bonus to Defense when you are targeted for a Backstab or Blind-side, as well as a permanent +1
to any and all Defensive Actions you take
Darkvision- See up to 50 feet in total darkness, only available during character creation
Deadlifting- Grants a +10 lbs bonus to Encumbrance
Druidic Magic 1- Unlocks Druidic Spells set 1. WIS 2 required. Halfling Required
Duel Casting- Lets the character cast 2 spells at once. Must have one of the Magic Sets to use and both hands must be free
Elemental Magic 1- Unlocks Elemental Spells set 1. WIS 2 minimum required
Fortitude- +1 on Toughness rolls
Influential- +1 on Persuade and Socialize
Jack-of-all-Trades- Gain a +1 to all Skills, so all skills therefor can be used untrained
Longevity- +3 to total Health
Lunar Gaze- Only available to Lunar Celestials; it is a Spell-like power that creates a beam of pure energy. It can only be used per
day equal to WIS and only at night. It does 2D6 damage with 3 points armor penetration.
Marksman- +1 Shooting. DEX 5 minimum required
Martial Artist- +2 on attack and damage rolls for unarmed attacks. DEX 6 minimum required
Melee Expert- +1 Melee. STR 5 minimum required
Multi-Attack- Lets you attack multiple times without taking any penalties up to as many times equal to your DEX
Nine-Lives- Only available to Catfolk; if health gets below 3, then you make a Willpower +3D6 roll vs 20. If you succeed, then you
get back to half your total health. This can only be used a number of times per day equal to your CON
Paladinic Magic 1- Unlocks Paladinic Spells set 1. WIS 2 minimum Required
Perceptive- +1 Search and Empathy
Perfect Aim- +2 to ranged attacks with corresponding -2 to Defense
Performance- +1 Socialize. DEX 4 minimum required
Power Attack- +2 melee attack with a -2 Defense
Quick Attack- If you hit once, you can attack again a number of times equal to your DEX at a -1 penalty for each attack. So third
attack is at a -2, fourth at -3 and so on until you miss or run out of times to attack
Quick Draw- lets you draw your weapon as a move action instead of a standard
Quick Healer- All Healing rolls made to character gain +1 and you heal +1 damage per day of complete rest
Rage- You gain a +1 STR, +1 Intimidate, and a +2 to Health and Toughness for rounds equal to your CON, but you take a -2 to
INTV and Perception for as long as it is active
Resist Magic- Bonus to Aura score by +2
Seize INTV- by spending a Power Point, once per adventure, you may go first on INTV despite ITV rolls
Sense Danger- allows you to sense Danger up to a 20 foot radius
Sign-Seeing- +1 Astronomy. You see signs and symbols in things. Only available during character creation
Stalwart Defender- +2 Defense with a -2 Attack
Strong Will- +1 Metal Resistance Checks
Sure-footed- Reduces Penalties for going around obstacles.
Tail-+2 to Athletics skill, only available to Catfolk and only during character creation
Tough- +1 Defense
Uncanny Dodge- Grants a +2 bonus to your Dodge Score

(More Abilities will be added later on)


You can gain more Abilities by advancing.

These go in the Purchased Abilities section of your Character Sheet. Now, everyone begins with 1000GP (Gold Pieces) +
2D10x10. You can roll a maximum of (20x10=)200 extra GP. Your Armory consists of Weapons, Armor, and Shields. Then there is the
Gear Section. We will begins with Melee Weapons, such as swords and axes. They have a Name, Description, Cost, Damage Rating,
and Notes. You do not need to write down the Description or Cost but the other stuff you will need.

Weapon Type Description Cost Damage Notes


Unarmed Basic unarmed combat that all - 1D3 -
characters begin with
Claws Special for Races with them - +3 unarmed 1 point armor penetration
Axe-Great Large, 2-handed axe for dealing massive 75G 2D10 Weight 9, STR 6, 4 points armor penetration,
damage Reach, 2-handed, Slow
Axe-War A smaller axe for one hand that still 50G 2D8 Weight 6, STR 4, 3 points armor penetration
deals great damage
Brass Brass Knuckles add to your base damage 1G +4 unarmed Weight 1, STR 1
Knuckles
Club-Basic Just a wooden club tapered at one end 10G 1D8 Weight, 5, STR 2
for a handle
Club-Spiked A Club with metal spikes attached for 15G 1D8 Weight 6, STR 3, 3 points armor penetration
added penetration
Fighting Metal Gloves that have small studs for 25G +4 unarmed Weight 3 each, STR 2, only 2 may be purchased
Gauntlets use in combat, A favorite amongst
Gladiators
Hammer- A large, 2-handed Maul for bashing 75G 2D10 Weight 9, STR 5, Reach, 2-handed, Slow
Great rather than slashing
Hammer-War A small, single handed hammer for close 45G 2D8 Weight 5, STR 4
quarters combat
Knife/Dagger Simple knife used for sneaking rather 5G 1D4 Weight 1, STR 1, 3 points armor penetration
than brute force
Mace Short shaft with a metal head on it for 20G 2D6 Weight 6, STR 3
breaking bones
Mace- Like the Mace but with spikes for armor 35G 2D6 Weight 6, STR 3, 2 points armor penetration
Morningstar penetration
Scythe Common farming tool turned renegade 75G 2D8 Weight 4, STR 3, Reach, 2-handed, 2 points
tool of death armor penetration
Sickles-Hand Small single handed scythes made for 5G 2D6 Weight 1, STR 1, 2 points armor penetration,
butchers not farmers only 2 may be purchased
Sound Sticks Developed by Halflings to disrupt 25G 2D4 Weight 1, STR 2, -1/-2 targets Skills if they fail a
opponents, then strike while they are CON check vs DC 15, Continuous effect
disoriented.. Targets in range of sound
lose -1 to all skills while the sticks are
being swung. Elves, Half-Elves, and
Halflings are immune while Barghest and
Catfolk take a -2 to all Skills
Spear 6-foot pole with a sharp blade at one 40G 2D6 Weight 2, STR 2, Reach, 2-handed, 1 point
end armor penetration
Staff-Long A Six-foot walking stick 35G 2D6 Weight 1, STR 1, Reach, 2-handed
Staff-Short A four-foot walking stick 20G 2D4 Weight 1, STR 1, Reach
Sword-Great A massive, 2-handed sword made for 150G 2D10 Weight 9, STR 5, Reach, 2-handed, Slow
power rather than finesse
Sword- A curved sword made for cutting 100G 2D8 Weight 3, STR 2, Reach, 2 points armor
Katana penetration
Sword-Long Typical Longsword used by soldiers and 75G 2D8 Weight 3, STR 3, Reach
fighters
Sword- A rather large blade for brute force 50G 1D12 Weight 3, STR 3, 4 points armor penetration,
Machete rather than slicing. Made to cut forest Reach
growth
Sword-Rapier A thin blade for piercing armor rather 100G 1D8 Weight 2, STR 2, Reach, 2 points armor
than hacking or cutting penetration
Sword-Short Common sword for those with little cash 50G 1D8 Weight 2, STR 2, 1 point armor penetration.
Reach
Whip-Chain A whip made from a thin metal chain 50G 5 Weight 3, STR 2, Trip, Reach, Grab
Whip-Leather A whip made from branded leather 25G 4 Weight 1, STR 1, Trip, Reach, Grab

