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Building Process Divide 5

Distribute 7 points among 3 Physicality + Fray Skill + Reputation & points among
1. Naming Attributes Unarmed
Attributes Agility Skill + Armor Bonus Wealth Reputation
and Wealth
2. Identity
3. Attributes Multiply Attribute points
and distribute among Physicality + Fray Skill +
4. Skills Skills corresponding 5 Skills. During Melee Agility Skill + Armor Bonus+
Character creation, a Skill can Weapon Bonus
5. Virtues
have a maximum of 3 ranks.
6. Resistances
Distribute 7 points among 3 Physicality + Range Skill +
7. Combat Potential Virtues Ranged
Virtues. Armor Bonus + Weapon Bonus
8. Gifts Choose Gifts and distribute 4
Endurance Add 3 to Physicality Attribute Gifts
9. Finishing Touches points among their ranks

Roll 4 dice – every failure


Stamina Derived from the Endurance Corruption (number 1) is one starting
point of Corruption

STARTING POINT DISTRIBUTION COMBAT


Abilities Virtues Reputation & Wealth Combat
Actions
Phase
Newly Awakened
5 points 5 points 3 points
Characters Declaration Players declare their Character's
Phase intent
Standard Point
7 points 7 points 5 points
Distribution Maneuver Movement, non-affective
Phase maneuvers, non-affective Gifts
Experienced
Character Point 10 points 10 points 7 points
Engagement
Distribution 1. Count the roll pool
Phase

2. Add or subtract bonus or


penalty dice if applicable
Number of
successes Example of Tasks SPECIAL ROLLS 3. Divide the pool between
rolled Attack and Defense
Contested
Higher success count wins
Climbing up the wall which Roll
4. Roll the dice
1 Average has holes to put the feet and Even when Roll Pool equals
hands into Chance Roll zero, a Player is always allowed Count the successes and
a single die roll Resolution
Breaking a wooden chair with calculate the damage. Narrator
2 Good Phase
one punch describes the result
For every helping Character
Helping with
Picking a lock in darkness which has ranks in that Skill,
3 Very Good the Skill
under the pressure add one die to the Roll Pool

Jumping on a horse in a full Banal tasks don't require roll


4 Excellent Automatic and creative roleplaying can
gallop
Success give you an Automatic Success
Hitting a thin rope over the (Picture Rule)
5 Superb
distance of 30 meters
Retrying
Raise task difficulty by one
after Failure
Action
Examples
Attribute + Skill combination HAZARD TABLE
1 point per 10 feet
Calming Sociality + Expression
Falling (3 m) fallen / lethal Physicality or Agility
damage
Climbing Physicality + Agility
1 point per second /
Crafting Intellect/Physicality + Craft Minor fire Torch
non-lethal damage

Diagnosing Intellect + Medicine Engulfed in flames;


3 points per second/
Major fire lava
lethal damage
Fast Talk Sociality + Expression Physicality or Survival

Below freezing
First Aid Intellect + Medicine 1 point per minute /
Cold temperatures
lethal damage
Physicality or Survival
Hunting Physicality + Survival
Large object or
Sociality + Empathy/ 3 points / lethal creature falls on
Interrogation Crush
Expression damage character
Physicality or Agility
Sociality + Expression/
Intimidation
Physicality + Expression 6 points / lethal Roof collapse, cave-in
Huge crush
damage Physicality or Agility
Investigation Intellect + Perception

Jumping Physicality + Agility

MELEE WEAPON CHART


Larceny Physicality + Stealth

Lifting Physicality + Agility


Name Type Damage Special Value
Manipulation Sociality + Expression
Stick Non-Lethal +1 / 1 Wealth
Memorizing Intellect + Perception
Club Non-Lethal +3 / 2 Wealth
Sociality/Intellect/ Physicality +
Performance Dagger /
Performance Lethal +1 / 1 Wealth
Short Sword
Public Speech Sociality + Oratory
Long Sword Lethal +2 / 3 Wealth
Research Intellect + Academics 2 hands and
Two Handed
Lethal +3 Physicality 2 4 Wealth
Riding Physicality + Survival/Agility Sword
or more
Running/ Two Handed
Physicality + Agility
Pursuit Sword - Resin Lethal +3 / 5 Wealth
Cast *
Seduction Sociality + Expression/Empathy
Physicality 2
Axe Lethal +2 3 Wealth
Sneaking Physicality + Stealth or more

