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Introduction

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Character Creation

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Leveling Up

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Monster Creation

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Gameplay

Passive Actions

Analyze

You understand that knowledge is power, so you take a moment to see what information you can glean
about your opponent. What sort of abilities do they have? What is their fighting style and habits? Are
there any weaknesses that you might exploit?

Effect: You may spend a passive action in order to make a Cun vs Cun success roll against a target you
can see. If you succeed, the GM will give you a piece of information about the target and you gain a
stack of analysis against them.

You may request what piece of information you would like to learn about the target, but it is up
to the GM’s discretion what information you will receive. Below is a chart that shows some pieces of
information that a character might glean using this action, but this is not a comprehensive list and items
may be added at the GMs discretion.

For each stack of analysis you have against a target, you gain +1Off, +1Def, +2Dmg, +1
Protection Score against that target. You also get +1 to all non-attack non-analyze success and challenge
rolls against that target. You may have a number of stacks of analysis on any given target equal to your
Cun stat or 10, whichever is lower. You may only have stacks of analysis on up to 5 targets at a time,
however, whenever you place an analysis stack on a non-unique monster or NPC, you gain the benefits
of analysis stacks against all monsters and NPCs with the same name. Stacks of analysis last for one day,
and if you would ever have more than five characters that would have stacks of analysis for, choose one
character and lose all of you stacks for that character.

Possible Info Learned via Analysis

HP

Myth

1 Stat

1 Gene

Offense of 1 attack

Defense of 1 reaction

1 Technique, spell, or other special ability that character possesses

The level of a technique, spell, weapon, or other ability you already know about

Character level

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Character mood

Character race

Personality type

Relationship to another character

Other pieces of information at the GMs discretion

Strike the Weak Point

By analyzing your opponent you have identified a particularly vulnerable section of their body. By aiming
for this spot you can deal a devastating blow to your opponent.

Effect: You may only use this action against targets that you have at least 1 stack of analysis on. You may
spend a passive action in order to make a Cun vs Cun success roll against a target you can see. If you
succeed, your next attack that hits this turn will deal +5Dmg.

Cunning Attack

You fling dirt in your opponent’s eyes, feint, or even intently focus on a single opening in their defense.

Effect: You may spend a passive action in order to make a Cun vs Cun success roll against a target you
can see. If you succeed, your next attack this turn gets +3Off.

Aura Flex

You flex your power, sending out an aura letting everyone around you know just how strong you are.
Each person’s aura is unique, and not only conveys how powerful that character is, but a bit about what
kind of person they are. Someone familiar with your aura may learn to recognize it, even if they can’t see
your face.

Effect: Spend a passive action and 1 point of myth in order to use this action. Characters within a radius
around you equal to your [(Lv + Hrt) x20ft)] instantly know how much myth you had before using this
ability and what level you are. Additionally they also know your current mood, intent, and what
alignment you are. Characters may make a reaction in order to make a (Cun) success roll against a
challenge rate equal to your (Lv + Cun +10). If they succeed, they also get a read on your personality
type. Characters within the aura of your ability are able to see the color of your aura. The color of an
aura is unique to an individual. When using this action, you can shrink the radius to as small as 5ft if you
so desire. Characters who have felt your aura before but cannot see you may make a (Cun) vs (Cun)
success roll in order to identify that it is your aura.

Prepare a Counter

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Counters represent your character’s readiness to react and enable them to use powerful defensive
techniques they otherwise wouldn’t be able to.

Effect: Spend a passive action in order to prepare a counter. Various reactions and reaction type
techniques require a counter to be spent or prepared in order to be used. A character may store up to 3
counters at a time, but any unspent counters disappear during a characters upkeep.

Ferry

As you run, you grab your allies and carry them with you.

Effect: When making a movement action, you may spend a passive action in order to take up to one ally
per arm with you. Allies scooped up this way must be within reach along your path as you are moving
and their total size modifiers between them cannot exceed your (Pow) stat.

Actions

Special Actions

Sneak Attack

You attack your opponent from a hidden location, increasing your odds of success.

Effect: So long as you have been hidden from your target for at least one of their turns, you may make a
sneak attack. When making a sneak attack, make Cun vs Cun success roll against your target. This does
not require a passive or normal action. If you succeed, your next attack automatically hits. If you fail, roll
for your attack normally.

Focus

By focusing you are able to pull ambient myth from the air into your body.

Effect: You may spend 2 actions in order to recharge your myth by an amount equal to your (Hrt) stat.
You may only use this ability three times a day.

Preparation Action

You prepare to attack or make some other action if your opponent makes one wrong move.

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Effect: Spend the amount of actions appropriate to make an attack, use a technique, cast a spell, or
make any other action. This action is stored as a delayed action which you may trigger on an opponent’s
turn as a reaction. You may store as many delayed actions at a time as you wish, however all delayed
actions disappear at the beginning of your next upkeep.

Reactions

Aid

Seeing your friend get attacked by an enemy, you throw yourself into harms way, protecting them at
your own peril.

Effect: Once per round, when an enemy declares an attack against a friendly character within dashing
distance (see the Non-weapon “Dodge”), you may make a (Cun) vs (Cun) success roll against the enemy
who declared the attack. If you succeed, move your character up to a number of feat they could dash
toward the friendly character you wish to defend. You become the new target of the attack which
automatically hits.

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Weapons

Melee Weapons

Success/Challenge Modifier: Skl

Damage Modifier: Pow

Rules: Melee weapons are capable of both attacking and blocking. Dodges get a -2Def penalty against
melee weapons. The range of a melee weapon will be the reach of the melee weapon user, which for
character that are size 5 and smaller will be 5ft. Some weapons such as Large Blades, Blade Poles, and
Chains will get a bonus to this reach, and will have a (+5ft) or larger modifier, meaning that the reach of
that weapon is whatever the characters natural reach is plus five feat.

Blade Wielder

All manner of swords and knives make up this family of weapons. These weapons have a diverse spread
of stats, but one thing that most of them share is the ability to hack off an opponent’s limbs.

Lv1: So long as you meet all stat requirements, gain access to: “Small Blade Lv1,” “Medium Blade Lv1,”
“Long Blade Lv1,” “Large Blade Lv1,” and “Thin Blade Lv1.” Record this enhancement in the “Growths”
section of your character sheet. Cost: 1

Small Blade

Daggers, knives, kamas, iron fans, or any small slashing or piercing weapon can count as a Small Blade
weapon. This weapons are fast and nimble, and while they can’t deal a lot of damage when hitting the
main body of their target, a crafty wielder of a Small Blade weapon can deal massive amounts of
damage with a well-aimed attack at the vitals.

Type: Melee

Off Def Dmg DWB DWD Rng

Lv1 4 2 4 +2 +2 +0ft Cost: Blade Wielder

Lv2 6 3 6 +3 +4 +0ft Cost: 1

Lv3 8 4 8 +4 +4 +0ft Cost: 1

Lv4 9 5 10 +5 +8 +0ft Cost: 1, epic

Maneuver – Assassin’s Strike: Spend a passive action in order to make a success roll using your
(Cun) vs the (Cun) of an opponent that you can see. When using an ability that allows you to hit
more than one target with your next attack, make only one success roll using your (Cun) stat and

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compare it to the challenge rolls of up to all targets within range. If you succeed, your next
attack that succeeds with this weapon this turn gets +10Dmg.

Medium Blade

Short swords, long swords, katanas, and any similarly shaped bladed weapon can count as a Medium
Blade. These weapons are extremely well balanced, excelling at offense, defense, and damage. A
cunning fighter that utilizes the Medium Blade to its fullest potential can disarm their opponents or even
hack off limbs.

Type: Melee

Off Def Dmg DWB DWD Rng

Lv1 3 3 6 +1 +4 +0ft Cost: Blade Wielder

Lv2 5 5 8 +2 +4 +0ft Cost: 1

Lv3 7 7 12 +3 +6 +0ft Cost: 1

Lv4 8 8 14 +4 +8 +0ft Cost: 1, epic

Maneuver – Disarm/Sever: Spend a passive action in order to make a success roll using your
(Cun) vs the (Cun) of an opponent that you can see. When using an ability that allows you to hit
more than one target with your next attack, make only one success roll using your (Cun) stat and
compare it to the challenge rolls of up to all targets within range. If you succeed, your next
attack that succeeds this turn will disarm one weapon from your opponent that is not attached
to their body. If you cause at least 20HP worth of life loss to your opponent using this maneuver,
you may remove one limb instead (limbs can be arms, legs, wings, tails, but not heads). For each
leg a target loses, they get -30ft movement with a minimum of 5ft and -5Def to their Dodge
rolls.

Long Blade

This template is used for extremely long swords that are taller than their wielder. These weapons have
excellent offense and damage coupled with respectable defense and increased range. They are hard to
dual wield however, because of the awkwardness of their reach.

Type: Melee

Off Def Dmg DWB DWD Rng

Lv1 4 3 10 +0 +0 +5ft Cost: Blade Wielder

Lv2 6 5 12 +0 +2 +5ft Cost: 1

Lv3 8 6 16 +1 +6 +5ft Cost: 1

Lv4 9 7 20 +2 +8 +5ft Cost: 1, epic

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Maneuver – Disarm/Sever: Spend a passive action in order to make a success roll using your
(Cun) vs the (Cun) of an opponent that you can see. When using an ability that allows you to hit
more than one target with your next attack, make only one success roll using your (Cun) stat and
compare it to the challenge rolls of up to all targets within range. If you succeed, your next
attack that succeeds this turn will disarm one weapon from your opponent that is not attached
to their body. If you cause at least 20HP worth of life loss to your opponent using this maneuver,
you may remove one limb instead (limbs can be arms, legs, wings, tails, but not heads). For each
leg a target loses, they get -30ft movement with a minimum of 5ft and -5Def to their Dodge
rolls.

Large Blade

Large Blades represent giant heavy swords and cleavers. They have great reach for melee weapons and
can deal incredible damage, but require a greater amount of strength to wield.

Type: Melee

Off Def Dmg DWB DWD Rng

Lv1 3 2 12 -1 +6 +5ft Cost: Blade Wielder, Pow5

Lv2 4 3 16 +0 +8 +5ft Cost: 1

Lv3 5 5 20 +1 +10 +5ft Cost: 1, Pow7

Lv4 6 6 22 +2 +16 +5ft Cost: 1, epic

Maneuver – Disarm/Sever: Spend a passive action in order to make a success roll using your
(Cun) vs the (Cun) of an opponent that you can see. When using an ability that allows you to hit
more than one target with your next attack, make only one success roll using your (Cun) stat and
compare it to the challenge rolls of up to all targets within range. If you succeed, your next
attack that succeeds this turn will disarm one weapon from your opponent that is not attached
to their body. If you cause at least 20HP worth of life loss to your opponent using this maneuver,
you may remove one limb instead (limbs can be arms, legs, wings, tails, but not heads). For each
leg a target loses, they get -30ft movement with a minimum of 5ft and -5Def to their Dodge
rolls.

