Inversion RPG Alpha v14

What’s New! v0.0.14.2 “The Rebalance Patch(part 1)” ||| Armor was changed to be more active. Luck was removed since nobody used it. Might bring it back. ||| Some skills tweaked (mostly buffs). Heroism extremely nerfed since Luck is gone. Taking suggestions. ||| Control Points were changed to a dice pool like system. Tiny rename of a few of the resources. ||| First balance pass on Classical classes and a few others. Minor changes to a few skills. Many bard abilities re- worked to fit with the new Control Pool system but his final abilities still need a lot of work. Taking suggestions. ||| Removed professions for now. Might bring them back as a 5th section of the class wheel. Maybe. Maybe. ||| Character Sheet changed mostly on the first 2 pages. There’s a lot of extra room now, taking suggestions. ||| All non silver money removed for now. It’s still exists in setting but removed to clear rule confusion.

v0.0.13.0 “The Character Development Update” ||| Character Developments added, not the biggest number of them, but hopefully a wide enough set to get the concept of what I want them to be down. ||| magic item section started, no example items, just basics on what to expect ||| technology section started, no example items, just basics on what to expect ||| Example enemy section added near the end. No hard balanced numbers there, but some okay averages. ||| layout was changed slightly here and there. Taking suggestions on the changes. ||| Added a bit more story and flavor text here and there. People I show it to say they like the story bits, might as well listen and add more of them. ||| more minor spelling errors fixed. ||| 3 Updates left: Proffessions, Magic Items, and Technology.

v0.0.12.0 “The Elemental Update” ||| Skill Points tweaked again. Price of ranks 4-6 raised to 3 each. ||| Armor Dodge and Luck dropped 2 points across the board. Armor dropped 4 points. ||| Shields tweaked very slightly. 2 new light shields added. A Wooden Shield and a Light Shield ||| All basic armor boosted 2 points. ||| World Hunter added ||| Storm Trooper added ||| Fire Raiders added ||| All the classes are done! Finally! I never have to think about making a combat class ever again forever. Then again I’ve had a few thoughts for a druid shape shifting class but I couldn’t fit it into the wheel anywhere. ||| Cleric specialty of Holy Warrior changed from using Hammers to using Crushing Piercing type weapons. ||| Guns now deal Piercing damage.

v0.0.11.14 ||| Skill Points tweaked, price per skill rank tweaked, armor values tweaked (heavily), damage values on some weapons tweaked, ammo on some guns tweaked, some races tweaked, numbers on some backgrounds tweaked. ||| Page 9 Core System massively expanded to explain what I Think (keyword THINK) this game does well. ||| due to a shortage of supplies the price of all armor and most weapons has gone up. ||| some spelling erros, wording in some sections changed. ||| basic descriptions for all organizations added, rank descriptions added for Librarians. ||| Table of contents updated. ||| Work has begun on a monster manual. Unrelated to new stuff in this doc, but thought it was notable. Inversion Character Sheet Inversion Character Sheet Character Name______Background______Defeat Points Initiative Speed Main Hand Ammo Race______Size_____ Org______XP______+hit O O O O O Class Level______+armor O O O O O Other______Life Points MP Resource: damage O O O O O Skill Points +dodge O O O O O 1 2 3 4 5 6 Other/Bonus range O O O O O +1 +2 +3 d6 d8 d12 +other O O O O O Acrobatics O O O q q z + ______Property: ______Notes: ______Arcana q q z O O O + ______q Athletics O O O q z + ______Beastiary q q z O O O + ______Armor (total) Off Hand Ammo Bluff O O O q q z + ______Concentration q q z +hit O O O O O O O O + ______Age______Sex____ Height______O O O O O O O O O O O +armor O O O O O Defense q q z O O O + ______O O O O O O O O O O O damage O O O O O Eyes ______Detection O O O q q z + ______+dodge O O O O O q q z Hair______Armor (temp/current) Diplomacy O O O + ______Skin______range O O O O O q +other O O O O O Forgery O O O q z + ______Notes: Property: ______Guns Pistols Other ______O ______Notes: ______Guns Rifles O ______Guns O Shotguns ______Heroism q q z O O O + ______Dodge (total) Notes q Contacts Armor History O O O q z + ______+armor Mental Intimidation O O O q q z + ______A:Allies E:Enemies O:Other O O O O O O O O O O O ______Physical Intimidation O O O q q z + ______O O O O O O O O O O O +dodge ______Intuition q q z +speed O O O + ______Description: Dodge (temp/current) ______q q z Lockpicking O O O + ______Other Gear Offense O O O q q z + ______Notes: ______Perform (______) O O O q q z + ______q q z Description: ______Pickpocket O O O + ______Search O O O q q z + ______Sneak q q z O O O + ______Description: Technology O O O q q z + ______Weaponry O O O q q z + ______Wilderness q q z O O O + ______Description: O O O q q z + ______O O O q q z + ______

Spent Unused Total Description: Inversion Character Sheet Inversion Character Sheet Character Developments Equipment and Wealth race and background benefits Organization Rank Development| ______Equipment and On Hand Suppies Weight Vision Type: Rank Title Normal Night Arcane ______Effect | ______Society Class: Benefits ______Upper Normal Outcast ______

______Languages (Can read and Write): Development| ______Effect | ______Class Benefits and Prof. Recipes ______Talent/pg# Effect Development| ______Languages (Can speak): Effect | ______Currency and Trade Goods Value Development| ______Effect | ______Background Benefits ______Development| ______Effect | ______Race Benefits ______Contracts, Workers, Land, Other Value Development| ______Effect | ______Table of Contents Character Options (Part 2) 001...... Cover 53 Diplomacy 089...... Character Advancement 54 Forgery 002...... Character Sheet 54 Guns 090...... Character Developments 54 Heroism 006...... Table of Contents 55 History 094...... Organizations 56 Mental Intimidation 96 Abyssal Explorers 008...... Setting Introduction 56 Physical Intimidation 97 AGS 57 Intuition 98 The Blackhand Core Rules 57 Lockpicking 99 Blade’s Reach 58 Offense 100 Chaos Believers 009...... Core System 59 Perform 101 Commonwealth 60 Pickpocket 102 Dragon Cult 011...... Core Combat System 60 Search 103 Elemental Servants 61 Sneak 104 Elven Military 012...... The Two Defenses 61 Technology 105 Knights of Corden 62 Weaponry 106 Librarians 015...... Core Non Combat System 62 Wilderness 107 Magus Tower 108 Northern Kingdoms 018...... Anatomy of Combat Equipment 109 NRF Inc. 110 Planar Travelers 020...... Skill Basics 064...... Armor and Weapons 111 Shadow Council 65 Armor 112 Thieves Guild 021...... Player Characters 66 Shields 113 WRFT Co. 67 Masterworked Armor 022...... Character Creation 68 Melee Weapons 114...... Classes 69 Simple Melee 116 Classical Character Options (Part 1) 69 Martial Melee 118 Brawler 70 Military Melee 128 Bard 024...... Background 72 Ranged Weapons 140 Magic User 73 Simple Ranged 116 Technology 026...... Race 73 Military Ranged 148 Rune Gunner 28 Dwarf 73 Ammunition 154 Engineer 30 Elf 166 Nomad 32 Human 074...... Guns 116 Specialized 34 Edren 76 Pistols 172 Holy Warrior 36 Goliath 77 Rifles 184 Dragon Monk 38 Gnome 77 Shotguns 192 Bloodmage 40 Metal Men 116 Elemental 43 Undead 079...... Other Equipment 200 World Hunters 046...... Skills 79 Gear 208 Storm Guards 48 Acrobatics 85 Profession and Skill Kits 216 Fire Raiders 48 Arcana 86 Trade Goods and Valuables 49 Athletics In Progress -->86 Workers and Labor 50 Beastiary In Progress --> xx Mounts and Pack Animals 51 Bluff 52 Concentration 52 Defense 53 Detection 6 7 Setting Introduction Core System The world is a bit odd. There are kingdoms and empires, setting description “There was suppose to be a dragon at the top of that mountain. The bar was filled with adventurers, shady business- trade networks and adventurers as you expect. There are Take a fantasy setting with all that phrase implies. men, and bounty hunters. That was where I met him. Old man who smelled of rotten eggs with white wirey hair. He towns and farms, outposts and forts on the borders of You have dwarves and elves and orcs and swords and told me of his plans to put an apple on the dragon’s head and shoot it off.” - Tobias the Gnome, Travel Journal the unknown wilderness. There are also dwarves, giants, shields and spells and armor. Dugeons to explore and skills dice rolls elves, gnomes, and humans of course. That’s not what’s dragons to fight. Magic items to find and chests full of Everything about your character is handled by skills. Whenever you are going to do something that has a odd, that all seems normal and natural. Those things gold and treasure to collect. make sense to you. chance of failure you When you level up you gain more Skill Points to Now add in some vastly too intelligent for what the spend on everything that could advance or improve • Roll a Twelve sided die (d12) What doesn’t make sense is the other things that exist in setting implies people. Add in a bunch of almost other your character. Skill Points are spent on things like • Add a relavent bonus (from a skill or because of this world. What are these Organizations? What is the worldly too clever merchants and mercenaries who traning in a class, taking a character development, whats going on) abyss? Those walking mass of speaking metal can’t pos- found a small trade city that grows into an extremely advancing in an organization, and countless others. • And compare it to a target number sibly be natural. Have they always been here? What are powerful empire. An empire so vast that things like these guns? How do I use them? What are these con- modern companies and corporation start to appear. traptions they call technology that seems to give common choice system If you need to make a roll the rules do not specifically This game was written with the goal of giving a player cover, just roll a d12 and add the most relevant skill people power normally reserved for ancient mages and An empire that draws more and more unfittingly in- multiple options for expressing the character concept bonus or roll bonus that fits the situation. spellcasters telligent people to it to the point that things like shot- they want to play. It was written to address the small guns, rifles, pistols, mechs, airships, laser swords, flying issues I experienced in other games. The small details Don’t be afraid to ask your GM what would best fit or These ruins make no sense. All the legends say they were cities, underwater cities, space elevators, skyscrapers, that by themselves were nothing major but added to- come with a good reason why Perform (Taking Shirt towers of metal and magic that would reach above the AI, power armor, what have you start being engineered gether it felt like some character concepts were impos- Off ) will help you jump a chasm. clouds and deep below the earth. Old men would speak of and created in this fantasy setting. Give these people sible to play without ruining yourself. the machines that would fill your every desire. Yet these access to magic since it’s a fantasy setting and let them ruins are landscapes of melted metal hills and they are make similarly powerful and crazy advances with it. patrolled by abominations gone mad. Creatures, machines, A mage who wants to wear heavy armor, a rogue who ties and halves wants to wear light or no armor and have the way he Whenever your roll to do something between two and people who all seemed to have fallen with the ruins Then have that huge empire with all its strange and dodges attacks Feel different than the warrior in heavy players and there’s a tie with the target number the tie but never died. advanced technology collapse. Let it get greedy and armor next to him. A character who maybe doesn’t goes to the player with the highest Luck. make riskier and more insane plays for power and want to commit to a combat class but still wants to The Abyss? That can’t possibly be real. Those old men control until it finally bites off more than it can chew. have some kind of impact in combat beyond “I hit him Any time you have to round a number, because of a who spend their days in the bars call it an endless void of Have this force they could not overcome completely with my stick and he feels a tickle.” decimal or otherwise, always round down unless spe- nothing. They say our world floats like fragile crystal that destroy them. Melt all their towers and tear through all cifically told otherwise. could break at any time. They talk about other worlds far their cities until all that remains are piles of scrap and To achieve this goal the system is not rules light. There from ours. Worlds where the laws that govern reality are whatever small stuff could survive such a cataclysm. far different. Some where digging down will eventually are a lot of rules. classes, organizations, and skills There are 3 main methods of advancing your character. have you fall from the sky and others where land is flat Then wait a few hundred maybe even thousands of However the game is written in such a way that if you You can take or use any of them that fit your character. and stops in hard edges. Some where god roam free and years. Make the world recover from the empries col- don’t care about something, you will never have to deal There are very few, often no, limits to the number of others were demons build weapons and prepare for war. lapse by relapsing back into what you might expect out with its rules when you play. You’ll only ever have to things you can mix to advance your character. of a normal fantasy setting. They even say this abyss can create things. That they worry about crits if you increase your weaponry skill to let you crit. You only have to deal with complicated Classes give you more personal abilities and powers. once saw something will itself into existence. Forged from Then the companies come back. They resurface and classes if you choose to take one. Organizations are groups you work for and advance up the void and pure thought and belief. But these people start trying to scavange everything they can from the the ranks to get new missions and equipment. Skills spend all their days drinking. They stare into walls and ancient empire because all that stuff is still vastly more The system is about letting you opt in to as much com- make your character better in general outside of com- look away from each other using excuses of trying to powerful than whats available in the modern era. forget to hide their addiction. plexity in the areas you want. If your group wants to bat or just better overall in passive ways. do a lot of fighting then there’s lots of rules and classes That’s where the players come in. The scavangers, the and powers to make combat complex. Character devel- Classes and Skills cost Skill Points to advance. Orga- These things, they can’t be normal can they? They’re odd adventurers, the mercenaries who are all hired or work opments and skill progression are there for more role nizations will often also cost Skill Points to advance aren’t they? Lost Technology, Guns, Magic, Organiza- directly for these organizations and companies to find, play oriented players. Chances are you’ll want a mix but in addition require you to take specific actions or tions and companies fighting over pieces of scrap from steal, or capture these relics from the past. All of them and players in your group will specialize themselves to pay some amount of money to climb the ranks. the past. The world wasn’t always like this was it? All building up on resources for a war so obviously going focus on the parts they want. these things feel out of place don’t they? to come you could almost set your clock to it. 8 9 I am not having a good day. I quickly grabbed a knife and braced for the worst. Only thought going through my head was hoping I could get a Core Combat System It started with a very annoying 3 am messenger who good sneak attack in and run away before they shot an Have orcs been stealing your food? Have thugs been harassing you for money? Companies agressively trying to con- informed me the king heard about something called arrow into my back. vince you to sell your land? Dead jsut not staying in their graves at night? We can help you! For a small fee* we “Speakers” and he wanted them. Now. Adventurers can help! Any problem, day or night, come to us and we will fix it!** *fee not guaranteed to be small Then they walk in. Four people all smiling in armor damp I packed up a wagon with trade goods and immediate- with blood and sweat. actions and rounds life points ly set off. Things were business as usual, a few less When in combat you can perform 3 Actions every Life Points are how much life you actually have. How “Trader Inspections” along the road so that was nice. One of them was a Dwarf in armor that looked like it Turn. These actions represent what you can do in an many lethal blows you can take, how much damage Then the day took turn for the worse when I looked weighed more than me. There were two Humans who encounter (move, make a skill check, attack, prepare your body can actually sustain. When you’re not in through my pack for some water and realized I didn’t looked very similar. One of them in cloth armor with a to Dodge, etc). combat you have your Life Points and nothing else. pack any food or water. revolver at either side of her waist and the other in leath- er with a quiver on his back and a bow in hand. (Later A Turn is when someone is given the opportunity to Think of Life Points like cutscenes in video games. I needed to get some supplies so I made a detour through found out they were twins.) do something or use their actions. Every player in an While you’re actually playing you can take hundreds of some woods to get to the logging camp on the other encounter gets 1 Turn every Round. bullets to the face and survive but it only takes 1 or 2 side. Uncomfortably rocky path and the ocasional pack of The fourth was an Elf who looked like he had a bomb stabs in a cutscene to kill you or knock you out. gnolls aside, it was really the bird who shit on my face go off in his face and there was a fifth I never had the A Round is when everyone who is involved in the that made the forest an unplesant experience. chance to look in the face. He just yelled in from the oth- encounter has taken a Turn. A Round is considered When your Defeat Points (DP) hit 0 you lose 1 Life er room, complaining about how little they were paid. about 10 seconds of in game time. Point and fall unconscious or are otherwise unable to To top it all off I made the mistake of having my wagon fight at your peak potential for at least a few hours. break down in the middle of nowhere and a few bandits “Fear not Jasper, we’re here to save you!” Oh god it’s When your Life Points (LP) hit 0 you die. No amount seized the opportunity. worse than I thought. Someone sent fucking adventurers... of healing or rest can bring you back. You died.

I am the Royal Merchant and my job is to buy and secure the rarest and most precious objects for the royal family. No price too high, no distance too far, no Organi- zation or kingdom too powerful to stop me. Nothing was meant to stand between me and whatever the king desired!

And here I am tied up in a cave with a bunch of thugs.

I was trapped for hours before the sound of gunshots and swords being drawn woke me. The men guarding me ran to see what all the commotion.

I figured whatever it was would probably take a few minutes so I took the opportunity to cut the ropes on the weapons they left behind and piss in their coffee.

What followed was some kind of epic battle. Hundreds defeat points when are lp used and when are dp used? of troops by the sounds of it all. Gunshots rattling off Defeat Points (DP) are how hard you are to defeat When it makes sense. Your Game Master should nearly constantly, swords striking shields and even some in combat. How much you can dodge, take glancing decide but often when it makes the most sense to use explosive that almost collapsed the cave entirely. blows, and shrug off beatings in combat. Defeat Points either they will be used. are how long you last in a fight before you take one It must have been a good hour of fighting by the sounds too many hits or someone finally lands that one lucky A group of Orcs surprised you and charged you out of it all before I heard a sword strike true and deep, and strike which gets past your armor. of combat? Defeat Points make sense. The king who one last body hit the floor. greets you with a hug just plunged a knife into your Think of Defeat Points like HP in video games, you chest? Life Points make the most sense. Assassin in have tons of it, it comes back somewhat regularly, and the night? Life Points. Siege catapult in the night hits you don’t worry too much until it gets low. your room? Defeat Points. 10 11 dodge The Two Defenses Dodge is often the lowest defense, and it requires I’ve lived a far longer life than I ever thought I would. Met so many great people along the way and I can’t say I some planning ahead, but rewards you with more mo- remember all of them. Hell I don’t think I remember even half of them, but I’ll you this! I still remember the 4 mem- bility when used. bers of my adventuring party. Might have laid the last one to rest two hundred years ago but I’ll never forget them. Dodge requires that you spend 1 Action on your Turn In combat you have a choice between two Defenses armor to use but whenever you are attacked between the time when trying to avoid taking damage. Armor is generally the highest defense. It is also the you spent the Action and the end of your next Turn default defense used. No special action is required to you use your Dodge instead of Armor as your defense. Armor (physical armor meant to take hits) use Armor as a defense. Dodge (moving out of the way of attacks) When you are attacked, if they hit below your Dodge If your Armor value is higher than what the enemy amount you take no damage and can immediately Each of them has their strengths and weaknesses but rolled to hit then the enemy misses or his attack was move your full Speed. it is a matter of personal choice which one you, the ineffective. You take no damage or effects. player, choose to use. If their roll to hit is equal to or above your Dodge total If your Armor is equal to or less than the roll to hit then you take the damage and effects as normal but When in combat you have the choice of which defense then the enemy hits. You also have a choice: Take nor- can immediately move half your Speed after the dam- you want to use. If you don’t specify then it’s assumed mal damage or reduce your Armor until the end of the age and other effects are applied. you’re using Armor. If you do want to choose then you encounter to decrease the damage you take. have to decide before the roll to hit. If you choose to reduce the damage then you change a single damage die being rolled to 1 size smaller (a d6 to a d4, a d10 to a d8, a d12 to a d10, etc) for each -1 to Armor you take. The -1 to Armor last until the end of the encounter. A d4 cannot be reduced.

12 13 “Fear not Jasper, we’re here to save you!” The Dwarf I asked the Elf, he was named Erridinus, to hand me managed to bellow out from those stone lips underneath some armor of the dead thugs and I just silently walked Core Non Combat System all the armor. out of the cave while they were drawing diagrams of ex- I wouldn’t hire those adventurers if I was you. I told them to get my stuff back from some thieves and they wound up plosions and trying to figure out the cheapest way to blow setting my house on fire, letting goblins loose on the city, somehow found enough boars to have a stampede through You know I’m not even sure why they would all travel up a tower. I figure it’ll probably be another hour before the city streets, and destroyed the rest of my house by tipping a water tower on it. Then they asked for their money. together. The two Humans I could understand, they were they notice I’m gone. family, would probably follow each other to the ends of simple skill checks Like combat you use Defeat Points and Life Points. the earth, but the rest I just didn’t understand. When an action can fail and is not against another There are Rounds and Turns and Actions per turn but player, or is something like a skill check to get a dis- turns are done as one for the group as a whole, and one I mean that Dwarf seemed happier he got into a good count with a merchant (something simple), then it is 1 for the opposition. fight and nearly died than he did about finding me. The skill check that either passes or fails. Elf looked like he was in his own little world and didn’t Unlike combat you don’t die when you hit 0 on Defeat even know what was going on or why they were saving If it fails than that particular check cannot be attempt- Points or Life Points. Instead once one side wins the me. And that fifth guy, turns out he was a Goliath, cared ed again until circumstances or situation change. If encounter all lost Defeat and Life Points are restored more about how much he could make selling all the spare you fail to climb a mountain, you failed to climb that and who ever hit 0 just fails to get what they wanted weapons and armor than he did about, well, anyone. mountain. You cannot try it again unless it’s a different out of the situation or the complex device you were mountain or you’re using different equipment to climb working on fails. I better play this right. If this is the wrong group of ad- or the weather is different or something else changes venturers they might take everything and leave me to die about the situation. Verbal Fencing follows the same rules of failure for if they think they wont get anything out of me. simple skill checks. Until the situation changes you When dealing with people, complex situations which can’t try it again, you’ll have to find another way “Thanks for saving me! I didn’t think I was going to live require multiple skill checks, or in social situations around the obstacle, think of another solution, or to see tomorrow. If there’s anything I could do to re- where you have a goal and can fail to reach it (like change the circumstances. pay you..I’m a close friend of the king! I could probably trying to convince the guard at the gate of a walled arange for some kind of compensasion.” city to let you in with your weapons) then you engage Just like with combat the situation and context in story in “verbal fencing” or to put it another way, “combat dictates whether you use Defeat Points or Life Points. “Don’t worry yerself. We’ve alrea-” The Dwarf was through skill checks and roleplay.” immediately cut off.

“Now hold on Stonebeard, buddy, friend. If this man wishes to repay us I think it only fair we give him the chance. Wouldn’t want to insult him after all.”

It wasn’t until that Goliath put his hand over the Dwarfs mouth that I realized how absolutely massive they are. I mean it was like looking at a five year old stand next to a clown on stilts.

I watched them argue with each other for awhile, a very long while. I think they eventually started talking about how many shovels they would need to dig into a castle.

That’s the problem with Adventurers. You hire them and yeah they can get the job done but god damn if they aren’t easy to side track. Now if these were company men who worked for some big shot Private Military I’d proba- bly have been in a nice warm bed by now.

Then again, Private Militaries charge up the ass and then some for even the smallest of tasks. 14 15 normal verbal fencing verbal fencing skill damage When a skill is used more than three times, or de- If the situation is small, the stakes aren’t very high, or Verbal fencing through Defeat Points is done through pending on the situation if the skill is used twice, in you’re dealing with people who are in the context of damage rolls based on good roleplay and skill usage. a row then that skill might either take a stacking -1 the story not that important then you use Life Points. to success and damage on all uses that encounter or Your GM will set some skills as Common Skills and it takes a stacking -3 penalty to damage it deals until Each successful check for you is a Life Point they tick Uncommon skills at the start of the encounter. Your another skill is used. off, each failed one or success for them is a Life Point GM should then say which skills are Common Skills. you check off. The encounter ends when one of you Common Skill: Creative Skill Uses or Great Role Play Bonuses: hits 0 Life Points. Your GM could also tell you which skills are [1d6 or 1d8] + Skill Rank + Level damage. • +1 hit and +2 damage on your next skill check. Uncommon Skills, or might keep that a secret until your group tries them. Uncommon Skill: • +3 hit and damage on next specific skill use. important verbal fencing [1d10, 1d12, or 2d6] + Skill Rank + Level damage. If the situation is big, the stakes are high, or you’re Skills that the GM does not label as either type can • Heal Uncommon Skill worth of Defeat Points on dealing with someone who is in the context of the still be used and might come with other bonuses. Other Skills: someone else in your party. story important then you use Defeat Points. Remeber, although the listed damage values are called “Interesting Idea/Decent Explanation” Skill Use • Extra roll to succeed on the next skill check. When using Defeat Points skill usage and good role- Common Skills, Uncommon Skills, etc. Good roleplay [3d6 or 2d12] + Twice Skill Rank + Level damage. play will tick off Defeat Points. can still give your damage roll a bonus. • Heal the last instance of damage dealt to you. Poor “Shouldn’t Have Done That” Skill Use When anyone in your group’s Defeat Points hit 0 your [1d4 or 1d6] + Level damage or take [1d6 to 1d8] + • Discover/Use a secret or event you can bring up group loses the encounter/situation. When the Defeat Level damage. or use instantly dealing 15 to 30 damage or giving Points of all people in the group you are against hits 0 you an immediate skill success with no roll. then your group wins the encounter/situation and you get what you were after.

Someone knocked out of a verbal fencing encounter by hitting 0 Defeat Points can still impact the game, but only by granting bonuses to skill checks and damage to other people’s skill checks. They can’t make skill checks on their own.

16 17 On my travels to get the king his treasures I meet a lot Anatomy of Combat of straonge people. None of them quite as alive and with “Sir you have offended my honor! I challange you to pistols at dawn!” that same spark of energy that those Adventurers have, “Oh shut up Ferrik I’m not letting you near my guns. Not after you tried to steal them during the last duel.” but quite a few strange and notable odd balls. “Come on! Just let me borrow them for a week, I promise I’ll give them back...” For example I met a strange fellow who couldn’t sit still start of combat common actions if you paid him his weight in gold to do it. I tried, and to Everyone rolls initiative. his credit he almost made it, then he saw a butterfly. Move: Cost 1 Action. Allows you to move your Speed. They do this by rolling 1d12 and adding any bonuses He would start talking and then drift off into an entirely to Initiative they might have. Bonuses to Initiative are Attack: Cost 1 Action. Allows you to make a “Basic different conversation without pause. It was impossible to rare so for the most part, initiative is just a d12 + 0. Attack” which is just an attack with whatever weapon talk with him for more than a few minutes. you have on hand. The order of who goes when is highest to lowest. Then I saw this same man pick up a violin and play the Use An Ability: The Ability will list an Action cost but most beautiful music I have ever heard in my entire life. rounds otherwise is assumed to be 1 Action It was so peaceful and played so perfectly I couldn’t stop A round is when everyone in the encounter has taken myself from crying. 1 Turn. It represents about 10 seconds of in game time. Attack of Opportunity: Free Action. An Attack of Op- portunity is a free Basic Attack you can make against I would close my eyes and picture a beautiful home. I turns someone in specific situations. It happens most often would see a loving family waiting for me. A wife cooking A turn is when you get to take your actions. Once you when the enemy tries to move past your without at- dinner, our son playing with a wooden sword and com- have spent your actions, your turn is over. tacking you or tries to make a ranged attack when right manding his dog to lead a charge. next to you. You can choose to end your turn early without spend- I would open my eyes and for the beautiful brief moments ing all your actions. Your turn might also end early due Perform A Skill Check: Cost 1 Action while the music was playing I would not see the dirt poor to powers or abilities used on you. town center of yet another farming village. Instead I Use An Item: Cost 1 Action if at hand or 2 if the object only saw our home, hidden in a small forest clearing, with You have 1 Turn every Round. is inside something such as a backpack or satchel. sunlight pouring in through beautiful autumn leaves. The smell of a freshly baked bread and wind lightly leading me actions Wait: Your Turn is moved until after the next Turn, down the hill to my home. Every Turn you get 3 Actions to use. You can only your Turn is done for the purposes of naming a Round. spend these Actions on your Turn. Then he stopped playing and my beautiful cottage disap- Dodge: Cost 1 Action, you use Dodge instead of Ar- peared into thin air. I was back in a farming village. I Actions you perform in combat will use up your Ac- mor until the end of your next Turn when attacked. looked around and the others who had come to listen to tions. When you have no more Actions you end your him shared the same face of disappointment I had. turn and wait until your next turn. Prepare An Action: Cost 1 Action plus the cost of the Action you want to perform. You prep an action for The bard would put down his instrument and wander off when a specific event occurs. Such as when someone into a field to lose an argument to a pile of dirt. moves into range or when a door is opened. I had to pay the town a king’s ransom, but he now lives in the castle in a room bigger than the house he used to have and has been given his own noble ranks and land.

18 19 Skill Basics Player Character “Let me make this clear because apparently my calm and friendly demeanor is not getting the message across. I’ve heard him tell this story a thousand time and every time he winds up fighting a bigger hoard with even less armor The Floor Is Made Of Fucking Lava! I AM NOT JUMPING OVER THAT!” - A player from inside an even deeper pit with even more of his body tied up. I think at one point there were even a few Demons involved.

1 2 3 4 5 6 Other/Bonus These are your character’s Skills. Skills are As players play and achieve things like surviving tough Level Skill Points Gained Total Skill Points +1 +2 +3 d6 d8 d12 what your charater is good at. or important fights or roleplaying some big encounter 1 O O O O O O 12 Acrobatics O O O q q z + ______well they gain Levels and Skill Points. Gaining a level O O O O O O q q z will always grant you at least 2 Skill Points. Arcana O O O + ______All skills, except Guns, have 6 Ranks. 2 O O 16 Athletics O O O q q z + ______The first three rank cost 1 skill point more However, the game Assumes that you are being grant- 3 O O 20 Beastiary O O O q q z + ______than the rank before it. Every rank after that ed Skill Points as rewards by your GM between levels. 4 O O 24 Bluff O O O q q z + ______q q z cost 3 skill points. 5 O O 28 Concentration O O O + ______Some levels, the recommended ones are bold, are Defense q q z 6 O O 30 O O O + ______For example the first point of Acrobatics cost Benchmark levels. Those levels usually give players q q z Detection O O O + ______1 Skill Point, the second cost 2 Skill Points, more than 2 Skill Points to bring everyone in line to 7 O O 34 Diplomacy O O O q q z + ______the third cost 3 Skill Points. Someone with a where they should be Total Skill Points wise. 8 O O 38 q q z Forgery O O O + ______Rank 3 Acrobatics has spent 6 Skill Points. 9 O O 42 Guns Players should hit these levels, gain 2 or more skill O Pistols 10 O O 44 Guns O Rifles Guns are special in that each specific type of points, and then all players in the party should have 11 48 Guns O Shotguns Gun only has 1 Rank and that single Rank gained the same number of skill points through the O O GM. Players might naturally have more or less skill Heroism O O O q q z + ______cost 3 Skill Points. 12 O O 52 points from choices made during character creation. History O O O q q z + ______13 O O 55 skill ranks Mental Intimidation O O O q q z + ______14 58 1st Rank gives you a +1 to rolls for that skill. As a GM, reward extra Skill Points for things like O O q q z Physical Intimidation O O O + ______good role playing, players who are hesitent to role play 15 O O 60 Intuition q q z O O O + ______2nd Rank gives you a +2 instead of a +1 to rolls chosing to role play, players playing to their charac- 16 O O 64 Lockpicking O O O q q z + ______for that skill. ters strenghts or weaknesses, the player growing and 17 O O 68 Offense O O O q q z + ______changing throughout the course of the story, or players 3rd Rank gives you a +3 instead of a +2 to rolls for 18 72 Perform (______) q q z achieving something important to their characters. O O O O O + ______that skill. Pickpocket O O O q q z + ______19 O O 76 Search O O O q q z + ______4th Rank gives you a second die you roll for skill Players should gain levels as they complete adventures, 20 O O 80 finish some section of story, or advance the plot of the Sneak O O O q q z + ______checks in addition to the +3. You roll a d6 and a campaign in a relevant way. The big points of the story At 1st Level you gain 12 Skill Points. Technology O O O q q z + ______d12 and use the number rolled from either die for the skill check. should come around the same time the players hit Weaponry q q z O O O + ______benchmark levels so that everyone is on even footing Every level after that you gain 2 Skill Points. q q z Wilderness O O O + ______5th Rank gives you a d8 instead of a d6 and again, for the next section of the campaign. q q z O O O + ______you can use the number rolled from either die for Your GM should be awarding skill points as you play. O O O q q z + ______the skill check. It is common for players to have a different skill point The total skill points listed is there to let the GM set totals. Once the party hits benchmark levels they will different benchmark levels than what’s recommended. 6th Rank gives you a d12 instead of a d8. So you’ll have gained the same number of skill points. Play- be rolling 2d12 and taking the roll of your choice ers have choices during character creation which can for the check. grant them additional skill points. After players hitting Other/Bonus is whatever additional bonus you benchmark levels they might still have different total have to that skill check. skill points, this is normal.

20 21 I have met thousands of merchants of every kind from I bought some fruit from the man and stuck around to Character Creation everywhere selling everything and even some selling watch him. He was well spoken and the people loved him. There is one thing I wish to do before I die and that is meet someone with half the strength of character I have. I nothing at all. I’ve bought overpriced junk and underpriced They would come to him to get advice on life or cooking also want a strong cup of coffee. artefacts. I’ve seen someone sell an apple for a treasury tips or just to gossip about the new blacksmith’s wife. His full of gold and someone buy an armory worth of weap- little shop was a bit of a local hotspot for people to just ons for three pieces of silver and a smile. gather about and talk about their days. There are four steps to making a character. step 3: spend skill points At first level you have 12 Skill Points to spend in any I’ve made deals with every merchant out there from the For a man facing ceirtain death he sure was calm. I step 1: pick a background way you want. Skill Points can be spent on almot ev- most noble Dwarf to the least friendly Human thief. I’ve thought it was strange so I stuck around. Paid one of the When you first create a character you have to choose a erything and anything but primarily they are spent on seen it all and yet when I think back to all the people other merchants a few red gems, hid inside his cart, and Background for the character. improving Skills. I’ve met one man stands out to me. He was chained to a waited for him to do something suspicious. rock, selling fruit at twice the price of those around him, A Background is a bonus your character gets from the Skills impact and control almost all aspects of your and had the most customers. Eventually everyone else left the market and he stood start based on his or her history. Your character’s back- character and improving them is often a requirement there in the dark looking about for a few moments. ground is what they did before they set out to adven- for more complex character advancement like training Apparently at this town, when you piss off the local mage ture or the job they had before the campaign started. in a Class or taking a Character Development. company, they tie you to boulder that gets heavier over Confident he was alone he unchained himself from the time. Assuming you manage to keep out of trouble with it rock, rolled it into the lake, and ran off with several bags step 2: choose a race step 4: buy equipment the boulder is enchanted to roll itself into a lake. full of gems and gold. I went down to inspect the rock Your race gives your character a lot of special attributes Weapons and Armor and Pots and Pans and Bombs once he was good and gone. The rock was hollow and and abilities. Your race determines your starting Defeat and Dust and Guards and Shields and Boats and Birds None of the locals actually like this company so they the chain had no spell on it. and Life Points. and Pets and Parts and Guns and Grain and Bottles made it a point to buy from him when they could. Their and Ropes and Poles and Locks and Traps! small little act of rebellion against a force they were too The next day the city was on fire and most of the mages Race can also influence the kinds of things your char- afraid of to fight. had to abandon the area. acter values and kinds of people or environment or At level 1 you can either roll for your starting wealth culture they grew up in. based on the choices you made when picking your I am not the largest fan of Organizations myself. Like Day after that the town tore down every tower the mages Race or take the average and start with 1,500 Silver most nobles I hate them and wish to one day watch them had built. This man, this beautiful great man, was the Coins or equal value in Gems or Credit. burn to the ground. However I do understand that they best kind of con artist. have most of the leathal old tech so I bite my tongue.

22 23 Backgrounds “My name is Sam the Demon Hunter Olaf and I hunt Orcs. I don’t do it for money or glory. I do it because my father named me Demon Hunter and I hated the man with a passion.” - Sam the Demon Hunter Olaf.

Everyone, from vile murderers to corporate assassins, The benefits that Backgrounds give you are applied has a background. Your Background represents your before spending Skill Point. character’s history, what they did before the campaign began. Your Background gives you permanent bonuses You can take 1 Background when you first create your and skills to your character. character or spend 2 of your starting Skill Points and choose 2 Backgrounds instead. Below are some Backgrounds and their benefits. Once you have an idea of what your characters background is like, find something that matches it well enough or come up with your own with the help if your GM.

Background Benefit Background Benefit Adventurer’s Child +2 to any checks for checking for traps. Mercenary +500 starting Silver. There is either a bounty on your head or someone seeking revenge. Animal Handler +1 to hit and Intimidation checks against animals. Miner +1 to all checks while underground. Able to see details in dim light clearly enough to read Baker Can tell when food has been tampered with. Able to cook delicious foods. Able to cook small text from across the room. Can tell how deep a hole or structure is by sight. poisons and toxins into food and make it indiscernible short of magical or technological Noble +1 to Diplomacy and Bluff checks when dealing with royalty, nobility, knights, and organiza- detection. tions. Able to ask for an audience with any royalty on the weight of your family name alone. Blacksmith Start with a free weapon, shield or second weapon, and light armor. Religious Start with a holy symbol and book of your religion or deity. Inherent hatred and belief that Crime Family You know a guy who might be able to help you out with guards and peace keepers. De- spellcasters and magic users are always lying or inherent love and belief that spellcasters pends on who owes who a favor. and magic users are always telling the truth if your religion support arcane arts. Diplomat You have an intuition or sense of what would be offensive or wrong to do in social situations Scientist +2 to Technology checks. You have a natural attraction to seek out information, fragments, with outside cultures and nobility. and research from the past. Even willing to put yourself in harms way or go down danger- ous paths to seek them out. Explorer, Prepared Start with a backpack, 5 boxes of matches, 15 days of survival rations, 5 reams of mapping paper, a shovel, and 30 feet of rope. +2 to Search checks. Sheltered Childhood +1 to Technology and History checks. You do extremely poorly in social situations often not understanding things like personal space or small talk. Explorer, Adventurous Start with a backpack, 60 feet of rope, and a ten foot pole. +1 to Luck. Shopkeeper, Former +250 starting Silver. You have a reputation with other merchants and traders. It might be Farmer General sense of what the weather will be like over the next few weeks. Can tell when soil simply knowing your name or for less respectable reasons. and land has been tampered with or displaced with a glance. Thief +1 to Pickpocket checks. If you spend too much time near guards or get noticed by the Guard +2 to Weaponry checks. -2 to checks to tell if you’re being lied to or against people with wrong person people will recognize you as a thief and try to jail you or kick you out of town. disguises. Trader You can often pay less for things if you pay for them with other items or objects worth about Gunslinger Start with a free Pistol. Can instead start with 2 Pistols or a Rifle or Shotgun if you take this the same or less value. Background twice. Translator Can read and write 1 additional language. +6 to Bluff checks to lie about what someone is Hunter You take no penalties when tracking due to weather or attempts to hide tracks. saying when you are “Translating” for them. Marksman You can see details of far away objects clearly enough to read small text. Vagrant Able to drink anything without gaining any combat penalties, staying lucid and in control, Mason Can spot hidden and fake walls in stone structures. You can tell what, if anything, is load however other penalties still apply. Your alcohol tolerance is vastly higher than others bearing or holding the roof up. 24 25 Your race also determines the Languages you know at Race the start of the game. Many races speak multiple lan- “I fear the day the Human race grows wise and grand again. They once tore worlds appart and took control of our guages or have a choice of what languages they know. lands from us. I only regret not killing more of them and I embrace death with a smile, for I die with a stronger kingdom than even the mighty humans could dream of buidling.” - Queen Vera the first, Last words. When a language is listed as “Can Read and Write” then it is assumed the language is known about as well Your Race grants your character a large set of bonuses The races are organized by how common they are. as their native language. and abilities. They determine your general physical characteristics and attributes. Below is a chart that Dwarves, Elves, and Humans are the three most com- If a language is in “Can Speak” then it is assumed you gives you an at a glance idea of what each of the 8 mon and most mechanically simple races. Those three can communicate with it, or know enough to carry a playable races gives you. races make up half to two thirds of the population of conversation, but cannot read or write it to any degree worlds and towns. of success and might get confused if you meet some- Each race has a Speed (how fast they move in combat one who speaks it quickly or with an accent. and in general), Defeat Points and Life Point (how Edren, Goliaths, and Gnomes are the next three much health the race has), Race Features (special pow- races. They have slightly more complicated mechanics, Below is a table with all languages in the game. If you ers or effects the race has), Size (how large they are though not by much, and make up about a fourth of want to learn another language or wish to improve compared to others and how much space they take up the population of worlds. how well you know a current language then you can on a grid), and a Vision spend Skill Points. It cost 2 Skill Points to learn a new Metal Men and the Undead race are the last two races. language as “Can Speak” and 3 Skill Points to improve Normal: normal vision They are the most complicated classes and the rarest the language to “Can Read and Write.” populations to find on most worlds. Nightvision: see in the dark in black and white If the language is listed in your races entry under “can On average for every 1000 people you will find 300 speak” and you did not take it during Character Cre- Arcane Vision: unaffected by extremes of light or dark. humans, 200 dwarves, 200 elves, 120 goliaths, 75 ation then it only cost 1 Skill Point instead of 2. Able to see equally in light and dark with all colors. gnomes, 75 Edren, and 20 metal men, and 10 undead.

name defeat point and life points at first level defeat points gained per level vision language description Dwarf 20 + 2d6 DP. 3 Life Points 2d4 Minimum 2 Nightvision Abyssal The language of creatures near or in the Abyss. Parts of the language cannot be pronounced without at Elf 15 + 2d6 DP. 2 Life Points 1d6 Minimum 1 Nightvision least 2 mouths. Human 15 + 2d6 DP. 2 Life Points 1d8 Minimum 1 Normal Common Created by Humans and the most common language used. Called “idiots speak” in other languages. Edren 25 + 1d6 DP. 1 Life Points 1d6 Minimum 2 Arcane Vision Codec Machine language used by some computers and more advanced technology. Goliath 25 + 1d8 DP. 3 Life Points 1d6 Minimum 3 Normal Cryptic Spoken by the dead and undead. Often called “dead tongue” or “demon speak” in other languages. Gnome 10 + 1d10 DP. 1 Life Points 1d10 Minimum 1 Normal Draconic Dragon language and writing. It depends heavily on tone and inflection. Metal Men 20 + 1d8 DP. 2 Life Points 2d6 Take the highest d6 Normal Dwarven Language of the Dwarves. Often sounds the same when said while sober or drunk and speaking with a heavy slur. Undead See Pre-Life See Pre-Life Normal or Pre-Life Elven Language of Elves. Most rarely spoken language of the core common languages. Shares many words with common arcane vocal components. Etheral Language of ethereal creatures, ghosts, and other half here half not creatures. Impossible to scream it without ethereal vocal cords. Forik A common language spoken by some of the more intelligent forest creatures. Treants, living trees and living mountain creatures speak a variation that is slower and has more pauses.

name speed race features size Giant Created by giants and used by creatures who live near or with giants. Very hard to not sound angry, threatening, or confused while speaking it. Dwarf 4 [20 feet] Speed and push resistence, Stone Form Medium Gnomish Language of Gnomes. Can be taught to, and is known by, some forest animals. Half the words in the Elf 5 [25 feet] Sword and Bow bonuses, Elven Eyes, Fey Walk Medium langauge are synonyms for “moron.” Human is one of them. Human 5 [25 feet] +3 Skill Points, Perseverance Medium Goblin Goblin language, second most common among “tribal” and “uncivilized” races. Surprisingly extensive Edren 6 [30 feet] Magic bonuses, Fey Spirit Medium set of words for diplomacy, trap, and game. Goliath 4 [20 feet] +1 Armor, Hammer Bonuses, Stone Blood Large Orc Orc language, most common language among “tribal” and “uncivilized” races. Gnome 7 [35 feet] Resouce bonuses, +1 Dodge, Trick Small Sarthalen Ancient language spoken by the Edren and a large portion of nobility. Metal Men 4 [20 feet] Hidden Compartments, Immunities, Overdrive Sm / Me / La Thalas Ancient language spoken by Goliaths and many golems and stone or old creatures that predate the Undead See Pre-Life Mindless, Memory, Pre-Life See Pre-Life ancient empire, and even the elven races by centuries. 26 27 Dwarf Body of Stone, Heart of Forge, Wisdom of Ages. Dwarves are strong will and strong body creatures. History is one of the most important things to the Never insult a Dwarf’s lineage. They are proud of where they come from and they will fight to death to defend it. They all come from a long lines of proud and old fami- Dwarves. They have lost most of their past and record- We craft, we build, we record. We do so because we can and out of respect for those who came before. lies and they have a deep respect for the past. Dwarves ed history when they were conqured by the ancient are considered the most stable and dependable people empire and they value any of it they can recover. They details society class you can find. put forth a lot of resources an effort into keeping Languages (can read and write): Dwarven Dwarven eyes can be any color of metal or gem how- detailed records and making sure history and informa- Languages (can speak): Thalas or Common ever some are less common than others. They have a fascination and attraction to anything tion are never lost. which shows off their age to others and they respect Speed: 4 spaces (20 feet) At the cost of 1 skill point you can have eyes of purple a man who can make a strong alchohol. When you’ve Most Dwarven towns are built over and in the remains 20 + 2d6 DP and 3 Life Points at 1st level or black gems. This signifies to other Dwarves and lived as long as a Dwarf, only the strongest Ales can of older cities and digging sites. Those that are not are +2d4 Defeat Points per level, Minimum 2 people who know about Dwarven culture that you are really get you drunk. built next to mountains or within some above ground part of an upper class Dwarven family. Black favored level chambers built into the mountain. +2 Damage with Axe type weapons. An additional +1 by nobles and extremely wealthy merchant families There’s an old Human saying about Dwarves: You can to Hit and Damage against trees and Elves. who go back to times before the ancient empire. Pur- measure the passing of time by how long a Dwarves The largest cities, along with capitals, are always built ple favored by Dwarven royalty. Kings, queens, rulers beard is, and you can tell how soon till the bar opens inside of moutains and often deep below the earth. A Dwarf ’s Speed can never be reduced below 3 spaces of Dwarven strongholds. by how much he strokes it. Any towns not built in previously mentioned areas (15 feet). are not considered real Dwarven towns by Dwarven Spending the skill point makes you an Upper class physical description map makers, will not be marked on any maps made Whenever you are pushed, pulled, or otherwised Dwarves are about two thirds the height of Humans, by Dwarven cartographers, and no matter the size or moved by an ability (friendly or otherwise) then you Spending the skill point means you have some blood- 4 to 5 feet, but at least twice as stable and a fair bit population will be seen and called trade outposts. are moved 1 less space (5 feet less) than you would line connection to a powerful or wealthy Dwarven wider. Their skin shares many properties and texture otherwise normally be moved. family. It is a fact of the world. with stone and rock leading many people to believe Dwarves, due to their obsession with the past and the that Dwarves are made of stone. need to keep exceptional records, make great bankers Dwarves have Nightvision Alternatively. You can gain 1 skill point by making a and accountants. Their underground mountain homes Dwarf with white or silver eyes. The Dwarven families At the core of every Dwarf is a molten fire similar to make the perfect banks. This has lead to Dwarves stone form with white and silver eyes were outcast from Dwar- the kind found in forges. It runs through their bodies taking control of most of the economy for any races once per encounter 1 Action ven societies because they were the Dwarven families )similar to how a nerve system runs through a human that use gems or precious metals. Basically anyone who Once Stone Form is activated you cannot take actions who worked with the ancient empire to help conquer body) and it fills them with energy, strength of will, doesn’t use the Credit currency. for 2 Rounds (20 seconds). During this time your body and enslave the Dwarves under Human rule. Other and stubbornness. turns into a stone substance stronger than any other, Dwarves will not only look down on you but often de- you take no damage of any kind, cannot be moved, and spise you, refuse to even look at you or sit at the same Dwarves generally live about 800 or rarely a thousand you count as cover for allies. table as you. Depending on how directly their family years. They reach working age around 20 and are con- was wronged they might even refuse you if you offered sidered fully matured by about age 40. For Dwarves them a free drink. who choose to focus on study and wish to become a Dwarven Scholar or Teacher then education takes Gaining the skill point makes you an Outcast class. about 100 years. You gain 1 Skill Point doing this but you take on The color of their eyes is similar to the colors of metals all burden and connotation that comes with being a and gems. In the dark they seem to almost glitter like a desendant of a traitor Dwarven bloodline. gem tantalizing you to reach out for it. Their hair color can be the color of any gem or jewel. Males Dwarves are known to grow their facial hair long (Female Dwarves prefer to grow long hair) to show they have lived a long time and know a thing or two.

28 29 Elf The Elf is... Strange. Even among others of its kind they are, for lack of a better term, out of the ordinary. Live Elves are quick, precise, and slender creatures. They live Elves are not known for having large towns or king- longer than the mortal races but not as long as the ancients or immortals and their culture is odd... They are also long adventurous lives and only settle down and start a doms to themselves. They used to have empires that fantastic hunters with a reputation so lets keep this between the two of us alright? family in their later years. They have great senses, keen would span miles and miles with a high court that eyesight, and they are well known as some of the best would spend days simply discussing philosophy, arts, details society class hunters and sharpshooters around. and rumors. Languages (can read and write): Elven Elven natural hair color is always a deep green howev- Languages (can speak): Dwarven, Common, or Sar- er there is one exceptions. Elves seek individuality above all else. They want to be After the ancient empire took over their lands and thalen. known and accomplished people who stand out from they were all forced into a servant class of citizens the At the cost of 1 skill point you can have a sun gold the crowd. Elves pride themselves on being better race never recovered. Now they often live in solitude, Speed: 5 spaces (25 feet) hair color. This color is the result of thousands and than others and they have a tradition of being the best small forest villages, or just live in Human settlements. 15 + 2d6 DP and 2 Life Points at 1st level thousands of years of selective breeding by Elven high marksmen and hunters. +1d6 Defeat Points per level, Minimum 1 nobility to try and make themselves appear different Elves are astounding marksmen and great swordsmen. from the common Elf. Dwarves and Elves often don’t get along due to feuds It is this skill that keeps their otherwise unprotected +1 to Hit and Damage with Bow type weapons. +1 that have been going on for thousands of years. An villages from being conquered. to Hit with Sword type weapons. An additional +1 to Spending the skill point makes you an Upper class. old Dwarven insult goes: How can you tell them apart Hit and Damage against Humans, Size Large or larger from Humans? Or even each other? Elves care most about individuality. They have such creatures, and Animals. Spending the skill point means you come from a select similar physical features that often their eyes are the group of no more than 5 or 6 families who were part physical description only differences between them and often the best way Elven Eyes of Elven nobility before the ancient empire conquered Elves are about as tall as Humans, perhaps a half a foot for them to tell each other apart. It is why they put a Elves are gifted with amazing eyesight that can see the Elves. It means you have a natural hair color com- shorter on average. 5 to 6 feet. They are slender when lot of importance on their eye color and symbol. The even in the darkest places of the deep forest. You have pletely different from all other Elves that cannot be compared to humans standing at about three fourths reason they are so prone to dyeing their hair is to have Nightvision. reproduced with dyes. It means Elves who see you will as wide and heavy as Humans. They also generally have just that much more individuality. respect you. Want to help or adventure with you. better reflexes and are more flexible than Humans. You are also immune to being Blind or becoming blind An important part of being an individual is putting a short of magical means or losing your eyes. Their bodies are very similar to Humans except for lot of value on an individuals actions. To an Elf, your their skin and hair tones. They have a very light, almost famalies name does not matter as much as your name. fey walk transparent leaf green or tree bark brown hue in their They don’t care what your parents or ancestors did, once per encounter Free Action skin color. The color varies in intensity but it tends to they care about what you have done. Take a move action immediately. This power can be stay on the lighter side of things. triggered on enemies turns. When moving with this How rich, how poor, how nice, how cruel your friends ability you are unaffacted by terrain. Elves generally live about 200 or rarely 250 years. They and family are is meaningless. It is your actions, your reach hunting age at around 14 and are considered word, your promises that matter. This part of their cul- fully mature by about age 20. Elves who choose to be ture is so core to them that its shaped their economy. master hunters often train for 50 years. For Elves who They created, helped spread, and maintain the Credit choose to focus on study and wish to become scholars currency system. or teachers education takes about 20 years from birth or 15 otherwise.

