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INTRODUCTION

This freely downloadable preview guide introduces the Omnifray RPG and its core
books, the Basic Handbook and the Expert Manual. It should be useful reading for
anyone who wants to play Omnifray, and if you’re thinking of purchasing one or both
of the core books, you’ll want to know a little about the game before you buy them.

Omnifray author Matt West brings you this message from the heart:-

“You’ll never find another game quite like Omnifray. It really is a very
special game, a game that I believe in – uniquely flexible for such a
detailed and balanced system, and built to sustain real atmosphere,
full of mystery, tension, grit and believability.

“Omnifray is also a challenging game. Your referee should be


someone who is comfortable with that. With a decent referee who can
explain the rules, a complete novice should find it fairly easy to play,
but your referee does need to be quite competent. He shouldn’t be
easily deterred by a few rules. On the other hand, he should also be
prepared to set the rules aside and ‘wing it’ from time to time.

“I want to be up front about the fact that getting to grips with


Omnifray enough to run a game using the full system takes some
effort. I hope that I can convey to you that it’s well worth that effort to
be able to play such a satisfying and absorbing game – a game where
you can abandon the artificial constraints that other systems often
impose, and embrace an amazing combination of flexibility and detail.

“The Enshrouded Lands, where Omnifray is set, can take many


different forms – can be interpreted in many different ways. Many
possible realities are explored in the core books, so that even if you
know the core books inside out, you can play Omnifray with no
certainty as to what secrets the game-world holds. This variability
permeates the world setting both at a macro-level, with different takes
on the current state of the nations of the Enshrouded Lands, and at the
micro-level of the many possibile cults and other secret societies.

“Character generation is infinitely varied, yet richly structured


through optional guidelines. The combat system can also be used in
many different ways, allowing you to tailor it easily to the style and
preference of your group, but also to the needs of the moment – quick
and dirty, or textured and absorbing, or somewhere between the two.

“This is my invitation to mature gamers. I hope you enjoy Omnifray as


much as I do. It takes time, but once you ‘get it’, you won’t look back.”

Copyright © 2007 – 2008 Matthew James A. West, all rights reserved, save that this document may be reproduced unaltered on a non-profit basis.

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THE ENSHROUDED LANDS

Omnifray is a story-telling game (tabletop roleplaying game) with a unique engine


(rules-system), set in a world called the Enshrouded Lands. The Enshrouded Lands
are so called because the borders of that world are marked by the Eternal Mists.
None have entered the mists and returned. The civilised countries and cultures of the
Enshrouded Lands bear a resemblance to real-world medieval countries and cultures,
but changed so much that real-world nations represent only a grain of inspiration to
convey the nature of the places and customs described. Full plate armour and arbalests
(huge crossbows) exist in the Enshrouded Lands; gunpowder and steam power do not.

The Enshrouded Lands are populated by humans and animals. The common folk –
most humans, even rulers, but not player characters – almost never encounter the
supernatural, or at least not knowingly. The “anointed ones” – such as the player
characters – are those chosen by Destiny to tread the boundary between the mundane
and the magical, and they may encounter ghosts and goblins aplenty. An effect called
the Shrouding conceals slain supernatural creatures quickly after their death – the
corpses are destroyed, or vanish, or similar. The will of the Shrouding is that the
common folk should concern themselves with mundane matters. Any who contravene
this principle by inveigling significant numbers of the common folk in things
supernatural risk the attention of powerful and malevolent entities.

Supernatural creatures of the Enshrouded Lands are not divided into strictly defined
races, but broad types are identifiable:-

• the fey (a pejorative word meaning weak or deathlike), who call themselves
the “immortals” – anarchic magical beings including elves and nymphs (which
are any fey similar in appearance to typical human men and women)

• the halpfey, being magically marked humans or animals and typically half fey

• the undead, who walk in the twilight between life and death, such as ghosts
and vampires

• the mittelcuick, or “half-living”, who are living creatures tainted by undeath,


such as the ghoulish mittelcuick servants of vampires

• holy angels

• angelkin (angelic or angel-touched humans and, possibly, animals)

• demons and devils of the Pits of Hell, including demonic dragons – devils
were originally fallen angels, and demons may be fallen elder spirits

• demonspawn and devilspawn, being humans or animals corrupted and


twisted by unholy power, and often of bizarre and monstrous appearance

• anarchic elder spirits, including the godlings of the Elder Faith

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• elemental spirits, including elemental dragons and drakelings

• the very rare “elder-possessed” and “hell-possessed”, which are inanimate


objects brought to life by the power of elder spirits or unholy magic

Supernatural creatures such as demons and the fey, and even human mystics, may
possess human or animal hosts, and are then known as otherworldly spirits. All
creatures which are not otherworldly spirits are called the Manifested.

For player characters the main choices are:-

™ human (by far the most obvious choice for a player character)

™ halpfey

™ demonspawn or devilspawn

™ angelkin

™ vampire (undead)

™ otherworldly spirit (primarily demons, the fey, elemental spirits and the undead)

Guidelines in the Expert Manual suggest possible backgrounds for your player
characters (PCs) and appropriate abilities, possessions and so on according to the
character’s background. A focal element of these guidelines revolves around the many
cults and other secret societies of the Enshrouded Lands which are founded upon their
members’ pacts and covenants with each other and often with powerful supernatural
beings. Other kinds of pacts and oaths, vows, flaws and devotions also feature
strongly. The information on cults and secret societies not only provides a rich
backdrop to character generation but can also provide critical twists to the plot. The
guidance on them in the Expert Manual is the author’s favourite part of Omnifray.

The guidelines for character creation in the Expert Manual are geared for characters
which are human or of human appearance. They are only guidance, not rules – the
strict rules allow you to play more or less any kind of creature which exists in the
game-world. You can certainly play an animal, a Manifested elemental spirit (perhaps
a drakeling or a dragon) or even a pool of demonic ooze (rules for a demon-spawned
pool of ooze and a fey pool of liquid are included in the core books). Adventuring in
the civilised parts of the Enshrouded Lands is however very difficult for any plainly
supernatural creatures.

The Enshrouded Lands include (or touch) many supernatural “Realms” –


otherworldly places which border the Mortal Realm of the common folk, including:-

• the Ethereal Realm, where ghosts can be seen from the Mortal Realm

• the Astral Realm, where ghosts dwell unseen, drifting to and from the Ethereal

• the Fey Realm, where the fey dwell, watching the Mortal Realm invisibly

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CORE GAME MECHANIC

Omnifray has a core game mechanic based around the Simple Action Resolution
Table (SART), which can be used for all kinds of actions within the game. Using the
Omnifray core game mechanic you:-

• start with your relevant ability score, with modifiers

• subtract a difficulty score (which may be your foe’s ability score, with
modifiers, or may be an abstract number chosen by the referee)

• that gives you your Advantage score

• if the difficulty score is higher than your relevant ability score, you get a
Disadvantage score instead (a Disadvantage of 1 is the same as an Advantage
of minus 1, and so on)

• look up the success chance or percentage degree of success on the SART

Simple Action Resolution Table (SART)

Advantage Success Disadvantage Success


0 50% 0 50%
1 59% 1 41%
2 67% 2 33%
3 74% 3 26%
4 80% 4 20%
5 85% 5 15%
6 89% 6 11%
7 92% 7 8%
8 94% 8 6%
9 96% 9 4%
10 97% 10 3%
11-12 98% 11-12 2%
13-15 99% 13-15 1%
16+ (100%) 16+ (0%)

For instance, in a straight contest of wills, if you have a Willpower of 10 and your foe
has a Willpower of 7, you have an Advantage of 3 and a 74% chance of success, or (if
the referee prefers) you may achieve a 74% degree of success. Your foe has a
Disadvantage of 3 and a 26% chance of success, or achieves a 26% degree of success.