Thin Blade

Rapiers and other thin light blades, these weapons are extremely fast and versatile in their use, being
able to disarm opponents and strike their vitals. However, they can be somewhat weak in raw damage
for those who don’t know how to utilize them properly.

Type: Melee

Off Def Dmg DWB DWD Rng

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Lv1 5 2 6 +1 +2 +0ft Cost: Blade Wielder

Lv2 6 4 8 +2 +4 +0ft Cost: 1

Lv3 8 5 10 +3 +4 +0ft Cost: 1

Lv4 9 6 12 +4 +6 +0ft Cost: 1, epic

Maneuver – Disarm/Sever: Spend a passive action in order to make a success roll using your
(Cun) vs the (Cun) of an opponent that you can see. When using an ability that allows you to hit
more than one target with your next attack, make only one success roll using your (Cun) stat and
compare it to the challenge rolls of up to all targets within range. If you succeed, your next
attack that succeeds this turn will disarm one weapon from your opponent that is not attached
to their body. If you cause at least 20HP worth of life loss to your opponent using this maneuver,
you may remove one limb instead (limbs can be arms, legs, wings, tails, but not heads). For each
leg a target loses, they get -30ft movement with a minimum of 5ft and -5Def to their Dodge
rolls.

Maneuver – Assassin’s Strike: Spend a passive action in order to make a success roll using your
(Cun) vs the (Cun) of an opponent that you can see. When using an ability that allows you to hit
more than one target with your next attack, make only one success roll using your (Cun) stat and
compare it to the challenge rolls of up to all targets within range. If you succeed, your next
attack that succeeds with this weapon this turn gets +10Dmg.

Berserker

These weapons focus on brute strength and are often wielded by characters with a large power stat.
These weapons are also capable of stunning opponents with their blunt force.

Lv1: So long as you meet all stat requirements, gain access to: “Small Crusher Lv1,” “Large Crusher Lv1,”
and “Crushing Fist Lv1.” Record this enhancement in the “Growths” section of your character sheet.
Cost: 1

Small Crusher

Hammers, axes, maces and clubs make up the Small Crusher template. These weapons have great
offense, damage, and can even be used to stun your opponents with a knock to the head, however, they
do lack a little in defense.

Type: Melee

Off Def Dmg DWB DWD Rng

Lv1 4 2 8 +1 +4 +0ft Cost: Berserker

Lv2 5 3 12 +2 +6 +0ft Cost: 1

Lv3 6 5 14 +3 +6 +0ft Cost: 1

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Lv4 7 6 18 +4 +8 +0ft Cost: 1, epic

Maneuver – Stunning Attack: Spend a passive action in order to make a success roll using your
(Cun) vs the (Cun) of an opponent that you can see. When using an ability that allows you to hit
more than one target with your next attack, make only one success roll using your (Cun) stat and
compare it to the challenge rolls of up to all targets within range. If you succeed, your next
attack that succeeds with this weapon this turn gains the effect that If the target loses at least
-10HP, the target also loses an action on their next turn.

Large Crusher

These weapons are enormous hammers, axes, and clubs easily outweighing their wielders. These
weapons deal more damage than any other melee weapon, the force of their impact often sending
enemies flying. Like Small Crushers, they are also capable of sunning opponents with the weight of their
concussive blows.

Type: Melee

Off Def Dmg DWB DWD Rng

Lv1 1 0 18 -1 +8 +5ft Cost: Berserker, Pow5

Lv2 3 2 22 -1 +10 +5ft Cost: 1, Pow7

Lv3 4 4 26 -1 +14 +5ft Cost: 1, Pow10

Lv4 5 5 30 +0 +18 +5ft Cost: 1, Pow12, epic

Maneuver – Stunning Attack: Spend a passive action in order to make a success roll using your
(Cun) vs the (Cun) of an opponent that you can see. When using an ability that allows you to hit
more than one target with your next attack, make only one success roll using your (Cun) stat and
compare it to the challenge rolls of up to all targets within range. If you succeed, your next
attack that succeeds with this weapon this turn gains the effect that If the target loses at least
-10HP, the target also loses an action on their next turn.

Special Rule – Impact: When this weapon causes damage, so long as it causes at least -10 health
loss, targets hit by this weapon are pushed back a number of feet equal to their life loss rounded
to the nearest 5.

Crushing Fist

Large powerful claws or huge fists, mechanical or natural, make up this weapon group. These weapons
are great for defense, offering natural armor and good defense rolls. While the odds of hitting with these
weapons are lower than blocking, when they do hit, they can deal a sizable amount of damage coupled
with a devastating stun effect.

Type: Melee

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Off Def Dmg DWB DWD Rng

Lv1* 3 2 8 +0 +6 +5ft Cost: Berserker, Pow5

Lv2 4 4 10 +1 +8 +5ft Cost: 1

Lv3* 5 6 16 +1 +10 +5ft Cost: 1, Pow7

Lv4* 6 7 20 +2 +12 +5ft Cost: 1, Pow10, epic

Special Rule – Armor Weapon: This weapon grants +1 armor to the wielder at Lv1 and another
+1 at Lv3 and Lv4. When more than one Armor Weapon is being used at a time, add only the
strongest armor bonus to your protection score and then another +1 for each armor weapon
beyond the first.

Maneuver – Stunning Attack: Spend a passive action in order to make a success roll using your
(Cun) vs the (Cun) of an opponent that you can see. When using an ability that allows you to hit
more than one target with your next attack, make only one success roll using your (Cun) stat and
compare it to the challenge rolls of up to all targets within range. If you succeed, your next
attack that succeeds with this weapon this turn gains the effect that If the target loses at least
-10HP, the target also loses an action on their next turn.

Polearm User

Weapons from this family usually have very poor or non-existent dual wielding stats, but make up for it
with solid base stats.

Lv1: So long as you meet all stat requirements, gain access to: “Pole Lv1,” “Blade Pole Lv1,” and “Spear
Lv1.” Record this enhancement in the “Growths” section of your character sheet. Cost: 1

Pole

These weapons are usually either rods or quarter staffs. They require two hands to wields, so unless the
Pole user has the ability to animate weapons, they can only be wielded one at a time. What these
weapons lack in damage they make up for with accuracy, defense, and versatility, being able to both
stun opponents with a blow to the head or sweep them off their feet as the situation demands.

Type: Melee

Off Def Dmg DWB DWD Rng

Lv1 5 5 4 N/A N/A +0ft Cost: Polearm User

Lv2 7 7 6 N/A N/A +0ft Cost: 1

Lv3 9 9 8 N/A N/A +0ft Cost: 1

Lv4 12 12 12 N/A N/A +0ft Cost: 1, Skl5, epic

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Special Rule – Two-Handed Weapon: You may not attack or block with this weapon unless you
have at least two hands to wield it, however even when using two hands to wield this weapon,
you still count as having one free hand for spell casting purposes.

Maneuver – Sweep: Spend a passive action in order to make a success roll using your (Cun) vs
the (Cun) of an opponent that you can see. When using an ability that allows you to hit more
than one target with your next attack, make only one success roll using your (Cun) stat and
compare it to the challenge rolls of up to all targets within range. If you succeed, your next
successful attack with this weapon this turn will cause the target to be “Knocked Down” (see
status conditions).

Maneuver – Stunning Attack: Spend a passive action in order to make a success roll using your
(Cun) vs the (Cun) of an opponent that you can see. When using an ability that allows you to hit
more than one target with your next attack, make only one success roll using your (Cun) stat and
compare it to the challenge rolls of up to all targets within range. If you succeed, your next
attack that succeeds with this weapon this turn gains the effect that If the target loses at least
-10HP, the target also loses an action on their next turn.

Blade Pole

These weapons represent scythes, halberds, and other slashing polearm weapons with the ability to
hook opponents. These weapons have great reach, accuracy, damage, and battlefield control, as a
cunning wielder of this weapon can reposition opponents however they choose.

Type: Melee

Off Def Dmg DWB DWD Rng

Lv1 4 2 8 +0 +4 +5ft Cost: Polearm User

Lv2 6 4 10 +0 +6 +5ft Cost: 1

Lv3 8 5 16 +1 +8 +5ft Cost: 1

Lv4 9 6 20 +2 +10 +5ft Cost: 1, epic

Maneuver – Hook/Fling: Spend a passive action in order to make a success roll using your (Cun)
vs the (Cun) of one opponent that you can see. If you succeed, your next successful attack with
this weapon this turn can pull the target up to your (Pow – enemy size)x5ft toward you.
Additionally, if you are able to pull them within 5ft of you and still have leftover movement from
this effect, you may throw them up to the remaining number of feet away.

Spear

This template represents spears and gun dao. Simple straight forward weapons, these are well rounded
with great offense, defense, and damage, but they are best used by themselves instead of being dual

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wielded. Unlike other weapons, spears also lack any kind of cunning manuever, and so are not
particularly versatile.

Type: Melee

Off Def Dmg DWB DWD Rng

Lv1 4 4 8 -1 +4 +0ft Cost: Polearm User

Lv2 6 6 12 -1 +4 +0ft Cost: 1

Lv3 8 8 14 +0 +4 +0ft Cost: 1

Lv4 10 10 18 +0 +4 +0ft Cost: 1, epic

Monk

Wielders of this weapon type have perfected their martial arts to the point of being just as deadly bare
handed as a master swordsman. Those who train in the martial but still choose to wield weapons are
able to augment their attacks with powerful kicks. This weapon is the most versatile of all weapons, able
to stun, disarm, break limbs, grapple enemies toward you, and throw them great distances away. It also
possesses no weaknesses in its stats, with above average accuracy, defense, good damage and good
offhand stats. The trade off for this incredible power is a greater discipline of self. Those who would
master the martial arts must first master themselves, not just their body, but also their mind and spirit.

Type: Melee

Off Def Dmg DWB DWD Rng

Lv1 2 1 4 +1 +4 +0ft Cost: 1

Lv2 4 4 6 +2 +6 +0ft Cost: 1, Pow5, Skl5

Lv3 6 6 10 +4 +10 +0ft Cost: 1, Spd5, Cun5, Hrt5

Lv4 7 7 12 +5 +12 +0ft Cost: 1, epic

Special Rule – Martial Fist & Flying Kicks: This weapon can only be used as your main weapon
while you have two open hands. Both of these hands count as a single use of this weapon as a
main weapon. However, you may count every other open hand you have as an off-hand weapon
using this template. Additionally, so long as you have two working legs, you may count your legs
as an open hand for this weapon for dual wielding purposes.

