Professional Documents
Culture Documents
Basic Rules
Written by
Jonathan Bowers
Contact us at turtlefoxgames@outlook.com
1
Foreword
For the better part of 30 years I've been a gamer in one form or another. I've played many different
RPGs, enjoyed numerous hours sitting at the table or online with friends and family creating stories,
sharing, laughing, and having fun.
The desire to create my own game has always lurked in the back of my head, and in the later days of
2018 I decided that it was time to take the plunge and start writing. Almost three years later and Origin
finally saw the light of day.
A lot of things kind of bothered me over the years playing other games; static armour classes that were
almost impossible to surmount, player boredom at the table when it wasn't their turn and they had
nothing to do, static spell lists, and hit point mountains were a few things I wanted to try and
overcome, or if not overcome, at least mitigate a bit and put a bit more of a spin on things. Origin isn't
perfect, but it's a labour of love, and one I hope that you enjoy playing.
With that being said, let's roll up our sleeves, sharpen some pencils, and grab our dice.
Game on!
-Jonathan Bowers
Love ,Dad
2
Table of Contents
Chapter 1: Basic Rules.......................................................5 Shields.............................................................................................36
Rolls..................................................................................................6 Equipping weapons and shields...........................................36
Criticals: Range, Success and Failure...................................6 Damage..........................................................................................37
Difficulty Checks..........................................................................7 Bleeding Out.................................................................................37
Push Points....................................................................................7 First Aid...........................................................................................37
Narrator and Players...................................................................7 Coma...............................................................................................37
Table: Difficulty Checks.............................................................7 Death...............................................................................................38
Narrating the Game....................................................................8 Healing............................................................................................38
Scenes and Encounters............................................................9 Restoring MP after Scenes and Encounters.......................39
Chapter 2: Characters........................................................10 Status Effects................................................................................40
Stats and Stat Modifiers............................................................11 Chapter 4: Equipment.......................................................41
Table: Stat Modifiers...................................................................11 Table: Clothing, Hats, & Footwear.........................................42
Step 1: Archetype........................................................................11 Table: Field Equipment.............................................................43
Man/Woman of Action...............................................................12 Table: Weapons, Tiny................................................................45
Seeker..............................................................................................13 Table: Weapons, Small..............................................................45
Tough as Nails..............................................................................14 Table: Weapons, Medium.........................................................45
True Grit..........................................................................................15 Table: Weapons, Large..............................................................45
Keeper of Secrets.........................................................................16 Table: Weapons, Huge..............................................................46
Using Origins.................................................................................17 Table: Weapon Accessories....................................................46
Step 2: Origins and Skills..........................................................18 Table: Armour, Light...................................................................47
Using Origins.................................................................................19 Table: Armour, Medium.............................................................47
Skills.................................................................................................20 Table: Armour, Heavy.................................................................47
Step 3: Derived Stats..................................................................22 Table: Jewellery & Hair Accessories.....................................47
Step 4: Talents and Flaws.........................................................23 Chapter 5: Magic...................................................................48
Step 5: Signature Items..............................................................24 Words of Power............................................................................49
Step 6: Money...............................................................................24 Magic...............................................................................................49
Earning Experience and Levelling Up.................................24 Crafting a Spell.............................................................................50
Table: Experience Table............................................................24 Actum Magic.................................................................................51
Table: Purchasing Skills............................................................24 Cogitare Magic.............................................................................52
Chapter 3: Combat..............................................................25 Substantia Magic.........................................................................53