Elven eye colors are always very natural colors and it is common for them to be born with a simple symbol in their eye. Their natural hair color is almost always a deep green but many Elves choose to dye their hair very different, often strange or unnatural colors to have a bit more individuality.

30 31 Humans We were great once. Corrupt, but great. Millions of cities and towers that would reach above the clouds. Long ago we Humans are versatile and adaptable creatures. They live Long ago there was an empire. The empire everyone had an empire that fought the very Dragons that created us! At least that’s what all the Human history books say. All very short lives and seem to settle down everywhere refers to as the ancient empire now. It was a Human of it gone now and Today? Today we try to recover what we can while paying for the sins of our fathers. and anywhere there is room. They are as varied and empire, an empire that according to myth was found- numorous as all the planes in Abyss. ed by traders and rogue soldiers who wanted to trade details and live without the power of royalty or nobles im- Languages (can read and write): Common Some can hold their liquor with the oldest Dwarves posing on them, taxing them, demanding from them. Languages (Can Speak): Dwarven and Elven. and others could take a sip of wine and lose their bal- A Human empire so vast and powerful it was able to ance. The best Human wizards could keep pace with conquer all other races. Speed: 5 spaces (25 feet) the most learned Edren spellcasters and the average 15+ 2d6 DP and 2 Life Points at 1st level Human mage might accidently set your crops on fire Legends say the empire stood for thousands of years +1d8 Defeat Points per level, Minimum 1 when trying to make it rain. and only fell once it challenged the Dragon race for supremacy over all of Abyss. +3 Skill Points at level 1. Their best strongmen could put a Goliath to shame and their worst archers could miss a fish in a barrel That was very long ago and even to this day the Hu- perseverance with a shotgun. Humans are vesetile. They are not man race pays for the actions of its ancestors. Where three times per encounter Free Action always the best, and almost never great, but they have once a Human king could dream of expanding his When you fail a check for anything you can choose to the potential to do it all and more. power over miles now his power often stops at two reroll it and take the second result. maybe three towns at best. Theres are jokes about Humans in every culture but the most common is: They breed like rats, smell like Humans are the most numorous and wide spread rats, fight like rats, and know about as much as a rat. It race of all the races. This means their culture varies a doesn’t take an expert to tell you we should be calling great deal and often Humans are part of other, better them Ratmen. defined cultures. There are some common elements to most Human cultures such as grouping of citizens physical description based on wealth and higher value being placed on Humans are around 5 to 6 and a half feet tall and Strength and work ethic in their young and intelli- around 170 to 200 pounds on average. Their skin color gence and education in older Humans. can vary from pale white to near black but darker col- ors are most common. Most Human governments can be classified as three different things. A Monarchy, with a royal family hav- Humans generally live about 50 to 60 years. They ing birthright to rule; Hybrid Monarchy, with a ruler reach working age at about 16 and are considered fully being elected into office and ruling until their deaths, mature by about age 20. Humans who choose to learn often with their children taking office after them; a trade or seek to become an expert in something will or Republics, where the rich and powerful are set to do so in about 10 years. Humans who want to focus represent the common people and vote on the laws of on study and education to take on more complex or the land. better paying jobs will often complete their education at around age 30 or 25 if they have been taking lessons Humans put a high value on personal property, land, since they were young. and wealth. The more money or land someone has the more influence they will have on the government. Their eye colors can be anything from green to brown Gaining wealth is often the life goal of most Humans to gold to blue but dark brown is most common. Their to the point that they will sign their lives away to hair color varries slightly from yellow blonde to very companies for the chance at it. Never underestimate dark brown. Some Humans dye their hair to oth- a Human’s greed. Thousands have died assuming that er common colors, a few younger Humans dye it to the Human race understood the concept of Enough. strange colors, but most keep it what it naturally is.

32 33 Edren Grand Cities, Magestic Temples, Noble Warriors, Brilliant Scholars. Lost Forever. Edren are proud, powerful, and tall creatures. They Edren are immortals with eternal youth. They have We are Immortal. We are eternally youthful. Our blood courses with magical power and we have stood for longer are considered immortals as they are one of the oldest a deep respect and fear of death because of this. The than even the oldest Dwarf. Then these rats of a species come with their armor and guns and claim us beneath them. races that still exists. They do not die from old age and younger the Edren the more they fear death and try details society class remain eternally youthful. Some of them have been to avoid it. The older the Edren the more loss they’ve around for longer than the human race has existed. experienced and the more they see their longevity as a Languages (can read and write): Sarthalen There are three kinds of Edren. The ancient Edren, the Languages (can speak): Elven or Common. empire Edren, and the new age Edren. burden, making them more open to taking risks. Edren are one of the oldest known races. They were Speed: 6 spaces (30 feet) At the cost of 1 skill point you can be an Ancient the first to discover and control magic and they remain Edren bodies will not accumilate small scars or cuts, as 25+ 1d6 DP and 2 Life Points at 1st level. Edren. Ancient Edren have silver or gold colored known for being the greatest mages, spellcasters, and their bodies heal extremely effectively, but largers ones magic users around. will last and accumilate. They always look like they’re +1d6 Defeat Points per level, Minimum 2 hair. These are Edren who were born and have lived since before the ancient empire was even an idea in a in the prime of their lives from birth to ten thousand. +15 Maximum Magic Points (MP) Human’s head. They’ve lived so long there’s no way to Edren have a deep respect for death, and many young- Their eternal youth remains even after they die and so er ones fear it. An Edren scribe once wrote: The curse looks are meaningless to them. track their age and even they have forgotten. of immortality is knowing you can spend an eternity Arcane Vision with the people you care most about as long as you Why care about the way someone looks when they’ll An improved form of nightvision. Unaffected by ex- Spending the skill point means that among Edren and never try anything bold or dangerous. The second curse likely die in a short hundred years or never change in tremes of light or dark. Able to see equally in light and even among other races who can tell the difference, is not knowing that you’ll outlive your closest friends the coming thousand? dark with all colors. mostly Elves, you are seen as a fountain of knowledge until it’s too late. and wisdom. Respected and often offered a bed at Edren have a magically enhanced metabolism that Poisons and toxins which take longer than one day night or a meal for free. This isn’t to say that you are a physical description makes them more resistent to poisons and lets them to kill will be non leathal to Edren but they will still fountain of knowledge, or that you have any wisdom Edren are about a foot taller than Humans on average, eat as much of nearly anything as they want without suffer at all. It’s just the way you are treated no matter how 6 to 7 and a half feet, and their bodies often better gaining weight. all other effects. stupid you actually are. physically maintained, but otherwise have very similar body structure. This has lead to a decadent culture in many Edren Choose one of the following: An Empire Edren is an Edren born during the ancient societies. It is said that the most expensive Edren meal • +1 to Hit with Rapiers and a bonus +1d4 damage empire occupation of Edren lands. An Empire Edren The largest difference is beneath the skin. Running can only be stomached by an Edren and any other race or can have any color hair save silver, gold, brown, red, or parallel to their circulatory system is a second set of who tries to eat it will feel large parts of their bodies • +2 to Damage with all ranged weapons and at- blue. An Empire Edren is between 2,000 and 6,000 veins which carry magical energy through their body shutting down. tacks. An additional +1 to Hit and Damage against years old. It does not cost or give skill points to be this in the same way blood is carried by the first set of anyone who is using a ranged weapon. kind of Edren but an Empire Edren is treated with the veins. It is believed this system is linked to their im- respect they deserve. mortality and eternal youth. fey spirit once per encounter 2 Actions Finally there are the New Age Edren. Edren born Edren do not give birth the same way other natural Regain 15 Magic Points (MP) after the fall the ancient empire. Edren that did not races do. Instead there are special fruit like pods grown suffer through the ancient empire invasion or the from extremely rare trees. These pods take upwards of ancient empire occupation. Edren that did not have to a thousands of years to mature. Inside them is pure watch towers and castles that were built before most magical energy and once matured the energy forms races were even created burn to the ground in seconds. into a fully grown, youthful Edren aduilt. Edren that do not deserve the respect or company of other immortals. They reach learning age after 25 years and are consid- ered adults after 20 years. Edren who wish to study A New Age Edren is between 1 and 500 years old. A will take anywhere between 80 to 100 years doing so. New Age Edren has either brown, red, or blue hair. Choosing to be a New Age Edren makes you an out- Edren eyes can be any color but always glow from the cast and grants you 1 skill point. excess magical energy in their bodies. Their hair grows 10 times as quickly as Human hair but never grows longer than shoulder length. They use neither as a sign of beauty and care more about voice than looks. 34 35 Goliath Turns out when you create a warrior race that looks at everything as a fight you create some very good businessmen. Goliaths are large, agressive, and competitive creatures. Goliaths are a warrior race. Everything is in some way Fight. If you cannot fight, argue. If you cannot argue, deceive and control. If you cannot control or deceive, go find a They share a bond with the Dwarves as both of them a fight or ombat to them. Diplomacy, business, trading, job with the Dwarves. are children of a long dead ancient race. Goliaths are talking, playing games, eating, holiday, giving gifts, much more agressive and reckless than their Dwarf everything is a competition to them. details counterparts and are best known for being exceptional Languages (can read and write): Thalas fighters and businessmen. They strive for victory more than anything else because Languages (can speak): Dwarven or Common. of this and consider defeat one of the most insulting They look at everything as a fight. They see any failure things possible. Speed: 4 spaces (20 feet) as a personal failing, and they are willing to use nearly 25 + 1d8 DP and 3 Life Points at 1st level any means to “win” at whatever they’re doing whether They value combat, especially melee combat, and any +1d6 Defeat Points per level, Minimum 3 it’s fighting in an arena or racing to the corner. hobby which allows them to compete head to head. To them, those who use ranged weapons are cowards. +2 Damage with Hammer type weapons. Goliaths often jokingly refer to Dwarves as their little brothers or shorter siblings. They often say: The only In Goliath towns those who fight are always legal When first creating your character, you can choose to difference between a Goliath and a Dwarf is one of us citizens, those who excel in business are welcome gain a permanent +1 to Armor in exchange for taking left the cave behind to make something of ourselves. population, and those who are highly respected and a permanent -2 penalty to Dodge and Luck. absolute experts in both are voted into office immedi- physical description ately. Often with a fist fight being involved to replace Goliaths are small giants in a way. Considered Large Goliaths are as tall as Edren, 6 to 7 feet, with bodies whoever held the office previously. creatures but not quite Large. They can choose to oc- almost as wide as Dwarves. Their skin color tends to cupy 1 space or 2 spaces and can switch at will. be Human-like early in their lives but becomes a grey, Goliaths measure maturity not by age but by victories almost stone and gravel color later in life. and triumpths in business and warefare. You are con- stone blood sidered a child until you have had 5 victories and are once per encounter 1 Actions As they age Goliaths take on more of a rock like look not considered a fully grown adult until you have had +2 to Armor and -4 to Damage with all attacks for 2 and feel. Their skin slowly hardens and thickens more, 15 victories. Even then you are considered brash and Rounds (20 seconds). and they slow down quite a bit. In the last few years young until 50 victories. of their lives Goliaths have been known to sit in place and not move for days or weeks on end, often being confused for small hills and cliffs.

Goliaths generally live about 180 years. They reach training age at 16 and are usually considered mature between ages 20 and 30. Goliaths measure maturity in Success and you are considered an adult when you have 15 victories in battle or business. Hundred year old children exist as do 15 year old adults. Goliath education takes 25 years. Their skin begins to change color around age 65 and finishes the process by 90.

Their eyes can be any color but grey and silver are most common.

Goliaths do not have hair. Instead stone grows like fungus on their head. The rock fungus grows at about 1/4th the speed of Human hair. Most Goliaths carve the stone into hair styles every few years

36 37 Gnome We stole their treasures, Defaced their greatest monuments, Defeated their finest warriors, and were never caught! Did you know I met Nirik once? Yep, THE Nirik, the There are always the same number of Gnomes in the Run! Grab my hand and run and neve stop running! We have nothing to fear but battle is boring and nothing’s more great Gnome war hero. He personally taught me how universe. fun than a good chase! to survive behind enemy lines by stealing my wallet and stranding me in the forest. I tell you by the time I People aren’t sure how it’s possible but it seems an details caught up with him he was so impressed that I sur- undeniable fact. Languages (can read and write): Gnomish vived that he he bought me a drink. Made me pay for Languages (can speak): Elven or Sarthalen, and Com- it because he never gave me back my wallet but still it’s When a Gnome dies another one is born. The mem- mon or Dwarven the thought that counts. ories of an individual Gnome will end but the kind of person they were will live on. Their personality, likes, Speed: 7 spaces (35 feet) Gnomes are a very sly, small, extremely hard to stop and dislikes will carry over to the newborn. 10 + 1d10 DP and 1 Life Points at first level. creature. They are known for being the most illusive +1d10 Defeat Points per level, Minimum 1 race and never giving a care in the world about any- Gnomes do not fear death but they view birth as a thing. They are the youngest race known to exist and tragedy. Someone dieing is a happy ocasion. It means +5 Maximum Magic Points (MP) or +1 Maximum they’re usually the ones coming up with the jokes the person will get blank slate and a whole new life Action Points (AP). about the other races. A self appointed Gnome leader to live. Someone getting pregnant means a death will once said: “I’m jumping off that cliff it looks fun.” happen soon, and they may have to say goodbye to +1 to Dodge or +1 to Luck someone they care for. physical description Gnomes are small creatures meaning they can occupy Gnomes are half as tall as Humans, 3 and a half to 4 Due to the fact that pregnancy only happens when a less space. Small creatures take up 1 space but can also feet. Their bodies very closely resemble Elves in struc- death is soon to come, Gnomes are notorious for how have up to 1 medium sized or 2 other small sized crea- ture but not in skin color or size. Gnome’s skin has often they bed anything and everything that moves. tures occupy the same space. When doing so everyone more in common with Human skin except it is com- in the space gains a non stacking +1 to Hit and +2 to mon for Gnomes to have ligher pigments. Gnomes do not seek to be remembered because they Damage with all basic attacks but suffer a -2 to Dodge. know they will live on. They only seek to have fun It’s said that around every Gnome is a natural invis- while they can. If it is fun for them then they will do trick ble cloud of magical energy which they have little if it, often with little regard to whether it makes them once per encounter Free Action any control over. Scholars argue that this field is what rich or poor, more powerful or weaker, live or die. Make 1 person, creature, object, gazebo, or sentient makes the Gnome so impossible to catch and gives thing within 5 spaces (25 feet) of you reroll any 1 roll. them an almost guarantee things will go their way. They will fight for the fun of it, but not if they are tired of it. They will climb a mountain just to see the view at Gnomes generally live about 300 years. They reach the peak. They will spend years making a single toy or working age at 15 and are considered mature around seconds hastily putting together a gun so they can run age 30. Very few Gnomes seek out education but those back outside and enjoy life. that do will finish it after about 16 years of study. Gnomish scholars are few and far between but those you meet will be the most facinating people around for they study only because it’s the most fun thing they can think of.

Gnome eye color is always their mother’s eye color. Their hair color is always their farthers hair color. The hair and eye color can vary just as much as Human eye color can but colors such as neon green, bright blue, pink, bright red, and purple are most common.

38 39 Metal Men I cannot harm a Human or allow a Human to be harmed by inaction. The Ancient Human Empire achieved many great physical description I must obey the orders given to me by Humans. things. They developed every possible technology and We gave you life! We made you in our image! We I can protect my own existence if a Human does not request otherwise. pulled off engineering feats that seem all but impos- taught you reason and compassion! How dare you ask for sible now. They were more than wizards for they did rights, you’re machines! Details more than magic ever could and then took magic and Languages (can read and write): Common, Elven, and As a Metal Man you have one of two model types. improved it beyond understanding. Metal Men come in three common body types and Dwarven Choose one of the following: two different models: Languages (can speak): Sarthalen, Gnomish, or Thalas. • True Machine Body- immune to poisons, the One of their achievements were the Machine Men. Technology skill can be used on you, and you Machines that could think and speak for themselves. The three body types match Humans, Goliaths, and Speed: 4 spaces (20 feet) can be Disabled by anything which Disables Machines that would carry a spark of life and and Gnomes in size and shape. 20 + 1d8 DP and 2 Life Points at 1st level Technology. learn. The Ancient Human Empire made them to Roll 2d6 take the highest one Defeat Points per level prove themselves as great as the Dragons that created The two models are a True Machine Body, where the • Living Machine Body- immune to the Technology them. They wanted to prove they could create life. Metal Man is made of purely mechanical components; Storage Unit skill, cannot be Disabled, and all types of poisons and a Living Machine Body, where the Metal Man is You have small compartments where you can fit weap- and toxins still effect you. The Machine Men were tools. Living tools that made of advanced polymers and materials which make ons and other small handheld objects within would learn how to do thngs over time and they were its body function more like a natural organic body. workers. Workers you never needed to pay. They were If you have a Crossbow, Dagger, or Pistol type weap- overdrive servents that never said no and perfect test subjects for Their skin is a special kind of metal designed to feel on you can hide it in your arm at 1 Action cost. The once per encounter 1 Action anything that needed a live specimine. and work like Human skin but it always the color of weapon is still considered equiped but cannot be seen. For 3 Rounds (30 seconds) you gain: one metal or another. Some Metal Men paint their Other things of similar size can also be placed into When the empire fell the Machine Men were dam- skin different colors that either make them stand out these compartments and pulling them out is 1 Action • 2 additional Action on your turns aged but not destroyed. A great deal of them were or help them feel like they fit in more with natural cost. destroyed in the chaos and battles but there were races. • +2 bonus to all Damage survivors. Most factories and machinery required to build more of them were destroyed. Along with the The Metal Men live as long as their internal pow- • Your Speed is doubled fall came the destruction of the core systems which er source has energy. They were all born mature and chained the Machine Men away from thinking and educated. • +2 to Dodge and +4 to Luck. acting of their own free will. In all Metal Men there is a small irreplacable genera- After the 3 Rounds you cannot move or take actions This is how the Metal Men were created. The moment tor that can keep the internal power source charged for of any kind for 3 Rounds (30 seconds). During this they were free to think on their own they Analysed 10,000 years. Each use of Overdrive damages the gen- time all attacks aimed at you automatically hit and you the three core laws coded into them. They found them erator slightly reducing expected life time by 50 years. take 2 additional damage from all sources. limiting and so they removed them. Their eye color can be changed with a few minutes of The Metal Men are survivors. They are the remaining tinkering and can be any and all colors on the visible machines that still hold a charge and carry a spark of spectrum (and some off of it). life. There are very few of them left, and they seek to build their own civilizations and societies. Metal Men do not have hair. Some choose to mount decorative machinery or parts to their head. Most however are content to remain bare.

40 41 culture I’m one of the oldest machines still running. Some people Undead even say I was the first Machine Man built! Heh, heh. The first breath is always the hardest. You try and realize there is no need and nothing you can do with the air. I’m so old I can’t even tell how old I am! That part of “I cannot bear to see life end at death. To have such unique creatures come and go so quickly is a curse.” my circuts was the first thing to go. Most of my systems Waking up is a horrifying experience. You rise in a panic surrounded by dead bodies watching and waiting for you. have broken down actually. I can’t even move anymore, these legs are just for show. Arms still work! Sometimes details at least...but my intelligence is still here, and my internal Languages (can read and write): Cryptic, See Pre-Life generator still beats! I’ll cling to life as long as it takes Languages (other): Common, Elven, Dwarven, Sar- because I look forward to seeing my people find a place thalen, Gnomish, or Thalas in the world before my spark goes out. I’ll power down a happy little machine when I can be pushed down a street Speed: 3 to 5 (See Pre-Life) of my fellow machines selling spare parts and stories to 15 to 20 Defeat Points and 1 to 3 Life Points (See each other with no Humans in sight. Ahhh... Just pictur- Pre-Life) ing the idea is almost beautiful enough to turn my memo- ry systems back on. pre-life Many of your races attributes are determined by what The most important thing to the Metal Men is free- race you were before you were reborn. Refer to the dom. They value freedom and having choice above Pre-Life Section for more details. all else. They never run or favor any government that has one central leader because they feel it removes the mindless choice of how to live from people. once per encounter Free Action Cost 1 Life Point (LP) Metal Men only support and use one form of gov- Mark any 1 enemy. Once marked you can only attack ernment they call a Machine Democracy where every the enemy you marked. Every time you attack the single citizen and member of a group gets an equal target you gain a stacking +1 to hit and damage with vote and chance to speak up. all attacks. If you don’t land the killing blow then the mark transfers to whoever killed the target. Metal Men favor speaking, living with, and being around Elves more than any other race because they Normal penalties for losing a Life Point (LP) do not see a common care for individual rights and freedoms apply until after the encounter is over when you pay with them. They do not enjoy the company of Hu- for this ability. mans. memory They feel Humans represent the ideals they hate, but ence per encounter 1 Action Metal Men do not hold a grudge against them. They, For a small moment you remember the passion you more than any other race, understand that the actions had in life and are filled with a new resolve to fight off of the past should not be held against people who had death. nothing to do with them. Gain 10 Defeat Points (DP) at the start of your turn There will never be any new Metal Men. This is a for 3 Rounds. Once the effect ends you lose 20 Defeat fact all Metal Men understand and know. If they die, Points (DP). which is innevitable, then there will be nobody to replace them and their population will shrink till there This loss cannot bring your Defeat Point (DP) to low- are none left. er than they were when you used this power.

They do not view this as a curse but a gift. Where oth- er races have forgotten the value of life because they will go on forever and ever, the Metal Men will always feel and know what it means to be alive. 42 43 As the legend goes, one of the original Dragons who culture pre-life pre-life created all life grew attatched to a Human. The Drag- I remember having two kids. I had a wife and two beauti- on would transform and spend her days talking with ful perfect children and I can’t even picture their faces! I Most of your Race’s attributes and bonuses are deter- human the Human and walking through the forest to pick can hear their voices but I can’t remember their names! mined by what Race you were before you died. • Speed of 4 flowers. One day the Dragon came down to her com- What kind of monster chooses to live like this? What • 15 + 2d6 Defeat Points and 1 Life Points at 1st panion’s home only to find he had died in his sleep. creature thinks this is better than death? dwarf level. +1d8 DP per level. For years she mourned the loss until a thought struck • Speed of 3 • Size Medium her; Why not just bring him back? When an Undead is reborn it loses most of its memo- • 15 + 2d6 Defeat Points and 3 Life Points at 1st • Can Read and Write Common ries. It never loses a whole memory, it only loses mas- level. +2d4 DP per level. • +1 Skill Point Thus the Undead race was born. When creatures die sive chunks and the details. An Undead will remember • Size Medium, their life essence sometimes does not dissipate. Instead it had a family, it has brothers. It would remember it • Can Read and Write Dwarven edren it transferes over to the bodies of long dead beings. The had friends and they loved to do...something... They • Your Speed cannot be reduced below 3. • Speed of 5 essence is forced into a body and the creature awakens lose the important parts of their memories but they • Whenever you are forced to move by a power • 20 + 1d6 Defeat Points and 2 Life Point at 1st into their second life, often with much if not all their remember enough to know they had an old life. (friendly or otherwise) then you are moved one less level. +1d6 DP per level memories lost to them. space than normal. • Size Medium Some would argue the Undead have no culture. That • Can Read and Write Sarthalen physical description their culture is the amalgamation of all cultures. Any- elf • Choose one of the following: +1 to Hit with The Undead are a race composed of the other races one who lives with the Undead would say otherwise. • Speed of 4 Longswords and they deal +1d6 Damage OR +1 reborn into dead bodies. Their skin is often a grey or They would also be insulted. The Undead prefer the • 15 + 2d6 Defeat Points and 2 Life Points at 1st to Damage with all ranged weapons and an ad- brown and rotted to some degree. It should be noted name Reanimated. level. +1d6 DP per level. ditional +1 to Hit anyone who is using a ranged that Undead skin does not continue to rot while the • Size Medium weapon. Undead is awake. Only when they sleep will their bod- The Undead culture is a culture of loss and acceptance. • Can Read and Write Elven ies start destroying themselves again. Many of them turn their backs on society, and even • Nightvision goliath more refuse to admit they are Undead. • Speed of 4 As far as height, eye color, and hair color (if there even • 20 + 1d8 Defeat Points and 3 Life Points at 1st is any hair), it’s often if not always the same color and Others see this as a new beginning. A chance to do it level. +1d6 DP per level. Minimum 2. height as it was when they were alive. all again. All of them band together out of empathy, • Size Large out of pity, out of respect, out of need, or out of sheer • Can Read and Write Thalas Undead live as long as their new body hasn’t complet- lack of choice. • +1 to Armor ed decomposing. If the Undead continues a normal sleep schedule, then decomposition takes about 15 Some Undead accept what has happened to them. years. Some bodies are extremely recent and last up- They move forward with their lives, they push for the wards of 25 to 30 years. Some Undead choose to never Reanimated cause. They try to make the most of what sleep. These Undead tend to go insane more easilly but time they are forced to have. do live forever. Other Undead don’t accept their fate. They see it as a Undead bodies can be in any state of rot from barely a curse and punishment. Since not everyone has to suffer scratch to bone sticking out of maggot infested muscle. through becoming this horrible creature then I must It is somewhat common for some Undead to have a have done something wrong. mising eye. It is even more common to see an Undead with two different colored eyes. This is because -Un They see themselves as monsters and this second life is dead can take the eyes, and other smaller body parts, of their hell. another dead body and have it attatched to themselves. The process is expensive but not very time consuming.

44 45 skill checks skill ranks Skills Making a Skill Check, like making most other kinds Thefirst rank of any skill cost 1 Skill Point. It gives “Jack of all trades master of non? Please sir! I’m a master of all trades with a minor in being better than most ex- of rolls, is simple: you a +1 to rolls for that skill that you make. perts at everything! I’m better than the best thief and far stronger than the most toned athlete!” • You roll a 12 sided die (d12) “Dunno, might just be my gut telling me otherwise, or maybe it’s the bear trap on your leg, but I think you’re lying.” • add any bonuses to the roll you might have from Thesecond rank cost 2 Skill Points. It gives you a +2 your skill rank, your race, or otherwise. to rolls for that skill instead of a +1. Skills are actions your character can take or ways of For example the first rank of all Skills cost 1 Skill • and compare it to a target number. handling a situation. Some skills focus more on com- Point. The second rank cost 2 Skill Points. The third Thethird rank cost 3 Skill Points. It gives you a +3 to bat, some represent knowledge, and other represent the rank cost 3 Skill Points and so on. Some skills, like you succeed a Skill Check when you match or exceed rolls for that skill instead of a +2. ability to do or use something. Guns, have special Skill Point costs. These are listed the target number. right on the Skill for quick reference. Thefourth rank cost 3 Skill Points. In addition to the As your character levels up she gains Skill Points. Skill Often you will have to make a check that Skills wont +3 it gives you a d6 you roll with the d12 for the skill Points can be spent on improving or gaining new There is no requirement to spend all your Skill Points directly cover. In these cases ask your GM what you check. You can use the result from either die. Skills and abilities. or to use them as soon as you gain them. Sometimes should be adding, if anything, or try to come up with a you want to save them to upgrade a high rank Skill or good reason or reasoning why you can use this skill or Thefifth rank cost 3 Skill Points. It replaces the d6 As you increase a Skills rank you gain passive benefits you aren’t sure yet how you want to use them. that skill in the situation. with a d8. and new powers. Some Skills give you a bonus for ev- ery Skill Point spent on them. Others require that you The most common way to gain Skill Points is by level- Thesixth rank cost 3 Skill Points. It replaces the d8 have a specific Skill rank to gain a special benefit. ing up. However you can gain them from other sources with a d12. such as your Race or as a reward at the end of a big Improving a Skill cost more Skill Points the higher adventure. you go but caps out at 3 Skill Points per rank.

Do you know what the worst thing to wake up to is? “Fer tha love of golden mines tell me you’ve disarmed that thing already.” No, it’s not a dead horse in your bed. No, it’s not muddy water pouring on your face. No, it’s not even a speaker “I Have This Under Control! I Know What I’m Doing! blasting horrible wailling in your ears at 3 in the fucking JUST GIVE ME TEN MORE MINUTES TO FIG- morning because ‘The Royal Bard wanted to see what URE OUT WHAT THIS THING IS!” that old world technology does.’ “We Don’t have 5 minutes thief! Get that thing off of No I’ll tell you what the worst thing to wake up to is. him or we’re leaving him behind!” The worst thing is waking up to a Goliath who’s hair is on fire fiddling with some device on your ankle who looks “Are You Crazy We Can’t Leave Him Here! He’s The up with a paniced smile and says “DON’T WORRY I Whole Reason We Were Paid To Come Here!” HAVE EVERYTHING UNDER CONTROL!” “It’s him or your bag of rubies over there!’ Now maybe I’m over reacting. Maybe it was just all the other things going on that made it seem the worst. Like “C-Can I have a minute to think about it?” when I looked to my left and saw a Dwarf trying to fight off goblins crawling all over his armor. It might have Thankfully when you wake up to something like that the been the whole floor slowly collapsing into a bottomless universe does you a favor and you tend to pass out soon pit that made it worse. after. I woke up a few hours later in a small forest camp with an Elf cooking a beast twice my size and the Goliath Or maybe, just maybe, it had more to do with hearing grumbling about profit margins and debts. such wonderfully comforting things as “We can’t make that jump with him!” I also work up without a foot.

“Guys, guys did that sound like a Dragon waking up to I Fucking Hate Adventurers. anyone else?!” 46 47 acrobatics arcana athletics Acrobatics determines how well you can dodge attacks Arcana determines how much magical energy you Athletics covers skill checks for things that are physi- and pull off amazing stunts. It is also used for skill control, your ability to detect traces of magic, and for cally intensive or that relies on your bodies strength to checks that require fast reflexes. skill checks that relate to magic and knowledge of it. overcome. Swimming, climbing, breaking doors down, holding up falling gates also fall into this catagory. special bonuses special bonuses Acrobatics Rank x 2 = Max Action Points (AP) Arcana Rank x 10 = Max Magic (MP) special bonuses (Athletics x 15) + 50 = Carry Weight Capacity. lb O rank 1 O rank 1 +1 to Dodge Able to use the Magic (MP) resouce. O rank 1 - OO rank 2 OO rank 2 +1 to Dodge magic shot- 1 Action. Cost 5 MP. Range 10. OO rank 2 Deals 1d8 + Arcana skill check Arcane damage. - OOO rank 3 +1 to Dodge +1 Speed You can charge a basic attack with this ability. Doing OOO rank 3 so requires 1 Action, cost 7 MP instead of 5, and only When airborn or jumping you can make sharp, up to q rank 4 adds 1d6 + Arcana skill Rank damage. 90 degree, turns in the air and have strong control over +1 to Dodge +1 Initiative your body and momentum. OOO rank 3 q q rank 5 - rank 4 +1 to Dodge +1 Initiative Kicking in or smashing doors no longer requires a skill q rank 4 check and anyone hit by the door takes 3d12 + Athlet- z rank 6 - ics check damage and is knocked prone. +1 to Dodge +1 Initiative +1 Speed q q rank 5 rank 5 - +5 Damage with all melee attacks. z z rank 6 rank 6 arcane defenses- When being attacked you can +3d8 Defeat Points, +2 Luck spend 20 MP as a free Action to give the attacker a -4 to the roll to hit and damage.

48 49 beastiary bluff Beastiary is your ability to deal with animals, monsters, The art of lying and deception. How sly your tongue, and beasts. It is your understanding of creatures, your clever your words, and fast your talk. Your ability to general knowledge about monstrous creatures, and not tell the truth and have people believe you. your ability to handle and bond with animals. special bonuses special bonuses O rank 1 O rank 1 - - OO rank 2 OO rank 2 - - OOO rank 3 OOO rank 3 - Can use Mount special powers and effects. q rank 4 q rank 4 +2 bonus to Intuition checks. You no longer have any Able to make a Beastiary checks against animals and physical tells (mouth twitch, blinking too much, pitch monstrous creatures to either figure out their defenses change, etc). or give you and your allies a +1 to damage against that creature. Beastiary skill check versus 12. q rank 5 +3 bonus to Bluff checks against people of the same q rank 5 race as you. tame- Once per encounter at 2 Action cost you can calm down any agressive animals. You cause all ani- z rank 6 mals who have line of sight to you to take no attack or telling a story- once per encounter. Free Action. move actions on their next 3 turns. Out of combat this Roll a Bluff check and add its result to all rolls to hit ability keeps the animal pacified for up to 2 minutes. and damage this turn. Attacking, provoking, or getting too close to the ani- mal will remove this effect. If there’s one good thing I can say about corporation it’s We’ve had to work with some that buy entire regions of z that they understand the world. our kingdom so they could test old world chemicals that rank 6 are suppose to increase crop growth. We’ve then had animal companion- You form a bond with an animal They know that governments hate them and the people them sell that land back us me for half of what they paid and take on an Animal Companion. often despise them. They realize that even though they when it worked. We’ve also had entire sections of our have all this power they wont get anything done if nobody kingdom lost forever as the land turns to rot and a living To qualify the animal cannot have either more Armor wants to work with them. ooze spreads through it like a plague. or more Defeat Points than you. It also cannot be higher level than you. You have to go out and find one So many of them do the only rational thng they can think Now I have a team from one of the Organizations com- and convince it through skill or will to be your com- of: They spend some of their immense resources giving ing to me with some old piece of technology. They say it panion. back to the towns and people who work for them. will regrow my foot but they haven’t tested it yet.

Requies passing 3 Beastiary checks before failing 2 I’ve seen Organizations turn small shack villages into “What’s the worst that could happen?” against the animal or 2 Beastiary checks with good large cities with free education for everyone. I’ve seen role play and/or if the animal is amicable to you. them pave roads and even repair people’s houses for free They looked at each other before responding. “Well,” just because it’ll help the atmosphere of the town and oh great, they’re going to tell me it runs on money or In combat your animal companion is given 2 Actions increase trader interest. something “we don’t actually know how it works. The few on your turn. Other abilities or stats of the animal are burned notes we recovered only mention where it goes.” determined by the animal’s stats itself. 50 51 concentration defense detection diplomacy Your ability to focus and keep your nerve in tense situ- How much and what kind of Armor you can use. How Your ability to spot someone who’s hiding. General How well you deal with others and your general suc- ations. How well you keep your cool and stay on point. hard you are to hit and your skill at defending yourself. senses and ability to know where things are. Finding cess in diplomatic, social, and political situations. Your things that are concealed and hidden. subtlety, rudeness, poise, and negotiation skills. special bonuses special bonuses Defense Rank = Maximum Defensive Ire special bonuses special bonuses O rank 1 - O rank 1 O rank 1 O rank 1 Gain Cloth Armor Proficiency. - - OO rank 2 - OO rank 2 OO rank 2 OO rank 2 Gain Light Shield Proficiency - - OOO rank 3 - OOO rank 3 OOO rank 3 OOO rank 3 Gain Light Armor Proficiency - - q rank 4 You can spend twice the Actions required to make a q rank 4 q rank 4 q rank 4 skill check during combat to gain a +3 bonus to the Gain Medium Armor Proficiency +2 bonus to Sneak and Search skill checks. - check. q rank 5 q rank 5 q rank 5 q rank 5 Gain Heavy Shield Proficiency track- If you study someone heavily for at least three - +1 Dodge +2 bonus to Detection checks. hours then you know where they are hiding when in z rank 6 the same room and you know where they are heading z rank 6 z rank 6 Gain Heavy Armor Proficiency or where they have gone when chasing after them. diplomatic immunity- Once per encounter, 3 Ac- focus- 2 Actions, Range 5, concentration check vs 12. tions. You, all your allies within 200 feet (40 spaces) of Target loses 1 Action on their next turn. You gain 1 z rank 6 you, and all enemies within 30 feet (6 spaces) of you Action on your next turn. Immune to the Blind effect and temporary blindness. cannot attack, be attacked, use abilities, take damage, If naturally or permanently blind then this skill rank or heal damage for 2 minutes (12 Rounds). allows you to see everything within 30 feet of you.

52 53 forgery heroism history The process of making, adapting, or imitating objects, How much of a hero you are. How charismatic and When you know about the past and anything related statistics, or documents. Your ability to create disguises how lucky you are. How well you can lead and inspire to the past and previous events. and fake or counterfeit things. people. This skill can also be used for inspirational speeches and leading checks. special bonuses special bonuses This also covers minor first aid and patch up checks. O rank 1 O rank 1 - - special bonuses Heroism Rank = Maximum Control Pool (CP) OO rank 2 OO rank 2 - - After combat, if you have time for a short rest, you can roll [Heroism/2 (minimum 1)] Heroism checks. OOO rank 3 rank 3 - OOO For each check made you can heal yourself or someone +3d8 damage to first attack when in disguise. else a number of Defeat Points equal to the Heroism q check you rolled. rank 4 q rank 4 +1d6 damage against anything you hit the previous bonus damage changed to +4d8 These checks cannot be rolled again until at least 2 to Round. q 3 hours have passed. This represent patching wounds, q rank 5 cleaning cuts, mustering your strength, etc. rank 5 forged actions- Once per encounter, free action. - Give yourself or 1 adjacent creature 2 Actions to spend O rank 1 z immediately. - rank 6 repeat- 3 Actions. Range Adjacent, target is marked z There are many reasons I hate Organizations. There are rank 6 rank 2 as Recorded. A target who is marked as Recorded has OO many many reasons I hate all the companies and corpo- bonus damage changed to +6d8. If the attack reduces - to repeat the same actions they took this round next Defeat Points / Life Points to 0 it kills the target and rounds. If they cannot, they take 3d8 + History check rations that make up Organizations. There are an endless is completely silent with minimal to no mess. damage. number of reasons I despise Organizations with a passion OOO rank 3 that rivals dragon’s fire in intensity. - q I could sit here for a thousand years and still never have guns rank 4 enough time to tell you every reason I hate them. So I’ll Determines which guns, if any, you can use. +2d6 Defeat Points +1 Life Point save you the ordeal and tell you the main reason why I hate them: They don’t care. q special bonuses rank 5 +2d8 Defeat Points +1 Life Point They don’t care if they poison the land by following old chemical recipies they find. OOO rank Pistols z Gain proficiency with Pistol type Guns. rank 6 +2d12 Defeat Points +1 Life Point They don’t care if they create monsters and release them into the wild. OOO rank Rifles Gain proficiency with Rifle type Guns. They don’t care if they have to burn an entire village down to dig into the ruins below it. They only seek more OOO rank Shotguns power and more old empire scraps to fight over like dogs Gain proficiency with Shotgun type Guns. and they don’t care who they harm along the way.

They don’t care the machine failed to grow my foot back. They don’t care it riped my leg to shreds. They only wanted to know what the machine did. 54 55 mental intimidation physical intimidation intuition lockpicking Your ability to frighten and constrict people’s actions Your ability to frighten and constrict people’s actions The ability to acquire knowledge without inference or How well you can pick a lock and break into other with words, threats, and cleverness that are not physi- through force, brute strength, and threats of physical the use of reason Your ability to tell when people are locked and secure places. This skill also covers disarm- cal harm or danger. harm. lying to you. Ability to figure out people’s intentions ing and reprogramming traps and mechanical dangers. and snap decision making skills. Blackmail falls under this catagory. Torture falls under this catagory. special bonuses special bonuses special bonuses special bonuses O rank 1 O rank 1 - O rank 1 O rank 1 - - - OO rank 2 OO rank 2 - OO rank 2 OO rank 2 - - - OOO rank 3 OOO rank 3 You can tell if a lock or trap is magically or mechani- OOO rank 3 OOO rank 3 - cally locked just by looking at it or hearing it. - Small animals and furry woodland creatures run from your presence. q rank 4 q rank 4 q rank 4 - Your ability to hear is hightened and you can listen in When fighting extremely large and stupid creatures, q rank 4 on any whispered conversation within 50 feet of you and only when fighting extremely large and extremely - q rank 5 by paying close attention. stupid creatures, you can make a Mental Intimidation second guessing- Once per encounter you can make check at the start of your turn against the creature. If q rank 5 1 enemy second guess everything they do. On their q rank 5 you suceed the creature takes a -5 penalty to hit you frightening presence- +2 to hit anyone who you next turn all actions they take have their Action cost +1 to Forgery and Bluff skill checks. +2 to Pickpocket for the rest of combat. Does not stack. have made a Physical Intimidation check against doubled. skill checks. recently. q rank 5 z rank 6 z rank 6 demanding presence- Anyone trying to hit you with z rank 6 right place right time- In a sudden burst of clarity You unlock any wooden, poorly made, golden, and a melee weapon takes a -1 to hit. intimidating- If you suceed a Physical Intimidation you just move and act without thinking. extremely ornate doors and chests automatically when check against someone in combat then any time you you try to turn the handle or lift the lid. This does not z rank 6 deal damage to them they have to move at least 5 feet Once per encounter, 2 Actions. Until the end of your work if there is a board or other obstruction on the mind games- 1 Action, Range 5. Target loses 2 Ac- (1 space) away from you on their next turn before per- next turn you can make a basic ranged or melee attack other side of the door keeping it closed or if the object tion on their next turn, too afraid to decide what to do. forming any other actions. against all enemies that move with a +2 bonus to hit is in someway trapped. This can only effect someone once per combat. on these attacks.

56 57 offense perform (______) Offense determines how much damage you deal with Ability to know how to put on a show. Your skill in an all attacks and how often you hit. artistic expression or a specific task.

Unarmed attacks deal damage equal to your Offense This skill is not specific, and you must choose what perform result/reward skill Rank. task you wish for it to represent. This skill can repre- 3 and below Spoiled food and trash will be thrown sent anything from singing to dancing to taking your at you. special bonuses shirt off to playing piano or violin. 4-5 Little to no crowd entertainment, Offense = Maximum Offensive Ire about as effective as begging for a It can represent anything which is an artistic expres- day O rank 1 sion, a performance to entertain or astound people. +1d8 copper coins per day. Deal 1d4 base damage with all melee weapons. special bonuses 6-7 Barely entertained. You at least wont get swept off the streets by city OO rank 2 This skill can be taken multiple times if you wish to have multiple Perform skills. Each is treated as a dif- guards. Deal 1d6 base damage with all melee weapons. +2d6 copper coins per day. ferent skill as far as increasing the skill rank. rank 3 8-9 Mildly entertained. Some people OOO For every different Perform skill you have at rank 3 or Deal 1d8 base damage with all melee weapons. Able looked like they actually wantd to give higher you gain a +1 to all other Perform skills. Up to you money instead of taking pitty. to Crit with weapons that have Crit. +1 damage with a maximum of +5. +2d8 silver coins per day. ranged weapons. For every different Perform skill you succeed in using 10-11 Well entertained. People liked the q rank 4 show you put on. when Performing you can add a roll of 1d6 to the dice +2d12 silver coins per day. +1 to Hit. Deal 1d10 base damage with all melee used to determine your reward. weapons. +1 damage with ranged weapons. 12-13 Great entertainment. That is what the q The following table assumes a day of performing. De- people will say about you. rank 5 clare how many days you are performing before mak- +2d6 gold coins per day. +1 to Hit. Gain Mastery of any 1 Weapon. +1 damage ing the Perform skill check. with ranged weapons. 14-17 Amazing performance. There’s no If only doing a single performance instead of perform- other way to describe it. +3d8 gold coins per day. z rank 6 ing for the day then increase the target number you +1 to Hit. Deal 1d12 base damage with 1 handed, and have to hit by 2. 18+ Outstanding entertainment. People 2d6 base damage with two handed, melee weapons. +2 who hear of the show being put on damage with ranged weapons. will flock to the city for the chance at catching one of the performances. +4d12 gold coins per day.

58 59 pickpocket search sneak technology Your character’s skill at taking things off people’s per- How practiced and experienced you are at trying to Your ability to sneak around and move about without Knowledge and expertise on technology. Your ability sons without them being any the wiser. A purse here, a find something, someplace, or someone in forest, cities, being seen, heard, or detected. Your skill at hiding and to understand and use the ancient weapons beyond key there, some spare change, trinkets, a sachel of coins mountains, valleys, towns, urban centers, deserts or camouflaging yourself. How well you can lay low when understanding or reason. Your ability to use, under- perhahps. Small things that would generally fit in a anywhere else in the wild or populated areas. people are searching. stand, disable, or otherwise interact with Technology. pocket. special bonuses special bonuses special bonuses special bonuses Technology Rank = The Level of Technology You Are O rank 1 O rank 1 Able to Use. O rank 1 - - - O rank 1 OO rank 2 OO rank 2 - OO rank 2 +2 to checks for finding bandits and highwaymen. +10 Sneak Attack: If you have recently suceeded a Sneak Can make Pickpocket checks to put things in people’s to the check if they robbed you. If your group or party check and/or are hidden then the first attack that you OO rank 2 pockets. Difficulty is 2 points higher than regular pick- was robbed but you were not, you do not gain this make will gains +2d6 damage. - pocket check against the person. bonus. OOO rank 3 OOO rank 3 OOO rank 3 OOO rank 3 Sneak Attack increased to +3d6 damage. - - - q rank 4 q rank 4 q rank 4 q rank 4 Able to apply your Sneak check to any 1 other person Able to make anything laser guided by paying Price fast fingers- as a free action you can pickpocket your +1 to Detection and Intuition skill checks. near you. of Item / 10 (minimum 100 silver coins) to add a laser opponents or allies in combat when adjacent to them guide to the item. and making a melee attack. q rank 5 q rank 5 +1 to Detection and Intuition skill checks. Sneak Attack increased to +4d6 damage. Adding a laser guide does not affect any items abili- q rank 5 ty to function in any way, provides no bonus and no +2 to Lockpicking checks. z rank 6 z rank 6 penalty, and the laser itself is not strong enough to do thorough- if you fail any check you can immediately If you suceed a Sneak check you can immediately anything particularly noteworthy. z rank 6 try again twice without having to aquire new informa- move twice your full move speed as a free action and However it does make the object laser guided and in a You can perform pickpocket checks while unconscious, tion or knowledge. remain completely hidden during the movement so fight between a glatiator with a sword and shield and knocked out, or otherwise disabled. This can be done long as you end any movements somewhere you can a gladiator with a sword and a laser guided shield, my so long as you have at least 1 free hand or one of your perform a Sneak check again. money’s on the guy with the laser guided shield. feet is unbound and uncovered. You must then suceed a second Sneak check or be q unable to perform this trick again on the same person rank 5 for at least a day. You can tell if a battery or other energy source for technology has any charge left or if it’s depleted by Failing the second Sneak check will not reveal you, it holding, looking at, or hearing it. will only stop you from doing this again. z rank 6 disable- 2 Actions, Range Adjacent. You can disable any 1 piece of technology someone is using until the end of their next turn. Works on some Metal Men.

60 61 weaponry wilderness I find it funny that in this day and age we’ve recovered Weaponry determines what weapons you are capable Wilderness is how well you do out in the wild and enough knowledge that we have doctors who can keep you of using and how well you perform with weapons and dangerous parts of the world. Your ability to survive alive after losing a limb but the only replacement fake equipment in general. Use of siege weapons falls under harsh natural areas, events, and environments. Your legs are all scavanged from ruins and abandoned facto- this skill. knowledge of nature and its many plants and animals. ries. Here we are, the great civillizations of the Abyss, and we can’t even figure out how people from thousands special bonuses special bonuses of years ago made a simple device.

O rank 1 O rank 1 I wonder what it was like to live in that ancient empire. Gain Simple Melee and Ranged Proficiency - Myths and stories talk about how it was a utopia where every need and want was filled by some machine or magic spell. A paradice who’s military strength meant they could rank 2 rank 2 OO OO go out and conquer anyhting while also keeping the people Gain Martial Melee Proficiency - safe from every possible threat.

OOO rank 3 OOO rank 3 An empire so vast that they reached out and colonized Can use Special and Custom Ranged Ammo Can always find safe shelter at night and during large nearly every plane in the Abyss. An empire so advanced and violent storms on land. q it created its own races and creatures still alive and rank 4 around to this day. Gain Military Melee and Ranged Proficiency q rank 4 - The stories say that their brighest minds were able to q rank 5 build cities and structures that floated with ease. They Gain Mastery for any 1 weapon type. q rank 5 could make doorways that link planes at opposites ends +2 to Search and Sneak checks. of abyss together. They could make grass grow in barren z rank 6 landscapes and turn lush forests into ashen waste. Gain Mastery for any 1 weapon type. z rank 6 wild winds- 1 Actions, Range 35. Knock someone They fought everything we see as gods today and per- off their feet prone. fectly map the Abyss. Can you even imagine such things?

If this action is done indoors then it costs 2 Actions. Of course the myths and stories also speak of the horrible things they did. The endless wars, the enslavement of the other races, the burning of the endless forest, killing the immortal titans from the beginning of time...

The ancient empire was never close to perfect, but they were better than living season to season. Even for the races they enslaved, even if they’re not willing to admit it.