Maneuver – Assassin’s Strike: Spend a passive action in order to make a success roll using your
(Cun) vs the (Cun) of an opponent that you can see. When using an ability that allows you to hit
more than one target with your next attack, make only one success roll using your (Cun) stat and
compare it to the challenge rolls of up to all targets within range. If you succeed, your next
attack that succeeds with this weapon this turn gets +10Dmg.

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Maneuver – Disarm/Sever: Spend a passive action in order to make a success roll using your
(Cun) vs the (Cun) of an opponent that you can see. When using an ability that allows you to hit
more than one target with your next attack, make only one success roll using your (Cun) stat and
compare it to the challenge rolls of up to all targets within range. If you succeed, your next
attack that succeeds this turn will disarm one weapon from your opponent that is not attached
to their body. If you cause at least 20HP worth of life loss to your opponent using this maneuver,
you may remove one limb instead (limbs can be arms, legs, wings, tails, but not heads). For each
leg a target loses, they get -30ft movement with a minimum of 5ft and -5Def to their Dodge
rolls.

Maneuver – Hook/Fling: Spend a passive action in order to make a success roll using your (Cun)
vs the (Cun) of one opponent that you can see. If you succeed, your next successful attack with
this weapon this turn can pull the target up to your (Pow – enemy size)x5ft toward you.
Additionally, if you are able to pull them within 5ft of you and still have leftover movement from
this effect, you may throw them up to the remaining number of feet away.

Maneuver – Stunning Attack: Spend a passive action in order to make a success roll using your
(Cun) vs the (Cun) of an opponent that you can see. When using an ability that allows you to hit
more than one target with your next attack, make only one success roll using your (Cun) stat and
compare it to the challenge rolls of up to all targets within range. If you succeed, your next
attack that succeeds with this weapon this turn gains the effect that If the target loses at least
-10HP, the target also loses an action on their next turn.

Beast Claws

Claws and tiger claws weapons makes up this template. These weapons are great for dual wielding,
having solid bonuses as an offhand. They also off good accuracy and great damage through both their
base damage and the Assassin’s Strike effect. These weapons can also disarm or rend limbs off of an
opponent, making them fairly versatile. The major failing of this weapon is poor defense.

Type: Melee

Off Def Dmg DWB DWD Rng

Lv1 3 1 4 +2 +4 +0ft Cost: 1

Lv2 5 2 8 +3 +4 +0ft Cost: 1

Lv3 7 3 12 +4 +6 +0ft Cost: 1

Lv4 8 4 16 +5 +8 +0ft Cost: 1, epic

Maneuver – Assassin’s Strike: Spend a passive action in order to make a success roll using your
(Cun) vs the (Cun) of an opponent that you can see. When using an ability that allows you to hit
more than one target with your next attack, make only one success roll using your (Cun) stat and

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compare it to the challenge rolls of up to all targets within range. If you succeed, your next
attack that succeeds with this weapon this turn gets +10Dmg.

Maneuver – Disarm/Sever: Spend a passive action in order to make a success roll using your
(Cun) vs the (Cun) of an opponent that you can see. When using an ability that allows you to hit
more than one target with your next attack, make only one success roll using your (Cun) stat and
compare it to the challenge rolls of up to all targets within range. If you succeed, your next
attack that succeeds this turn will disarm one weapon from your opponent that is not attached
to their body. If you cause at least 20HP worth of life loss to your opponent using this maneuver,
you may remove one limb instead (limbs can be arms, legs, wings, tails, but not heads). For each
leg a target loses, they get -30ft movement with a minimum of 5ft and -5Def to their Dodge
rolls.

Crushing Bite

Animal jaws, pincers, or even giant scissors, anything designed to clamp down on an enemy can be
considered a Crushing Bite weapon. This weapon starts off weak, but when mastered has both incredible
accuracy and damage. However, this weapon has terrible defense and its dual wielding stats are only
average.

Type: Melee

Off Def Dmg DWB DWD Rng

Lv1 5 1 4 +1 +4 +0ft Cost: 1

Lv2 7 2 10 +1 +6 +0ft Cost: 1, Pow5

Lv3 8 2 18 +2 +8 +0ft Cost: 1, Pow7

Lv4 9 3 20 +3 +12 +0ft Cost: 1, epic

Maneuver – Assassin’s Strike: Spend a passive action in order to make a success roll using your
(Cun) vs the (Cun) of an opponent that you can see. When using an ability that allows you to hit
more than one target with your next attack, make only one success roll using your (Cun) stat and
compare it to the challenge rolls of up to all targets within range. If you succeed, your next
attack that succeeds with this weapon this turn gets +10Dmg.

Shield

Whether a tower shield, standard shield, buckler, or makeshift shield, any weapon designed primarily for
blocking can be considered a Shield. These weapons offer the best defense in the game, giving your
character a high chance to block, and extra armor to your protection score just in case you fail. At later
levels dedicated shield users learn how to attack with their shield as well, allowing them to stun enemies
with bash attacks. This weapon’s obvious weakness is it’s lack of damage, but since it makes such a
great offhand weapon, the extra bonus to hit at later levels makes fighting with a shield a great choice
for those looking to bolster both their defense and offense.

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Type: Melee

Off Def Dmg DWB DWD Rng

Lv1* 0 5 0 +3* +0 +0ft Cost: 1

Lv2* 1 6 4 +3 +2 +0ft Cost: 1

Lv3* 2 8 4 +4 +4 +0ft Cost: 1

Lv4* 3 9 6 +4 +6 +0ft Cost: 1, epic

Special Rule – Armor Weapon: This weapon grants +3 armor to the wielder at Lv1 and another
+1 armor at Lv2 and Lv3. Finally, once you are able to wield this weapon at its epic level at Lv4,
add a final +2 armor to your character (total +7). When more than one Armor Weapon is being
used at a time, add only the strongest armor bonus to your protection score and then add
another +1 for each armor weapon beyond the first.

Special Rule – Bullet Shield: This weapon may block ranged attacks.

Special Rule – Defender: The DWB of this weapon may not be used for attacks until Lv2.

Chain

Whips, bladed chains, and particularly long tails can all count as the Chain weapon. These weapons have
the best reach out of all of the melee weapons, and while their defense and damage are a little low, they
have excellent special control, allowing you to pull enemies closer to your or fling them away from you.

Type: Melee

Off Def Dmg DWB DWD Rng

Lv1 3 2 6 +1 +4 +15ft Cost: 1

Lv2 5 3 8 +2 +6 +15ft Cost: 1

Lv3 6 5 10 +3 +6 +15ft Cost: 1

Lv4 8 6 12 +4 +8 +15ft Cost: 1, epic

Maneuver – Hook/Fling: Spend a passive action in order to make a success roll using your (Cun)
vs the (Cun) of one opponent that you can see. If you succeed, your next successful attack with
this weapon this turn can pull the target up to your (Pow – enemy size)x5ft toward you.
Additionally, if you are able to pull them within 5ft of you and still have leftover movement from
this effect, you may throw them up to the remaining number of feet away.

Angel Wings

Angel wings are a powerful and versatile weapon capable of cutting like swords and blocking like shields.

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Lv1: So long as you meet all stat requirements, gain access to: “Standard Wings Lv1,” “Great Wings Lv1,”
and “Single Wing Lv1.” Record this enhancement in the “Growths” section of your character sheet. Cost:
1

Standard Wings

Standard wings cover the medium, four, and six wing variants of angel wings. They are well balanced in
stats and capable of blocking ranged attacks.

Type: Melee

Off Def Dmg DWB DWD Rng

Lv1 3 3 6 +1 +4 +0ft Cost: Angel Wings

Lv2 5 5 8 +2 +4 +0ft Cost: 1

Lv3 6 6 12 +3 +6 +0ft Cost: 1

Lv4 8 8 14 +4 +8 +0ft Cost: 1, epic

Special Rule – Bullet Shield: This weapon may block ranged attacks.

Maneuver – Disarm/Sever: Spend a passive action in order to make a success roll using your
(Cun) vs the (Cun) of an opponent that you can see. When using an ability that allows you to hit
more than one target with your next attack, make only one success roll using your (Cun) stat and
compare it to the challenge rolls of up to all targets within range. If you succeed, your next
attack that succeeds this turn will disarm one weapon from your opponent that is not attached
to their body. If you cause at least 20HP worth of life loss to your opponent using this maneuver,
you may remove one limb instead (limbs can be arms, legs, wings, tails, but not heads). For each
leg a target loses, they get -30ft movement with a minimum of 5ft and -5Def to their Dodge
rolls.

Great Wings

These enormous angel wings can deal incredible amounts of damage while also being capable of
wrapping around the angel to create a barrier against ranged attacks.

Type: Melee

Off Def Dmg DWB DWD Rng

Lv1 3 2 10 +0 +4 +5ft Cost: Angel Wings

Lv2 4 3 14 +1 +6 +5ft Cost: 1

Lv3 5 5 20 +1 +10 +5ft Cost: 1

Lv4 6 6 22 +2 +16 +5ft Cost: 1, epic

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Special Rule – Bullet Shield: This weapon may block ranged attacks.

Maneuver – Disarm/Sever: Spend a passive action in order to make a success roll using your
(Cun) vs the (Cun) of an opponent that you can see. When using an ability that allows you to hit
more than one target with your next attack, make only one success roll using your (Cun) stat and
compare it to the challenge rolls of up to all targets within range. If you succeed, your next
attack that succeeds this turn will disarm one weapon from your opponent that is not attached
to their body. If you cause at least 20HP worth of life loss to your opponent using this maneuver,
you may remove one limb instead (limbs can be arms, legs, wings, tails, but not heads). For each
leg a target loses, they get -30ft movement with a minimum of 5ft and -5Def to their Dodge
rolls.

Single Wing

You posses one single large wing that somehow still enables you to fly. As a weapon, the single wing

Type: Melee

Off Def Dmg DWB DWD Rng

Lv1 2 3 8 +1 +4 +5ft Cost: Angel Wings

Lv2 3 5 10 +2 +6 +5ft Cost: 1

Lv3 5 7 14 +3 +10 +5ft Cost: 1

Lv4 6 8 16 +4 +14 +5ft Cost: 1, epic

Special Rule – Bullet Shield: This weapon may block ranged attacks.

Maneuver – Disarm/Sever: Spend a passive action in order to make a success roll using your
(Cun) vs the (Cun) of an opponent that you can see. When using an ability that allows you to hit
more than one target with your next attack, make only one success roll using your (Cun) stat and
compare it to the challenge rolls of up to all targets within range. If you succeed, your next
attack that succeeds this turn will disarm one weapon from your opponent that is not attached
to their body. If you cause at least 20HP worth of life loss to your opponent using this maneuver,
you may remove one limb instead (limbs can be arms, legs, wings, tails, but not heads). For each
leg a target loses, they get -30ft movement with a minimum of 5ft and -5Def to their Dodge
rolls.