Okay, so you may realize that some of the Notes have various things in it like Reach and Armor penetration. So, what those
things mean is this…
Weight Is how much it weighs, so it will cost that much in Encumbrance to carry. If you do not have enough
Encumbrance to carry the item, then you cannot carry it. Simple, right?
STR ? Okay, this is simple. This just means that you need that much in your STR rating to use the item in combat, not
carry.
Armor This is how much damage goes through toughness when damage is applied. Normally, a person’s Toughness
Penetration reduces the Damage down to 1 point, but with Armor penetration, that much more will be added. So if you
roll a 10 on your damage and they have an 11 in their Toughness, they still take 1 point of damage because
you hit them. but if that same damage roll has 3 points Armor Penetration, then they take their standard 1
point +3 more, despite their rating in Toughness, for a total of 4.
2 Handed This means that the weapon takes 2 hands to use and thus requires you to stop using it to use something else.
Reach This simply means that it extends the reach of your attack. Normally melee attacks are at close range, but a
weapon with Reach extends it to a medium range without being a ranged weapon.
Continuous Effect For the Sound Sticks, this means that the effect of reducing targets Skills remains as long as you keep up the
effect. You have to stop this effect to make a regular attack, however. The targets will remain disoriented for
one round after you stop. But, in order to use this effect, they must make a Constitution Check VS a standard
difficulty to be effected. If they fail, they take the effect, but if they succeed, then they do not.
Trip This allows the person using the Whip to make a Trip attack with that weapon.
Grab This allows the person using the Whip to grab a target and trap their hands or legs, hindering movement
and/or attacks.

RANGED WEAPONS
In addition to having close combat weaponry, here is a list of ranged weapons if you wish to hit targets from a distance. Every
Ranged weapon has the same stats as a Melee, but they also have a range; specifically three: Short, Medium, and Long.

Weapon Description Cost Damage Ranges Notes


Blowgun Designed for distractions and delivering 3G 1 5/10/15 Weight .5
poisons to your targets
Bolas Heavy rocks attached to string for 5G 2 5/10/15 Weight .5, STR 1, Trip, ranged Grab
tripping a fleeing target each
Boomerang A simple curved piece of wood that 25G 4 25/35/45 Weight 2, STR 2, Returns to owner,
returns to its owner Can attack once more with a -1
Bow-Composite This bow is rare but well-made. It uses a 100G 2D8 55/75/95 Weight 3, STR 4, 3 points armor
system of pulleys for added range penetration
Bow-Long A longer Bow made for range and 75G 2D8 35/55/75 Weight 3, STR 3, 3points armor
damage penetration
Bow-Short Designed to hurl arrows to your target 50G 2D6 25/35/44 Weight 2, STR 2, 1 point armor
penetration
Chakrams Chakrams were designed by Elves to 100G 3D6 50/75/100 Weight 5, STR 2, Always returns to
have the same effect as boomerangs owner, can attack once more with -
1, only 2 may be purchased
Crossbow-Hand A small crossbow made for a quick 50G 1D6 15/30/45 Weight 1, STR 2, Takes a free action
attack. Takes less time to reload to reload
Crossbow-Light A small crossbow made for reload time 100G 2D6 30/45/60 Weight 2, STR 2, Takes a move
and power action to reload
Crossbow- A heavy mechanical version of the 150G 2D8 40/60/80 Weight 4, STR 3, Takes a move
Heavy crossbow action to reload
Crossbow- A mechanism allows this crossbow to 175G 2D8 35/55/95 Weight 4, STR 4, Fires up to 5
Repeating shoot up to 5 rounds in one combat rounds without reloading, takes a
turn standard actin to reload
Daggers of Made by Halflings to return to the 1G 1D4 5/10/15 Weight .5, Can only carry up to 5, 2
Returning owner once thrown; made like points armor penetrations, always
Chakrams and Fae-Blades returns to owner
Fae-Blades Crafted by the Fae many millennia ago 150G 2D10 55/75/95 Weight 5, STR 4, Always returns to
owner, Only 2 may be carried, Once
equipped you gain a +1 to Athletics
and +1 to Stealth
Mage’s Staff Made to launch magical bolts and be 75G 2D6 15/25/35 Weight 1, STR 1, Reach, Can be
used in hand-to-hand combat used as a melee weapon
Rope Darts A knife attached to a 20 foot rope made 25G 1D6 20 Weight 1, STR 1, ranged Grab, Trip,
for stealth attacks 1 point armor penetration,
maximum of 15 may be held
Shuriken Simple metal throwing stars made for 5G 2 5/10/15 Weight .2, Maximum of 25 may be
bulk but not damage carried
Throwing Axes Small axes used for tournaments and 15G 1D6 10/15/20 Weight 2, maximum of 15 may be
target throwing carried, 3 points armor penetration
Throng Darts Simple metal darts used in games but 5G 2 5/10/15 Weight .2, 2 points armor
can be made to distract or administer penetration, maximum of 30 may
poisons be carried
Throwing Simple knives built with balance for 5G 1D4 5/10/15 Weight .2, 2 points armor
Knives throwing, designed for little damage but penetration, maximum of 30 may
great armor penetration be carried
Okay, now that you have the Weapons you want, consider adding to your defense by purchasing some armor or shields next…
Name Description DEF + STR req. Weight Cost Toughness Notes
LIGHT
ARMORS
Hide armor Basic armor made from simple 1 3 3 50G 10
hide and rope
Light Leather Simple Leather armor for 2 2 3 50G 11
mobility rather than defense
Splint-mail Armor made from thick rope 2 3 4 75G 12
and slats of wood
MEDIUM
ARMORS
Chain Shirt Metal chain made to fit 2 3 5 75G 14
around the torso to protect all
sides
Scale-mail Metal scales bound in heavy 3 4 6 100G 15
rope for defense and mobility
Studded Leather armor with metal 2 3 6 80G 15
Leather studs for added defense
HEAVY
ARMOR
Breastplate A metal plate that goes around 3 3 8 125G 17
the torso
Light Plate Full armor made for defense 3 4 10 150G 19
but limited mobility
Full-Plate Full armor for the best defense 4 5 12 200G 22
but the least mobility
SPECIAL
ARMORS
Abyssal Abyssal armor was made by 5 3 5 1000G 15 +1 INTV, +1 STR, +2
ancient Dwarves. No one Intimidate
knows how it works
Drakescale Made from the scales of 4 2 4 450G 15 +2 Aura and Willpower
Drakes.
Mithril Mithril was made by ancient 4 2 2 500G 15
elves who worked a strange
crystal into armor. It has the
bonuses of heavy armor but is
very light and grants mobility
For Shields, they do not have a weight category like armor does but they will be listed from lightest to heaviest
Type Description DEF + STR req. Weight Cost Toughness Notes
Buckler- Simple round shield made of 2 1 2 30G 10 Bash does 1D4
Wooden wood
Buckler-Metal Round shield made from 3 2 3 35G 12 Bash does 1D4
metal
Kite-Wooden Kite design made from wood 3 3 3 45G 12 Bash does 1D6
Kite-Metal Kite design made from metal 4 4 4 55G 14 Bash 1D6
Tower- Tower design for total 4 4 6 75G 16 Cannot Bash
Wooden defense but limited mobility,
made from wood
Tower-Metal Tower design for total 5 5 8 90G 18 Cannot Bash
defense but limited mobility,
made from metal
Spiked Shield Uses the buckler 3 2 2 40G 10 Bash does 2D4 with 2
points armor penetration