Swimming Physicality + Survival/Agility 2 hands,


Great Axe Lethal +4 Physicality 3 3 Wealth
Teaching Sociality + Oratory or more

Great Axe -
Tracking Intellect + Survival Lethal +4 / 5 Wealth
Resin Cast *

Trade Sociality + Trade


*Due to Resin Cast (combination of steel and resin) the weapon is lighter but
shines a small amount of light in the dark - it can be used as a light source in
the darkness.
RANGE WEAPON CHART ADVANCING OF A CHARACTER
Name Type Damage Special Value
Attributes 20 XP per rank
Sling Non-Lethal +1 / 1 Wealth
Crossing the boxes / 5
Bow Lethal +1 / 2 Wealth Skills
XP per rank
Physicality 2 Crossing the boxes/ 5
Long Bow Lethal +2 3 Wealth SSpecializations
or more XP per rank
Can fire once
Crossbow Lethal +2 3 Wealth Crossing the boxes/ 5
per 2 turns Gift Rank
XP per rank
Can fire once
Gun Lethal +5 5 Wealth Unlocking the new
per 3 turns 20 XP
Gift Tree

ARMOR CHART
XP POINTS AWARDED
Name Drawback Bonus Special Value
Partaking in the game
Leather 1
/ +1 / 1 Wealth session
Armor
Successful game
Chainmail / +2 / 3 Wealth 1
session

All Physique
actions have Creative role playing 1
Physicality 2
Plate a penalty +3 3 Wealth
or more
of - 1 due to Completion of the
encumber 3
Story

Plate - Resin
/ +3 / 5 Wealth
Cast **

All Physique
actions have
Physicality 3
Full Plate a penalty +4 4 Wealth
or more
of - 2 due to
encumber

All Physique
actions have
Full Plate - Physicality 2
a penalty +4 5 Wealth
Resin Cast ** or more
of - 1 due to
encumber

Small Shield / +1 / 1 Wealth

Medium
/ +2 / 2 Wealth
Shield

Physicality 2
Tower Shield / +3 4 Wealth
or more

Can be
installed on
Spikes on all Shields,
/ / 2 Wealth
Shield gives 1 bonus
die to melee
combat pool

*Due to Resin Cast (combination of steel and resin) the weapon is lighter but
shines a small amount of light in the dark - it can be used as a light source in
the darkness.
BODY GIFTS GIFT SUMMARIES
Manipulation of bodily The effects of the Gift get stronger with
Body Knowledge
functions higher Gift rank. Higher rank is attained
Rank
with using the Gift and crossing the
Users can turn bones in their boxes next to the rank, just like Skills
Bone Spike
hands into weapon
What should be rolled, it's the number
Regeneration Healing of the body Roll of dice equal to the points in Gift Tree,
except if noted otherwise
Strengthening the capabilities
Superior Constitution
of the body
ACTIVATION
Superior Senses Heightened senses
Instant the Gift is activated instantly

MIND GIFTS Seconds/Minutes


an in-game time necessary for Gift to be
activated
Communication through
Communication
linked minds for how long the Gift stays active, and
Duration time which has to pass before activating
Memories Access to someone's memories it again

Mind Carver Mind reading Reflexive Vasall can use the Gift only on himself

Mindcrusher Manipulation of memory Gift can be used on anyone around the


Affective
Vasall
Controlling the actions of the
Servant the subject must be touched to be
target Touch
affected by Gift

ILLUSION GIFTS Line of Sight


the subject has to be in completely in
sight for the effect to take place
User is covered by night
Concealer and illusion, to the point of Vasall has to have eye contact with the
Eye Contact
invisibility subject to manifest the Gift

Dreamcollector Manipulation of dreams

Morph Changing the appearance

Sense Degeneration Distorting the senses

Creating the illusions out of


Vivid Dream
thin air

REALITY GIFTS
Bending Manipulation of the matter

Distortion Wave of invisible force

User can see emotions of other


Phase
people

Instant transportation to
Shift
nearby location

Moving the object without


Telekinesis
touching it

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