A few simple variants of this game mechanic exist. The simplest form is Simple
Action Resolution. Whatever your percentage chance of success using the game
mechanic, you have to roll that number or less on percentile dice to succeed. This
means you roll two ten-sided dice, one for tens and one for units. The dice are
numbered 0 to 9 (or 00 to 90 for the tens dice). If you roll all zeroes, you have rolled
100 (and usually failed). Roll equal to or less than your success chance to succeed.

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Using the basic combat system, you use Simple Action Resolution to see if you hit
your enemy, matching your offensive Melee Prowess against his defensive Melee
Prowess (with modifiers). If you hit, you can use Simple Action Resolution to see if
you kill your foe, matching your Strength/Damage score against his Toughness (with
modifiers). Alternatively, when you match your Strength/Damage against your foe’s
Toughness on the SART, you can use the percentage score as a percentage injury
inflicted. That is then a percentage of the total injury that would be required to kill the
foe. The referee can keep track of the injuries inflicted on your foe by different blows,
adding them together as you go, and when you hit 100%, you have slain your foe.
Injuries inflicted on player characters are normally kept track of in this way:- when
the injuries inflicted on your character reach a total of 100%, he dies.

Being injured is a big deal in Omnifray. Your wounds may become infected.
Even if they do not you may suffer severe penalties to your ability scores, fall
unconscious and eventually die from major blood loss. Natural healing is
slow. Supernatural healing takes longer than most fights to have its full effect,
is rare, is not assured of success and is taxing for the healer and the subject.
Though injury can be crippling, often player characters are saved by Fate.

The main alternative variant on the core game mechanic is Four-Tier Action
Resolution. This works like doing Simple Action Resolution three times and counting
up the number of rolls that you succeed on. Each time you succeed on a roll it gives
you a “partial success”. No partial successes usually means an overall failure, one
partial success means an overall modest success, two partial successes means an
overall clear success and three partial successes means an overall critical success.

The advanced combat system uses Four-Tier Action Resolution to see if you hit
your foe (allowing for modest, clear or critical hits). The Basic Handbook suggests a
rough-and-ready system of handling Four-Tier Action Resolution with just one dice-
roll and the Simple Action Resolution Table. The Expert Manual includes the Four-
Tier Action Resolution Table as another way of using Four-Tier Action Resolution. A
basic combat system hit is quite like a critical hit using the advanced combat system.

SPEED OF ACTION

One of the most important ability scores that a character can have is his Alacrity,
which represents how quickly he can act – how quickly he can perform separate
actions. In combat situations you roll set dice (with modifiers) for your “speed of
action” which are dictated by your (often modified) Alacrity score. For instance, if
your Alacrity score is 6 you roll d12 and add 18; if your Alacrity score is 7 you roll
d12 and add 14. The lower you roll, the better:- the number you roll is the number of
segments of one tenth of a second that you need to perform one full action.

As combat progresses, you keep track of how long your actions take, adding the time
for your next action to the total time that your previous actions took. Whoever has the
lowest total acts next. If you take 17 segments for your first action and 19 segments
for your second, you complete your second action on the 36th segment of the fight. If
someone takes 37 segments for his first action, you act twice before he acts once.

Sometimes actions can be delayed or brought forward. Mass combat has special rules.

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AN EXAMPLE FIGHT-SEQUENCE

Anastasya the Izlavian swordsmistress finds herself locked in battle with her arch-foe
and half-sister Natasya. Each has a sword and shield; Natasya is wearing padded
leather armour. Their combat scores including armour and weapon bonuses are:-
Anastasya Natasya
Alacrity 7 (roll d12+14) 6 (roll d12+18)
offensive Melee Prowess 12 11
defensive Melee Prowess 15 14
Strength/Damage 8 8
Toughness against slashing 6 7
Anastasya rolls a 9 on her d12 for speed of action, so she will act after 23 segments
(9+14). Natasya rolls a 2 on her d12 for speed of action, so she will act after 20
segments (2+18) – just before Anastasya!

Natasya strikes at Anastasya. Natasya has a Disadvantage of 4 for hitting Anastasya –


because Natasya’s offensive Melee Prowess of 11, minus Anastasya’s defensive
Melee Prowess of 15, comes to minus 4. This gives Natasya a 20% chance of a hit,
which you get by looking up her Disadvantage score of 4 on the Simple Action
Resolution Table (SART). Natasya rolls percentile dice and gets a 14 – she hits!

Natasya has a Strength/Damage score of 8, matched against Anastasya’s effective


Toughness against slashing weapons of 6, giving Natasya an Advantage of 2 for
killing Anastasya on a successful hit. Looking up an Advantage of 2 on the SART,
Natasya has a 67% chance of killing Anastasya. She rolls an 83 – Anastasya lives!

Natasya now rolls for speed of action for her next action, and rolls a 7 – she will act
after a further 25 segments (7+18), counted from the 20th segment when she swung
her first blow (20+25=45). The referee’s time-keeping sheet now looks like this:-

Anastasya 23
Natasya 20 45

Anastasya will strike next. She has a Disadvantage of 2 for hitting Natasya – because
Anastasya’s offensive Melee Prowess of 12 minus Natasya’s defensive Melee
Prowess of 14 gives a total of minus 2. Looking up a Disadvantage of 2 on the SART,
this gives Anastasya a 33% chance of a hit. She rolls exactly 33, and just hits!

Anastasya has an Advantage of 1 for killing Natasya on a successful hit – her


Strength/Damage of 8, minus Natasya’s effective Toughness against slashing
weapons of 7. Looking up an Advantage of 1 on the SART, Anastasya has a 59%
chance of killing Natasya. She rolls a 53, and the fight is over – Natasya lies slain!

If Natasya were a player character, instead of giving Anastasya a 59% chance of


killing Natasya, you might prefer that Natasya suffers roughly a 59% injury. That
would mean that Natasya suffers a penalty of 2 points to most of her ability scores
(not Toughness though), and has a 10% chance of falling unconscious. 100% injury
basically always kills, so Natasya would be well over half-way to being dead. She
also runs the risk that her wounds may become infected.