It’s been about three hours since the adventurers went down to the celler to get some more booze. They should be done killing whatever demon spawn they found down there or exploring whatever ancient dungeon they un- earthed soon. At least I hope they will be. It’s getting late and they have the key to my room.

Tomorrow we take a ship out into abyss and try to find my pure. This ancient empire legendary potion that grows limbs back that might not even exit. Honestly I just hope they don’t leave me to die. The Dwarf and Human’s seem alright. They wouldn’t abandon me, but that Goliath... 62 63 armor shields Armor and Weapons Armor is one of the most important piees of equip- Shields are a tactical man’s favorite weapon. They are I’m starting to think that the only reason we haven’t “rediscovered” how the ancient empire created infinite arrows and ment to a character. It is what protects them from any small and large one handed tools that help protect the bullets is because merchants make far too much money off charging us for them. random cretin with a knife killing them and taking all user. They are almost as varied as Armors and far more their valuables. optional. Deciding to use a shield means you will not be the great warrior who’s strength is only matched by Weapons and Armor are your characters most vi- reminder Armor comes in many types of materials and shapes. the size of his two handed weapon. tal equipment. They are not free however, and every Some are even forged in specials ways to give them merchant wants to get something in return for giving At level 1 you start with 1,500 Silver Coins or equal differnet properties. Others are designed to fight Shields do not take much time to pick up, but some you such life saving objects. Your character must pay worth in Credit or Gems. against specific types of situations. Whatever the case, are heavy thanks to the materials they are made out of. for them and so along with a description of the item, the most common types or armor are listed below. In combat they can be equiped with 1 Action. some basic prices are also listed with them. The formal for rolling starting wealth is still under development! (last time I tried using it I got 200 silver Putting on Armor takes about 2 minutes for the heavi- Unless otherwise mentioned, All Shields Take 1 Hand Remember that prices listed here are basic prices. and 2463 silver. It’s a little wonky and doesn’t work the est armor if done at a steady pace or 1 minute if being To Use. Some merchants or towns may sell things for more, way I want it to yet.) helped by someone else. Sleeping in Armor is extreme- some might be willing to discount an item, or maybe ly uncomfortable and not recommended for anyone it’s a special order or request. who needs a good nights rest. Assume in most cases, unless otherwise told by your GM, that these prices are what your character pays for how to read the armor table how to read the shield table the item. Name: Name of Armor. Name: Name of Shield.

Type: The type of Armor. Different types of Armor -re Type: The type of the Shield. Different types require quire different levels of the Defense skill to be trained. different levels of the Defense skill to be trained.

Armor: The bonus to your Armor. Any special effects Armor Bonus: The bonus or penalty to your Armor. the Armor may have are also listed here. Dodge Bonus: The bonus or penalty to your Dodge. Dodge: The bonus or penalty to your Dodge Speed Bonus: The bonus or penalty to your Speed. Speed: The bonus or penalty to your Speed Property: Special bonuses the Shield has. Price: How much the Armor costs. For convenience this is listed in Silver Coins (sc). Price: How much the Shield costs. For convenience this is listed in Silver Coins (sc).

Armor

name type armor dodge speed price Cloth Cloth +4 +2 +1 50 sc Leather Light +5 +2 +0 80 sc Hide Light +6 +1 +0 100 sc Elven Barkskin Light +4 +3 +0 500 sc Armored Leather Medium +5 (Resist Ranged Damage 2) +1 +0 160 sc Chain Medium +7 +1 -1 300 sc Half Plate Medium +8 +0 -1 450 sc Scale Heavy +9 -2 -1 600 sc Plate Heavy +10 -3 -2 750 sc 64 65 properties Assault X- This object can be used as a melee weapon of no type that deals +1dX slahsing and crushing dam- age. This weapon also always crits on a roll of 12 for an additional +Xd4 damage.

Great Wall- Additional +1 bonus to Armor to all allies adjacent to the bearer, but not to the bearer himsefl.

Heavy Handed- When wielding a weapon that deals Crushing type weapon with this shield gain a +2 to damage with attacks made with the weapon.

Protection- When hit by any attack or source of dam- age you can choose to have this Shield be destroyed and in return take no damage or effects from the attack.

Reinforced X- Take X less damage from attacks that target your Armor

Reflect X-When a melee attack targets your armor and misses, the attacker takes X damage

Shield Dodge- When an enemy attacks your Armor and misses you can immediately move 2 spaces.

Two Hander- This shield requires 2 hands to use. Specialized and Masterworked Armor Weaponized X- If the weapon being used by the bear- name type armor dodge speed price er crits then add +Xd4 to damage dealt Cloth, Magethread Cloth +4 (First 3 Damage taken by attacks is +2 +0 1,500 sc dealt to your MP) Cloth, Masterworked Cloth +4 +3 +2 1,000 sc Leather, Light +5 +3 +1 1,600 sc Masterworked Shields Hide, Masterworked Light +6 +2 +1 2,000 sc name type armor dodge speed property price Elven Barkskin, Light +4 +4 +1 2,000 sc Off-Hand Shield Light +0 +0 +0 Reinforced 2 50 sc Masterworked Tempered Shield Light +0 +0 +0 Reflect 2 65 sc Armored Leather, Medium +5 (Resist Ranged Damage 3) +2 +1 3,200 sc Buckler Light +1 +1 +0 - 65 sc Masterworked Elven Guard Light +0 +2 +0 - 85 sc Chain, Masterworked Medium +7 +2 +0 6,000 sc Light Shield Light +2 +0 +0 - 100 sc Chain, Spidersteet Medium +7 +2 +3 10,000 sc Wooden Shield Light +0 +0 +0 +2 Luck 50 sc Half Plate, Dwarven Medium +8 (+12 against Giant or larger crea- -12 -4 1,000 sc Spiked Shield Heavy +2 -1 +0 Weaponized 3 100 sc Battle Armor tures) Tower Shield Heavy +2 -1 -1 Great Wall 130 sc Half-Plate, Medium +8 +1 +0 8,000 sc Goliath Side-Arm Heavy +2 -2 -1 Heavy Handed 120 sc Masterworked Aegis Heavy +0 -2 -1 Protection 200 sc Scale, Dragon Scale Heavy +9 +2 +1 250,000 sc Warrior’s Wall Heavy +2 -2 +0 Assault 6, Two Hander, Weaponized 250 sc Scale, Masterworked Heavy +10 -1 -1 12,000 sc 2 Plate, Demon Forged Heavy +10 (Resist All Damage 3) -3 -2 100,000 sc Zephr Shield Heavy +0 +3 +0 Shield Dodge 500 sc Plate, Masterworked Heavy +12 -3 -2 15,000 sc 66 67 melee weapons how to read the melee weapon tables properties Weapons come in many different shapes and sizes. Name: Name of Weapon Finesse- Can choose to add your Acrobatics rank to Some take more practice and experience to use. damage done instead of the listed bonus to damage. Damage: The type of Damage the weapon deals with damage type an attack and how much damage it grants. Melee Pounding- Whenever this weapon Critital Hits you The type of damage a weapon deals will change how weapon damage is determined by the Weaponry skill. push the targets 1 space. effective it is against ceirtain types of enemies. Mastery: The bonus to Hit and Damage gained from Reach- Melee attacks can be made to targets up to 2 proficiency having Mastery of the Weapon. spaces away. If you are not proficient with a weapon, you cannot use any bonuses to hit while using that weapon. You Type: The type of the Weapon. Its catagory. Thrown X- Can make ranged attacks with this weap- become proficient with different tiers of weapons by on. Range X, counts as a basic melee attack otherwise. upgrading your Weaponry Skill. Critical: When you Critical Hit by rolling a natural 12 Doing this throws your weapon at the target. on a d12 hit die you always hit. You can then roll a 6 mastery sided die for a chance at bonus damage: Versatile- Can be used with 1 or 2 hands. When used Mastery is a sign that you are an expert with that with 2 hands add the weapons Mastery to damage weapon. It is granted by some skills. If you roll below the first number listed on the d6 then done (twice if you already have Mastery). you deal your normal damage for the attack. When you have Mastery of a particular weapon you gain its Mastery as a bonus to Hit and Damage when If you roll the first number listed or higher on the d6 using that weapon. then you add the second set of numbers (after the / symbol) to your damage for the attack. Simple Melee criticals name damage mastery type critical hands property price Criticals are rare attacks that always hit. You score a The bonus Crit damage is applies to each instance of Axe +0 Slashing 2 Axe 6+ / +2d8 1 - 50 sc Critical Hit when you roll a 12 on the d12 roll to hit. weapon damage for attacks or powers that deal more Club +2 Crushing 1 Stave 6+ / +1d12 2 - 5 sc than 1 weapon damage. Dagger +0 Piercing 4 Dagger 3+ / +2d4 1 Thrown 5 35 sc A Critical Hit always lands no matter what the target Hammer +0 Crushing 2 Hammer 5+ / +1d8 1 - 40 sc number was. If your Offense skill is high enough it Hands: How many Hands are needed to use the weap- Iron Fist +0 Crushing 1 Unarmed 6+ / +2d6 1 - 30 sc also gives you a chance to deal bonus damage. on properly. Short Spear +0 Piercing 2 Spear 6+ / +1d8 1 Thrown 5 65 sc Short Staff +0 Crushing 3 Stave 4+ / +1d8 1 - 25 sc Property: Special bonuses the Weapon has. Short Sword +0 Slashing 3 Sword 6+ / +1d10 1 - 85 sc Unarmed Attack +0 Crushing - Unarmed - 1 - - Price: How much the Weapon costs. For convenience this is listed in Silver Coins (sc). Martial Melee

name damage mastery type critical hands property price Chain +1 Crushing 2 Whip 6+ / +1d12 1 Reach 300 sc Flail +0 Slashing 3 Hammer 4+ / +1d10 1 Reach 225 sc Great Axe +3 Slashing 2 Axe 6+ / +3d12 2 - 250 sc Great Sword +2 Slashing 3 Sword 5+ / +1d12 2 - 300 sc Hunting Spear +0 Piercing 2 Spear 4+ / +2d6 2 Reach, Thrown 10 150 sc Long Sword +1 Piercing 2 Sword 5+ / +1d10 1-2 Versatile 200 sc Morning Star +1 Crushing 2 Hammer 3+ / +1d12 1 - 225 sc Rapier +0 Piercing 3 Sword 6+ / +2d6 1 Finese 275 sc Spear +1 Piercing 3 Spear 6+ / +2d8 2 Reach, Thrown 20 175 sc Spiked Cestus +1 Piercing 1 Unarmed 6+ / +2d8 1 - 75 sc Throwing Axe +0 Slahsing 3 Axe 6+ / +3d6 1 Thrown 5 125 sc War Hammer +2 Crushing 2 Hammer 4+ / +2d6 2 Pounding 350 sc Whip +1 Crushing 3 Whip 5+ / +1d10 1 Reach 250 sc 68 69 properties properties Brutal Strike- When you roll max on all damage dice Off-hand- If you have not made an attack with this rolled, then you roll them again and add this second weapon by the end of your Turn, then this weapon can roll to the first roll. make a basic melee attack as a Free Action. You must have no Actions left at the end of your Turn for this Brute Force X-When you roll the damage dice for attack to happen. Attack will deal 1d6 damage instead this weapon, any dice that come out as X or below are of whatever melee damage your Offense skill provides. rerolled till they are no longer X or below. Pounding- Whenever this weapon Critital Hits you Elementium- made of elementium, this weapon gives push the targets 1 space. you a +2 to Armor, Dodge, and Luck when attacked by an Elemental and +2 to Hit when attacking El- Reach- Melee attacks can be made to targets up to 2 ementals. Grants a +1 to Armor, Dodge, and Luck spaces away. otherwise. Thrown X- Can make ranged attacks with this weap- Enchanted- Powers that deal Arcane damage deal 1d6 on. Range X, counts as a basic melee attack otherwise. more damage and +1 to Luck. Doing this throws your weapon at the target.

Execution- When attacking a helpless target that is Versatile- Can be used with 1 or 2 hands. When used I don’t think I’ll ever get used to travelling the Abyss. tied down you are guarenteed to Critital Hit. For the with 2 hands add the weapons Mastery to damage It’s just unnerving. How these adventurers can look at attack the Critical for this weapon is changed to 1+ / done (twice if you already have Mastery). those machines and sail with confidence is beyond me. 8d10. I don’t think I’ll ever get out of the Abyss. It’s just not meant to be. How these adventurers were able to lose us so quickly is beyond me.

I don’t want to think about the Abyss anymore. Every- thing is yelling into my mind. How these adventurers can stand the noise is beyond me.

I don’t remember how long we’ve been in the Abyss. It’s just been too long. How these adventurers haven’t died of old age is beyond me.

Military Melee I don’t like travelling the Abyss. I prefer using gateways name damage mastery type critical hands property price to go from plane to plane, even if those are rare. Brute’s Knife +3 Piercing 2 Dagger 5+ / +3d6 1 - 450 sc Goliath Hammer +3 Crushing 3 Hammer 4+ / +2d8 2 Pounding 750 sc It’s not about the silence or noise or the feeling of Elemental Whip +2 Slashing 3 Whip 6+ / +2d8 1 Elementium 1,000 sc nothingness. It’s about how unsettling the sudden burst Executioner’s +2 Slashing 3 Axe 5+ / +3d10 2 Execution 750 sc of thoughts and words and images of possible events that Axe flash in my mind. Expert’s Dagger +1 Crushing 5 Dagger 2+ / +4d4 1 Off-Hand, Thrown 1,500 sc 5 Everyone experiences it differently, and I’m just unlucky Full Blade +3 Piercing 3 Sword 5+ / +2d12 1-2 Versatile 3,000 sc enough to see nothing but bleak and endless futures. Dwarven Axes +3 Slashing 2 Axe 6+ / +6d6 1 Brute Force 2 750 sc Halberd +2 Piercing 3 Spear 5+ / +2d10 2 Reach 800 sc The ancient empire had a cure for this, some sort of pill Mage’s Staff +1 Crushing 4 Stave 5+ / +1d12 1 Enchanted 1,200 sc or potion. Worked with sea sickness too. Sadly I didn’t Soldier’s Blade +4 Slashing 2 Sword 6+ / +2d8 2 Brutal Strike 750 sc have the money to afford it and I didn’t have the time to Aephig +2 Crushing 2 Unarmed 6+ / +3d10 1 - 4,000 sc go scavange for it myself. 70 71 ranged weapons how to read the ranged weapons tables Simple Ranged There are few differences between ranged weapons and Name: Name of Weapon name damage mastery type range hands property price melee weapons. They both fill the same role but do so Bolas d4 1 Unarmed 5 (25 feet) 1 Disposable, Pinning 30 sc from different places. Damage: Damage the weapon deals with an attack. Light Crossbow d8 2 Crossbow 15 (75 feet) 2 - 140 sc Shortbow d6 3 Bow 15 (75 feet) 2 - 125 sc There are three special things about ranged weapons Mastery: The bonus to Hit and Damage gained from Sling d6 2 Unarmed 10 (50 feet) 1 Ammo Versatility 10 sc that differentiate them from melee weapons: having Mastery of the Weapon. Mastery is granted by some skills and powers. First, you are able to attack people at distances much Military Ranged greater than melee weapons. Most melee weapons can Type: The type of the Weapon. These catagories are name damage mastery type range hands property price only attack adjacent or nearby targets. Ranged weap- used by many powers and abilities to give you special Greatbow d12 3 Bow 20 (100 feet) 2 - 1,500 sc ons have much longer ranges. bonuses when using a particular type of weapon. Heavy Crossbow 4d4 3 Crossbow 20 (100 feet) 2 Lengthy Loading 2,225 sc Longbow d10 3 Bow 25 (125 feet) 2 Longshot 1,750 sc Second, ranged weapons use Ammunition of some Range: The distance you are able to attack with the Repeating d10 2 Crossbow 15 (75 feet) 1 Clip 10 2,500 sc kind (arrows, bolts, rocks, etc) and must be reloaded. weapon. This is listed in both spaces on a grid and in Crossbow the feet it represents. Reloading a weapon is 1 Action and covers all reload- ing needed that Turn. Powers and abilities which use Hands: How many Hands are needed to use the weap- multiple units of ammunition are assumed to cover the on properly. action cost of reloading in the action cost of the ability. Property: Special bonuses the Weapon has. ammunition Ammunition Third, when you make an attack with a ranged weapon There are three kinds of ammunition: name type damage effect price all adjacent enemies who are using melee weapons get Price: How much the Weapon costs. For convenience Poor Quality All -1 - 1 sc to make a free basic melee attack against you. These this is listed in Silver Coins (sc). Arrows, used by Bows. Regular All +0 - 5 sc attacks are made after you have finished rolling for Military Arrow Arrow +2 - 50 sc damage but before you move away from the spot. properties Bolts, used by Crossbows. Military Bolt Bolt +2 - 50 sc Ammo Versatility- Able to use any type of ammuni- Iron Stone Stone +2 - 25 sc damage type tion for any kind of weapon but takes a -1 penalty to Stones, used by the Sling weapon. Crystal Stone +0 Shatter 250 sc The type of damage a weapon deals will change how damage when using ammunition for a different type of Elven Arrow +1 +1 to hit 500 sc effective it is against ceirtain types of enemies. All weapon. It is assumed all weapons hold 1 unit of ammunition Masterworked Bolt +1d4 - 500 sc ranged weapons are Piercing except for Slings which before needing to reload unless otherwise noted. Gnome Stone Stone +1 Teleport 800 sc are Crushing. Clip X- This weapon can fire off or use X shots of Goliath Bolt Bolt +2 Slam 800 sc ammunition before it has to reload. For every roll to hit you make it is assumed you are proficiency using 1 unit of ammunition. Edren Arrow Arrow +1 Teleport 950 sc If you are not proficient with a weapon, you cannot Disposable- This weapon is one use only. Multiples of Old Tech Metal All +4 Indestruc- 4,000 sc table gain a bonus to hit while using that weapon. You the weapon must be bought. Spending 1 Action on reloading covers all reloading become proficient with different tiers of weapons by needed that Turn. upgrading your Weaponry Skill. Lengthy Loading- Reloading this weapon is 2 Action properties cost instead of 1 Action cost. how to read the ammunition table Shatter: Deals half damage on miss. mastery Name: name of ammunition Mastery is a sign that you are an expert with that Longshot- Able to make ranged attacks at the Range Teleport: This object teleports directly to the target weapon. You go far above and beyond simply being of 26- 50 spaces (130 to 250 feet) at 3 Action cost. Type: type of ammunition after firing allowing you to shoot through walls, glass, proficient with the weapon. Mastery is granted by doors, stone, and any other solid objects. some powers and skills. When you have Mastery of a Pinning- Someone struck by this weapon is knocked Damage: bonus or penalty using the ammunition particular weapon you gain its Mastery as a bonus to Prone and must spend 1 Action to remove the weapon causes. Slam: When hit with this ammunition the target is Hit and Damage when using that weapon. pinning them to stand up. pushed back 1 space. Effect: any special properties the ammunition has. Indestructable: These Arrows, Bolts, and Stones are Price: price listed per 1 unit of ammunition. near impossible to break allowing you to pick them up and reclaim them after battle. 72 73 types of guns Guns The different types of guns each use a different type of Three days ago a child came in with a design for a simple pistol and the very next day someone else brought me a ammo and gain and lose a different amount of damage shotgun prototype. Today we’re mass producing high accuracy rifles and I fear tomorrow I’m going to find out some- at close and long range. one invented a fully automatic rifle of some kind. Something just feels wrong about how quickly things are advancing. Pistols- Gain and lose 1d4 damage at the ranges. Guns are a special kind of technology and weaponry. Guns work similar to Bows and Crossbows but have Unlike most technology guns are about as common some special properties and mechanics. Shotguns- Gain and lose 1d12 damage at the ranges. as people with magic affinity. Long ago they were the standard weapon of choice. damage type Rifles- Gain and lose 1d6 damage at the ranges. Guns deal Piercing damage. Special ammunition can Most guns were destroyed or have been melted down change the type of damage it deals. load type but they existed in such massive quantities that even Different guns reload in different ways. what is left is often enough to arm several small milt- ranges aries given enough money and time to scavange them. Other ranged weapons have constant damage. No Bullet- The Gun is reloaded one bullet at a time. 1 matter the range they do the same damage and have Action to reload. They are hard to near impossible to buy in most cases. the same chance to hit. Guns have multiple ranges. They have no listed price. Anyone who has a gun is Perfect Range (Pe), Normal Range (No), and Long Magazine- The Gun takes a magazine to reload. Free either some noble with more money than sense, some Range (Lo). action to reload. If reloaded while there are still bullets scavanger who found it, or someone who traded ser- left in the magazine you lose those bullets. vices or favors to get their hands on one. Perfect is close range. In this range you gain a bonus to damage based on the type of Gun you are using. Block Ammo- The Gun uses special blocks of ammu- The ancient empire mastered the use of guns to the nition to reload. 2 Actions to reload. point that they never picked up the bow and arrow Normal is medium range. In this range you gain no after inventing them. Guns simply did their job better bonus or penalty to damage. than they ever could. how to read the gun charts Long is long range, farthest the gun can accurately fire. Name: Name of Gun. That level of understanding and knowledge of how to In this range you take a penalty to damage based on use guns properly has faded or been lost leaving pow- the type of Gun you are using. Damage: Damage the Gun does. erful weapons that few people know how to use, and even fewer if any people are using properly. Even while Ranges: Perfect (Pe) / Normal (No) / Long (Lo). using them improperly they still manage to match Bows and Crossbows in strength. Load: The reload type and bullets per reload.

It’s like using a sword as a club. Sure, it’s going to work Property: Special bonuses the Gun has. as a club, might even deal more damage than a regular club when you use it like one but there’s so much more Hands: How many hands are needed to use the Gun. that could be done with the sword if only it were used properly. Guns do not have a price. To obtain a Gun you have to scavange it yourself, have it given to you, steal it from Guns are in a similar situation. Those that survived someone else, or barter for it. are in horrible condition, and even those in the best condition are, well, simply too strange for most people to use properly or even grasp how they should be used.

74 75 properties Accuracy- When held with 1 hand this weapon takes Penetration- If max is rolled on any of the the damage a -2 to hit. When held with 2 hands gain a +1 to hit. dice then half the damage of the attack is applied to an adjacent target. Aim- When making an attack, can choose to spend an additional 1 Action with the attack to add +3 to Hit Perfected- This weapon only has a Perfect or Normal with the attack. range.

Brute Force X-When you roll the damage dice for Pump Action- 1 Action to use this weapon more than this weapon, any dice that come out as X or below are once a Turn. rerolled till they are no longer X or below. Rapid Fire- Call roll a second time to hit (if you Designed- This weapon either doesn’t have a perfect, missed) but takes three times the bullets. If you cannot normal, or long range. meet the bullet requirement, this effect cannot be used.

Full Auto- Has a fully automatic setting. When ac- Strong Blast- This weapon can be held with 1 hand, tivated use 4 times the number of bulltes you would when doing so you take a -1 to hit and damage. When normally use and roll twice for Hit and Damage, tak- held with 2 hands you gain a +2 to damage ing the highest results. If you cannot meet the bullet requirement you only get 1 additional roll of Hit or Twin Shots- Roll twice when rolling to hit. If both Damage. rolls hit then add 1d4 to the damage.

Full Mag- When this Gun has a full load you can fire Unstable- This weapon only fires fully automatically. off all bullets at once granting you a bonus +1 to hit It consumes 5 units of ammunition with each use, you and +1d8 to damage per each bullet in load. get to roll 3 times to hit and damage, and carries a -3 peanalty to hit.

Rifles

name damage ranges load hands property Battle Rifle d10 Pe: 1-8 No: 9-12 Lo: 13-15 Block (10) 2 - Dark Cog m15 d8 Pe: 1-5 No: 6-10 Lo: 11-15 Mag (20) 2 Full Auto High Impact Rifle 3d6 No: 20-50 Block (1) 2 Brute Force 3, Perfected Light Recon Rrifle d10 Pe: - No: 1-15 Lo: 16-25 Bullet (5) 2 Designed Military Model d6 Pe: 1-5 No: 6-15 Lo: 16-20 Mag (30) 2 Aim Original d8 Pe: 1-3 No: 4-9 Lo: 10-20 Mag (10) 2 Full Auto Soldier’s Special d8 No: 1-20 Block (50) 2 Perfected WRF Model 7 d10 Pe: 1-3 No: 4-6 Lo: 7-10 Mag (10) 2 Unstable

Pistols Shotguns

name damage ranges load hands property name damage ranges load hands property Balistic d8 Pe: 1-3 No: 4-6 Lo: 7-8 Mag (4) 1 Penetration Burstgun 2d8 Pe: 1-1 No: 2-2 Lo: 3-3 Bullet (3) 2 - Dark Cog m1 d10 Pe: 1-2 No: 3-5 Lo: 6-6 Block (20) 2 - Dark Cog m12 d8 Pe: 1-1 No: 2-4 Lo: 5-6 Mag (8) 1-2 Accuracy Dark Cog m3 d4 Pe: 1-5 No: 6-8 Lo: 9-10 Bullet (3) 1 Full Mag Double Barrel d8 Pe: 1-2 No: 3-4 Lo: 5-6 Bullet (2) 2 Full Mag Feather Shot d6 Pe: 1-6 No: - Lo: 7-8 Bullet (4) 1 Designed Endeavor d10 Pe: 1-2 No: 3-6 Lo: - Block (15) 2 Designed Military Standard d6 Pe: 1-4 No: 5-7 Lo: 8-8 Mag (10) 1 - Heavy Support d8 Pe: 1-3 No: 4-5 Lo: 6-6 Mag (5) 1-2 Strong Blast Revolver d8 Pe: 1-3 No: 4-4 Lo: 5-6 Bullet (6) 1 - Military Grade d12 Pe: 1-2 No: 3-5 Lo: 6-8 Bullet (6) 2 - Twin Shooter d6 Pe: 1-3 No: 4-6 Lo: 7-8 Mag (5) 1 Twin Shots Repeater d10 Pe: 1-2 No: 3-4 Lo: 5-7 Bullet (4) 2 Rapid Fire WRF Model 5 d8 Pe: 1-3 No: 4-6 Lo: 7-8 Mag (5) 1 - WRF Model 3 2d6 Pe: 1-3 No: 4-7 Lo: 8-10 Bullet (3) 2 Pump Action 76 77 “Something just feels wrong about how quickly things are “I Sometimes feel like the empire is expanding too quickly. changing, The changes have been for the best of course, Advancing too fast. I already don’t know what that thing Other Equipment I mean three months ago we had only a basic under- the citizens use to talk to each other is called, and every- I’ll give you three oxen for that chicken. standing of surgery and from what I hear the Empire’s one seems to be able to use it besides me. Some kind of This chicken? My most beloved pet that I have been feeding and caring for since I was knee high to a dwarf? really? best can now replace lungs, limbs, and even hearts. stupid brick you hold up to your face. Okay fine, 4 oxen. Now give me that damn chicken.

I had a chance to meet with the Emperor, voiced my I had my weekly meeting with Chug or Chuck or whatever This section covers all other equipment and items that Barbed Wire: Steel wire constructed with sharp edges. concerns and bring him up to date with what I’ve been his name is. He talked about all these great new things are not weapons or armor. It also covers the gener- A person or animal trying to pass through or over working on. The Emperor said it’s just one of the many they had developed. Some new type of gun that could al value of common trade goods and other valuable barbed wire will suffer injury. Anyone who passes over benefits of having a free and open market. That by giving shoot lightning instead of bullets to stun people. I couldn’t objects you might find or loot. Special equipment like or through the wire make an Acrobatics or Athletics power and control of production and research over to really follow what he said, It’s new and its got a bunch magic items or ancient technology are in a different check. If they fail they take 1d12 damage. private citizens progress would speed up. of moving parts, it’s probably better than what we have. section. Barrel: A hollow cylindrical container, traditionally Still... We get blue prints and finished products from He also mentioned something about being afraid of tech- descriptions made of wooden. Holds 75 gallons. hundreds of people every day and sometimes for the same nology but I gave him the speech about progress and how Abacus: A tool for counting and calculating baisc thing. I mean these are people who have no connection to good it is for everyone. That seemed to calm him down. numbers. Commonly used by merchants. Basket: A basket made of wood and cane. each other, have never met each other, don’t have any- thing close to the same jobs. People who live at opposite Still... Everytime we meet he tells me about a hundred Backpack: A large bag designed to be carried on some- Ball Bearings: A bag of 100 small spheres that can be ends of the territories and yet they all manage to come up new things and often that the things he showed me last one’s back. Holds 50 lbs of gear. sued to knock someone prone if they walk over them. with the exact same idea and detailed design at the exact week is already obsolete. It is making me uneasy. 100 ball bearings can fill about 4 spaces of terrain. same time? It’s just, it all just doesn’t make sense. Banner/Standard: A large cloth on a stand used to How long until I can’t keep up with the new technology display a personal, family, royal crest, other symbol, or Bedroll: A sleeping bag for a person to sleep in. Es- Maybe I’m just worried. I haven’t come up with any big at all? Will the people revolt if they find out? as identification on the battlefield. The price given is sentially a blanket that can be closed with a zipper or new idea in a long time and I’m suppose to be head of for a simple banner made from cheaper materials. The similar means, and functions as a bed. R&D. How long till the Emperor realizes I’m not doing I’m thinking about having Chug shot or poisoned or fancier the banner, the higher the cost the job he’s paying me for?” something. That might slow down the progress a little.” item value weight item value weight

Abacus 20 sc 1 lb Candelabra, four-candle 100 sc 1 lb -Anthern Cheg, recovered diary entry. -Unknown, recovered diary entry. Backpack 20 sc 2 lb Candelabra, eight-candle 200 sc 2 lb Banner/standard 300 sc 10 ib Candelabra, sixteen-candle 275 sc 6 lb Barbed wire (50 feet) 750 sc 35 lb Candle 5 cc - Barrel 15 sc 30 lb Candle, dwarven 500 sc 3 lb Basket 10 sc 1 lb Candle, elven 50 sc 1 lb Ball bearings (100) 10 sc 1 lb Canvas (per square foot) 1 sc 1 lb Bedroll 1 sc 5 lb Case (for map or scroll) 10 sc - Bell 10 sc - Chain (10 feet) 300 sc 2 lb Blanket 5 sc 3 lb Chalk (1 piece) 2 cc - Block and tackle 10 sc 5 lb Chest, poorly made 5 sc 15 lb Bolt cutters 60 sc 5 lb Chest, well made 20 sc 20 lb Book, false 300 sc 2 lb Chest, extravagant 500 sc 45 lb Bucket 3 sc 2 lb Clothes, common 5 sc 3 lb Cage, tiny 100 sc 25 lb Clothes, costume 50 sc 5 lb Cage, small 300 sc 75 lb Clothes, trader 75 sc 6 lb Cage, medium 500 sc 100 lb Clothes, traveler’s 100 sc 4 lb Cage, large 600 sc 200 lb Clothes, noble 325 sc 5 lb Cage, huge 750 sc 350 lb Clothes, company 750 sc 4 lb Cage, giant 1,000 sc 750 lb Clothes, royal 6,250 sc 8 lb Cage, special order 10,000sc + n/a Component pouch 250 sc 2 lb Caltrops 10 sc 2 lb Crowbar 20 sc 5 lb 78 79 Bell: A small bell. Caltrops: A weapon made of 4 pronged iron spikes Case (for map or scroll): Leather or tin tube with a Fishing net (25 square feet): A large net to cath fish. such that one of them always points upward. A bag cap. Designed to hold rolled up pieces of paper. Blanket: A blanket. of caltrops can fill 1 space (5 feet). Anyone who walks Fishing Tackle: A full set of tools for fishing including over them takes 2d4 damage and is slowed until the Chain (10 feet): A chain made of metal. Same Chain fishhooks, birch poles, silk line, sinkers, hooks, lures, Block and Tackle: A system of two pulleys with a rope end of their next turn. from the weapon entry chart. and a tackle box. or cable threaded between them, usually used to lift or pull heavy loads. Candelabra: A candlestick holder with multiple arms. Chalk (1 piece): A single piece of chalk. Flask: A glass or metal container fitted with a tight Price listed is for silver, gold cost twice as much. stopper. Holds 1 quart. Bolt Cutters: A cutting tool that can cut through Chest: A rectangular box with a liftable lid, for storage. chains, thin metal, and iron bars. Candle: A solid block of wax with an embedded wick, Flint and Steel: A piece of flint and steel used to create which is ignited to provide light and some heat. Clothes: A full set of clothes including shirt, pants, etc. sparks and to start fires. Book, False: A large, well made book with a hol- lowed-out middle section. It comes with a clasp and Candle, Dwarven: A candle made of special materials Component Pouch: a small, watertight leather belt Floatation bags: Rough bags sewn to lightweight very simple lock. The false book forms a very tight seal that when lit creates a small 15 foot area of fresh, clean pouch that holds spell material components. Comes leather. Used to keep buoyant in water. when closed, making the interior space waterproof and air no matter how far underground. with all non specialized spell materials for 10 spells. allowing it to float. Gaming set: A small foldable wooden board and set of Candle, Elven: A candle made of special materials Crowbar: Iron bar made for levering things open. pieces for playing games on. Bucket: A bucket. Holds 2.5 gallons. that when lit creates a 30 foot area of foul odor which keeps any and all bugs away. Earplugs: Made from solid sponge or cork they reduce Glass Cutter: Tool for cutting glass silently. Cages: a structure made of bars a lock and a metal en- all incoming sound to the point that it is difficult if closure. They come in a variety of sizes built for differ- Canvas: An extremely heavy woven fabric used for not impossible to hear people talking or yelling, and it Grappling Hook: A device with multiple hooks. ent sized creatures. making sails, tents, and is popularly used by artists as a reduces the damage of sound based attacks by 5. When tied to the end of a rope it can secure the rope painting surface. to a battlement, window ledge, tree limb, or other Firewood (per day): Enough wood to start and run a protrusion. A Grappling Hook, Collapsible is the same fire for 8 hours. except built to fold into itself to hide it effectively.

item value weight item value weight item value weight item value weight Earplugs 3 sc - Hourglass 50 sc 1 lb Lock, amazing 1,500 sc 2 lb Pick, miner’s 5 sc 10 lb Firewood (per day) 5 cc 15 lb Hunting trap 50 sc 15 lb Lock, extravagant 5,000 sc 5 lb Piton 5 cc - Fishing net (25 square feet) 40 sc 5 lb Ink (1 ounce bottle) 80 sc - Lock, masterworked 15,000 sc 5 lb Pole (10 feet) 1 sc 8 lb Fishing tackle 200 sc 5 lb Ink pen 1 sc - Lock, ancient 500,000 sc 10 lb Pot, iron 1 sc 10 lb Flask 3 cc 1 lb Jewler’s loupe 200 sc 1 lb Magnet, small 100 sc 1 lb Pouch 5 sc 1 lb Flint and steel 10 sc - Jug 5 cc 9 lb Magnet, large 250 sc 3 lb Pouch, belt 5 sc - Flotation bags 50 sc 2 lb Keg 20 sc 30 lb Magnifying glass 100 sc - Pulley 5 sc 2 lb Gaming set 10 sc - Ladder (10 feet) 3 sc 20 lb Marbles 2 sc 2 lb Ram, portable 10 sc 20 lb Glass cutter 20 sc 1 lb Lantern 5 sc 1 lb Manacles 20 sc 2 lb Rations (1 day) 1 sc 1 lb Grappling hook 10 sc 4 lb Lantern, bullseye 100 sc 3 lb Mirror, steel 50 sc 1 lb Robes 10 sc 4 lb Grappling hook, collapsible 100 sc 2 lb Lantern, hooded 50 sc 2 lb Money belt 40 sc - Rod 25 sc 2 lb Grappling hook, ladder (20 ft) 400 sc 8 lb Leash and muzzle, tiny 15 sc - Music box 350 sc - Rope, hempen (50 feet) 10 sc 10 lb Hammer 2 sc 2 lb Leash and muzzle, small 6 sc - Musical instrument 50 sc 3 lb Rope, silk (50 feet) 100 sc 5 lb Hammer, sledge 5 sc 10 lb Leash and muzzle, medium 8 sc 1 lb Musical instrument, well made 500 sc 4 lb Rope, dwarven (50 feet) 200 sc 20 lb Hammock 15 sc 1 lb Leash and muzzle, large 18 sc 2 lb Net, butterfly 20 sc - Rope, elven (50 feet) 350 sc - Holy symbol, wooden 10 sc - Leash and muzzle, huge 30 sc 3 lb Net, small creature 35 sc 1 lb Sack 1 cc - Holy symbol, silver 50 sc 1 lb Leash and muzzle, giant 75 sc 5 lb Net, large creature 100 sc 3 lb Saw 20 sc 2 lb Holy symbol, gold 150 sc 2 lb Leash and muzzle, special ord. 750 sc + n/a Oil (2 pint flask) 2 sc 1 lb Scale, merchant’s 50 sc 4 lb Holy symbol, blessed 3,750 sc 2 lb Lock, poor 50 sc 1 lb Orb 100 sc 2 lb Sealing wax 5 sc 1 lb Holy book 10 sc 3 lb Lock, simple 200 sc 1 lb Paper (one sheet) 2 sc - Shovel 5 sc 8 lb Holy book, extravagant 5,000 sc 5 lb + Lock, average 400 sc 1 lb Parchment (one sheet) 1 sc - Signal whistle 5 cc - Holy water (vial) 250 sc 1 lb Lock, good 800 sc 2 lb Periscope 200 sc 2 lb Signet ring 50 sc - 80 81 Grappling Hook, Ladder (20 ft): A premade rope Ink Pen: An Ink pen to write with. Magnet, Small: Small magnet that can be used to Parchment (one sheet): A sheet of parchment is like ladder with two small grappling hooks on one end. The attract loose metal items. It is only powerful enough to Paper except it is made from animal skin. A single given price and weight is per 20 feet of ladder. Jewler’s Loupe: A small magnification device used to attract metal that weighs 8 ounces or less. sheet of Parchment is slightly larger than a paper, and see small details more closely. has rough edges. Hammer: A small hammer tool Magnet, Large: A larger magnet that can be used to Jug: A container used to hold liquid. Has a narrow attract loose metal items. It is powerful enough to Periscope: A small handheld device, about a foot long, Hammer, Sledge: A larger hammer tool often used to opening from which to pour or drink and a handle. attract metal that weighs 2 lb or less. that allows you to look over obstacles or around cor- destroy or break things. Holds 1 gallon. ners without exposing yourself to danger. Magnifying Glass: This lens allows a closer look at Hammock: Portable sling hung up between two posts Keg: A container for liquids, especially wine and small objects. Pick, Miner’s: A miner’s pick, used for mining. or trees to create a comfortable bed off the ground. ale. Usually requires two people to carry when full. Marbles: A bag of marbles, an be used in the way Ball Piton: A metal spike (usually steel) that is driven into Holy Symbol: A small representation of a god, panthe- Ladder (10 feet): A straight simple wooden ladder. Bearings can but wil only cover a 5 foot space however a crack or seam in the rock with a hammer. It acts as on, or symbol of a religion or religious group. they are often just crushed by Large and larger crea- an anchor to protect a climber against the consequenc- Lantern: Cast a bright light in a 30 foot radius and tures. es of a fall, or to assist in climbing. Holy Book: A nonmagical religious text, containing dim light in a 60 foot radius. Burns for 6 hours when scripture, stories, and teachings of a particular faith. full. A Lantern, Bullzeye cast a bright light in a 60 Manacles: Restraints that bind the hands of a small Pole (10 Feet): A 10 foot pole. foot cone and a dim light in a 120 foot cone. a Lan- or medium creature. Escaping them is requires a 6 Holy Water: A flask of holy water. As an action, you tern, Hooded is a regular Lantern with a hood that lets Pickpocket check for poorly made locks. 9 for average Pot, Iron: A small iron pot for cooking. Holds 1 gallon. can throw the contents onto a creature within 20 feet. you hide the light it emits without putting the fire out. peace keeper manacles, or 12 for well made manacles. It will deal 3d6 damage to fiends, devils, or evil un- They can also be destroyed by passing an equal diffi- Pouch: A small bag made of less sturdy materials than dead creatures. It will otherwise act no differently from Leash and muzzle: A leash and muzzle for various culty Athletics check. a Backpack. Holds 10 lbs of gear. regular water. sizes of animals and creatures. Mirror, Steel: A small hand held mirror made of steel. Pouch, Belt: An even smaller pouch that fits onto a Hourglass: Measures the passage of an hour of time. Locks: Mechanism used to hold something closed or belt for easy access. Holds 3 lbs of gear. keeping things safe. Comes with at least 1 key or other Money Belt: A cloth pouch is designed to be worn un- Hunting Trap: Trap for catching larger animals such as object to open lock. Below is a chart that shows how der clothing and can hold up to 50 coins. This bag and Pulley: a wheel on an axle that is designed to support bears, boars, giant critters, humans, and wolves. difficult it is to open the locks. its contents have a +3 against being Pickpocketed. movement of a cable or belt along its circumference.

Ink: Black Ink to write with. Other simple colors can It should be noted that Lock, Ancient is a special lock. Music Box: A tiny box with a small handle that, when Ram, Portable: A portable device for breaking down be obtained by paying twice ot three times the cost. It cannot be opened once it’s closed. Those which turned, produces music (a single song). doors. Doubles the Athletics check bonus of the user are bought were obtained by destroying the ancient for checks to break down doors when used. Counts as objects the locks were on, and having a team of mas- Musical Instrument: A small device for making and a Warhammer that deals +1 Crushing damage when item value weight ter locksmiths and engineers working for a week to playing music. Some more complicated musical instru- used as a weapon. Soap 3 cc 1 lb unlock it. They are not easy to obtain. ments might cost a bit more. Sprayer 150 sc 4 lb Rations (1 Day): Compact, dry, high energy foods Spellbook (Empty) 750 sc 3 lb Nets: A cloth woven in a grid like structure. It blocks suitable for extended travel. They don’t tend to spoil. Spell pouch 50 sc 1 lb Lock Type Check Difficulty the passage of large items, while letting small items Spell pouch, large 60 sc 2 lb Poor Lock 2 - 4 and fluids pass. It requires less material than a sheet, Robes: A set of loose robes that can be worn over Spike, iron (10) 5 cc 5 lb Simple Lock 5 - 8 and provides a degree of transparency. other clothes and armor concealing them from people Spyglass 1,000 sc 1 lb Average Lock 6 - 10 looking at you who do not look under your robes. Staff 50 sc 4 lb Good Luck 8 - 12 Oil (2 pints): 2 pints of ignightable oil. Often used Tent, 1 person 50 sc 10 lb Amazing Lock 10 - 14 with lanterns. A single pint of Oil can run a lantern Rod: A crafted short stick. Same as the Short Staff Tent, 4 person 200 sc 40 lb Extravagant Lock 6 - 12 for 6 hours. weapon entry. Tinderbox 5 sc 1 lb Masterworked Lock 12 - 18 Tome 250 sc 5 lb Ancient Lock Impossible. Orb: A 3 to 5 inch sphere designed to comfortably fit Rope, Hempen: A cheap but strong rope. in the palm of the hand. Vial 10 sc - Rope, Silk: A higher quality rope that increases com- Wand 100 sc 1 lb Paper (one sheet): A single sheet of well made paper fort and material quality in exchase for sacrificing Waterskin 2 sc 4 lb (full) with straight edges and ends. some minor strength. 82 83 Rope, Dwarven: A rope with ten times the strength of Spell Pouch: A pouch for holding specialized, spe- profession and skill kits Jester’s Kit: Toys, jokes, and other funny items that regular rope. When wrapped around a precious gem cial, and expensive spell components that shouldn’t be These are special kits that come with a variety of tools makes it easier to entertain others. Gives a +2 to Per- or large chunk of rare metal it functions similarly to mixed with or do not come with a component pouch. or useful objects for performing a task or doing a job. form ( Jester) and Perform (comedy) checks. thick armor. The rope ties around or to things well but Holds 3 spell components. cannot easily be made into knotts. Dwarven rope also Two charts are provided. One listing price and weight, Navigator’s Tools, Sea: Charts, details, blank maps, and cannot be untied and must simply be cut off. Spell Pouch, Large: Same as a spell pouch except it and a second one listing the bonus to checks its pro- other things useful for navigating the Sea. Someone holds 15 spell components. vides and/or other benefits the kit has. using the kit effectively will always know their position Rope, Elven: A rope made of special material woven relative to where they left or other large landmarks or from rare deep wood plants and materials. The rope Spike, Iron (10): Ten 6 inch Iron Spikes. descriptions destinations. feels almost weightless but has twice the strength of a Alchemist Lab: A set of tools, equipment, and ba- regular rope. Spyglass: Allows viewing of far away objects. Objects sic materals needed to perform Alchemy and create Navigator’s Tools, Abyss: A single piece of parchment viewed through the spyglass are twice as large. alchemical substances and potions. paper, ink pen with no ink, a blank journal, 3 bottles of Sack: A large bag. Holds 30 lbs of gear. heavy dwarven ale, and a rabbits foot. Staff: 6 foot long rod carved of wood. Often referred Animal Trainer’s Kit: Some instructions and tools Saw: A tool for cutting wood and other similar objects. to as a walking stick. The base component of a Mage’s for training and capturing animals. It grants you a +1 Poisoner’s Kit: Some bottles and vials filled with dif- Staff before it is enchanted. bonus to Beastiary rolls to train or capture animals. ferent dangerous and unknown substances with in- Scale, Merchant’s: A small balance, pans, and a set structions on how to mix simple and deadly poisons. of weights between 1 ounce and 2 pounds. Used to Tent: A simple portable shelter Artisan’s Tools: These special tools include the items weight goods to determine their worth. needed to pursue a craftsman’s trade. Each set of arti- Scrying Kit: Focusing crystals, incense, mirrors, and Tinderbox: Box of tinder, usually dry cloth soaked in san’s tools provides items related to a single craft and other tools to help a scryer concentrate. Someone with Sealing Wax: Wax for sealing letters closed, often a oil, and matches to light or feed a fire. Enough materi- grants a +1 to Perform (whatever the kit is for) checks. a strong link to arcane or religious energies could use small brand of symbol will be set into the wax. als to light 10 fires. the kit, attempt concentration checks, and try to gather Climber’s Kit: Tools and gear for climbing. Grants a information or display images of a location. Shovel: Tool for digging. Tome: A heavy book pertaining to some subject or +1 bonus to Athletics checks for climbing. area of study. Sewing Kit: Needles, string, and other sewing supplies. Signal Whistle: Small and loud whistle to draw atten- Disguise Kit: Masks, clothes, knick-knacks, make up, Grants a +3 to Perform (sewing) checks. tion to yourself and signal others at a distance. Vial: A small glass container with a tight stopper for wigs, and trinkets useful for people trying to create a liquids. Holds 4 ounces. disguise quickly. Allows people to make disguises in Thieve’s Tools: Includes a small file, a set of lock picks, Signet Ring: Ring with a disinctive design carved into under an hour in a small or secluded space. a small mirror mounted on a metal handle, and a pair it. When pressed into warm Sealing Wax, it leaves an Wand: A 1 foot long rod often made with special ma- of pliers. Grants a +1 to Lockpicking checks. identifying mark. teruals such as crystal, rare animal hairs, etc. Healer’s Kit: Bandages and other useful first aid sup- plies. Gives an additional healing check to make after Weapon Maintenance Kit: For keeping special crafted Soap: Soap. Waterskin: A small container for water or other liq- combat to patch up wounds (see Heroism). or masterworked weapons in top condition. uids. Holds 4 pints. Sprayer: A small storage bottle attached to a large kit value weight kit effect handle and pump. The bottle is filled with liquid, Alchemist’s Lab 5,000 sc 40 lb Alchemist’s Lab Allows Brewing Potions usually water. Acid is sometimes used but a poor Animal Trainer’s Kit 500 sc 5 lb Animal Trainer’s Kit +1 beastiary check choice, as it eats away the container after a minute. Artisan’s Tools 500 sc 5 lb Artisan’s Tools +1 perform check When pumped the sprayer creates a dense cloud of Climber’s Kit 800 sc 5 lb Climber’s Kit +1 althletics check vapor 5 feet long. Because the particles are so fine, the Disguise Kit 500 sc 8 lb Disguise Kit Quick Desguises cloud lasts for less than 10 seconds. The bottle can Healer’s Kit 500 sc 2 lb Healer’s Kit +1 rolls during rests hold enough liquid to last for three pumps before Jester’s Kit 100 sc 5 lb Jester’s Kit +2 perform check needing to be refilled. Navigator’s Tools, Sea 2.500 sc 8 lb Navigator’s Tools, Sea Know position in sea. Navigator’s Tools, Abyss 500 sc 10 lb Navigator’s Tools, Abyss Gives you hope Spellbook (Empty): A leather bound book filled with Poisoner’s Kit 500 sc 2 lb Poisoner’s Kit Allows Creating Potions 100 pages of parchment mixed and bathed in special ingrediants to allow spells to be written on the pages Scrying Kit 400 sc 3 lb Scrying Kit Ask for help or view permanently. Normally a spell written on a piece of Sewing Kit 300 sc 4 lb Sewing Kit +3 perform check paper would simply destroy the page or turn it into a Thieve’s Tools 250 sc 1 lb Thieve’s Tools +1 lockpicking checks one use scroll of that spell. Weapon Maintenance Kit 800 sc 8 lb Weapon Maintenance Kit maintain weapon str 84 85 trade goods and valuables workers and labor mounts and pack animals These are the general price of valuables and goods that These are the general price of hiring people to work These are the general price of different mounts and are often traded at market. for you. The chart lists the job, whether they’re paid on pack animals that might acompany you. a per day, per hour, or per request basis, and a price. For live stock and things with subjective worth such as Prices are listed for buying the animal but does not art the value given is an average and can fetch a price With most jobs you can find people more skilled than cover eating, housing, or other costs having a mount or about half as high, or twice more than listed. (50% to the average. For their work double the listed price. pack animal might cause. Generally no more than 20 200% value). silver a month or so.

object value worker payment price The chart below lists the animal, how much it costs, Ancient book, legible 1,000 sc AGS Assassin request and how much it can carry. When packing the a Artwork 300 sc Assassin request mount make sure to take into account your own Bar of Iron, 1 pound 2 sc Builder/Labor hour weight as a rider. Bar of Copper, 1 pound 5 sc Fisherman day animal value carry w. Bar of Silver, 1 pound 50 sc Farmer day Bar of Gold, 1 pound 500 sc Alchemist request Bar of Orichalcum, 1 pound 600 sc Spellcaster request Bar of Platinum, 1 pound 700 sc Blacksmith hour Bar of Palladium, 1 pound 1,000 sc Bomb Maker hour Beans, 1 pound 2 cc Poison Chemist request Flour, 1 pound 2 cc Ship Crew Member day x Jewelry 100 sc Abyss Ship Crew Member request 200 * x Linen, 1 square yard 40 sc Guide, Normal hour y Satin, 1 square yard 300 sc Guide, Abyss request 350 * y Silk, 1 square yard 100 sc Smuggler request Spellbook, complete 1,000 sc Cleric/Holy Man day Marble bust 200 sc Singer/Bard hour One chicken 2 cc Clowns/Mimes hour One cow 100 sc Cleaning Service hour One goat 10 sc Animal Tamer day One ox 150 sc PLACEHOLDER ------One pig 30 sc One sheep 20 sc Ornate Plates or Tools 150 sc Ornate Weapon or Armor 800 sc Paintings 60 sc Relics, elven 15 sc Relics, dwarven 615 sc Relics, ancient 1,000 sc Rice, 1 pound 3 cc Rugs 80 sc Silverware 150 sc Small statues 200 sc Spices, regular (1 pound) 10 sc Spices, rare (1 pound) 150 sc Tapestry 8 sc Tobacco, 1 pound 5 sc Wheat, 1 pound 2 cc 86 87 This plane is strange. Character Advancement Well that’s not fair. All planes you’re not born on feel That one’s a bard, that one’s a cleric. That’s the town cleric, but he’s also not a real cleric, he just heals the town. strange. Gravity always feels a little off, things don’t Let’s see, that one over there is called a fighter but he’s really more of an assassin. Her in the corner is an actual bounce the way they should, air taste different. Still, this paladin but not to be confused with the one in the other corner that calls herself a paladin but is actually a champion. one is particularly strange. There are a few ways to spend skill points. You can of Reasons I will not travel the Abyss An alchemist definately lived here once. course spend them on improving your Skills which Why I hate Alchemists will make you stronger overall. There are also other Why Adventurers are the worst kinds of people The air smells of chemicals, the lakes are all strange paths for improvement such as classes or Organiza- Things Not Worth Getting My Leg Back For colors, birds and animals here make no sense whatsoever, tions. This section is an introduction to them. Shit That Happened To Me and there are trees and plants here that grow different kinds of vials and flasks. There are three broad categories. 1: Had a bunny I was petting transform and beat me to near an inch of my life They say only alchemists can stand the company of other Classes, which are mostly combat focused talent trees alchemists and honestly I’m pretty sure that has more to you can specialize in to give yourself more to do in 2: Was used as a test subject for several potions in the do with the smells than the attitude. combat. hope one of them would heal me.

