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Origin

Basic Rules

Written by
Jonathan Bowers

Special Thanks to Andrew Campbell, Bailey Yarkie, Christopher Bowers, Joshua


Panzer, Mallaz Najmi-Beauchamp, and Zachary Barrett

Contact us at turtlefoxgames@outlook.com

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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

For Sebastian and Ellie


May you always roll Crits

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

Alpha Play Testers


Andrew Campbell
Bailey Yarkie
Christopher Bowers
Zachary Barrett

Author
Jonathan Bowers, Turtlefox Games, 2021

4
Chapter 1
Basic Rules

5
Chapter 1: Basic Rules

Rolls Dodging, Parrying, or Blocking


an attack, casting a defensive
The primary die used in the game Spell, or using a defensive ability
is a single d12. Rolls in the game during combat uses up 1
are classified as either Action rolls Reaction.
and Reaction rolls.
PCs start play with 1 Reaction per
Round, and can gain more as
Action Rolls and Action Bonuses they gain in strength. Once a PC
uses up all their available
An Action Roll occurs whenever Reactions in a Round, they can
you take a significant Action. still react to incoming Actions just
Actions include using a skill or not as effectively. In this case, the
making an Attack; essentially Reaction Roll consists of rolling a
whenever you actively DO single d12 plus the associated
something important. Action Stat modifier. This is rolled as
rolls, regardless of whether they many times as necessary.
are an Attack or not, consist of
rolling a single d12 and adding
their Action Bonus, which Criticals:
consists of the Action's Range, Success and Failure
associated Stat Modifier plus any
applicable Skill modifiers. If the Any roll in the game can result in
Action Roll total Meets or a Critical.
Exceeds the target DC set by the
Narrator, or by an opposing •A Critical Success occurs
Reaction Roll, then the Action when a roll is 5 or more over a
succeeds. If it is lower than the target DC.
DC or the Reaction, then the
Action fails. •A Critical Failure occurs
when a roll is 5 or more under
PCs start play 1 with Action they a target DC.
can use on their Turn during
combat, and can gain more as
they gain in strength. When This results in a 10 point spread
you've used up your Actions on known as the Critical Range.
your Turn, you can no longer act. Usually the Critical Range of any
roll has the target DC right in the
middle, however there are some
Reaction Rolls Abilities which you can take
which alter the Critical Range of
A Reaction Roll occurs whenever some rolls.
someone is attempting to actively
react to an Action. Reaction Rolls Critical Successes and Failures
are rolled the same way as Action for Attacks, Spells and Defensive
Rolls: 1d12+Stat Modifier+Skill Reactions are specific to the
Level (as applicable). If the attack, spell or reaction and are
Reaction roll Exceeds the Action's further detailed in Chapter 2:
DC then the Action fails. Combat.

6
Chapter 1: Basic Rules

DIFFICULTY CHECKS

rolls involving other Stats can


Difficulty Checks be increased by spending 2
Push Points for every +1. Push
The Difficulty Check level (DC) of Points used this way can only See Chapter 2:
a roll is determined either by the be used to meet a designated Characters for
Narrator (in the case of skills) or DC, never push beyond it. more information
by an opponent's Reaction Roll. If on Origins and
the total rolled Meets or Exceeds 2. You can spend 2 Push how to use them.
the target DC, the Action Points to equal 1 Magic Point
succeeds. If the total rolled is when casting spells.
Lower than the target DC, the
Action fails. The target DC must 3. If you are Bleeding Out or
be announced by the Narrator otherwise below 0 HP you
prior to the roll being made. can spend 5 Push Points to
perform 1 Action on your
Difficulty Checks increase in Turn, up to your normal
steps of 3 based on how hard the Action per Turn limit.
task would be for an average See Chapter 3:
individual. Some Abilities as well If your Push Points reach 0 your Healing for more
as Origins can be used to reduce character is rendered information on
the Difficulty Check level when a Unconscious until they regain at recovering HP,
Roll is made. least 1. Push Points are regained PP, and MP after
by after a Day of Rest, or by Scenes and
Taking a Breather. Encounters.
Push Points

Push Points represent your Narrator and Players


willpower, your drive and desire Push Points are a
to succeed at all cost, to push In Origin one person takes on the key resource in
yourself beyond your limitations. role of the Narrator. The Narrator Origin, allowing
Mechanically, Push Points have creates the world, plays the parts you to succeed at
three uses; of any NPCs (Non-Player an Action where
Characters) including important you would
1. Push Points can be spent to individuals the players interact otherwise fail.
increase the result of any with as well as any enemies, Note that Push
Action roll involving your narrates the results of the Player's Points cannot be
Archetype's Primary Stat to actions and adventures, and acts used to augment
meet a designated DC. Action as an adjudicator of the rules. a Reaction roll.

7
Chapter 1: Basic Rules

Players, on the other hand, roll up Narrators can adopt however


a single character (known as a Origin was designed with a more
PC, or Player Character) as free-form and collaborative
described in Chapter 2. The PC approach in mind.
becomes a player's avatar in the
world the Narrator creates, and Encourage the players to fill in
players describe what their PCs the blanks. When setting a scene
do; their actions, words, ask what they're doing and who
thoughts, feelings, and reactions they're talking to. Get them to
to events and scenarios. establish why it's important in the
context of the scene.
Like any other roleplaying game,
Origin is designed to be a Whenever possible look for ways
collaborative effort between the to work a character's backstory
Narrator and Players to tell a and Origins into play. The PCs are
compelling story in which the the heroes of the story, and while
Players are the heroes of the tale. the Narrator may have a grand
epic campaign of love, war and
political intrigue planned out in
Narrating the Game minute detail, if the players aren't
invested in the story on a
The Narrator has a challenging personal level they'll likely lose
role to play; their job is to create interest quickly.
the game world, act as referee to
the players, interpret and enforce If someone isn't enjoying the
the rules fairly, and generally game, ask them why. Keep
keep the game running as communication going between
smoothly as possible. There are yourself and the players and
many different styles that don't be afraid to be honest, both

8
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.

Scenes and Encounters


Encounters
During play you will often find
yourself in stretches of story with Encounters are typically
a coherent setting or intent indicative of short, intense
behind them. In Origin these are periods of activity like Combat or
known as Scenes and a chase sequence. There can be
Encounters. multiple Encounters within a
Scene.
Keeping track of Scenes and
Encounters during play is

9
Chapter 2
Characters

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Chapter 2:
Characters

Stats and Stat Modifiers Once your Stats have been


assigned, determine your Stat
There are 5 Stats; Body, Mind, Modifiers. A Stat Modifier is what
Health, Will, and Spirit. Each Stat you will add to any roll associated
controls one aspect of your with the area governed by that
character and what they can do. Stat. For instance, any roll
involving a physical action would
Body governs physical action. require you to roll a d12 and add
The higher your Body score the your Body Modifier. Stat
stronger and faster you are. Modifiers are equal to your Stat
divided by 2, rounded down to
Mind determines how the nearest whole number.
knowledgeable and skilled you
are. A higher Mind score grants
you more skill points on level up. Stat Modifiers
Health shows how physically
hardy and resilient you are.
Health dictates how many hits
you can take and how long you
can last once you start Bleeding
Out.

Will influences your strength of


character and force of
personality. Those with a high
Will score can also Push All stats start at 1.
themselves far longer than
others.
Step 1: Archetype
Spirit controls your ability to
interact with spiritual forces and Archetypes indicate the general
to use magic, as well as your gut focus of your character; whether
intuition. A high Spirit score it be as a no-nonsense Man or
expands your reserves of magical Woman of Action; a skilled
energy which you can use during Seeker; a hearty adventurer who
times of crisis. is Tough as Nails; someone with
True Grit, with an unmatched
Stats can range from 1-6, with 2-3 force of will; or a Keeper of
being the average for an adult Secrets and master of magic.
Human. Stats cannot go beyond Archetypes affect several things,
6, but may be temporarily chief among those including
increased using Stat boosts your starting stats, the ability
gained from meals or magic. trees you have access to as you
level up, and how easy it is to use
Push Points with rolls associated
with your Archetype.

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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

•Gain +1 to 3 other stats of your choice.

•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

•Gain +1 to 3 other stats of your choice.

•Primary Stat - Mind: Can use Push Points at a rate of 1:1 for Mind rolls.

Abilities

•Scholar: Reduce the difficulty of any Knowledge check by one step

•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

•Gain +1 to 3 other stats of your choice.

•Primary Stat - Health: Can use Push Points at a rate of 1:1 for Health rolls.

Abilities

•Juggernaut: Gain +5 Health (can be taken multiple times)

•Nimble footed: ignore Rough Terrain

•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

•Gain +1 to 3 other stats of your choice.

•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

The mysterious sorceress, A Keeper of Secrets is a master of


commanding the elements with a the arcane. They wield the
single breath to strike down her eldritch Words of Power with an
enemies. The benevolent ease unrivaled by others, delving
priestess, healing the sick and into dark mysteries and gaining
the lame with naught but a power undreamed of. Truly
prayer or an uttered blessing. The limited only by their imaginations,
holy warrior, reciting an oath and many fear and mistrust them; as a
imbuing their weapon with result, to walk the path of a
righteous fire in order to smite Keeper of Secrets is often to walk
their foes. apart from mortal man.