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Suppose that to be the case, so Natasya is still alive, but very badly wounded (59%).
Anastasya rolls an 11 for her next speed of action roll, so she will go again on the 48th
segment of the fight. The referee’s time-keeping sheet now looks like this:-

Anastasya 23 48
Natasya 20 45

Natasya goes first on 45. Her Strength/damage and Melee Prowess: Attack scores are
penalised by 2 points each because of the injury she has sustained. The combatants’
scores look like this now:-

Anastasya Natasya
Alacrity 7 (roll d12+14) 4 (roll d20+23)
offensive Melee Prowess 12 9
defensive Melee Prowess 15 12
Strength/Damage 8 6
Toughness against slashing 6 7

It’s quite obvious that Natasya faces almost certain defeat. But suppose Natasya can
perform a special feat of physical energy to strike a mighty blow. Using the Mighty
Blow feat, for one blow only Natasya’s offensive Melee Prowess improves by 2
points, and her Strength/Damage score improves by 4. As things are looking pretty
desperate for Natasya, her player elects to use that feat. How do things look now?

Anastasya Natasya
Alacrity 7 (roll d12+14) 4 (roll d20+23)
offensive Melee Prowess 12 11
defensive Melee Prowess 15 12
Strength/Damage 8 10
Toughness against slashing 6 7

Using Mighty Blow, despite her injuries Natasya still has a 20% chance of a hit. She
rolls an 11, hitting again! Looking at her Damage Advantage, she has a
Strength/Damage of 10, she has a Damage Advantage of 4, and an 80% chance of a
kill. She rolls an 84 – not quite enough to kill Anastasya, but the referee, using his
discretion, deems it enough to incapacitate her. This time, Natasya has won the fight!

Notice that Natasya suffered a percentage injury when she was struck, but Anastasya
simply faced a percentile dice-roll to see if she was killed or incapacitated. This
would typically be because Natasya is a player character or major non-player
character, but Anastasya is a non-player character and not a particularly important
one. If you use the advanced combat system, Natasya would suffer roughly 20%
injury on a modest hit, 39% on a clear hit or 59% on a critical hit.

Being able to treat a blow as either causing a percentage injury or alternatively


giving a percentage chance of a kill means that your referee has a choice whether to
keep track of injuries suffered by the PCs’ enemies. Because the same percentage
score is converted into an injury or into a chance of death, Omnifray doesn’t suffer
from the system-distorting effects of getting rid of book-keeping by giving mooks a
reduced capacity to take damage (say, 1 wound level or whatever).

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MINIATURE FIGURINES

Omnifray is not a game of miniature warfare for use solely with miniature figurines.
Miniature figurines can be very helpful in fights with more than two or three
combatants, but they are entirely optional – it is a question of style and preference. If
you do use miniatures, choose a scale to suit the miniatures. For typical 25mm to
28mm figurines (for humans), a scale of 3cm to 2m may be appropriate.

CHARACTER INFORMATION

Characters in Omnifray have three main categories of rules information about them
which is recorded on their character sheets:-

• ability scores
• traits
• feats

Ability Scores

There are 17 ability scores which every character has:-

Alacrity – how quickly you act

Melee Prowess – general hand-to-hand fighting ability


Marksmanship – your aim with ranged weapons
Strength – physical strength, used for damage in combat
Toughness – physical resilience, used for resisting damage

Agility – agility for essentially non-combat manoeuvres


Stealth – aptitude for sneaking around and sleight-of-hand
Manipulation – active interpersonal skills – the ability to persuade
Intimidation – the ability to inspire fear in others

Willpower – strength of mind and will


Perception – observation, including passive interpersonal skills
Understanding – intelligence and an aspect of general knowledge
Looks – physical attractiveness or comeliness

Craft – ability to work with one’s hands


Luck – the blessings and favour of the Fates

Size – how big you are


Target – how difficult a target you present for ranged weapons

A score of 6 is average for a typical human adult male for any ability score, except
for Target, which is normally 10. Target is normally simply the “other side of the
coin” to a character’s Size score (Size plus Target normally equals 16). If your ability
score is better than your foe’s, then for every 2 points of difference in ability score
between you, you are twice as capable as he is in that area – meaning twice as likely
to succeed as your foe is in a contest between the two of you. Some ability scores can

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work slightly differently. A difference of 4 points in Alacrity is needed to make a
character twice as quick in the sense that he takes half the time to perform an action.
A difference of 4 points in Size makes a character twice as tall.

Ability scores do more in Omnifray than in many games. For instance, Toughness
performs functions which in many games would be represented both by an inherent
resistance to damage or an ability to avoid certain damaging effects, and by the
possible total amount of damage that the character can withstand. This is because
damage caused in Omnifray is always a percentage of the total amount required to kill
the victim, or an equivalent percentage chance of an outright kill.

Many ability scores may overlap to some extent as representations of real-world


characteristics. For instance, Melee Prowess obviously incorporates an element of
physical strength (Strength), physical and mental speed (Alacrity and possibly
Understanding) and physical agility (Agility), as well as courage (Willpower) and
combat experience (perhaps Understanding). The reason why Melee Prowess is a
separate, standalone score rather than the alternative of using derived scores
(calculated by adding different ability scores together) is to enhance the speed of play
and, most of all, to make the referee’s life easier when designing non-player
characters.

In theory an ability score can be any whole number, even a minus number. A score of
100 or even -100 is perfectly possible. However, even for supernatural creatures,
scores above 40 are very rare.

Traits and Feats

A trait or feat is an ability that some characters have but others do not, such as the
Tracking trait or the Mighty Blow feat. The difference between traits and feats is that
traits potentially apply all the time, continuously, without draining a character’s
energy or requiring special preparation, whereas feats only work when you
specifically invoke them (or the referee does on your behalf), and using them costs
energy points or uses activity points. Activity points represent special and sustained
attention to detail, usually over the course of a week or longer period.

Traits in Particular

Traits include general skills which represent experience in a particular field of


activity. Typically these work by giving a modifier to one of your ability scores when
you attempt tasks within your particular area of expertise. For instance, any character
can attempt to follow another’s tracks, using his Perception ability score, but if you
have the Tracking trait, this will give you a very substantial bonus to your Perception.

Traits can also include any unusual characteristics which may even be unique to a
particular species or individual or group. For instance, devout followers of the Holy
Faith will have the Holy Faith trait, which means that they may be able to repel foul
creatures of undeath. Courageous warriors may have the Bravery trait, which
increases their Willpower for resisting fear.

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Traits may represent a burden rather than a benefit, with a commensurate saving in
character generation points. For instance, craven wizards may have the Cowardice
trait, reducing their Willpower for resisting fear, giving them character generation
points in compensation.

Many traits you simply either do or do not have. Other traits you may have to a
variable extent; they may give varying modifiers which are different from character to
character.

All standard traits in the system are collected together in Chapter 12 of the Expert
Manual. Chapter 5 of the Basic Handbook contains common traits for player
characters, mainly being acquired skills. Non-standard traits are entirely possible (in
the referee’s discretion).