Overview.........................................................................................26 Psyche Magic................................................................................54
Rolling Initiative and Initiative Bonus...................................26 Animus Magic...............................................................................55
Surprise Turns...............................................................................26 Casting a Spell..............................................................................56
Rounds............................................................................................26 Failing a Spellcasting roll..........................................................56
Turns and What You Can Do...................................................26 Table: Spellcasting DC & MP Cost.........................................56
Table: Initiative Bonuses...........................................................26 Chapter 6: Enemies.............................................................58
Attacks.............................................................................................29 Creating Enemies........................................................................59
Reactions to Attacks...................................................................29 Cores................................................................................................60
Cover................................................................................................30 Core Effects on Creatures.........................................................61
Critical Attacks and Reactions................................................30 Core Quality...................................................................................63
Critical Effects...............................................................................31 Harvesting Cores and Core DC..............................................63
Crippling Blows............................................................................32 Touching an Active Core..........................................................64
Weapons........................................................................................33 Using an Inert Core.....................................................................64
Unarmed Combat........................................................................34 Enemy Examples.........................................................................65
Armour.............................................................................................35 Character Sheet...........................................................................68
3
Art Credits
Stéphane "Wootha" Richard <art@wootha.com>
Aaron Lee
David Lewis Johnson
Jeff Brown
Joyce Maureira
Miguel Santos
Tan Ho Sim
Luigi Castelanni
Artwork © 2008 Jeff Freels, used with permission
1manstudio.de
Jeremy Hart
Matt Forsyth
Author
Jonathan Bowers, Turtlefox Games, 2021
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Chapter 1
Basic Rules
5
Chapter 1: Basic Rules
6
Chapter 1: Basic Rules
DIFFICULTY CHECKS
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Chapter 1: Basic Rules
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Chapter 1: Basic Rules
with them and with yourself. A important as they are not only
good way to do this is to have a provide good story beats for the
check-in with all the players Narrator to pivot on but they are
involved after every session or also intrinsically tied to If something in
two; ask your players for recovering HP, PP, and MP. the rules doesn't
feedback, one note on a positive work for your
aspect of the game, one on a table, change it.
negative or an area that needs Scenes The rules
improvement, or just anything presented here
they'd like to bring up in general. Scenes are generally considered are meant to be a
non-combat stretches of play. framework to
With all that said, the most They could be a market run, an build an
important aspect of both extended period of social enjoyable game
Narrating and Playing the game interaction with guards or around and aren't
is to be respectful of everyone at important NPCs, or an extended set in stone by
the table. action sequence like a ball at the any means.
king's palace.
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Chapter 2
Characters
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Chapter 2:
Characters
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Chapter 2:
Characters
Man/Woman of Action
The veteran warrior, leading the Men and Women of Action are
charge against an imposing foe those that prefer to let their deeds
and engaging them in one on do the talking for them. Skilled
one combat. The bare knuckle with weaponry, they can mount a
brawler, bruised and bloodied, formidable offense against their
with naught but her own fists as opponents and they have the
weapons. The elusive duelist, aptitude and abilities to back it
skilled at evading the blows of his up. Few can match them in single
opponent, before finding the combat and they make excellent
perfect moment and opening to front line warriors, shielding their
strike. allies behind a storm of steel.
At level 1:
•Gain +2 Body
•Primary Stat - Body: Can use Push Points at a rate of 1:1 for Body rolls.
Abilities
•Heavy Blow: Make a melee attack without any skill bonus. If the attack connects, the attacks
deal double Body modifier damage plus weapon damage.
•Marksman: gain a bonus to any ranged weapon attack and damage equal to your Focus skill.
•Targeted Strike: Spend 1 Action observing a single enemy. On your next Attack, ignore target's
DR by an amount equal to your Awareness skill.
•Elusive: As an Action, double your Dodge skill until the beginning of your next Turn.
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Chapter 2:
Characters
Seeker
The skilled huntress, stalking her Seekers are those that fight with
prey and prepared with their minds just as much as their
knowlege gleaned from ancient bodies. They use their powers of
texts. The master artisan, crafting the mind to craft wondrous items,
weapons and armour of prepare alchemical potions, and
unparalled quality to protect research obscure lore which can
themselves and their aid them in their pursuits. Many
companions. The eccentric Seekers take up the hunter's life,
alchemist, creating mysterious using their knowledge to hound
potions by capturing magical the dark things that crawl from
essence in liquid form. the shadows to plague civilized
lands.
At level 1:
•Gain +2 Mind
•Primary Stat - Mind: Can use Push Points at a rate of 1:1 for Mind rolls.