Ranged Weapons

Success Modifier: Skl

Damage Modifier: Skl

Rules: Ranged weapons cannot block, but instead can hit characters at a much further distance away.

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Gunner

A true gunslinger can wield an arsenal of various ranged weapons. These weapons are diverse in their
stats, but all have the advantage of hitting targets from great distances.

Lv1: So long as you meet all stat requirements, gain access to: “Standard Shot Lv1,” “Single Shot Lv1,”
“Long Shot Lv1,” “Heavy Blast Lv1,” and “Rapid Fire Lv1.” Record this enhancement in the “Growths”
section of your character sheet. Cost: 1

Standard Shot

Pistols, revolvers, and any handgun, these weapons are well balanced with good accuracy, range, and
damage.

Type: Ranged

Off Def Dmg DWB DWD Rng

Lv1 3 N/A 6 +1 +4 60ft Cost: Gunner

Lv2 5 N/A 8 +2 +4 100ft Cost: 1

Lv3 7 N/A 12 +3 +6 120ft Cost: 1

Lv4 8 N/A 14 +4 +8 140ft Cost: 1, epic

Maneuver – Take Aim: Spend a passive action in order to make a success roll using your (Cun) vs
the (Cun) of an opponent that you can see. When using an ability that allows you to hit more
than one target with your next attack, make only one success roll using your (Cun) stat and
compare it to the challenge rolls of up to all targets within range. If you succeed, your next
attack that succeeds this turn against that target(s) gets +1 Off, +3 Dmg, +20ft Rng.

Single Shot

Rifles and any 2-handed single shot gun are what make up the Single Shot weapon templates. These
weapons are terrible as an offhand, but excel in range, accuracy and damage.

Type: Ranged

Off Def Dmg DWB DWD Rng

Lv1 3 N/A 8 -2 +4 100ft Cost: Gunner

Lv2 5 N/A 12 -2 +4 140ft Cost: 1

Lv3 8 N/A 16 -2 +4 160ft Cost: 1

Lv4 10 N/A 20 -2 +6 200ft Cost: 1, epic

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Maneuver – Take Aim: Spend a passive action in order to make a success roll using your (Cun) vs
the (Cun) of an opponent that you can see. When using an ability that allows you to hit more
than one target with your next attack, make only one success roll using your (Cun) stat and
compare it to the challenge rolls of up to all targets within range. If you succeed, your next
attack that succeeds this turn against that target(s) gets +1 Off, +3 Dmg, +20ft Rng.

Long Shot

Sniper rifles and other long ranged guns make up this weapon template. These weapons have the best
range and accuracy in the game along with respectable damage. However, they require greater skill and
cunning to master and cannot be dual wielded.

Type: Ranged

Off Def Dmg DWB DWD Rng

Lv1 3 N/A 6 -2 +0 160ft Cost: Gunner

Lv2 6 N/A 10 -2 +0 200ft Cost: 1, Cun5

Lv3 11 N/A 12 -2 +0 240ft Cost: 1, Skl5

Lv4 15 N/A 16 -2 +0 300ft Cost: 1, Skl7, Cun7, epic

Maneuver – Take Aim: Spend a passive action in order to make a success roll using your (Cun) vs
the (Cun) of an opponent that you can see. When using an ability that allows you to hit more
than one target with your next attack, make only one success roll using your (Cun) stat and
compare it to the challenge rolls of up to all targets within range. If you succeed, your next
attack that succeeds this turn against that target(s) gets +1 Off, +3 Dmg, +20ft Rng.

Heavy Blast

Grenade launchers, cannons, and all giant guns make up this template. These heavy weapons aren’t
particularly accurate, but they have the best damage in the game and a respectable range. The cost of
using these weapons is that you have to be strong enough to carry them and handle their kickback, so
dedicated rangers will have to invest a lot into their Power stat. But the sheer destructive force of these
guns makes the tradeoff more than worth it.

Type: Ranged

Off Def Dmg DWB DWD Rng

Lv1 1 N/A 12 -2 +8 80ft Cost: Gunner, Pow5

Lv2 3 N/A 20 -2 +10 100ft Cost: 1, Pow7

Lv3 5 N/A 28 -1 +12 120ft Cost: 1, Pow10

Lv4 6 N/A 36 +0 +14 140ft Cost: 1, Pow12, epic

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Maneuver – Take Aim: Spend a passive action in order to make a success roll using your (Cun) vs
the (Cun) of an opponent that you can see. When using an ability that allows you to hit more
than one target with your next attack, make only one success roll using your (Cun) stat and
compare it to the challenge rolls of up to all targets within range. If you succeed, your next
attack that succeeds this turn against that target(s) gets +1 Off, +3 Dmg, +20ft Rng.

Rapid Fire

In the Myth universe there are many rapid-fire guns that can be held in one hand. This template covers
any type of weapon designed to fire a spray of bullets. These weapons use the multi-attack rule,
meaning that one hit on an enemy means they get riddled with multiple wounds. The base damage of
these weapons is weak, but by adding amplification spells and combining them with powerful offhand
weapons, these guns can lay down a world of hurt on your enemies. Their drawbacks are a lack of range
and the requirement that your character has to be strong enough to handle their kickback.

Type: Ranged

Off Def Dmg DWB DWD Rng

Lv1 3 N/A 3/3/3 +1 +2 60ft Cost: Gunner, Pow5

Lv2 5 N/A 5/5/5 +2 +4 60ft Cost: 1

Lv3 6 N/A 8/8/8 +3 +4 80ft Cost: 1

Lv4 7 N/A 9/9/9 +4 +8 100ft Cost: 1, epic

Maneuver – Take Aim: Spend a passive action in order to make a success roll using your (Cun) vs
the (Cun) of an opponent that you can see. When using an ability that allows you to hit more
than one target with your next attack, make only one success roll using your (Cun) stat and
compare it to the challenge rolls of up to all targets within range. If you succeed, your next
attack that succeeds this turn against that target(s) gets +1 Off, +3 Dmg, +20ft Rng.

Bow

Bows are the most versatile of all ranged weapons, and despite their arcaic design, have excellent
accuracy and respectable damage. The trade off is that they absolutely cannot be dual wielded and have
below average range.

Type: Ranged

Off Def Dmg DWB DWD Rng

Lv1 3 N/A 4 N/A N/A 60ft Cost: 1

Lv2 5 N/A 8 N/A N/A 100ft Cost: 1

Lv3 9 N/A 12 N/A N/A 100ft Cost: 1

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Lv4* 12 N/A 14 N/A N/A 120ft Cost: 1, epic

Special Rule - Two-Handed Weapon: You may not attack or block with this weapon unless you
have at least two hands to wield it, however even when using two hands to wield this weapon
you still count as having one hand free for spell casting purposes.

Maneuver – Take Aim: Spend a passive action in order to make a success roll using your (Cun) vs
the (Cun) of an opponent that you can see. When using an ability that allows you to hit more
than one target with your next attack, make only one success roll using your (Cun) stat and
compare it to the challenge rolls of up to all targets within range. If you succeed, your next
attack that succeeds this turn against that target(s) gets +1 Off, +3 Dmg, +20ft Rng.

Maneuver – Wave of Arrows: You may cut this weapon’s Rng in half in order to add the “cone”
special effect to your range. Unlike other cone effects, this cone is flat and 2 dimensional.

Maneuver – Volley: Spend an extra action point in order to use this ability. Your attack gains
“explosion 5ft” and “multi-attack 3.” You’re (Cun) stat must be at least 5 in order to use this
ability. At Lv4 this ability upgrades to give “multi-attack 4” instead. When receiving overcharge
stacks from the technique “Spirit Attack/Block/Dodge,” instead of the standard ranged attack
overcharge, for each stack of overcharge this maneuver gets: +1 Off, +20 Dmg, +20ft Rng, +15ft
explosion.

Non-Weapon: Dodge

The “Dodge” template reflects your ability to dodge out of the way of the way of oncoming attacks.
Though not technically a weapon, this ability is most easily reflected using a weapon template.

Challenge modifier: Spd

Rules: see the “Dodge” weapon template.

Dodge

Any character in the Myth universe with at least some combat experience is able to use this ability at its
basic level. This “weapon” allows you to avoid damage, though it is not as effective against melee
attacks. Whenever you successfully dodge, your character may choose to jump back, and so may gain
some free movement. The faster your character, the greater the amount of free movement you may
obtain.

Type: Ranged

Off Def Dmg DWB DWD Rng

Lv1 N/A 3 N/A N/A N/A N/A Cost: Lv1 Character

Lv2 N/A 5 N/A N/A N/A N/A Cost: 1

Lv3 N/A 8 N/A N/A N/A N/A Cost: 1

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Lv4 N/A 10 N/A N/A N/A N/A Cost: 1, epic

Special Rule – Dodge: This weapon uses your (Spd) stat as its modifier and gets a -2 penalty
against melee attacks.

Maneuver – Dash: After you have successfully dodged, you may move your character a number
of feat up to the amount designated by the chart below. The greater your (Spd) stat, the greater
distance your character may move.

5ft: 1-9 Spd

10ft: 10-14 Spd

15ft: 15-19 Spd

20ft: 20-24 Spd

25ft: 25-29 Spd

30ft: 30-34 Spd

35ft: 35+ Spd

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Weapon Upgrades

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Armor

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Armor Upgrades

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Growths

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Techniques

Fast Attack

You focus on the speed of your attacks rather than their power, making them harder to avoid but also
dealing less damage.

Use: Small Blade, Medium Blade, Long Blade, Thin Blade, Small Crusher, Polearm User, Monk, Beast
Claws, Chain, Standard Wings, Gunner, Bow, Elemental Manipulation, any ranged spell, any melee spell

Cast: 1 Action

Type: Attack, Combo

Lv1: Make a standard or magic attack with +3Off -5Dmg. Cost: 1

Lv2: You may replace the standard or magic attack portion of this technique with another technique
with an equal or shorter cast time to this technique, but adding all modifiers and special rules from this
technique. Cost: 1

Power Attack

You throw all of your might into your attack, allowing you to deal devastating amounts of damage and
sending opponents flying.

Use: Medium Blade, Long Blade, Large Blade, Berserker, Polearm User, Monk, Beast Claws, Angel Wings,
Elemental Manipulation, any melee spell.

Cast: 1 Action

Type: Attack, Combo

Lv1: When using a melee weapon with this technique, use your (Pow-2) as your success roll modifier
instead of your (Skl). When using a spell with this technique, user your (Hrt-2) as your success roll
modifier. Make a standard or magic attack with +5Dmg and the effect “Impact,” which causes targets
who lose at least -10HP to be sent backwards a number of feat equal to the amount of HP they lost
rounded to the nearest number divisible by 5. Cost: 2

Lv2: You may replace the standard or magic attack portion of this technique with another technique
with an equal or shorter cast time to this technique, but adding all modifiers and special rules from this
technique. Cost: 1

Focus Attack

You focus all of your strength and skill into one expert attack.