Feats in Particular

Feats come in six main varieties:-

• feats of physical energy (bursts of energy like a rush of adrenaline)

• feats of concentration (carefully concentrating on a task to do it better)

• feats of combined physical energy and concentration

• spiritual feats (magical or mystical powers)

• feats of destiny (the intervention of fate or luck)

• downtime feats (the results of careful preparation over a long period of time)

All standard feats in the system are collected together in chapters 6 to 9 of the Expert
Manual with full details for player characters to use them. Chapter 9 of the Basic
Handbook contains feats of concentration and feats of physical energy for player
characters; Chapter 10 of the Basic Handbook gives some details of feats of elder
magic (a kind of spiritual feats), sufficient for use by NPCs, not PCs.

If you use the rules on feats, all player characters can use feats and each has a
potentially unique list of feats. All spell-casting is performed using feats. Few non-
player characters can use feats. Non-standard feats are possible, but they can be
tricky. That said, the standard feats are so flexible that non-standard feats are not
hugely necessary.

Why Energy Points?

Omnifray uses energy points for feats because that encourages the players to think
tactically about when to use them and because it helps the atmosphere of the game.

Some games may allow player characters to have special abilities that they can use
maybe not continuously but, say, once or a few times in each fight. That approach
means that the players often don’t have to ration the use of their characters’ special

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energies:- the choice to use a once-per-fight power in each fight is so obvious that it is
almost no choice at all. Omnifray makes the characters’ resources of special power
finite – making the game highly tactical for everyone. Energy is finite not just as a
short-term resource, but also as a medium- or long-term resource (long-term for
spiritual energy and fate points), adding a strategic dimension.

Many systems allow wizards to use magic at will. Omnifray rejects that approach
firstly because having magicians tap into an endless supply of unconstrained blasting
power just takes the “magic” out of magic. That sort of thing is frankly naff, or at best
childish. Magic is not supposed to be mains electricity, endlessly convenient and only
dangerous if mishandled.

Some systems prevent infinite magic from spoiling the game by making magic
hazardous to use, for instance because wizards blow themselves up, sprout tentacles
or lose their souls when luck goes against them. That’s a great system if all
spellcasters are human or humanlike and their magic stems from a pagan or unholy
source. But Omnifray is designed to be so flexible for character generation that you
can play an inherently magical creature such as a demon, an angel or an Otherworldly
fey spirit. It just wouldn’t do to have angels and Otherworldly fey spirits randomly
blowing themselves up all over the place as a constraint on their magical powers.

Omnifray does have the Shrouding, which discourages the blatant use of magic in the
vicinity of the common folk, but for inherently magical creatures living in faerie
kingdoms like the Fey Realm, the best way of limiting their power was felt to be a
finite energy resource including a finite long-term energy resource.

CREATING NON-PLAYER CHARACTERS (NPCS)

The referee can give non-player characters (including monsters) any ability scores
and traits that he deems appropriate, including non-standard traits. He can allow
them to use feats if he sees fit, including not only standard or well-defined non-
standard feats, but even vaguely defined powers which work, from time to time, in his
discretion. He can pluck feats out of the book for them mid-game – indeed, he should.

Always remember that supernatural creatures in Omnifray are unique individuals.


They do not belong to specific, set races, or have specific, set abilities and powers.
Everything is possible – whatever the referee deems suitable or appropriate. There are
general guidelines in the Expert Manual on supernatural creatures of the various broad
kinds, and copious examples (in the region of 90+) in the Basic Handbook, which also
contains over 50 mundane NPCs and animals. However, ultimately NPCs can have
any abilities that the referee thinks are consistent with the broad nature of the creature
concerned, and those abilities can work in any way that the referee thinks suitable.
You are, of course, encouraged to tie creatures’ abilities in to the core game mechanic
and relate them to ability scores if possible, especially for offensive powers which
may harm the player characters, but basically the referee can do as he pleases.

The principal exception to the “stat as you like” rule is that if a player character
summons a non-player character using a magical feat, you use a modified version of
the system for creating player characters when you decide on the summoned
creature’s powers and abilities. This is described in the Expert Manual.

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CREATING PLAYER CHARACTERS

Player characters in Omnifray have a default score of 7 for each of their 17 ability
scores except Size (typically 6) and Target (typically 10). This means that for the 15
main ability scores (not Size or Target) you can start 1 point better than the average
man. You can then trade off points of some of your ability scores for character
generation points which you can use to buy more points for your other ability scores.
You also start with 10 free character generation points which you can use to improve
your ability scores, but normally you will want to save a few points for traits, which
are also bought with the same pool of character generation points (CGPs).

Each ability score has a value per point, as follows:-

Ability Score CGP Value

Alacrity 9

Melee Prowess 4
Marksmanship 2
Strength 4
Toughness 4

Agility 2
Stealth 4
Manipulation 4
Intimidation 2

Willpower 5
Perception 4
Understanding 2
Looks 1

Craft 1
Luck 2

For instance, you could trade 2 points of Agility for 4 CGPs, leaving you with an
Agility score of 5. Then you could use those 4 CGPs to buy 1 point of Perception,
giving you a Perception score of 8.

Most adult male human starting player characters will have ability scores ranging
from 0 to 10, apart from Size (perhaps 6 to 7), Target (thus 10 to 11) and Alacrity
(strictly 6 to 8). It is up to your referee to decide what range of scores are open to you,
but there are guidelines in the Basic Handbook and more detailed guidelines in the
Expert Manual. A score of less than 4 may be fairly useless, so tread there with
caution!

If your scores are below 0, generally you do not receive additional character
generation points for having negative scores.

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From the same pool of character generation points you can buy traits for your
character, which may represent acquired skills or inherent characteristics. Again, it is
up to your referee to decide what traits you can buy and how many character
generation points you can spend on a given trait (if a variable spend is possible). Most
of the traits listed in the Basic Handbook would be plausible for most human player
characters. Really it is a question of common sense. However there are more detailed
guidelines in the Expert Manual as to the appropriate traits for characters from various
backgrounds.

Omnifray does not have “character classes,” nor even tightly prescribed, fixed
abilities for non-humans of particular “races”, which might detract from the mystery
of the game-world. Non-humans (excluding natural animals) are very much unique
individuals, and though they fall into broad categories with some predictable
similarities (fey, demons, the undead and so on), they do not come with narrowly
standardised abilities. The most important limit on what traits you can choose will be
what the referee deems suitable for your character and for the campaign.

ADVANCED CHARACTER CREATION

Starting player characters can have feats which are powered by energy points or
activity points. You choose your list of available feats using versatility points to buy
them. A player character starts with:-

• 88 versatility points, used to populate his list of available feats

• 80 short-term energy points or 8 weekly activity points or the equivalent,


used to power his feats when he uses them

Remember that the difference between traits and feats is that traits are acquired skills
or inherent characteristics which you can always use if you want, without having to
spend energy points or use activity points; feats are abilities for occasional use, which
drain energy points or require activity points.