If you notice, every piece of armor and shield has a Toughness rating. This means that that piece can take that many hits before
becoming useless. So if your Spiked Shield gets hit 10 times, it is rendered useless until you repair it. You can repair it on your own by
making a Crafting Check vs DC 20, or by paying a smith to fix it for you.
Now, to finish using all your Gold, you can purchase regular Gear. These things are just simple tools one might want to utilize
during their adventure.
Name Description Weight Cost
Acid Vial Powerful acid kept in a glass vial that shatters upon high impact. 1 100G
It spreads over a 10-foot area and does 2D8 continual damage for
1D12 rounds or until water is placed upon it, rendering it useless
Alchemist’s Kit This kit lets you utilize magical items a bit better granting a +1 1 10G
Spellcraft check
Arrows-Normal (x10) Regular arrows for Bows. Only 30 may be carried without a 1 for set 5G for set
Quiver
Arrows-Flight (x10) Arrows designed for increased range granting a +5 foot bonus to 1 for set 5G for set
all ranges. Only 30 may be carried without a Quiver
Backpack Simple backpack for carrying items. Can hold up to 20 lbs without 1 5G
using your Encumbrance
Bedroll Used to help you sleep and keep warm in cooler weather 2 5G
Bolts (x10) Regular ammo for Crossbows. Only 30 may be carried without a 1 for set 5G for set
Quiver
Chain (10ft) A 10ft chain for climbing or tying things together 3 15G
Darts (x10) Standard ammo for Blowguns. Only 40 may be carried at one .5 for set 5G for set
time
Fishers Kit Just a fishing kit so you can eat seafood 1 10G
Flask Holds 1lbs of liquid .2 empty 1 full 1G
Holy Water A flask of Holy water that does 1D10 damage to any unholy 1 150G
creature for five rounds. A Cleric who uses this grants an extra 3
points of damage per round added to each roll
Hunters Kit This kit has things you will need to hunt and track. Grants a +1 to .5 15G
Tracking when used
Lantern Made to give you continuous light in a 10foot radius. Lasts for five 3 10G
hours before refill
Liquid Fire Creates fire when poured upon a pile of wood for campfires. Can 1 100G
also be used to create a field of fire in a 10foot diameter dealing
1D6 fire damage for 1D8 rounds
Liquid Ice Can freeze things instantly when poured upon or creates a 1 100G
slippery surface when chattered on the ground in a 10-foot
radius. Can also be used on a person freezing them for 4 rounds
and does 1D6 ice damage per round frozen
Luminite A small blue crystal that can produce light in total darkness in a .5 150G
25foot radius. It is rare and thus expensive and only one may be
purchased
Medical Kit A portable kit for emergency medical treatment in the field. It 1 15G
grants a +1 Healing skill bonus and can only be used 10 times
before it is rendered useless
Mirror A small piece of metal or mirror to look around corners. Great for .5 15G
Thieves
Quiver-Arrows-Small A Quiver that grants a bonus to the maximum amount of arrows 2 5G
you can carry from 30 to 40
Quiver-Arrows-Medium A Quiver that grants a bonus to the maximum amount of arrows 3 10G
you can carry from 30 to 50
Quiver-Arrows-Large A Quiver that grants a bonus to the maximum amount of arrows 4 20G
you can carry from 30 to 60
Quiver-Bolts-Small A Quiver that grants a bonus to the maximum amount of Bolts 2 5G
you can carry from 30 to 40
Quiver-Bolts-Medium A Quiver that grants a bonus to the maximum amount of Bolts 3 10G
you can carry from 30 to 50
Quiver-Bolts-Large A Quiver that grants a bonus to the maximum amount of Bolts 4 20G
you can carry from 30 to 60
Trail Rations (5 days) Each pack holds five days’ worth of rations for traveling 2 5G for 5 days
Rope A 10foot rope for tying things or climbing 1 2G
Sack A Small belt pouch that holds up to 3 lbs of items without using 1 1G
your Encumbrance. Only 6 Sacks may be purchased
Smoke Pellets (x2) A favorite amongst thieves for distractions. Only 20 may be held .2 each 2G per 2
at one time
Spyglass/Scope A great tool that amplifies ones vision up to one hundred feet. .2 1G
The glass at the end can detach to be used to magnify closer
objects
Teleportation Stones These stones are found in pairs and once one is buries, the other 1 for set 5G for set
(x2) can instantly teleport to its mate. No one knows the range limit
on these. Only 1 set may be purchased
Tent-Large A large tent that can hold up to 5 people 10 6G
Tent-Medium A medium tent that can hold up to 3 people 5 4G
Tent-Small A small tent made for just one person 2 2G
Thieves Kit A kit made for thieves with lock picks and other useful breaking- 1 15G
and-entering tools. Grants a +1 Pick Locks Skill when used
Tindertwigs (x5) Small sticks with a special chemical on one end that when rubbed .2 for set 1G for set
on a rough surface ignites into a small flame, made for starting
fires.
Toolkit Made for basic crafts. Grants a +1 to the Crafting Skill when used 1 15G
Torch (x5) Simple torches that give you one hour of light in a 5foot radius 1 each (5) 1G each (5G)
Trap-Basic A simple trap that does no damage, just ensnares .5 each 2G
Trap-Claw A jaw-like trap that deals 2D4 damage and hold target in place. 2 each 10G each
These are made for larger game
Waterskin Holds up to three pounds of water. Great for long distance travel. .2 empty 3 full 1G
Whetstone Made to sharpen tools or weapons .2 1G
Potion-Health Made to help you heal .2 2G each
Potion-Power Made to help you regain power .2 2G each