Use: Any weapon, any spell

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Cast: 2 Actions

Type: Attack

Lv1: Make a standard or magic attack with +3Off, +5Dmg and you may move a number of feat equal to
the amount of feat you could dash using your Dodge. Cost: 3

Lv2: You may replace the standard or magic attack portion of this technique with another technique
with an equal or shorter cast time to this technique, but adding all modifiers and special rules from this
technique. Cost: 1

Blitz

You dash by your opponent and attack them with such speed that they are hardly able to know what hit
them.

Use: Any

Cast: 2 Actions

Type: Attack, Movement

Lv1: You may use this technique multiple times a day, but only once per target per day, and only if you
moved before your target in initiative. Make a movement action and an attack action. If your attack
action succeeds against your opponent, add your Spd stat to your damage. You may not use this
technique twice in a row, even if you would attack a new target. Cost: 3

Running Attack

You charge past your enemies, attacking wildly as you move.

Use: Any

Cast: 1 Action

Type: Attack, Movement

Lv1: Make a movement action and an attack action in any order using only 1 action. You may only use
this technique once per turn. Cost: 1, Spd 5

Lv2: You may spend an extra action in order to move and then attack up to 3 targets within range of
your attacks while moving. When making an attack against multiple targets, make only one success roll
and compare it to the challenge rolls of all targets. For each success, your attack hits. Cost: 1

Lv3: If you spend 2 action points, you may make a movement action and attack up to all targets within
your path. When making an attack against multiple targets, make only one success roll and compare it to
the challenge rolls of all targets. For each success, your attack hits. Cost: 2

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Cyclone Attack

You spin your weapon around, attacking all foes within your reach.

Use: Blade Wielder, Berserker, Pole-Arm User, Monk, Beast Claws, Chain, Blade Ring, Angel Wings,
Standard Shot, Rapid Fire, Elemental Manipulation

Cast: 2 Actions

Type: Attack, Combo

Lv1: Make a success roll for a single standard attack or magic attack. Compare this success roll to the
challenge rolls of all targets within the range of your attack if you are using a melee weapon, or within
30ft if you are using a ranged weapon or an Elemental Manipulation spell. For each success, damage the
target(s) like normal. Cost: 2

Lv2:

Spirit Attack

Your fierce soul enables you to draw out your full fighting potential. Though this can help you in a jam,
fighting with everything you’ve got is exhausting, and if you don’t pace yourself, you may run out of
myth.

Use: Any

Cast: Special

Type: Special

Lv1: Your weapon attacks, weapon blocks, and dodges now gain an overcharge effect. They are as
follows.

Melee Attack Overcharge: When attacking with a melee weapon, you may spend +10 myth up to a
number of times equal to the maximum number of times you can use your overcharge effect. For each
+10 myth you spend, add: +1 Off, +25 Dmg to this attack.

Melee Block Overcharge: When blocking with a melee weapon, you may spend +10 myth up to a
number of times equal to the maximum number of times you can use your overcharge effect. For each
+10 myth you spend, add +1 Def to the block and +15 armor to your character for one enemy attack if
your block fails.

Ranged Attack Overcharge: You may spend +10 myth up to a number of times equal to the maximum
number of times you can use your overcharge effect. For each +10 myth you spend, add: +1 Off, +20
Dmg, +50ft Rng to this attack.

Dodge Overcharge: You may spend +10 myth up to a number of times equal to the maximum number of
times you can use your overcharge effect. For each +10 myth you spend, add +1 Def to your dodge,
+10ft to your dash, and +10 to your protection score if you fail.

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Cost: 1

Standby Weapon Attack

In some situations, a sword or other weapon may be stuck in the ground near you. Any fighter can
choose to pick these weapons up, but a savvy fighter may choose to drop one of their existing weapons
mid combo in order to pick up the new weapon and add it to their attack.

Use: Any Weapon

Cast: 2 Actions

Type: Attack, Combo

Lv1: If there is at least one “standby weapon” (see key-terms) within your reach, treat one standby
weapon as if you had it equipped to you and make a standard attack. When you end your attack, you
must be holding that standby weapon, and if you would exceed your limit of weapons that you can hold,
you must choose one of your other weapons to discard to the ground. You cannot use this technique if
you have more than one set of arms or a spell that allows you to hold more than your normal capacity of
weapons at a time. Cost: 1

Lv2: You may now add up to 3 standby weapons to this attack. You must end the attack holding the last
1-2 weapons you used. Cost: 2

Lv3: You may now add up to 5 standby weapons to this attack. Cost: 2

Lv4: You may now add up to 10 standby weapons to this attack. Cost: 5, epic

Multi-Weapon Attack

The fighter utilizes their multi-weapon, rapidly switching from one weapon stance to another. Commonly
wielders of gun swords will use this technique to stab their opponents before shooting them at point
blank range.

Use: Any weapon with the “multi-weapon” upgrade.

Cast: 1 Action

Type: Attack, Combo

Lv1: Make a standard attack. Choose one extra weapon within a “Multi-Weapon” (see Weapons) that
you are wielding. Treat that extra part of the multi-weapon as an offhand weapon, adding its DWB and
DWD as normal and keeping in mind all dual wielding bonus limits and complete attack rules. You may
add these bonuses regardless of the attack type, so a ranged weapon may add its bonuses to a melee
weapon and vice versa, but whichever weapon is the base weapon for the attack, that weapon controls
what stats are used for the success roll, damage, and attack type. Additionally, the Rng of the attack is
based off of the lowest Rng among weapons being used. Cost: 1

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Lv2: You may add the DWB and DWD of up to all extra weapons attached to a single multi-weapon. Cost:
2

Lv3: You may replace the standard attack portion of this technique with another technique with an
equal or shorter cast time to this technique, but adding all modifiers and special rules from this
technique. Cost: 1

Dance of Attacks

You weave a devastating combo of attacks together.

Use: Blade Wielder, Small Crusher, Crushing Fist, Polearm User, Monk, Beast Claws, Chain, Angel Wings,
Standard Shot, Rapid Fire, Bow, Elemental Manipulation, any melee spell, any ranged spell

Cast: 2 Actions

Type: Attack

Lv1: Make 3 standard or magic attacks in a row. These attacks can be different from one another,
meaning you could potentially make a melee attack followed by a melee spell followed by a ranged
spell. If you combine this technique with a combo type attack, all 3 of the standard/magic attacks benefit
from the same combo technique. Cost: 2

Lv2: You may spend an extra +1 Action in order to make 5 standard or magic attacks in a row. Cost: 2,
epic

Flood of Attacks

You hurl a countless number of attacks at your opponent, trying to overrun them with the sheer number
of them.

Use: Small Blade, Medium Blade, Thin Blade, Pole, Spear, Monk, Beast Claws, Multi-Shot, Rapid Fire,
Bow, Elemental Manipulation

Cast: 2 Actions

Type: Attack

Lv1: Turn your attack into a “Multi-Attack 3.” Cost: 1

Lv2: Improve your attack to a: “Multi-Attack 4” with +1Off. Cost: 1

Limitless Combo

One attack combos into another which combos into another and another and another until either your
opponent stops you or is defeated.

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Use: Blade Wielder, Berserker, Pole-Arm User, Monk, Beast Claws, Chain, Blade Ring, Angel Wings,
Standard Shot, Elemental Manipulation, any melee spell, any ranged spell

Cast: 2 Actions

Type: Attack

Lv1: This attack cannot be combine with any combo type techniques, but may benefit from the effects of
any standard non-upgraded maneuvers. Make a standard or magic attack against a single opponent. If
you succeed, make another standard or magic attack. Until your opponent either successfully defends
against one of your attacks, your opponent is killed, or you choose to stop, you may continue to make
attacks in this way indefinitely. Cost: 2, Lv3

Improved Stun Attack

Using a heavy weapon, you aim for the head or weakened body part, allowing your attack to
momentarily stun your opponent.

Use: Large Blade, Berserker, Pole, Monk, Shield, Large Wings, Single Wing, Single Shot, Heavy Blast

Cast: Special

Type: Attack, Maneuver

Lv1: All weapons listed in the “Use” section that do not have the maneuver “Stun Attack” gain this
maneuver. “Stun Attack” no longer counts as a maneuver and you no longer have to spend a passive
action or make a (Cun) vs (Cun) success roll in order to activate its effect. Instead, so long as you use this
technique, your standard attack will automatically gain its effect. Additionally, you may choose to make
a (Cun) vs (Cun) success roll while using this technique. This does not require a passive action. If you do,
and if you fail, the effects of “Stun Attack” are negated. If you succeed, you gain +5Dmg to your attack.
Cost: 1

Lv2: Improve the effect of “Stun Attack” to: when you cause at least -10HP life loss to your opponent
with this attack, they lose -2 actions on their next turn. Cost: 2

Improved Hook

Using your chain and scythe weapons to hook and fling opponents around has become as natural to you
as breathing.

Use: Chain, Crushing Fist, Blade Pole, Monk, Beast Claws, Crushing Bite, Elemental Manipulation

Cast: 1 Action

Type: Attack, Maneuver

Lv1: All weapons listed in the “Use” section that do not have the maneuver “Hook/Fling” gain this
maneuver. “Hook/Fling” no longer counts as a maneuver and you no longer have to spend a passive

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action or make a (Cun) vs (Cun) success roll in order to activate its effect. Instead, so long as you use this
technique, your standard attack will automatically gain its effect. Additionally, you may choose to make
a (Cun) vs (Cun) success roll while using this technique. This does not require a passive action. If you do,
and if you fail, the effects of “Hook/Fling” are negated. If you succeed, you gain +5Dmg to your attack.
Cost: 1

Lv2: You may replace the standard attack portion of this technique with another technique with an
equal or shorter cast time to this technique, but adding all modifiers and special rules from this
technique. Cost: 1

Improved Sneak Attack

You have become a master of sneak attacks, allowing you to easily hit your opponent’s vitals when
catching them by surprise.

Use: Any

Cast: Special

Type: Attack, Maneuver

Lv1: When you succeed at a (Cun) vs (Cun) success roll for a “Sneak Attack,” you also automatically
succeed at a (Cun) vs (Cun) success roll for a “Strike The Weak Point” attack and up to one other
maneuver without having to spend any extra actions or passive actions. Cost: 2

Wrap Attack

Your chain or whip wraps around your enemy, holding them in place.