Character generation points are for buying ability scores and traits which
apply all the time; versatility points are for buying feats which you can use
occasionally; energy points and activity points are for powering your feats.

There are different categories of energy points for the different categories of feats
(there are physical energy points, concentration points, various kinds of spiritual
power and finally fate points), except that downtime feats are powered with activity
points. Once you allocate short-term energy points to a particular category, you will
receive a corresponding number of medium-term or long-term energy points (twice as
many medium-term as short, or ten times as many long-term as short), depending on
the kind of energy concerned. Physical energy and concentration use medium-term
energy points; spiritual energy and fate points involve long-term energy points.

Again, it is up to the referee to decide what feats you are allowed, but there are
guidelines in the Expert Manual. The spiritual feats available to a character are
restricted to those appropriate for someone of his spiritual alignment.

13
SPIRITUAL ALIGNMENT

Your “spiritual alignment” marks the spiritual faction that you are aligned to. This is
not a matter of purely free choice:- even if you do not follow a particular deity, you
will be naturally more at home – spiritually (though not necessarily in other ways) –
among the members of your faction than with members of any other. Spiritual
alignments do not dictate or constrain your character’s behaviour. They are
purely a marker for your spiritual identity. They have no necessary connection to the
morality of your behaviour or even your inner moral character.

There are only four possible spiritual alignments in Omnifray:-

• goodly, meaning allegiance to the Celestial Powers of Holiness


• evil, meaning allegiance to the Unholy Powers of the Pits of Hell
• chaotic, meaning allegiance to pagan godlings of the Elder Faith
• lawful, implying a broad humanist mindset and possible mystical powers

There are no combined alignments and no alignments of neutrality in Omnifray.

Being evilly aligned does not require you to perform evil acts, nor does performing
evil acts make you evilly aligned. Being goodly aligned does not require you to
perform goodly acts, nor does performing saintly and heroic deeds make you goodly.
Being lawful does not make you truthful or honourable; being chaotic does not make
you anarchic. Thus alignments in Omnifray are totally different to alignments in
other roleplaying games. They are not a mindset, but an identity.

It is true that supernatural beings or those with supernatural powers – especially


innate (inherent, inborn) supernatural powers – tend to reflect their alignments more
in their actions. However, even then, the moral codes of the Enshrouded Lands are
multi-faceted, deeply subjective and open to broad differences of interpretation. Many
a devout and saintly goodly priest of the Holy Faith might approve of the plainly
gratuitous torture of pagan druids by the Ebirean Congregatio (the Spanish Inquisition
of the Enshrouded Lands). A devout and saintly goodly priest of the Talean branch of
the Holy Faith might even approve of the execution (if not torture) of a devout and
saintly goodly priest of the Zhoranian branch of the Holy Faith, and vice versa. This is
not intended to reflect the moral codes of real-world religions, but simply to make the
Enshrouded Lands a place of conflict, misunderstandings, deep moral ambiguity and
warring zealots.

At the level of the greatest spiritual beings and most learned, devout and enlightened
followers of the Elder Faith and the mystical faith, chaotic and lawful characters each
believe that theirs is the only way to prevent the Unholy Powers of the Pits of Hell
from overwhelming the world. The beliefs of chaos are that only by the tolerance of
some evil can the world sustain its goodliness, as though good, like Yang, depends on
a small element of evil, its Yin. Complete purity of spirit is self-defeating, and will
lead ultimately to the fall to pure evil. Anarchy and chaos represent a release valve for
impurity of heart. The beliefs of law are that only by rigid discipline can evil be kept
out – even if well-intentioned and peaceful non-conformists must be tortured and slain
in order to achieve that aim. The end justifies the means, and might is right. The nail
that sticks out will be hammered (deru kugi wa utareru).

14
Thus each of good, chaos and law conceives of itself as the true good, and sees the
other two as being at the very least profoundly mistaken and dangerous, if not even
partly or wholly evil – even though the underlying goals and values of good, chaos
and law converge inasmuch as they all strive to foster as far as sustainably possible
that which is good and destroy that which is evil. Where they disagree is not as to
what is, in itself, intrinsically good, but rather as to how that which is good can best
triumph over or hold out against evil, and thus as to what is extrinsically good.

At the highest levels of existence each of the four spiritual factions is perpetually at
war with all the others. This does not necessarily translate into conflict, or even lack
of cooperation, between particular individuals of differing alignments, for the wars of
the spiritual factions are fought on a grand scale by the greatest spiritual powers, and
not necessarily between any two given pawns of opposing forces.

The theological positions of the greatest of lawful mystics and of the Elder Spirits of
chaos would, of course, be alien and unknown to many of the common folk of the
Enshrouded Lands, and even to many of the “anointed ones” (such as player
characters) who may encounter supernatural creatures and phenomena from time to
time. To add to this debacle, mortal followers of each of the four spiritual factions
may be at war or at least in conflict with their fellow faithful, with those of the same
spiritual alignment, and at least in the case of the Elder Faith and the Unholy Powers
of the Pits of Hell, there is certainly conflict among supernatural beings of the same
spiritual alignment, even at the level of the most powerful entities.

If you are goodly, you might have priestly or innate (angelic/paladinic) powers of
holy magic. Holy wizardry is almost inconceivable (but not utterly so).

If you are evil, you might have priestly, wizardly or innate (demonic, diabolic or
undeath-derived) powers of unholy magic. Evil sorcerers are often demon-spawn or
devil-spawn with demonic or diabolic innate powers. (Sorcerers are not truly human.)

If you are chaotic, you might have priestly, wizardly or innate (fey, elemental, etc.)
powers of Elder Magic. Chaotic sorcerers are often halp-fey with innate magic.

If you are lawful, you might have innate mystical powers (which are supernatural, but
are not considered magical).

CHARACTER ADVANCEMENT

In a nutshell, although there are no “character classes” in Omnifray, the rules


recognise levels as a measure of a character’s power – you start at 1st level, and
progress in level as you adventure (or may lose levels if you are slain and somehow
restored to life). Campaigns above 25th level are considered “epic-level” and many
referees will prefer players to retire their characters at 25th level if not before. Play up
to 50th level is however possible. Play beyond 50th level is best avoided.

When you gain a level, you gain:-


• 10 character generation points to buy ability scores and traits
• 13 versatility points to buy more feats for your list of feats
• approximately 10% of the energy and activity points for your previous level

15
There are very few limits on how you can spend these character generation points and
versatility points and on how you can allocate your energy and activity points, except
(again) what the referee will allow. Some referees may prefer to rule that you can only
improve on particular abilities if the character has performed tasks relevant to those
abilities during recent adventuring, or has some other excellent justification. Other
referees may prefer a more liberal approach. That is a matter for the referee.