Now that you have your Equipment down, we enter the finishing touches of your hero. We will now give your Hero languages
known,
Crafts, Knowledges, and Alignment.
Now, in this game, you begin with two Languages known when you select your Race. A Class may give you a new one but also,
for every 2 points in INT, you gain 1 new Language. The languages are…
Language Description
Canis’Thar The language used by the Barghest. It consists of guttural barks and growls
Celestial-Lunar Similar to Spanish, it is mostly spoken with few written words due to their lost lore
Celestial-Solar Similar to Spanish but it is all spoken due to their lost lore. No one knows how to write this language
Common Basic tongue used by Humans and known by almost every race
Druid Only known by Druids for it is the language of the Sprites
Dwarven Dwarven is spoken by the Dwarves and is similar to modern German
Elven Elven is the language of the Elves and is similar to French
Felis The language of the Catfolk. It is monosyllabic but very diverse and tone-oriented
Street Tongue Commonly used by merchants and Thieves. It is a combination of many languages but modified into riddles
and metaphors
Sylvan The language of forests, only seen on the oldest parts of the world
There will be more Languages added later on, but for now…
Crafts and Knowledges work in a similar manner her. Unlike in other games where you have a specific type of Craft or
Knowledge you have to pick, here you gain 1 of each for every rank you have in that skill. This lets you craft many objects at the
same level and lets you pick what your hero has learned about. But, here are some basic ideas you can use and remember, this is
only a suggestion. You can pick any you want, you will still get the same roll for each one picked.

SAMPLE CRAFTS SAMPLE KNOWLEDGES


Shelters Hunting
Arrows/Bolts Runes
Herbal Medicines Celestial Lore
Traps Medicines
General Blacksmithing Arcane Lore
Holy Symbols Mythology
Potions Survival
Weapon Repair History
Armor Repair Fighting
Knitting Sword Combat
Sewing Politics
Spinning Theology
Weaving Geology
Tools Herbs
General Carpentry Weaponology

It is just that simple. Well, we are almost done with Hero generation. Next we select Alignment. Alignment is how your
character vies the world and how they act according to their viewpoints.

The Nine Alignments are.


Alignment Ab Description
Chaotic Evil CE A CE character is out for greed, hatred, or lust and will do anything for destruction
Chaotic Good CG A CG character acts as his conscience directs without regard for expectations
Chaotic C A CN character follows Whims. They value their own freedoms but have little for others
Neutral N
Lawful Evil LE A LE character takes what they want but they do care about tradition, loyalty and order but little for
freedom
Lawful Good LG A LG character acts as a good person, no matter what. They tell the truth, always keep their word, and
always speak out against Injustice
Lawful Neutral LN A LN character acts as law, tradition, or a personal code directs. Order is paramount
Neutral Evil NE A NE character are out for themselves and do what they can get away with
Neutral Good N A NG character does the best they can do and are devoted to helping others without bias for or against
G order
True Neutral N A N character does what seems to be a good idea. They do not feel one way or another about order or
chaos
Now, your character starts out with one of these nine alignments but changing an Alignment once you have one is difficult. Even
in real life, it is hard for one to change their personal views. But, if an argument is made, then the GM can allow a change to your
Alignment.

OPTIONAL RULES:
Now, earlier in the game, I said that you have 75CP and 2 Ability Slots to begin. Here are a few options to get you game started.
Game Type Starting CP Starting Ability Slots
Low Fantasy 25 0
Dark Fantasy 50 1
Romantic Fantasy 75 2
High Fantasy 100 4
Custom ? ?
As you can see, there are different types of games you can play with this system, based on where you want your game to go.
The slot labeled “Custom” is for the GM to decide how many CP and Ability Slots to give you. This can be a cross between 25 CP but
4 Abilities or 100 CP and 0 Abilities. Or they can even give you numbers not on the list; within reason of course.

Chapter Three: Magic


Okay, now we enter the very final stage of character creation. The use of Magic. Now, magic is very simple in this game and it
relies on Power Points to use. AHA! I told you that I will get to it later on.
Power Points are not just used for Magic though. They are used for a great deal in this system, like changing a die roll or doing
something really badass. But, Magic works on this system and thus it is very important. Each Spell costs a certain number of Power
Points to use and some may have you use the cost multiple times. If you do not have enough PP, then you cannot cast the Spell.
Simple enough. Now, you begin with 5 Spells you can choose plus a number equal to your Wisdom Score. So if you have a WIS 3,
then (5+3) you have 8 spells to slot up. Remember, once you have the spell it is permanent and stays with you always.

MAGIC IN COMBAT
Okay, you know that you only begins with a certain number of spells known, correct? Well, a Mage can cast any spell from the
Basic list or their Arcana without having to have it memorized. However, if you do it will cost you a -2 to hit.
Getting Hit
Now, since some spells require a Standard Action to cast, if you take damage while you are trying to cast, then you must make a
WIS vs DC 15 check to see if you lose the spell. If you do, you must start over and you still lose the PP you used to cast it the first
time and you take 2 points of Backlash Damage. If you succeed the roll, then you still keep the spell active and you do not take any
extra damage.
Duel Casting
You must have the Duel Casting Ability to use this rule. Duel Casting allows one to cast two spells at the same time. If both spells
cost 1 PP, then you spend 2 PP to use them. To cast both spells, you must take a Standard Action, even if one of them is Instant.
Also, in order to Duel Cast, you must have both hands free of any weapons or shields.
Aborting a Spell
You can choose to end a spell before you cast, but it does cost the half the number of PP to cast it. So if a Spell costs 2PP, then
you still take the 2PP but you must also take another 1PP for a total of 3PP lost. For odd numbered costs like 1 or 3, round down the
half cost.
Group Casting
If more than one person can cast the same spell, then you follow the Team Attack rules for adding to damage and to hit.
However, the total PP cost is reduced by 1PP. So, if both mages are casting a 2PP spell, then they only take one away, reducing it to
1PP. If both Spells are 1PP, then it is still 1PP.

Remember one cool fact about this game, you can cast a Spell from the Basic list or ones from your Arcana without having to
purchase them. this however requires a Spellcraft check vs DC 17 to make it happen and you throw it a t a +1 PP cost and you must
take a -2 on the attack roll. If you have a Grimmoir, then the PP cost is void and you only take a -1. Also, with the Grimmoir, you
reduce the DC from 17 to 13. You can also learn a new spell on the fly with a Spellcraft vs DC 21, but you can only do this up to three
times for each character, so use this rule wisely.