Abilities
•Medic: Once per day as an incidental, restore a number of points equal to your Medicine skill to
a single target's HP, PP, or MP (Can be taken multiple times)
•Sixth Sense: gain a bonus equal to your Spirit Modifier on Awareness checks against any
supernatural phenomena (including Monsters).
•Gifted: gain an additional +1 skill point when levelling up (can be taken multiple times)
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Chapter 2:
Characters
Tough as Nails
The armoured knight, standing Those that are Tough as Nails are
tall and fearless before their foe, the bulwark, the wall that
their comrades taking cover enemies break upon. They stand
behind them. The hearty strong in the face of adversity,
explorer, at home in the wilds and taking blows that would fell
capable of traversing them as someone of lesser stature.
easily as another man crosses a
road. The seemingly undefeated But they are not immobile.
champion, who shrugs off blow Someone Tough as Nails is a
after blow and then laughs in the master of the field, moving with
face of death itself. astounding ease to where they
are needed the most.
At level 1:
•Gain +2 Health
•Primary Stat - Health: Can use Push Points at a rate of 1:1 for Health rolls.
Abilities
•Knight: once per round as an Incidental you can redirect an attack targeting an adjacent ally at
yourself
•Steel Self: Once per Round as a Reaction gain temporary DR equal to your Resistance skill. This
DR lasts until the beginning of your next Turn.
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Chapter 2:
Characters
True Grit
The grizzled commander, leading Those with True Grit are a rare
their troops into the fray and breed. Their willpower is
dispatching enemies as well as legendary, and where lesser men
orders. The wily negotiator, falter and fail they push through
battling wits and words with their to the end. They make excellent
opponent across the table, commanders or negotiators,
hoping to cut a deal in their leading men through word and
favour. The hardened outlaw, on deed, or inspiring others to acts
the run, only moving forward by they wouldn't dream of. When
sheer willpower as he feels the the chips are down and the odds
life slipping through his fingers are grim, those with True Grit dig
from the wound in his chest. deep and get the job done.
At level 1:
•Gain +2 Will
•Primary Stat - Will: Can use Push Points at a rate of 1:1 for Will rolls.
Abilities
•Inspire: On any Critical Success, you grant a +1 bonus to all allies within sight of you on their
next Action.
•Encourage: As an Action encourage 1 ally, granting them a bonus equal to your Will Modifier to
their next Action.
•Tactical Command: As an Action command 1 ally to immediately take 1 free Action or free
Move up to their total Move.
•Not Done Yet: reduce the amount of PP needed to perform one Action when Bleeding Out from
5 to 3.
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Chapter 2:
Characters
Keeper of Secrets
At level 1:
•Gain +2 Spirit
•Primary Stat - Spirit: Can use Push Points at a rate of 1:1 for Spirit rolls.
Abilities
•Spell Focus: Add +1 to the total of any spellcasting roll you make (can be taken multiple times)
•Spell Shield: Reduce the total of any spellcasting roll made against you by 1 (can be taken
multiple times, can be negated at will for purposes of healing, etc...)
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Chapter 2:
Characters
Birthright:
Step 2: Origins and Skills
The circumstances of your birth,
Origins are short phrases or the family you were born into,
statements about aspects of your wealth, status, etc...
character and the life they've
lived which can be invoked Examples:
during play to make certain rolls •Born on the streets
easier. •Loving family
•Broken home
A character's life prior to •Child of priviledge
adventuring is broken up into a •Born under an auspicious
series of steps; Birthright, sign
Childhood, and Coming of Age. •Born under a fell sign
For each step, come up with a •Born to duty
short statement about that
aspect of your character's life. Choose 1 Stat with relevance to
Consider how this statement your Birthright and gain +1 to that
would have affected the Stat.
character during that phase of
their life as you will have to
choose which Stats to increase Childhood:
based upon the Origin you pick
as well as up to 3 Skills How you spent your early/
associated with that Stat when formative years.