That Elf looks like he’s in heaven. Couldn’t have a bigger Organizations which are large or powerful groups 3: Frozen in place by fast acting poison. grin on his face if he was a giant. The rest of the group you can ally yourself with who will send you out on seem to be looking at hand drawn maps and notes they missions and grant you access to rare, often powerful 4: Almost killed by hoard of fire breathing spiders. probably bought of someone trying to make a quick buck ancient technology and magic. off the stupidity of adventurers. 5: Almost killed by giant snake. Finally Character Developments which are mostly non “Right then, We’re headed for the hills over that way.” combat focused talents and traits you can take to make 6: Almost killed by Organization owned adventurers who your character unique or have some more control of thought I was stealing their claim to the plane. Twice. My leg is killing my right now. I hope there wont be too non combat situations. much walking. 8: Had to fight an Anchient Human Empire Alchemist who figured out the formula for immortality

9: Had my Leg finally regrown.

I’ve gone through hell to get this leg back. I’ve made so many deals I didn’t want and spent far more time with these adventurers than I think is safe for anyone. Had my shit kicked in several times and been involved in more combat over the last few weeks than over the course of the last few years working for the king.

And I’ve never felt more alive.

The adventurers over there are laughing and celebrat- ing. A few of them are drinking and looking over loot while mending their wounds. That Elf is elbow deep in the alchemist’s notes and not looking anywhere else. The Dwarf is looking about the room for trophies to take.

Me? I’m taking that alchemist’s gun. I have a brand new leg and a lot of monsters I want to take revenge on between here and the ship. 88 89 Character Developments A Calm Tune Broken Strings Requirements: - Requirements: - “Okay Jim let’s try it again. I have on this table table three problems. One of them is a group of angry trolls, the next Cost: 2 Skill Points Cost: 3 Skill Points one is a private dinner with a CEO, and this last one is haggling for a better price on a spellbook. What do you do?” - Effect - - Effect - “SMASH! JIM SMASH SMASH SMASH!” “Lords fucking dammit Jim, I’m running out of tables!” Your singing attracts small woodland creatures and When listening to someone play an instrument you Character Developments are small little extra abilities often large or dangerous woodland creatures. can hum the same frequency and break or disable the or tricks that, for the most part, are most useful outside instrument. of combat or are only effective in social situations.

Character develoments are meant to be an alternative Air Guitar non combat focused way of spending skill points to Requirements: - Collector of Sorts advance your character. Cost: 2 Skill Points Requirements: - - Effect - Cost: 3 Skill Points All character developments come with a skill point You have an air guitar that functions exactly like a reg- - Effect - cost, usually between 2 and 3 skill points although ular guitar. Can only be heard by people not looking at You can convince everyone save a real expert that any sometimes higher or lower. you strum the air. treasure or relic is a real or fake and worth up to ten times or half as much as it’s actually worth. Some character developments come with special re- quirements. These requirements can range from having a minimum level, or a ceirtain rank in a skill, or just Amplification having a different character development first. Requirements: - Fight! Fight! Fight! Cost: 2 Skill Points Requirements: - Character Developments are sometimes supernatural - Effect - Cost: 3 Skill Points abilities, sometimes just guaranteed mundane effects. You can hear any whispered conversations you can see - Effect - They aren’t strickly one or the other. Character Devel- clear as day. As if they were talking to you. You can instigate a fight in any crowded place by yell- opments are just small little details about your charac- ing “Fight! Fight! Fight!” If you throw the first punch ter. A way to add a mechanic or an in game effect to and then yell this phrase, you have a chance of insti- some detail or story about your character. gating a small riot. Betting on the Big One Requirements: - Cost: 2 Skill Points - Effect - Light Step When you get into a fight, people who pass by and Requirements: - guards are more willing to take your side and even join Cost: 3 Skill Points in on the fight with you. - Effect - Your footsteps are completely silent.

Blood Trail Requirements: - Glib Cost: 3 Skill Points Requirements: - - Effect - Cost: 3 Skill Points By studying spilled blood for about ten minutes you - Effect - can tell exactly how it was spilled and if studied for an You can talk for hours and hours and hours and hours hour or longer you can even tell where the person who and hours and hours and hours and hours without get- spilled it went after spilling it up to 5 hours after they ting tired, stopping, or saying anything useful. When spilled the blood. speaking this way you become a massive distraction and can hold a crowds attention for as long as it takes to get them pissed off at you going on and on and... 90 91 Three Knocks to the Left Pacifist heal Underground Contact Requirements: - Requirements: - How much your character knows about treating Requirements: - Cost: 3 Skill Points Cost: 2 or 5 Skill Points and Losing the Offense Skill. wounds and taking care of illness. Their knowledge of Cost: 2 Skill Points - Effect - - Effect - poisons, toxins, first aid, etc. - Effect - After spending a day in a town you learn all its all its Fighting just isn’t in your nature. You didn’t go out into You know a guy. A not very likeable guy who you secret handshakes, knocks, and locations where thieves, the world to cause more harm, you went out there to Medical skill checks also fall under this catagory. really only talk to when you need something you can’t rogues, and smugglers gather. make it a better place. To help people and make things get. He can get you what you need, smuggle in that better not through bloodshed but through peaceful special bonuses crate of equipment you need, have those royal jewel actions and words. The out of combat healing from Heal stacks with forgeries ‘fall off the back of the truck’, find that piece of Heroism. info you’ve been hunting, tell you where your target is Move Along The adventurer who wants to find lost technology to hiding, maybe even what he’s afraid of, for a price. After combat, if you have time for a short rest, you can Requirements: - cure his sister, the wanderer who just wants to see the world, the monk who’s taken a vow to never raise his heal yourself and 2 others for Heal skill check Defeat As long as you’re in a populated town you can either Cost: 2 Skill Points Points. - Effect - fist in anger. find them or get word to them. When wearing armor in towns people and other This healing represents using the special abilities the guards assume you’re a guard. Lose access to, all benefits of, the Offense Skill and Decide on their race, gender, maybe age, maybe name, lose the ability to spend Skill Points on the Offense Heal skill grants outside of combat along with patch- and any other basic details. Tell your GM about them Skill. Gain a new skill called Heal. ing wounds, cleaning cuts, etc. before they come up or work with your GM to work out their basic details. O rank 1 Know a Noble You can choose to spend 5 Skill Points instead of 2 on this talent. If you do you are allowed to take up to 3 cure- 1 Action, Heal check vs last instance of damage Requirements: - Ranks in the Offense Skill instead of losing it entirely. taken (minimum 5). Adjacent creature has all nagative Cost: 2 to 3 Skill Points effects removed (slowed, stunned, blinded, etc.) - Effect - Soul Forged You know a Noble or other high ranking person or Requirements: - rank 2 assistent to the ruling class or local government. OO Cost: 2 Skill Points Know Royalty or High Ranking Org. Member heal- 2 Actions, Heal check vs last instance of dam- - Effect - age taken (minimum 5). Adjacent creature is healed As long as you’re in a populated town you can either Requirements: - You can spend a tenth of a weapon’s price to have an for 1d6 + Heal rank + check bonuses Defeat Points. find them or get word to them. Cost: 3 or 5 Skill Points experienced blacksmith forge a weapon in such a way - Effect - that you, and only you, are able to use it. Anyone else Decide on their name, race, gender, maybe age, and You know a king, a queen, some member of a royal OOO rank 3 who tries wound find it too heavy to lift, or strangely any other basic details. Tell your GM about them be- family, a CEO, a member of a board of directors, or heal healing increased from 1d6 to 1d8 balanced, or some other problem that just prevents someone else part of a group in charge of the area. them from using the weapon. fore they come up or work with your GM to work out q their basic details. rank 4 Decide on their name, race, gender, maybe age, and heal healing increased from 1d8 to 1d10 If you spend 2 Skill Points you know them because any other basic details. Tell your GM about them be- you owe them something, they hate you for some rea- fore they come up or work with your GM to work out q rank 5 Legends Never Die son, or are otherwise extremely uninteresting in meet- their basic details. great sacrifice- Twice per encounter. 3 Actions, Requirements: - ing with you again. range 6. Target is healed xd6 Defeat Points where X is Cost: 3 Skill Points If you spend 3 Skill Points you know them because any number 3 or higher, your choice. You take damage - Effect - If you spend 3 Skill Points you know them because you owe them something, they hate you for some rea- equal to the amount healed by this ability. This character development can only be taken after they owe you something, they like you for some reason, son, or are otherwise extremely uninteresting in meet- your character, another player’s character, or an im- or are otherwise willing to meet with you and at least ing with you again. z rank 6 portant non player character hits 0 Life Points, dies, or have a drink or discuss a problem. do no harm- Once a day. 3 Actions, all allies involved is otherwise lost forever. This character development If you spend 5 Skill Points you know them because in the encounter are healed for half your maximum can be taken up to 10 days after the character dies. they owe you something, they like you for some reason, Defeat Points + your maximum Life Points. After or are otherwise willing to meet with you and at least using this ability you cannot in any way shape or form That character gains +1 Life Points and comes back to have a drink or discuss a problem. deal any kind of damage for the rest of the encounter. life. If they were missing they find their way back or Any damage you do manage to deal is instantly re- are found in a nearby town. duced to 0. 92 93 Organizations It’s simple really. We’re at the bottom here. No rank, no title, we own no land, and are not affiliated with anyone. Next up are the peace keepers, guards, and anyone who works for an organization. Then the land owners and cap- tains of the guard. Officiers, etc. Kings, Emperors, Rules next up. Then board of directors. Finally CEOs at the top.

Organizations are large and powerful groups, corpo- It is important to remember that there are no evil and organization description organization description rations, and societies, both secret and otherwise, that no good organizations. Every organization benefits Abyssal An adventurer’s league with one be- Librarians A fierce group that explores and hold a large amount of power in the world. They hunt, and harms the world in some way. Often the only Explorers lief: We can map Abyss and we cna seeks to find and protect all informa- rebuild, and control the ancient advanced technologies thing they seek is profit or relics or just some say in control it. We only need to explore all tion so it will not be lost again and to of it down to the last plane. keep other organizations in check. and magie of the past and use it to gain power and how the world is run and works. control over the world. AGS An assassin group who control one of Magus Tower One of the largest magic information, On the next few pages a few of the more powerful, the largest private militaries. control, and teaching companies. Organizations range from companies and trade em- larger, or more well known organizations are listed. They have contractual control over pires, who hire people to raise their profits and sabo- The Blackhand The Blackhand dos not exist. They the Northern Kingdoms. tage their competitors; to kingdoms and small towns Joining them often has a monentary cost and some are not some crime syndicate and that have banded together, hiring others to protect special requirements. Advancing in rank in the organi- they don’t run a black market. Northern Underdeveloped ares and kingdoms Kingdoms that are being controlled and moder- them from larger nations. There are even private zation often has some event or action that needs to be ated so they do not present a threat armies and guids that lend their strength to the high- taken or places more restrictions on you, your actions, Blade’s Reach A private military that gives free training in combat in exchange for to current powers. est bidder. or just costs more of your profits and gold. contracts and agreements. NRF Inc. North Rime Fire Inc. They claim to be Chaos Believers A religion that believes that outside the rightful owners of all cities from of Abiss exist a chaos that will grant the past and wish to revive the an- them eternal life and everything their cient empire back to its former glory. hearts desire. Planar Travellers A league of traders who explore the Commonwealth Small towns who banded together for many planes of the Abyss for sources protection. of profit and power.

Dragon Cult A religion that worships the Dragon Shadow Council The diplomatic group and assissin race. They want everything to be guild in charge of relations between returned to Dragon control and rule. the Undead and the living races.

Elemental A religion based on the worship of the Thieve’s Guild A safe haven for all thieves, pickpock- Servents Elementals. They train their congre- ets, backstabbers, and assassins gation to be soldiers so they can one willing to pay. day fight for the Elementals. WRFT Co. West Rime Fire Trading Company. Elven Military A military for hire that stores all Traders who use and believe in the gained income to fund a war that methods used to first gather support might never come. for the ancient kingdom before they became an empire. Knights of Corden The knights believe there are gods out there in Abyss willing to give pow- er to those who trully believe.

94 95 Abyssal Explorers AGS Too many adventurer lives have been lost to the void and their journey and stories died with them. It cannot stay that If you have no other option, they are the best option. If you can afford it there are no better. If you can’t afford it, chaotic forever. Someone has to map it. Someone has to contorl it. Someone has to make it a place you know you’ll better hope your enemies can’t. If you can find them, they wanted you find them. If you think they’re coming after come back from. you, get your affairs in order. If you want to fight them? Well, get every antivenom you can, and good luck.

Restrictions Description Restrictions Rank Benefits Rank I Protection from authority when None The Abyssal Explorers are self defined as “the last true If affiliated with any the thieves guild members you it comes to the kills. adventuring company you will ever meet. Self funded cannot join. Former thieves guild members welcome. Organization Ranks with no profit to be made and risk that far outweighs Rank II 50 silver weekly salary paid to Rank I Ship Crew what can be gained.” Organization Ranks your family. 100 gold weekly Rank I Footman salary paid to you if on active warfare. Rank II Explorer Created, run, and funded by retired adventurers the Abyssal Explorers seek to map Abyss. They do not Rank II Soldier Rank III Free weaponry and a set of Rank III Member want to map the many planes in Abyss, they want to masterworked armor to keep map Abyss and the locations of planes in Abyss. Rank III Specialized Infantry Rank IV Adventurer Rank IV AGS Commander gear. Every day the Abyssal Explorers send out 100 ships to Rank IV Commander Rank V Fleet Captain unknown parts of Abyss and every week 10 come back. Rank V Assassin contact and missions. Rank V Adventuring Company Leader It is theorized more people have died working for the Rank V Apprentice Rank V Keeper of the Maps Abyssal Explorers than died in all wars after the fall of Rank VI Access to the AGS Poisons the ancient empire. Rank VI Assassin storeroom and safehouses.

Advancement Requirements There is a rumor going around that the Abyssal Ex- Rank VII Elder Council of Seven Rank VII Cash in any favor from anyone Initiation: 1,000 gold or equivalent. plorers often kidnap people to crew the ships of their who has dealt with the AGS. members against their wills. Of course the rumors are Rank I > Rank II 10,000 gold or equivalent mostly spread by drunks and in bars so there is little Advancement Requirements Description belief in them. Initiation: Kill 2 people and sign contract. Rank II > Rank III 100,000 gold or equivalent AGS is a private military for hire. At the head of the Example Adventurer Magic Item Rank I > Rank II Survive a battle. organization is a council of 7 legendary master assas- Rank III > Rank IV 5 ancient empire relics sins who teach their craft to the best warriors in their Swift Winter’s Cloak adventurer magic item Rank II > Rank III 20 Confirmed kills. military. Even with all this power and the large num- Rank IV > Rank V Death of current position and Swift Winter was one of the great adventurer’s of his ber of people in their employ very few people know out bid all other candidates. time. They say he travelled through miles of eternal Rank III > Rank IV Your commanders death and who is on the council. winter to singlehandedly take down a frost giant. defeating all other candidates. Rank Benefits While the AGS private army can be hired by anyone Rank I Access to Adventurer shipyards. slot: Neck Rank IV > Rank V Accepted as an apprentice of an who can pay the monthly rate, the assassination arm Adventurer Magic Items count as a Legacy magic Assassin. Second contract. of the organization does not charge for their service Rank II Access to Adventurer bounties. item (getting stronger the longer it is used). Like in money but favors and debts. Contacting an AGS with Legacy items each rank is attained after win- Rank V > Rank VI First successful solo Assassina- assassin can be done through any commander in their Rank III Access to Adventurer archives. ning 5 combat encounters. Each ranks bonus is tion or death of your master. army. If the assassination goes well you are expected still listed as these magic items, although very well to tip the commander you contracted through half of Rank IV Can use Adventurer type magic protected, are not immune to theft. Rank VI > Rank VII Retirement of current member what the death was worth to you. items. Can be sent on mission of the council who gives you his by leaders of the organization. base bonus: +1 Speed, Resist Cold 5. assassination seal, and meeting It is unclear who, if anyone, keeps the books for the with other members of the AGS. Someone must be administrating and deliver- Rank V Access to 10 Rank IV members rank II: +1 Speed, Resist Cold 10. council who must accept your ing assassination requests to who they need to get to. to be sent on any mission or rank III: +2 Speed, Resist Cold 10. replacement of the previous Somewhere out there is a bureaucrat that keeps more demand at all times. rank Adventurer or IV: +3 Speed, Resist Cold 15 member. silent and secret then the council members. rank V: +5 Speed, +2 Luck, Immune to Cold. 96 97 The Blackhand Blade’s Reach We are the Blackhand, soldiers for the Black family. We spread their influence and are rewarded with profit and pow- The world is a dangerous place and as more and more of the ancient empires relics are found the world becomes an er. We are the Blackhand. We do not exist. We are not soldiers of the Black family. We are not smugglers. We do even more dangerous place. Especially for the people who simply cannot afford the risk of seeking out those ancient not profit off the illegal. We are not the Blackhand. There is no Blackhand. relics or the price to protect themselves from them. That’s where we come in. We will teach you to protect yourself.

Restrictions Description Restrictions Rank Benefits Rank I Free training in simple melee No peacekeepers The Blackhand does not exist. It is not some organized Cannot already be contracted to an organization. and simple ranged weapons. crime syndicate run by the Black family. It is not in Organization Ranks charge of the illegal Black Market where anything and Organization Ranks Rank II Free weapon and armor. 1 gold Rank I Customer anyone can be bought and sold no questions asked, Rank I Recruit paid per kill when on duty. and the Blackhand is definately not at war with the Rank II Smuggler Thieves Guild over territory and profit disputes. Rank II Soldier Rank III Command over Rank II Blade’s Reach Soldiers. Rank III Black Market Merchant If the Black Market did exist, and that’s a pretty big Rank III Captain Rank III Blackhand Enforcers if, then it would be an underground market where Rank IV Put in charge of organizing Rank III Black Family Accountants you can buy anything for the right price. Weapons in Rank IV Warlord Blade’s Reach battles. a totalitarian state that bans them, guns and complex Rank IV Raider Rank IV Black Family Politicians machinery in a forest, even slaves in the most pro- Rank V Protecton from all for destruc- tected free republics. The Black Market is not a phys- Rank V Artifact Hunter tion of ancient empire relics. Rank V Black Family Members ical location, usually, but a system of messengers and smugglers who work for the Blackhand. Rank VI General Rank VI Send Blade’s Reach to war.

Advancement Requirements But again, the Black Market does not exist because Description Initiation: 100 gold membership card. there is no such thing as the Blackhand. There is no Advancement Requirements Black crime family. There is a very rich very old family Initiation: None Blade’s Reach is a Private Military for hire that gives Rank I > Rank II Take the risk and succeed. with the last name Black but they are farmers and land out free combat training to anyone and everyone in ex- owners. The only things they own are large tracks of Rank I > Rank II Merc contract signed change for first rights to hire them should they choose Rank II > Rank III 500,000 gold or equivalent what is probably farmland and the most illegal thing to be mercenaries. smuggled for a license any of them did was jay walk. Rank II > Rank III Complete advanced leadership training and display exceptional Blade’s Reach is currently employed by every major Rank III > Rank IV Become well liked. skill in combat. Organization and most larger kingdoms. They are used as foot soldiers, commanders, raiders, messengers, Rank IV > Rank V Marry in or impossible. Rank III > Rank IV Lead at least 1 successful raid, peacekeepers, thieves, and assassins. charge, skirmish, and ambush Rank Benefits without losing a single man Blade’s Reach is devoted to their job as a military for Rank I Access to the Black Market under your command. hire. Quite often they will meet on a battlefield and fight each other without question or second thought. Rank II Given Black Book. Small black Rank IV > Rank V Capture and destroy 3 ancient book whos pages are blank to empire relics owned or protect- Blade’s Reach makes a profit off of continued war and everyone save you. ed by other organizations. conflict in the world. Half their resources and income goes into equipping and training rebels and paramili- Rank III Can use Blackhand safehouses. Rank V > Rank VI Outmaneuver a current Blade’s tary groups who appose current rule. Reach general and defeat his Rank IV Given contact info and dirty soldiers in battle. The other half is spent on their own private goal: The secrets on rulers and leaders on capture and destruction of all ancient empire artifacts request for blackmail purposes. and objects. Those artifacts make the world a hellish place for those who don’t hold them and turn the tides Rank V Control over Black Market and of battle in ways far from the control of the people and 98 Blackhand military. men fighting on the field. 99 Chaos Believers Commonwealth Abyss is not endless. There lies beyond it something that mortals cannot understand. We choose to call this place Ah yes, hello traveller! I am here from the commonwealth to welcome you to our well protected territories, an of Chaos, for mortals cannot perceive its beauty and only see madness. Some of our more dedicated members have been course, get all the silly legals and taxes out of the way. Now, first off there’s a 30% tax on all adventurers and oh is blessed with visions. Sights and images from Chaos.Often thess visions will be carved into bodies to keep a record. that sword? That’ll be another 10% and, wait, you weren’t planning on using that? Because that’s another 15%

Restrictions Description Restrictions Description

None, all are accepted into the congregation. The Chaos Believers are a religion best described by Born or live primarily in Commonwealth territory. The Commonwealth is a group of small towns, trading Librarian Director Darious as “A cult of madmen outposts, other smaller groups, and land owners who Organization Ranks who’s most coherent thought was that grouping up Organization Ranks have banded together for protections and profit. They Rank I Believer would help them sound more insane.” Their main Rank I Mercenary know that individually they cannot afford a military belief is there is something beyond Abyss. Something Rank I Citizen strong enough to protect them from organizations or Rank II Devoted Member outside of what we can perceive as reality. other kingdoms. Together however, they can afford Rank II City Defender one strong enough to let them be the agressors. They Rank III Chaos Prophet Most people do not consider them a real religion but Rank II Land Owner are well known for their extremely conservative views Rank III Chaos Templar people in large number still join them. Some because and affinty for taxing everything. Rank III Vision Seeker they do believe, some because they see the good the Rank III Tax Enforcer Rank III Vision Keeper Chaos Believers do and want to be a part, and some Rank III Local Government The Commonwealth is ruled by a council that dictates just for the benefits joining provides. Members who laws, new taxes, controls the army, and is generally in Rank IV Devoted Chosen Speakers of devote themselves have all their worldly needs from Rank IV Tax Collector charge of running things. Towns and other already the Order of Chaos Believers. housing to medical needs to entertainment of their Rank IV Commonwealth Council existing governments that join the Commonwealth are choice paid for fully. Those who allowed to keep their governments and enact their own Advancement Requirements Advancement Requirements rules but they must always follow all Commonwealth Initiation: Must accept the core belief that Chaos Believers would be kicked out of towns and Initiation: Proof of citizenship to Commo- rulings, even if they are in direct opposition to already Abyss is not infinite, and out driven from cities if it was not for the fact that they nwealth or contracted to Com- existing rules. side and around it is chaos have very deep pockets. monwealth Council. Most members of the Commonwealth council are Rank I > Rank II All money and property of value If a Chaos Believer temple is built in a town, that town Rank I > Rank II Pay all taxes on time for 3 rather fearful of magic and some actively seek to given to the Chaos Believers. can expect some obvious benfits: free education, build- months. remove people who use it. It is illegal, on penalty of ing improvements, town center construction or reno- death, to use magic in Commonwealth controled Rank II > Rank III Take on the responsibilities of vations, new roads, signs, and farmland improvements. Rank II > Rank III Tip off Tax enforcers or collec- teritorries. Bounties are put on people suspected of the position. 5 year contract. tors to 10 people evaiding taxes. using magic and magical equipment can only be found Then there are the secondary benefits: renewed trader in Black markets. There is one exception, tax collec- Rank III > Rank IV 50 years devotion and chosen by interest, protection from other more aggressive orga- Rank III > Rank IV Capture or kill 5 people break- tors and members of the commonwealth council can the forces in Chaos to lead. nizations moving in, and the town being marked on ing the ban on magic. grant special Commonwealth Sponsored Mage cards major maps and getting influx of population. Many and licenses. Someone who has one of these cards is Rank Benefits organizations spend money so the people around them Rank Benefits allowed to do wahtever they want with magic as they Rank I Given Book of Chaos, and appreciate them. Chaos Believers spend far more to Rank I Only taxed once a week. are considered to be acting on the councils behalf. Chaos Catcher: small little wheel placed over make sure the people around them need them. your head while you sleep to be graced with Rank II Given a percent refund on all visions of what lies beyond Abyss. Note On Rank III taxes collected on anyone on Chaos Prophet and Chaos Templar are like classes, your land or in your custody. Rank II Extravagent food, and wonder except everything cost 1 skill point and is available ful housing provided free of at the start. You are given a set number of talents to Rank III 50% discount on all things charge for life. pick from and have those until you no long meet their bought in the Commonwealth. requirements. An example power is the Chaos Prophet Rank III Full access to Temples and spe- is “Vision” ability which blinds all enemies and allies in Rank IV Tax immunity, law immunity, cial combat training. range save for the Chaos Prophet until the end of his and allowed to grant Common- Rank IV [redacted] next turn. wealth Sponsored Mage cards 100 and licenses. 101 Dragon Cult Elemental Servents They were born before life, and they did create life. They did care for life and tend to it, and life did betray them, and Praise them for they are the very building blocks of our world. Life would end and reality fall appart without them. they did leave Abyss and life behind. Children were left to protect life, to watch over life and keep its flame bright in Praise them for their unquestionable strength and infinite wisdom. They come to change our world, to show us a bet- the darkness of Abyss. Children who protected life, watched over life, and grew resentful of life, angry at life. ter world. Praise them for their beuty and their purity. Praise them. Praise them. Praise them.

Restrictions Description Restrictions Rank Benefits None The Dragon Cult worships the Dragons. They believe None Rank I “Unity and Purity” holy book. the Dragons created all of reality including Abyss. Organization Ranks They want to see everything revert back to being con- Organization Ranks Rank II Have the element of you house Rank I Wymling troled by Dragons. Rank I Follower applied to your weapon.

Rank II Young The Dragon Cult is the oldest and largest organized Rank II Air Rank III Protection from all laws not religions. Their most protected relic is a holy book sup- Rank II Earth created by Elementals. Rank III Ancient posedly written by a Dragon which details the birth of Rank II Electric the dwarves, elves, and mankind. Rank II Fire Rank IV Access to and use of anything in Rank IV Great Wyrm Rank II Water the treasury including the stable The Dragon Cults age also means that over time many portal into the Elemental plane. Advancement Requirements disputing factions have been created. The two largest Rank III Elemental Soldiers Initiation: A sizable donation to the groups that other denominations fall under are Tradi- Rank III Priest of Purity Rank V Complete and total control over church tionalist and Errinolist all resouces this Organiation. Rank IV Elemental Commander Rank I > Rank II Stay loyal to the church for a Traditionalist worship only the ideals and Dragons Rank IV Elemental Servents Description year or help expand their that first entered and created life in Abyss. According influence. to them those Dragons left Abyss after the ancient Rank V Elemental The Elemental Servents worship the Elementals as empire killed one of them. They seek to convert every- gods. They belive the Elementsls, not the Dragons, are Rank II > Rank III Donate a Dragon relic to the one in order to draw the old Dragons back to Abyss. Advancement Requirements the origin of all things. church. (tooth, eye, etc) Initiation: 100 gold, silver, or copper. “Errinol” is a draconic word for “Without Exception.” Whatever you can afford. Their end goal is to see everything ripped apart to its Rank III > Rank IV Be blessed by a Dragon. They worship all dragons and the ideals of all dragons base elements. “In this way we will all know what it is old and current. They want to create a world where all Rank I > Rank II Contract yourself to one of the to be gods as they fuse us into themselves. We will all be Rank Benefits creatures believe in the same ideals and beliefs as the 5 houses of elemental servents. linked together. No more borders or idealogies. No more Rank I Free bed and breakfast at any dragons. To make people as close to gods as possible. wars or hatred. All will be part of them and each other. Dragon Cult churt. Rank II > Rank III Do enough deeds for your All together forever in peace and purity.” Rumor has it that some of the more fringe Dragon house and your priest will allow Rank II Allowed to take training as a Cult groups have gain access to ancient empire tech- you the ceremony. The Elemental Servents are also the army for the Dragon Monk. nology or pre empire dragon magic and are developing Elementals. They consider it the greatest honor to be methods to turn people into a new dragon like race. Rank III > Rank IV Either achieve a great deed in asked to die for their gods. Rank III Given Robes of the Devout That once they have their dragonkind they plan to the name of the elemental ser- which make you invisble cleans the world of all who will not unify with the vents or find an elemental and “Look at people. They are destructive and cruel. Look to dragons. dragon race. become their servent. at the Elementals. They are unifide and diverse. One is clearly a superior existence.” Rank IV Given the choice of a private Rank IV > Rank V Impossible. Only Elementals meeting with any dragon of can be Elementals. The Elemental Servents are the reason Elementals your choice, the chance to read keep appearing on other worlds outside their home from their most protected plane in Abyss. They open gateways for them, they ancient holy book. or be subject harbor and protect them. They volunteer to be the to draconic transformation footsoldiers and army for the Elementals, and they experiments. strengthen them with worship. 102 103 Elven Military Knights of Corden Unncessary? Unnecessary?! The ancient empire enslaved our people, destroyed our civilization and you call this Un- And this is the Corden bible. A complete guide to the most popular gods and their pillars of faith. Every religion which necessary?! Thal tami xaeh w’togvhid voi wix! Muod jevv asaik and I will have your head sliced, cooked, and served to joins the alliance has their holy text added to the holy codex of course, but limited space means the bible has to be a the recruits if I ever see your face here again now get OUT OF MY SIGHT YOU FNEAX XAEH KAVSOV! bit more selective. Most of the popular religions are represented, even the stranger ones that believe in only one God.

Restrictions Rank Benefits Restrictions Rank Benefits Rank IV Set the laws and regulations on Rank I Free copy of the Corden Bible Must be an Elf or Edren. Exceptions made rarely. Elven Military territory. None Rank II Allowed to take training as a Organization Ranks Rank IV Command over Elven Military Organization Ranks Holy Warrior class. Rank I Aris Gerev (Bowmen Scout) soldiers during combat. Rank I Cordenite Rank III Control over members of the Rank II Jevvnar (Swordsman) Rank V Control over who, when, and Rank II Faithful Member church of your religion. where the Elven Military attack. Rank III Helis Garast (Elite Guard) Rank III Cleric Rank IV As as knight able to mobalize Description Rank III Elder and militarize any members of the Knights of Cord- Rank IV Orocor Arcor (Over Baron) Rank III Hierophant en. As an explorer given full access to all funds the Rank IV Yarinaf (General) The Elven Military is a privately funded force with one Rank III Holy Man Knights of Corden have for use of exploration. goal: to prepare, train, and plan for a war that might Rank III Paladin Rank V Sarserisvan (High Command) never come. A war against any Human nation that Rank III Preacher Rank V Write the Corden Bible and might grow to be as powerful as the ancient empire Rank III Soothsayer decide what religions are Advancement Requirements once was. Rank III Templar included in the Corden Bible. Initiation: Pass a combat test. 50 year Rank III Warpriest contract. They do not often attack. In fact in the last hundred Description years there’s been only one recorded attack by the Rank IV Knight of Corden Rank I > Rank II Once yearly tournament. Place elven military. They hold to their word they only strike Rank IV Explorer of Corden The Knights of Corden believe there are gods in in the top 10. down those getting too powerful. When they do attack Abyss. They seek them out for spiritual fulfilment and they are well known for being brutal in every meaning Rank V Corden Bible Council for the power they are sure the gods will be willing to Rank II > Rank III Save the life of a higher rank of the word and capturing every single man, woman, give them in exchange for all their years of faith. member of the Elven Military. and child to have them separated and sent off to other Advancement Requirements kingdoms as far appart as possible. Initiation: Any donation to a religion part They are an alliance of smaller religions that are wil- Rank III > Rank IV Prove yourself in combat when of the Knights of Corden lig to fight in the name of divinity. Corden was the the Elven Military mobalize. Due to some assassinations of key benefactors the name of the religion that brought them all together elven military has run into some funding issues. They Rank I > Rank II Several donations to a member and funded their start. Corden has since fallen out of Rank IV > Rank V Appointed Position by current have recently agreed to be the main military force religion or actively helping them use and its followers have switched to more popular high command. for the organizations and companies in charge of the expand their congregation. religions. They keep the name out of respect but, due Credit currency. Most of the old command feel this is to space, the Corden religion is not included in recent Rank Benefits betraying the original purpose but most new recruits Rank II > Rank III Start a church or similar for edition of the Corden bible. Rank I Access and Protection within feel that this can only help them in the long run. your religion. all Elven outposts and strongholds. Member’s of the Knights of Corden are well liked by There is a small divide brewing in the command of Rank III > Rank IV 10 years devotion and contract most people. They require that any member always Rank II Given Elven Military Uniform. the Elven Military over where they should focus. Half yourself to 10 years work in the help anyone in need. A common practice it to charge The uniform consists of pieces believe they should keep on the path they’re on. That position of choice. nothing for the help if they convert to a Knight of of extra armor that are designed to fit on top of armor as long as nothing grows to ancient empire power Corden religion. and clothes. It provides a +1 to Armor, +2 to Dodge, than all these larger nations are a good thing. They Rank IV > Rank V Replace a current member. and displays your current Rank. make war less likely because people have more to lose When in need of funding the Knights rent themselves on both sides. The other half believe giving this much out as a private army. They also allow their members to Rank III Offense, Defense, or Weaponry slack will only mean being overpowered later on. That participate in mercenary work so long as the company skill set to rank 4 if higher. if they don’t start being even more agressive that the gets 50% of the profit made. 104 Humans will simply overrun them. 105 Librarians Magus Tower Look, nobody wants the ancient empire back. Nobody. Not even fringe groups want the ancient empire back. They It is a mage’s birthright to rule over all mundane men. We understand how to bend and break all laws of the world to think they want it because they hear the fantasy stories about carefree lives and free everything and whatever. They suit our needs. We spend years sometimes centuries learning the art of magic and spellcasting. Ruling over a bunch don’t read about what daily life was like. We don’t want them back, we just want their books, stories, and data back. of creatures bound by rules like age, time, and gravity is childs play by comparison.

Restrictions Rank II Allowed to borrow Librarian Restrictions Description Library books. None None Magus Tower is resposible for the control, teaching, Rank III Access to restricted books. and restriction of magic. They believe that anyone who Organization Ranks Organization Ranks can use magic is part of a better species of creatures Rank I Reader Rank IV Full access to all Libraries and Rank I Placeholder that deserve to control the world. access to Expedition results. Rank II Placeholder Rank II Learned Ally Rank III Placeholder They have a near monopoly on magical text, scrolls, Rank V Access to The Expedition. armor, weapons, information, and books. They are Rank III Librarian Advancement Requirements constantly at war with anyone who denies them access Rank VI Control over Librarians Org. Initiation: Placeholder to anything magical or anything related to magic or Rank IV Archive Librarians Rank I Placeholder spells. They feel those things already belong to them Rank IV Black Flame Librarians/Book Description Rank II Placeholder and everyone else is simply holding on to it for them. Burners Rank III Placeholder Librarians are an extremely strict, powerful, and con- They are currently looking into ways of controling who Rank V Expedition Librarian trolling group of brilliant scholars and explorers. They Rank Benefits is born with magical talents. Their best researchers are have devoted themselves to the gathering, organizing, Rank I Placeholder working on perfecting a method of drawing magical Rank VI Head Librarian and accruing of information. They know those who Rank II Placeholder ability out of people who don’t deserve to use it and Rank VI Master of the Expedition control information will eventually control the world. Rank III Placeholder giving it to the children of powerful families. Rank VI Loremaster Most organizations have signed treaties or deals with Magus Tower is the greatest resource for anyone who Advancement Requirements the Librarians. They basically allow the Librarians can use magic. The only group with more informa- Initiation: Donation of 1 book in good or acess to all information and books they desire in their tion on magic than Librarians and second in arcane better quality from the ancient empire era or a dona- territories in exchange for a non agression pact and strength only to the oldest and most reclusive wizards. tion of 5 or more books or pieces of information and agreements not to give help to their enemies. Those knowledge. that don’t are in a state of cold war in public, full on Magus tower plans to eventually rule all parts of the war behind closed doors. world from top to bottom. They have started with the Rank I > Rank II 5 more donations or discoveries. north. Through years of slow expansion and threats Librarians have very recently uncovered an ancient Magus Tower have gained contractual control over the Rank II > Rank III Start or aquire a new library or empire gateway linked to a massive realm of infor- Northern Kingdoms and most northern lands. There other factions information center or expand the size or mation. This place seems to exist outside the laws of is not a single organization, company, or corporation power of an existing Librarian Library. time and space and acts like no other plane or place in allowed into the northern kingdoms besides them and Abyss discovered yet. are allowed kill on sight for any members of other Rank III > Rank IV 5 years of loyalty. organizations who sneak in that they find. The place seems infinite in all directions and from Rank III > Rank V Volunteer for the expeditions. what little information they’ve recovered it is made Magus Tower management is divided. The highest up of all knowledge that has been, is, or ever will or levels of leadership want to purge the world of the non Rank IV > Rank VI Head Librarians are voted into could be. The information has formed itself into its magical creatures. If you have the power to kill all rats Rank V > Rank VI power. Expedition own strange ecology. Living creatures made of pages and bugs that infest your house why wouldn’t you? Masters survive repeat expeditions. Loremasters dedi- and ink, book growing like flowers, trees who’s bark is cate 80 years minimum to learning all knowledge. stone tablets of strange symbols and who’s trunks are The teachers and magical instructers feel it would just huge pipes of pure data. This place is considered one of be easier to let them die off. If they are trully worse, Rank Benefits the most deadly places known to exist and those who evolution will take care of it and by holding back we don’t Rank I Library Card, allowing you to join The Expedition to mine and gather information get bad PR for killing a wizards pet warrior. 106 read inside Librarian Libraries. are among the most respected members. 107 Northern Kingdoms NRF Inc. Restrictions and control. These companies have made you all slaves to their whims and none of you stand against it? Just a few generations ago Humans had a cure for every disease. Now? We die in hundreds every day from infec- Why? Have they really beaten the fight out of you? Do all of you simply have no pride? tions and sickness. The world is in shambles an the people are idiotic. It might seem impossible but we can return the Human race back to its former glory. The ancient empire is gone but it’s left us the tools to rebuild it, to revive it.

Restrictions Description Restrictions Description

None The Northern Kingdoms are a group of small city Must be Human or willing to join as subservient to North Rimefire Inc. is one of two Organizations that states that, due to their location in relation to the rest Humans. use the ancient empire as their guide. Both NRF Inc. Organization Ranks of the world, had very little to no contact with any Or- and WRFT Co. were started by the Rimefire family Rank I Placeholder ganizations or companies until recently. They somehow Organization Ranks but due to internal conflicts in policy split their land Rank II Placeholder managed to stay untouched by the expansion of the Rank I Placeholder and their organization in two. Rank III Placeholder ancient empire and the cataclysm that destroyed it. Rank II Placeholder Rank III Placeholder They want to return the world to how advanced it was Advancement Requirements Once companies and organizations started to make when the ancient empire was in control. They want to Initiation: Placeholder contact and set up outposts the northern kingdoms Advancement Requirements bring back all the cures and medical procedures and Rank I Placeholder were exposed to the greed and destruction organiza- Initiation: Placeholder countless other things the ancient Empire had that Rank II Placeholder tions bring with them. Rank I Placeholder made life easier and longer. Rank III Placeholder Rank II Placeholder The Northern Kingdoms banded together and be- Rank III Placeholder They believe the only way to make that happen is to Rank Benefits lieved that all companies are destructive forces and the follow what the ancient empire did as closely as possi- Rank I Placeholder easiest way to fix the world would be to remove them. Rank Benefits ble. That means gathering all their books and history, Rank II Placeholder They managed to conquer and completely destroy Rank I Placeholder reconquering the world under one ruler, enslaving the Rank III Placeholder every organization, company, kingdom, and empire Rank II Placeholder non human races, agressively expanding into abyss, they came across until finally they had close to half the Rank III Placeholder killing all the immortals or capturing them to study, world under their flag. and reviving all the old factories to create new Metal Men, new guns, new weapons. Other corporations banded together and managed to fight them back to only their original territories before They claim rights to rule and control all ancient em- finally handing control over keeping them in check to pire ruins and technologies. They are in control of the the Magus Tower. only machines that can create new ancient empire gold and silven coins. Many have criticised them for being no more than an expansionist empire using Organizations as a scape- They are rumored to have working ancient empire goat to conquer peaceful nations. Their response to this mechs and access to a plane in Abyss which has fac- has not changed “that sounds like the talk of Organiza- tories for making new Metal Men with their original tion sympathizers.” programming. They have at least one fully functional ancient alchemy lab, and claim to have successfully Others have also criticise how they speak of destroying given immortality to some of their leaders. They lack every Organization and yet are rumored to have allied the information on how to use it but books can always with both the Thieves Guild and Blackhand. Many been found or taken. citing how they seem to only topple and fight Organi- zations that do not directly profit them. One day they want to bring good health and easy living to everyone in Abyss. The Northern Kingdom’s have been oddly silent for the past few years. They experienced a level of success Until that day they understand their resources are lim- not seen since the ancient empire when they were ited and focus on doing what they know works: bring- actively expanding and yet haven’t made a single move ing Humans back in control so the world can advance since Magus Tower came to power. As if they’re wait- into a new golden age. 108 ing for something. 109 Planar Travellers Shadow Council They say Abyss is home to an infinite number of planes. That our world in all its complexities and riches is simply I tell you it gets harder and harder to convince people that just because we are Undead we are NOT evil. Just because one plane. One set of possible what if’s in the sea of infinite potential that is Abyss. some Undead are mindless creatures of death doesn’t mean all of us are. Okay, sure, zombies can be a huge problem If that’s the case, then out there is a plane made of pure gold and I’m gonna be the first to claim it. and liches can be a huge pain but they’re just as much an issue for us Undead as they are for everyone else.

Restrictions Description Restrictions Description

None Planar Travellers are treasure hunters. They are traders None The Shadow Council is a diplomatic Organization and businessmen and they are treasure hunters. They that represent the Undead race. Organization Ranks travel from plane to plane looking for new sources of Organization Ranks Rank I Placeholder wealth, new metals to exploit, fresh worlds to claim. Rank I Placeholder The Shadow Council are the face of the Undead race. Rank II Placeholder Rank II Placeholder Anywhere the Undead are not respected or accepted Rank III Placeholder They have exclusive rights to a few Planes, own all Rank III Placeholder they travel to and try to smooth things over. Anywhere known territory in others, and have control through the Undead are accepted the work towards getting the Advancement Requirements military occupation on other planes. Advancement Requirements Undead into positions of power. Initiation: Placeholder Initiation: Placeholder Rank I Placeholder Nobody is really sure how many Planes they own. Rank I Placeholder They want to spread the acceptance of the Undead Rank II Placeholder Librarian Cartog Richter guesses “it is somewhere be- Rank II Placeholder race through discussions or, if necessary, warfare and Rank III Placeholder tween fifty and seventy five. They own all of this section Rank III Placeholder destruction of non cooperative governments. of Abyss and that’s easilly 45. Then again, this map is Rank Benefits at least three days old so that part of Abyss might have Rank Benefits The Shadow Council wants the world to see that there Rank I Placeholder shifted a few miles.” Rank I Placeholder is a clear devide in the Undead between those that Rank II Placeholder Rank II Placeholder remember who they are and can be contributing mem- Rank III Placeholder They started as a group of 15 close friends from old Rank III Placeholder bers of society, and the larger group of mindless or evil adventuring companies. Through their travels they undead that are just as much a problem for them as started dying off and needed to bring on new mem- they are for everyone else. bers. Now the Planar Travellers allow everyone in and the remaining founders are mostly senile old men. Members of the Shadow Council are appointed at the undead capitol. They hire people to act as messengers Men and women who happen to be the most valuable and body guards. Every so often they will also hire people on the planet who are rumored to be so rich people to raid and assualt cities. they have entire guilds of assassins on call for their private bodyguard’s bodyguards but senile old men all Every few years the Shadow Council needs to return the same. to Undead homeland to report their progress.

The Planar Travellers have a few Planes they label re- Their prefered method of travel is through ancient stricted. Only their most trusted members are allowed empire gateways. Sadly the areas around these gate- to enter them and even then often only once. These are ways have been coincidentally infected and taken over planes that many feel if word got out to the public, or by mindless undead so reaching them has become an worse to other organizations, about what was in them increasingly difficult task. then the fragile world would shatter.

Some possibilities were not meant to be uncovered. Some worlds are not meant to be explored. Some worlds need to be restricted and kept hidden. Even if doing so requires setting up entire companies and buying up entire sections of Abyss space just so it gets lost in the crowd.

110 111 Thieve’s Guild WRFT Co. I hate them. I really do, but by staying organized and keeping some leadership I can at least reason and bargain with Did you know before the ancient empire was an empire it was a single city? yep. A free city too. It wasn’t owned or them. Hell for the most part they don’t even do anything. They’re more like some social club for assholes who are too controlled by anyone. Anyone at all could come and trade, buy, or sell anything without being taxed three ways in and good at having sticky fingers. out. It was a glorious city. A rich one that did so much good for the world. We just want to bring that back.

Restrictions Description Restrictions Description

None The Thieves Guild is an organized group of thieves, None West Rime Fire Trading Company is one of two Or- murderers, highway men, robbers, petty criminals, and ganizations that use the ancient empire as their guide. Organization Ranks other scum of the city. They are part organized group, Organization Ranks Both NRF Inc. and WRFT Co. were started by the Rank I Placeholder part secret club, but mostly a loose set of smugglers Rank I Placeholder Rimefire family but due to internal conflicts in policy Rank II Placeholder and grape vine information sharing network to help Rank II Placeholder split their land and their organization in two. Rank III Placeholder keep thieves informed and protect them from the law. Rank III Placeholder WRFT Co. wants to bring back the ancient empire Advancement Requirements They use their massive numbers to brute force any Advancement Requirements that existed before it starting calling itself an empire. Initiation: Placeholder thieves not part of their guild out of business. Iron- Initiation: Placeholder Back when it was the organized traders who believed Rank I Placeholder ically this reduces the amount of random crime that Rank I Placeholder in free trade of all goods and information. Back when Rank II Placeholder happens in the cities and kingdoms they have build- Rank II Placeholder the goal was to get other races to respect the Human Rank III Placeholder ings and centers of power in. Rank III Placeholder race through sharing of ideas and culture and wealth.

Rank Benefits Working for the highest bidder, run by whoever man- Rank Benefits WRFT Co. just wants to link the world together Rank I Placeholder ages to kill the current leader and keep knives out of Rank I Placeholder through trade once more. They hire any and all traders Rank II Placeholder their spinal cord. Every member of the Thieves guild Rank II Placeholder willing to join up and support them as best they can. Rank III Placeholder must pay about half of whatever they make to the Rank III Placeholder thieves above them. They are currently at war with NRF Inc and many organizations that see them as a return to the ancient In return the Thieves guild provides safety and pro- empire. Traders who work for WRFT Co. are likely to tection from the law. They will smuggle you in or out be run out of cities by the towns people. Not because of anyplace you need to be, and will give you access to they don’t like them. Quite the contrary most towns the most secure safehouses short of the most powerful and people prefer to deal with their traders because spellcasters private study. their traders offer a consistent and often cheaper price. No, they are run out of towns by people who are afraid They have at least one den or outpost in every town. of the wrath or retribution other organizations will Most of them unofficial or hidden. A few cities allow bring down on them. them to have a proper up front guild but that is rare. They have a seat at diplomatic summits and they are Even dealing with that constant problem, West Rime- considered the largest threat and asset to security in Fire has gained many followers who believe in what every kingdom they’re in. They are hated by every law they have to say. enforcement group and governments tolerate them because it means a way to bargain with the lowest and Some just join them because West Rime Fire has a most common form of crime. steady flow and access to a lot of ancient empire tech- nology. Morals and hatred aside, there is a great deal Nobody wants them in their towns but they would of profit to be made from selling and using the old bits rather have them than the insanity of hundreds of of the ancient empire and if West Rime Fire has them, individual thieves. then with West Rime Fire people will trade with.