All Mages can select spells from a Basics List, a list of Spells not limited to one Arcana (Cleric, Elemental, Druid, or Paladin).
Basic Spells, cost in PP, and Descriptions-LEVEL 1
Spell Name Cost Description
Arcane Bolt 1 Basic blast of magical energies. Does 1D6 Damage
Arcane Eye 1, Cont. Allows caster to see magical energies. Lasts for hours equal to your Constitution and after that it is a
DC 15 check every hour more
Detect Life 1 Allows you to magically sense if anything is alive in a radius equal to your Wisdom Score x5 feet; so a
Wisdom of 4 gives you a 20 foot radius
Arcane 1 By sending out their magical energies, the mage can send a message to another person.
Message
Hail of 1 The caster summons a hail of arrows affecting a 25 foot area of his/her choosing. Can only cast this
Arrows once per day, friendly damage possible. Does 2D6 damage
True Sight 1, Cont. Allows the caster to see through illusions, invisibility, or other magically hidden objects or people. Lasts
for minutes equal to your Constitution Score, then dissipates
Entangle 1, Cont. Wraps the target in objects close to caster with a DC rating of 10+casters Wisdom to Break free. Target
must be in line of sight to work
Arcane 1 You produce a barrier that protects you or a target from magical attacks. The Shield has a Toughness
Shield equal to your WIS + 5. So a WIS of 2 +5 = a toughness of 7. It negates magical damage like Aura but it
deteriorates over time, just like Armor and Shields. Once all of the Toughness is reduced, it is gone.

Elemental Spells, cost in PP, and Descriptions-LEVEL 1


Spell Name Cost Description
Throw Stone 1 Throw stones at target with a Damage of 1D8
Blaze 1, Cont. Summons a fireball that does 1D8 Damage normally and then does 3 Damage every round for rounds
equal to your Wisdom. Also, the Target must make a Willpower Check to avoid freaking out
Shock 1, cont. Does 1D8 Damage and does 3 points extra for each round equal to your Wisdom. Target makes a
Willpower Check. If they fail, they cannot move for all of those rounds
Ice Shards 1 Summons many small but sharp shards of pure ice. Does 1D8 Damage with 3 points Armor
Penetration. Takes 1 full round to cast
Cyclone 1, Cont. Kicks up high winds in a 15 foot radius doing no damage but does give a -2 sight penalty and a -2
movement penalty. Lasts for three rounds and costs 1 point per round after to keep it up
Fog 1, Cont. Kicks up fog in a 20 foot radius giving targets a -4 sight penalty. Lasts for 2 rounds then you must spend
1 point per round after to keep it up
Shape 1 Allows you to shape an element. If Element is used as a weapon, it does 1D8-1 Damage and takes 1 full
Element round to cast. Can be taken up to 4 times, one for each element
Earthquake 1 Makes the ground shake in a 15 foot radius for Rounds equal to Wisdom. Targets and allies must make
a Physical Resistance check to avoid falling

Clerical Spells, cost in PP, and Descriptions-LEVEL 1


Spell Name Cost Description
Bless 1 Allows you to give the Holy ability to anything giving it a +1D10 damage towards anything that is
undead or unholy. Can only be used twice per day
Heal 1 to 4 You can heal someone giving them a 1D6 roll to their health per power point used. So at 4 power
points spent, you can heal them with 4D6
Holy Word 1 to 3 You summon the power of your deity with this spell, causing damage to your target at 1D8 per PP
spent. If the target is unholy or undead, you do 1D12 damage per PP spent
Holy Fires 1 You summon the wrath of your deity and you do 1D8 of damage to the target or 1D10 if they are
unholy or undead. This spell can only be used per day equal to your Wisdom. Also, does 1D6 continual
damage for rounds equal to your Wisdom (1D8 for unholy or undead)
Channel 1, Cont. You can channel energies into almost anything. Giving Weapons a +1D6 Damage bonus, armor a +2
Energy Defense bonus, and ranged weapons gain a +1D4 damage bonus and an additional 5 feet range for all
ranges
Purify 1 to 4 You purify something or someone, getting rid of poisons or negative spells (Such as curses). You can
only use this spell per day equal to your Wisdom. This takes a full round to cast. At each PP spent,
you can increase number of targets or area. 1/1 person, 5 foot area; 2/2 people, 10 foot area;
3/3people, 15 foot area; and 4/4 people, 20 foot area
Shield of 1, Cont. Strengthens your Defense by +2 for rounds equal to your Wisdom. Can be cast on friends, can only use
Faith twice per day.
Heroism 1 Grants a +1 Die to any and all damages and a +2 to hit. Can be cast on your friends. Can only cast once
per day, effects last a full 24 hours

Paladinic Spells, cost in PP, and Descriptions-LEVEL 1


Spell Name Cost Description
Fortify 1, Cont. Adds a +2 Defense and +1 Toughness for as long as the mode is active. You spend 1 PP initially and 1 PP
every 2 rounds after to maintain. This can be used on you or an ally
Empower 1, Cont. Grants a +1 STR and +2 Damage Bonus for melee weapons for as long as the mode is active. Spend 1 PP
initially and 1 PP every 2 rounds after to maintain. Can be cast on yourself or allies
Spirit 1 You summon a weapon that does damage equal to your Wisdom and penetrates armor at that same
Weapon rating. Add 1D6 to the damage and armor penetration for unholy or undead beings
True Strike 1 When cast, you gain a +2 to hit and a +4 Damage to any and all attacks for rounds equal to your WIS
Champion’s 1 Adds +2 to Dodge for rounds equal to your WIS. Can cast on allies
Grace
Anti-Magic 1 When cast, all magical effects in play are negated in a radius in feet equal to your WIS x5. So a WIS of 5
Burst makes the effect a 25 foot radius. Remember, you can negate friendly magic or magic you already cast
with this effect
Mystic Binds 1, Cont. Bind your Target in binds with a DC of 15. For every round cast, you must spend 1 PP
Weaken 1 The target gets a -1 STR and a -2 to Toughness and Defense for rounds equal to your WIS if attack is
successful. Also, you can use this effect on inanimate objects as well

Druidic Spells, cost in PP, and Descriptions-LEVEL 1


Spell Name Cost Description
Badgers’ Ferocity 1 Grants a +2 Attack bonus and a +1 damage rating for rounds equal to WIS
Bears’ Endurance 1 Grants a +2 DEF and +1 Toughness rating for rounds equal to WIS
Bulls’ Strength 1 Grants a +2 STR and +1 Damage rating for rounds equal to WIS
Chameleons’ 1 Grants a +2 Defense Rating and lets the caster turn invisible temporarily for rounds equal to WIS
Cloak
Eagles’ Splendor 1 Grants a +2 Dodge rating and lets the caster temporarily fly for rounds equal to WIS
Cat’s Stealth 1 Grants a +2 DEX rating and grants the Agile Ability for rounds equal to WIS
Foxes’ Cunning 1 Grants a +2 to Search and Tracking Skills and grants the Danger Sense Ability for rounds equal to WIS
Owls’ Wisdom 1 Grants a +1 to all skills and a +2 bonus to Wisdom Checks for rounds equal to WIS