The point of the level system, which fixes the ratio of character generation points to
versatility points and energy points according to the level attained, is that, assuming
that the characters in your group are all of similar level, they will:-

• all have a similar range of special powers available to them, whether purely
mundane, magical or mystical

• all have a similar reservoir of energy to use those special abilities

• thus all have a similar range of options to draw on during play, whether you
are playing a wizard, a priest, a warrior, a scout, an ink-merchant or whatever

• start off as relatively straightforward to play

• become gradually more complex to play as they advance in level – and as you
gain more experience of playing those same characters

• depend more and more on the clever use of feats as they advance in level

THE BIRTH OF A HERO

Imagine Katie is getting ready to referee a game of Omnifray. She has gathered some
friends together, with rule-books, dice, a ruler (perhaps!), optional miniature figurines
and blank character sheets at the ready. The game will be set in Izlavia – a country in
the northern part of the Enshrouded Lands, where many adventures take place.
Izlavia’s people are pale-skinned and mostly dark-haired. Many of its rulers are
descended from blond-haired, blue-eyed invaders from Tyuschia.

One of Katie’s friends is Jamie. Katie has asked Jamie to come up with the details of a
hero for him to play. Jamie starts to think.

In Jamie’s mind forms an image of Ravo Raffenski. Ravo is the younger son of an
Izlavian knight (Sir Raffen, hence Ravo’s second name, Raffenski, or “son of
Raffen”). His blond hair and blue eyes indicate Tyuschian descent, but the only
tongue he speaks is Izlavian. He stands some five feet, ten inches tall and weighs
around twelve stone. He is honourable and brave, strong, quick and skilful with his
sword. He wears a battered chainmail hauberk. In his pouch he carries twenty silver
coins. Perhaps he has recently picked up two gold coins as well.

Katie intervenes to mention that Izlavia has a number of knightly orders, in effect
vigilante groups. She describes a few of them. Jamie pauses for thought and
continues. Ravo’s shield bears the symbol of the ancient knightly order to which he

16
belongs, a knightly order whose proud history has inspired him to seek out
wrongdoers and bring them to justice. That order is the Order of the Sickle.

Now Jamie has the beginnings of a character concept for Ravo.

In Izlavia, the predominant spiritual alignment is chaotic, so Katie suggests that Ravo
should be of chaotic spiritual alignment. Jamie agrees.

As a man of more or less average size, Ravo has a Size score of 6. Ravo also has a
Target score of 10, which represents how hard he is to hit with missile weapons. Size
and Target always add up to 16 in total.

The next step is for Jamie to choose Ravo’s main ability scores. Ravo, as an adult
male human and as a starting character, will have scores ranging from 0 to 10 in each
of his main ability scores. By default, he would start with scores of 7, as compared to
an average adult male human’s scores of 6. A difference of 2 points in ability scores
generally equates in some sense to a doubling of ability.

Jamie wants Ravo to be very strong and very tough, so he wants to raise Ravo’s
Strength and Toughness scores to 8 each. It will cost 4 character generation points to
raise Ravo’s Strength by 1 point (from 7 to 8) and 4 character generation points to
raise his Toughness by 1 point. Ravo gets 10 character generation points for free.
After counting the cost of Strength and Toughness scores of 8, Ravo has 2 character
generation points to spare.

Ravo can have special traits which are a permanent feature of his capabilities, be they
learnt skills, or other advantages or disadvantages.

As a free trait, Ravo gets the Language Use trait – meaning that as a human, he can
understand and use human language. He gets one native language by default –
Izlavian, obviously – which he can speak perfectly.

Jamie has a look at the list of traits in Chapter 5 of the Basic Handbook. Straight away
his eyes alight on the Bravery trait, which can give Ravo extra points of Willpower
for the purposes of resisting fear only. Jamie decides to spend Ravo’s two remaining
character generation points on Bravery, meaning that Ravo will have a Willpower 3
points higher than normal for resisting fear only.

Jamie wants Ravo to have the Combat Awareness trait, meaning that he is “on the
ball” in fights and knows how to read his opponents. He also wants Ravo to be able to
ride horses, judge how badly wounded an injured person is and swim and to be an
expert swordsman. This means Ravo will need the Riding trait for horses, the
Swimming trait, the Tell Wounds trait and the Weapon Specialisation trait for weapon
combinations including his sword and shield. The Riding trait costs 1 character
generation point (or CGP), the Swimming trait costs 1 CGP, the Tell Wounds trait
costs 1 CGP and the Weapon Specialisation trait costs 3 CGPs (but gives Ravo an
extra rank of Melee Prowess when using his specialist weapons, as if he had a Melee
Prowess score of 8 instead of 7). The Combat Awareness trait (listed under the
Awareness heading) costs 2 CGPs. In total Ravo needs an extra 8 CGPs.

17
Jamie does not see any disadvantageous traits which would suit Ravo, so he will need
to save 8 CGPs by knocking points off some of Ravo’s ability scores.

Ravo is honourable and brave. He is not a natural sneak. Jamie therefore decides to
knock one point off his Stealth, saving 4 CGPs. With a Stealth score of 6, Ravo will
still be as good at sneaking as the average man. Ravo fights with his sword and shield.
He is not a scholar, and mental strength is not his forte. Jamie decides to knock a
point off each of his Understanding and Willpower. Ravo will be as clever and
mentally strong as the average man (with scores of 6), and has saved 7 CGPs (5 for
Willpower and 2 for Understanding). None of his abilities are poor – he is at least
average in all respects, better than average in most and exceptional in some (chiefly
his Strength and, if using his specialist weapons, his effective Melee Prowess).

Taking into account Ravo’s Stealth, Willpower and Understanding, Ravo has saved
11 CGPs. Thus in total, after spending 8 CGPs on the skills Jamie has chosen, he has
3 CGPs to spare. Jamie decides to spend these 3 CGPs on the Chirurgical Expertise,
Streetwise and Tracking traits (1 point each). Ravo is well-used to patching up his
fellow warriors’ wounds, has dealt with enough ruffians and vagabonds to know the
tricks they get up to and is adept at tracking the villains that he hunts down.

Jamie can now fill in a major part of Ravo’s character sheet:- he can write in Ravo’s
name, spiritual alignment (chaotic), brief description, ability scores and traits.

If Katie approves a list of personal possessions for Ravo, Jamie can write it into the
box for equipment on the character sheet.

Jamie selects Ravo’s favoured weapon combinations and writes them into the weapon
combination boxes on the character sheet (with Katie’s approval). Finally, Katie
works out Ravo’s combat statistics for those weapon combinations and writes them
into the right spaces in the box, as well as writing down the stats for Ravo’s armour.

A long sword is a well-balanced basic weapon of fair length which gives +2 offensive
Melee Prowess (also written as Melee Prowess: Attack), +3 defensive Melee Prowess
(also written as Melee Prowess: Defence) and, as a slashing weapon, +2 Strength for
damage purposes (Strength (to damage) or Strength/Damage). When the long sword is
used in combination with a shield, you get an additional +1 Melee Prowess: Attack
and a total of +6 Melee Prowess: Defence.

