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Introduction

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n Choices & Consequences, each player creates a
character and joins a party of adventurers to go on The Three Phases of Play
important missions. One player is the game master Choices & Consequences splits the game into three phases,
(GM) and directs the action and ensures that the each of them following different rules and serving a unique
players are adequately challenged, whether through purpose within the narrative. The phases are the following:
challenging their characters ideals or testing the
players' luck through combat and hazards. The The Break-Off Phase
players create a character with a storied history who is driven
by aspirations and guided by their ideals. The player's During the break-off phase, players can take on or continue a
characters improve by fulfilling the characters' aspirations as number of projects to achieve a goal of their choice. The GM
well as receiving benefits for resolving ideological challenges chooses to allow one to three break-off actions to work on
and protecting their characters attachments. The GM's job is their projects. That goal may not be something the character
to create missions and short quests that offer opportunities themselves is looking to bring to fruition. The only
for character advancement. As characters advance through requirement is that it be something the player would like to
fulfilling their aspirations, the missions the GM creates happen to their character and that the GM agrees that such a
should be tailor-made to level the characters up by offering project would be both entertaining and a reliable source of
players a chance to fulfill their characters aspirations. For suitable rewards. Players can also use this time to potentially
example, if the one player has chosen "study a fallen culture fulfill their characters' aspirations. Many activities can only be
of the past." Then the GM, instead of waiting for the player to achieved during a break-off phase, after each adventure
use their downtime to fulfill this aspiration, could instead phase, the characters will receive a break-off phase to
offer that opportunity as part of a mission by inserting an attempt such activities. Players are encouraged to start
ancient ruin filled with relics and preserved tablets for the projects that will create opportunities as well as offer
character to study. When the game master inserts rewards for the character. These projects can take any shape,
opportunities like this for the player as part of a mission, for one character a project may be a series of hours spent
there should always be risk involved. Perhaps this trove of studying in isolation while for another it could perhaps be a
information is only discovered during a moment of urgency, chain of luck, like returning a lost purse, which could lead to
such as the party attempting to escape the ruin in a hurry due your character developing a relationship with a wealthy
to walls collapsing and threatening to bury the party or benefactor, which could potentially result in other related
possibly a dangerous monster capable of wiping the team out events. Players who pursue their projects must first
is chasing them. This gives the player a choice, to risk their overcome challenges. The results of these challenges are
characters death to fulfill their characters aspiration or leave determined by dice rolls. A player rolls either a fortune roll or
the information to perish to guarantee the characters' safety. a skill roll (decided by the GM). These rolls are made for
All major threats should yield great rewards and even more every break-off project to act as a potential roadblock to the
importantly should create interesting scenarios that the players' goals. With luck, the player can achieve unlikely
players can enjoy. All risks in the game are created to not only goals, yet can also fail at something that appeared to be
challenge the players' luck but also to challenge the certain. The GM can impose any number of additional
characters. Will the characters risk their lives in service of complications, the recommended amount is at least one
their ideals and their aspirations? Would they risk their lives complication, however less or more can be added if the GM
for wealth and power? Each time they do and succeed the sees fit. The GM can choose from the following
player is rewarded through boosts as well as character complications.
progression. As a by-product of this philosophy, a character
only ever dies for something the player deems as worth the - Complex Project
risk and the player always has a choice whether they want to The project takes time to complete, the GM decides how
take that risk. A player can keep their character alive through many successes the player must achieve before the project is
acting risk-averse but they will rarely receive any rewards for completed, this can be 4, 8, 12 or even 24. Each time the
playing this way. A player that ignores the risks can grow player works on the project they must illustrate how they go
strong quickly and receive benefits that make the risks they about making progress on their project and the GM will
take less threatening. However a person plays, they create decide whether a skill roll or a fortune roll should be made.
their adventure by forging the journey their character will go With a Fortune roll, if the roll succeeds the player adds one
on through setting their aspirations and judging how best to tick to their project. On a Skill roll the player adds a number
achieve them, whether through careful planning or of ticks equal to the result of the Skill roll.
improvised risk-taking.
Complex Projects and Skill Rolls
The GM should ask for Fortune rolls much more frequently
then Skill rolls when a players progress their complex projects
as complex projects have been balanced around the
philosophy of "one break-off action, one tick".