Chapter Four: Combat and other rules


BASIC COMBAT RULES:
First, INTV. To determine your INTV rating, everyone rolls 1D12 + their INTV score. The one with the most in INTV goes first and
down the line until all have gone. Some GMs may keep the same pattern as the first INTV round, but some let everyone roll every
round, to let others have a shot at going first. the choice is up to the GM at that point.
Every round consists of three basic Actions. Every action is based on how long it takes to do so.
Free Action- Here is where you can take potions or use items. They do not take very long and thus you can perform up to Two
Free Actions in one round. You can reload your Bow using a Free Action.
Move Action- This is where drawing your Weapon and moving towards your target happens. Now, if you have the Quick Draw
Ability, you can draw your Weapon during your Free Action instead, leaving you open for more combat options. You can also spend a
Move Action to reload your Crossbow. You can only perform Two Move Actions in a round, however.
Standard Action- This means it takes a full round to use. Most Spells take a Standard Action to perform as does attacking. There
is only One Standard Action you can take per round. If you defend, it takes your Standard Action.

HOW TO ROLL YOUR DICE:


Your Dice pool consists of 3D6. You roll your 3D6 +mods vs their active defense. Now they can roll to add to their defense or
they can ‘take ten’. To ‘take ten’ means that you do not roll but you add ten to the active defense anyway. This is standard for NPCs
so the GM may take that into account.
Their active defenses change depending on the situation. For melee combat it is DEFENSE; for ranged it is DODGE; for Mental
attacks (Ranged or Melee) it is Willpower; and for Magic attacks (Ranged or Melee) it is Aura. Willpower and Aura also act as your
Toughness for those actions as well, so they are just as important. Now, since Defense and Dodge are for defending against attacks,
you must roll 3D6 in order to defend properly. Or, you can ‘Take 10”. The “Take 10” rule means you do not roll but add 10 to your
Defense or Dodge because it is the average number one can roll. However, you cannot use this when attacking; only defending.
TOUGHNESS actually negates that amount of Damage down to 1. So if you roll a 5 and they have a 7 in Toughness, they will still
take 1 point of damage if you hit. This is so a person with a toughness of really high can still be taken down, albeit rather slowly.
Make sure you have one as your Crest Die. Your Crest Die is for Critical hits. If your Crest Die lands on a 6, then have rolled a
Critical. The Critical can be used for a bunch of things like adding to damage or complete success in persuasion.
In Combat, a Critical gives you a +4 damage with 2 points armor penetration to your base damage roll but, if you choose, you
can set aside Critical Points; a series of points you can use to do really badass things later for no penalty. Critical Points act like PP.
You can rack them up to use later on. Remember, once a game ends, your accumulated Crit Points go away and you are back down
to 0, unlike Power Points. Now, any of these maneuvers can be used by spending PP as well. Remember, Crit Points are optional and
it is up to the GM if they are used. If not, the Costs below are taken form PP instead. You gain a number of Crit Points equal to half
your Crest Die rounded up per round.
Crit Points and Power Points can be used to Not only cast Magic, but to do really cool things in combat as well. This next chart
shows the kinds of Combat Stunts you can pull if you have the right amount of Power Points or Crit Points.
Stunt Effect PP Cost
Change Roll You can change a bad roll, but only once. You must take the second roll, for better or 1
worse
Increase/Reduce Roll You can increase your or an allies roll or reduce an opponents by up to a +5 or -5 1-5
Precise Strike (Melee) Half of damage rolled is armor penetrating 1
Critical Strike +4 damage, 2 points armor penetration, free of you roll a Critical on your Crest Die 2
Devastating Strike +6 damage, 3 points armor penetration 3
Crippling Strike X2 damage, 3 points armor penetration, -2 Toughness rolls for 3 rounds 4
Stunning Strike -2 Defense, Willpower vs 9+STR (User) to break, lasts for 2 round 3
Staggering Strike -2 Defense, -2 Dodge, lasts for 2 round 2
Wounding Strike +3 damage, they lose 1 Health every round for rounds equal to users STR 1
Called Shot See ‘Called Shot’ chart for benefits and negatives Varies
Aimed Shot (Melee/Ranged) +3 damage, 1 point armor penetration, takes Standard Action 1
Rapid Shot (Bow) -2 Ranged Attack, +3 damage, number of shots/targets equal to your DEX 3
Trickshot (Ranged) Half damage rolled is armor penetrating 2
Point Blank Shot (Ranged) X2 damage, must be next to target 3
Critical Failure means you roll a total of 3 (A one on each of your 3D6). If you roll a Critical Fail, you get some pretty bad shite.
You either hit yourself with your sword or you hit a friend or you trip and look like a fool. This is up to the GM. Also, you cannot roll a
Critical on Skills. Skills are designed so that you can still fail, just like in real life. So please, do not try and fudge my system like that.

On the other side of this coin, we have standard Combat Maneuvers. These are just basic maneuvers that most anyone can do
with the right motivation. These do not take any Power Points or Crit Points to use but can give you some really cool benefits.
Maneuver Effect
Knockback Knocks target away if the fail a DEX vs 9+STR (User)
Defensive Action You take a round to defend yourself. See ‘Defensive Actions’ Chart for bonuses
Trip Trips opponent, making them prone if they fail a DEX vs 9+STR (User)
Grab You pin your target and they must make a STR vs STR check to break free
Slam You slam a grabbed target into something dealing 4 damage with no Toughness reduction, chance to
Stun
Take Away Weapon You make a DEX vs DEX check to see if you take their weapon away
Defensive Cover You hide behind some form of Cover giving you a bonus to DEF. See ‘Cover’ chart for bonuses
Counter Strike After a successful Defensive Action, you can immediately counter strike your target with only a -1 to the
attack roll
Weapon Break After a successful Block (See Defensive Actions), you can break your targets weapon with a STR vs 11
Flailing attack You take a -2 on attack roll but you gain a +2 damage
Surprise attack Grants a +3 damage but you must successfully surprise your opponent with a Stealth check vs their
perception check
Backstab As long as you remain behind the target with a DEX check vs their Perception, you get a +2 to hit. Rogues
get a +3 to hit
Weapon Feint You trick your target into opening their defenses. You get a -2 to hit but they get a -2 on Defense as well.
You can also deal Precise Strike Damage if you roll a Critical on this maneuver
Hold Back You can withhold your turn until you see fit to enter the fray
Team Attack You get bonuses for multiple people attacking one target. See the ‘Team Attack’ chart for bonuses