directed. You can choose a single
Skill multiple times during this Examples:
process, up to the Skill cap of +3. •Street rat
•Wild child
Once you have detailed your •Put to work
characters life up to this point, •Basic education
you'll need to decide their •Private School
Profession (what they do for a •Slavery
living) as well as their Hobby
(what they do when they want to
relax). Like the first three Origins,
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Chapter 2:
Characters
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Chapter 2:
Characters
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Chapter 2:
Characters
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Chapter 2:
Characters
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Chapter 2:
Characters
Encumbrance
Talents
Encumbrance is equal in lbs. to
your Health + Endurance skill Many people have hidden
x10. For every 10 pounds over Talents, areas where they have
your Encumbrance, reduce your some natural ability beyond their
Move by 1. physical gifts or their hard-earned
skills. Similar to the other Origins
a Talent can be Invoked in order
Languages to reduce the difficulty of a
particular roll. Unlike the other
You know a total number of Origins, though, Invoking a
Languages equal to your Talent will only ever reduce the
Language Skill (minimum 1). DC of a roll by a maximum of 1.
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Chapter 2:
Characters
23
Chapter 2:
Characters
EXPERIENCE TABLE
PURCHASING SKILLS
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Chapter 3
Combat
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Chapter 3: Combat
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Chapter 3: Combat
Move: Action:
PCs can move a number of hexes Actions involve anything that the
per turn equal to their Body Stat. player actively attempts to do
during their turn.
•You can split your Move
during your Turn by moving Actions include:
some of your Move,
performing an Action, and •Attacking
then moving the rest of your
Move. •Using an item
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Chapter 3: Combat
Incidental:
Reaction:
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Chapter 3: Combat
29
Chapter 3: Combat
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Chapter 3: Combat
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Chapter 3: Combat
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Chapter 3: Combat
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Chapter 3: Combat
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Chapter 3: Combat
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Chapter 3: Combat
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Chapter 3: Combat
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Chapter 3: Combat
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Chapter 3: Combat
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Chapter 3: Combat
Grappled Poisoned
40
Chapter 4
Equipment
41
Chapter 4:
Crafting & Equipment
42
Chapter 4:
Crafting & Equipment
Field Equipment
43
Chapter 4:
Crafting & Equipment
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Chapter 4:
Crafting & Equipment
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Chapter 4:
Crafting & Equipment
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Chapter 4:
Crafting & Equipment
47
Chapter 5
Magic
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Chapter 5: Magic
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Chapter 5: Magic
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Chapter 5: Magic
Scale Medium:
•Move an object that weighs
A spell's Scale determines how up to 25 lbs.
powerful the spell is. Depending •Create a damaging The effects listed
on the type of spell attempted it bludgeoning, slashing, or on these pages
could be as simple as lighting a piercing effect for 9 points of are intended as a
small fire to burning down an damage. guideline for the
entire building; creating a •Reduce a target's Move by 3 spellcaster and
convincing illusion of a monster points. the Narrator to
to foil a pursuer, or learning a work together to
target's deepest, darkest secrets. Large: determine the
•Move an object that weighs proper Scale and
up to 125 lbs. effects of the spell
Actum Magic •Create a damaging the spellcaster is
bludgeoning, slashing, or attempting to
Actum's governing principles are piercing effect for 12 points of create.
Action, Motion, and Movement in damage.
all its forms. Actum magic Scales •Reduce a target's Move by 4
as follows; points.
Tiny: Huge:
•Move an object that weighs •Move an object that weighs
up to 1 lb. up to 625 lbs.
•Create a damaging •Create a damaging
bludgeoning, slashing, or bludgeoning, slashing, or
piercing effect for 3 points of piercing effect for 15 points of
damage. damage. Feel like hurling
•Reduce a target's Move by 1 •Reduce a target's Move by 5 objects at your
point. points. opponents? How
about stopping
Small: Enormous: them in their
•Move an object that weighs •Move an object that weighs tracks? Actum
up to 5 lbs. up to 3125 lbs. magic is what
•Create a damaging •Create a damaging you're looking for!
bludgeoning, slashing, or bludgeoning, slashing, or
piercing effect for 6 points of piercing effect for 18 points of
damage. damage.
•Reduce a target's Move by 2 •Reduce a target's Move by 6
points. points.