At level 1:

•Gain +2 Spirit

•Gain +1 to 3 other stats of your choice.

•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...)

•Sanguimancer: gain the ability to convert 2 HP to 1 MP in order to power spells.

•Spiritual Battery: gain the ability to convert 2 MP to 1 PP in order to Push yourself

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Chapter 2:
Characters

Gaining a second Archetype you will need to choose up to 3


Skills associated with your
At level 3 choose an additional Profession and up to 3 associated
Archetype for your character. with your Hobby. Unlike the first
Archetypes gained in this manner three, though, you do not gain
do not grant you any stat boosts, additional Stat points for your
however they do allow you to use Profession or Hobby; as such, the
Push Points at a rate of 1:1 for any Skills associated with them are
rolls associated with the not tied to any particular Stat, and
Archetypes stat as well as access you are free to chose any Skills
to abilities associated with the you wish.
Archetype.

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

Choose 1 Stat associated with Choose Skills you would have


your Childhood and gain +1 to learned when entering your
that stat. Choose Skills Profession; gain +1 to 3 Skills, +2
associated with that Stat which to 1 Skill and +1 to 1 other, or +3
you would have learned during to a single Skill.
your childhood; gain +1 to 3
Skills, +2 to 1 Skill and +1 to 1
other, or +3 to a single Skill. Hobby:

What your character enjoys


Coming of Age: doing in their free time.

How you transitioned from a Examples:


child into adulthood. •Reading
•Poetry
Examples: •History
•Went to the Academy •Collecting weapons
•Joined the military •Cooking
•Travelled the world •Woodworking
•Working man/woman
•Life of crime Choose Skills you would have
•Joined the Faithful learned while practicing your
Hobby; gain +1 to 3 Skills, +2 to 1
Choose 1 Stat associated with Skill and +1 to 1 other, or +3 to a
your Coming of Age and gain +1 single Skill.
to that stat. Choose Skills
associated with that Stat which
Always keep your you would have learned during Using Origins
Origins in mind your Coming of Age; gain +1 to 3
and look for ways Skills, +2 to 1 Skill and +1 to 1 When a non-combat roll is called
they can apply to other, or +3 to a single Skill. for, you can choose to Invoke an
a given situation. Origin. Look over your Origins
Sometimes a roll and see if any would apply in
that initially Profession: some capacity to the situation at
seemed daunting hand. If so, detail the Origin
can be made The job you chose once you you're invoking and how it would
trivial if your became an adult. apply to the situation. The
character has the Narrator can chose to accept
right combination Examples: your Invocation and can
of background •Carpenter subsequently reduce the
and experience. •Mason difficulty of the roll by 1 to 3
•Shepherd depending on how applicable
•Officer they feel it is to the situation.
•Soldier
•Sailor Invoking multiple Origins can
potentially reduce the difficulty of
the roll even further, possibly to
the point that a roll would be
moot in the right circumstances.

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Chapter 2:
Characters

Skills When wielding a weapon that


you have no training in, you take
Each Stat has skills associated a penalty to using it equal to the
with it which can be filled in on weapon's Size rating.
your sheet as you learn them.
Skills provide additional bonuses There are still some base
to rolls alongside your Stat similarities between weapons of
bonuses and reflect your a certain type, though; if you have
character's training and hard- training in a weapon similar to
won experience. one you're wielding but have no
skill in it (trained in short sword
The skills listed here are not an but wielding a long sword with
exhaustive list, and if you wish to no skill in it, for example) you take
have a skill in an area not listed no penalty to using it but gain no
simply consult with your Narrator bonus either.
and add it into the empty spaces
provided underneath the
appropriate Stat. If more room is Body Skills See Chapter 4:
needed, mark it down on the Equipment for
back of the sheet. Be sure that •Athletics – used for short weapon and
both yourself and the Narrator are bursts of intense physical armour tables
clear as to what the Skill allows activity such as Dashing, when deciding
you to do before taking it. grappling, jumping, climbing which weapon or
a rope or a short swim. shield skills to
Weapon and Shield skills are Athletics checks are take.
Body skills that are unique to especially useful in Combat
each individual weapon or shield scenarios.
type. Armour, however, does not
require a unique skill to use but •Crafting – general aptitude
instead gives a penalty to some for gathering Materials and
rolls depending on what type it is. physically crafting an item.

An example of a Weapon skill •Dodge – standard defensive


would be selecting Short Sword action all PCs can take to
and writing it in under Body avoid an incoming attack,
Skills. Weapons are very different whether physical or magical.
from one another, and learning
how to use one does not grant •Sleight of Hand – manual
skill with another; styles, dexterity, used for making
techniques, footwork, even how subtle motions/gestures,
you hold the weapon, all these physical illusions/magic tricks,
differ greatly from weapon to or lockpicking.
weapon and even between
weapons that are similar to one •Stealth – hiding in shadows,
another; a short sword is not making as little noise as
used like a long sword, which is possible, or otherwise
wielded differently than a rapier, avoiding notice or attention.
etc...

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Chapter 2:
Characters

Mind Skills •Flexibility – ability to contort


your body safely in order to fit
•Awareness – spot, listen, through tight spaces or free
search. yourself from ropes or
shackles.
•Knowledge – general level of
academic knowledge. •Resistance – your ability to
resist the effects of harmful
•Language – linguistics substances and diseases.
aptitude, ability to spot
patterns in words/pictograms •Balance – used to maintain
and decipher general balance on loose/slippery
meanings in foreign surfaces.
languages. Each point of skill
allows the PC to know an
additional language. Will Skills

•Medicine – used for Healing •Focus – your ability to


damage (see Healing). maintain concentration or
shut out distractions.
•Navigation – ability to
navigate using trail markers, •Handle Animal – ability to
star sign, wind direction, train, handle, and ride
maps, etc. animals.

•Influence – your ability to


Health Skills influence others/change their
way of thinking, usually
•Endurance – used to through persuasion,
determine Encumbrance as deception, seduction or
well as for activities which intimidation.
take place over a long period
of time, such as running, •Perform – playing an
swimming across a river, or instrument, singing a song,
climbing a rock or cliff face. reciting a poem, or speaking
Endurance checks are in public/in front of large
especially useful in crowds. Each point of Perform
Exploration scenarios. allows the PC to use an
additional method of
•Hold breath – measure of Performance (dancing,
how long you can hold your singing, playing a specific
breath in rounds before instrument, etc…).
needing to make Endurance
rolls, useful for swimming •Rapport – your ability to
through underground establish favourable
passages or for traversing connections with others by
areas filled with poisonous making friends, diplomacy, or
gasses. negotiation.

20
Chapter 2:
Characters

Spirit Skills Step 3: Derived Stats

•Actum – your ability to Each character has a number of


magically manipulate the Derived Stats which rely directly
forces of Motion. upon the primary 5; Body, Mind,
Health, Will, and Spirit.
•Cogitare – your ability to Additionally, there are several
magically manipulate the Derived Stats which rely on some
Minds of others. combination of Stats and Skills,
chief among them being your
•Substantia – your ability to Lifting Capacity, your
magically alter the Form of a Encumbrance, your Languages,
person or object or to Create and how many Words of Power
something from nothing. you know.

•Psyche – your ability to


magically create Illusions that Move
fool the senses.
A Character's Move is equal to
•Animus – your ability to their Body Stat and shows how
magically affect the many hexes they can move
underlying fundamentals of during their Turn.
reality and to alter the
insubstantial aspects of a
person or object. Health Points (HP)

•Vibe – a measure of your A PC's Health Points (HP)


ability to read a situation or determines how much Damage a
person; can be used to PC can take before they are
determine the source of a bad Bleeding Out. HP is equal to a
feeling or if a person is lying PC's Health Stat x5.
or on the level.

Push Points (PP)

Push Points are a measure of your


character's Will to push
themselves beyond their limits.
Push Points are used to augment
the results of individual Action
rolls in order to meet a DC stated
by the Narrator. The can also be
used in place of Magic Points to
fuel Spells, or to force yourself to
keep going even when you're
body is on the verge of failing.
Push Points are equal to your Will
stat x5.

21
Chapter 2:
Characters

Magic Points (MP) Step 4: Talents and Flaws

Magic Points are your capacity to People are complex creatures,


command Primal Energy and are with Talents and Flaws that you
used to construct and cast Spells. would often never expect. Talents
Magic Points are equal to your and Flaws are latent aspects of
Spirit stat x5. their characters, and much like
the other Origins can be Invoked
during play, with some minor
Lifting Capacity differences.

Lifting Capacity is equal in lbs. to You can have a total combined


your Health + Endurance skill number of Talents and Flaws
x20. equal to your Will Stat.

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.

Words of Power Flaws


While it might
seem counter- You know a total number of People are also inherently flawed;
intuitive, making a Words of Power equal to your no one is perfect, and often
Flawed character total combined Magic skill levels someone can find a task
can lead to both (Actum, Cogitare, Substantia, remarkably difficult where other
better RP and Psyche, and Animus). would accomplish it with ease.
more
opportunities to Unlike with a Talent, Invoking a
earn EXP and Flaw always increases the DC of a
advance in level. roll by 3. The trade-off is that on a
succes, you gain an additional +1
EXP as you overcome your Flaws
and succeed in spite of yourself.