ATTACK PENALTIES
There are penalties for attacking in certain conditions. Each condition produced a negative number that reduces your Attack
rating. Some of these conditions are void if you have certain Abilities, such as Darkvision.
Bad Light -2, Void if you have Darkvision, -1 with Blind-Fight
Total Darkness -4, Void if you have Darkvision, -2 with Blind-Fight
Crawling -2
Crouching -1
Off-Hand Fighting -2, Void if you have Ambidexterity

CALLED SHOTS
(Cost in PP; EASY 1, HARD 2, TRICKY 3, CHALLENGING 4, IMPOSSIBLE 5)
(Penalties to Attack; EASY -1, HARD -2, TRICKY -3, CHALLENGING -4, IMPOSSIBLE -5)
Location Type Penalty PP Cost
Head* Tricky -3 3
Eye Impossible -5 5
Neck Challenging -4 4
Chest Easy -1 1
Heart Challenging -4 4
Vitals Tricky -3 3
Arm** Hard -2 2
Hand** Tricky -3 3
Leg** Easy -1 1
*Decapitation is possible with an increase of 1 on the Difficulty
**Only the Arm, Leg, or Hand may be severed with an increased difficulty level of 1.
DEFENSIVE ACTION Bonus to Dodge/Defense
Dodging (Lower INTV) +1
Block (Higher INTV)
Unarmed w/ unarmed +1
Unarmed w/ weapon +2
Weapon w/ unarmed +0
Weapon w/ weapon +1
Parry +2

COVER
Exposure Level Bonus to Defense
Head only +3
Head and shoulders +2
Half body +1
Light cover +1
Someone else +2
Lying prone, no cover +2, -1 Attack, takes a standard action to get up, Attack penalty negated if you use a Crossbow
Lying prone, in cover +3, -2 Attack, takes a standard action to get up, Attack penalty negated if you use a Crossbow
Crouching +1, takes a move action to get up
Total cover +4, cannot attack or see unless you expose your head

TEAM ATTACKS
You and a friend may team up on one target for extra bonuses on to hit and damage. This chart below gives you a vague idea
about what you gain by ganging up on a target.
BY # Bonus to hit Bonus damage
2 +1 +1 dam every hit
3-4 +2 +2 dam
5-8 +4 +4 dam
9+ +6 +6 dam
This also works on multiple spells as well as ranged or melee weapons. Everyone in the group attacking gets these bonuses.

As Well as being able to perform many types of combat maneuvers, Mages have the unique gift to enhance their spells using
Spell Stunts. Like Combat Maneuvers, Spell Stunts require the use of Power Points, but the total is added to the Spells PP cost as
well. This is because you get even more powerful effects than just regular Combat Maneuvers.
This chart will tell you what the Stunt is and what it does and how much extra it costs in PP to use.
Stunt Effect PP Cost
Mighty Spell Caster adds one die of damage to a damaging Spell 1 per die added up to 4
Fast Casting Instead of a Standard action to cast, it is reduced to a Move Action 1
Pierce Armor Half of damage rolled Penetrates Armor 2
Homing If the Spell Misses, you can try again up to the amount of PP Spent Up to 3
Explosive The Damaging Spell explodes, dealing half damage to everyone in radius 2
Persistent A Non-damaging Spell has its effect doubled 2
Area Effect-Cone A damaging Spell is effective in a Cone starting at casters fingers 1
Area Effect-Circle A damaging Spell is effective in a Circle around caster 1
Area Effect-Line A damaging Spell is effective in a Line starting at casters fingers 2
Chain Effect The Spell hits multiple targets. Can be non-damaging or damaging 2
Instant Instead of a Standard action to cast, it is reduced to a Free action 2
Focused Spell By taking a round to cast, you can deal an automatic Critical if you hit. 3
You must wait to use the spell one turn after you start casting
Linger A Damaging Spell continues to deal damage, if it already does not, for Up to 4
rounds equal to the PP Spent
Maximum A Spell does the Maximum amount of damage without rolling 4
Invisible Spell The Spell becomes transparent and thus the target must take up to a -5 Up to 5
on his Dodge or Defense Roll, a -1 per PP spent
Insidious If Spell is damaging, then the target must make a Willpower check vs DC 3
15 + Casters WIS or they become fatigued
Continuous By spending 1 PP per round, you can keep a regular one-time spell active 1 per round
for as long as you continue to spend PP
Indirect You can make the spell come from somewhere that is not directly from 2
you. You must pick the source, such as the Sky or from a building

COMBAT BONUSES
Also, you will notice on the Character Sheets three separate but equal Bonus Numbers. On the Melee weapon armory, you will
find the Melee Bonus score. This is equal to your Melee Skill + STR / 2. Also known as the Average between the two. The same
number can be found for your Ranged Bonus but with the Shooting Skill + DEX / 2. And for those with Magic, there is a Spell Bonus
Number that is equal to your Spellcraft Skill + WIS / 2. For those numbers that come out with decimals, just round up to the next
number. So if you get a weird number like 3.1839383748, then you will get a 4, until the average goes beyond 4, then it becomes 5.
Simple, eh?
These numbers are important because you will add these bonuses to your to hit rolls for those specific actions.

DAMAGE AND RECOVERY


HEALTH
Now, when your health is low, things tend to happen. If you drop below half your health then you take a -2 Attack Penalty until
you heal. Then if your Health reaches 0 you are not dead but you are unconscious. If you fall to a -5 health then you are dying and
you still take 1 point of damage every round until you Stabilize. You can Stabilize by making a CON roll VS DC 15. If you succeed, you
stop taking damage but you are still in bad shape. If you fall to a negative equal to half your total health, then you are dead. You can
be healed back to life if they get to you within 5 rounds, but after that, you are dead. If you are Stabilized, then you recover at 1
Point every 2 hours until you are at 0, then recovery is back to normal. If you fall below that -1/2 health threshold, then there is no
possible way to recover your character.
FATIGUE
Like with Health, if you are running low on PP, then you tend to have bad things happen. If you fall to below half your PP, you
take a -2 DEF penalty. Now, once you lose all your PP, then that’s that and you take a -2 Dodge as well. This is called Fatigue. Since
PP are very intricate and are a very valuable resource, you do not want to overdo yourself in combat.

When you take damage, you must recover. Now, healing potions do that instantly, but if you have none, then you follow these
standard rules.
Basic Health Recovery is 1 point every hour of good rest. If you have the Quick Heal Ability, then it is 2 points per hour. Also, the
Healing Spell grants a 1D4 per PP spent to the target. So 4 PP spent on the Healing Spell give the target 4D4 points to heal.
You recover 1 PP per hour of rest like health but you cannot have it go any faster. You regain a number of PP per round of
combat Equal to Half your WIS.