Use: Chain

Cast: 1 Action

Type: Attack

Lv1: Make a standard attack with your chain weapon(s). If this attack succeeds, it deals no damage, but
instead causes Bind X, where X is equal to your (Skl) plus the DWB of any other chain weapons used in
this attack plus 10. These DWB bonuses to the bind are subject to the DWB/DWD caps as if they were
attacks. You may spend a normal action in order to release an opponent bound by this attack and
automatically deal the damage of a standard attack with the weapon(s) used to bind the target adding in
any DWD bonuses and other bonuses as appropriate. Cost: 1

Lv2: Add +3 to the Bind effect of this attack. Cost: 1

Crunch

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You engulf your opponent with your attack, constantly crushing them as you hold them in place. This
technique is common among beasts who use their jaws to crush prey, but can also be used by weapons
such as giant arms or elemental manipulation spells.

Use: Crushing Fist, Crushing Bite, Chain, Elemental Manipulation

Cast: 2 actions

Type: Attack

Lv1: Make a standard attack with a single weapon with -2Off. If the attack succeeds, deal damage as
normal and cause Bind X where X is equal to the damage modifying stat used for the attack plus 10. For
as long as the target is bound by this technique, you cannot use that weapon. The exception to this rule
is that you may spend an action to deal damage to the bound target with the binding weapon with a
-5Dmg penalty. Every time the bound target fails to escape, deal the weapons Dmg -5. You may release
the target at any time to end this technique. Cost: 2

Ultimate Block

By readying yourself you are able to better predict and defend against your opponent’s attacks.

Use: Any melee weapon, Elemental Manipulation, any spell with the ability to block

Cast: Reaction

Type: Block, Combo

Lv1: Spend a counter in order to add +3 Def to your block. Cost: 1

Lv2: You no longer have to spend a counter, but you must have one prepared in order to use this
technique. Additionally, you may use this technique in combination with another block technique by
adding all of this technique’s bonuses to the second technique. Cost: 2

Lv3: Increase the bonus to: +5Def. Cost: 1, epic

Multi-Block

By focusing on one single weapon you are able to block multiple incoming attacks from all angles.

Use: Blade Wielder, Pole-Arm User, Shield, Angel Wings

Cast: Reaction

Type: Block

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Lv1: You may only use this technique if you are not benefiting from any DWB bonuses at all. If your
opponent is only using one weapon, this block gets -2Def, otherwise, this block gets +1Def for every
weapon your opponent uses beyond the first. Multi-weapons that are using the technique “Multi-
Weapon Combo” count as more than one weapon for the purposes of this block. Cost: 1

Lv2: If your opponent is wielding more than one weapon, gain +2 Def for each weapon beyond the first.
You may benefit from this bonus up to three times, after which it becomes +1 instead. Cost: 1

Lv3: You no longer have to spend a counter to use this technique, but you must have one prepped. Cost:
1

Bullet Block

The weapon wielder is so fast they are able to use their weapon to block projectile attacks.

Use: Blade Wielder, Crushing Fist, Pole-Arm User, Angel Wings, Monk

Cast: Reaction

Type: Block, Special Combo

Lv1: When you make a standard or special block that does not already have the “Bullet Shield” special
rule, you may block ranged attacks with a -2 penalty to your Def. Cost: 1, Skl10

Counterattack

You ready yourself to block or dodge your opponents incoming attack before following up with a
counterattack.

Use: Any weapon, dodge, Elemental Manipulation, any melee or ranged spell

Cast: Reaction

Type: Block, Dodge, Counter, Combo

Lv1: You may spend a counter as you attempt a standard block or dodge (spells and techniques are not
standard.) If you are successfully block or dodge the attack, you may automatically deal damage from a
standard or magic attack. You may not combo this attack with any other attacks. Cost: 2

Lv2: You may replace the standard block or dodge with a spell or technique that is a block or dodge so
long as you are able to fulfill all counter requirements. Cost: 1

Lv3: When you would successfully block or dodge and would counterattack with this technique, you may
use an attack type technique in combination with the attack from your weapon(s) or spell(s). The

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technique must only take a maximum of a normal action and may not combo with any other attacks.
Additionally, attacks that would affect more than one target don’t. Cost: 1, epic

Double-Edge

You willingly create an opening for your opponent to strike. As their attack hits its mark you take the
opening to counterattack.

Use: Any melee or ranged weapon, any melee or ranged spell

Cast: Reaction

Type: Counter, Combo

Lv1: You may spend a counter as you are being attacked by your opponent instead of blocking or
dodging. Your opponent automatically succeeds in hitting you. You may automatically deal damage with
a standard or magic attack. This attack may not be combined with any other techniques and magic
attacks that would affect multiple targets don’t. Cost: 2

Lv2: You no longer have to spend a counter, but you must have one prepared before using this
technique. Cost: 1

Lv4: When you would counterattack with this technique, you may use an attack type technique in
combination with the attack from your weapon(s) or spell(s). The technique must only take a maximum
of 1 action and may not combo with any other attacks. Additionally, attacks that would affect more than
one target don’t. Cost: 1, epic

Counter Block

You are a master of combat, and you are able to see and defend against oncoming counterattacks and
thwart your enemy’s defensive tactics.

Use: No requirements

Cast: Reaction

Type: Special

Lv1: Spend a counter in order to negate the activation of an opponent’s counter that you can see within
reaching distance of you. If your opponent would spend a counter in order to gain an automatic
counterattack against you, you may use this technique at any range. You must use this technique before
the effect of the counter is resolved. Cost: 2

Ultimate Dodge

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By readying yourself you are able to better predict and avoid your opponent’s attacks.

Use: Dodge, any spell that can dodge

Cast: Reaction

Type: Dodge, Combo

Lv1: Spend a counter in order to add +3 Def to your dodge. Cost: 1

Lv2: You no longer have to spend a counter, but you must have one prepared in order to use this
technique. Additionally, you may use this technique in combination with another dodge technique by
adding all of this technique’s bonuses to the second technique. Cost: 2

Lv3: Increase the bonus to: +5Def. Cost: 1, epic

Stylistic Dodge

Some weapons like whips can help you dodge by slinging you into a different direction. Other weapons
like poles can propel you off the ground to aid your escape. Still other weapons like heavy swords can be
swung to create powerful momentum and carry your body the extra distance away. If you want to be
extra creative, powerful guns can even be shot into the ground in order to launch you into the air.

Use: Dodge + Large Blade, Berserker, Pole-Arm User, Monk, Beast Claws, Chain, Blade Ring, Angel Wings,
Heavy Blast, Elemental Manipulation

Cast: Reaction

Type: Dodge

Lv1: You may spend a counter when dodging in order to add the DWB of up to two weapons to your
dodge. If you are using a ‘Large Crusher’ or ‘Heavy Blast’ weapon, this bonus becomes +3 regardless of
what the DWB of that weapon actually is. Cost: 1

Improved Focus

You have improved your ability to draw myth into through focusing and can now do it faster and more
often.

Use: No requirements

Cast: Special

Type: Special

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Lv1: Taking the “Focus” action now only requires 1 Action instead of 2, and you may now use this ability
up to 4 times a day. Cost: 1

Lv2: Taking the “Focus” action now only requires 1 Passive Action and you may now use this ability up to
5 times a day. Cost: 1

Improved Aid

Your character excels as a guardian to your allies, always ready to defend against an enemy attack.

Use: No requirements

Type: Block, Dodge, Movement

Cast: Reaction

Lv1: When you would succeed at using “Aid,” instead of being automatically hit by your opponent, you
are able to use a standard block or standard dodge instead. If you choose to dodge and succeed, carry
your ally with you using the “Ferry” action rules without spending an extra passive action. Cost: 1

Lv2: You may replace your standard block or dodge with a technique or spell when using this ability.
Cost: 1

Lv3: When using this ability, you may spend a counter before you make your (Cun) vs (Cun) success roll
in order to automatically pass. Cost: 1

Long Distance Aid

You can defend your allies even from long distances, dashing to them in the nick of time to block an
attack or push them out of harms way.

Use: No requirements

Type: Block, Dodge, Movement

Cast: Reaction

Lv1: When using the reaction “Aid,” you may now spend one of your next turns actions in order to make
a movement toward that character or cast a spell that allows you to make a special movement. If you
do, the target that you are aiding needs to be within range of your movement or special movement. If
you choose to dodge, carry the target you are defending with you for the rest of the movement. Cost: 1

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Counter Expert

You have trained long and hard to use complex reactions at the spur of the moment.

Use: No requirements

Type: Special

Cast: Special

Lv1: Up to three times a day, when you would need to use a counter in order to activate a reaction but
don’t have the counter available, gain 1 counter. Cost: 2

Lv2: You may now use this ability up to five times a day. Cost: 1, epic

Burst Strike

You slam your weapon on the ground, blasting your foes with an explosion of elemental damage.

Use: Amplification Spell + Large Blade, Berserker, Pole, Monk, Beast Claw, Large Wings, Single Wing,
Elemental Manipulation

Cast: 2 Actions

Type: Spell Technique, Attack

Lv1: You may only use this spell technique if you have at least one amplification spell active. Make a
standard attack. This attack’s range becomes: 30ft cone and gets +5Dmg. Myth: 5 Cost: 1

Lv2: Improve the bonuses to this attack to: +10Dmg 50ft cone. Myth: 10 Cost: 3

Overcharge: You may spend +10 myth up to a number of times equal to the maximum number of times
you can use your overcharge effect. For each +10 myth you spend, add: +1 Off, +20 Dmg, +50ft Rng to
this attack.

Extended Strike

Using your elemental power you swing your weapon to fire off an attack at an extended range.

Use: Amplification spell + Blade Wielder, Pole Arm User, Monk, Beast Claws, Angel Wings, Elemental
Manipulation

Cast: 1 Actions

Type: Spell Technique, Attack

Lv1: You may only use this spell technique if you have at least one amplification spell active. Make a
standard attack. This attack’s range becomes: 60ft with +5Dmg. Myth: 5 Cost: 1

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Lv2: Improve the bonuses to this attack to: +10Dmg, 100ft. Myth: 10 Cost: 3

Overcharge: You may spend +10 myth up to a number of times equal to the maximum number of times
you can use your overcharge effect. For each +10 myth you spend, add: +1 Off, +20 Dmg, +50ft Rng to
this attack.

Exploding Strike

You slam your weapon into the ground, sending a wave of elemental exploding out from you in every
direction, knocking enemies back.

Use: Amplification Spell + Large Blade, Berserker, Pole Arm User, Monk, Beast Claws, Shield, Angel
Wings, Elemental Manipulation

Cast: 2 Action

Type: Spell Technique, Attack

Lv1: You may only use this spell technique if you have at least one amplification spell active. Attack all
characters within 20ft radius of you. When dealing with multiple targets, make only one success roll and
compare it to the challenge rolls of each target separately. For each enemy that is either hit or blocks
this attack, they are pushed back from you a number of feat equal to the damage modifier of the attack
minus their size modifier x5ft. Myth: 5 Cost: 1

Lv2: Improve the bonuses to this attack to: +10Dmg, 50ft radius. Myth: 10 Cost: 3

Exploding Shot

Your spell amplified shots explode on impact.