22
Chapter 2:
Characters

Step 5: Signature Items Earning Experience and See Chapter 1:


Levelling Up Difficulty Checks
Signature Items are items that for descriptions
have personal meaning to the Characters increase in power by for the various
character. Usually something earning Experience (EXP) and Difficulty levels
small and simple like a ring, Levelling Up. EXP is earned by when
necklace, or a similar item that defeating opponents in combat, determining EXP
can be easily worn or carried, overcoming challenges, failing a given for
although it could also be a Skill Check, or succeeding a Skill Overcoming a
weapon or a piece of armour. Check after Invoking a Flaw. Challenge.

When on the PC's person a


Signature Item provides a +1 Overcoming Challenges
bonus to 1 skill decided upon at
the item's creation. This bonus Challenges can be any objective
does not count towards the skill set by the Narrator. Trivial or Easy
cap of 3. challenges rarely give EXP.
Medium challenges give 1 EXP,
You can start play with two small Hard give 2, Difficult give 3, and
items as above as Signature Impossible tasks give 4 or more.
Items, or one Weapon or piece of
Armour. If you choose two small
items they cannot provide a Failing a Skill Check
bonus for the same skill.
Additional Signature items can For every Skill Check a PC fails,
be earned through play at pivotal they gain 1 EXP. If they Critically
moments of character Fail it, they gain 2. This reflects
development. that every time you fail it gives
you an opportunity to learn from
your failure. This rule also applies
Step 6: Money to Combat rolls.

Your character's starting gold is


equal to 1d6 x 100 and is used to
purchase their initial equipment.

23
Chapter 2:
Characters

Players do not Levelling up grants the following: •Abilities: Gain 1 Ability at


have to spend all levels 1, 4, 7, and 10 from your
their Skill Points •Skill Points: You gain an Archetype. Gain 1 Ability at
at once and can amount of Skill Points equal to levels 3, 6, 9. and 12 from your
carry them over your Mind Stat every level. Secondary Archetype.
from level to level Augmenting a skill requires
if needed. you to spend a number of Skill •Stat boosts: Gain +1 to any
Points equal to the skill's Stat of your choice at levels 2,
current level +1. Skills max out 5, 8, and 11.
at 3.
•Actions and Reactions: Start
•Secondary Archetype: play with 1 Action and 1
Choose an additional Reaction per Round at level 1.
Archetype at level 3. Gain +1 Action or Reaction at
levels 4, 7, and 10.

EXPERIENCE TABLE

PURCHASING SKILLS

24
Chapter 3
Combat

25
Chapter 3: Combat

Overview Surprise Turns

Occasionally during play you'll Certain conditions can grant one


encounter situations where or more parties a Surprise Turn,
conflict needs to be resolved such as evading an enemy’s
through violence. When this notice using Stealth and
happens it is known as Entering springing an ambush on them.
Combat. Any participant that is granted a
Surprise Turn can take a Turn
Combat is meant to take place on prior to the established order of
a hex battle-map using tokens or Initiative. If multiple participants
miniatures to represent are granted Surprise Turns,
combatants, with each hex consider it to be a Surprise Round
representing approximately 5 during which all those with
feet. Theatre-of-the-mind play is Surprise Turns proceed within
also possible, however, keeping their normal order of Initiative.
in mind general ranges between
combatants. Rounds

Combat is divided into a cycle of


Rolling Initiative and individual Turns within a Round.
Initiative Bonus In real-world terms, a single
Round takes about 5 seconds.
Each participant in a Combat
starts by rolling their Initiative
(1d12 + Body Modifier + Initiative Turns and What You Can
Bonus), with the results dictating Do
the order of Turns flowing from
highest to lowest. Initiative Bonus PCs have 3 things they can do
is determined by the size of during their Turn;
weapon used.
•Move
Keep in mind that For Large and Huge weapons,
when using a the initiative bonus increases to •Action
Large or Huge match the wielder's skill level. For
weapon, the more instance, someone wielding a •Incidental
skilled you Large weapon with a skill of +3
become at using would see their Initiative increase These can be done in any order
it the faster you to +3 to match. during your Turn, even splitting
get with it as well. your Movement if you so choose
Initiative Bonuses (moving some of your Move,
attacking, and then moving the
rest of your movement, for
instance).

Reactions are used on other


character's Turns when reacting
to an Action targeting your
character.

26
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

•If Knocked Down, it takes half •Using a skill


your movement to get up
(rounded up). •Casting a Spell

•Characters can Climb or •Using the Dash Action


Swim at half their normal
Movement rate (rounded up) •Using the Help Action: The The Help Action
and still act as normal. Help Action allows one allows characters
creature to assist another. The to assist one
•Characters can move over creature being Helped uses another in certain
any area designated as the higher of either creature’s situations,
Rough Terrain at half their Stat Modifiers and Skills when combining their
normal Move rate (rounded rolling. strengths and
up). negating their
•Hold Actions: Hold your weaknesses.
•Characters can Jump up to Actions for later in the Round. While it does burn
half their Move Horizontally or Specify a specific set of up an Action on
1/4 their Move Vertically. conditions as a trigger. If the behalf of the
conditions do not occur, your character doing
•The Dash Action adds your Actions for this Round are lost. the Helping, the
Athletics skill to your Move You cannot split your Actions benefits usually
score for 1 Turn. You can only between your normal Turn outweigh the
use 1 Dash Action per Turn. and for when you wish to drawback.
Dash adds a minimum of 1 to Hold your Actions.
your Move regardless of your
Athletics skill. Using an Action in combat costs
1 Action. Players can use Push
Points to augment the result of
their roll in order to meet a target
DC.

27
Chapter 3: Combat

Incidental:

Incidentals include things like


talking, drawing or sheathing a
weapon, picking up a small
object, etc... Incidentals are
generally considered free actions
or anything that would not
normally warrant an Action roll.
This is to be done within reason;
as a guideline remember that a
Round is roughly 5 seconds, if it
would take longer than that to do
it once then it can't be realistically
used as an Incidental.

Reaction:

Reactions are special Actions that


are used when your PC is actively
reacting to something like an
attack. They aren't used on your
Turn but rather at any point
during a Round when you're
trying to react to something
someone or something else does.

Reactions cost 1 Reaction to use


and provide bonuses based on
your skills and equipment. Once
all your Reactions are expended
during a Round, you can still
React to incoming Actions; in this
case, simply roll a d12 and add
the associated Stat Modifier for
the Action being Reacted to.

You cannot use Push Points to


augment the results of a Reaction
roll.

28
Chapter 3: Combat

Attacks Attack roll then the attack is


successfully diverted and
Resolving a physical Attack is causes no damage.
simple; the attacker rolls a d12
and adds their Body Modifier •Block: Equipping a Shield
plus the associated Weapon or allows the use of the Block
Unarmed skill (if applicable) for a Reaction. A Block roll uses the
physical attack. Defenders use equipped Shield's skill when
either a Defensive Reaction or a rolling to Block; if the Block
Standard Reaction Roll. If the roll is higher than the Attack
Attack roll is equal to or higher roll, the Attack is stopped by
than the Reaction Roll, the Attack the Shield. If the Attack roll is
connects. If the Reaction Roll is greater than the Block roll, the
higher than the attack, then the Shield's DR is added to the
Attack misses. As Attacks are defender's DR total; Shield DR
Actions, you can use Push Points does not otherwise apply.
to increase your Attack roll in
order to have it succeed. •Defensive Spell: Casting a See Chapter 5:
Defensive Spell to negate Magic for more
A Magical Attack is a spell that another spell, block an attack information on
uses the Spirit Modifier plus any or augment physical or using magic to
bonuses from equipment or skills magical DR counts as a Attack and
but is otherwise functionally Reaction. Such spells are Defend.
identical to a Physical Attack, crafted and cast as normal.
including your ability to use Push
Points to augment the results of •Ready: You can also Ready a
the roll. Reaction on your Turn in
anticipation of an Attack.
Doing so reduces your
Reactions to Attacks Movement to 0 for that Turn
but doubles the associated
There are a number of Reactions skill for the purposes of that
you can take when Reacting to Defence. You can only Ready
an Attack. one type of Reaction per Turn.
If you have more than one
•Dodge: Dodging uses the Reaction to spend during
Dodge skill to physically your Turn, all skills using the
move out of the way of an Readied Reaction are
Attack, causing it to miss. doubled. If you use a different
Reaction than one you have
•Parry: All weapons can use Readied for this Turn, then it is
the Parry Reaction, however a rolled as normal.
weapon can only be used to
Parry something of equal size
or lower. Parry uses the
equipped Weapon's skill
when rolling to Parry; if the
Parry Roll is higher than the

29
Chapter 3: Combat

Cover Critical Effects

Sometimes stationary obstacles Physical Damage:


come between an Attacker and a
Defender; this is called Cover. If •Piercing: Target a weak point
the Defender's body is at least in opponent's armour and
50% obscured, they are bypass DR by an amount
considered to be in Half-Cover. If equal to your equipped
they are fully behind an obstacle, Weapon Skill.
they are considered to be in Full-
Cover. •Bludgeoning: Push the
opponent back 1 hex or
•Half-Cover adds +3 to any render them Knocked Down,
Reaction rolls. Attacker's choice. Melee
Attacks against Knocked
•Full-Cover adds +6 to any Down creatures are done at
Reaction rolls. +3. Ranged Attacks against
Knocked Down creatures are
done at -3.