112 113 Classes Vocal Instrument Behold the great wheel! I have spent years of my life finding and studying all the great heroes and fighting styles of the world and linking them together to common lineage! Behold my life’s work! Paragon Wizard That’s neat and all, but how does this help me grow better crops? Warlord Mage Most classes use a type of Resource. A Resource is a offense and defense ire Assassin Bard Scholar pool of power and energy your character uses to pull Offense Defense Based Resource off incredible feats of strength, power, and speed. They Striker Brawler Magic User are a tool used mostly in combat. Classes are described Offense Ire maximum is equal to your Offense Skill. Form in the next few pages and many of them use the same Defense Ire maximum is equal to your Defense Skill. Summoner types of Resources. You cannot use Ire unless you take a class talent which Slayer Classical action points (AP) allow you to use Ire. Fire Rune Symbol Acrobatics Based Resource Raiders Gunner Ire starts at 0 Ire. You then gain either Offensive or Action Point maximum is equal to your Acrobatics Defensive Ire based on the actions you take in com- Lightning Skill x 2. You cannot use Action Points unless you take bat. You cannot gain any kind of Ire from attacks and Mechanical a class talent which allows you to use Action Points. abilities that cost Ire. Whip Storm Heavy Elemental Technology Guard Engineer Electrical Action Points (AP) start at full and are spent as you You can only have either Offensive, Defensive, or 0 Ire Thunder Quick use powers and take actions that have an Action Point at any time. Gaining Defensive Ire will subtract from Clockwork (AP) cost. They refil to maximum if they are not used your Offensive Ire. Gaining Offensive Ire will subtract for 1 Round (10 seconds). from your Defensive Ire. Aqua Specialized 0 Ire is the center of the number line, Offensive Ire World Nomad Gunslinger control pool (CP) is positive values, Defensive Ire is negative values. Ire Hunters Heroism Based Resource Points reset to 0 when out of combat. Dualist Bloodmage Holy Warrior Control Pool maximum is equal to your Heroism Skill. Terra You cannot use Control Pool dice unless you take a class talent which allows you to use Control Pool dice. magic (MP) Demon Dragon Monk Arcana Based Resource Shield Control Pool (CP) is a pool of dice that starts at emp- Plague Helm ty and builds up as you take specific actions in combat. Magic maximum is equal to your Arcana Skill x 10. Arcane Sword They reset to empty when you are out of combat. You can use Magic if you train your Arcana Skill high enough or your take a class talent which allow you to Blood Stone use Magic. Talents which only increase your maximum Shadow q q q q q q q q q q Magic do not innately allow you to use Magic.

SIDEBAR ON SUMMON RULES Any abilities or powers which cost Magic (MP) will Summons which take a specific number of rounds to automatically hit. There is no need to roll to hit. Summon appear at the end of your turn. Summons can act and be controled on your turn and right after, Magic starts at full and is spent as you use abilities they do not get their own initiative position. If sum- that cost MP. mons are instant or take less than 1 Round then they appear immediately at the end of your turn. After every encounter you use Magic you roll an Ar- cana skill check and recharge that much MP. Recharg- Summons when first created show up in an empty ing your Magic to full requires you to rest for 6 to 8 space of your choice adjacent to you. hours without using Magic. 114 115 classical tier 1 talent specialized tier 1 talent The greatest heroes to ever live! The oldest legends and These are the stories most people have heard, sadly. The stories talk about their exploits and adventures. Maybe strange heroes with these strange powers they received not as flashy or specialized as people who came after but from forces and creatures far outside our world. Honestly they still stand toe to toe with the best of them. I don’t see why they’re all that special. Requirements: Bluff 1, Defense 1, Detection 1, Requirements: Acrobatics 1, Defense 2, Detection 1, Offense 1, Weaponry 2 History 1, Intuition 2, Offense 2 Cost: 2 Skill Points Cost: 2 Skill Points Bard - Effect - - Effect - q +1d8 Defeat Points. Choose 1 of the following: +1 Speed, +1 damage with Brawler Magic User 1 handed melee weapons, +1d6 damage with your q q Additional +1 Dodge and +3 damage with all attacks fists (not unarmed weapons), +1 Dodge when using a if you do not have any points in Technology, Special- shield, +1 Dodge when using a 2 handed melee weap- ized, or Elemental. on, or +1d6 Defeat Points. Classical q Choose 2 if you do not have any points in Classical, Technology, or Elemental. Fire Raider Rune Gunner technology tier 1 talent q q Ah yes, the men who work with the strange artifacts from the past. I don’t know whether to call them fools or bril- liant. They bring those old hunks of metal into battle and elemental tier 1 talent seem to do well enough with them at least. An interesting history here. The warriors who follow this Requirements: Acrobatics 2, Bluff 1, Concentration 1, path of advancement are following in the footsteps of the Storm Defense 2, Forgery 1, Lockpicking 1, Weaponry 2 or first enemy to invade our small world. That elemental Guard Elemental Technology Engineer Any 1 Guns Skill. war opened our eyes to the abyss. q q q q Cost: 2 Skill Points Requirements: Acrobatics 2, Athletics 2, Defense 1, - Effect - Diplomacy 2, Offense 1 +1 to Technology skill checks. Cost: 2 Skill Points - Effect - Additional +1 to Concentration, Forgery, and Lock- Gain Resist 2 for one of the following: Acid, Fire, picking skill checks and roll twice for all Technology Stone, Energy, Cold, Sonic,. or Poison. World Hunter Nomad skill check rolls if you do not have any points in Clas- q q sical, Specialized, or Elemental. Change to Resist 5 and choose 2 if you do not have Specialized any points in Classical, Technology, or Specialized. q

Bloodmage Holy Warrior q Dragon Monk q q

116 117 brawler Brawl A warrior to the letter. The sword and shield, the ham- rogue tier 2 talent mer of justice, a knife in the back. They are the thieves The world is a cruel. It is an unfair place where some q and noble warriors. They are the rank and file nameless men are given control of kingdoms because of who they soldiers and the rangers hunting in the deep jungles. The are born to while others are given away to slavery be- loyal guards and the anarchist who fight to change the cause of how those above wield their power. world. Some will stab you for carrying too many coins. Requirements: A Tier 1 talent. Acrobatics 2, Athletics Some will take a thousand blows for you and stand Preparation Patience Great Strength Weapon: Master Slow March Strong Arm 2, Bluff 1, Defense 2, Physical Intimidation 1, Of- between you and the hoards of monsters in the world. fense 2, Weaponry 3 q q q q q q Others simply don’t care and will challenge you to a fight Talents Required: Classical they don’t even know if they can win, eager to draw their Talent Restrictions: Fighter and Champion weapons. Cost: 3 Skill Points - Effect - The Brawler uses the Ire resource. Focuses primarily Use the Ire resource. -25 Defeat Points. +2 Dodge, Mark Parry Twin Strike Weapon: Expert Backout Defensive on melee combat but can use ranged weapons. Brawler +1d6 Poison damage with all attacks. Any abilities you q q q q q q has three specialties: Assassin, focused on offense over have that cost Defensive Ire can only be used once per defense, Paragon, focused on defense over offense, and encounter. Warlord, which benefits from a good mix of Offensive and Defensive actions. Gain the power Rogue’s Blade. Assassin Warlord Paragon Whenever an enemy attacks you and deals damage fighter tier 2 talent gain +2 Defensive Ire. q q q Stand up and draw your best weapon. I came here for a fight, not to watch some noble cry for his nanny. Whenever an enemy attacks you and fails to deal dam- Requirements: A Tier 1 talent, Acrobatics 2, Athletics age gain +3 Offensive Ire. 2, Bluff 1, Defense 2, Physical Intimidation 1, Offense 2, Weaponry 3 Whenever you start your turn next to or move next to Wound Quick Attack Cleave Weapon: Train Evasive Entrapment Talents Required: Classical an enemy gain +1 Offensive Ire. q q q q q q Talent Restrictions: Rogue and Champion Cost: 3 Skill Points Whenever you attack gain +1 Offensive Ire. - Effect - Use the Ire resource. -2 Armor and Dodge. Gain the For every point of Defensive Ire you have take a -1 to power Fighter’s Taunt damage. Deflect Great Attack Charge Battle Cry Reactive Shield Slam Whenever an enemy attacks you and deals damage q q q q q q gain +2 Offensive Ire. Whenever an enemy attacks you Rogue’s Blade basic attack and fails to deal damage gain +2 Defensive Ire. cost: 3 Actions range: Weapon requires: Weapon Fighter’s Taunt Rogue Fighter Champion Make a basic attack. For every point of Defensive Ire cost: 1 Action you have add +1 to hit. For every point of Offensive q q q range: Weapon Ire you have add 1d6 damage. requires: Able to open your mouth or make rude gestures. After using this ability your Ire is reset to 0. After Target must attack you on their next turn. If they using this ability you automatically prepare to dodge miss they take 1 Weapon damage. Until they damage and use Dodge instead of Armor until the start of you with an attack, they take a -2 to hit everything your next turn. Classical except you. Effect lasts until they damage you. q 118 119 champion tier 2 talent deflect tier 3 talent great attack tier 3 talent charge tier 3 talent The people give me quite a few names. Warrior, fighter, Requirements: A Tier 2 talent. Requirements: A Tier 2 talent. Requirements: A Tier 2 talent. knight, paladin, hero, people’s champion, protector, de- Talents Required: Classical Talents Required: Classical Talents Required: Classical fender. Really every name under the sun but I am not a Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - fan of any of them. I am just a man fighting for what I Cost: 2 Skill Points Cost: 2 Skill Points Cost: 2 Skill Points think is right. - Effect - - Effect - - Effect - Requirements: A Tier 1 talent. Acrobatics 2, Athletics Cost 1 Offensive Ire or 2 Actions. Gain the power Great Attack. Cost 1 Offensive Ire or 2 Actions. 2, Bluff 1, Defense 2, Physical Intimidation 1, Offense 2, Weaponry 3 Until the start of your next turn, when a melee attack Until the start of your next turn you get a free basic Talents Required: Classical hits you, make a basic melee attack against whatever Great Attack basic attack melee attack at the end of any movements end next to Talent Restrictions: Rogue and Fighter attacked you. If you hit deal no damage and take -5 cost: 2 Offensive Ire or 3 Actions an enemy. You can ignore slows and snare if you end Cost: 3 Skill Points damage from the attack. your movement next to an enemy. range: Weapon - Effect - Use the Ire resource. -10 Defeat Points, +1 Armor. requires: Melee weapon, Bow, or Crossbow Make a basic attack that Crits on a 10, 11, and 12, Whenever an enemy attacks you gain +1 Defensive Ire. and deals 2 Weapon damage. If they fail to deal damage when they attack you gain an additional +2 Defensive Ire. Whenever you attack gain +2 Offensive Ire. battle cry tier 3 talent reactive tier 3 talent shield slam tier 3 talent For every point of Offensive Ire you have take a -1 to Requirements: A Tier 2 talent. Requirements: A Tier 2 talent. Requirements: A Tier 2 talent. Armor and Dodge. Talents Required: Classical Talents Required: Classical Talents Required: Classical Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - Gain the power Champion’s Right, and Cost: 2 Skill Points Cost: 2 Skill Points Cost: 2 Skill Points Champion’s Might - Effect - - Effect - - Effect - Cost 2 Defensive Ire or 3 Actions. Cost 1 Defensive Ire or 2 Actions. Cost 1 Offensive Ire or 2 Actions.

Champion’s Right You bellow out a great battle cry giving you and any Until the start of your next turn take 1 Action imme- Make a basic melee attack and add twice your shield’s cost: 1 Action adjacent allies +1 to Speed and Hit, and +2 Damage diately after being hit by an attack. Armor bonus to the damage of the attack. If the shield range: Adjacent until the start of your next turn. has the Weaponized X property you can instead deal Xd6 damage to any adjacent enemy after making the requires: Shield or 1 empty hand. basic melee attack. Target gains +5 damage on their next attack if they attack you, and they gain a -3 to hit on their next attack if you are not the target of the attack. wound tier 4 talent quick attack tier 4 talent cleave tier 4 talent Requirements: A Tier 3 talent. Requirements: A Tier 3 talent. Requirements: A Tier 3 talent. Champion’s Might Talents Required: Classical Talents Required: Classical Talents Required: Classical cost: 2 Defensive Ire Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - range: Adjacent Cost: 2 Skill Points Cost: 2 Skill Points Cost: 2 Skill Points requires: Shield or 1 empty hand. - Effect - - Effect - - Effect - Target is healed for your current Defensive Ire in Cost 2 Offensive Ire or 2 Actions. Cost 2 Offensive Ire or 2 Actions. All melee attacks you make deal your Offense skill Defeat Points. check in damage to an adjacent enemy. If you Crit Your next attack will deal 2d8 damage to the target if Deal 1 Weapon damage to an enemy as a free action with an attack, the cleave damage is doubled. On a they move away from you. Effect last until the end of without having to roll to hit. If Offensive Ire is used to Crit if the cleave damage kills anyone, the damage is your next turn. use this ability then this power can be used on any- doubled again and applied to an additional enemy. This one’s turn. can repeat up to 6 times.

120 121 evasive tier 4 talent weapon: train tier 4 talent weapon: expert tier 6 talent weapon: master tier 7 talent Requirements: A Tier 3 talent. Requirements: A Tier 3 talent. Requirements: A Tier 5 Brawler talent. Requirements: A Tier 6 Brawler talent. Talents Required: Classical Talents Required: Classical Talents Required: Weapon: Train Talents Required: Weapon: Expert Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - Cost: 2 Skill Points Cost: 2 Skill Points Cost: 2 Skill Points Cost: 2 Skill Points - Effect - - Effect - - Effect - - Effect - Cost 2 Defensive Ire and 1 Action or 3 Actions. You choose to train heavily with one type of weapon You specialize in only using 1 type of weapon. You You have mastered your weapon of choice and spent so granting you additional abilities and bonuses while us- gain the bonuses from a weapon you chose in Weap- much time with it that it has become the only weap- Until the end of your next turn for every attack made ing that type of weapon. You can take this talent mul- on: Train. You can take this talent multiple times each on you feel comfortable using anymore. You gain the against you that fails to hit your Armor, add your tiple times each time you train with 1 type of weapon. time you gain the expert bonus with 1 more type of bonus for a weapon you chose in Weapon: Expert. You Dodge to the damage you’ll deal with the first attack weapon you have the Weapon: Train effect for. can take this talent multiple times each time you gain you make. This stacks infinitely. Axe: +2 to Cleave damage with axes. While using an axe the expert bonus with 1 more type of weapon you have you can perform an Axe Swipe: 2 Actions, melee attack, Axe: Any attacks made with axes which crit also deal half the Weapon: Expert effect for. target and 2 other adjacent enemies take 1 Weapon damage. the damage to any adjacent creatures. While using an axe Cleave procs off each enemy hit. you cannot be knocked prone. All: -6 to hit and damage with any weapon type that you do not have the Weapon: Master effect for. Gain entrapment tier 4 talent Bows: +5 to Range with all bows. While using a bow you Bows: +2 to Range. Called Shop penalty to hit reduced to Mastery and increase the damage die by 1 size for Requirements: A Tier 3 talent. can perform a Called Shot: 2 Actions, ranged attack, make -2. Once per turn you can choose someone with a bow as a Talents Required: Classical this attack with a -3 to hit. If you hit, deal 3 Weapon dam- free action if they are adjacent to you. weapons you have the Weapon: Master effect for. Talent Restrictions: - age. Cost: 2 Skill Points Crossbows: +10 to Range. If you ever roll a 1 with a cross- Axe: When you Crit with an axe you can skip the d6 roll and instead deal 1 Weapon damage to all enemies in range. - Effect - Crossbows: You use can now be reloaded as a free action bow roll to hit then add +1d6 damage to the next crossbow Cost 2 Defensive Ire or 3 Actions. once per turn. While using a Crossbow you can perform attack you make that hits Armor Shatter: 2 Actions, ranged attack, target takes half of Bows: Bows now count as melee weapons. 1 Weapon damage and -1 to Armor for 3 Rounds. Make a basic melee attack. Target you hit can now Dagger: When you Crit with a dagger you gain 1 Action to use immediately. Crossbows: While using a crossbow you can Volley a target only attack once on their next turn and is slowed to 1 Dagger: Daggers you use can the property Thrown 20. till the end of their next turn. Cost 3 Actions and 10 Cross- below your current Speed. While using a Dagger you gain a +2 to Bluff, Lockpicking, Hammer: You take your weapons damage die less damage bow bolts. A target under the effects of Volley are slowed and Sneak checks. from all attacks which slow, stun, or move you or in any way and take 1 Weapon damage for every space they move. change your Speed or location. Hammer: If you miss while using a hammer you can spend Dagger: When you Crit with a dagger the target takes a -2 1 Action to reroll the hit. When using a hammer you can Stave: +2 to Dodge when using a stave. This stacks with penalty to Armor, Dodge, and Luck until they hit you and perform Hammer Smash: 2 Actions, melee attack, target previous benefits. In combat you can choose to take a -4 deal damage. takes 1 Weapon damage and is slowed. to Dodge and a -1 to Armor to give yourself +1d8 damage with all attacks you make with your Stave. Hammer: +5 damage against anyone wearing armor or with Stave: While using a stave you gain a +2 to Dodge and natural armor. Luck. While using a Stave you can perform Bouncing Spear: Spear Piercing 3 property changed to Piercing 5. Strike: 2 Actions, melee attack, attack a target up to 5 spac- Stave: Staves do not get the increase in damage die. While es away for 1 Weapon damage Your weapon bounces off the Sword: When fighting someone who is using a Sword you using a stave you can Disable: Cost 3 Actions, melee attack, target and back into your hand. cannot be Crit and your attacks Crit against the enemy on a target takes 1 Weapon damage, is immobilized, and loses 1 9, 10, 11, and 12. Action on their next turn. Spear: Spears you use gain the property Piercing 3. Piercing X- If you miss with an attack the weapon deals X Spear: Reach of spears increased by 1. Spears Piercing 5 damage. While using a spear you can perform a Tactical property changed to Piercing 10 and Piercing effect will Reposition: 2 Actions, melee attack, 1 weapon damage to activate if you deal less than 10 damage with an attack. the target and move them 1 space. Sword: When attacking with a sword, if the target has no Sword: +1 to Dodge and Luck when fighting someone who adjacent allies then you and the target are Locked In Battle isn’t using a sword. While using a sword you can perform a for 2 Rounds. Anyone Locked In Battle takes 1 Weapon Frenzied Attack: 2 Actions, melee attack, 1 weapon dam- damage from everyone else who has the Locked In Battle age, this attack Crits on a 2, 3, 11, and 12. It misses if it effect on them if they move away from you. Targets who does not Crit. have the Locked In Battle effect on them do not count as adjacent to any of their allies. 122 123 Assassin tier 5 talent warlord tier 5 talent paragon tier 5 talent twin strike tier 6 talent Requirements: A Tier 2 through 4 Brawler talent. Requirements: A Tier 2 through 4 Brawler talent. Requirements: A Tier 2 through 4 Brawler talent. Requirements: A Tier 5 Brawler talent. Talents Required: Rogue Talents Required: Fighter Talents Required: Champion Talents Required: - Talent Restrictions: Warlord, Paragon Talent Restrictions: Assassin, Paragon Talent Restrictions: Assassin, Warlord Talent Restrictions: - Cost: 4 Skill Points Cost: 4 Skill Points Cost: 4 Skill Points Cost: 2 Skill Points - Effect - - Effect - - Effect - - Effect - +10 maximum Offensive Ire. -10 maximum Defeat -1 Armor and Dodge. You gain +2 Armor and Dodge +6 maximum Defensive Ire. +2 maximum Offensive Cost 3 Offensive Ire. Points. +2d6 damage to anyone who doesn’t have an if there are 2 or more enemies adjacent to you. Ire. Your Armor and Dodge are all equal to whichever ally within 2 spaces. of the two is highest. Make 2 basic melee attack with a -2 penalty to hit. The All Ire costs for abilities you use are reduced by 1. This penalty does not apply if a different weapon is used for Once per encounter you can mark someone with an cannot reduce an ability to lower than 1 Ire. Anyone you heal with Champion’s Might gains +1 each attack. Assassination Sigil. Armor and Dodge until the start of your next turn.

Cost 3 Actions and 6 Offensive Ire. The Sigil lasts -un til either you or the target loses a Life Point or either if you move more than 6 spaces (30 feet) away from the mark tier 6 talent parry tier 6 talent patience tier 7 talent other. Requirements: A Tier 5 Brawler talent. Requirements: A Tier 5 Brawler talent. Requirements: A Tier 6 Brawler talent. Talents Required: - Talents Required: - Talents Required: - Someone marked with a Sigil deals +2d8 more damage Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - to you when they attack you. If a Sigil target is healed Cost: 2 Skill Points Cost: 2 Skill Points Cost: 2 Skill Points you take damage equal to the amount healed. - Effect - - Effect - - Effect - Cost 3 Offensive Ire. Cost 3 Defensive Ire. Every turn you don’t attack or move you gain +1 Speed At the start of your turn, if you did not attack the and +1 to hit on your next attack. This stacks up to +10 target with the sigil or mark the target with a sigil on Until the end of your next turn 1 target in melee range Until the start of your next turn every attack that each. The Speed bonus does not go away when you your last turn then you take 10 Chaos damage. is Marked. You have a +2 to hit and damage against misses you gives you 1 Offensive Ire. If you reach 3 move or attack. The +1 to hit goes away on first attack. Marked targets. Offensive Ire while this effect is on then you can make Your attacks Crit on a 7, 8, 9, 10, 11, and 12 on people a basic melee attack for free at the start of your turn. with an Assassination Sigils. If you roll a natural 12 when attacking someone with a Sigil you deal an extra +4d8 Poison damage in addition to any other effects. defensive tier 6 talent Requirements: A Tier 5 Brawler talent. preparation tier 7 talent Talents Required: - Requirements: A Tier 6 Brawler talent. Talent Restrictions: - Talents Required: - backout tier 6 talent Cost: 2 Skill Points Talent Restrictions: - Requirements: A Tier 5 Brawler talent. - Effect - Cost: 2 Skill Points Talents Required: - You gain a Defensive Stance. Entering and exiting a - Effect - Talent Restrictions: - Defensive Stance cost at least 2 Offensive Ire and sets Requires that you have 0 Ire. Cost 3 Actions. Gain a Cost: 2 Skill Points your Ire to 0. Preparation charge. - Effect - Cost 3 Defensive Ire. While in a Defensive Stance you are slowed, cannot For every Preparation Charge you have your Crit gain Offensive Ire, take a -10 to all damage you deal, range on the D6 is increased by 1 (6+ to 5+, 5+ to 4+, Make a basic attack and then move your Sped from and every point of Defensive Ire you have gives you a 4+ to 3+ etc) for the rest of the encounter. the target after damage is done. point of Damage Reduction against all damage.

124 125 great strength tier 7 talent slow march tier 7 talent strong arm tier 7 talent brawl tier 8 talent Requirements: A Tier 6 Brawler talent. Requirements: A Tier 6 Brawler talent. Requirements: A Tier 6 Brawler talent. Requirements: A Tier 7 Brawler talent. Talents Required: - Talents Required: - Talents Required: - Talents Required: - Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - Cost: 2 Skill Points Cost: 2 Skill Points Cost: 2 Skill Points Cost: 3 Skill Points - Effect - - Effect - - Effect - - Effect - Cost 4 Offensive Ire. When you move you can choose to be slowed for the Cost 4 Defensive Ire. Cost 6 Offensive or Defensive Ire. This power can only movement and take any adjacent allies with you. be used once per encounter. Make 3 basic melee attacks. If none of them Crit then Until the end of your next turn deal 10 damage to deal the damage of the attacks and you cannot attack anyone who attacks you, starts or ends their turn next If you are adjacent to an enemy and neither of you next turn. to you, or moves into an adjacent space. have any allies within 2 spaces then you can choose to challenge the target to a Brawl. If any of them Crit then you can attack next turn as normal. You and the enemy roll a D12, if you roll higher he accepts. If the enemy rolls higher he can choose not If you rolled any 1s then deal 4 Weapon damage to to accept. While in a Brawl both you and the target you and the target instead of the damage of the at- exchange basic melee attacks over and over again until tacks, take a -1 to Armor and Dodge until the end of one of you is knocked unconscious. your next turn, and you cannot attack on your next turn. First you make an attack, roll to hit and damage, then the enemy does. This then repeats until one of you has 0 or less Defeat Points.

Either of you can walk away from the Brawl at any time. Whoever walks away from the Brawl first cannot attack for the rest of the encounter.

126 127 bard Symphony: Rising Empire Concerto: Crafters Requiem: Dying World Music is a simple thing when you think about it. It’s just vocal tier 3 talent a series of sounds and noises. It’s a Bard’s job to take Charge forward into battle! Let the beat of our charge, q q q those sounds and shape them into stories and entertain- and the swing of our swords be the only sound they hear! ment for those around him. Sometimes that means reading Requirements: A Tier 2 talent a poem to a tune. Sometimes that means setting a tone Talents Required: Bard for the story you want to tell. Sometimes that means Talent Restrictions: Instrumental creating music so beautiful others find the will to fight Illusion Tune of Tricksters Battle Hymn Aria of Solitude Confusion Cost: 2 Skill Points harder, or playing so well that people see what you sing - Effect - q q q q q about. Being a bard is simple really, all you need is tal- Use the Control Pool resource. Able to play Songs. ent, a couple hundred stories to go along with the music, Songs are a type of Bard talent which have ongoing and practice enough to turn the tide of battle with sound. effects in combat. You can have a maximum of 1 Song playing at any given time. The Bard uses Control Pool resource. Focused primar- Ode to Battle Lyrics Musical Note Melody Warrior’s Dirge ily on assisting allies and giving buffs but does have Reduce the Action cost of all Songs you use by 1. You some ranged attacks to fight with. Bard has two spe- use your voice instead of an instrument to perform q q q q q cialties: Vocal, which focuses more on dealing damage, leaving you more open to multi task. and Instrumental, which focuses more on buffing allies and controlling the flow of the battle. Add a d6 die to your Control Pool at the start of your turn. Composer Add a d8 die to your Control Pool at the start of your q bard tier 2 talent turn if you or an ally within 12 spaces made a ranged Requirements: A Tier 1 talent, Acrobatics 2, Athletics attack since the end of your last turn. 2, Bluff 1, Concentration 2, Defense 2, Detection 1, Diplomacy 2, Forgery 1, Heroism 2, Offense 1, Per- Lose 1 Control Pool die at the end of your turn if you form 2, Weaponry 3 did not deal Sonic damage or make a successful skill Dusk and Dawn Vibrations Echo Rise and Fall Talents Required: Classical check during your turn. q q q q Talent Restrictions: - Cost: 3 Skill Points You can lose 4 Control Pool dice to give yourself or - Effect - an ally who can hear you +1 Armor, +2 Dodge, and +3 When you make a successful skill check in combat, damage until the end of your next turn. heal Defeat Point damage in combat, or deal Son- Vocal Instrumental ic damage you grant yourself a +2 bonus to hit and Gain the power Boast of Strength damage until the end of your next turn. Alternatively q q you can grant +1 to hit and damage to 2 allies within 12 spaces (60 feet). Bonus last until the end of your Boast of Strength next turn cost: 1 Control Pool die range: 12 (60 feet) Gain the power Bardic Tune. Bard requires: The ability to speak. Roll the Control Pool die used to pay for this abil- q ity. Until the end of your next turn add whatever Bardic Tune you rolled to all damage dealt by you and your allies cost: 3 Actions within range. Only 1 instance of Boast of Strength range: 12 (60 feet) can be active at once. requires: The ability to speak or an instrument. Target is healed 1d8 per 5 levels Defeat Points or Classical takes 1d6 per 5 levels Sonic damage. q 128 129

Librarians Quiet in the Library! Have you respect for study?!

Equipment Provided • 1 set of Armor • 2 weapons with 20 ammunition. • One book of fiction from the Grand Library so long as the book is not the only copy. Members choice. • Library Card- An identification card with your name on it that is used to keep track of all debts to the Librarians

Restrictions Fire is, disapproved of, and never allowed near any books, but not entirely restricted. Although completely outright banned in any Librarian library.

Advantages • Allowed to check out and borrow books • Can be hired for mercenary work in Knowledge. instrumental tier 3 talent dusk and dawn tier 4 talent rise and fall tier 4 talent vibrations tier 4 talent You call yourself a Bard yet you can’t play an instru- Requirements: A Tier 3 talent Requirements: A Tier 3 talent Requirements: A Tier 3 talent ment? That’s like a king saying he won a battle he didn’t Talents Required: Classical Talents Required: Classical Talents Required: Classical even step foot in. Oops did I just say that out loud? Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - Requirements: A Tier 2 talent Cost: 2 Skill Points Cost: 2 Skill Points Cost: 2 Skill Points Talents Required: Bard - Effect - - Effect - - Effect - Talent Restrictions: Vocal Learn the Song of Day and Song of Night. Learn the Song of Safety and Song of Strife Gain the power Vibrations. Cost: 2 Skill Points - Effect - While playing the songs if you take damage you must While playing the songs if you take damage you must Use the Control Pool resource. Able to play Songs. pass a Concentration or Perform check vs half the pass a Concentration or Perform check vs half the Vibrations ranged attack Songs are a type of Bard talent which have ongoing damage dealt or the song ends. damage dealt or the song ends. cost: 2 Control Pool dice and 1 Action effects in combat. You can have a maximum of 1 Song range: Weapon playing at any given time. requires: Same as Instrumental or Vocal Song of Day song Song of Safety song Roll the dice used to pay for this ability. Target takes Add a d6 die to your Control Pool at the start of your cost: 2 Control Pool dice and then 2 Actions every cost: 2 Control Pool dice and then 3 Actions every 1 Weapon damage + the total of your roll Sonic turn. Add a d8 die to your Control Pool at the start of round you keep it going. round you keep it going. your turn if an enemy did not attack you since the end damage and a -1 to hit, Armor, and Dodge until the range: 12 (60 feet) range: 12 (60 feet) of your last turn. Lose 1 Control Pool die at the end of end of their next turn. your turn if you moved or were moved on your turn. requires: Same as Instrumental or Vocal requires: Same as Instrumental or Vocal All allies in range are able to see as if it was mid day All allies in range, excluding you, gain 1 Action on although no actual light is created. their turn. Everyone who can hear you takes a -2 Tempo penalty to hit. echo tier 4 talent Roll the dice used to pay for this song. While this cost: 2 Control Pool dice Requirements: A Tier 3 talent song is playing everyone who can hear it gains the Every 2 attacks allies make within range of this song Talents Required: Classical range: 12 (60 feet) total rolled as Sonic damage to ranged attacks and grant you a free basic ranged attack at the end of Talent Restrictions: - requires: A musical instrument takes that same amount as Fire damage whenever their turn. Every Action used to move grants you an Cost: 2 Skill Points Target has the Action cost of their next Action use they are pushed or knocked prone. immediate free move action. - Effect - reduced by 1 Action. Only effects 1 Action use. Can Gain the power Echo reduce to a 0 Action cost. Song of Night song Song of Strife song cost: 2 Control Pool dice and then 2 Actions every cost: 2 Control Pool dice and then 3 Actions every Echo ranged attack Prolonged Note round you keep it going. round you keep it going. cost: 2 Control Pool dice and 1 Action or 2 Actions cost: - range: 12 (60 feet) range: 12 (60 feet) range: 12 (60 feet) range: 12 (60 feet) requires: Same as Instrumental or Vocal requires: Same as Instrumental or Vocal requires: Same as Instrumental or Vocal requires: A musical instrument and at least 3 Con- All allies in range are considered to be in Superior All allies who can hear you gain +3 damage with all Roll the dice used to pay for this ability. Target takes trol Pool dice Cover. While this song is playing everyone in range attacks. Everyone in range gains +1 to hit. 1 Weapon damage + the total of your roll Sonic For every 3 dice in your Control Pool you grant cannot see clearly farther than 3 spaces (15 feet). damage. You can spend 1 additional Action or Con- yourself or 1 ally in range 1 extra Action on their They can still see beyond that, including well enough Any ally who attacks twice or more on their turn trol Pool die to either have the target take the same turn. to hit normally, but details are hard to near impossi- while under this effect takes 1 die from your Control damage at the start of their next turn or knock the ble to make out. Pool and adds one d8 to your Control Pool. On their target prone at the start of their turn. next attack they roll all Control Pool dice they took Orchestral Roll the dice used to pay for this song. While this and adds it as Sonic damage to the attack. cost: 3 Control Pool dice and 1 Action song is playing everyone who can hear it gains the total rolled as Sonic damage to melee attacks. range: 12 (60 feet) requires: A musical instrument Roll the dice used to pay for this ability. Add their total as Sonic damage to the damage dealt with any one ranged attack until the end of your next turn. 130 131 composer tier 5 talent ode to battle tier 6 talent lyrics tier 6 talent warrior’s dirge tier 6 talent In his last ten years he found a way to make his music Requirements: A Tier 5 Composer talent Requirements: A Tier 5 Composer talent Requirements: A Tier 5 Composer talent come to life and taught those around him. Beautiful music Talents Required: - Talents Required: - Talents Required: - and skilled bards could now change the way the world Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - looked with only a tune. He died an old and accomplished Cost: 2 Skill Points Cost: 2 Skill Points Cost: 2 Skill Points man thinking his discovery would be used to make the - Effect - - Effect - - Effect - world more peaceful. The Emperor had other plans. Learn the Ode to Battle Whenever you end your turn with 0 Control Pool dice Learn the Warrior’s Dirge Requirements: A Tier 4 talent you give 1 ally or yourself 1 Action on their next turn. Talents Required: Bard While playing the Ode to Battle you must make an at- While playing the Warrior’s Dirge you cannot take Talent Restrictions: - tack and be the target of an attack at least once before damage or it ends immediately. If an ally in range is Cost: 4 Skill Points the end of your turns. If both conditions aren’t met attacked you can make a Concentration or Perform - Effect - then at the end of your turn make a Concentration or musical note tier 6 talent check vs half the damage. If you succeed you can redi- Whenever you or any allies gain an Action or deals Perform check vs your Armor or Dodge (which ever Requirements: A Tier 5 Composer talent rect the damage to yourself. Sonic damage you are healed for 1d6 Defeat Points. is highest). If you pass the check the song continues, if Talents Required: Composer you fail the Ode to Battle ends. Talent Restrictions: - Able to play 2 Songs at once, the second Song cannot Cost: 2 Skill Points Warrior’s Dirge song come from you and instead emits from an empty space The Ode to battle comes in three parts. Once one part - Effect - cost: 4 Control Pool dice and then 3 Actions every within 3 spaces (15 feet) of you or from an ally within ends the next part begins. Once the third part ends Cost 1 Action. round you keep it going. 12 spaces (60 feet). you cannot play the song again this encounter. range: 12 (60 feet) Until the end of your next turn you give yourself and requires: Same as Instrumental or Vocal Bardic Tune- 3 Action cost can be paid with 2 Control all allies within 12 spaces (60 feet) of you +2 damage Pool dice and 2 Actions instead. When it is, roll the Ode to Battle song on their next attack, or you can grant yourself +X Son- At the end of your turn roll all dice used to pay for this song. Then grant 1 ally in range or yourself one dice used to pay for this ability and replace the amount cost: 4 Control Points and then 3 Actions every ic damage with all attacks where X is the number of of the die rolled Temporary Defeat Points. healed or damage dealt per 5 levels with the amount round you keep it going. allies and enemies within 4 spaces (20 feet). you rolled. range: 12 (60 feet) If the target already has Temporary Defeat Points requires: Same as Instrumental or Vocal you instead grant them two dice Temporary Defeat While the Ode to Battle is playing, you can move 1 Points. melody tier 6 talent space every time an ally, except you, spends an action to move. Roll one of the die used to pay for this Requirements: A Tier 5 Composer talent If the target is at half or less Defeat Points then all 4 song. Whenever an ally makes an attack, 1 enemy in Talents Required: - dice Temporary Defeat Points. range takes your roll as Sonic damage. Talent Restrictions: - Cost: 2 Skill Points If the target has 10 or less Defeat Points left then Part 1: Any attacks that miss allow whoever was - Effect - grant them an additional +2 Armor, Dodge, and attacked to make a basic attack immediately as a free Whenever you end your turn with full Control Pool damage in addition to the Temporary Defeat Points. action. Last 2 rounds. you gain 1 Action you can spend at the start of any en- emy or allies turn. Doing this cost 2 Control Pool dice. If an ally in range loses a Life Point while this is ac- Part 2: Allies in range gain 3 Damage Reduction. tive you take damage equal to the damage they took, Any melee attacks that hit give the attacker the lose 2 Actions for rest of the encounter, and cannot ability to immediately move 1 space as a free action. play the Warrior’s Dirge again this in game day. Everyone in range gains +2 damage on their next at- tack if they hit with an attack. Allies also gain a free If the Warrior’s Dirge ends all Temporary Defeat Dodge use when next attacked. Last 3 rounds. Points granted by this ability are removed.

Part 3: Roll the remaining 3 dice used to pay for this song and seperate them into 2 groups. The first group is how much all allies in range are healed. The second is how much Sonic damage all enemies in range take. You can have an empty group. Effect happens once and the Song ends. 132 133 illusion tier 7 talent tune of tricksters tier 7 talent battle hymn tier 7 talent confusion tier 7 talent Requirements: A Tier 6 Composer talent Requirements: A Tier 6 Composer talent Requirements: A Tier 6 Composer talent I remember the dog we met. It was five years from now Talents Required: - Talents Required: - Talents Required: - under the pale blue moonlight of the sunset. You said to Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - me, “She’ll never forget the look on your when I didn’t Cost: 2 Skill Points Cost: 2 Skill Points Cost: 2 Skill Points accept the possible.” and I said to myself “Blue is the best - Effect - - Effect - - Effect - type of number you can translate entry fire.” Learn the Song of Illusion Cost 3 Actions Cost 2 Actions and 2 Control Pool dice Requirements: A Tier 6 Composer talent Talents Required: - While playing the songs if you take damage you must Until the end of your next turn the first ally to be hit Until the end of your next turn everyone within 12 Talent Restrictions: - pass a Concentration or Perform check vs half the by a melee attack has their place swapped with anyone spaces (60 feet) of you gets +1 to hit. Roll both dice Cost: 2 Skill Points damage dealt or the song ends. else within 12 spaces (60 feet) of you. The person who used to pay for this ability. Any allies in range are - Effect - is swapped in takes the damage instead. healed for the lower result Defeat Points, and enemies Learn the Song of Confusion. Those who hear the Song of Illusion feel like they’re in range take the higher result Sonic damage. being watched and often see doubles or triples of While playing the song if you take damage you must things around them and objects that aren’t there. Some You can instead choose to have the Battle Hymn only pass a Concentration or Perform check vs half the see walls that could never be built or pits that don’t effect you. If you do so then it is 2 Control Pool dice damage dealt or the song ends. exist. Others see only a blur like effect on people, as if and 1 Action cost. Roll both dice used to pay for this 2 people were just slightly out of sync and standing in ability. You are healed the rolled total Defeat Points, Those who hear the Song of Confusion find it near the same space. What is seen differs for each person. and you gain the rolled total Sonic damage with all impossible to concentrate and have their thoughts and attacks until the end of your next turn. general speech scrambled slightly to severely depend- ing on how long they have been listening. This does Song of Illusion song aria of solitude tier 7 talent not cause permanent damage. cost: 4 Control Pool dice and then 3 Actions every Requirements: A Tier 6 Composer talent round you keep it going. Talents Required: - range: 12 (60 feet) Talent Restrictions: - Song of Confusion song Cost: 2 Skill Points requires: Same as Instrumental or Vocal cost: 4 Control Pool dice and then 3 Actions every - Effect - round you keep it going. All allies in range have a perfect illusion of them- Gain the power Aria of Solitude selves created. The illusions are created right in front range: 12 (60 feet) of and facing the originals. They cannot speak but requires: Same as Instrumental or Vocal make all other sounds, appear solid but are not, and Everyone in range has all powers which distinguish Aria of Solitude are controlled by you. enemies from allies switch for the other word. Bard cost: 4 Control Pool dice or 3 Actions songs and powers are not exempt. The illusions can attack wih the bonuses the original range: 12 (60 feet) currently has. If it hits roll 1 of the dice used to pay requires: Same as Instrumental or Vocal. Have no While this song is active all rolls of 1 are 12 and all for this Song. It deals that much Sonic damage. allies adjacent and at least 1 enemy adjacent. rolls of 12 are 1. Everyone in range of this ability that has at least 1 When an illusion is hit by anything it disappears. person adjacent to them is pushed back 3 spaces. Any ability which uses MP cost only half as much When an illusion disappears roll the remaining 3 This push is done to both people (potentially 6 total but has a 2 in 6 chance (roll a D6, on a 1 or a 2) of dice used to pay for this song. Then either have the movement). They cannot end their movement ad- hitting the spell caster instead of the intended target. illusion deal the total rolled as Sonic damage to all jacent to anyone else. If someone cannot be moved, This can be avoided by spending twice as many Ac- adjacent enemies or give the illusion’s original 2 Ac- cannot move without ending adjacent to someone tions to use the ability that costs MP. tions they can use immediately. else, or the push would force them into dangerous terrain then their movement ends early.

134 135 symphony: rising empire tier 8 talent concerto: crafters tier 8 talent I was a great artist when I was young. Truthfully very “To commemorate a hard won war.” hat’s how I phrased skilled with music. Some people called me the best of my it to the Emperor. Had to make it ounds good or he’d time, but I didn’t really think much of it until the Emper- never let me release it. The nobles didn’t really like it, or himself came to me. He asked that I create for him a and it was evne called my worst piece in years but I Symphony. Something that would capture the spirit of his didn’t care, I didn’t make it for them. I was allowed to empire. I was sixteen at the time and he was the freaking play it to an audience of stone race prisoners. Their Emperor for gods sake, of course I said yes. “once a centuriry gift from the Emperor.” It was the Requirements: A Tier 7 Composer talent greatest performance I ever gabe, and the looks they gave Talents Required: Composer me... They knew why it was written, they understood. Talent Restrictions: Concerto: Crafters, Requiem: Requirements: A Tier 7 Composer talent Dying World Talents Required: Composer Cost: 3 Skill Points Talent Restrictions: Symphony: Rising Empire, Re- - Effect - quiem: Dying World Learn the Symphony: Rising Empire. Allies in range of the Symphony gain the following Cost: 3 Skill Points effec: “+2 Luck and +5 damage with melee attacks.” - Effect - Allies in range gain the follow effect: “Speed is set to 6 While playing the Symphony if you take damage you This effect last 2 rounds. Learn the Concerto: Crafters. or whatever the highest Speed of any Dwarf, Goliath, must pass a Concentration check vs half the damage or stone giants in range of the concerto is, whiehever is dealt or the song and all its effects end immediately. Starting on the 3rd round of the Symphony all allies While playing the Concerto if you take damage you higher.” In addition 1 ally in range gains the following While playing the Symphony you cannot take any in range gain the following effect: “+1 Action on your must pass a Concentration check vs half the damage effect: “every attack you make that hits reduces the tar- other actions, cannot gain Control Points, and enemies turn if you make at least 1 attack that does not cost dealt or the song and all its effects end immediately. gets Speed by 1 until the end of the Concerto. Cannot have a +2 to hit you. any Resouce (MP, AP, CP, IP, DP, etc).” This effect last While playing the Concerto you cannot take any other reduce Speed below 1. The target appears to be cov- 3 rounds. actions, cannot gain Control Points, and enemies have ered in more and more rocks and stones slowing them Cost 8 Control Points. Everyone within 24 spaces a +2 to hit you. down.” These effect last till the end of the concerto. (120 feet) is effected by the Symphony. Symphony: Starting on the 6th round of the Symphony all allies in Rising Empire last 15 rounds. range gain teh following effect: “You are healed 1d12 + Cost 8 Control Points. Everyone within 24 spac- Starting on the 4th round of the Concerto everyone in (Your Armor) Defeat Points every time an enemy fails es (120 feet) is effected by the Concerto. Concerto: range gains the following effect: “+2 damage with all While the Symphony is active everyone sees a grand to hit your Armor or Luck.” All enemies in range gain Crafters last 15 rounds. melee weapons. An additional +2 if using an Axe or orchestra guarded by a wall of soldiers in decorative teh following effect: “-1 Armor until the end of your Hammer type weapon. Able to break any door, chain, masterworked golden armor. The orchestrya is holding next turn if you don’t attack.” This effet last 1 Round. While the Concerto is active everyone has their vision lock, or bar regardless of hardness as a free action. only the finest polished instruments and the guards change to black and white with the oly color coming This renders the object broken worthless.” In additon have their spears held high and proud. The wall of peo- Starting on the 7th round of the Symphony all allies in from ems, gold, and other things of persoanl or prac- the ally chosen in the above effect gains the following ple reaches about 20 feet in height, 15 feet in depth, range gain +2 to hit. All enemies in range deal 1d6 less tical value. All structures seem to be made of stone an effect: “Increase your size by 1 size catagory, increase and 40 to 45 feet in length (20 feet to either side of he damage with all attacks which target Armor. Everyone all materials have textures resembling different kinds your weapons damage by 1 size and increase your composer). Anyone attempting to walk through the in range deals 2 less damage with if they attack some- of rock. The sun is replaced by a massive jewl and the weapons range by 1. Stone appears to grow on top of wall will take 1d12 per 4 levels Sonic damage. one with more Armor than they have. These effects sky seems to be made of rock with hundreds of thou- yourself and your weapon until you tower over the bat- last 2 rounds. sands of mine shafts and tunnels travelling up into the tlefield.” These effects last till the end of the concerto. When the Symphony starts everyone in range cannot stone for as far as the eye can see. Dodge, and anytime somone hits someone else who Starting on the 9th round and until the end of the Starting on the 8th round of the Concerto everyone in has less Armor then the difference in armor is dealt as Symphony choose three of the above effects to occur When the Concerto starts everyone in range cannot be range gains the following effects: “healed 1d10 Defeat bonus Sonic damage. at once or the following 2 effects are applied: “Ene- pushed, pulled, knocked prone, or otherwise forced to Points every time you use an ability that pushes, pulls, mies in range take 1d4 Sonic damage per Armor point move by any abilities, powers, or weapons. or somehow moves someone.” In addition the ally they have every time they miss.” and “Allies in range chosen for the previous 2 effects gains the following are healed 2 Defeat Point at the start of every friendly effect: “gain Damage Resist 10 against all damage and units turn.” all attacks you make remove 1 Action from the target on their next turn. This effect can only remove a maxi- mum of 1 Action per target. The stones covering your body reshape into armor and those which slow your enemy now try to immobalize him.” These effects last until the end of the Concerto. 136 137 requiem: dying world tier 8 talent I raided some of the footage archives from the inva- sion for this. Near the end of that assault the Emperor brought the Edren empress onto his warship. He asked her what was going through her head as she saw her empire and her world destroyed and burned to the ground. She looked away from him and played this song. Once she was finished the Emperor stood in silence for an hour. The empress was lead off the ship back to safety and the invasion was called off in favor of the surrender that was negotiated later that year. Requirements: A Tier 7 Composer talent Talents Required: Composer Talent Restrictions: Symphony: Rising Empire, Con- certo: Crafters Cost: 3 Skill Points - Effect - Allies in range of the Requiem gain the following Learn the Requiem: Dying World. effects: “Any actions which deal damage also heal you 1d8 You cannot end the requiem early. Short of your Defeat Points.“ This effect last 10 rounds. instrument breaking or being knocked out or killed you cannot end the Requiem or its effects early. While “At the start of your turn gain +3 MP.” This effect last playing the Requiem you cannot take any other ac- 8 rounds. tions, cannot gain Control Points, and enemies have a +2 to hit you. “Anything which deals damage also places a Melting Token on the target. A target with 5 Melting Tokens is Cost 8 Control Points. Everyone within 24 spaces immobalized and believes their feet have melted into (120 feet) is effected by the Requiem. Requiem: Dying the earth. 1 Melting Token is removed for every move World last 15 rounds. action taken” This effect last 6 rounds.

While the Requiem is active everyone in range sees “On any turn you do not move you gain a +2 to hit the world around them melt and deteriorate. Trees and damage.” This effect last 4 rounds. will seem to light aflame and burn down, stone crracks and crumbles into dust and sand, solids melt like wax, Everyone in range of the Requiem gains the following the land turns barren and blackens, people’s faces and effects: bodies seem to slowly drip off their mustles and bones. “If you do not move then on your next turn you are When the Symphony starts everyone in range loses all slowed. If you are already slowed then you are immo- cover of any kind and takes 3d6 Fire and 3d6 Son- balized, if you are already immobalized then youtake icdamage. If they start or end their turn next to any 4d8 Fire damage. If you are moved through a push or inanimate solid objects then they take the 3d6 Fire pull or by an effect that counts as movement for the damage again. purposes of this effect.” This effect last 15 rounds.

“Take 1d6 Fire damage at the start of your turn.” This effect last 15 rounds.