Use: Amplification Spell + Gunner, Bow, Elemental Manipulation.

Type: Spell Technique, Attack

Cast: 1 Action

Lv1: You may only use this spell technique if you have at least one amplification spell active. Make a
standard attack with +5Dmg and explosion 10ft. Myth: 5 Cost: 1

Lv2: Improve the bonuses to this attack to: +10Dmg, explosion 30ft. Myth: 10 Cost: 3

Overcharge: You may spend +10 myth up to a number of times equal to the maximum number of times
you can use your overcharge effect. For each +10 myth you spend, add: +1 Off, +20 Dmg, +20ft Rng,
+15ft explosion to this attack.

Burst Shot

Your shot explodes into a wide beam attack.

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Use: Amplification Spell + Gunner, Bow, Elemental Manipulation

Type: Spell Technique, Attack

Cast: 2 Action

Lv1: You may only use this spell technique if you have at least one amplification spell active. Make a
standard attack with +5Dmg and beam 2. Myth: 5 Cost: 1

Lv2: Improve the bonuses to this attack to: +10 Dmg, +30ft Rng, and beam 3. Myth: 10 Cost: 3

Overcharge: You may spend +10 myth up to a number of times equal to the maximum number of times
you can use your overcharge effect. For each +10 myth you spend, add: +1 Off, +20 Dmg, +30ft Rng, +1
beam to this attack.

Piercing Shot

Your magically enhanced shot pierces through all enemies in its path.

Use: Amplification Spell + Gunner, Bow, Elemental Manipulation

Type: Spell Technique, Attack, Combo

Cast: 2 Action

Lv1: You may only use this spell technique if you have at least one amplification spell active. Make a
standard attack with +5Dmg, +80ft Rng, and beam 1. Myth: 5 Cost: 1

Lv2: Improve the bonuses to this attack to: +10 Dmg, +150ft, beam 1. Myth: 10 Cost: 3

Overcharge: You may spend +10 myth up to a number of times equal to the maximum number of times
you can use your overcharge effect. For each +10 myth you spend, add: +1 Off, +20 Dmg, +50ft Rng to
this attack.

Seal Manipulation

You are able to reposition your trap spells, forcing your opponents to dance to the tune of your magical
mines.

Use: Any trap or special trap created by a spell.

Type: Spell Technique, Trap

Cast: Normal Action, Free Hand

Or: Reaction, Free Hand

Lv1: You may cast this spell as a normal action or you may cast it up to once per round as a reaction in
order to move up to all ‘trap’ marks that you have created from spells up to 30ft. These traps must
remain attached to the earth or sky based off of what the casting rules state when they were initially

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created. Trap marks become visible while they are being moved and may combine with each other as
outlined in the special rules for traps. Traps may be moved to spaces that are already occupied by
characters, but if they do, it is treated as an attack with an Off of 3 using your (Cun) as the stat modifier.
This attack may not be blocked. If multiple traps are being moved to a single character’s location in this
way, the attacks are treated as dual wielded attacks with a DWB of 1. Stacking damage is already
accounted for in the trap special rules. Myth: 5 Cost: 1

Lv2: Increase the attacks to: 5Off, +2DWB. Increase the movement to: 60ft. Myth: 10 Cost: 2

Lv3: Increase the attacks to: 6Off, +3DWB. Increase the movement to: 100ft. Myth: 15 Cost: 2

Overcharge: You may spend +10 myth up to a number of times equal to the maximum number of times
you can use your overcharge effect. For each +10 myth you spend, add: +1 Off, +20Dmg, +50ft
movement to your traps.

Amplification Share

You are able to share your power, amplifying your allies with attack enhancement type magic.

Use: Any amplification spell

Cast: Special

Type: Spell Technique, Special Combo, Power Share, Amplification,

Lv1: You may use this technique as you cast an amplification type spell. Spend 1 myth plus the cost of
the spell in order to have the spell affect one ally up to 30ft away instead of yourself. You may not cast
the spell on yourself so long as it is active on another character, but you may cast it on as many new
targets as you desire. The extra overcharge damage from the amplification spell you share draws from
your myth, not your ally’s. Myth: 1+? Cost: 1

Lv2: Increase the range of this spell technique to: 60ft. Myth: 2+? Cost: 1

Lv3: You may use this spell technique and the spell it is combine with any number of times with one
action. Additionally, you may now cast the spell on yourself. Myth: 2+? Cost: 3

Overcharge: You may spend +10 myth up to a number of times equal to the maximum number of times
you can use your overcharge effect. For each +10 myth you spend, add: +100ft range to this spell.

Armor Share

You are able to share your power, amplifying your allies with defense enhancement type magic.

Use: Any armer spell

Cast: Special

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Type: Spell Technique, Special Combo, Power Share, Amplification,

Lv1: You may use this technique as you cast an armer type spell. Spend 1 myth plus the cost of the spell
in order to have the spell affect one ally up to 30ft away instead of yourself. You may not cast the spell
on yourself so long as it is active on another character, but you may cast it on as many new targets as
you desire. The extra overcharge protection from the armer spell you share draws from your myth, not
your ally’s. Myth: 1+? Cost: 1

Lv2: Increase the range of this spell technique to: 60ft. Myth: 2+? Cost: 1

Lv3: You may use this spell technique and the spell it is combine with any number of times with one
action. Additionally, you may now cast the spell on yourself. Myth: 2+? Cost: 3

Overcharge: You may spend +10 myth up to a number of times equal to the maximum number of times
you can use your overcharge effect. For each +10 myth you spend, add: +100ft range to this spell.

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Genes

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Wolf Genes

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Pyromancy

Dragon’s Fire

A cone of fire erupts from your hand. Advanced users of this spell are able to spew flames directly from
their mouths like a dragon.

Cast: 1 Action, Free Hand

Type: Ranged

Lv1: Off Def Dmg DWB DWD Rng Myth Cost: 1

3 N/A 8 +1 +4 30ft cone 5

Lv2: Off Def Dmg DWB DWD Rng Myth Cost: 1

5 N/A 12 +1 +6 50ft cone 7

Lv3: Off Def Dmg DWB DWD Rng Myth Cost: 1

6 N/A 18 +2 +8 60ft cone 12

Effect: You may cast this spell from your mouth as if your mouth were a free hand. If your mouth
already counts as a free hand for spell casting purposes, this spell instead does +3Dmg.

Lv4: Off Def Dmg DWB DWD Rng Myth Cost: 1, epic

7 N/A 22 +3 +10 100ft cone 20

Overcharge: You may spend +10 myth up to a number of times equal to the maximum number of times
you can use your overcharge effect. For each +10 myth you spend, add: +1 Off, +20 Dmg, +50ft Rng to
this attack.

Firball

An explosive ball of flame shoots from your hand, detonating on the first target it hits and catching all
bystanders in the blast.

Cast: 1 Action, Free Hand

Type: Ranged

Lv1: Off Def Dmg DWB DWD Rng Myth Cost: 1

3 N/A 8 +1 +4 60ft explosion 10ft 5

Lv2: Off Def Dmg DWB DWD Rng Myth Cost: 1

4 N/A 12 +2 +6 80ft explosion 20ft 7

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Lv3: Off Def Dmg DWB DWD Rng Myth Cost: 1

6 N/A 14 +2 +10 100ft explosion 30ft 10

Lv4: Off Def Dmg DWB DWD Rng Myth Cost: 1, epic

7 N/A 16 +3 +12 120ft explosion 50ft 12

Overcharge: You may spend +10 myth up to a number of times equal to the maximum number of times
you can use your overcharge effect. For each +10 myth you spend, add: +1 Off, +20 Dmg, +20ft Rng,
+15ft explosion to this attack.

Fire Storm

A hail of small fireballs shoots from your hands.

Cast: 1 Action, Free Hand

Type: Ranged

Lv1: Off Def Dmg DWB DWD Rng Myth Cost: 1

3 N/A 3/3/3 +1 +4 30ft cone 7

Lv2: Off Def Dmg DWB DWD Rng Myth Cost: 1

5 N/A 5/5/5 +2 +6 40ft cone 10

Lv3: Off Def Dmg DWB DWD Rng Myth Cost: 1

7 N/A 8/8/8/8 +2 +8 40ft cone 12

Lv4: Off Def Dmg DWB DWD Rng Myth Cost: 1, epic

9 N/A 10/10/10/10/10 +2 +10 50ft cone 12

Overcharge: You may spend +10 myth up to a number of times equal to the maximum number of times
you can use your overcharge effect. For each +10 myth you spend, add: +1 Off, +20 Dmg, +50ft Rng to
this attack.

Fire Blast

You fire a ray shaped blast of fire or heat energy.

Cast: 1 Action, Free Hand

Type: Ranged

Lv1: Off Def Dmg DWB DWD Rng Myth Cost: 1

3 N/A 8 +1 +4 60ft beam 1 5

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Lv2: Off Def Dmg DWB DWD Rng Myth Cost: 1

5 N/A 12 +1 +6 80ft beam 2 7

Lv3: Off Def Dmg DWB DWD Rng Myth Cost: 1

6 N/A 16 +1 +10 100ft beam 3 10

Lv4: Off Def Dmg DWB DWD Rng Myth Cost: 1, epic

7 N/A 20 +2 +12 120ft beam 4 12

Overcharge: You may spend +10 myth up to a number of times equal to the maximum number of times
you can use your overcharge effect. For each +10 myth you spend, add: +1 Off, +20 Dmg, +30ft Rng, +1
beam to this attack.

Explosive Ray

You fire a concentrated ray of heat that causes its targets to detonate.

Cast: 1 Action, Free Hand

Type: Ranged

Lv1: Off Def Dmg DWB DWD Rng Myth Cost: 1

3 N/A 8 +1 +2 60ft beam 1 5

Effect: When this spell defeats an enemy, cause a 10ft explosion from that enemy. The explosion
uses the Off and Dmg of this attack and the same Success Roll used for the initial attack.
Enemies can only be damaged by this spell once, so even if they are damaged by this spell and
then caught in an explosion or caught in multiple explosions, so long as they have been hit at
least once by this attack they will only suffer damage once.

Lv2: Off Def Dmg DWB DWD Rng Myth Cost: 1

4 N/A 12 +1 +6 100ft beam 1 7

Lv3: Off Def Dmg DWB DWD Rng Myth Cost: 1

7 N/A 16 +2 +8 100ft beam 1 10

Effect: Increase the explosion radius to 20ft every time your defeat an enemy.