Critical Attacks and •Slashing: Target takes Bleed


Reactions damage equal to weapon
damage every Round for a
A Critical Attack or Reaction number of Rounds equal to
occurs when a roll is 5 or higher attacker's Weapon skill.
than the opponent's roll. Rolling a
Crit applies an additional effect
noted by either the damage type Fire, Ice, or Lightning Damage:
(if an Attack), or the Defensive
Reaction used (if a Defensive •Fire: Target Burns and takes
Reaction). Standard Reaction Fire damage every Round at
rolls CANNOT crit. If you Crit Fail the beginning of their Turn
on your attack or reaction roll, equal to Fire damage Scale,
your opponent is then requires 1 Action to
considered to have scored the extinguish.
Crit.
•Ice: Target is Frozen and
Remember that some Abilities cannot Move, requires
can alter the spread of the Critical Athletics check vs DC equal to
Range, making it easier or harder Ice damage Scale x3 to break
to score a Critical Attack, free.
Crippling Blow, or a Critical
Failure. •Lightning: Target is Shocked,
reducing their MP by an
amount equal to Lightning
damage Scale until the end of
the Encounter.

30
Chapter 3: Combat

Reaction: Crippling Blows

•Dodge: Roll 2d6 and choose Whenever a Critical Attack is


1 result. Allows the defender rolled and the result is 10 or
to move up to a number of higher than the opponent’s roll,
squares/hexes equal to their the result is a Crippling Blow.
Dodge skill in the direction Crippling Blows are permanent
indicated by their die roll (1 is injuries that cannot be healed
above them on the map, through normal means.
progresses clockwise).
Minimum 1 hex Movement. When a character takes a
Crippling Blow, roll a single d6
•Parry: Allows the defender to twice. The first roll indicates the
immediately counterattack area that takes the Crippling Blow
once; this does not count as follows:
towards your Action total per
Round. 1 - Feet Some attacks or
2 - Legs spells can inflict
•Block: If in melee range the 3 - Torso Status Effects,
defender can Shield Bash, 4 - Hands which also have
Stunning the Attacker and 5 - Arms Critical Effects
reducing their number of 6 - Head and Crippling
Actions on the next Round by Blows. See the
a number equal to the The second roll indicates section on Status
defender's Shield skill. whether the blow hits the left (roll Effects towards
even) or right (roll odd) side. the end of this
chapter for more
Magic (non-damaging): A Crippling Blow inflicts the information.
normal effects of the Critical Hit,
•Scale of spell doubled. as well as a permanent -1 to rolls
associated with using that
particular part of the body. This
Magic (healing): can be played at the Narrator’s
discretion as the situation allows.
•Target also regains an
amount of PP or MP, caster's An example would be a soldier
choice, equal to the amount taking a Crippling Blow to his Left
of HP restored. Arm during a fight with an enemy
knight; the enemy knight cuts
deeply into his arm, permanently
damaging the muscles and
tendons there. From that point
on, any rolls involving the
swordsman using both arms, like
a Climb check, or just the left by
itself, like using the Block
Reaction, would be at a
permanent -1.

31
Chapter 3: Combat

Crippling Blows stack by location a Number. Weapons Sizes are


up to a maximum of -3. Tiny (1), Small (2), Medium (3),
Large (4), or Huge (5).
-1 indicates severe damage or
scarring.
Crippling Blows 1 or 2 Handed: Tiny and Small
represent lasting -2 indicates partial amputation or weapons can be wielded 1
injuries taken by paralysis of the area. Handed. Medium weapons can
a PC over the be wielded either 1 or 2 Handed.
course of their -3 indicates full amputation of the Large and Huge weapons are
adventuring limb or complete paralysis. always 2 Handed.
career.
Going to -3 in a single area in
The grizzled many cases can result in Body Requirement: You require a
warrior with a permanent character death or Body score equal to or greater
scarred face and disability. -3 Head could than the weapon's Size number
an eye patch; the effectively mean that the in order to wield. If your Body Stat
veteran guard character’s head was removed, or is less than the weapon's Size,
that walks with a it could suggest some form of you take a penalty to using it
limp; the wizened permanent coma or catatonia. equal to the difference between
wizard with burn the two numbers. This stacks
scars covering with any other penalties for using
their hands. Weapons weapons you are not trained to
These are all use.
examples of Weapons have a number of
Crippling Blows. characteristics associated with
them; Size, 1 or 2 Handed, Body Type: Melee or Ranged
Requirement, Range, and
Damage. Melee Tiny, Small, and Medium
weapons have a reach of 1 hex.
Melee Large and Huge weapons
Size: Most of a weapon's have a reach of 2 hexes.
subsequent characteristics are
governed by their Size, which is
indicated by both a Category and

32
Chapter 3: Combat

Ranged weapons only deal different forms and techniques in


Weapon Damage without adding order to be wielded effectively.
your Body Modifier. They have a
Range of their Size x5 hexes for Untrained use of a weapon While Tiny and
short range and Size x10 hexes results in a penalty to the Attack Small weapons
for long range. Long range roll equal to the weapon's Size initally do less
Attacks are rolled at a -3 penalty. (Tiny weapons attack at a -1 if damage than
untrained, Small at -2, etc...). This larger ones,
Handheld Tiny weapons can be penalty is ignored if you are using remember that
Thrown. Short range is equal to a weapon similar to one in which increasing your
your Body Stat, Long range is you have training. skill increases
equal to your Body Stat x2. their damage to
match. Someone
Bows are loaded and fired with a Weight: A weapon's weight is wielding a Tiny
single Action, however they only equal to its Weapon Damage in Dagger with a skill
deal Weapon Damage. lbs. (Tiny = 1 lb, Small = 2 lbs., of Dagger 3
Crossbows require a separate etc...) would do 3 points
Action to reload, regardless of of Weapon
their size, however they deal Damage vs the
double their Size category's Weapon examples normal 1.
Weapon Damage.
•Tiny weapons (1 damage):
daggers, handaxes, light
Weapon Damage: Weapons do hammers, light crossbows
either Bludgeoning, Slashing, or and light clubs.
Piercing damage equal to their
Size; Tiny weapons do 1 point, •Small weapons (2 damage):
Small weapons do 2, Medium short swords, battle axes,
weapons do 3, Large weapons maces, hammers, full clubs,
do 4, and Huge weapons do 5. crossbows, or short bows.
Weapon Damage is considered
Physical Damage, and is blocked •Medium weapons (3
or reduced by Physical DR. damage): long swords, war
axes, war hammers, long
For Tiny and Small weapons, staves, short spears, long
Weapon Damage increases to bows, or heavy crossbows.
match your skill level with that
weapon when your weapon skill •Large weapons (4 damage):
is greater than the weapon's great swords, war mauls, long
listed damage. spears and halberds.

•Huge weapons (5 damage):


Skill: You must be trained in the larger and heavier versions of
use of a weapon in order to wield Large weapons. Extremely
it effectively. Fighting with a short rare and difficult to use.
sword is very different than
fighting with a long sword, or an
axe, or a hammer; each uses

33
Chapter 3: Combat

Unarmed Combat Armour Type

PCs can choose to fight Armour comes in three types;


barehanded, becoming Light, Medium, and Heavy.
proficient in several martial styles
and turning their bodies into •Light Armour has 1 DR
deadly weapons in their own
right. Fists and Feet count as Tiny •Medum Armour has 2 DR
Bludgeoning weapons that do
damage equal to your Body •Heavy Armour has 3 DR
Modifier.

Untrained hand to hand


combatants do an equivalent Armour Penalties
amount of damage to their Push
Points that they inflict upon their Wearing Torso armour incurs a
opponents. penalty to Stealth, Dodge and
Using a weapon Standard Body/Health Reaction
you're not trained Trained unarmed combatants do rolls based on the armour's Type
in isn't always a not damage their Push Points on called the Armour Penalty. The
bad idea. If you a successful attack and instead Armour Penalty is equal to the
have training with do additional damage as they Armour's DR.
something similar gain in skill as they would with a
(like being trained Tiny weapon. •Light Armour has an Armour
with a Short Penatly of -1
sword but you're
using a Long Armour •Medium Armour has an
sword) the Armour Penalty of -2
penalty for using Armour reduces incoming
a weapon Physical Damage (Bludgeoning, •Heavy Armour has an Armour
untrained is Piercing, or Slashing). This is Penalty of -3
negated. You known as Damage Reduction
don't get a bonus (DR). The heaviest single piece of
to using it but you armour you have currently
at least know the Subtract your DR from the equipped dictates your overall
basics. damage done by any Attack that Armour Penalty, regardless of
connects with you. Armour can where you have it equipped.
be equipped to a number of
areas across the body, however
for a normal attack the DR of the Armour and Crippling Blows
armour equipped to your Torso is
the one used. Every time a piece of armour
takes a Crippling Blow, reduce its
Armour pieces are divided into DR by 1; when a piece of
Torso, Left or Right Shoulder, armour's DR reaches 0, it is
Left or Right Hand, Left or Right destroyed.
Leg, Left or Right Foot, and Helm.