USING SKILLS
Skills are really simple to use and you will notice that there is a Trained/Untrained category for skills. Like in most games, some
skills are harder to use without proper training. Some however revolve around common sense rather that actual skill. Those Skills
that require training (a No on the Untrained column), will be used strait off of the Attribute but with a -2 but only if you do not have
any points dedicated to them. if you put points into it, it has now been trained and thus you roll both the skill rank + the attribute
associated with it.

DIFFICULTY CLASS
The DC is what you are rolling against for things like picking locks or other stuff that is simple. The higher the number, the more
difficult. Against a person, it is based on their Attributes and Skills. So, if something says you make a Willpower VS DC 15, then you
roll your Willpower number plus your roll vs the 15. If you beat the 15, then you succeed, if not then you fail. It really is that simple.
DC Rank Number to beat
Easy 5
Routine 7
Average 9
Above Average 11
Challenging 13
Difficult 15
Strenuous 17
Pushing 19
Extreme 21
Impossible 23

ADVANCEMENTS
Advancing is done in a combination of 2 ways, one is spending XP and the other is by Level. Here are the ways to advance via
spending XP.

ATTRIBUTES
Since Attributes are a major factor as opposed to other games, they can be advanced quite easily, but they cost the most because
they are the hardest to advance. Each attribute costs the same amount but by group. Each +1 in a group costs a different amount.
1-3 2 XP each
4-5 3 XP
6-7 4 XP
8-9 5 XP
10+ 6 XP
As you can see every group range gets harder to advance. This will boost your Derived Traits by the same amount, so keep extra care
to advance those as well.

SKILLS
Skills are a bit easier to advance and do not have the same group range that Attributes have. Instead, it is a 2 XP per +1 to a Skill,
simple and clean.

ABILITIES
One way to advance Abilities is to gain a new Level in a Class or by spending points. remember, if you purchase an Ability and then
later get in via Class, you do not get both. You only need to purchase Abilities once. Some GMs might say that you cannot spend
points on Abilities and instead let you only get them Via Class. This is up to the GM. In the case that the GM lets you purchase them
via XP, then each new Ability costs 3 XP.

SPELLS
Like Abilities, Spells can be purchased with the GMs permission. And just like Abilities, they cost 3 XP per, but you cannot purchase a
Spell from a higher set without getting that Ability from your Class.

DERIVED TRAITS CHARTS


Follow these charts to calculate how much each of your Derived Traits are equal to.

Health Chart
CON (x2 +3)
0 3
1 5
2 7
3 9
4 11
5 13
6 15
7 17
8 19
9 21
10 23

Power Points Chart


CON + CHA
CHA 0 1 2 3 4 5 6 7 8 9 10
CON
0 0 1 2 3 4 5 6 7 8 9 10
1 1 2 3 4 5 6 7 8 9 10 11
2 2 3 4 5 6 7 8 9 10 11 12
3 3 4 5 6 7 8 9 10 11 12 13
4 4 5 6 7 8 9 10 11 12 13 14
5 5 6 7 8 9 10 11 12 13 14 15
6 6 7 8 9 10 11 12 13 14 15 16
7 7 8 9 10 11 12 13 14 15 16 17
8 8 9 10 11 12 13 14 15 16 17 18
9 9 10 11 12 13 14 15 16 17 18 19
10 10 11 12 13 14 15 16 17 18 19 20

Encumbrance Chart
100lbs +10lbs per STR rank
0 100
1 110
2 120
3 130
4 140
5 150
6 160
7 170
8 180
9 190
10 200

Initiative = DEX
0 0
1 1
2 2
3 3
4 4
5 5
6 6
7 7
8 8
9 9
10 10
Dodge = DEX x2
0 0
1 2
2 4
3 6
4 8
5 10
6 12
7 14
8 16
9 18
10 20

Defense Chart
DEX + CON
CON 0 1 2 3 4 5 6 7 8 9 10
DEX
0 0 1 2 3 4 5 6 7 8 9 10
1 1 2 3 4 5 6 7 8 9 10 11
2 2 3 4 5 6 7 8 9 10 11 12
3 3 4 5 6 7 8 9 10 11 12 13
4 4 5 6 7 8 9 10 11 12 13 14
5 5 6 7 8 9 10 11 12 13 14 15
6 6 7 8 9 10 11 12 13 14 15 16
7 7 8 9 10 11 12 13 14 15 16 17
8 8 9 10 11 12 13 14 15 16 17 18
9 9 10 11 12 13 14 15 16 17 18 19
10 10 11 12 13 14 15 16 17 18 19 20

Toughness Chart
CON + STR
STR 0 1 2 3 4 5 6 7 8 9 10
CON
0 0 1 2 3 4 5 6 7 8 9 10
1 1 2 3 4 5 6 7 8 9 10 11
2 2 3 4 5 6 7 8 9 10 11 12
3 3 4 5 6 7 8 9 10 11 12 13
4 4 5 6 7 8 9 10 11 12 13 14
5 5 6 7 8 9 10 11 12 13 14 15
6 6 7 8 9 10 11 12 13 14 15 16
7 7 8 9 10 11 12 13 14 15 16 17
8 8 9 10 11 12 13 14 15 16 17 18
9 9 10 11 12 13 14 15 16 17 18 19
10 10 11 12 13 14 15 16 17 18 19 20

Aura Chart
CHA + WIS
WIS 0 1 2 3 4 5 6 7 8 9 10
CHA
0 0 1 2 3 4 5 6 7 8 9 10
1 1 2 3 4 5 6 7 8 9 10 11
2 2 3 4 5 6 7 8 9 10 11 12
3 3 4 5 6 7 8 9 10 11 12 13
4 4 5 6 7 8 9 10 11 12 13 14
5 5 6 7 8 9 10 11 12 13 14 15
6 6 7 8 9 10 11 12 13 14 15 16
7 7 8 9 10 11 12 13 14 15 16 17
8 8 9 10 11 12 13 14 15 16 17 18
9 9 10 11 12 13 14 15 16 17 18 19
10 10 11 12 13 14 15 16 17 18 19 20

Willpower Chart
CHA + WIS
WIS 0 1 2 3 4 5 6 7 8 9 10
CHA
0 0 1 2 3 4 5 6 7 8 9 10
1 1 2 3 4 5 6 7 8 9 10 11
2 2 3 4 5 6 7 8 9 10 11 12
3 3 4 5 6 7 8 9 10 11 12 13
4 4 5 6 7 8 9 10 11 12 13 14
5 5 6 7 8 9 10 11 12 13 14 15
6 6 7 8 9 10 11 12 13 14 15 16
7 7 8 9 10 11 12 13 14 15 16 17
8 8 9 10 11 12 13 14 15 16 17 18
9 9 10 11 12 13 14 15 16 17 18 19
10 10 11 12 13 14 15 16 17 18 19 20

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