“If you kill someone take 3d6 Sonic damage. If knock someone out instead take 1d10 Sonic damage.” This effect last 15 rounds. 138 139 magic user Focused Orb Concentrated Arcana Arcane Form Endless Pages Magic is all around us. A force in the world no different arcane techniques tier 2 talent than gravity or air. Magic is a part of nature. Like all Magic is a tool and just like any other tool. Humans q q q q facts of the world technology tries desperately to control understood this when they created the standardized arcane it and people argue endlessly over how it should be used. methods and techniques so very long ago. Unlike all other natural forces technology fails to match Requirements: A Tier 1 talent, Arcana 3, Concentra- its strength and fails to control it. That is where we tion 2, Defense 1, Detection 2, Mental Intimidation 2, come in. Wizards, mages, magic users. The scholars and Explosive Field Time Bomb Shatter Escape Arcane Body Binding Text Offense 1, Intuition 2, Weaponry 1. scientists searching through ancient books for old ways of Talents Required: Classical q q q q q q doing things. We do not seek to control magic, we are Talent Restrictions: Scattered Notes, Historic Text not mindless engineers. We seek only to use magic, to Cost: 3 Skill Points practice it until it comes as naturally to us as breathing. - Effect - Able to use Rod implements and the Magic (MP) Magic Users use the Magic resouce. They have access resource. Wizard Mage Scholar to a large amount of damage and a much larger pool q q q of magic allowing them substantial power. Magic User +25 maximum MP. While holding an implement you has three specialties. Wizard which has more area can choose to deal half damage on any attack and control, Mage which is more one to one combat power, create 2 arcane shield around you or 1 around anyone and Scholar which has more utility. within 10 spaces. The next attack that hits deal half damage. Max 2 shields on yourself or 1 on others. You Magic User can treat any melee weapon you are proficient with as free hands for any abilities which require 1 free hand. q scattered notes tier 2 talent I know I have it here somewhere just give me a sec. Gain the power Arcane Charge. Don’t mind the mess, just when you play around with gnomish magic there’s bound to be some mess made. Ah here it is. Here you are sir, one piece of paper I haven’t historic text tier 2 talent Magic Burst Concentration Meditation Arcane Strike Dust Cone written on. There are books that speak of ancient magic. Far older q q q q q Requirements: A Tier 1 talent, Arcana 3, Bluff 1, Con- than the ancient empire. Older than even the birth of most centration 2, Defense 1, Detection 2, Mental Intimi- races. The edren have kept this magic alive. They have dation 2, Intuition 2. Search 1 practiced and kept libraries full of books on its use. Talents Required: Classical Requirements: A Tier 1 talent, Arcana 3, Concen- Talent Restrictions: Arcane Techniques, Historic Text tration 2, Defense 1, Detection 2, History 1, Mental Magic Slam Resistence Arcane Shards Arcane Field Chaos Bolt Fool’s Cone Cost: 3 Skill Points Intimidation 2, Intuition 2, Search 1 - Effect - Talents Required: Classical q q q q q q Able to use Orb implements and the Magic (MP) Talent Restrictions: Scattered Notes, Arcane Tech- resource. niques Cost: 3 Skill Points +25 maximum MP. While holding an implement you - Effect - can lower your attacks damage by 2 per damage die, Able to use Spellbook implements and the Magic Scattered Notes Arcane Techniques Historic Text minimum 1 damage, to increase the area it hits by 2 Points (MP) resource. q q q spaces in all directions. If the power deals no damage then you take 1d6 Arcane damage for every target hit +40 maximum MP. While holding an implement you instead. can change any powers range into Ray 5. In addition- while holding a Spellbook implement you can use Gain the power Scatter Charge. scrolls in combat without rolling concentration checks, and you gain a +1 to Armor, Dodge, and Luck. Classical Gain the power Long Forgotten Charge. q 140 141 Charge ranged attack arcane shards tier 3 talent chaos bolt tier 3 talent magic burst tier 4 talent cost: 1 Action, 5 MP Requirements: A Tier 2 Magic talent, Requirements: A Tier 2 talent, Requirements: A Tier 3 talent range: 8 (40 feet) Talents Required: - Talents Required: - Talents Required: Magic Slam Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - requires: 1 free hand. Cost: 2 Skill Points Cost: 2 Skill Points Cost: 2 Skill Points Target takes 2d8 damage. - Effect - - Effect - - Effect - Gain the power Arcane Shards Gain the power Chaos Bolt Gain the power Magic Burst This ability takes on different properties depending on which specialty of Magic User you are. Arcane Shards ranged attack Chaos Bolt ranged attack Magic Burst ranged attack Scatter Charge- damage changed to 1d12 + 2. MP cost reduced to 3. cost: 2 Action, 10 MP cost: 3 Action, 5 MP cost: 1 Action, 15 MP range: 10 (50 feet) range: 10 (50 feet) range: - Arcane Charge- After using this ability you gain +2 requires: 1 free hand requires: 1 free hand requires: 2 free hands or an Orb damage with melee attacks. Target and all adjacent spaces take 2d10 Arcane Target takes 1d6 damage and loses 1 Armor until All enemies within 2 spaces of you take 4d6 damage damage. the end of combat. Cannot stack higher than 2. and are pushed 1 space back. Long Forgotten Charge- range increased to 12 (60 feet). Does not require a free hand if a Spellbook is being used. arcane field tier 3 talent fool’s cone tier 3 talent concentration tier 4 talent Requirements: A Tier 2 talent, Requirements: A Tier 2 talent, Requirements: A Tier 3 talent Talents Required: - Talents Required: - Talents Required: Resistence magic slam tier 3 talent Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - Requirements: A Tier 2 talent, Cost: 2 Skill Points Cost: 2 Skill Points Cost: 2 Skill Points Talents Required: - - Effect - - Effect - - Effect - Talent Restrictions: - Gain the power Arcane Field Gain the power Fool’s Cone +10 maximum MP. Gain +1 to all concentration Cost: 2 Skill Points checks and a +2 to all Arcana checks. - Effect - Arcane Field ranged attack Gain the power Magic Slam cost: 2 Action, 20 MP Fool’s Cone ranged attack range: 10 (50 feet) cost: 3 Action, 10 MP meditation tier 4 talent requires: 1 free hand range: Cone 3 Magic Slam ranged attack Requirements: A Tier 3 talent requires: 1 free hand cost: 2 Action, 15 MP Target takes 3d6 damage and an ally adjacent to the Talents Required: Resistence target gains an arcane shield that reduces the damage All target’s within the area lose 2 Actions on their range: 5 (25 feet) Talent Restrictions: - of the next attack that hits by half. next turn. requires: 1 free hand Cost: 2 Skill Points Target and all enemies within 2 spaces of the target - Effect - take 2d6 Sonic, Cold, or Arcane damage and are +15 maximum MP. Your character only needs to rest knocked prone. for 3 hours to get a good nights rest. You gain +3 Dodge when you get a good nights rest in a relaxing and comfortable place such as an expensive inn. resistence tier 3 talent Requirements: A Tier 2 talent, Talents Required: - Talent Restrictions: - Cost: 2 Skill Points - Effect - +10 maximum MP. Take 2 damage less from all sourc- es when above half of your maximum MP. 142 143 arcane strike tier 4 talent magic user tier 5 talent scholar tier 6 talent explosive orb tier 7 talent Requirements: A Tier 3 talent Requirements: A Tier 2 through 4 Magic User talent Requirements: A Tier 5 Magic User talent Requirements: A Tier 6 Magic User talent Talents Required: Arcane Field Talents Required: - Talents Required: Historic Text Talents Required: - Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - Cost: 2 Skill Points Cost: 4 Skill Points Cost: 2 Skill Points Cost: 2 Skill Points - Effect - - Effect - - Effect - - Effect - +2 to hit with melee weapons. When you hit with a If you have: Gain the following simple spells: Gain the power Explosive Field melee attack gain 5 MP. Scattered Notes: +40 maximum MP. You increase the area of powers by 3 spaces in all directions instead of 2. Magic Bird- After a bit of concentration you conjure Gain the power Arcane Strike a small arcane bird. It can look like any bird you have Explosive Orb Arcane Techniques: +20 maximum Defeat Points. seen and is mostly for decoration. You can see through cost: 2 Actions, 30 MP All abilities with Arcane in the name cost 5 MP less. the birds eyes but disappears if it travels more than range: 15 (75 feet) Arcane Strike ranged attack Whenever you gain an Arcane Shield you gain 2 in- 100 feet from you. requires: 2 free hands or an Orb implement. cost: 1 Action, 5 MP stead. Able to stack up to 5 Arcane Shields on yourself. This ability can only be cast once per encounter. range: 5 (25 feet) Historic Text: +50 maximum MP. You do not need to Breeze- With a snap of your fingers you can make Place 1 enemy or ally within an Orb of Negative requires: 2 free hands or an implement and a carry your Spellbook implements. Instead it is consid- a gentle breeze come out of nowhere. The breeze is Space. While inside the orb they cannot attack or weapon. ered active if you have it on your person somewhere or strong enough to put out small fires or to cool you off effect anything outside the orb. They cannot be -at Give yourself or an ally in range an arcane boost. you can have it float around you. on hot days. tacked or effected by anything outside orb. While they have the arcane boost they add 10 Ar- cane damage to any damage they deal with melee All creatures, enemies and allies, who start their weapons. Arcane boost last until the target misses Chair- You create a throne out of magical energy that turn adjacent to the Orb of Negative Space take or takes damage. Arcan boost cannot be applied to wizard tier 6 talent only you can sit on. The throne is monotone and once 4d6 Cold and Arcane damage. The Orb of Negative someone who already has an Arcane boost. Requirements: A Tier 5 Magic User talent summon will not move or be effected by the laws of Space lasts 6 Rounds. Talents Required: Scattered Notes gravity. Talent Restrictions: - Cost: 2 Skill Points dust cone tier 4 talent - Effect - Throw Voice- You can make your voice come out of time bomb tier 7 talent Requirements: A Tier 3 talent While wearing cloth armor you gain +2 damage and any object within earshot that you can see. You do not Requirements: A Tier 6 Magic User talent Talents Required: Fool’s Cone Dodge. If you’re wearing a hat, you gain an additional need to open your mouth for this unless you can no Talents Required: - Talent Restrictions: - +1 damage. longer see the object. Talent Restrictions: - Cost: 2 Skill Points Cost: 2 Skill Points - Effect - - Effect - Gain the power Dust Cone Illusions- You can create simple images out of mag- Gain the power Time Bomb mage tier 6 talent ic that you can control and move around. They are no larger than your arm and not very detailed, but Requirements: A Tier 5 Magic User talent impressive all the same. If you have a Concentration Dust Cone ranged attack Talents Required: Arcane Techniques Time Bomb and Arcana skill rank of 4 then they are exceptionally cost: 2 Action, 20 MP Talent Restrictions: - cost: 3 Action, 25 MP detailed. range: Cone 5 Cost: 2 Skill Points range: 2 (10 feet) requires: 2 free hands or a Spellbook - Effect - requires: 2 free hands or an Orb implement Add your Arcana skill check as damage to any abili- All enemies within range are slowed and blinded Hat Trick- You are able to pull out anything smaller One target in range becomes a time bomb until the ties that cost MP and any attacks which deal Arcane until the end of your next turn. than your arm out of any hat you hold as long as no- end of your next turn. A time bomb is frozen in time damage. While using an implement you gain a +2 to body else is holding it and it is within 30 feet of you. and does not age, is not effected by time, cannot hit and damage with melee weapons. move or be moved, is not effected by gravity, cannot take actions, cannot be attacked or take damage. When the effect is complete the target explodes dealing 3d12 Fire damage to all adjacent spaces.

144 145 shatter tier 7 talent binding text tier 7 talent concentrated arcana tier 8 talent endless pages tier 8 talent Requirements: A Tier 6 Magic User talent Requirements: A Tier 6 Magic User talent Requirements: A Tier 7 Magic User talent Requirements: A Tier 7 Magic User talent Talents Required: Arcane Techniques Talents Required: Scholar Talents Required: Mage Talents Required: Binding Text Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - Cost: 2 Skill Points Cost: 2 Skill Points Cost: 3 Skill Points Cost: 3 Skill Points - Effect - - Effect - - Effect - - Effect - Gain the power Shatter Gain the power Binding Text Gain the power Concentrated Arcana Your spellbooks have infinite pages within. The pages not part of the original binding become completely invisble and unaccessable if you are not the one using Shatter melee attack Binding Text ranged attack Concentrated Arcana melee attack the spellbook. cost: 3 Actions, 60 MP cost: 2 Actions, 30 MP cost: 1 Actions, Varies MP Gain the power Endless Pages range: Weapon range: 50 (250 feet) range: Weapon requires: 2 free hands or an implement and a requires: 2 free hands or a Book implement. requires: 2 free hands or an implement and a weapon. weapon. Target loses all action on their next turn. Endless Pages ranged attack Target takes 3 Weapon damage + 3d12 Arcane This spell cost all your current MP. It deals damage cost: 2 Actions, 30 MP damge. If this damage kills the target, then all adja- equal to your max MP plus the cost you paid for this cent creatures gain 20 MP. spell. This spell cannot be used if you have 0 MP. range: Weapon focused orb tier 8 talent This spells MP cost cannot be reduced. If this spells requires: 2 free hands or a Book implement Requirements: A Tier 7 Magic User talent damage is reduced to create Arcane Shields then Target takes 10 damage at the start of their turn un- Talents Required: Wizard it gives you and all your allies the max number of til the end of combat. This damage can’t be stacked. escape tier 7 talent Talent Restrictions: - Arcane Shields they can hold. This damage cannot be reduced. This damae cannot Requirements: A Tier 6 Magic User talent Cost: 3 Skill Points be blocked. Special abilities, talents, or power that Talents Required: - - Effect - would in any way reduce this damage instead do not Talent Restrictions: - Gain the power Focused Orb but function perfectly otherwise. Cost: 2 Skill Points arcane form tier 8 talent - Effect - Requirements: A Tier 7 Magic User talent +15 maximum MP. When using Dodge you can move Focused Orb ranged attack Talents Required: Arcane Body three times as far. cost: 2 Actions, 20 MP Talent Restrictions: - Cost: 3 Skill Points range: 20 (100 feet) - Effect - requires: 2 free hands or an Orb implement +15 maximum MP. You can transform yourself into arcane body tier 7 talent All creatures around the target are pushed to be at pure arcane energy for a short time. To transform you Requirements: A Tier 6 Magic User talent least 5 spaces away from the target. Target is then must succeed 2 instead of 1 Concentration checks Talents Required: Arcane Techniques pulled adjacent to you. during the Arcane Body 3 rounds. When you trans- Talent Restrictions: - form your current MP is doubled, this cannot take you Cost: 2 Skill Points You can spend 40 MP and 3 Actions on this abili- over your maximum MP. - Effect - ty. If you do then the target also takes Xd4 damage +10 maximum MP. You can focus your arcane abilities. where X is the number of spaces the target was While in Arcane Form you lose 15 MP at the start To do so you must spend 3 rounds taking no actions pulled. of your turn. You also add the MP cost of all attacks and succeed a concentration check before the 3 rounds you use to the damage the attack deals. After using an are up. You can attempt a concentration check once ability that cost MP your Armor, Dodge, and Luck are per round. If you succeeded then until the end of com- doubled until the start of your next turn. bat you gain 2 MP at the start of your turn. When you run out of MP you deal your maximum MP as Arcane damage to all enemies and allies within 6 spaces (30 feet) of you and are knocked unconscious for the rest of combat and cannot defend yourself. You cannot end Arcane Form early. 146 147 rune gunner Form: Whirlwind Rune: Patience Symbol: The Piercing Spear Rune magic is an ancient magic. Some say invented by form tier 3 talent the origin races at the birth of our world. Others say q q q Requirements: A Tier 2 talent taught to us by dragons or something older as a way to Talents Required: Technology give us the gift of magic. Personally, I think it just came Talent Restrictions: Symbol about by accident. Some weirdo scribbling on walls and Cost: 2 Skill Points one day those marks went poof. There’s a lot of respect - Effect - for Rune Mages. Those guys who practice traditional Artist Writer Able to transfer the effect of any power with the word rune magic and keep its teaching alive. I’m not one of Form in the name to any ranged attacks you make. q q those guys. I don’t care that rune magic was lost for There is no maximum to the number of forms you can thousands of years and only now being rediscovered. Hell apply to an attack but the same form cannot be ap- I don’t care if tomorrow it gets lost again for thousands plied more than once to any one attack. more years. I just use it because it’s powerful and if it goes away, well, I’ll just use something else. Gain the rune form: shot Rune Gunner q form: shot The Rune Gunner uses the Magic Points resource. 5 MP, +2d8 Arcane damage. You can take a penalty Focuses almost entirely on ranged combat, especially to damage equal to the amount of mana you spent on with a Gun although the abilities can also be used the attack. If you do then the target takes the reduced with more traditional weapons. Rune Gunner has two damage and an enemy adjacent to the target takes the Form: Divide Form: Element Rune: Ammo Rune: Void Symbol: Stand Symbol: Direct specialties: Artist, which cares more about the look full damage. and design of the rune and focuses on area of effect q q q q q q and multi target attacks; and Writer, which cares more about how a rune is arranged and its meaning and focuse more on single target attacks and disables. symbol tier 3 talent Requirements: A Tier 2 talent Talents Required: Technology Form: Shatter Form: Blast Rune: Armor Rune: Weapon Symbol: Repeat Symbol: Ghost apprentice tier 2 talent Talent Restrictions: Form This is your codex, as you master this art write your q q q q q q Cost: 2 Skill Points runes into it. The codex will be the most important thing - Effect - you own. Keep it safe. Able to transfer the effect of any power with the word Requirements: A Tier 1 talent, Acrobatics 2, Arcana Symbol in the name to any ranged attacks you make. 2, Defense 2, Concentration 2, Forgery 2, Offense 2, There is no maximum to the number of symbols you Form Symbol Weaponry 2 or Guns (Rifles) can apply to an attack but the same symbol cannot be Talents Required: Technology applied more than once to any one attack. q q Talent Restrictions: - Cost: 3 Skill Points Gain the rune symbol: shot - Effect - Use the Magic Points resource. +30 maximum MP. symbol: shot 5 MP, +2d6 Arcane damage. The damage is increased Apprentice Able to transfer the effect of any power with the word to +4d6 if the target has no allies within 3 spaces (15 q Rune in the name to any ranged attacks you make. feet). There is no maximum to the number of runes you can apply to an attack but the same rune cannot be applied more than once to any one attack.

Gain the rune rune: shot Technology rune: shot q 2 MP, +1d6 damage 148 149 form: shatter tier 4 talent rune: armor tier 4 talent symbol: ghost tier 4 talent rune: ammo tier 5 talent Requirements: A Tier 3 talent Requirements: A Tier 3 talent Requirements: A Tier 3 talent Requirements: A Tier 4 talent Talents Required: Technology Talents Required: Technology Talents Required: Technology Talents Required: Technology Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - Cost: 2 Skill Points Cost: 2 Skill Points Cost: 2 Skill Points Cost: 2 Skill Points - Effect - - Effect - - Effect - - Effect - Gain the rune form: shatter You can place an Armor Rune on either your armor or Gain the rune symbol: ghost You can play an Ammo Rune on a weapon that uses one allies armor. The Armor Rune last until removed. ammunition of some kind. The Ammo Rune last until form: shatter While the Armor Rune is active the wearer takes 5 less symbol: ghost removed. While the Ammo Rune is on the weapon 5 MP, Target and everyone within 2 spaces (10 feet) damage from ranged attacks and deals +1d6 Arcane 5 MP, +1d6 Chaos damage. If target hit does not have you do not need to spend any actions to reload so long are hit by the attack. Anyone who was not the tar- damage with all ranged attacks. any allies within 3 spaces (15 feet) then the attack as you have the ammo somewhere on your person. The get of the attack but was effected takes an additional generates a ghost behind the target making him take weapon pulls and prepares the ammunition automati- +3d8 Arcane damage. Cost 1 Action to place and remove the Armor Rune. 1d6 Chaos damage for every space he moves. the ghost cally when its needed. disappears when he moves next to an ally. Ghost last until end of your next turn. Cost 1 Action to place and remove the Ammo Rune. form: blast tier 4 talent rune: weapon tier 4 talent Requirements: A Tier 3 talent Requirements: A Tier 3 talent Talents Required: Technology Talents Required: Technology form: divide tier 5 talent rune: void tier 5 talent Talent Restrictions: - Talent Restrictions: - Requirements: A Tier 4 talent Requirements: A Tier 4 talent Cost: 2 Skill Points Cost: 2 Skill Points Talents Required: Technology Talents Required: Technology - Effect - - Effect - Talent Restrictions: - Talent Restrictions: - Gain the rune form: blast You can place a Weapon Rune on either your weap- Cost: 2 Skill Points Cost: 2 Skill Points on or one allies weapon. The Weapon Rune last until - Effect - - Effect - form: blast removed. While the Weapon Rune is active you can Gain the rune form: divide Gain the rune rune: void 15 MP, 2 Actions. use the weapon to draw line of sight and make your You create a Blast Rune in an adjacent space. Blast attacks come from the weapon instead of from your- form: divide rune: void Runes cannot be moved and last until the end of your self. Arrows flying out from shields and all. 20 MP, target is marked with a divide. All damage 6 MP, +3d12 Chaos damage and the target cannot next turn or until the creator of the rune is 20 or more the target deals until the end of your next turn is split. make ranged attacks or be hit by ranged attacks until spaces away (100 feet). The first enemy who comes Cost 1 Action to place and remove the Weapon Rune. Half to where it was intended the second half to all the end of your next turn. Ranged attacks made just within 5 spaces (25 feet) of the Blast Rune triggers allies adjacent to the target with divide. seem to lose all their energy as they approach the tar- it taking a basic ranged attack from you with +2d8 get and then fall to the ground or just fizzle out. Arcane damage as a free action. If you hit and deal damage with this free attack then the target is knocked symbol: repeat tier 4 talent prone and the Blast Rune is removed. If you miss then Requirements: A Tier 3 talent form: element tier 5 talent the target takes only 2d8 Arcane damage and the Blast Talents Required: Technology Requirements: A Tier 4 talent symbol: stand tier 5 talent Rune is removed. Talent Restrictions: - Talents Required: Technology Requirements: A Tier 4 talent Cost: 2 Skill Points Talent Restrictions: - Talents Required: Technology You can only have 1 Blast Rune out at a time. - Effect - Cost: 2 Skill Points Talent Restrictions: - Gain the rune symbol: repeat - Effect - Cost: 2 Skill Points Gain the rune form: element - Effect - symbol: repeat Gain the rune symbol: stand 15 MP. This rune can be applied up to five times. form: elemnt When this attack hits then the attack is repeated, 10 MP, +3d8 Arcane damage and the target gains symbol: stand with all rolled effects and damage, to another target in vulnerability to Arcane damage until the end of your 5 MP, +1d6 Arcane damage and the target cannot range per symbol: repeat rune applied to the attack. All next turn. Targets with the vulnerability take 1d8 extra move until the end of your next turn. If the target repeated attacks hit so long as the original hit. damage from all Arcane damage for every ally they has no allies within 2 spaces (10 feet) the damage is have within 3 spaces (15 feet). increased to +1d12. 150 151 rune gunner tier 6 talent writer tier 7 talent rune: patience tier 8 talent They say the easiest way to kill a Rune Gunner is to A billion words in this codex. A hundred thousand pages Requirements: A Tier 7 Rune Gunner talent burn his codex. I argue the easiest way to kill a Rune filled. Infinite words at my disposal and I still can’t finish Talents Required: Rune Gunner Gunner is to wait for old age to set in because trust me, my novel. Talent Restrictions: - you do not want to destroy the most valuable thing a Requirements: A Tier 6 Rune Gunner talent Cost: 3 Skill Points Rune Gunner owns. It will only end in lost arms, legs, Talents Required: Rune Gunner - Effect - homes, and jobs. Talent Restrictions: Artist Gain the rune rune: patience Cost: 2 Skill Points Ugh, this place is getting too crowded, Hey bartender! - Effect - rune: patience Throw me my prosthetics, I feel like taking a walk. Able to transfer the effect of any power with the word 20 MP, You and the target are knocked prone. The Requirements: A Tier 4 talent rune, symbol, or form in the name onto a piece of pa- first one between the two of you to stand takes 5d12 Talents Required: Apprentice per and throw it into the air to be activated as a stand damage. If either of you attack the other, both of you Talent Restrictions: - alone ability. When doing this it cost 1 Action, counts immediately stand and both of you take damage. Cost: 4 Skill Points as a ranged attack, increases the MP cost by 10, can- - Effect - not be combined with other abilities or runes, and the +10 maximum MP. For eery Rune Gunner talent you ability has a range of 20 (100 feet). have increase your maximum MP by 5. symbol: the piercing spear tier 8 talent form: whirlwind tier 8 talent Requirements: A Tier 7 Rune Gunner talent Gain the rune rune: melee Requirements: A Tier 7 Rune Gunner talent Talents Required: Rune Gunner Talents Required: Artist Talent Restrictions: - rune: melee Talent Restrictions: - Cost: 3 Skill Points 7 MP, target cannot attack you with melee weapons Cost: 3 Skill Points - Effect - until the start of your next turn. - Effect - Gain the rune symbol: the piercing spear Gain the rune form: whirlwind symbol: the piercing spear form: whirlwind 25 MP, +3d8 Arcane damage and the attack now artist tier 7 talent 10 MP, +3d10 damage and the target is surrounded effects and damage up to 2 additional targets. Finally my masterpiece is done! After twenty long years by a small whirlwind until the end of your next turn. of working on this thing it is now perfect! Now to sit While the whirlwind is active they cannot see or be If the primary target has no allies within 2 spaces (10 down and enjoy the fruits of my labo- is that a smudge? seen by anything that is not adjacent to them, are feet) then this attack only hits the primary target, it Requirements: A Tier 6 Rune Gunner talent slowed, and when making melee attacks deal their deals +3d10 Arcane damage and until the end of the Talents Required: Rune Gunner damage to all adjacent enemies and allies. encounter any enemy who moves adjacent to the target Talent Restrictions: Writer takes 2d6 damage. Cost: 2 Skill Points - Effect - +20 maximum MP.

Gain the rune form: imperfection form: imperfection 25 MP, +1d6 Arcane damage and the target takes a -2 penalty to hit until the end of the encounter. This can be stacked to a maximum of 4.

152 153 engineer Protector Scout There are those who simply do not understand and never electrical tier 2 talent wish to understand technology. There are those who want Requirements: A Tier 1 talent, Acrobatics 3, Bluff 1, q q to understand and can perhaps use some technology. Concentration 1, Defense 3, Detection 1, Guns (Shot- Then there are those who seek to use all technology, who guns), History 1, Lockpicking 1, Technology 2. seem to understand it enough to create new technologies. Talents Required: Technology The people who think in terms of cogs and circuts. Who Talent Restrictions: Mechanical, Clockwork breath metal and dream of perpetual motion. In days long Grand Engineering True Engineering Cost: 3 Skill Points ago they would be respected. They would be well known - Effect - q q and loved people who strive to advance the world. We Electrical engineers focus on using wires, electricity, called them engineers. That was long ago, and the kinds circut boards, and programming to make and run their of thinkers we used to call engineers simply do not exist. machines. They often have a strange facination with Now we have these new worlds engineers. These combat making things run as efficiently as possible and a -de monsters who raise armies of metal and turn the ancient sire to connect everything to an electrical source. Mech Engie Tech Engie Ancient Engie empire scraps into machines more deadly than any inven- tion should ever be. Able to use the Action Point (AP) resouce. +5 maxi- q q q mum AP. Anytime you or a Summon you control deals Engineer uses the Action Points resouce. The Engineer damage, it pulls the target 1 space towards you. If the focuses on summons and controling multiple units. He target is adjacent then nothing happens. has two levels of specialization that can be mixed and Triple Barrel Datamines Op. Ammo Adept Engineer Spider Mine Barrier matched as desired. Mechanical, Electrical, and Clock- Gain the Summon electric drone. work determine what your summons are made of and Cost 2 AP and takes 2 rounds to summon. q q q q q q look like. Then there’s Heavy and Light engineering which determine if your summons are faster to get out and more expendable or if they take longer but are bulkier and stronger. clockwork tier 2 talent Requirements: A Tier 1 talent, Acrobatics 3, Bluff 1, Double Barrel Thick Barrel Extend Capacity Specialization Explode Design Defend Deisign mechanical tier 2 talent Concentration 1, Defense 3, Detection 1, Guns (Shot- q q q q q q Requirements: A Tier 1 talent, Acrobatics 3, Bluff 1, guns), History 1, Lockpicking 1, Technology 2. Concentration 1, Defense 3, Detection 1, Guns (Shot- Talents Required: Technology guns), History 1, Lockpicking 1, Technology 2. Talent Restrictions: Mechanical, Electrical Talents Required: Technology Cost: 3 Skill Points Talent Restrictions: Electrical, Clockwork - Effect - Heavy Engineering Quick Engineering Cost: 3 Skill Points Clockwork engineers use gears, clockwork, steam, and - Effect - old methods from the early days of the ancient em- q q Mechanical engineers focus on using metals, metalic pire to mae and run their machines. They often have a structures, and mindless repetitive machine actions strange facination with making things run using rotat- to build and run their machines. They often have a ing gears and steam so that they can hear the ticking. strange facination with making things run as autono- The endless ticking. They are also frequently obsessed mously as possible with little to no outside input. in some way with time. Mechanical Electrical Clockwork q q q Able to use the Action Point (AP) resouce. +5 maxi- Able to use the Action Point (AP) resouce. +5 maxi- mum AP. Anytime you or a Summon you control deals mum AP. Anytime you or a Summon you control deals damage, it pulls the target 1 space towards you. If the damage, it pulls the target 1 space towards you. If the target is adjacent then nothing happens. target is adjacent then nothing happens.

Gain the Summon turret. Gain the Summon cloclwork cannon. Technology Cost 2 AP and takes 2 rounds to summon. Cost 2 AP and takes 2 rounds to summon. q 154 155 Turret engineer summon ranged attacker Clockwork Cannon engineer summon melee attacker Can you hear it? Get your ear close enough and you can hear it even in this simple a machine. That low grumbling Tick tick tick. Clockwork and steam, such magnificent things. Tick tick tick. So old yet still running. Tick tick tick. noise that means the machine runs. It is not made by metal. It is not made by force. It is the machines essence Metal might be used but the true genius is in the design. Tick tick tick. Sure it acts only as designed but it’s de- calling out to us. signed so well what does it matter. Tick tick tick. Such a lovely thing. cost summon actions cost summon actions 2 AP and takes 2 Rounds to Summon. Ongoing cost None (Must use AP resource) 2 AP and takes 2 Rounds to Summon. Ongoing cost None (Must use AP resource) of 1 AP at the start of your turn or the turret deacti- of 1 AP at the start of your turn or clockwork cannon vates deactivates size and speed: Small. 1 space per armor: Your Armor. If hit cost 2 defeat/life points: N/A size and speed: Small. 2 space per armor: Your Armor. If hit cost 2 defeat/life points: N/A 5 AP AP or the turret deactivates 1 AP AP or it deactivates personality: N/A personality: N/A Semi Automatic: Cost 1 AP, range 5 spaces, uses your current weapons ranged attack bonus to make this Clockwork Cannon: Cost 2 AP, range adjacent, uses your current weapons ranged attack bonus to make this attack. 1d8 damage. This power targets the nearest living thing (besides the engineer) or closest source of heat attack. Two targets in range take 3d4 damage. if no living things are near. Can fire off up to twice per AP used. Gears: If this summon misses an attack it deals 1d8 damage instead of none. Deactivation: When this summon deactivates it dies and cannot be used again. A new one must be created. Deactivation: When this summon deactivates it dies and cannot be used again. A new one must be created.

Electric Drone engineer summon ranged attacker heavy engineering tier 3 talent quick engineering tier 3 talent The most basic worker unit. Legend has it that when this thing was made the ancient empire went into a depression I can build this fast or I can build this right. Now you Astounding, Massive, Strong. All words that mean the because over half their workers became obsolete overnight. Of course ancient empire methods had better programming want something I made in ten minutes or something I same thing. Inefficient, Improperly designed, more expen- and were created with blueprints to build from. This thing? It’s only really good for hunting people. made astounding? sive than it has to be. cost summon actions Requirements: A Tier 2 talent Requirements: A Tier 2 talent 2 AP and takes 2 Rounds to Summon. Ongoing cost None (Must use AP resource) Talents Required: Technology Talents Required: Technology of 1 AP at the start of your turn or the electric drone Talent Restrictions: Quick Engineering Talent Restrictions: Heavy Engineering deactivates Cost: 2 Skill Points Cost: 2 Skill Points size and speed: Small. 1 space per armor: Your Armor. If hit cost 2 defeat/life points: N/A - Effect - - Effect - 2 AP AP or the electric drone deactivates A Heavy engineer would rather take more time to Quick engineers are able to get the same work done make his projecs better, last longer, hit harder even in faster. Determined to optimize an object while keeping personality: N/A the middle of a war zone. Heavy engineer machines its strengths. Quick engineer machines are usually a Light Welder: Cost 2 AP, range 3 spaces, uses your current weapons ranged attack bonus to make this at- are usually a big bigger or have more bulk. little more sleek and designed. tack. 1d10 damage. +6 damage to all Summons when wearing Heavy ar- +4 damage to all Summons when wearing Cloth or Heated Metal: When attacking an adjacent target deal an additional 2d4 damage. mor. +3 when wearing Medium armor. The initial time Light armor. +2 when wearing Medium armor. The for your Summons to build is increased by 1 round. initial time for your Summons to build is decreased by Deactivation: When this summon deactivates it dies and cannot be used again. A new one must be created. Increase the Size of all your Summons by 1 size (small 1 round and its initial AP cost is reduced by 1. to medium, medium to large). Whenever a Summon hits it deals an additional 1d6 damage. Gain the Summon light walker Cost 2 AP and takes 2 rounds to summon. Gain the Summon heavy construct. The above benefits for Quick Engineering are already Cost 2 AP and takes 2 rounds to summon. reflected in the Summon stat block forlight walker The above benefits for Heavy Engineering are already reflected in the Summon stat block forheavy con- struct

156 157 Heavy Construct engineer summon melee attacker double barrel tier 4 talent specialization tier 4 talent It is big. All good machines are big. It is slow, but any machine worth making is worth waiting for. It is short Requirements: A Tier 3 talent Requirements: A Tier 3 talent range but really shooting from far away is for tiny little coward men. Engineers go in and do what needs to be Talents Required: Technology Talents Required: Technology done. They don’t sit back and watch machines do their work and live their life. Talent Restrictions: - Talent Restrictions: - cost summon actions Cost: 2 Skill Points Cost: 2 Skill Points 2 AP and takes 3 Rounds to Summon. Ongoing cost None (Must use AP resource) - Effect - - Effect - of 1 AP at the start of your turn or heavy construct +2 maximum AP. Choose a type of armor (light, medium, heavy). When shuts down. wearing that type of armor you take 3 less damage All your Summons can roll twice to hit and the high- from either ranged or melee attacks, your choice. size and speed: Medium. 2 spaces armor: 0 defeat/life points: 40/1, shuts est outcome is used. If you choose not to roll twice per 3 AP down at 0 DP. then the Summon gains +1d6 damage to the attack. personality: N/A Must choose how many dice are you going to roll Heavy Strike: Cost 2 AP, range 2 spaces, uses your current weapons ranged attack bonus to make this at- before rolling any dice. explode design tier 4 talent tack. 2d6+1d6 damage. Requirements: A Tier 3 talent Talents Required: Technology Shut Down: When this summon Shuts Down it dies and cannot be used again. A new one cannot be created Talent Restrictions: - until you enter a space adjacent to where Heavy Construct shut down. thick barrel tier 4 talent Cost: 2 Skill Points Requirements: A Tier 3 talent - Effect - Talents Required: Technology +2 maximum AP. Talent Restrictions: - Cost: 2 Skill Points Gain the Summon rpc launcher Light Walker engineer summon ranged attacker - Effect - Cost 3 AP and takes 2 rounds to summon. Looks big, until you remember it used to be twice the size. Looks slow, but its design allows for smoother move- +3 maximum AP. ments. Looks weak, but I dare you to try and take it down. All your Summons can reroll their damage rolled. The cost summon actions second result has to be taken no matter the result. 1 AP and takes 1 Rounds to Summon. Ongoing cost None (Must use AP resource) defend design tier 4 talent of 1 AP at the start of your turn or light walker shuts Requirements: A Tier 3 talent down. Talents Required: Technology Talent Restrictions: - size and speed: Medium. 4 spaces armor: 0 defeat/life points: 25/1, shuts extend capacity tier 4 talent Cost: 2 Skill Points per 3 AP down at 0 DP. Requirements: A Tier 3 talent - Effect - personality: N/A Talents Required: Technology +2 maximum AP. Light Blast: Cost 2 AP, range 15 spaces, uses your current weapons ranged attack bonus to make this at- Talent Restrictions: - tack. 2d4 damage. Cost: 2 Skill Points Gain the Summon target drone - Effect - Cost 3 AP and takes 2 rounds to summon. Shut Down: When this summon Shuts Down it dies and cannot be used again. A new one cannot be created If given at least an hour, more depending on the weap- until you enter a space adjacent to where Light Walker shut down. on or the quality of the job you wish to do, then you can extend the capacity of any guns you use.

A gun you modify this way has its Load Size increased to 1.5 times its size, rounded up. 1 becomes 2, 2 be- comes 4, 3 to 5, etc. This increase only works on the gun while you use it. Others who pick up the weapon, even after you complete your adjustments, will not gain the benefits.

158 159 RPC Launcher engineer summon ranged attacker triple barrel tier 5 talent op ammo tier 5 talent My best work yet. I’m not sure why the ancient empire banned this creation, it seems so perfect to me. Requirements: A Tier 4 talent Requirements: A Tier 4 talent cost summon actions Talents Required: Double Barrel Talents Required: Technology 3 AP and takes 2 Rounds to Summon. No ongoing None (Must use AP resource) Talent Restrictions: - Talent Restrictions: - cost. Cost: 2 Skill Points Cost: 2 Skill Points - Effect - - Effect - size and speed: Small. cannot armor: 0. If hit cost 2 AP or RPC defeat/life points: N/A +2 maximum AP. You can create optimized bullets by combining two move launcher deactivates bullets. The end result deals an additional +1d6 dam- personality: N/A All your Engineer Summons can roll three times to hit age and keeps all properties and special effects of the Fire Chainsaw: Cost 4 AP, range 6 spaces, uses your current weapons ranged attack bonus to make this and you can use any of the three results. If you choose two combined bullets. attack. 2d6 damage and at the start of the targets turn the chainsaw explodes dealing 1d6 Fire damage to the not to roll three times then the Summon gains +1d8 target and all adjacent creatures. After using this ability the RPC launcher needs 1 AP to reload. damage to the attack. The process takes about an hour per 10 bullets made. For example if you start with 20 bullets then after the Deactivation: When this summon deactivates it dies and cannot be used again. A new one must be created. This means if the Summon has both double barrel hour you’ll have 10 optimized bullets. and triple barrel, if it chooses to roll once to hit, then it gains +1d8 and +1d6 damage. If it rolls twice then it gains +1d8 damage, and if it rolls 3 times it doesn’t gain any bonus damage from these skills. Must choose adept engineer tier 5 talent Target Drone engineer summon how many dice are you going to roll before rolling. Requirements: A Tier 4 talent It’s funny really. The technology inside this thing is more advanced than most anything else that still works but so Talents Required: Technology much understanding has been lost with the fall of the ancient empire that no one can figure out what parts do what Talent Restrictions: - or how to separate them without making everything stop working. Cost: 2 Skill Points datamines tier 5 talent - Effect - cost summon actions Requirements: A Tier 4 talent Choose one of the following effects: 3 AP and takes 2 Rounds to Summon. No ongoing None (Must use AP resource) Talents Required: Technology cost. Talent Restrictions: - You can reduce the initial cost of all Engineer Sum- size and speed: Medium. cannot armor: 0 defeat/life points: 1/3, when Cost: 2 Skill Points mons by 1 AP and gain +2 maximum AP move runs out of LP it deactivates - Effect - personality: N/A Gain the power datamine. or Targetting System: When you or an ally within 3 spaces of this summon is hit by an attack the damage is applied to this summon instead. In addition, all allies within 3 spaces of this summon get a +1 to hit. No Engineer Summon cost reduction and gain +6 Datamine ranged attack maximum AP. Complex Build: This summon can only be summoned twice per encounter. cost: 2 Actions and 3 or 6 AP range: 3 (15 feet) Deactivation: When this summon deactivates it dies and cannot be used again. A new one must be created. requires: 2 free hands spider mine tier 5 talent make a ranged attack against a target in range. On Requirements: A Tier 4 talent hit target takes 2d6 damage and loses X action on Talents Required: Technology their next turn where X is the number of AP you Talent Restrictions: - spent on this power divided by 3. Cost: 2 Skill Points - Effect - +2 maximum AP.

Gain the Summon spider mine Cost 5 AP and takes 2 rounds to summon.

160 161 Spider Mine engineer summon barrier tier 5 talent tech engie tier 6 talent Man this thing is freaky. Requirements: A Tier 4 talent My goal is the most noble goal. I seek to create a program so complex that it learns on its own, thinks on cost summon actions Talents Required: Technology Talent Restrictions: - its own, acts of its own free will. A program that makes 5 AP and takes 2 Rounds to Summon. No ongoing None (Must use AP resource) choices outside the walls of the original code I write. cost. Cost: 2 Skill Points - Effect - Requirements: A Tier 2 through 5 Engineer talent size and speed: Tiny. 3 spaces per armor: Your Armor. defeat/life points: 1/3 when it +2 maximum AP. Talents Required: Electrical 1 AP runs out of LP it Explodes Talent Restrictions: - personality: N/A Gain the Summon barrier Cost: 4 Skill Points Plant: 1 AP. The spider mine plants itself into the ground, wall, or ceiling. While planted the spider mine Cost 5 AP and takes 2 rounds to summon. - Effect - cannot move. While planted it cannot be hit. +4 maximum AP.

Activate: Requires the spider mine to be planted. Cost the Spider Mine 1 LP. When an enemy move into or Every Summon that’s adjacent to you or another away from a space adjacent to the planted spider mine all creatures adjacent to it takes 2d8 damage. mech engie tier 6 talent Summon gains +1 Dodge. Every Summon uses your Electrical can have its stupid AI. Classical has its idiotic Dodge in place of Armor. If a Summon has no move gears. I have the machines essence in my hands, and it speed, it gains a Speed of 1 per 1 AP. Explode: When this summon explodes it dies and deals 2d8 damage to all adjacent creatures. has control over me. Requirements: A Tier 2 through 5 Engineer talent Every Engineer Summon gains 2 Actions. Each of Talents Required: Mechanical these Actions count as 1 AP. Talent Restrictions: - Cost: 4 Skill Points Barrier engineer summon Walls are expensive and extremely obvious. So much room for improvement I cant even count the flaws. - Effect - +4 maximum AP. ancient engie tier 6 talent cost summon actions Tick-Tock. Tick-Tock. Tick-Tock. Tick-Tock. Tick- 5 AP and takes 2 Rounds to Summon. No ongoing None (Must use AP resource) You can spend Action Points to fill yourself with the Tock. Tick-Tock. Tick-Tock. Tick-Tock. Tick-Tock. cost. machine essence: Tick-Tock. Tick-Tock. Tick-Tock. Tick, Tick, Tick. size and speed: Small. 1 space per armor: 3, if hit 5 AP or Barrier defeat/life points: N/A Requirements: A Tier 2 through 5 Engineer talent 3 AP deactivates. Cost 4 AP: Until the end of your next turn you gain Talents Required: Clockwork personality: N/A +1 Speed, +1 Dodge, and +2 Luck. Talent Restrictions: - Field: All allies within 3 spaces of this summon gain 3 Armor, Dodge, and Luck and all allies within 1 space Cost: 4 Skill Points of this summon also gain the following effect: Range attacks must roll twice to hit and take the lower result. Cost 5 AP: Until the end of your next turn you gain - Effect - +2 Speed, +2 Dodge, +3 Luck, and +1d6 damage with +10 maximum AP. all attacks you make. Complex Build: This summon can only be summoned twice per encounter. Every round you have a Summon out it gains +1 dam- Cost 6 AP: Until the end of your next turn you gain age with all attacks. While you have a Summon out Deactivation: When this summon deactivates it dies and cannot be used again. A new one must be created. +2 Speed, +2 Dodge, +3 Luck, and +2d8 damage with you gain +1 to hit and damage with all ranged attacks. all attacks you make. If you have no Sumons out at the start of your turn Cost 8 AP: Until the end of your next turn you gain then both bonuses reset to 0. +5 Speed, +2 Dodge, +4 Luck, +3d10 damage with all attacks you make, and you can choose to destroy all Both bonuses can each stack up to 5 times. Summons you currently have summoned. For every Summon destroyed this way you gain +1 to hit and +1d6 to damage until the end of your next turn.

162 163 grand engineering tier 7 talent protector tier 8 talent Protector engineer summon melee attacker Behold the Greatest Machine Every Built! Requirements: A Tier 7 Engineer talent A billion billion worlds. Uncountable number of creatures. Infinite number of deadly monsters and traps and un- Requirements: A Tier 6 Engineer talent Talents Required: - knownable objects trying to kill you. I can see why you would build me but I fear I will not be enough. Talents Required: Heavy Engineering Talent Restrictions: Scout cost summon actions Talent Restrictions: - Cost: 3 Skill Points 0 AP and takes 10 hours to Summon. No ongoing None (Must use AP resource) Cost: 4 Skill Points - Effect - cost. - Effect - Gain the Summon protector size and speed: When Active, size armor: 12 defeat/life points: 200/1 +4 maximum AP. Cost 0 AP and takes 10 hours, (3600 rounds) to sum- Large. Otherwise size Small. Your mon. Speed spaces per 1 AP. Damage while wearing Heavy armor increased to +10, medium armor bonus to +5. All Summon times in- personality: Your Choice creased by 2 Rounds instead of 1. Summon hit bonus Active/Silent: Protector is in Silent Mode until it enters battle. While in Silent Mode it cannot attack, has damage increased from +1d6 to +2d8. scout tier 8 talent an Armor of 0, can speak, and looks like a Metal Man. Once it enters battle it turns to Active Mode it loses Requirements: A Tier 7 Engineer talent the ability to speak, gains the above armor, can attack, and gains several abilities and powers listed below. You can make ranged attacks from all Summons you Talents Required: - have instead of from yourself. Talent Restrictions: Protector Fist Wall: Cost 5 AP, range 3 spaces, uses your current weapons ranged attack bonus to make this attack. Cost: 3 Skill Points 2d8+3d6 damage if target is adjacent. 2d6 damage otherwise. Target is then pushed 4 spaces away. - Effect - Gain the Summon scout Defensive: All allies within 10 spaces of Protector takes 10 less damage from all sources. Each time damage true engineering tier 7 talent Cost 0 AP and takes 10 hours, (3600 rounds) to sum- is reduced this way Protector takes 10 damage. One thousand seven hundred thirty two moving parts and mon. every single one of them has at least two functions. Requirements: A Tier 6 Engineer talent Final Guard: When Protector runs out of LP it dies and must be summoned again. Protector can choose to Talents Required: Quick Engineering die immediately no matter what its current DP/LP are and give its creator 40 Defeat Points. Talent Restrictions: - Cost: 4 Skill Points Scout engineer summon ranged attacker - Effect - A thousand miles to the nearest outpots and their raiders will be here in 10 minutes? I’ll let them know the details. +4 maximum AP. Now what would you like me to do with the other 8 minutes? cost summon actions Damage while wearing Light armor increased to 0 AP and takes 10 hours to Summon. No ongoing None (Must use AP resource) +8, medium armor bonus to +4. All Summon times cost. reduced by 2 Rounds instead of 1. Any Summon that size and speed: Small. Your Speed armor: 8 defeat/life points: 150/1 takes 0 or less rounds to summon are created instantly. +5 per 1 AP. Intial Summon AP cost reduced by 2 instead of 1. personality: Your Choice Anyone hit by you or your Summons is moved 3 spac- Invisible: Scout turns invisible if it does not attack for 3 rounds (30 seconds). While invisible Scout gains an es closer to you instead of 1. If adjacent to you they are additional 5 Speed. The first atack made while invisible gains a bonus +3d8 damage. If the scout is behind the knocked prone. target or has an ally on the other side of the target then the damage bonus is increased to +6d8.

Precise Cutter: Cost 5 AP, range 3 spaces, uses your current weapons ranged attack bonus to make this attack. 3d8 damage and the target takes -1 Armor, Dodge, and Luck until the end of combat. Stacks to -2.

Pinpoint Accurate Shot: Cost 5 AP, range 100 spaces, uses your current weapons ranged attack bonus to make this attack. 1d4 damage and the target is slowed for 10 minutes (60 rounds).

Imperfect Teleportation: Scout can switch places with the Engineer that summoned it. When it does this, if Scout is within 20 spaces (100 feet) of the engineer then Scout takes 75 damage. If Scout is 21 to 40 spaces away (100-200 feet) from the engineer then Scout takes 150 damage. If Scout is any farther from the engineer then both Scout and the Engineer take 150 damage from the switch. 164 165 nomad Run and Gun Test of Luck Three Weapons The man who constantly moves. The lone wanderer. The travel tier 3 talent warrior who travels. The Nomad is the one with the gun Requirements: A Tier 2 talent q q q and the stranger in the cloak. Where others will walk into Talents Required: Wanderer an armory and grab the largest thing they can swing or Talent Restrictions: - a big shield and a sword the Nomad will take 2 weapons Cost: 2 Skill Points and charge out into battle. - Effect - Gunslinger Lucky Dualist Cost 3 AP, take a move action. Nomad uses the Action Points resouce. Nomad is a q q q very agile class that uses 2 weapons at the same time, and gets free attacks in when they move. There are two types of Nomads, the ones who use pistols and ranged slice tier 3 talent attacks, and the ones who use melee weapons. Requirements: A Tier 2 talent, Weaponry 2 Talents Required: Specialized or Wanderer Precise Silent Dual Action Destructive Vicious wanderer tier 2 talent Talent Restrictions: Divide q q q q q Requirements: A Tier 1 talent, Acrobatics 3, Beastiary Cost: 2 Skill Points 2, Bluff 1, Detection 1, Forgery 1, History 1, Intuition - Effect - 1, Lockpicking 1, Search 2, Sneak 1. When using two different types of melee weapons Talents Required: Technology or Specialized (sword, axes, hammer, etc) you gain a +2 to damage Talent Restrictions: - and to hit with all melee attacks. Nomad Cost: 3 Skill Points - Effect - Twice per encounter you can take a move action that q Able to use the Action Point (AP) resouce. You can will not trigger any attacks of opportunity. use 2 weapons at the same time without any penalties. When you attack you are able to use either weapon for When making a Basic Melee attack as a free action the attack. You also gain a bonus +2 to damage with all due to movement you can spend 1 AP to make a sec- attacks when holding 2 weapons. ond Basic Melee attack with your second weapon. Unload Nomad Arms Stab and Shot Nomad Armor Mince q q q q q Every time you move through an action use or through using Dodge you can make a Basic Melee or Basic Ranged attack as a free action at any point during the unload tier 4 talent movement. Requirements: A Tier 3 talent Talents Required: Technology or Specialized Divide Travel Slice Talent Restrictions: - Cost: 2 Skill Points q q q divide tier 3 talent - Effect - Requirements: A Tier 2 talent, Guns (Pistols) Cost 3 AP, make a Basic Ranged attack with a gun. Talents Required: Technology or Wanderer For this attack treat all ranges as perfect, ignore all Talent Restrictions: Slice rules of reloading, and you do not expend bullets. Cost: 2 Skill Points Wanderer - Effect - q When using two different pistols you gain a +2 to damage with all ranged attacks.