34
Chapter 3: Combat

Shields Equipping weapons and


shields
Shields, similar to Weapons,
require a separate skill to use Single weapon:
effectively. Shield DR is based on
their size, and similar to Armour Wield one weapon in your
they can also absorb or negate dominant hand of Medium size or
the effects of a number of smaller with no Shield. Gain a +2
Crippling Blows equal to their DR bonus to your Parry Reaction While wearing
rating before being destroyed. rolls. armour can slow
you down, its
Anyone using a Shield which ability to absorb
they do not have a Skill in takes a Single weapon and Shield: Crippling Blows
penalty to any Block rolls equal to more than makes
the Shield's DR rating. Wield one weapon in your up for it. Even a
dominant hand of Medium size or piece of Light
•Small shields have Physical smaller and one shield in your off- Armour can
DR 1 and weigh 3 lbs. hand. Gain the Block Defence prevent a
Manoeuvre. permanent
•Medium shields have lasting injury.
Physical DR 2 and weigh 6
lbs. Dual Wielding:

•Large shields have Physical Wield one weapon in each hand.


DR 3 and weigh 9 lbs. The off-hand weapon cannot be
larger than Small. Initiative bonus
•Shield DR only stacks with is determined by the larger
Armour DR when a Shield is weapon. Once per turn you can
actively used in an make an Attack Action with the
unsuccessful Block Reaction. off-hand weapon, however it only
A successful Block Reaction deals Weapon damage with no
stops the attack completely. Body Modifier bonus.

35
Chapter 3: Combat

Two-handed weapons: Non-lethal Damage

Medium weapons can be You can choose to do non-lethal


wielded two-handed so that it damage with an Attack. In this
strikes as a Large weapon (4 case damage is done to the
damage instead of 3). Large and opponent's PP instead of HP.
Huge weapons always require
two hands to wield.
Bleeding Out

Bows and Crossbows: When a creature's HP reaches 0


or below they are Bleeding Out.
Bows and Crossbows require two While Bleeding Out, they remain
hands to operate properly. In the alive for a number of Turns equal
case of light crossbows two can to their Health Stat before
be wielded and fired at once, one succumbing to their injuries and
in each hand, however it still dying.
takes a separate Action each to
reload them. Regaining even a single HP or
receiving First Aid to Staunch the
Bleeding (either applying it
Damage themselves or receiving it from
someone else) removes the
When an Attack connects, Bleeding Out status. Turns spent
damage is dealt to the defender's Bleeding Out stack until the
HP equal to the Attacker's Body creature Bleeding Out is restored
Modifier plus their Weapon to a minimum of 1 HP. Taking
Damage, minus any DR the additional damage while
defender might have. When a Bleeding Out automatically
creature's HP reaches 0 or below, triggers a Crippling Blow.
they are considered to be
Bleeding Out. While Bleeding Out, a PC is
unable to perform any Actions
Ex: Kate has a Body Modifier of +2 unless they use Push Points at a
and is using a Short Sword (Small rate of 5:1 to grant themselves a
Weapon; 2 Piercing Damage). single Action on their Turn, up to
She swings at a wolf and the the normal Action per Turn limit.
attack connects. She does 4
points of Piercing damage (2
Body Modifier +2 for her Short First Aid
Sword). If her Short Sword skill
was 3 her Short Sword's Weapon Applying First Aid to someone
Damage would increase to match, who is Bleeding Out requires a
allowing her to do more damage Medicine check with DC equal to
with it when attacking. the amount of negative HP they
have. On a success, you have
Staunched the Bleeding and the
character is no longer in danger
of immediately dying. Taking

36
Chapter 3: Combat

additional damage after receiving Healing


a successful treatment of First Aid
causes the Bleeding Out status to Days of Rest
be reapplied.
A Day of Rest requires a full,
uninterrupted 24 hour period
Coma with no more than light to
moderate activity. Engaging in
If a creature's HP reaches or falls combat or using Push Points in
below a negative number equal any way negates the effects of a
to half their HP max, and they are Day of Rest.
still alive, they fall into a Coma. At Remember that
this point they are effectively Without access to a healer you hitting 0 HP isn't
unconscious. In this state PC's regain a number of HP and PP the end of the
can no longer use Push Points to equal to your Body and Will Stats road for your PC;
force their body to act. respectively after a Day of Rest. things may have
just gotten dire
Creatures in a Coma regain but there's still a
consciousness when their HP Continuous Care way to survive a
reaches 0 or above. brush with death
Healers are invaluable in if you're smart
restoring an adventuring party to and clever
Death prime fighting condition. A Healer enough.
equipped with a Healer's Kit can
Death occurs in one of two ways. provide Continuous Care to a
number of individuals per Day of
•Bleeding Out: a number of Rest equal to their Medicine skill.
Rounds pass equal to your On a successful DC 12 Medicine
Health Stat while you are check, anyone receiving the
afflicted with the Bleeding benefits of Continuous Care
Out status and you do not regain double the normal amount
receive healing or successful of HP and PP. You cannot use
First Aid. Push Points for this roll.

•Massive Damage: you reach A Healer actively providing


a number of negative HP Continuous Care cannot receive
equal to your normal HP Max. the benefits of Continuous Care
At this point your body ceases themselves.
to function completely.

37
Chapter 3: Combat

Treat Poison Once a Scene has ended and the


next Scene begins, any MP
A Healer equipped with a expended during the course of
Healer's Kit can remove the the Scene are regenerated in full.
effects of Poison on an individual
with a successful Medicine check
with DC equal to the Poison's
Quality Level x3. Some Poisons Encounters and Recovering MP
may require specific antidotes to
properly counter at the Narrator's Encounters are typically
discretion. indicative of short, intense
periods of activity like Combat or
a chase sequence. There can be
Taking a Breather and multiple Encounters within a
Recovering PP Scene, meaning that it is
important for PCs to track and
A Breather is a minimum 10 spend their MP wisely.
minute rest break which occurs
during a Scene. When Taking a After the Narrator has called the
Breather an individual recovers a end of an Encounter, PCs can
number of PP equal to their Will make a Focus skill check to
Stat. For each subsequent recover some of their spent MP.
Breather during the Scene, the The DC of this check increases
individual recovers 1 less PP. along with the number of
Encounters in the Scene. For
every Encounter in a Scene,
increase the DC of the Focus
Restoring MP after Scenes check by one step.
and Encounters
On a Success, the PC recovers an
During play you will often find amount of MP equal to their Spirit
yourself in stretches of story with stat.
Never a coherent setting or intention
underestimate behind them. In Origin these are
the value of a known as Scenes and
short Breather; Encounters.
taking a beat to
catch your breath
just might give Scenes
you the edge you
need in your next Scenes are generally considered
Encounter! non-combat stretches of play.
They could be a market run, an
extended period of social
interaction with guards or
important NPCs, or an extended
action sequence like a ball at the
king's palace or a dungeon run.

38
Chapter 3: Combat

Status Effects Charm

Certain conditions or spells can A target inflicted by Charm takes


inflict a Status Effect. Status a penalty to resist any Influence
Effects are ongoing conditions or Rapport checks equal to the
which reoccur every Round until Scale of the Charm effect. On a
their Duration is expired or a Critical Success, the target will do
condition is met to end them. minor tasks for the source of the
Status Effects can be caused Charm effect so long as its not
through mundane or magical immediately detrimental to the
means; regardless of the source target's health and wellbeing or
the effect's rules are the same. that of their allies.

On a Crippling Blow, a target is


Fear under the complete dominance
of the source of the Charm effect
A target inflicted by Fear cannot for its duration and will do
take any Actions against the whatever is asked of it by the
source of their Fear. On a Critical source. While MP
Success, the target cowers in regenerates
place, unable to Move at all. between Scenes,
Stun some Scenes can
On a Crippling Blow, the target stretch on for
Panics and must run directly A target inflicted with Stun sees multiple
away from the source of their its Actions per Turn reduced by Encounters
Fear, regardless of what lies in the Scale of the Stun effect. On a which will tax
that direction even if it is Critical Success, both Actions your reserves.
dangerous to them. and Reactions are reduced by the When this
Scale of the Stun effect. happens,
focussing to
Anger On a Crippling Blow, the target is regain a bit of
paralyzed and unable to Move or magical power for
A target inflicted with Anger sees Act in any way for the duration of the challenges
their Action Bonuses reduced by the effect. ahead can make a
an amount equal to the Scale of world of
the Anger effect; this penalty difference.
cannot take the target's Action Knocked Down
Bonus total below 0. On a Critical
Success, the target's Action A target that has been Knocked
Bonus can be reduced below 0 Down must spend half its Move
into the negatives. to Stand Up.

On a Crippling Blow, the target is


inflicted with Rage and must Blind
mindlessly attack the source of its
Anger to the exclusion of all other A target that has been Blinded
threats present, even those that takes -6 penalty to any Action that
are directly attacking it. requires sight.

39
Chapter 3: Combat

Grappled Poisoned

Grappling is the act of physically A poison is a substance that


grabbing or holding a target, targets a specific individual Stat,
usually in order to hold them in reducing it by an amount equal to
place, to preven them for the poison's Quality Level along
attacking or swinging a weapon, with its associated Derived Stats.
or to pick them up and move A Poison can be resisted with a
them physically. successful Resistance check with
DC equal to the Poison's Quality
As an Action a target can be Level x3.
Grappled. Roll opposed Athletics
checks; on a success the target is On a failure the Poison remains in
Grappled. the target's system until they can
complete a Day of Rest, at which
A target that has been point they can attempt the check
successfully Grappled sees their again, or until a Healer with a
Move reduced to 0 and the Healer's Kit can succeed on a
Grappler can Move them up to Treat Poison check with equal
their normal Movement. The DC. A Critical Failure with either
Grappled target must succeed on method doubles the effects of the
a further opposed Athletics poison, while a Crippling Blow
check to perform any Action. The will instantly drop the target into
target breaks free of the Grapple a coma. Note that some poisons
if they roll a Critical Success on may require specific antidotes
the opposed roll, and reverses required by the Narrator in order
the Grapple completely on a to treat.
Crippling Blow if so desired.