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Chapter 5: Magic
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Chapter 5: Magic
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Chapter 5: Magic
Tiny: Huge:
•Create an illusion based on •Create an illusion based on
one of the senses. Anyone five of the senses. Anyone can
can discern it is an illusion discern it is an illusion with a
with a successful DC 3 successful DC 15 Awareness
Awareness check. check.
Small: Enormous:
•Create an illusion based on •Create an illusion that, for all
two of the senses. Anyone intents and purposes, is
can discern it is an illusion completely undetectable as
with a successful DC 6 false for the duration of the
Awareness check. spell.
Confusing
opponents and
altering their Medium:
perceptions of •Create an illusion based on
reality is what three of the senses. Anyone
Psyche does can discern it is an illusion
best. with a successful DC 9
Awareness check.
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Chapter 5: Magic
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Chapter 5: Magic
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Chapter 5: Magic
Ex: A caster with a Spirit Modifier the spell fails and he loses 12 MP Once you know
of 2 and Substantia magic skill of from his SP pool, gaining 1 Exp what you're trying
2 attempts a Substantia spell with from failing the roll in the process. to do with magic
a Size of Small and a Scale of and what the DC
Large. He invokes the Word of of the spell will
Power Ignite to burn a target he Ex 3: Finally, the same caster be, adding
touches for 12 points of damage. attempts a Substantia spell with additional Words
Word of Power: Ignite with a Size of Power if you
The spellcasting DC and MP cost and Scale of Large to blast three think they apply
of the spell is 8. He rolls a d12 and targets at range for 12 points of can mean the
gets a 7, for a combined roll of 11. damage each. The spellcasting difference
His spell succeeds as the number DC and MP cost is 16. He rolls a 2, between success
rolled is greater than 8, and the 11 for a total of 6, a Catastrophic and failure!
will be his Action roll versus the Failure.
defender's Reaction roll.
He can spend 10 PP if he is a
Keeper of Secrets or 20 PP if not to
Ex 2: The same caster attempts a have the spell succeed, with 16
Substantia spell with Size of Small being the target DC the defenders
and a Scale of Enormous, would need to beat in order to
invoking the same Word of Power avoid the spell. If, however, he
for 18 points of damage. The chooses not to or cannot spend
spellcasting DC and MP cost is any PP then he loses 16 MP and is
now 12. He rolls a 3, giving him a afflicted with the Muted status for
total of 7 on his roll, a Critical 2 Rounds (failed by 10/5 = 2
Failure. Rounds).
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Chapter 6
Enemies
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Chapter 7:
Enemies
MP
Stats
An enemy that can cast spells has
A creature has a number of Stat base MP equal to their Rank x
points equal to its Power Level x Power Level x Spirit Stat.
5 to be divided among its Stats.
The minimum a creature can
have in a Stat is 1 with no limit to Damage Resistance
how high they can go.
The amount of DR a creature
possesses, either naturally or
Stat Modifiers through equipment.
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Chapter 7: Enemies
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Chapter 7:
Enemies
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Chapter 7: Enemies
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Chapter 7:
Enemies
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Chapter 7: Enemies
•Red: Spirit
64
Chapter 7:
Enemies
Soldier
Rank: Minion Power Level: 3
Type: Intelligent EXP Given: 7
Move: 4 Initiative: +4
Hunter
Rank: Minion Power Level: 3
Type: Intelligent EXP Given: 8
Move: 4 Initiative: +3
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Chapter 7: Enemies
Merrow
Rank: Minion Power Level: 2
Type: Intelligent EXP Given: 7
Flayed One
Rank: Minion Power Level: 4
Type: Intelligent Monster
EXP Given: 12
Move: 8 Initiative: +6
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Chapter 7:
Enemies
Gremlin
Rank: Minion Power Level: 2
Type: Intelligent EXP Given: 6
Move: 3 Initiative: +5
Warcaster
Rank: Minion Power Level: 4
Type: Intelligent EXP Given: 12
Move: 3 Initiative: +3
Attacks: Equipment/Resources:
•Staff: -2 AB, 5 Bludgeoning •Staff (Medium/Bludgeoning)
67