To work out Ravo’s Melee Prowess: Attack score for his long sword and shield
weapon combination box, Katie starts with Ravo’s Melee Prowess of 7. She adds +1
on account of the Weapon Specialisation trait that Ravo has taken, +2 given by the
long sword itself and an additional +1 because Ravo has a shield. This comes to 11 in
total.

To work out Ravo’s Melee Prowess: Defence score for his long sword and shield
weapon combination box, Katie again starts with Ravo’s Melee Prowess of 7. She
adds +1 on account of the Weapon Specialisation trait that Ravo has taken, and +6
given by the sword and shield. This comes to 14 in total.

18
To work out Ravo’s Strength/Damage score for his long sword and shield weapon
combination box, Katie takes Ravo’s Strength score of 8 and adds +2 given by his
long sword. This gives a total of 10.

Katie notes that the Attack Type is “slashing” because the long sword is a sharp
weapon which is used to cut, but not to thrust, stab or jab. The other types of attack
would be “blunt” for bludgeoning weapons or fists and “thrusting” for pointed
weapons used to thrust, stab or jab. A bow and arrow or crossbow would however
have its Attack Type as “shots”.

To fill in the boxes for Ravo’s ranged weapon (thrown knife) and armour, Katie will
need to use the rules in Chapter 3 of the Basic Handbook. For instance, a table in that
chapter indicates the maximum ranges for throwing knives, depending on the
combatant’s Strength. Ravo, with a Strength score of 8, will have a point-blank range
of 2.5 metres, a short range of 5 metres, a medium range of 10 metres and a long
range of 20 metres. His effective Marksmanship score and his Missile Speed score
will be different at each range. Katie will start with his normal Marksmanship score
and, for Missile Speed, his Strength score, then apply a modifier listed in Chapter 3
(e.g. +4 Marksmanship for knives thrown at point-blank range). Using a throwing
knife, Ravo’s Strength/Damage score will be his unmodified Strength and the Attack
Type is “thrusting” (not because the knife necessarily inflicts thrusting damage in the
physical sense, but because its armour penetration capabilities are poor). His Alacrity
will be unmodified (so 7 as normal).

And now Ravo is ready for play…

ADDING FEATS

Katie then tells Jamie that she has decided to use the optional rules on feats for player
characters. Jamie must spend Ravo’s 88 versatility points on feats for him to use.
Jamie chooses to pick feats just from the feats of physical energy in the Basic
Handbook. Jamie chooses a list of feats whose versatility points add up to exactly 88:-

ƒ Burst of Speed (Unique cost 6; Quickening group cost 9)

ƒ Burst of Strength (Unique cost 6; Strengthening group cost 9)

ƒ Courage (Unique cost 3; Heartening group cost 3)

ƒ Magic Resistance (Unique cost 3; Anti-Magic group cost 3; Magic Resisting


group cost 3)

ƒ Mighty Blow (Unique cost 3; Mighty Blows group cost 2; Single Blows group
cost 5)

ƒ Resilience (Unique group cost 10; Toughening group cost 21)

ƒ Resist Disease (Unique group cost 2)

19
Adding up all these versatility costs, you get:-

6 + 9 = 15
+ 6 + 9 = 30
+ 3 + 3 = 36
+ 3 + 3 + 3 = 45
+ 3 + 2 + 5 = 55
+10 + 21 = 86
+ 2 = 88

With only feats of physical energy, it makes sense for Jamie to put his 80 short-term
energy points into physical energy. He gets 80 short-term physical energy points, and
160 medium-term physical energy points (a character’s ratio of maximum medium-
term energy to maximum short-term energy of any given type is always a 2:1 ratio).

If Jamie didn’t want the Courage feat, he could take Flurry of Blows instead, for a
Unique cost of 5 and a Quickening group cost of 5. Jamie has already spent 9 of
Ravo’s versatility points on the Quickening group to get the Burst of Speed feat and
having done so he need not spend any more on that group so he only has to spend 5
versatility points to get the Flurry of Blows feat (the Unique cost of that feat). By
dropping the Courage feat, he saves 6 versatility points. That would leave Ravo with
one unspent versatility point, which Jamie can spend when Ravo goes up to 2nd level.

CHARACTER CREATION WITH THE EXPERT MANUAL

Jamie dreamt up Ravo using the limits of his own imagination and the rules in the
Basic Handbook. But suppose Jamie were using the Expert Manual. How would
things be different then?

Well, using the steps set out in the Preface, Jamie would start by dreaming up his
basic character concept and choosing a nation of origin (Izlavia), spiritual alignment
(chaotic), social level (elite), sex (male), particular background (squire) and special
background (warrior of the Order of the Sickle). The particular background of squire
and the special background of warrior of the Order of the Sickle are listed for Izlavian
characters in the Expert Manual, and each has guidelines on appropriate ability scores,
traits and feats, as well as possessions. Jamie doesn’t have to choose a special
background, and could choose a covenant instead (for instance, membership of the
cult known as the Ancient Covenant) – the Expert Manual is brim-full of choices.

Jamie would then form a preliminary idea of what feats Ravo might have – feats of
physical energy with a combat edge to them, with an emphasis on, say, Burst of
Speed, Burst of Strength and Mighty Blow as feats of particular interest. He would
pencil in a list of traits, using the guidelines for humans in general, Izlavians in
particular, squires and warriors of the Order of the Sickle. These guidelines are set out
in detail in the Expert Manual. Katie might let him bend those guidelines a bit.

Then Jamie would choose Ravo’s ability scores, much as he did in the more basic
example given above. Ravo starts with scores of 7 in every ability score and 10 spare
CGPs, and Jamie modifies Ravo’s ability scores, spending and saving CGPs in the
process.

20
Jamie would have to tweak Ravo’s ability scores and traits to make sure that he stayed
within the CGP total allowed for a 1st level character (360 CGP, or default scores of 7
for each ability score with 10 spare CGPs on top).

Jamie would then flesh out Ravo’s list of feats in detail and allocate his short-term
energy points (in Ravo’s case, to physical energy).

Finally Jamie would choose Ravo’s starting equipment and details of any dwelling
place, income or inheritance.

Jamie then gives Ravo’s character sheet to Katie to approve it, change it or reject it
(which is up to her). She might give it back with a few suggestions, but ultimately
most referees want their players to be happy, so as long as Jamie hasn’t been too
outrageous, she’ll probably let him have what he wants.

Katie has the very important job of deciding how many temporary fate points Ravo
gets. Temporary fate points are a critical feature of the full Omnifray rules which let
the referee balance the playing field for player characters rich and poor. Basically,
your main chunk of temporary fate points reflect how poor you are, or how rich you
aren’t. The more starting wealth you get, the fewer temporary fate points you have;
the poorer you are, the more temporary fate points you start with. Temporary fate
points can also make allowance for things like social status.

It is normally the referee who uses a player character’s temporary fate points to help
that character out by giving him the benefit of feats of destiny. It is totally up to the
referee when to use them and how to use them. There are some exceptions though.