A target that has been


successfully Grappled is
Knocked Down if they get a
Critical Failure on the opposed
roll. If the one that initiated the
Grapple rolls a Crippling Blow,
the target is both Knocked Down
and takes an amount of
Bludgeoning Damage equal to
the initiator's Body Stat.

40
Chapter 4
Equipment

41
Chapter 4:
Crafting & Equipment

Clothing, Hats, & Footwear

42
Chapter 4:
Crafting & Equipment

Field Equipment

43
Chapter 4:
Crafting & Equipment

Field, Camping, Climbing and Lighting Equipment, Cont'd

44
Chapter 4:
Crafting & Equipment

Weapons, Tiny Weapons, Small

Weapons, Medium Weapons, Large

45
Chapter 4:
Crafting & Equipment

Weapons, Huge Weapon Accessories

46
Chapter 4:
Crafting & Equipment

Armour, Light Armour, Medium

Armour, Heavy Jewellery & Hair Accessories

47
Chapter 5
Magic

48
Chapter 5: Magic

Words of Power Magic

Spell casters command the There are five types of magic;


forces of Magic by learning Actum, Cogitare, Substantia,
Words of Power. Many theories Psyche, and Animus.
exist as to what the Words of
Power actually are; remnants of Actum magic governs motion
the language of the god or gods and movement, the interplay of
which created the universe; attraction and repulsion between
nonsense sounds and syllables objects. Using Actum a magician
which somehow resonate with can move objects at a distance,
the frequencies of matter and use inertia to slow or completely
reality; or, given their mutable stop an opponent, or conjure
nature and susceptibility to the blasts of force itself to pummel,
intent of the spell caster, slash, or pierce opponents in
something in between. their way.

Regardless, Words of Power form Cogitare magic is the magic of


the basis of Magic. A single Word the mind. It teaches its users how
of Power can potentially be used to read and alter a targets
to achieve multiple effects based emotions, hear their thoughts,
on the intent put behind them. communicate wordlessly, and, in
Ignite, for example, could be extreme cases, tamper with
used to light a target on fire in memories themselves.
order to damage them, or it could
be used to create a wall of flame. Substantia magic focuses on the
The importance is the intent put mutable nature of reality itself, the
behind the Word used. bonds between elements, and
the many forms those bonds can
For each skill point in a type of take. Substantia practitioners can
magic that the magician knows, create temporary or permanent
they can pick one Word of Power changes in the physical
that somehow associates with appearance of a person or object,
the core concepts of the type of physically strengthen themselves
magic being invoked. Players or an ally or weaken an
choose their own Words but can opponent, repair damage done to
ask their Narrators for direction if a body, or tamper with the
they're having trouble deciding elements themselves to create
on a Word they'd like to learn. gouts of flame, sheets of ice, or
blasts of electricity.

Psyche magic is the magic of the


senses. Using Psyche a magician
can create illusions, altering what
those that perceive them believe
to be real so completely that it
becomes almost impossible to
discern the truth.

49
Chapter 5: Magic

Animus magic governs the Size


underlying principles of reality
itself. Using Animus a practitioner A spell's Size determines how
can glean information of a person large an area or how many
or object's past using individual targets a spell can
Psychometry, determine when affect. Spells that have an area of
and how the warp and weft of effect need to be cast adjacent to
reality has been altered, enforce the spellcaster, while spells that
the proper order of reality by can be cast at range are
negating the effects created by effectively limited by what your
those that tamper with it, and senses can directly perceive such
strengthen the powers of the as line of sight. Cases may be
mind, will and spirit of themselves made for hearing or smell,
or their allies, or weaken those of however each would likely
their enemies. require increased difficulty
imposed by the Narrator to
function properly.
Crafting a Spell

First, the spellcaster needs to •Tiny: A single, small effect no


determine what exactly they are larger than the palm of your
attempting to achieve and if the hand, or a spell targeting
effect falls into one of the five yourself.
listed forms of magic. If the
spellcaster is unsure, work with •Small: A small effect no larger
the Narrator to determine which than a square foot or a single
is the best fit based on the target you can touch
descriptions given.
•Medium: An effect of up to
Next, they need to determine the size of a single individual
which of their known Words of or a single target at range.
Power they wish to invoke in
order to create the effect they •Large: An effect of up to the
want. This is open to size of a 10x10 room, or up to
interpretation and largely relies 3 targets at range.
on the creativity of the spellcaster
in question. The Narrator is also •Huge: An effect of up to the
free to rule if a chosen Word of size of a small building, or up
Power is not applicable to the to 6 targets at range.
spell's intended effect.
•Enormous: An effect of up to
Next, the spellcaster needs to the size of a large building, or
determine the Size of the spell as up to 9 targets at range.
well as the Scale of the spell.

50
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.

51
Chapter 5: Magic

Cogitare Magic Large:


•Create a major change in the
Cogitare's governing principles emotional state of a target
are the Mind, Thought, and (such as going from happy to
When it comes to Emotion. Cogitare magic Scales disgruntled).
controlling and as follows; •Resist a similar scale Cogitare
manipulating the spell.
thoughts and Tiny: •Learn a single secret a Target
feelings of your •Detect the emotional state of is hiding.
opponents, a target.
nothing beats •Resist a similar scale Cogitare Huge:
Cogitare magic. spell. •Create a polar opposite
•Sense a target's general change in the emotional state
motivations. of a target (such as going from
happy to angry).
Small: •Resist a similar scale Cogitare
•Create a minor change in the spell.
emotional state of a target •Read a target's memories.
(such as going from happy to
simply content). Enormous:
•Resist a similar scale Cogitare •Control a target's emotional
spell. state completely.
•Hear a target's surface •Resist a similar scale Cogitare
thoughts. spell.
•Alter a target's specific
Medium: memory as you wish.
•Create a moderate change in
the emotional state of a target
(such as going from happy to
neutral).
•Resist a similar scale Cogitare
spell.
•Create a telepathic bond that
lasts for an hour.

52
Chapter 5: Magic

Substantia Magic 1 round.


•Heal 9 points of HP.
Substantia's governing principles •Create a damaging effect
are Form, Subtance, and with fire, ice or lightning for 9
Creation. Substantia magic points of damage.
Scales as follows; Conjuring the
Large: elements out of
Tiny: •Make a single moderate, thin air is right up
•Make a single minor, permanent alteration to a Substantia's alley.
temporary alteration to a target. That being said it
target, such as changing the •Suppress or Enhance 1 of a also has some
colour of a person's eyes or target's physical stats by 4 for more beneficial
hair, or the general shape of a 1 round. and subtler
handheld object. •Heal 12 points of HP. aspects, such as
•Suppress or Enhance 1 of a •Create a damaging effect restoring damage
target's physical stats by 1 for with fire, ice or lightning for 12 or altering
1 round. points of damage. something's
•Heal 3 points of HP. appearance for
•Create a damaging effect Huge: those looking for
with fire, ice or lightning for 3 •Make a single major, a sneakier
points of damage. temporary alteration to a approach.
target, such as changing the
Small: shape of a person or object.
•Make a single minor, •Suppress or Enhance 1 of a
permanent alteration to a target's physical stats by 5 for
target. 1 round.
•Suppress or Enhance 1 of a •Heal 15 points of HP.
target's physical stats by 2 for •Create a damaging effect
1 round. with fire, ice or lightning for 15
•Heal 6 points of HP. points of damage.
•Create a damaging effect
with fire, ice or lightning for 6 Enormous:
points of damage. •Make a single major,
permanent alteration to a
Medium: target.
•Make a single moderate, •Suppress or Enhance 1 of a
temporary alteration to a target's physical stats by 6 for
target, such as changing the 1 round.
shape of a person or object's •Heal 18 points of HP.
features. •Create a damaging effect
•Suppress or Enhance 1 of a with fire, ice or lightning for 18
target's physical stats by 3 for points of damage.

53
Chapter 5: Magic

Psyche Magic Large:


•Create an illusion based on
Psyche's governing principles are four of the senses. Anyone
the senses themselves; Sight, can discern it is an illusion
Hearing, Smell, Taste, and Touch. with a successful DC 12
Psyche magic Scales as follows; Awareness check.

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.