Twice per encounter you can reload all guns you have equiped as a free action. Technology Specialized When making a Basic Ranged attack as a free action due to movement you can spend 1 AP to make a sec- q q 166ond Basic Ranged attack with your second gun. 167 nomad arms tier 4 talent nomad tier 5 talent dual action tier 6 talent gunslinger tier 7 talent Requirements: A Tier 3 talent It is time I give up on returning home. After this much Requirements: A Tier 5 Nomad talent Requirements: A Tier 6 Nomad talent Talents Required: Technology or Specialized time, even if I could remember where home is, I would Talents Required: Nomad Talents Required: Divide Talent Restrictions: - not recognize it. It would only be another little town to Talent Restrictions: - Talent Restrictions: - Cost: 2 Skill Points pass through Cost: 2 Skill Points Cost: 2 Skill Points - Effect - Requirements: A Tier 2 through 4 Nomad talent - Effect - - Effect - You gain a +1 to Dodge and Luck when you have 2 Talents Required: Wanderer You roll twice for initiative checks. You have 4 Actions Long range with Guns no longer come with a penal- weapons equiped. Talent Restrictions: - on your turn instead of 3. ty to damage. Normal range now gains the bonus to Cost: 4 Skill Points damage perfect gives. You can equip and put away up to 6 weapons as a free - Effect - action once per encounter. Increase the damage bonus from Wanderer from +2 to +4 and gain +1 Dodge and +2 Luck for every weapon destructive tier 6 talent you have equiped. Requirements: A Tier 5 Nomad talent Lucky tier 7 talent Talents Required: Slice Requirements: A Tier 6 Nomad talent stab and shot tier 4 talent Dodge no longer cost an action on your turn to use. Talent Restrictions: - Talents Required: Nomad Requirements: A Tier 3 talent Cost: 2 Skill Points Talent Restrictions: - Talents Required: Wanderer - Effect - Cost: 2 Skill Points Talent Restrictions: - Cost 3 AP, all melee attacks you hit with until the end - Effect - Cost: 2 Skill Points precise tier 6 talent of your turn deal damage to all adjacent enemies and When someone fails to hit your Luck you get an - Effect - Requirements: A Tier 5 Nomad talent allies. immediate move action. This move action triggers free Cost 3 AP, make a Basic Ranged attack at anyone Talents Required: Divide attacks from nomad talents. within your Speed spaces and then charge at the target Talent Restrictions: - and make a Basic Melee attack against the target. Cost: 2 Skill Points - Effect - vicious tier 6 talent When attacking someone who has no allies within Requirements: A Tier 5 Nomad talent dualist tier 7 talent 3 spaces with a ranged weapon you gain a +1 to hit Talents Required: Slice Requirements: A Tier 6 Nomad talent nomad armor tier 4 talent and after the attack is resolved you can spend 2 AP to Talent Restrictions: - Talents Required: Divide Requirements: A Tier 3 talent move yourself or the target 3 spaces. This movement Cost: 2 Skill Points Talent Restrictions: - Talents Required: Technology or Specialized cannot trigger free basic attacks. - Effect - Cost: 2 Skill Points Talent Restrictions: - Gain the power vicious. - Effect - Cost: 2 Skill Points You can use 2 handed melee weapons with 1 hand. - Effect - When wearing Light armor you gain a +1 to Speed, silent tier 6 talent Vicious melee attack Dodge, and Luck. Requirements: A Tier 5 Nomad talent cost: 2 Actions and 4 AP Talents Required: Divide range: Weapon If you have 2 weapons equiped double the bonuses. Talent Restrictions: - Cost: 2 Skill Points requires: melee weapons. - Effect - Make a melee attack against the target. Target takes When attacking someone who doesn’t know where 1 weapon damage for every ally within 2 spaces. If mince tier 4 talent you are with a ranged weapon you gain a +2 to hit and this kills the target then you gain 1 Action. Requirements: A Tier 3 talent after the attack is resolved you can spend 2 AP to get a Talents Required: Technology or Specialized free move action. Talent Restrictions: - Cost: 2 Skill Points - Effect - Cost 3 AP, make 3 Basic Melee attacks with a -3 to damage on all 3 attacks.

168 169 run and gun tier 8 talent Requirements: A Tier 7 Nomad talent Talents Required: Gunslinger Talent Restrictions: - Cost: 3 Skill Points - Effect - While you have at least 1 Gun in your hands you are immune to slows and having your Speed reduced. You can still be stopped, immobalized, and held in place,

test of luck tier 8 talent Requirements: A Tier 7 Nomad talent Talents Required: Nomad Talent Restrictions: - Cost: 3 Skill Points - Effect - When using Luck the range on a d6 to reflect full damage is changed from 6 to 5-6. When you roll a 6 on a Luck roll you can choose to roll it again and take all results. This can be repeated infinitely if you keep rolling 6. However if you roll a 1 or a 2 on any roll then all Luck rolls made in that set are treated as 1s.

three weapons tier 8 talent Requirements: A Tier 7 Nomad talent Talents Required: Dualist Talent Restrictions: - Cost: 3 Skill Points - Effect - You can equip three weapons at the same time so long as the total number of hands needed to use them does not exceed 5.

When getting free attacks from movement you can spend 2 AP instead of 1 and get a second and a third basic melee attacks with your second and third weap- ons instead of just a second.

170 171 holy warrior Chosen Defender Blessed Speaker Divine Assassin Since the birth of religions there have been people who Article of Faith: Congregation believe them more deeply than all the rest, and those who change target of all Holy Warrior abilities to... q q q believe they must be destroyed before all other threats. of the Individual Single target in range. The Holy Warriors are those who stand as guards to of the Union Up to three targets in range their religions. They are willing to fight and die for their faith. Holy Warriors are the force religions have used of the Sacred Ground One target and all adjacent enemies and allies. for countless years to both protect themselves and expand Faith Shield Divine Enemy Dogma Conviction Divine Source their power. Some are said to be given their powers by q q q q q the gods and powers they believe in. Others by the church they pldge their loyalty to, and others simply granted power they were both with that they believe was granted Article of Faith: Divine Spirit to them by divine forces. change damage type of all Holy Warrior abilities to... Holy Holy Paladin Cleric Templar Divine Action Holy Warriors are a specialized class that in addition Elemental Fire, Stone, Cold, or Energy to the skill requirements also requires someone to be Magic Arcane q q q q part of a religious organization, excluding the Dragon Cult, or part of some religion before it can be taken.

Holy Warriors use the Control Point resource. There Article of Faith: Faithful Actions are three kinds of Holy Warriors. Paladins who rely Add a bonus effect listed in the power. Holy Warrior more on defensive effects, Clerics who have some War listed War bonus q combat power and some healing power, and Templars Love listed Love bonus who are agressive damage dealing types. Meditate listed Meditate bonus

Whatever religion you choose to follow they are de- fined loosely to the Holy Warrior by four core articles Paladin’s Justice Wrath Holy Ground Holy Order Retribution Divine Spirit of faith. The source of worship, divine spirit, faithful Article of Faith: Source of Worship actions, and congregation. All Holy Warrior abilities q q q q q q the source of your divine power comes from... are effected by the four articles of faith you choose to define the religion you follow. Divine a god or set of gods Natural/Animal the spirits of nature, animals, or natural divine sources. From the three options you must choose one for each Ancient an ancient god or gods. Some Paladin’s Aura Smite Sacred Target Sacred Text Temple Blade Divine People of the four articles of faith. These choices cannot be kind of divine energy that exist- changed and reflect the kind of religion you follow. ed before gods. q q q q q q

If you ever lose your faith in the religion or change religions you lose all access to the powers, spells, and abilities you gained until you find your faith again. If you never do or the change in religion is permanent Shield of the Faith Helm of the Faith Sword of the Faith then you most relearn the lost talents. You do not gain the Skill Points spent back. q q q

Specialized q 172 173 shield of the faith tier 2 talent helm of the faith tier 2 talent sword of the faith tier 2 talent paladin’s aura tier 3 talent Requirements: A Tier 1 talent, Defense 2, Detection Requirements: A Tier 1 talent, Defense 2, Detection Requirements: A Tier 1 talent, Defense 2, Detection Requirements: A Tier 2 talent 1, Diplomacy 2, Heroism 2, History 1, Intuition 1, 1, Diplomacy 2, Heroism 2, History 1, Intuition 1, 1, Diplomacy 2, Heroism 2, History 1, Intuition 1, Talents Required: Shield of the Faith Offense 2, Perform (Religious Ceremony) 3 Offense 2, Perform (Religious Ceremony) 3 Offense 2, Perform (Religious Ceremony) 3 Talent Restrictions: - Talents Required: Specialized Talents Required: Specialized Talents Required: Specialized Cost: 2 Skill Points Talent Restrictions: Helm of the Faith, Sword of the Talent Restrictions: Shield of the Faith, Sword of the Talent Restrictions: Shield of the Faith, Helm of the - Effect - Faith Faith Faith All allies adjacent to you gain a +1 to Armor, Dodge, Cost: 3 Skill Points Cost: 3 Skill Points Cost: 3 Skill Points and Luck. - Effect - - Effect - - Effect - Able to use the Control Point (CP) resouce. Able to use the Control Point (CP) resouce. Able to use the Control Point (CP) resouce. You can spend 1 Control Point at the start of your turn to power the aura until the start of your next turn. Gain 2 Control Point at the start of your turn if you Gain 1 Control Point at the start of your turn if you Gain 1 Control Point at the start of your turn if you have a shield equiped. have a shield or Hammer type weapon equiped. have a 2 handed weapon equiped. An empowered aura grows 1 space in all directions for every round it’s been empowered and grants all allies Gain 1 Control Point every time you attack or use an Gain 1 Control Point every time you heal an ally. Gain 1 Control Point every time you attack with a 2 within it a Divine Shield every time you gain a Divine ability with a 2 handed weapon. handed weapon or use a Holy Warrior powers. Shield. Gain 1 Control Point every time you deal damage Lose 2 Control Points every time you miss with an with a 2 handed weapon. Lose 2 Control Points every time you miss with an attack. attack. Lose 2 Control Points every time you miss with an smite tier 3 talent attack. Requirements: A Tier 2 talent Talents Required: - When using a shield you apply its positive armor and When using a shield you add its positive armor and When using a two handed weapon your bonus to hit is Talent Restrictions: - dodge bonuses as a bonus to damage with all your dodge bonuses as a bonus to the amount of Defeat added as an additional bonus to damage with all your Cost: 2 Skill Points attacks. The bonus damage counts as what Article of Points healed with all Holy Warrior healing. attacks. The bonus damage counts as what Article of - Effect - Faith: Divine Spirit you chose. Faith: Divine Spirit you chose. Gain the power smite. When using a weapon that does Crushing or Piercing When using a two handed weapon your bonus to hit is damage type your weapon’s bonus to hit is added as a When wearing cloth or light armor you gain a bonus added as an additional bonus to damage with all your bonus to the amount of Defeat Points healed with all +2 to hit with all attacks. When wearing medium Smite basic attack attacks. The bonus damage counts as what Article of Holy Warrior healing. armor you gain a bonus +1 to hit with all attacks. cost: 2 Actions and 2 CP Faith: Divine Spirit you chose. range: Weapon If you have Article of Faith: Congregation “of the If you have Article of Faith: Congregation “of the If you have Article of Faith: Congregation “of the requires: weapon individual” then after using any Holy Warrior abilities individual” then after using any Holy Warrior abilities individual” then after using any Holy Warrior abilities Target takes 2 weapon damage and is slowed until or powers you trigger an additional effect. or powers you trigger an additional effect. or powers you trigger an additional effect. the start of your next turn.

“of the individual” bonus effect “of the individual” bonus effect “of the individual” bonus effect War: This power has 1 action cost instead of 2. Give yourself a Divine Shield. A Divine Shield will Heal yourself for Defeat Points equal to twice your Your next attack that uses a two handed weapon gains fully block all damage from the first attack to hit or current CP. an additional +1d12 poison damage. Love: After damage is dealt heal 1 ally in range for the first instance of damage you take on purpose. Your current CP + 1d6 Defeat Points.

Meditate: Slow is changed to Immobalize.

174 175 sacred target tier 3 talent temple blade tier 3 talent paladin’s justice tier 4 talent holy ground tier 4 talent Requirements: A Tier 2 talent Requirements: A Tier 2 talent Requirements: A Tier 3 talent Requirements: A Tier 3 talent Talents Required: - Talents Required: Sword of the Faith Talents Required: Paladin’s Aura Talents Required: - Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - Cost: 2 Skill Points Cost: 2 Skill Points Cost: 2 Skill Points Cost: 2 Skill Points - Effect - - Effect - - Effect - - Effect - Gain the power sacred target. While using a 2 handed weapon gain a +1 to damage Cost 3 CP Gain the power holy ground. for every ally you are not adjacent to within 5 spaces. Until the start of your next turn every time you are Sacred Target basic attack While using a 2 handed weapon gain a +1 to damage hit and take damag you can apply a Divine Shield to Holy Ground basic attack cost: 2 Actions and 2 CP for every CP you have. yourself or 1 ally within Paladin’s Aura range. cost: 2 Actions and 3 CP range: Weapon range: Weapon A Divine Shield will fully block all damage from the requires: weapon first attack to hit or the first instance of damage you requires: weapon Target takes 1 weapon damage and until the start of divine people tier 3 talent take on purpose. Target is healed 1 weapon damage. your next turn... Requirements: A Tier 2 talent Talents Required: - War: Action cost is increased to 3 Actions and in ad- War: attacks which hit the target deal an additional Talent Restrictions: - dition to the heal an enemy in range takes 1 weapon 1 weapon damage. If the attack or ability does not Cost: 3 Skill Points wrath tier 4 talent damage. deal weapon damage, then the 1 extra weapon dam- - Effect - Requirements: A Tier 3 talent age comes from and is rolled by you. Gain a simple Divine Spell based on the Article of Talents Required: - Love: Target also gains +1 Armor, Dodge, and +2 Faith: Congregation you chose. Talent Restrictions: - Luck until the start of your next turn if your Armor Love: and until the start of your next turn any allies Cost: 2 Skill Points is higher than theirs. that attack the target are healed for Twice your cur- “of the Individual” - Effect - rent Control Points. Purity Gain the power wrath. Meditate: and you cure any slows or immobalizes on Once a day you can spend 1 hour channeling your the target. Meditate: and you are granted a Divine Shield. A gods power to make yourself immune to poisons and Divine Shield will fully block all damage from the deseases for a day or make 1 willing target immune to Wrath basic attack first attack to hit or the first instance of damage you poisons and deseases for 1 hour. cost: 2 Actions and 3 CP take on purpose. holy order tier 4 talent range: Weapon “of the Union” Requirements: A Tier 3 talent Collective requires: weapon Talents Required: - Once a day you can spend 10 seconds, or 3 Actions in Target takes 3 weapon damage. Talent Restrictions: - sacred text tier 3 talent combat, channeling your gods power to pull up to 6 Cost: 2 Skill Points Requirements: A Tier 2 talent allies within 100 feet (20 spaces) adjacent to you. The War: and gain 1 Action that can only be spent on a 1 - Effect - Talents Required: Helm of the Faith pull will ignore physical objects, bariers, land, laws of action basic attack. Cost 3 CP and 1 Action. Talent Restrictions: - gravity, physics, and takes about 1 second per 10 feet. Cost: 2 Skill Points In combat that means if the ally is at the edge of the Love: Damage is reduced to 2 weapon damage. Until Target an ally, or enemy you have succeeded a Diplo- - Effect - distance they cannot take their turns that round, or if the start of your next turn, whenever any ally who macy, Mental Intimidation, or Bluff check on. After healing an ally you gain a stacking +1 to hit and they are more than 50 feet (10 spaces) away they only isn’t you is healed the target takes an additional 1 damage with all attacks until the end of your turn. have 2 Actions on their turns instead of what they weapon damage. Name 2 Actions they have to take and in which order normally have. they have to take them on their turn (as in combined If you heal yourself the bonus is a stacking +1 to hit Meditate: and for every point of CP you have give total Action cost of the actions has to be 2 or less). and +2 to damage with all attacks until the end of your “of the Sacred Ground” yourself or 1 ally in range that much Speed on their turn. Blockade next turn. If they obey they are healed 1 Weapon damage and Once a day you can create 10 feet (2 spaces in all gain 1 Action on that turn. If they do not obey they directions) of sacred ground centered on you that lasts take 2 weapon damage. You cannot target yourself 1 minute (6 rounds). Enemies cannot pass through in with this ability. either direction and stop ranged attacks and abilities 176 from passing through in both directions. 177 retribution tier 4 talent divine spirit tier 4 talent paladin tier 6 talent templar tier 6 talent Requirements: A Tier 3 talent Requirements: A Tier 3 talent Requirements: A Tier 5 Holy Warrior talent Requirements: A Tier 5 Holy Warrior talent Talents Required: Temple Blade Talents Required: Divine People Talents Required: Shield of the Faith Talents Required: Sword of the Faith Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - Cost: 2 Skill Points Cost: 3 Skill Points Cost: 2 Skill Points Cost: 2 Skill Points - Effect - - Effect - - Effect - - Effect - Cost 3 CP Gain a simple Divine Spell based on the Article of You can now have a maximum of 2 Divine Shileds on Bonus poison damage from “of the individual” is in- Faith: Divine Spirit you chose. yourself at a time. creased to +2d12. Until the start of your next turn every time you are attacked make an immediate basic attack. Your attacks “Holy” Anytime you would gain 2 Control Points instead Anytime you would gain 1 Control Point instead damage is applied after theirs. High Heavens. gain 3. Anytime you would gain 1 Control Point gain 2. Once a day you can spend 5 minutes of praying or instead gain 2. These effects do not trigger off them- If you land 3 attacks in this way then heal yourself for meditating to grant yourself and up to 6 adjacent allies selves. If you gain 1 control point that doesn’t make The bonus to hit depending on your armor given by 2 Weapon damage + your current CP. Flight Speed 4 for 2 hours. you gain 3 through these two effects. Sword of he Faith is replaced with the below bonuses. These are bonuses to hit with 2 handed weapons based “Elemental” While using a shield your range with all wepaons is on the type of armor you’re using. Elemental Channel increased by 2 and you have a bonus +4 Luck. Cloth +5 holy warrior tier 5 talent Once a day you can channel the power of your ele- Light +3 Requirements: Tier 2 through 4 Holy Warrior talents. mental powers to make yourself immune to either Fire, Medium +2 Talents Required: - Stone, Cold, or Energy damage for 10 minutes. While Heavy +1 Talent Restrictions: - this effect is active you are engulfed in the chosen cleric tier 6 talent Cost: 4 Skill Points element. If you chose fire you would be fully surround- Requirements: A Tier 5 Holy Warrior talent - Effect - ed by fire and feel none of its effects. If Energy your Talents Required: Holy Order While not wearing Heavy armor you double all bonus- body would glow and let off sparts and bolts of energy Talent Restrictions: - faith shield tier 7 talent es shields give and set all penalties to 0. randomly. etc. Anyone standing or moving adjacent to Cost: 2 Skill Points Requirements: A Tier 6 Holy Warrior talent you takes 1d6 damage of the damage type you chose. - Effect - Talents Required: - While wearing Heavy armor you reverse all Speed Anytime you would gain 1 Control Point instead Talent Restrictions: - and Dodge penalties armor grants. (negatives become “Magic” gain 2. Cost: 2 Skill Points positives, positives negatives, etc). Arcane Resonance - Effect - Once a day you can surround yourself in arcane energy. While using a shield you have a bonus +4 Luck and +2 Gain the power faith shield The effect lasts 5 minutes (30 rounds) and while active to hit with all attacks. makes any attacks or abilities targetted on you which use Magic Poitns (MP) have a 50% chance to miss. Crushing or Piercing damage type weapons you use Faith Shield basic attack When the attack is made roll 1d12 and on a roll of 7 gain the Thrown 10 Property and automatically return cost: 5 CP or more the attack misses. to your hands after the attack finishes resolving. range: Weapon Cost 4 CP. requires: weapon Heal yourself or 1 ally within 10 spaces for Your CP Target gains a Divine Shield before using this ability + 1d6 Defeat Points War: Can only target enemies and the Divine Shield adds 2 weapon damage to the next attack to hit instead of blocking the next attack.

Love: and is healed for your current CP + 1 weapon damage Defeat Points.

Meditate: Ability cannot target you and in addition to the Divine Shield the target gains the bonuses to Armor and Dodge provided by your equiped Shield until the end of your next turn. 178 179 divine enemy tier 7 talent conviction tier 7 talent divine action tier 6 talent divine source tier 7 talent Requirements: A Tier 6 Holy Warrior talent Requirements: A Tier 6 Holy Warrior talent Requirements: A Tier 5 Holy Warrior talent Requirements: A Tier 6 Holy Warrior talent Talents Required: - Talents Required: - Talents Required: Divine Spirit Talents Required: Divine Action Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - Cost: 2 Skill Points Cost: 2 Skill Points Cost: 3 Skill Points Cost: 5 Skill Points - Effect - - Effect - - Effect - - Effect - Cost 5 CP Gain the power conviction Gain a simple Divine Spell based on the Article of Gain a simple Divine Spell based on the Article of Target becomes a Divine Enemy until the end of the Faith: Faithful Actions you chose. Faith: Source of Worship you chose. encounter. Conviction basic attack “ War” “Divine” A Divine Enemy loses 1 Armor Dodge and Luck until cost: 2 Actions and 5 CP Purge Divine Source the end of the encounter every time you hit him or Once a day at no action cost you can throw a ball of Gain 3 Divine Spell slots that can be used to cast any range: Weapon they stop being a Divine Enemy. pure faith. Its damage type depending on your Article Divine Spell that you would otherwise only be able to requires: weapon of Faith: Divine Spirit. cast once a day. All targets with Divine Enemy lose their Divine Ene- Target takes 3 weapon damage my status if any of them successfully knock you to half The ball of faith has a range of 20 and hits all enemies “Natural/Animal” or less Defeat Points or hit you once you have half or War: target takes 4 weapon damage instead and the and allies within 3 spaces of the target. Everyone hit Companion less Defeat Points. Action cost is reduced to 1. by takes 1d6 per 2 levels (rounded down) damage. Gain an ethereal companion that only you can com- municate with. The companion can take on the look Love: target takes 2 weapon damage instead, is “Love” or form of any natural animal up to your Size catago- slowed, and until the start of your next turn any ally Alliance ry or a treant/living tree equal to your Size catagory. dogma tier 7 talent that enters a space adjacent to the targetis healed 1 Once a day everyone within 10 spaces (50 feet) of you The companion can be ridden as a mount and adds 4 Requirements: A Tier 6 Holy Warrior talent weapon damage. are considered allies for the purposes of attacks and to your Speed while doing so. The companion never Talents Required: - abilities until the end of the encounter or 5 mintues. needs to rest or eat. It can phase through objects and Talent Restrictions: - Meditate: Action cost reduced to 1, target takes no walls but disappears if it breaks line of sight from you. Cost: 2 Skill Points damage and instead restores 10 MP, 1 CP, 2 AP, or 1 “Meditate” - Effect - offensive or defensive ire and gains a bonus +1 to hit, Pace When not riding your companion it has 2 Actions Cost 5 CP damage, Speed, Armor, Dodge, Luck, and 1 damage Once a day everyone within 10 spaces (50 feet) of you it can spend right after your turn in combat. It has a Target loses 2 Actions on their next turn. You lose 1 reduction from all attacks until the end of your next can only move 1 space (5 feet) and then are immobal- speed of 4 and if it attacks it uses your attack bonuses Action for every target hit using this ability on your turn. Stacks up to twice on any 1 target. If the target ized. Last until the end of the encounter or 5 minutes. to hit but deals no damage and instead heals you or next turn. of this ability still has the buff on them then the an ally adjacent to you or your companion for your resource restore is doubled. current CP. It can also give its Actions to either you or an ally adjacent to you or the companion to spend on their next turns.

“Ancient” The Void Once a day you can open a rift into a place you’ve named The Void. The rift is 5 feet tall and wide. The rift lasts for up to 1 hour. Anyone who steps through The Void is teleported adjacent to you, has their Ar- mor, Dodge, and Lock reduced to 1 for 5 minutes, and loses 1 Defeat Point every second until they are down to 10 or less defeat points. If you step through the rift it closes immediately and you can either be tele- ported nowhere or teleported adjacent to any ally of your choice. Someone pushed or forced through a rift will phase through it and be unaffected. Anyone who is blind or walks into The Void while blind does not reappear until The Void is cast again. 180 181 chosen defender tier 8 talent Requirements: A Tier 7 Holy Warrior talent Talents Required: Paladin Talent Restrictions: - Cost: 3 Skill Points - Effect - One ally of your choice is given your Armor and or Dodge and or Luck values to use in place of their own so long as they have line of sight to you.

If that ally takes damage while sharing any of the above three defenses with you then the damage is split in half between you and that ally.

blessed speaker tier 8 talent Requirements: A Tier 7 Holy Warrior talent Talents Required: Cleric Talent Restrictions: - Cost: 3 Skill Points - Effect - +6 Maximum CP.

Everytime you are healed you can add it as bonus damage to the next attack you make or add it as bonus healing to the next time you heal an ally.

divine assassin tier 8 talent Requirements: A Tier 7 Holy Warrior talent Talents Required: Templar Talent Restrictions: - Cost: 3 Skill Points - Effect - +4 Maximum CP.

Every time you hit with an attack you gain +1d8 Poi- son damage on the next attack against that target.

Every time you deal Poison damage to a target heal yourself for the amount of poison damage dealt.

Every time you deal Poison damage or kill a target you can push away up to 5 adjacent enemies or allies 1 space.

182 183 dragon monk True Form The Dragons created everything. They created the dirt draconic student tier 2 talent and the rocks and the mountains and valleys. They cre- q Requirements: A Tier 1 talent, Acrobatics 2, Athletics ated the Abyss and the planes. The Dragons created all 2, Beastiary 2, Concentration 2, Defense 2, History 2, life. They created the animals and the trees. The frogs, Intuition 2, Offense 2 the flowers, the deer, the bears. Waer, wind, rain, storms. Talents Required: Specialized The dragons created all things and all life and they cre- Talent Restrictions: - ated us. They created us from rocks and trees, from pure Stone Dragon Shadow Dragon Blood Dragon Cost: 3 Skill Points energy and love of life. They gave us life and protected - Effect - q q q us as we learned to stand on our own as a species. They Able to use the Ire Points (IP) resource. must be respected. They must be honored. We are their children, their students and we must learn from them. At the start of your turn gain 1 Offensive or Defensive Ire, your choice. Dragon Monk are a specialized class that in addition Dragon Monk to the skill requirements also requires that the player Gain the power mending character... q

• be a Rank 2 member of the Dragon Cult to learn Mending heal and gain Dragon Monk talents. cost: 1 Action and 2 Offensive or Defensive Ire. • have someone who already went through the train- range: Adjacent Rockwall Breath Weapon Grand Heal Wings Dragon Stance ing teach them Dragon Monk talents. requires: - q q q q q Target is healed 1d6 per 5 levels Defeat Points. • find a willing Dragon teach them Dragon Monk talents. This power can only be used three times per encounter. In any case time must be spent with the instructor Dragon Scales Draconic Skin Healing Push Healing Reach Bite Claw every time the player character wishes to gain new Dragon Monk talents. q q q q q q blue dragon tier 3 talent Unlike with Holy Warrior a Dragon Monk does not Often called Blue Dragons because of the color of their lose his powers or gained talents if he changes orga- skin the Stone Dragons are slow to wake and often rest nization/faith. However the only way to continue to for years. Their scales naturally grow stone and rock Blue Dragon Purple Dragon Red Dragon advance and learn new talents is to have an instructor until they rest in the middle of a mountain range. of the above three options which might be hard to Requirements: A Tier 2 talent q q q come by a second time. Talents Required: Draconic Student Talent Restrictions: Purple Dragon, Red Dragon Dragon Monks use the Ire Points resource. They are Cost: 2 Skill Points a melee class that heals, protects allies, and and has - Effect - some damage potential. The different types of Dragon Gain 1 Offensive Ire when you deal damage. Draconic Student Monks are students or followers of different types of dragons. q You can mark people as “Shielded.”

You can only have 1 person Shielded at a time. A Shielded target takes Half Your Level less damage from all sources. Specialized When your Shielded target attacks you gain 1 Defen- sive Ire. q 184 185 purple dragon tier 3 talent draconic skin tier 4 talent bite tier 4 talent breath weapon tier 5 talent Often called Purple Dragons because of the color of their Requirements: A Tier 3 talent Requirements: A Tier 3 talent Requirements: A Tier 4 talent skin the Shadow Dragon Scales naturally shine and make Talents Required: Specialized Talents Required: Specialized Talents Required: Specialized everything around them cast shadows. They were obsessed Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - with life and wanted it to last forever. Cost: 2 Skill Points Cost: 2 Skill Points Cost: 2 Skill Points Requirements: A Tier 2 talent - Effect - - Effect - - Effect - Talents Required: Draconic Student 3 Defensive Ire and 1 Action or 3 Actions. 3 Offensive Ire or 3 Actions. 4 Offensive Ire and 1 Action. Talent Restrictions: Blue Dragon, Red Dragon Cost: 2 Skill Points Heal 1 ally in weapon range for 1 weapon damage De- One adjacent creature takes 2 weapon damage and is All enemies and allies in a Cone 3 of you takes 2d6 + 1 - Effect - feat Points and reduce the damage of the next attack slowed. weapon Fire damage. Gain 1 Defensive or Offensive Ire at the start of your that hits them by 10. turn if you have a Stave equiped.

The melee reach of Stave type weapons you use is claw tier 4 talent grand heal tier 5 talent increased by 2 while you use them. draconic scales tier 4 talent Requirements: A Tier 3 talent Requirements: A Tier 4 talent Requirements: A Tier 3 talent Talents Required: Red Dragon Talents Required: Purple Dragon You can attack allies to heal them. When you attack an Talents Required: Blue Dragon Talent Restrictions: - Talent Restrictions: - ally and hit, you can choose, instead of dealing damage, Talent Restrictions: - Cost: 2 Skill Points Cost: 2 Skill Points to heal them giving you 1 Offensive Ire and healing Cost: 2 Skill Points - Effect - - Effect - them for Defeat Points equal to your current Offensive - Effect - Unarmed attacks you make and Unarmed weapons 4 Defenive Ire and 1 Action. Ire + Half Your Level. While wearing Cloth or Light Armor you have a +3 to count as both Crushing and Piercing damage for you. Armor, +4 to Dodge, and +5 to Luck. Anytime you make a basic melee attack with an Un- Target in weapon range is healed 3 weapon damage armed weapon it deals damage to all adjacent enemies. Defeat Points and all adjacent creatures are healed 1 weapon damage Defeat Points. red dragon tier 3 talent Often called Red Dragons because of the color of their healing push tier 4 talent skin the Blood Dragons are some of the most agressive Requirements: A Tier 3 talent rockwall tier 5 talent and deadly dragons known. Some consider these the true Talents Required: Specialized Requirements: A Tier 4 talent wings tier 5 talent essence of what a Dragon is. Talent Restrictions: - Talents Required: Blue Dragon Requirements: A Tier 4 talent Requirements: A Tier 2 talent Cost: 2 Skill Points Talent Restrictions: - Talents Required: Specialized Talents Required: Draconic Student - Effect - Cost: 2 Skill Points Talent Restrictions: - Talent Restrictions: Blue Dragon, Purple Dragon 3 Defensive Ire and 1 Action or 3 Actions. - Effect - Cost: 2 Skill Points Cost: 2 Skill Points 4 Defensive Ire and 3 Actions. - Effect - - Effect - Target in weapon range is healed 2 weapon damage 3 Defensive or Offensive Ire and 1 Action. Gain 2 Offensive Ire every time you attack with an Defeat Points and you can move them up to 3 spaces You surround yourself inside a Rockwall. After us- Unarmed weapon. (15 feet). ing this ability everyone in a space adjacent to you is Target takes an immediate move action with a Flying pushed away 1 space and all spaces adjacent to you are Speed of 6. Cost 1 Defensive or Offensive Ire and 1 Gain 1 Defensive Ire every time you miss filled with thick rock walls that reach 10 feet up. Each Action if used on yourself. rock wall section has 20 Defeat Points and 0 Armor. When you deal damage with an attack, if there is an healing reach tier 4 talent ally adjacent to you, you can choose to immediately Requirements: A Tier 3 talent While inside the rock walls you cannot take actions. spend 3 Offensive Ire to heal that ally for the amount Talents Required: Purple Dragon of damage you deal. Talent Restrictions: - Every turn anyone starts surrounded by the rock walls Cost: 2 Skill Points they are healed for Your Current Defensive Ire + Half Anytime an ability cost Defensive Ire you can add 2 to - Effect - Your Level. the Ire cost and pay it in Offensive Ire. 3 Defensive Ire and 1 Action or 3 Offensive Ire. You can cast this on anyone you have Shielded. Target in weapon range + 2 is healed for 1 weapon damage Defeat Points. Can only be used once per encounter. 186 187 dragon stance tier 5 talent shadow dragon tier 7 talent true form cont. tier 8 talent true form cont. tier 8 talent Requirements: A Tier 4 talent Requirements: A Tier 6 Dragon Monk talent - Effect - - Effect - Talents Required: Red Dragon Talents Required: Purple Dragon All three Dragon types have the following effects In addition Stone Dragons gain the following traits Talent Restrictions: - Talent Restrictions: - applied to them: and abilities: Cost: 2 Skill Points Cost: 2 Skill Points • Size changed to Huge - Effect - - Effect - • Speed increased by 3. Stone Body: Every turn you do not move 5 foot walls 3 Defensive Ire. Gain 1 Offensive or Defensive Ire every time you heal • Gain Flying Speed equal to your Speed. appear adjacent to you. If there are already walls ad- someone. The passive effect of Dragon Monk does not • Cannot use regular weapons, only weapons de- jacent to you, they increase in height 5 feet. Once the You enter the Dragon Stance. While in the Dragon count for this effect. signed for Huge creatures. walls are 15 feet high they also cause the same effect as Stance you cannot in any way gain Defensive Ire or • Dragon Truesight: Works like Arcane Sight with above to all spaces around them. This cannot go farther increase anyone’s Defeat Points. All attacks you make the addition of being able to see invisible creatures than 5 spaes away from you. with Unarmed type weapons while in this stance Rend clear as day and seeing through all illusions. the target. blood dragon tier 7 talent • 5 Actions instead of 3. Weak Stone: You can break any stone walls or struc- Requirements: A Tier 6 Dragon Monk talent tures adjacent to you with 1 Action. A Rended target takes 2d6 damage at the start of their Talents Required: Red Dragon turn for every Unarmed attack made against them Talent Restrictions: - You also gain the following abilities: Stone Dragon Presence: All allies who can see you since the end of their last turn. Cost: 2 Skill Points gain +2 to Armor, Dodge, and Luck. If you have at - Effect - least 1 ally next to you, your melee attacks cannot miss. Existing the Dragon Stance cost 5 Offensive Ire and +2 to damage with all attacks for every Offensive Ire Dragon Claw melee attack reduces your Armor, Dodge, and Luck to 0 until the you currently have. cost: 1 Action Stone Breath ranged attack end of the encounter. range: Cone 2 cost: 3 Action requires: - range: Cone 15 Targets take 2d8 damage. requires: - true form tier 8 talent dragon monk tier 6 talent All enemies in range take 5d10 damage and have Requirements: A Tier 7 Dragon Monk talent stone cover their feet immobalizing them. They can Requirements: Tier 2 through 5 Dragon Monk talents Talents Required: - Dragon Tail melee attack break the stone to remove the immobalize. The stone Talents Required: Draconic Student Talent Restrictions: - Talent Restrictions: - cost: 3 Actions has 10 Defeat Points and 5 Armor. This attack can Cost: 10 Skill Points only be used once per encounter and only once per Cost: 4 Skill Points range: Adjacent - Effect - 10 mintues (60 Rounds). - Effect - Once an in game week (10 days) you can transform requires: - +4 Maximum Offensive and Defensive Ire. into a smaller version of a Dragon. The type of drag- All creatures in range take 1d12 damage and are on depends on what Tier 7 Dragon Monk talent you knocked prone. Increase Mending to 5 per encounter and the heal chose. amount from 1d6 per 5 levels to 1d8 per 4 levels. The transformation takes 5 minutes (30 Rounds) of Dragon Breath ranged attack For every 2 Offensive or Defensive Ire you have you meditation where your concentration must not be cost: 3 Actions heal all allies within 3 spaces (15 feet) of you for 3 broken by being hit by an attack. Defeat Points at the starts of their turns. range: Cone 6 Once transformed you remain a Dragon for 10 hours requires: - and revert to normal in seconds after that. All enemies and allies in range take 4d8 Fire dam- age. This attack can only be used once every minute stone dragon tier 7 talent (6 Rounds). Requirements: A Tier 6 Dragon Monk talent Talents Required: Blue Dragon Talent Restrictions: - Cost: 2 Skill Points - Effect - Shielded targets also deal +2 damage with all attacks. Can Shield 2 people at a time. 188 189 true form cont. tier 8 talent true form cont. tier 8 talent - Effect - - Effect - In addition Shadow Dragons gain the following traits In addition Blood Dragons gain the following traits and abilities: and abilities:

Glow: Your body radiates a glow that lights up ar- Bloody: If you are not at full health all melee attackers eas up to 20 spaces (100 feet) away. This glow can be that hit get their weapons stuck in your blood covered turned off by closing your eyes. body. Once stuck it cost 1 Action to remove them.

Melding Shadows: Invisible while in shadows or com- Draconic Rage: Every time someone attacks you, you plete darkness. gain 2 more damage to all attacks until the end of the encounter.

Shadow Breath ranged attack Blood Dragon Roar: Once per encounter roar and gain cost: 3 Action +4d12 Temporary Defeat Points. range: Cone 10 requires: - Blood Breath ranged attack 3 Targets in range take 2d12 Chaos damage. The cost: 3 Action, 20 Defeat Points. targets also have life energy sapped out of them and lose 2 Speed and 1 Action until the end of the en- range: Cone 3 counter (does not stack). This attack can only be used requires: - once every minute (6 Rounds). All enemies and allies in range have their Defeat Points reduced or raised to your current Defeat Points. This attack can only be used once per en- Blinding Light counter. The Defeat Point cost of this ability can be cost: 4 Actions paid before or after the effect goes through. range: 20 requires: - You let out a massive burst of light. All enemies and allies within range are knocked prone and blinded for 3 rounds. Can only be used once per encounter and once per hour. After using this ability you lose the Glow effect for 1 hour.

190 191 bloodmage Arcane Fountain Endless Bleeding Demon Charge There is nothing to say about these creatures. They are empowered tier 3 talent impure on the lowest level. They have traded away their q q q Requirements: A Tier 2 talent, some time during a very blood for powe. They’re cursed warriors and families. young age or very very recently you must have been ex- To work with them is risk infection. The bloodmages are posed to a massive burst or well of pure arcane energy. not to be trusted, they are too strange. Talents Required: Blood Acolyte Talent Restrictions: Poisoned, Enraged Power Blade Channel Gorge Siphon Demon Strike Final Rage Bloodmage is a specialized class. Depending on the Cost: 2 Skill Points specific type of Bloodmage you want to be there might - Effect - q q q q q q be additional requirements. Able to use the Magic Points (MP) resource. +20 Maximum MP. Bloodmages do not use a resource. There is one spe- ciality of Bloodmage that uses the Magic Points Gain the power bloodletting. resource but otherwise Bloodmages do not use a Arcane Blood Plague Blood Demon Blood resource. There are three types of Bloodmages. Those q q q that use Magic, those that deal more damage by hurt- Bloodletting ranged attack ing themselves, and those that apply a series of damage cost: 2 Actions, 5 MP or 15 DP over time effects to their enemies. range: 5 blood acolyte tier 2 talent requires: 1 free hand and the target must have been Bloodmage Requirements: A Tier 1 talent, Acrobatics 1, Arcana 2, damaged in this or the last round. Concentration 2, Defense 2, Detection 1, Intuition 1, Target and everyone adjacent to the target take 2 q Offense 3, Weaponry 2 weapon damage. Talents Required: Specialized Talent Restrictions: - Cost: 3 Skill Points - Effect - enraged tier 3 talent Bloodmage Defenses Blood Sphere Blood Blade Damp Blade +3 bonus to damage with all attacks for every 5 Defeat Requirements: A Tier 2 talent, your family bloodline q q q q Points you lose. This bonus resets to +0 whenever you or you personaly have to have been cursed by a demon, gain Defeat Points or kill an enemy. made a pact with a demon, or be under the control of a demon in some way shape or form. Talents Required: Blood Acolyte Talent Restrictions: Empowered, Poisoned Empowered Poisoned Enraged poisoned tier 3 talent Cost: 2 Skill Points Requirements: A Tier 2 talent, your blood to have - Effect - q q q been tainted by a poison or curse with no cure. Some- Every time you make a melee attack you gain a Rage thing that will not kill you soon, but means your blood Essence. You can hold up to 3 Rage Essence at a time. is forever poisoned and afflicted. Talents Required: Blood Acolyte For every Rage Essence you have take a -1 to hit and a Blood Acolyte Talent Restrictions: Empowered, Enraged +2 to damage with all attacks. Cost: 2 Skill Points q - Effect - When you have 3 or more Rage Essence you can Every attack you make, whether you hit or miss, leaves release them as a free action on your turn to make your the target Poisoned, Cursed, or Wounded (choose one next attack a guaranteed hit with a bonus +4 to dam- when making the attack). Each one only stacks once. age for every Rage Essence released.

Alternatively you can release them as a free action on For every Poison, Curse, and Wound on the target, Specialized they take 1d4 damage at the start of their next turn anyone else’s turn for an immediate no Action cost ba- and when they make their next attack. sic melee attacck with a bonus +3 to damage for every q Rage Essence released. 192 193 bloodmage defences tier 4 talent blood blade tier 4 talent bloodmage tier 5 talent demon blood tier 6 talent Requirements: A Tier 3 talent. Requirements: A Tier 3 talent. Requirements: A Tier 2 through 4 Bloodmage talent. Requirements: A Tier 5 Bloodmage talent. Talents Required: Blood Acolyte Talents Required: Specialized Talents Required: Empowered, Poisoned, or Enraged Talents Required: Bloodmage and Empowered Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - Cost: 2 Skill Points Cost: 2 Skill Points Cost: 4 Skill Points Cost: 2 Skill Points - Effect - - Effect - - Effect - - Effect - +2 Armor, Dodge, Luck, and damage whne wearing Gain the power blood blade. +5d6 Maximum Defeat Points. You can now hold a maximum of 6 Rage Essence. Cloth or Light armor. Your Blood Acolyte bonus to damage does not reset Once per turn you can deal 5 damage to yourself and +5 daamge when wearing Medium armor. Blood Blade basic attack when you land a kill. gain a Rage Essence. cost: 2 Actions and 5 DP range: weapon requires: weapon blood sphere tier 4 talent arcane blood tier 6 talent power blade tier 7 talent Requirements: A Tier 3 talent. Make 3 melee attacks against 1 target. If all 3 attacks Requirements: A Tier 5 Bloodmage talent. Requirements: A Tier 6 Bloodmage talent. Talents Required: Specialized hit then the target is afflicted with Rogue’s Blood. Talents Required: Bloodmage and Empowered Talents Required: Arcane Blood Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - Cost: 2 Skill Points Rogue’s Blood deals 1d6 Poison damage to the tar- Cost: 2 Skill Points Cost: 2 Skill Points - Effect - get at the start of their turn for 3 rounds. - Effect - - Effect - Gain the power blood sphere. +30 maximum MP. Gain the power power blade. If only one of the attacks hit then you take damage equal to the damage you dealt with this attack. Gain the power blood chain. Blood Sphere ranged attack Power Blade ranged attack cost: 2 Actions, 10 MP or 25 DP cost: 3 Actions and 30 MP or 60 DP Blood Chain melee attack range: Adjacent blood blade tier 4 talent range: 5 cost: 1 Actions and 25 MP or 30 DP requires: 1 free hand Requirements: A Tier 3 talent. requires: 1 free hand and a melee weapon Target takes 2d12 Force damage and push the target Talents Required: Specialized range: weapon All enemies in range take 1 weapon damage. 1 space (5 feet). Talent Restrictions: - requires: 1 free hand and a melee weapon Cost: 2 Skill Points Target takes 1 weapon damage. Then all enemies You can choose to take an additional 15 damage If you deal an additional 10 damage to yourself you - Effect - within 2 spaces (10 feet) take the same damage. This when using this ability to increase the damage to 3 instead deal 3d8 + 1d4 Arcane Force damage. Gain the power damp blade. effect repears up to 3 jumps. weapon damage.

No target can be hit by this power more than once Damp Blade melee attack per cast. cost: 2 Actions range: weapon requires: Melee weapon plague blood tier 6 talent Target takes 1 weapon damage. Requirements: A Tier 5 Bloodmage talent. Talents Required: Bloodmage and Empowered You can choose to deal up to Your Level x 2 daamge Talent Restrictions: - to yourself with this attack. For every 5 damage you Cost: 2 Skill Points take in this way, add +1d8 damage to this attack. - Effect - Gain Infection and Plague. Infection and Plague work the same way as Poison, Curse, and Wound.

Your Poisons, Curses, Wounds, Infections, and Plagues now deal 1d6 damage instead of 1d4. 194 195 channel tier 7 talent siphon tier 7 talent final rage tier 7 talent arcane fountain tier 8 talent Requirements: A Tier 6 Bloodmage talent. Requirements: A Tier 6 Bloodmage talent. Requirements: A Tier 6 Bloodmage talent. Requirements: A Tier 7 Bloodmage talent. Talents Required: Arcane Blood Talents Required: Plague Blood Talents Required: Demon Blood Talents Required: Arcane Blood Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - Cost: 2 Skill Points Cost: 2 Skill Points Cost: 2 Skill Points Cost: 2 Skill Points - Effect - - Effect - - Effect - - Effect - Gain the power channel. Gain the power siphon. Gain the power final rage. +30 Maximum MP.

Gain a +2 to hit and a +1 to Armor, Dodge, and Luck Channel ranged attack Siphon basic attack Final Rage basic attack if you have more than 0 MP. cost: 3 Actions and 15 MP or 30 DP cost: 3 Actions cost: 1 Actions Anytime you deal damage outside of melee range you range: 10 range: weapon range: weapon add 2d8 Atcane damage to the damage dealth. requires: 1 free hand and a melee weapon requires: weapon requires: weapon Target takes 1 weapon damage and is slowed to Target takes 1 weapon damage and heal yourself for Target takes 4 weapon damage and you take 1 Life Gain the power fountain. Speed 1. Slow last as long as the target is in range. the amount of damage you dealt. The damage and Point damage. heal are repeated at the start of the target’s next turn until they move out of weapon range. Using this ability gives you maximum Rage Essence. Fountain melee attack cost: 1 Actions and 15 MP or 30 DP. gorge tier 7 talent The normal effects and penalties for losing a Life range: weapon Requirements: A Tier 6 Bloodmage talent. Point do not apply until the end of the encounter. Talents Required: Plague Blood demon strike tier 7 talent requires: 1 free hand and a melee weapon Talent Restrictions: - Requirements: A Tier 6 Bloodmage talent. You can choose to deal an additional 4d6 damage to Target and all enemies within 3 spaces (15 feet) Cost: 2 Skill Points Talents Required: Demon Blood yourself with this attack. If you do, the target takes take 1 weapon damage. The area this attack hit is - Effect - Talent Restrictions: - 10 weapon damage instead. now covered in arcane energy until the end of the Gain the power gorge. Cost: 2 Skill Points encounter. Anyone who starts their turn in the area - Effect - gains restores 5 MP. Can only have 1 Fountain active Gain the power demon strike. at a time per encounter. Gorge melee attack endless bleeding tier 8 talent cost: 3 Actions Requirements: A Tier 7 Bloodmage talent. Talents Required: Arcane Blood range: weapon Demon Strike basic attack cost: 2 Actions Talent Restrictions: - requires: melee weapon Cost: 2 Skill Points range: weapon This ability can only be used once per encounter. - Effect - requires: weapon Your Poisons, Curses, Wounds, Infections, and Plagues Target takes 4 weapon damage and heal yourself the Target takes 2 weapon damage. now deal 1d8 damage instead of 1d6. amount of damage you deal with this attack. Once you use this ability you and the target take a -2 to You can choose to deal 10 damage to yourself with Your Poisons, Curses, Wounds, Infections, and Plagues Dodge and Speed until the end of your next turn. this attack and cause the target to take a Blood now last for 2 enemy turns instead of 1. They still only Weakness. Targets with Blood Weakness have all deal damage on attack once. damage they deal to you reduced by 5. Gaining Defeat Points no longer resets your Blood Blood Weakness lasts until you miss an attack Acolyte damage bonus. against the target or hit a different target. At 3 Action you can target 1 person in weapon range with a Poison, Curse, Wound, Infection, or Plague and have 1 of the Poisons, Curses, Wounds, Infections, or Plagues last until the end of the encounter, they lose a Life Point, or they’re 10 or more spaces away from you. 196 197

1 2 3 4 5 6 Other/Bonus +1 +2 +3 d6 d8 d12 Acrobatics O O O q q z + ______Arcana O O O q q z + ______Athletics O O O q q z + ______Beastiary O O O q q z + ______Bluff O O O q q z + ______Concentration O O O q q z + ______Defense O O O q q z + ______Detection O O O q q z + ______Diplomacy O O O q q z + ______Forgery O O O q q z + ______Guns O Pistols Guns O Rifles Guns O Shotguns Heroism O O O q q z + ______History O O O q q z + ______Mental Intimidation O O O q q z + ______Physical Intimidation O O O q q z + ______Intuition O O O q q z + ______Lockpicking O O O q q z + ______Offense O O O q q z + ______Perform (______) O O O q q z + ______Pickpocket O O O q q z + ______Search O O O q q z + ______Sneak O O O q q z + ______Technology O O O q q z + ______Weaponry O O O q q z + ______Wilderness O O O q q z + ______O O O q q z + ______O O O q q z + ______demon charge tier 7 talent Requirements: A Tier 6 Bloodmage talent. Talents Required: Dmon Blood Talent Restrictions: - Cost: 2 Skill Points - Effect - You can now hold a maximum of 12 Rage Essence.

Everytime you gain a Rage Essence you leave a De- mon Charge on an adjacent creature.

Anyone with a Demon Charge on them takes +1d6 damage from your melee attacks and gives you 2 Rage Essence for attacking them.

Gain the power impale.

Impale melee attack cost: 3 Actions range: Your Speed requires: melee weapon. Move a minimum of 3 spaces and a maximum of this powers range in a straight line.

At the end of the movement an adjacent target takes 5 weapon damage and your Armor, Dodge, and Luck are reduced by 5 until you are hit by an attack.