Temporary fate points are similar in effect to true fate points which a player character
can have as an alternative to, say, physical energy points or concentration points. A
given number of true fate points or temporary fate points will have slightly more
impact than exactly the same number of physical energy points or concentration
points, but that is because medium-term physical energy or concentration energy
regenerates overnight (strictly, 30% of your maximum per full night’s sleep), whereas
long-term true fate points regenerate only occasionally (fully, say, once per quarter).

You don’t get your temporary fate points back after they’re used – once they’re gone,
that’s it. If you don’t like it, that’s just tough. You’ve had your chips. If you’ve found
that you like feats of destiny, though, you can always choose to take those feats as
your character levels up, and to allocate short-term energy points to true fate points.

Ravo will actually have 426 temporary fate points (Basic Handbook page 298),
reflecting his personal possessions but also the financial support that his father
provides and a modest prospective inheritance at some distant future time.

AND FINALLY

As in any true storytelling game, the referee, in his performance of his role as referee,
is not bound by the written rules of Omnifray, nor even by the rules of morality and
fairness. He can do what he likes. His word is law. [Cue evil, maniacal laughter…]

21
Omnifray Character Sheet [basic player character version, front]

Character Name Ravo Raffenski Spiritual Alignment Chaotic Movement Rate on foot 4 metres per Level 1
action normal combat rate (cautious)
Description / Background Ravo Raffenski is the younger son of an Izlavian knight, Sir Raffen (hence Ravo’s second name,Raffenski, or
“Son of Raffen”). Ravo’s blond hair and blue eyes indicate Tyuschian descent, but the only tongue he speaks is Izlavian. He stands some
five feet, ten inches tall and weighs around twelve stone. He is honourable and brave, strong, quick and skilful with his sword. Ravo is the
sword-brother of Yaszpazha Cnyetza.

Ability Scores at level… Traits* (13 CGP) Equipment


modifiers
(CGP cost) 1 current
age:- early 20s (+/-0 CGP) ordinary clothing (Sickle insignia)
Alacrity (9) 7 7
[combat] awareness (2 CGP) boots
bravery (2 CGP) longsword
Melee Prowess (4) 7 7 chirurgical expertise (1 CGP) shield
Marksmanship (2) 7 7 language use (native Izlavian, +/-0 CGP) knife
Strength (4) 8 8 [horse] riding (1 CGP) battered chainmail hauberk
streetwise (1 CGP) (perfectly serviceable)
Toughness (4) 8 8
swimming (1 CGP) helm
tell wounds (1 CGP)
Agility (2) 7 7 tracking (1 CGP)
Stealth (4) 6 6 weapon specialisation (3 CGP):-
Manipulation (4) 7 7 longsword and shield; bastard
sword and shield; flail or morning
Intimidation (2) 7 7 star and shield; double-handed
long-spear
Willpower (5) 6 6 +3 bravery
Perception (4) 7 7
pouch:-
Understanding (2) 6 6
silver coins = 20
Looks (1) 7 7 gold coins = 2

Craft (1) 7 7
Luck (2) 7 7 Ravo is on good terms with his
father, an ageing knight who owns a
manor house and land near Imminsk
Size 6 6 where Ravo can stay for free when
Target 10 10 *list CGP value in brackets he wishes
Weapon Combination: Weapon Combination: Armour Worn: Dodging Ability:
Sword and Shield Chainmail Hauberk + Helm
Alacrity 7 Alacrity Armour Protection lesser of Alacrity
Speed of Action Dice d12+14 Speed of Action Dice classic maximum and Perception
Melee Prowess: Attack 11 Melee Prowess: Attack -blunt- +3 +3/+4 ability scores
Melee Prowess: Defence 14 Melee Prowess: Defence -slashing- +4 +5/+7
Strength/Damage 10 Strength/Damage -thrusting- +7 +8/+10 7
Attack Type slashing Attack Type -shots- +4 +4/+6
-blasts- +3
Notes:- Notes:- -coverage- 78% (helm 27%)

Weapon Combination: Ranged Weapon: Injuries and Afflictions:


Knife Thrown Dagger
Alacrity 8 Alacrity 7
Speed of Action Dice d10+11 Speed of Action Dice d12+14
Melee Prowess: Attack 7 Actions to Load or Ready n/a
Melee Prowess: Defence 8 Actions to Aim and Fire 1
Strength/Damage 11 Range in metres / modifiers:
Attack Type thrusting range 2.5 5 10 20
/metres
Weapon Combination: marksman 11 7 3 -1
Both Fists (twin-blows style) -ship
Alacrity 8 for 1st blow then 7
Speed of Action Dice d10+11 missile 13 9 5 1
speed
then d12+14 (+4*)
Melee Prowess: Attack 7 Strength/Damage 8
Melee Prowess: Defence 7 Attack Type thrusting
Strength/Damage 2 * strictly -4 Dodging Ability % injury 20+ 40+ 60+ 80+ 100+
Attack Type blunt at point-blank range penalty 1 2 3 4 dead

Copyright ©2006-8 Matthew James A. West. This sheet may be photocopied unaltered on a non-profit basis.

22
Omnifray Character Sheet [basic player character version, back]

Unspent Unallocated Short-Term Unspent Character


Experience Points Versatility Points Energy Points Generation Points

0 0 0 0

Energy Points
Maximum Expended Maximum Expended
Category Short-Term Short-Term Medium-Term Medium-Term
Energy Points Energy Points Energy Points Energy Points

Physical 80 160

Concentration - -

Feats (continue on a separate sheet if necessary)


Feat Energy Point Cost Basic Description of the Feat Versatility Point Cost
(to use the feat) (to acquire the feat)*
+2 Alacrity for physical actions only and +1 Melee
Burst of Speed 21 Prowess for about 30 seconds; Melee Prowess bonus Unique 6, Quickening 9
stacks with Burst of Strength as a combi-bonus of +2
+2 Strength, +1 Melee Prowess for about 30 seconds;
Burst of Strength 40 Melee Prowess bonus stacks with Burst of Speed as a Unique 6, Strengthening 9
combi-bonus of +2

Courage 13 +4 Willpower against one fear effect Unique 3, Heartening 3

Magic Resistance 13 +4 Willpower against one magical effect Unique 3, Anti-Magic 3,


Magic Resisting 3

Mighty Blow 20 +4 Strength and +2 Melee Prowess for one melee Unique 3, Mighty Blows 2,
blow only Single Blows 5

Resilience 13 +4 Toughness against one attack Unique 10, Toughening 21

Resist Disease 13 per hour +4 basic bonus or +2 extra bonus to each of Unique 2
Toughness, Luck and Willpower for resisting disease

* list unique and group costs; if a feat has a group cost that overlaps with a feat earlier on the list, then if the earlier feat has a lesser cost
for the group, put its group cost in brackets; else bracket the later feat’s group cost

Copyright ©2006-8 Matthew James A. West. This character sheet may be photocopied in unaltered form on a non-profit basis.

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