54
Chapter 5: Magic

Animus Magic Large:


•Glean four facts from an While at first
Animus's governing principles object using psychometry. glance Animus
are Time, Reality, and the •Sense if a Word of Power has magic can be
Intangible. Animus magic Scales been used in the last 12 hours quite subtle, with
as follows; in visual range and learn its dominion over
which type of spell was used. the foundations
Tiny: •Suppress or Enhance 1 of a of reality and
•Glean a single fact from an target's non-physical stats by used creatively it
object using psychometry. 4 for 1 round. can prove
•Sense if a Word of Power has extremely
been used in the last 6 hours Huge: powerful.
on something you can touch. •Glean five facts from an
•Suppress or Enhance 1 of a object using psychometry.
target's non-physical stats by •Sense if a Word of Power has
1 for 1 round. been used in the last 12 hours
in visual range and learn
Small; which type of spell was used
•Glean two facts from an and which effect was
object using psychometry. invoked.
•Sense if a Word of Power has •Suppress or Enhance 1 of a
been used in the last 6 hours target's non-physical stats by
in visual range. 5 for 1 round.
•Suppress or Enhance 1 of a
target's non-physical stats by Enormous:
2 for 1 round. •Glean six facts from an object
using psychometry.
Medium: •Sense if a Word of Power has
•Glean three facts from an been used in the last 12 hours
object using psychometry. in visual range and learn
•Sense if a Word of Power has which type of spell was used,
been used in the last 12 hours which effect was invoked, and
in visual range. the Word of Power used. On top of what's
•Suppress or Enhance 1 of a •Suppress or Enhance 1 of a mentioned here,
target's non-physical stats by target's non-physical stats by Animus magic
3 for 1 round. 6 for 1 round. can also be used
to negate another
spell. An Animus
spell used this
way must be the
same Size and
Scale of the spell
being negated.

55
Chapter 5: Magic

Spellcasting DC & MP Cost

Casting a Spell Failing a Spellcasting roll

Once you have determined a If the rolled number is lower than


spell's Size and Scale consult the the spell’s DC, the spell fails but
Calculating Spellcasting DC & you do not lose any MP.
MP Cost chart. The number listed
for the combined Size and Scale A Critical Failure (rolling 5 or more
of the spell is both the DC you under the spell's DC) results spell
need to meet or exceed when failure and you losing the spell's
rolling to cast the spell as well as MP cost.
the spell's MP cost.
A Catastrophic Failure (rolling 10
Roll a D12 and add your Spirit or more under the spell's DC)
Modifier as well as the associated results in both losing the spell's
skill bonus for the spell you are MP cost as well as being afflicted
casting. If the total meets or with the Muted status. Take the
exceeds the spell's DC, the spell total number you failed the roll by
works and activates; use the and divide by 5, rounding up.
resulting number rolled for any This is the numer of Rounds you
Attack or Reaction rolls as are Muted for. While Muted you
applicable, and subtract the are unable to cast spells.
spell's MP cost from your MP
pool. You can use Push Points as
applicable to meet the DC of a
Using multiple Words of Power spell if you fail, or if you are out of
can reduce the final DC of a spell; MP to cast a spell you can
for each additional Word of substitute Push Points at a rate of
Power used on top of the first that 2 PP to 1 MP.
has an application towards the
effect the spell is attempting to
achieve, reduce the total DC by 3.
The Narrator is free to rule if a
Word used in a spell is applicable
towards the intended effect or
not.

56
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).

If they are a Keeper of Secrets they Alternately, before casting the


can use 5 PP, or 10 PP if not, so spell he can attempt to add
that the spell succeeds. In this additional Words of Power in
case, the defender rolls their order to lower the DC; he also
Reaction roll vs DC 12 and play knows the Words Burn and Light,
continues as normal. both of which are applicable to
the spell's intended effect. The DC
If he has no PP remaining, or for the spell is subsequently
chooses not to spend them, then reduced to 6.

57
Chapter 6
Enemies

58
Chapter 7:
Enemies

Creating Enemies Skills

Rank and Power Level An Intelligent enemy has base


Skill Points equal to their Rank x
Enemies are divided into 4 Ranks their Mind Stat. These points are
based on how much of a spent as normal.
challenge they present; Minion,
Skilled, Boss, or Overlord. Animals do not possess Skills.
Enemies are also assigned a
Power Level which represents
their relative power, ranging from Move
1 to 10.
A creature's Move is equal to its
Body Stat. Movement can also
Type show whether the creature Flies
(Move x4 in the air), Swims (Move
Enemy types include Intelligent, x2 in water), Burrows (Move
Animal, and Monster. underground) or Wall-crawls
(Move on walls or ceilings).
•Intelligent enemies have
thinking minds and access to
Skills. HP

•Animals are unintelligent A creature's HP is equal to its


creatures that do not have Rank x Power Level x Health Stat.
Skills.

•Monsters are creatures, PP


Intelligent or Animal, that
have been infected with a A creature's PP is equal to its
Core. Rank x Power Level x Will Stat.

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.

A creature's Stat Modifiers are


calculated the same as a PCs;
Stat ÷ 2, rounded down.

59
Chapter 7: Enemies

Actions and Reactions (Power Level x 2). Additionally a


creature also gives out additional
Rank 1 (Minion) enemies get 1 EXP equal to its total Skill Points +
Action and 1 Reaction per Turn. 2 EXP for every Ability.
For every additional Rank the
enemy gains either 1 Action or 1
Reaction. Cores

Cores are condensed nodes of


Abilities crystallized magical energy that
form and grow like tumours
On an enemy Stat Enemy Abilities can be drawn inside certain creatures and
Block, their Action from the PC ability list or people. No one knows what
Bonus for a given designed specifically for the initially causes a Core however
Attack or Spell- creature. the effects of one are universally
like Ability will be devastating if left unchecked.
denoted by the Some creatures have natural
abbreviation AB. Spell-like abilities like a dragon's A Core makes a Monster out of an
Fire Breath. Spell-like abilities are otherwise normal creature. The
built like spells. When creating a intense magical energy
Spell-like ability, total the contained in one causes rapid
creature's Spirit Stat plus any growth and mutations within a
applicable Skill bonus and living creature, turning the body
double the result; this is the Spell- of whatever contains one into a
like Ability's Max MP cost when living engine of destruction.
creating it. In combat use the
creature's Spirit Stat Modifier as Cores vary in type and associated
its Action Bonus for using the effects by colour, and come in
Ability and subtract MP as normal Red, Yellow, Grey, Blue, and
when used. Green. The powers wielded by a
Monster are generally a good
Spell-like abilities have a indicator of the Monster's Core
Recharge value denoting the roll type; physically powerful
needed or higher on a single d6 monsters contain Yellow Cores,
at the beginning of the creature's while those that have vast mental
Turn in order to use it again. capabilities contain Grey. A
Default Recharge is 6. Increasing monster that regenerates itself or
a creature's Recharge range by 1 can shift its shape fluidly contains
counts as an additional Ability for a Blue Core, while one that flies
determining Exp. unnaturally or has unusual
abilities to charm or captivate an
opponent might contain a Green
Experience (EXP) Core. Red Cores are generally
considered the most dangerous,
When defeated, creatures give both for their direct association
out base EXP equal to its Rank x with magical power itself as well
its Power Level; for creatures of as the volatility of Red's
Rank 6+, the formula is Rank x associated Element, Fire.

60
Chapter 7:
Enemies

Core Effects on Creatures to consume the brains of other


creatures in order to acquire it if
Yellow Cores necessary. When confronted with
new information a Mindshard
Creatures afflicted with a Yellow must make a Spirit Check vs their
Core see their body mass Core's DC or be forced to
increase by x1.5 for every Quality tirelessly pursue it, using any
Level of the Core. These means necessary to acquire it.
creatures are called Flayed Ones
due to the massive rents and
tears that form in their skin as Blue Cores
their body increases in mass
uncontrollably. Creatures afflicted with a Blue
Core begin to lose cohesion and
Flayed Ones must make a Will becoming increasingly
Check vs the Core's DC when amorphous. Known as Oozes,
attempting any Action or go they are able regenerate their HP
Berserk, mindlessly Attacking the by an amount equal to the
nearest living creature. Quality Level of their Core per
Round during combat. They can
also extend pseudopods from
Grey Cores their mass up to a number of
hexes equal to the Core's Quality
Creatures afflicted with a Grey Level to attack with reach.
Core are referred to as
Mindshards and are cunning, Oozes contantly seek to consume
manipulative, and dangerous in any living matter nearby to fuel
the extreme. A Mindshard's brain their growth. An Ooze must
mass increases by x1.5 for every succeed on a Body Check vs
Quality Level of their Core. If the their Core's DC when in the
creature was an Animal, its Type presence of a living creature; on a
changes to Intelligent Monster failure they lose control of their
and it gains the ability to use Skill appetites and seek to mindlessly
Points. consume whatever lifeform has
caught their attention, only
Mindshards have an intense thirst stopping when the creature has
for knowledge and new either successfully fled from them
information, and gain the ability or been caught and consumed.