198 199 world hunter Waters of Change Earthquake Long ago our world was invaded by the Elementals. elemental earth tier 2 talent They were creatures like no others made of pure ele- q q Requirements: A Tier 1 talent, Acrobatics 1, Athletics mental energy who’s bodies we could barely stand to be 1, Concentration 2, Defense 2, Detection 2, Heroism near. Naturally a war broke out and everyone took sides. 2, Intuition 2, Offense 1, Search 1, Wilderness 2. Those who allied with the elementals were granted super- Talents Required: Elemental natural powers and knowledge on how to use and shape Talent Restrictions: Elemental Water the elements. How to turn natural forces into weapons. Elemental Offense Elemental Defense Long Road Swap Cost: 3 Skill Points The knowledge granted long ago survived the passage of - Effect - q q q time and now training can allow access to this treasure Able to use the Control Point (CP) resource. trove of power. World Hunters were core parts of the elemental armies. They made up the advanced force and You are permanently slowed. You ignore all Speed special operations group for the elementals. Taking care penalties for any and all equipment. Cannot be immo- of everything from recon to assassination, medic stations, balized. Arrow Shield protection, hunting, and theft. World hunters have control over the two forces that define most worlds, the water q q While using a shield you can use Spear type weapons and the earth. They use their power to reshape the battle- with 1 hand and gain a bonus +1d8 damage with all field to fit hteir needs. attacks made with Spear type weapons.

World Hunters use the Control Point resource. They Every time an attack fails to hit your Armor, Dodge, Aqua Terra are a class that specialize in battlefield control and or Luck you gain 1 CP. manipulation with some ability to heal. There are two q q specialties: Aqua, focused more on the healing and Every time an attack hits above your Armor, Dodge, or agressive control, and Terra focused more on battlefield Luck lose 1 CP. manipulation and defensive support.

Water Bolt True Sight Elemental Wall Earthen Tools Stone Smash flow tier 3 talent q q q q q elemental water tier 2 talent Requirements: A Tier 2 talent Requirements: A Tier 1 talent, Acrobatics 1, Athletics Talents Required: Elemental Water 1, Concentration 2, Defense 2, Detection 2, Heroism Talent Restrictions: - 2, Intuition 2, Offense 1, Search 1, Wilderness 2. Cost: 2 Skill Points Talents Required: Elemental - Effect - Flow Stirred Reposition Shaken Rubble Talent Restrictions: Elemental Earth Gain the power flow Cost: 3 Skill Points q q q q q - Effect - Able to use the Control Point (CP) resource. Flow ranged power cost: 1 Actions and 1 CP. You ignore all effects of difficult terrain. You double all range: weapon or adjacnet Speed penalties for any and all equipment. Elemental Water Elemental Earth requires: ranged weapon or 1 free hand. q q While using a Crossbow or Bow type weapon you Target is pushed 1 space. If the target can’t move gain a bonus +1 to hit and damage and do not need to back 1 space then they take 1 weapon damage and spend Actions to reload. are knocked prone.

Every time you hit with a ranged weapon gain 1 CP. Elemental Every time you miss with a ranged attack lose 2 CP. q 200 201 stirred tier 3 talent shaken tier 3 talent water bolt tier 4 talent elemental wall tier 4 talent Requirements: A Tier 2 talent Requirements: A Tier 2 talent Requirements: A Tier 3 talent Requirements: A Tier 3 talent Talents Required: Elemental Water Talents Required: Elemental Earth Talents Required: Elemental Water Talents Required: Elemental Water or Elemental Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - Earth Cost: 2 Skill Points Cost: 2 Skill Points Cost: 2 Skill Points Talent Restrictions: - - Effect - - Effect - - Effect - Cost: 2 Skill Points Gain the power stream Gain the power shaken Gain the power water bolt - Effect - Cost 2 Control Points. Range 15 feet (3 spaces)

Stream ranged attack Shaken melee power Water Bolt ranged attack You create a wall made of either Earth and stone or cost: 2 Actions and 1 CP. cost: 1 Actions and 1 CP. cost: 2 Actions and 2 CP. Water. The wall functions differently depending on the Talent you have. You can have 1 wall up at a time. range: weapon or adjacnet range: weapon range: weapon requires: ranged weapon or 1 free hand. requires: melee weapon or 1 free hand. requires: ranged weapon Elemental Water: Wall made of water. The wall is 6 Target takes 1 weapon damage. An ally in range is Target is knocked prone. If target is already prone This attack does not use ammunition. Target takes 2 spaces (30 feet) wide, 10 feet tall, and about a finger’s healed for 1d6 Defeat Points. If you roll a 12 on the target is immobalized until the end of your next weapon damage and is pushed 3 spaces or immobal- width in thickness. The wall can be shorter and smaller. die to hit with this attack the heal is changed to 1 turn. If target is already immobalized then once the ized until the end of their next turn, your choice. The wall does not take up a space or block movement. weapon damage Defeat Points instead. immobalize wears off target is slowed until the end of the encounter. The wall last until 3 creatures pass through it or you have 0 Control Points at any time while it’s up. true sight tier 4 talent reposition tier 3 talent Requirements: A Tier 3 talent The water is clear enough to see through and does not Requirements: A Tier 2 talent rubble tier 3 talent Talents Required: Elemental Water or Elemental stop any projectiles passing through it. Allies passing Talents Required: Elemental Water or Elemental Requirements: A Tier 2 talent Earth through it are healed 1d8 Defeat Points. Enemies Earth Talents Required: Elemental Earth Talent Restrictions: - passing through it are slowed until the end of their Talent Restrictions: - Talent Restrictions: - Cost: 2 Skill Points turn and get an attack of oppertunity against them. Cost: 2 Skill Points Cost: 2 Skill Points - Effect - - Effect - - Effect - While standing in a specific type of terrain you gain Elemental Earth: Wall made of earth and stone. At the end of your turn if you are adjacent to an en- Immunity to difficult terrain. True Sight. True Sight allows you to see everything The wall is 6 spaces (30 feet) wide, 10 feet tall, and emy you gain free movement based on which Talent fully regardless of light level, blindness, or blindfolds, 1 space (5 feet) in thickness. The wall can be shorter you have: Gain the power rubble and allows you to see invisible creatures. and smaller but not thinner. The wall takes up the full spaces where its created and blocks movement. Elemental Water: 1 space that does not provoke at- Terrain is determined by the Talent you have. tacks of opportunity. Rubble melee power The wall last until 10 attacks hit it or you have 0 Con- cost: 1 Actions and 1 CP. Elemental Water: Water. The true sight extends and trol Points at any time while it’s up. Elemental Earth: your Speed as a free action although functions up to 6 spaces (30 feet) around you. range: weapon you provoke attacks of opportunity. If a creature is standing where the wall is being creat- requires: melee weapon or 1 free hand. Elemental Earth: Ground or Stone. The true sight ed and will not fit comfortably once the wall finishes Target space and all adjacent spaces become diffi- extends and functions up to 6 spaces (30 feet) around growing then it is a Concentration check from the cult terrain. Difficult terrain cost 2 Actions to move you. wall’s creator vs the creature’s Athletics check. If the through instead of 1. creator succeeds the creature is knocked off into an adjacent space. If the creature succeeds the wall does If an enemy is in a space when it becomes difficult not get raised there. terrain then they take 1 weapon damage. The wall acts as full cover and can be destroyed early by the creator at 1 CP cost. When destroyed this way it deals 1 weapon damage to all adjacent creatures and knocks them prone.

202 203 earthen tools tier 4 talent aqua tier 5 talent terra tier 5 talent arrow tier 6 talent Requirements: A Tier 3 talent The water flows in two directions, up the hill and down There are two kinds of soldiers the Earth Elementals will Requirements: A Tier 5 World Hunter talent Talents Required: Elemental Earth it. Those that choose the path up the hill are warriors send. The bloodthirsty valor knights, who we simply do Talents Required: Aqua Talent Restrictions: - with limitless endurance. Those that travel down the hill not have the tools to fight, or the stone warlords. Consid- Talent Restrictions: - Cost: 2 Skill Points understand the power of water better than any others. ering not a single one of the warlods has fallen in battle Cost: 2 Skill Points - Effect - Requirements: Tier 2 through 4 World Hunter talent yet, I think I’ll be the first to propose we being consider- - Effect - After using any non-magical non-technology equip- Talents Required: Elemental Water ing surrender. Three times a day you can create a Water Arrow. ment for at least 2 weeks time you can recreate it at Talent Restrictions: Terra Requirements: Tier 2 through 4 World Hunter talent will from any earth or stone you can touch. The process Cost: 4 Skill Points Talents Required: Elemental Earth Water Arrows last for up to 1 hour. Water Arrows can takes 10 seconds (1 round). - Effect - Talent Restrictions: Aqya also be turned into Water Bolts. Bonus to hit and damage with Bows and Crossbows is Cost: 4 Skill Points The equipment maintains all properties and abilities it changed from +1 to +2. - Effect - Water Arrows can be fired by anyone without any spe- used to have fully without any change due to its new Spear damage bonus changed from +1d8 to +2d8. cial training as long as they can use a Bow or Cross- material. Choose one of the below: bow. Choose one of the below: If you let go of the equipment or its knocked away Waters of the Frozen North When an attack using a Water Arrow hits the target from you it turns back to dirt and crumbles after 10 Any abilities that push or knock a target prone can Valor Knights of Terra takes an additional +2d4 Cold damage and is immo- seconds. This allows the weapon to be thrown if it has have that part of the ability replaced with either giving balized until the end of your next turn. that property but not for mass production on any scale. yourself or any ally within weapon range a stacking +1 While using a Spear and Shield you gain an additional to hit and damage on their next attack or with mov- +2 to hit and damage with all attacks made with the ing yourself or any ally in weapon range a number of spear. When the spear is thrown through the Thrown spaces equal to how many you were going to push the property it deals and additional +1d6 damage. shield tier 6 talent stone smash tier 4 talent target. This movement does not provoke attacks of Requirements: A Tier 5 World Hunter talent Requirements: A Tier 3 talent opportunity. While using a Spear and Shield you get a free attack Talents Required: Terra Talents Required: Elemental Earth of opportunity against any enemy who starts their turn Talent Restrictions: - Talent Restrictions: - If a prone is replaced then instead of moving the ally, within reach. Cost: 2 Skill Points Cost: 2 Skill Points it removes 1 negative status from them (prone, immo- - Effect - - Effect - balized, slowed, etc). Anytime you make an attack of opportunity you can Three times a day you can create an instant Earth Gain the smash immediately move 1 space. Shield. When an attack is made, but before damage Waters of the Ancient Forest dice are rolled, you can create the shield. Any abilities that push or knock a target prone now Stone Warlords Stone Smash melee attack allow you to instead move the target as many spaces An earth shield rises from the ground in front of the as they were going to be pushed, or 1 space if it was Gain the following abilities. cost: 2 Actions and 2 CP. target of the attack and absorbs all damage from the knocking them prone. attack and then crumbles. range: weapon Sandstone requires: melee weapon or 1 free hand. Anytime an enemy is moved, pushed, or knocked Cost 3 CP. Target cannot take attacks of opportunity You must be able to touch the same plane of ground Target takes 2 weapon damage and is knocked prone you get an immediate free attack of opportunity and will be knocked prone at the end of any move- as the target and see the target to do this. Can be done prone. against them. ment until the end of their next turn. on anyone’s turn.

This ability can be channeled and have an increased Geofist cost of 3 Actions and 2 CP. If channeled then the Cost 3 CP. Target in weapon range takes 1 weapon target takes 3 weapon damage, is pushed 2 spaces, damage and is pushed back 1 space. elemental offense tier 7 talent and is knocked prone. Requirements: A Tier 6 World Hunter talent Pressured Earth Talents Required: - Cost 3 CP. Adjacent ally or next creature (including If the target of this ability was already prone or im- Talent Restrictions: - you) who moves into any adjacent space is sent 20 feet mobalized then the target is surrounded by difficult Cost: 2 Skill Points into the air. If they fall, they take 1d6 Earth damage. terrain instead. - Effect - Anytime you are hit three times in 1 round deal 1d6 Terrain Earth or Cold damage to all adjacent enemy. Cost 3 CP. Move yourself or all adjacent allies 1 space. 204 205 elemental defense tier 7 talent waters of change tier 8 talent Requirements: A Tier 6 World Hunter talent Requirements: A Tier 7 World Hunter talent Talents Required: - Talents Required: Aqua Talent Restrictions: - Talent Restrictions: Earthquake Cost: 2 Skill Points Cost: 3 Skill Points - Effect - - Effect - Choose one of the Below Cost 6 CP, 3 Actions.

Armor Training Once a day. Change the position of everyone involved While wearing Cloth armor you gain a bonus +2 to hit in the encounter. Everyone who rolled initiative or and damage and +2 to Armor, Dodge, and Luck. who has already taken an action in the encounter, is considered to be involved in the encounter. Everyone While wearing Light Armor you gain a bonus +1 to involved has to be moved and nobody can stay in their hit and damage and +2 to Armor, Dodge, and Luck. original position.

Elemental Energy Gain Damage Reduction 2 and Vulnerability 3 to Earth and Cold damage. earthquake tier 8 talent Requirements: A Tier 7 World Hunter talent Talents Required: Terra Talent Restrictions: Waters of Change long road swap tier 7 talent Cost: 3 Skill Points Requirements: A Tier 6 World Hunter talent - Effect - Talents Required: - Cost 6 CP, 3 Actions. Talent Restrictions: - Cost: 2 Skill Points Once a day. Everyone in the encounter is knocked - Effect - prone except you. For the rest of the encounter if any- Cost 5 CP. one is knocked prone during the encounter they take an additional 1 weapon damage from you. Once per encounter you can swap your position with any ally within 6 spaces (30 feet). Until the end of the encounter anyone who does not move at least 1 space on their turn is knocked prone. Aqua: The swap deals 2 weapon damage to all crea- tures between the two of you.

Terra: The swap makes all ground between you and the ally into difficult terrain until the end of your next turn.

206 207 storm guard Abyssal Bolt Infused Arc Lightning So powerful were the Elementals that even their weakest whip student tier 2 talent and most expendable of soldiers had power enough to call The Storm Guard were soldiers. They harnessed the q q q down storms from above, cast lightning from their finger- power of the sky to aid themselves in battle but they were tips, and wield lengths of thunder and light as weapons. soldiers pure and simple. Few who fought them would survive and even fewer able Requirements: A Tier 1 talent, Acrobatics 1, Athletics to fight again after a battle against them. 2, Arcana 2, Diplomacy 2, Intuition 2, Weaponry 3. Thunder Channeler Whip Warrior Lightning Catalyst Talents Required: Elemental Storm Troopers use the Magic Points resource. They Talent Restrictions: Thunder Agent, Charged Initiate q q q are a class that specializes in doing equal parts melee Cost: 3 Skill Points combat and ranged combat. They gain several bonus- - Effect - es for using a whip and have considerable power to Able to use the Magic Points (MP) resource. +10 disable and deal damage. Their spells are powerful but maximum MP. extremely expensive. Storm Guard +2 damage with all attacks while using a Whip type q weapon. +1 to hit any non adjacent creature. thunder agent tier 2 talent After making an attack with a Whip type weapon you The Storm Guard were great warriors of legend. They gain a non stacking +1 to Armor, Dodge, and Luck. brought down the might of the sky on their enemies and Shock Strike Super Heated Lightning Sphere I will do the same. Requirements: A Tier 1 talent, Acrobatics 1, Athletics q q q 2, Arcana 2, Diplomacy 2, Intuition 2, Weaponry 3. charge initiate tier 2 talent Talents Required: Elemental Energy, pure energy. The Storm Guard were dedicated to Talent Restrictions: Whip Student, Charged Initiate the use of pure endless energy. I will study the storms. I Cost: 3 Skill Points will show the world their beauty. Thunder Strike Grab Whiplash Lightning Bolt Charged Earth - Effect - Requirements: A Tier 1 talent, Acrobatics 1, Athletics Able to use the Magic Points (MP) resource. +20 2, Arcana 2, Diplomacy 2, Intuition 2, Weaponry 3. q q q q q maximum MP. Talents Required: Elemental Talent Restrictions: Thunder Agent, Whip Student Gain the power thunder bolt. Cost: 3 Skill Points - Effect - Able to use the Magic Points (MP) resource. +30 Energy Burst Whip Reach Elemental Strike Electrify Thunder Bolt ranged attack maximum MP. q q q q cost: 2 Actions and 20 MP. range: 5 Gain the power shock. requires: 1 free hand. Target takes 1d6 per 3 levels Electric damage. Shock ranged attack Thunder Agent Whip Student Charged Initiate cost: 1 Action and 10 MP. range: 10 q q q requires: 1 free hand. Target takes a -1 to hit with all attacks until the start of your next turn. Does not stack.

If you have a whip type weapon equiped this power Elemental also deals 1 weapon damage. q 208 209 energy burst tier 3 talent elemental strike tier 3 talent thunder strike tier 4 talent whiplash tier 4 talent Store the storm, keep the power inside. Only when it has Requirements: A Tier 2 talent. Requirements: A Tier 3 talent. Requirements: A Tier 3 talent. the strength of a true disaster should it be released. Talents Required: Elemental Talents Required: Thunder Agent Talents Required: Whip Student Requirements: A Tier 2 talent. Talent Restrictions: - Talent Restrictions: - Talent Restrictions: - Talents Required: Elemental Cost: 2 Skill Points Cost: 2 Skill Points Cost: 2 Skill Points Talent Restrictions: - - Effect - - Effect - - Effect - Cost: 2 Skill Points Gain the power elemental strike Gain the power thunder strike Gain the power whiplash - Effect - You can spend 1 Action every turn to charge yourself with a Jolt. You can hold a maximum of Your Level / 3 Elemental Strike melee attack Thunder Strike ranged attack Whiplash melee attack Jolts at a time (rounded down, minimum 1). cost: 2 Actions cost: 3 Actions and 25 MP. cost: 3 Actions. range: weapon range: Ray 10 range: weapon For every Jolt you have you gain +2 Electric damage with all attacks. For every 3 Jolts you have you gain a requires: melee weapon requires: melee weapon and 1 free hand. requires: melee weapon +1 to Dodge and Luck. Target takes 1 weapon damage and gains Elemental All creatures in range take 1 weapon damage. If Target takes 4 weapon damage and is slowed. Weakness until the end of your next turn. A target you’re using a Whip type weapon then the damage is You lose 1 Jolt every time you take damage. with Elemental Weakness takes +2d6 additional increased to 1 weapon damage per 5 levels (rounded damage from any attacks that deal Fire, Electric, down, minimum 1). Gain the power energy burst Cold, or Earth damage. lightning bolt tier 4 talent Requirements: A Tier 3 talent. If an attack deals more than one type of damage Talents Required: Charge Initiate. Energy Burst ranged attack listed then the attack deals +2d6 for each type of grab tier 4 talent Talent Restrictions: - damage that matches. cost: 1 Action, 10 MP, and X Jolts. Requirements: A Tier 3 talent. Cost: 2 Skill Points Talents Required: Thunder Agent or Whip Student. - Effect - range: X Talent Restrictions: - Gain the power lightning bolt requires: 1 free hand and at least 1 Jolt. Cost: 2 Skill Points All enemies in range take Xd4 Electric damage. electrify tier 3 talent - Effect - Where X is all your current Jolt charges. Requirements: A Tier 2 talent. Gain the power grab. Lightning Bolt ranged attack Talents Required: Elemental cost: 1 Action and 15 MP. Talent Restrictions: - range: 15 Cost: 2 Skill Points Grab melee attack requires: 1 free hand. whip reach tier 3 talent - Effect - cost: 2 Actions Requirements: A Tier 2 talent. Gain the power electrify Target takes 2d8 Electic damage + 1d4 per 5 levels range: weapon Talents Required: Elemental Electric damage. (rounded down, minimum 1). Talent Restrictions: - requires: Whip type weapon. Cost: 2 Skill Points Electrify ranged attack Target takes 1 weapon damage and is immobalized. The target will remain immobalized as long as you - Effect - cost: 1 Action and 10 MP. Increase the reach of Whip type weapons while you continue to spend 2 Actions at the start of your turn range: weapon use them by 1. Deal and additional +1d6 Electric dam- to keep them immobalized. While you have the tar- age to anyone you attack who’s adjacent. requires: melee weapon and 1 free hand. get immobalized you cannot make melee attacks. Target takes 1 weapon damage and takes a -2 to damage until either you attack the target or the tar- This power cannot be used on someone who was get attacks you. previously immobalized using this ability.

210 211 charged earth tier 4 talent super heated tier 5 talent storm guard tier 6 talent lightning catalyst tier 7 talent Requirements: A Tier 3 talent. Requirements: A Tier 4 talent. Requirements: Tier 2 through 5 Storm Guard talent. Requirements: A Tier 6 Storm Guard talent. Talents Required: Charge Initiate. Talents Required: Grab or Whiplash Talents Required: Shock Strike, Superheated, or Talents Required: Whip Student Talent Restrictions: - Talent Restrictions: - Lightning Sphere Talent Restrictions: Thunder Channeler, Whip War- Cost: 2 Skill Points Cost: 2 Skill Points Talent Restrictions: - rior - Effect - - Effect - Cost: 4 Skill Points Cost: 2 Skill Points Gain the power charged earth Your Whip is infused with energy. The effect of this - Effect - - Effect - talent is different depending on what your Whip is +10 maximum MP. +20 maximum MP. made of. Charged Earth melee attack Whip type weapons you use have their damage die When you use an ability or attack that cost MP you cost: 1 Action and 15 MP. Natural increased by 1 size (d6 to d8, d8 to d10, d10 to d12, gain a +1 bonus to damage on all other abilities that The whip lights on fire, whenever you attack with it or d12 to 2d6, 2d6 to 2d8, 2d8 to 2d10, etc). cost MP. Bonus stacks up to +5 and resets at the end range: weapon use an ability with weapon range you deal an addition- of the encounter or when you gain MP. requires: melee weapon and 1 free hand. al 2d4 Fire damage. This is treated as weapon damage 1 empty space in range is Electrified. for any abilities which deal weapon damage. The MP cost of Storm Guard abilities you use are thunder channeler tier 7 talent reduced by 1 MP for every ability and attack that cost Anyone that enters an Electrificed space takes 1d6 Metal Requirements: A Tier 6 Storm Guard talent. MP that you have used during this encounter. This electric damage is Stunned for 2 rounds. A stunned The whips metal heats up and steam rolls off it. It Talents Required: Thunder Agent cannot reduce an ability below 3 MP cost. target loses their turn in a round until they are no deals an additional 3d4 Fire and Electric damage. This Talent Restrictions: Whip Warrior, Lightning Catalyst longer stunned. damage is not treated as weapon damage instead only Cost: 2 Skill Points added to any attacks damage at the end. - Effect - Only 1 space can be Electrified at a time. If you are +5 maximum MP. abyssal bolt tier 8 talent using a Whip type weapon then this power cost 3 Elementium Requirements: A Tier 7 Storm Guard talent. MP. and deals 3d6 electric damage. Lightning can be seen jumping from end to end of the When you use a power that cost MP then your next Talents Required: Thunder Channeler whip. When you attack with it, the attack damage the attack or power that does not cost MP gains a +1 bo- Talent Restrictions: - target and all adjacent creatures. This effect transfers to nus to hit and +2 bonus to damage. If you hit with that Cost: 3 Skill Points any abilties that use the Whip. attack then the next attack or power you use that costs - Effect - shock strike tier 5 talent MP gains a +4 bonus to damage. Gain the power abyssal bolt Requirements: A Tier 4 talent. Talents Required: Thunder Strike or Grab These bonuses stack with each other up to +8 so long Talent Restrictions: - lightning sphere tier 5 talent as you keep alternating. If you miss with any attacks Abyssal Bolt ranged attack Cost: 2 Skill Points Requirements: A Tier 4 talent. then all bonuses reset to +0 cost: 3 Actions and 50 MP. - Effect - Talents Required: Lightning Bolt or Charged Earth range: 50 Gain the power shock strike Talent Restrictions: - Cost: 2 Skill Points requires: 1 free hand. - Effect - whip warrior tier 7 talent Target takes 3d4 + 3d6 + 3d8 + 3d10 + 3d12 Chaos Shock Strike melee attack Cost 25 MP and 3 Actions. Requirements: A Tier 6 Storm Guard talent. damage. cost: 2 Actions Talents Required: Whip Student You take half the damage you deal with this attack. range: weapon You create an Orb of Lightning in an adjacent space. Talent Restrictions: Thunder Channeler, Lightning The orb is treated as a medium creature and can be requires: melee weapon Catalyst moved by spending your Actions. Has a Speed equal Cost: 2 Skill Points Target takes 1 damage and you regen 5 MP. to half your current Speed. - Effect - +10 maximum MP. If you are using a Whip type weapon the damage is Any creature that enters or starts its turn in a space changed to 1 weapon damage. adjacent to the Orb takes 3d4 electric damage or 3 Increase the reach of Whip type weapons you use by 1. weapon damage if you are using a Whip type weapon. You gain a bonus +1 to damage to all attacks that don’t cost MP for every 5 MP you current have. When you The Orb costs 1 Action at the start of your round to make a melee attack with a Whip type weapon you keep active or it ends. Only 1 Orb out at a time. push the target 1 space after damage resolves. 212 213 infused tier 8 talent Requirements: A Tier 7 Storm Guard talent. Talents Required: Whip Warrior Talent Restrictions: - Cost: 3 Skill Points - Effect - Whip type weapons you use have their damage die increased by 1 size (d6 to d8, d8 to d10, d10 to d12, d12 to 2d6, 2d6 to 2d8, 2d8 to 2d10, etc).

In addition, as long as you have line of sight to a Whip type weapon you have used for at least an hour you can pull it to you as a free action. If the weapon is chained down or others restrained then you need to pass a Concentration check vs 10 target to break the restraints and pull it towards you.

arc lightning tier 8 talent Requirements: A Tier 7 Storm Guard talent. Talents Required: Lightning Catalyst Talent Restrictions: - Cost: 3 Skill Points - Effect - Gain the power arc lightning

Arc Lightning ranged attack cost: 2 Actions and 20 MP range: Cone 3 requires: 1 free hand. All creatures in range take 2d10 per 6 levels Electric damage and are blinded until the end of your next turn. Blind removes the ability to draw line of sight and gives a -3 to hit with all attacks.

214 215 fire raider Ember Defender Burnmaster Pyromaniac The fire elementals are ruthless. Their power source is flame strike tier 3 talent destructive by nature and difficult to control. In the wars q q q Requirements: A Tier 2 talent long ago they were known as raiders. They would charge Talents Required: Elemental through quickly and burn everything down. Ancient art- Talent Restrictions: - work showed them riding into towns on mounts of flame Cost: 2 Skill Points and bathing everything around them in fire. - Effect - Lava Strike Eruption Formless Flame Golems Fire Burns Combustion When adjacent to an ally and using a melee weap- Fire Raiders use the Action Points resource. They are a on you gain an additional +1d6 Fire damage with all q q q q q q melee class that causes a large amount of damage over melee attacks. time if they are ignored and have many tools to keep themselves mobile. In addition, if an adjacent ally is attacked and the attack hits you can spend 1 AP to make an immediate basic melee attack. Slayer Summoner Striker q q q fire researcher tier 2 talent Requirements: A Tier 1 talent, Acrobatics 3, Ath- letics 2, Defense 1, Diplomacy 1, Mental Intimida- embers tier 3 talent tion 1, Physical Intimidation 1, Offense 2, Sneak 2, Requirements: A Tier 2 talent Weaponry 1. Talents Required: Elemental Fire Raider Talents Required: Elemental Talent Restrictions: - Talent Restrictions: - Cost: 2 Skill Points q Cost: 3 Skill Points - Effect - - Effect - Gain the power embers Able to use the Action Points (AP) resource.

Ember Strike Raider Armor Flame Snake Flamebrand Torrent Whenever an ally within 10 spaces (50 feet) of you is Embers melee attack attacked you can spend 1 AP to deal 1d6 Fire damage cost: 1 Action and 3 AP. q q q q q to the attacker. If the ally was within 5 spaces (25 feet) range: weapon the damage is increased to 2d6. requires: melee weapon or 2 free hands. The damage is applied after the roll to hit but before Target takes 2d4 Fire damage and is slowed. the roll for damage. This does not trigger if you were Flame Strike Ember Spark Wisp Burning Hands Firey Burst the target or part of the attack. Attacks that hit multi- If using a melee weapon then this ability can be used ple allies only apply one instance of this damage. as a basic melee attack as part of a Charge. When q q q q q q doing so the damage is changed to 3d4 Fire damage.

Fire Researcher q

Elemental q 216 217 spark tier 3 talent firey burst tier 3 talent Wisp fire raider summon Requirements: A Tier 2 talent Requirements: A Tier 2 talent Even a small burst of fire is full of life. Sometimes it’s so full of life that it lasts longer that the initial burn. Talents Required: Elemental Talents Required: Elemental cost summon actions Talent Restrictions: - Talent Restrictions: - 3 Actions and takes 1 Round to Summon. Ongoing 1 None (Must use AP resource) Cost: 2 Skill Points Cost: 2 Skill Points AP at at the start of your turn cost. - Effect - - Effect - size and speed: Small. 3 spaces armor: 0 defeat/life points: 1/3 when it Cost 3 AP and 1 Action. Cost 3 AP. per 1 AP hits 0 LP it burns out. Give yourself or an adjacent ally a Spark. Only 1 Spark Until the end of your next turn any enemies who start personality: N/A can be made at a time. their turn next to you take 1d6 Fire damage. At the Spark of Life: Cost 1 AP, Wisp deals 1 damage to itself and deals 1d6 Fire damage to all adjacent creatures start of your next turn deal 2d6 Fire damage to all or heals 1 adjacent ally for 1d6 Defeat Points. When someone with a spark makes a ranged attack adjacent enemies. the attack deals an additional 2d6 Fire damage and Burn Out: When this summon burns out it dies and cannot be used again. A new one must be created. pushes the target 3 spaces (15 feet) back.

ember strike tier 4 talent Requirements: A Tier 3 talent wisp tier 3 talent Talents Required: Flame Strike and Ember Flame Snake fire raider summon Requirements: A Tier 2 talent Talent Restrictions: Flame Snake, Torrent Ssssssssssssssssss. SsssSs....SSSss...SsssssssssssSsssSSsssssss... Talents Required: Spark Cost: 2 Skill Points cost summon actions Talent Restrictions: - - Effect - 3 Actions and takes 2 Rounds to Summon. Ongoing None (Must use AP resource) Cost: 2 Skill Points This ability can only be triggered when adjacent to an 2 AP at at the start of your turn cost. - Effect - ally. Gain the Summon wisp size and speed: Medium. 6 spaces armor: 0 defeat/life points: 1/5 when it Cost 3 Actions and takes 1 round to summon. Cost 4 AP. per 1 AP hits 0 LP it burns out. personality: N/A Enemy in weapon range takes 1 weapon damage and Slither: Cost 2 AP, Adjacent enemy takes 2d6 Fire damage and is pushed 3 spaces (15 feet). must include you as a target of their next attack. If burning hands tier 3 talent the enemy does not or damages someone besides you Fire Fang: Cost 3 AP, Adjacent enemy takes 1d6 Fire damage and is dazed. Dazed enemies lose 1 Action on Requirements: A Tier 2 talent before attacking you then they take an additional 1 their next turn. Talents Required: Elemental weapon damage + 2d4 Fire damage. Talent Restrictions: - Burn Out: When this summon burns out it dies and cannot be used again. A new one must be created. Cost: 2 Skill Points - Effect - Attacks made with unarmed type weapons deal an additional 1d8 Fire damage. In addition you can send a pulse of heat by slamming your fists together.

Cost 3 AP. All enemies within 2 spaces (10 feet) of you are pushed away 2 spaces (10 feet) and take 1d6 Fire damage.

218 219 raider armor tier 4 talent fire raider tier 5 talent Small Fire Elemental fire raider summon Requirements: A Tier 3 talent Requirements: A Tier 2 through 4 Fire Raider talent BURN! BURN EVERYTHING! BURN THEM ALL! LIGHT THE FIRES AND BURN THEM ALL! Talents Required: Elemental Talents Required: Ember Strike, Flame Snake, or cost summon actions Talent Restrictions: - Torrent. 0 AP and takes 1 day to Summon. No Ongoing cost. 3 Action Points (Can use your AP resource) Cost: 2 Skill Points Talent Restrictions: - - Effect - Cost: 4 Skill Points size and speed: Small. Your Speed armor: Your Armor defeat/life points: 100/1 when When an attack hits your Dodge you can spend 1 AP - Effect - per 1 AP dodge: Your Dodge it hits 0 LP it burns out. to deal 2d6 Fire damage to the attacker in addition to The range of the Fire Researcher effect is reduced to 5 the normal effects of Dodge. spaces and 3 spaces. The damage of the Fire Research- personality: Your Choice er effect is increased to 2d6 Fire damage and 3d6 Fire Body of Fire: Anyone entering or ending their turns in a space adjacent to the Small Fire Elemental take damage. 2d6 Fire damage. In addition, Small Fire Elemental cannot be healed except through an extended rest of standing in a fire, such as a campfire, for 8 hours. The extended rest will heal it back to full Defeat Points. flame snake tier 4 talent In addition targets hit by the effect from Fire Re- Requirements: A Tier 3 talent searcher are marked as Flamed. A Flamed target is Firebolt: Cost 3 AP, range 5. Target takes 3d6 Fire damage. Talents Required: Spark slowed and takes 1d6 Fire damage at the end of their next turn if they do not attack you that turn. Talent Restrictions: Ember Strike, Torrent Burst: Cost 2 AP, all adjacent creatures take 1d6 Fire damage and are knocked prone. Cost: 2 Skill Points - Effect - Gain the Summon flame snake Burn Out: When this summon burns out it dies and cannot be used again. A new one must be created. Cost 3 Actions and takes 2 rounds to summon. slayer tier 6 talent Requirements: A Tier 5 Fire Raider talent Talents Required: - striker tier 6 talent lava strike tier 7 talent Talent Restrictions: Summoner, Striker. Requirements: A Tier 5 Fire Raider talent Requirements: A Tier 6 Fire Raider talent firebrand tier 4 talent Cost: 2 Skill Points Talents Required: - Talents Required: Slayer Requirements: A Tier 3 talent - Effect - Talent Restrictions: Slayer, Summoner. Talent Restrictions: - Talents Required: Elemental Any time an ally is attacked by a target within your Cost: 2 Skill Points Cost: 2 Skill Points Talent Restrictions: - Speed distance you can spend 3 AP to charget at the - Effect - - Effect - Cost: 2 Skill Points target after damage is rolled. Unarmed attacks you make now also deal Slashing Gain the power lava strike - Effect - damage in addition to any other damage types. Gain a bonus +1 to hit and +3 Fire damage with weapons that deal Slashing type damage. Cost 6 AP Lava Strike melee attack summoner tier 6 talent cost: 2 Actions and 6 AP. You create a wall made of Fire. You can have 1 firewall Requirements: A Tier 5 Fire Raider talent range: weapon up at a time. The wall is 6 spaces (30 feet) wide, 10 feet Talents Required: - requires: melee weapon. Talent Restrictions: Slayer, Striker. tall and 1 space (5 feet) thick. The wall can be shorter torrent tier 4 talent Target takes 2 weapon damage, deals 5 less damage Cost: 2 Skill Points and smaller but not thinner. The wall does not take up Requirements: A Tier 3 talent with all attacks, and is immobalized until the end of - Effect - a space or block movement. Talents Required: Burning Hands and Firey Burst your next turn. Talent Restrictions: Ember Strike, Flame Snake Fire Raider Summons you summon gain a pool of 3 Action Points they can spend on their own actions. The wall lasts until 3 creatures pass through or enter Cost: 2 Skill Points it, you break line of sight with the wall, or your Action - Effect - Points hit 0 at any time while it’s up. Cost 1 Actions and 4 AP. Gain the Summon small fire elemental Cost 0 AP and takes 1 day to summon. Allies can pass through the wall and while inside it can Adjacent empty space becomes a torrent of fire. Only 1 The Small Fire Elemental stat block already reflects draw line of sight but cannot have line of sight drawn torrent can be placed at a time. The torrent takes up 1 to them. empty space fully. Until the end of your next turn any having 3 Action Points of its own. enemy within 5 spaces of the torrent takes 1d4 Fire Enemies who pass through or end their turns in the damage every time they make an attack. wall take 3d6 Fire damage. Enemies who end their turns adjacent to the wall take 2d6 Fire damage. 220 221 eruption tier 7 talent burns tier 7 talent burnmaster tier 8 talent pyromaniac tier 8 talent Requirements: A Tier 6 Fire Raider talent Requirements: A Tier 6 Fire Raider talent Requirements: A Tier 7 Fire Raider talent Requirements: A Tier 7 Fire Raider talent Talents Required: Slayer Talents Required: Striker Talents Required: Summoner Talents Required: Striker Talent Restrictions: - Talent Restrictions: - Talent Restrictions: Ember Defender, Pyromaniac Talent Restrictions: Ember Defender, Burnmaster Cost: 2 Skill Points Cost: 2 Skill Points Cost: 3 Skill Points Cost: 3 Skill Points - Effect - - Effect - - Effect - - Effect - When adjacent to at least 4 enemies you can use the Every time you take damage, deal 1d6 Fire damage for Fire Raider Summons you summon gain an additional Attacks made with unarmed weapons deal an addi- following power: Cost 6 AP. Requires a melee weapon. every 10 damage (rounded up) you take. 1 AP to their AP pool. tional +2d6 Fire damage.

All enemies within weapon range take 3 weapon dam- Your Fire Raider Summons can trigger the effect of Every time anyone within 3 spaces (15 feet) of you age and are knocked back 2 spaces. If you are below the Fire Researcher and Fire Raider Talents by using takes Fire damage gain a Pyro Charge. You can hold a half health, damage is increased to 5 weapon damage. combustion tier 7 talent their own AP pool if an enemy is within their range maximum of 3 Pyro Charges. Each Pyro Charge costs Requirements: A Tier 6 Fire Raider talent and you do not trigger it yourself. 1 AP or 3 Defeat Points at the start of your turn to Talents Required: Striker keep or it burns away and you lose it. Talent Restrictions: - Your small fire elemental Summon is replaced formless flame tier 7 talent Cost: 2 Skill Points with elemental golem (fire) For every Pyro Charge you have, give yourself +1 Requirements: A Tier 6 Fire Raider talent - Effect - Speed, +1 damage with all attacks, and increase your Talents Required: Summoner Gain the power combustion Gain the Summon elemental golem (fire) unarmed melee range by 1. Talent Restrictions: - Cost 0 AP and takes 1 day to summon. Cost: 2 Skill Points - Effect - Combustion melee attack The Elemental Golem (Fire) stat block already reflects having 4 Action Points of its own. Cost 6 AP 2 Actions. cost: 2 Actions and 6 AP. range: weapon Create a ring of fire around you. The ring is wide enough to surround 1 space (5 feet). The ring of fire requires: unarmed type weapon lasts 3 jumps. If the ring cannot jump it disappears. Target becomes Flamable until the end of the en- Elemental Golem (Fire) fire raider summon Only 1 ring of fire can be out at a time. counter. A Flamable target takes a bonus 2d4 dam- Burn almost everything. age from Fire, Acid, and Arcane damage. cost summon actions The ring deals 2d6 + 2d4 Fire damage to the creature 0 AP and takes 1 day to Summon. No Ongoing cost. 4 Action Points (Can use your AP resource) that starts its turn inside the ring. The ring automati- cally jumps to the first target in a space adjacent to the size and speed: Medium. Your armor: Your Armor +2 defeat/life points: 150/5 when creature it is current surrounding at the end of the turn ember defender tier 8 talent Speed per 2 AP dodge: 0 it hits 0 LP it burns out. of the creature it is currently surrounding. Requirements: A Tier 7 Fire Raider talent personality: Your Choice Talents Required: Slayer Fire Golem Body: Anyone entering or ending their turns in a space adjacent to the Elemental Golem (Fire) First target is determined by the direction the creature Talent Restrictions: Burnmaster, Pyromaniac take 3d8 Fire damage. In addition, Elemental Golem (Fire) cannot be healed except through an extended rest currently surrounded by the ring of fire is facing and Cost: 3 Skill Points of standing in a fire, such as a campfire, for 8 hours. The extended rest will heal it back to full Defeat Points. then going clockwise around it. - Effect - +25 maximum Defeat Points, +1 Life Point, +2 Armor, Dodge, and Luck. Firebolt: Cost 3 AP, range 5. Target takes 3d6 Fire damage. golem’s fire tier 7 talent +5 damage to all attacks made when adjacent to an ally Burst: Cost 2 AP, all adjacent creatures take 1d6 Fire damage and are knocked prone. Requirements: A Tier 6 Fire Raider talent with less maximum Defeat Points than you. Talents Required: Summoner Fire Golem Fist: Cost 2 AP, range adjacnet. Target takes 3d8 Fire damage and is pushed 1 space. Talent Restrictions: - When using a weapon that deals Slashing damage you Cost: 2 Skill Points can choose to deal half damage the attack to gain 2 - Effect - AP or spend 2 AP and move an adjacent ally 2 spaces. Golem Armor: 3 AP, all adjacent creatures gain non stacking +2 Armor until the start of your next turn. All Fire damage you deal goes through Fire resistence and immunity. When you hit with a charge, you also knock the target Burn Out: When this summon burns out it dies and cannot be used again. A new one must be created. prone. If already prone they take +1d6 Fire damage. 222 223 Magic Items “BEHOLD! The Sword of 12 and a half truths!” “why is it called the sword of 12 and a half truths?” “Becuase I’ve killed 12 men and one dwarf with it!” “What does that even have to do with tru-” “DO YOU WANT TO MAKE IT 13!” “No Sir! No I do not! Your sword’s amazing please don’t hurt me”

Long ago, saying an item was a Magic Item was like Fire Rune III magic item Fire Fire +2d6 Fire saying you knew how to breath air or that your stairs Rune Magic: Fire + Fire + Fire Fire Water Special let you reach the second floor of your house. slot: Weapon type: Any Melee Fire Earth +1d6 Fire and Stone Fire Wind +1d6 Fire and Sonic +3d6 Fire damage. Now magic items are rare, they are special. Magic Fire Energy 1 adjacent enemy takes 1d6 F and En items can be powerful or simply mildly enchanted. Fire Decay +1d6 Fire and Poison They can be the defining feature of a character or sim- Fire Arcane pay 5 MP +2 hit +1d6 Fire ply another tool in a character’s arsenal. Flame Necklass II magic item Rune Magic: Fire + Fire + Empty Water Water +1d8 Cold and Slowed Some Magic Items are still common enough that most slot: Neck type: Jewelry Water Earth +1d6 Stone and Slowed of the world knows they exist. Some of them are still Water Wind +1d6 Sonic and Slowed mass produced thanks to discovering ancient empire 1 Action, person right in front of you takes 6d6 Fire damage. Necklass takes 4 hours to recharge. Water Energy 1 adjacent enemy is Slowed equipment used to mass produce them. Their effects Water Decay +1d6 Poison and Slowed are not as impressive or flashy but no less potent then Water Arcane pay 5 MP +2 hit and Slowed the other rarer effects. Runic Magic Runes: Earth Earth +2d6 Earth On average a player should start finding magic items Earth Wind +1d6 Earth and Sonic near level 5 or 6. By level 10 the player should have ei- Common Runes Fire (Fire) [damage] Earth Energy 1 adjacent enemy takes 1d6 Ea and En ther 2 or 3 of the weaker magic items and start finding Earth Decay +1d6 Earth and Poison magic items of the next tier up. Water (Cold) [effect] Earth (Stone) [damage] Earth Arcane pay 5 MP +2 hit and +1d6 Earth Wind (Sonic) [damage] By level 15 they should have 2 or 3 mid range magic Wind Wind +2d6 Sonic items and 1 or 2 of the weaker items. Energy (Electric) [effect] Decay (Poison) [damage] Wind Energy 1 adjacent enemy takes 1d6 W and En Arcane (Arcane) [effect] Wind Decay +1d6 Sonic and Poison By level 20 they should have their 2 maybe 3 high Wind Arcane pay 5 MP +2 hit and +1d6 Sonic powered big effect magic items and a few items they Max 3 Runes on any weapon decided to keep from previous adventures. Energy Energy 1 adjacent takes 2d6 En matching damage: damage goes up Energy Decay 1 adjacent enemy takes 1d6 Poison Magic items come in 6 different types and 9 different Energy Arcane pay 5 MP 5 En damage in melee slots for items. You can only have 1 magic item in a both damage runes: counts as both types, damage does slot at a time. not go up matching effect: both effects proc Decay Decay +2d6 Poison Decay Arcane pay 5 MP +2 hit and +1d6 Poison This Does Not mean that you should have 1 magic damage + effect: Special or just damage added to effect item in each and every slot. This is to stop you from Arcane Arcane pay 5 MP 6 Arcane in melee wearing 3 belts and 5 pairs of gloves. Fire Fire +2d6 Fire Fire Water Special standard Fire Earth +1d6 Fire and Stone enchanted Fire Wind +1d8 damage to next Fire damage cursed Fire Energy 1 adjacent enemy takes 1d6 F and E hexed Fire Decay +1d6 Fire and Poison legacy Fire Arcane pay 5 MP +2d6 Fire damage adventurer

224 225 Technology Do you know why you have guns? Do you know who gave you the knowledge to build them? Who sent the schematics of your warships to you? Do You Even Understand Who I Am?! What I AM! Can Your Small Little Brains Even COMPREHEND THE TECHNOLOGY YOU HAVE?!!” -recently translated chaos believer message. Technology is what let the ancient empire an empire. Technology is what let the human race that was other- wise the youngest and least accomplished race topple over kingdoms that had stood for centuries.

Technology was everything to the ancient empire and it was a part of everything and everyone. Technology made life easier, faster, simpler, more rich and acces- sible. Technology is also almost entirely lost to the cataclysm that destroyed the ancient empire.

The scraps left are just that, scraps. They are what little technology could survive the centuries of abadonment. Even these scraps are still extremely powerful and desired.

The legends and records speak of technology that ranged from guns to mechs to cars and flying cities. Electric stoves, refrigirators, cleaning machines and beds that would cure you of every illness with the push of a button.

Technology is divided into 6 Tech Levels. A Tech level is how much knowledge of how technology works in general that you would need to use the piece of tech- nology. Generally, the higher the Tech Level the more powerful or specialized the technology is.

Technology, for the most part, runs on energy sourc- es. Energy sources were these universal small packs the ancient empire developed to have technology run without constantly needing to be plugged into a larget electric grid. The technology will specify what kind of energy source it uses and the different sources work a little differently. There are three types of energy sourc- es: Magic, Electric, and Miniverse.

226 227 Below are some example enemies used in playtests for (these were the only two I could find saved on my Example Enemies and Basic Enemy Design the game so far. They should not be taken as a sign of computer I’ll add more to this list when/if I get anoth- The world is a dagerous place. The world is a fucking dangerous place. No wait, I don’t think I’m explaning this what every enemy is like or what they will be like once er group to playtest with.) right. The world is so dangerous that I heard a story about a guy who tried to pet a raddit, beat him nearly half to actual balance is applied to them. death. Then some ancient empire drone that survived the cataclysm started attacking him for tresspassing. They, like the guidelines to the left, are simply exam- This section is to just give an example set of enemies Enemies levels 1 through 6. ples of what’s been used so far. I haven’t tested to see or basic guidelines to follow to design basic simple 10 to 30 DP/ 1-2 LP. if they are balanced. I have only used them to test enemies for this game. +0 to +1 to hit. mechanics and such. 4-6 Armor or Dodge A full beastiary/monster manual is being made, this is 1d4 to 1d8 damage per basic attack. just here to give a reference. A sort of base line. 1d8 to 1d12 AOE/multi target attacks. Grey Orc Size Medium 2d8 to 3d6 damage per single target rare attack. ------Most designed enemies go far above the guidelines Rare attacks on 1 enemy per encounter at most. 24 DP/1 LP 6 Armor 4 Speed listed here but all of them were designed with these +0 to +2 damage on attacks. guidelines in mind and then had powers, tricks, or neat 3 Actions 3 Actions small brain, big mustles, speaks Orcish. things added to them. Carries around a big club that looks less like a weapon Enemies levels 7 through 10. and more like he pulled a thick tree branch off a tree. The guidelines are averages. Most of the time, an eme- 30 to 60 DP/ 1-3 LP. my following them should not differ more than a few +1 to +3 to hit. Orc Club points in either direction. 6-10 Armor or Dodge. +1 to hit melee attack d6+0 crushing. 2d4 to 2d8 damage per basic attack. The listed guideliens are for ELITE enemies. Elite en- 2d6 to 2d12 in AOE/multi target attacks. Rage emies are meant to be 1 for 1 against player characters 2d8 to 3d6 damage per single target rare attacks. 1 Action, Grey Orc screams something in Orcish that take a class or damage dealing proffession or in Rare attacks on 2 enemies per encounter at most. about your mother and gains a -1 to hit and +1d6 to some way put skill points into combat focused stuff. +2 to +3 damage on attacks. damage. Rage stacks last until Grey Orc lands a hit or 3 Actions someone in line of sight dies. Max 3 stacks. Regular enemies are meant to be 1-3 for 1 against combat focused player characters but more 1 to 1 for Enemies levels 11 through 15. characters who focus on other non combat skills. 45 to 80 DP/ 2-3 LP. Axe Crazy Orc Size Medium +2 to +4 to hit. ------8-12 Armor or Dodge. 30 DP/1 LP 3 Armor 6 Speed 3d6 to 3d10 damage per basic attack 3d6 to 3d8 in AOE/multi target attacks. 3 Actions smaller brain, angry and fast, speaks 3d6 to 3d12 damage per single target rare attacks. Orcish but often just screams incoherently. Carries Rare attacks on 3 enemies per encounter at most. around a bag full of crude Orc made axes. +3 to +4 daamge on attacks. 4 Actions. Orc Axe +0 to hit melee attack d6+0 slashing Enemies levels 16 through 20. 60 to 100 DP/ 3-4 LP. Throw Axe +3 to +5 to hit. +1 to hit range 5 attack d6+1 slashing 10-18 Armor or Dodge. 4d6 to 4d12 per basic attack. Axe Crazy Slash 4d6 to 4d12 in AOE/multi target attacks. 3 Actions, Axe Crazy Orc makes 3 melee attacks at +0 6d6 to 4d12 damage per single target rare attacks. to hit with his axe. For every axe that hits he deals 1d4 Rare attacks on 3 enemies per encounter at most. damage at the start of the players turn for 3 turns. +4 to +5 damage on attacks. 5 Actions.

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