Lv4: Off Def Dmg DWB DWD Rng Myth Cost: 1, epic

8 N/A 18 +3 +10 120ft beam 1 15

Effect: Increase the explosion radius to 30ft every time your defeat an enemy.

Overcharge: You may spend +12 myth up to a number of times equal to the maximum number of times
you can use your overcharge effect. For each +10 myth you spend, add: +1 Off, +20 Dmg, +50ft Rng to
this attack and +10ft radius to the extra explosion effect.

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Fox Fire

You summon multiple flames which dance around you and shoot at enemies at your command.

Cast: Special, No Hands

Type: Ranged

Lv1: Off Def Dmg DWB DWD Rng Myth Cost: 1, Cun 5

4 N/A 6 +2 +4 40ft 10

Effect: Before you may use this spell as an attack, you must spend a passive action and pay the
myth cost of this spell in order to create 3 “foxfires.” You must spend all foxfires that you create
in this way before you may create more. After you have created your foxfires, you may spend a
passive action in order to spend up to all of your foxfires in order to use the attack portion of
this spell. Treat each foxfire spent as an extra hand’s worth of casting. For example, if you were
to spend all 3 foxfire you would use this spell’s base Off and then add the DWB and DWD of this
spell twice to the attack. Alternatively, any time you would make any other attack that is within
this spell’s range, you may spend a foxfire to add the DWB and DWD of this spell to that attack
as an offhand.

Lv2: Off Def Dmg DWB DWD Rng Myth Cost: 1, Cun 7

5 N/A 8 +3 +6 60ft 15

Effect: Increase the number of foxfire created when initially casting this spell to: 5.

Lv3: Off Def Dmg DWB DWD Rng Myth Cost: 1

7 N/A 10 +4 +8 60ft 23

Effect: Increase the number of foxfire created when initially casting this spell to: 7.

Lv4: Off Def Dmg DWB DWD Rng Myth Cost: 1, Cun 10, epic

8 N/A 12 +5 +10 80ft 27

Effect: Increase the number of foxfire created when initially casting this spell to: 9.

Overcharge: You may spend +5 myth up to a number of times equal to the maximum number of times
you can use your overcharge effect. For each +5 myth you spend, add another 2 foxfires to the initial
casting of this spell.

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Aquamancy

Ice Shards

A flood of icicles, ice spears, or even snowflake shuriken sprays from your outstretched hand.

Cast: 1 Action, Free Hand

Type: Ranged

Lv1: Off Def Dmg DWB DWD Rng Myth Cost: 1

4 N/A 2/2/2 +1 +4 30ft cone 7

Lv2: Off Def Dmg DWB DWD Rng Myth Cost: 1

6 N/A 3/3/3/3 +2 +6 40ft cone 10

Lv3: Off Def Dmg DWB DWD Rng Myth Cost: 1

8 N/A 5/5/5/5/5 +2 +8 50ft cone 12

Lv4: Off Def Dmg DWB DWD Rng Myth Cost: 1, epic

10 N/A 6/6/6/6/6 +3 +12 60ft cone 15

Overcharge: You may spend +10 myth up to a number of times equal to the maximum number of times
you can use your overcharge effect. For each +10 myth you spend, add: +1 Off, +20 Dmg, +50ft Rng to
this attack.

Cold Breath

You breath out a cone of icy mist that freezes anything it touches.

Cast: 1 Action, Free Hand

Type: Ranged

Lv1: Off Def Dmg DWB DWD Rng Myth Cost: 1

4 N/A 4 +1 +2 40ft cone 10

Effect: This spell is cast from the mouth. If your mouth counts as a free hand for spell casting
purposes, add +3 Dmg to this spell. Targets that lose HP from an attack by this spell have Bind
(Cun + 10).

Lv2: Off Def Dmg DWB DWD Rng Myth Cost: 1

7 N/A 8 +1 +2 60ft 12

Lv3: Off Def Dmg DWB DWD Rng Myth Cost: 1

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10 N/A 10 +1 +2 90ft 15

Lv4: Off Def Dmg DWB DWD Rng Myth Cost: 1, epic

12 N/A 14 +1 +2 120ft 17

Overcharge: You may spend +10 myth up to a number of times equal to the maximum number of times
you can use your overcharge effect. For each +10 myth you spend, add: +1 Off, +20 Dmg, +50ft Rng to
this attack.

Piercing Jet

You shoot a highly condensed cutting stream of water.

Cast: 1 Action, Free Hand

Type: Ranged

Lv1: Off Def Dmg DWB DWD Rng Myth Cost: 1

4 N/A 8 +1 +2 80ft beam 1 5, Cun 5

Lv2: Off Def Dmg DWB DWD Rng Myth Cost: 1

6 N/A 12 +1 +4 120ft beam 1 7

Lv3: Off Def Dmg DWB DWD Rng Myth Cost: 1

8 N/A 18 +2 +6 140ft beam 1 10, Cun 7

Lv4: Off Def Dmg DWB DWD Rng Myth Cost: 1, epic

10 N/A 20 +3 +8 200ft beam 1 12, Cun 10

Overcharge: You may spend +10 myth up to a number of times equal to the maximum number of times
you can use your overcharge effect. For each +10 myth you spend, add: +1 Off, +20 Dmg, +50ft Rng to
this attack.

Hydro Blast

A high-pressure jet of water blasts from your hand, pushing your opponent’s back.

Cast: 1 Action, Free Hand

Type: Ranged

Lv1: Off Def Dmg DWB DWD Rng Myth Cost: 1

3 N/A 4 +1 +4 40ft beam 2 5

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Effect: Targets hit by this spell are pushed back a number of feat equal to the amount of HP they
lost x5ft. Targets who block this spell are pushed back a number of feat equal to: (your Hrt –
their Pow)x5ft.

Lv2: Off Def Dmg DWB DWD Rng Myth Cost: 1

4 N/A 8 +2 +6 60ft beam 2 7

Lv3: Off Def Dmg DWB DWD Rng Myth Cost: 1

6 N/A 14 +2 +8 80ft beam 3 12

Lv4: Off Def Dmg DWB DWD Rng Myth Cost: 1, epic

7 N/A 20 +3 +10 100ft beam 4 17

Overcharge: You may spend +10 myth up to a number of times equal to the maximum number of times
you can use your overcharge effect. For each +10 myth you spend, add: +1 Off, +20 Dmg, +30ft Rng, +1
beam to this attack.

Crashing Wave

A raging wave of water sweeps your enemies away from you.

Cast: 1 Action, Free Hand

Type: Ranged

Lv1: Off Def Dmg DWB DWD Rng Myth Cost: 1

3 N/A 4 +1 +4 30ft cone 5

Effect: Targets hit by this spell are pushed back a number of feat equal to the amount of HP they
lost x5ft. Targets who block this spell are pushed back a number of feat equal to: (your Hrt –
their Pow)x5ft.

Lv2: Off Def Dmg DWB DWD Rng Myth Cost: 1

5 N/A 8 +1 +6 50ft cone 7

Lv3: Off Def Dmg DWB DWD Rng Myth Cost: 1

6 N/A 14 +2 +8 60ft cone 10

Lv4: Off Def Dmg DWB DWD Rng Myth Cost: 1, epic

7 N/A 16 +3 +10 90ft cone 12

Overcharge: You may spend +10 myth up to a number of times equal to the maximum number of times
you can use your overcharge effect. For each +10 myth you spend, add: +1 Off, +20 Dmg, +50ft Rng to
this attack.

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Wave of Ice

A useful spell, a wave of jagged ice shoots from your hands, simultaneously encasing your enemies in ice
while creating a barrier in front of you.

Cast: 1 Action, Free Hand

Type: Ranged

Lv1: Off Def Dmg DWB DWD Rng Myth Cost: 2

4 N/A 8 +1 +4 20ft cone 7

Effect: Enemies hit by this attack are under the effects of (Bind Hrt+10). Additionally, after using
this attack, for every space that did not hold a target after this attack has been used, place an
“Ice wall” in that space with HP: 20 Armor: Hrt. These walls have are weak to fire damage.
Enemies who are killed by this spell have their bodies transformed into one of these walls.

Lv2: Off Def Dmg DWB DWD Rng Myth Cost: 1

6 N/A 12 +1 +8 30ft cone 10

Lv3: Off Def Dmg DWB DWD Rng Myth Cost: 1

8 N/A 16 +2 +10 40ft cone 12

Lv4: Off Def Dmg DWB DWD Rng Myth Cost: 1, epic

9 N/A 18 +2 +10 80ft cone 20

Effect: Increase the binding effect to: Bind Hrt+13.

Overcharge: You may spend +10 myth up to a number of times equal to the maximum number of times
you can use your overcharge effect. For each +10 myth you spend, add: +1 Off, +20 Dmg, +50ft Rng to
this attack.

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Geomancy

Earth Spikes

At a wave from your hand, the earth remolds itself into spikes jutting up from the ground in a wave
toward your enemies.

Cast: 1 Action, Free Hand

Type: Ranged

Lv1: Off Def Dmg DWB DWD Rng Myth Cost: 2

3 N/A 10 +0 +6 20ft cone 7

Effect: Enemies hit by this attack are pushed back a number of feat equal to the amount of HP
they lost x5ft with a minimum distance of the range of this attack. Additionally, after using this
attack, for every space that did not hold a target after this attack has been used, place an “earth
wall” in that space with HP: 20 Armor: Hrt.

Lv2: Off Def Dmg DWB DWD Rng Myth Cost: 1

5 N/A 14 +1 +8 40ft cone 12

Lv3: Off Def Dmg DWB DWD Rng Myth Cost: 1

7 N/A 16 +2 +10 60ft cone 15

Lv4: Off Def Dmg DWB DWD Rng Myth Cost: 1, epic

8 N/A 20 +3 +12 80ft cone 17

Overcharge: You may spend +10 myth up to a number of times equal to the maximum number of times
you can use your overcharge effect. For each +10 myth you spend, add: +1 Off, +20 Dmg, +50ft Rng to
this attack.

Stone Barrage

Rocks break apart and rise from the earth before flying at your opponents.

Cast: 1 Action, Free Hand

Type: Ranged

Lv1: Off Def Dmg DWB DWD Rng Myth Cost: 1

3 N/A 12 +1 +4 40ft 5

Lv2: Off Def Dmg DWB DWD Rng Myth Cost: 1

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4 N/A 20 +1 +8 60ft 7

Lv3: Off Def Dmg DWB DWD Rng Myth Cost: 1

5 N/A 24 +2 +12 80ft 10

Lv4: Off Def Dmg DWB DWD Rng Myth Cost: 1, epic

6 N/A 30 +3 +14 100ft 12

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Aeromancy

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Electromancy

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Holymancy

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Shadowmancy

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