61
Chapter 7: Enemies

Green Cores Red Cores

Creatures afflicted with a Green Creatures afflicted with a Red


Core see their physical mass drop Core appear to become lit from
by half for every Quality Level of within by a faint light which
the Core, eventually floating grows increasingly stronger the
about on the wind or gaining the more powerful the Core is.
ability to actively fly when their Known as Lanterns, at their peak
Cores reach Rare or Legendary level of potency they take on the
Quality. Known as Whispers, they appearance of a walking skeleton
possess an unearthly beauty or lit from within by a raging,
attractive quality to them and ethereal flame.
seek to constantly interact with
and manipulate other creatures Lanterns seek to drain the
to suit their whims, which magical essence of any living
become increasingly selfish, creature around them to fuel the
erratic and mercurial the stronger fires burning inside their bodies.
the Core becomes. In the presence of a living
creature a Lantern must succeed
Whispers are responsible for on a Health Check vs the Core's
some of the worst conflicts and DC; failure means the hunger for
atrocities committed in the magical essence has
known lands. When a Whisper is overwhelmed them and they
confronted with someone that become relentless hunters. Some
disagrees with them they must Lanterns use trickery to lure their
succeed on a Mind Check vs the prey into a false sense of security
Core's DC or be forced to fixate before springing their trap on
on that individual, using them, feasting upon the terror
whatever means necessary to generated as the prey realizes
finally manipulate them to their their doom. Others cause
own selfish ends. Most Whispers widespread chaos with their
are intelligent humanoids, intense magical powers and soak
however occasionally an in the ambient emotional energy
unfortunate animal is afflicted generated. As the energy is
with a Green Core; in this case, quickly burned away this leaves
the Whisper reacts as an infant the Lantern only temporarily
would when attempting to sated; once any power they have
manipulate its target. siphoned is gone they resume
the hunt, often draining any
victims they have captured
completely dry and leaving them
lifeless husks discarded in the
dust.

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Chapter 7:
Enemies

Core Quality Harvesting Cores and Core


DC
All Cores start out at Poor Quality,
gradually increasing in Quality Once a monster has been
the longer it is attached to a defeated, it requires a Spellcaster
creature. When a number of capable of negating the Core's
weeks has passed equal to the energy to safely extract it. Cores
Core's current Quality Level, it come in 5 Qualities
increases in potency to the next corresponding to the Quality
Level. Levels of other Materials: Poor (1),
Common (2), Uncommon (3),
Ex: A creature is afflicted with a Rare (4), and Legendary (5).
Poor Quality Yellow Core. After
one week passes, the Quality of its The spell caster must cast an
Core increases to Common. After Animus spell with DC equal to the
two more weeks pass, it then Core's Quality x3 in order to
increases to Uncommon. A further render a Core Inert. This value is
three weeks increases it to Rare, referred to as the Core's DC.
and finally a full four weeks must
pass to increase its Quality to •Poor: DC 3
Legendary.
•Common: DC 6
It is exceedingly rare for a
monster's Core to progress in •Uncommon: DC 9
potency beyond the Common or
Uncommon stages, as typically in •Rare: DC 12
civilized lands or settlements a
monster's presence will be •Legendary: DC 15
noticed and acted upon by this
point. The power offered by Once the Core has been negated
Cores proves to be a tempting it is considered Inert and can be
prize to adventurers and safely extracted from the body
monsters are relentlessly hunted with little difficulty. Touching an
by those that wish to claim the Active Core that has not been
treasure for themselves. rendered Inert first can have
devastating effects as the Core
If an enemy creature is afflicted seeks to fuse with a living host,
with a Core, add the Core's potentially creating yet another
Quality Level to the appropriate Monster that must be destroyed.
Stat and increase the amount of
EXP given by defeating it by an
equal amount.

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Chapter 7: Enemies

Touching an Active Core Using an Inert Core

Touching an Active Core causes Once a monster has been


the node to attempt to fuse defeated and their Core has been
directly with the creature's body. harvested and rendered Inert it
Anyone touching an Active Core can be put to a number of uses.
must make an associated Stat When properly wielded by an
Check against the Core's DC; on individual the power of a Core
a success they resist the Core's can be used as a temporary
attempt to fuse with them and battery, boosting their
can safely wield it from that point capabilities beyond their normal
on, however anyone else limits. In this case the wielder of
attempting to touch the Core an Inert Core can draw 5 Push
must also make an associated Points from a Core per Quality
Stat Check to resist fusing with it. Level for use with rolls associated
with the Core's Stat.
If they fail the check the Core
burrows itself into the body and Ex: A wielder of a Common Yellow
begins pouring magical energy Core can draw 10 Push Points
directly into it, causing rampant from it for use with Body Rolls.
mutations. This permanently
increasing the victim's associated Cores regain power at a rate of 5
Stat by an amount equal to the Push Points per day. You can only
Core's Quality. wield 1 of each type of Core at a
time but can carry multiples; it
Cores affect the following Stats requires 1 Action to swap out
based on their colour: Cores in combat.

•Yellow: Body Cores are also what allow


weapons and armour to be
•Grey: Mind enchanted with a permanent
effect. See the section on
•Blue: Health Enchanting in Chapter 3 for more
information.
•Green: Will

•Red: Spirit

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Chapter 7:
Enemies

Soldier
Rank: Minion Power Level: 3
Type: Intelligent EXP Given: 7

Body: 4 (+2) Mind: 2 (+1)


Health: 4 (+2) Will: 4 (+2)
Spirit: 1 (+1)

Move: 4 Initiative: +4

HP: 12/12 PP: 12/12 MP: 3/3


DR: 1 (3 w/Block Reaction)
Abilities:
Actions: 1 Reactions: 1 •Knight - once per Round as
Reaction take an attack
Skills: targeting an adjacent ally.
•Short Sword +1 (+3)
•Heater Shield +1 (+3)
Equipment/Resources:
Attacks: •Padded Jack (Light/Torso)
•Short Sword: +3 AB, 4 •Heater Shield (Medium/
Piercing Shield)
•Short Sword (Small/Piercing)

Hunter
Rank: Minion Power Level: 3
Type: Intelligent EXP Given: 8

Body: 4 (+2) Mind: 3 (+1)


Health: 3 (+1) Will: 4 (+2)
Spirit: 1 (+0)

Move: 4 Initiative: +3

HP: 9/9 PP: 12/12 MP: 3/3


DR: -
Abilities:
Actions: 1 Reactions: 1 •Marksman - gain bonus to
ranged weapon attacks and
Skills: damage equal to your Focus
•Heavy Crossbow +1 (+3) skill.
•Focus +1 (+3)
•Rapier +1 (+3) Equipment/Resources:
•Heavy Crossbow (Medium/
Attacks: Piercing, Short 15/Long 30)
•H. Xbow: +4 AB, 7 Piercing •Rapier (Medium/Piercing)
•Rapier: +3 AB, 5 Piercing

65
Chapter 7: Enemies

Merrow
Rank: Minion Power Level: 2
Type: Intelligent EXP Given: 7

Body: 3 (+1) Mind: 1 (+0)


Health: 3 (+1) Will: 2 (+1)
Spirit: 1 (+0)

Move: 3 (Swim 6) Initiative: +6

HP: 6/6 PP: 4/4 MP: 2/2


DR: 1 (Scaly Hide)
Abilities:
Actions: 1 Reactions: 1 •Breathe Underwater
•Heavy Blow - Make an Attack
Skills: roll with no skill bonus. On a
•Unarmed +1 (+2) hit, deal double body damage
plus weapon damage.
Attacks:
•Claws: +2 AB, 2 Slashing Equipment/Resources:
•Claws (Natural, Tiny/
Slashing, RP 1 Bone)
•Scaly Hide (Light, full body,
RP 2 Hide)

Flayed One
Rank: Minion Power Level: 4
Type: Intelligent Monster
EXP Given: 12

Body: 8 (+4) Mind: 2 (+1)


Health: 5 (+2) Will: 5 (+2)
Spirit: 2 (+1)

Move: 8 Initiative: +6

HP: 20/20 PP: 20/20 MP: 8/8


DR: 1 w/Steel Self Reaction Abilities:
•Steel Self - As a Reaction,
Actions: 1 Reactions: 1 gain temporary DR equal to
your Resistance skill until the
Skills: start of your next Turn.
•Unarmed +1 (+5) •Heavy Blow - Make an Attack
•Resistance +1 (+3) roll with no skill bonus. On a
hit, deal double body damage
Attacks: plus weapon damage.
•Unarmed Strike: +5 AB, 4
Bludgeoning (8 w/ H. Blow) Equipment/Resources:
•Yellow Core (Common)

66
Chapter 7:
Enemies

Gremlin
Rank: Minion Power Level: 2
Type: Intelligent EXP Given: 6

Body: 3 (+1) Mind: 2 (+1)


Health: 3 (+1) Will: 1 (+0)
Spirit: 1 (+0)

Move: 3 Initiative: +5

HP: 6/6 PP: 2/2 MP: 2/2


DR: -
Abilities:
Actions: 1 Reactions: 1 •Darkvision - can see with
perfect clarity in areas of low
Skills: light to near total darkness.
•Stealth +1 (+2)
•Dagger +1 (+2) Equipment/Resources:
•Daggers x2 (Tiny/Piercing)
Attacks:
•Daggers: +2 AB, 2 Piercing (1
w/off-hand incidental)

Warcaster
Rank: Minion Power Level: 4
Type: Intelligent EXP Given: 12

Body: 3 (+1) Mind: 6 (+3)


Health: 2 (+1) Will: 2 (+1)
Spirit: 7 (+3)

Move: 3 Initiative: +3

HP: 12/12 PP: 8/8 MP: 28/28


DR: -
Abilities:
Actions: 1 Reactions: 1 •Spell Focus - Gain +1 to
spellcasting rolls.
Skills:
•Actum +2 (+6) Words of Power: Throw, Stop,
•Substantia +2 (+6) Ignite, Frost

Attacks: Equipment/Resources:
•Staff: -2 AB, 5 Bludgeoning •Staff (Medium/Bludgeoning)

67

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