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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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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