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- Limited Opportunity The skill rolls are used for every challenge that the
The project can only be attempted when the GM says it's characters will face during the course of their adventure.
possible. Perhaps you can start the project later, maybe you Skill rolls are split into regular Skill rolls and Reaction Skill
can start it now but will not always get another opportunity to rolls, used to avoid unexpected harm. A player might roll to
repeat the project each break-off phase or perhaps you can stop the party from becoming lost, they might roll to find a
attempt it but this one attempt is the one opportunity the creature attempting to attack them from a hidden position, or
player will get, whether they succeed or fail. For example, the perhaps they might roll to prevent their boat from sinking.
player would only have a limited opportunity to participate in Skill rolls can even be used to launch an ambush, giving
an event and that window of opportunity would be however players an improved position at the start of combat. As skill
long it takes for that event to conclude. rolls should only be requested by the GM when the outcome
will heavily shift the course of the adventure, long periods can
- Consequence potentially pass without rolls being made. This is fine and a
The project has a risk of consequence involved, it can be GM shouldn't feel the need to find excuses to request rolls.
more than one consequence if the GM wishes and it can The game master can hold the players' attention by
come into effect if the project fails, if it succeeds or illustrating the environment and obstacles, or perhaps, by
regardless of whether it succeeds or not. The consequence encouraging roleplay between characters.
can be what even the GM sees as fitting. For example, it
could be a battle or perhaps a baring of future attempts at the The Combat Phase
project. The combat phase is initiated whenever a fight takes place
where the outcome is uncertain. If the outcome is heavily
Free To Complicate Any Way skewed to one side then the fight can instead be resolved
The GM can create complications that do not fit into the three without entering the combat phase. The combat phase is also
categories above, the only limitation on the game master's only entered when the players agree that they want to fight.
creativity should be a regard for the players' enjoyment. Even if the players are ambushed the combat phase is not
entered unless they would like to retaliate. This, however,
doesn't mean they will not be attacked, it simply means that
The Adventure Phase the outcome of the hostiles actions are determined by the
The adventure phase is the phase that makes up the majority players making skill rolls. Once the players have agreed to
of the game. This is where most of the conflict will take place fight back, finally the combat phase can begin. At the start of
and where challenges will be presented to the players. In this the combat phase the players and GM roll initiative for each
phase, the GM will create mysteries, moral conundrums, character. The initiative roll is an Agility Combat roll. The
obstacles and antagonists for the players to overcome. All of characters then take their turns in order of the highest result
these challenges are overcome through Skill or Fortune rolls. to the lowest.
An Example of a Skill Roll.
The DM set's the Threshold for climbing up a crumbling wall
The Five Dice rolls
With a Fortune roll, a pool of dice is rolled (usually only
at two, this means that the player must get a result of 2 on the
1d6) and the player needs only to have one dice with a
roll. The character has a 5 in Athletics, this means that they result of 4, 5 or 6 for the resolution to be in their favor.
can roll five dice, giving them a good chance of succeeding.
However, the attempt fails as out of the five dice rolled, only With a Skill roll, a pool of dice is rolled and the player
one of them landed on a 4 or higher. As a result, the wall
needs a result of 4, 5 and 6 on a number of dice equal to
the threshold set by the game master. On some skill rolls,
collapses meaning the character cannot attempt to climb the
there is no threshold and the number of results of 4, 5 and
wall again and they suffer the Bloodied condition from the fall. 6 simply determines the level of success.
The main challenge for the game master is finding a way to With a Combat roll, a d20 is rolled and the result is
write an adventure that incorporates plot points and increased by a number equal to the rolls bonuses, usually
challenges that relate to the players' characters and also gives equal to an attribute or a skill rating.
them opportunities to progress. With an Attack roll, a d20 is rolled and the result is
The skill rolls should only be rolled if there are serious increased by a number equal to the attacks bonuses,
consequences for failing, otherwise, anything the players usually the creatures level + attribute bonuses.
attempt should succeed or fail without a roll by using Passive
Checks. With a Saving throw, a d20 is rolled and the dice needs to
meet or beat a threshold set by the attacker's saving throw
DC.

2
Rules of the Game
If the same orc character was to throw their spear instead
Attributes of stab with it, they would instead have the same bonus to hit
and the same armor penetration, but would deal 1 less
Fortitude damage.
Fortitude is used to measure your characters strength,
endurance and general constitution. A character with high Agility
fortitude is better at fighting, can take more damage and can Agility is used to measure a characters reactions, reflexes
lift heavy objects. and dexterity. A character with high agility is much harder to
Hit Points
hit and more frequently reacts first in combat, they also can
The number of Hit Points a character has in the combat do more on each of their turns.
phase is based on their Fortitude. Clerics, Scholars and Defense Score
Rogues start with 9 hit points + their Fortitude. Warriors start A character defense score is 10 + their Agility. This can be
with 12 hit points + their Fortitude. Each time a character boosted with the use of shields and weapons.
gains a level, they gain 4 hit points + their Fortitude.
Stamina Recovery Initiative
The rate character recovers their stamina is based on their A character upon entering combat rolls an Agility combat roll
Fortitude. A character reduces any drain damage they have to to decide who goes first.
0 at the start of their turn and reduces the amount of stun Swift Actions and Reactions
damage they have by their Fortitude attribute. When Tired All characters share a pool of bonus actions that can be used
they instead reduce their drain by their Fortitude attribute at as a Swift Action on their turn or a Reaction on another
the start of their turn and their stun damage isn't reduced. characters turn. A characters pool of bonus actions is 1 +
Melee Weapons
their Agility attribute (minimum 1). A creature regains all
Characters gain various bonuses to their melee weapon spend bonus actions at the start of their turn.
attacks depending on their Fortitude. Ranged Weapons
Melee Weapon and Unarmed* Attack Agility also modifies a characters ability to use projectiles, a
Bonuses character with high agility has is enough dexterity to aim
Bonus weapon damage equals 1 + half the characters their shots more accurately.
Fortitude stat (rounded down). Ranged Weapon and Unarmed* Attack
Bonus to hit equals half the characters Fortitude stat Bonuses
(rounded down) Bonus weapon damage equals half the characters Agility
stat (rounded down).
Armor Penetration equals one third of a characters
Fortitude stat (rounded down) Bonus to hit equals 1 + half the characters Agility stat
(rounded down)
Characters gain a bonus to hit equal to their level so a level Armor Penetration equals one third of a characters Agility
1 orc with 5 Fortitude would have a + 3 to hit on their melee stat (rounded down)
weapon attack, they would ignore 1 point of Damage
Reduction and they would deal + 3 additional weapon A level 1 Yakomin with 5 Agility would have a + 4 bonus to
damage on their melee weapon attacks. hit and a + 2 bonus to damage when making an attack with a
bow.
Ranged Weapons
Ranged weapons are also modified by the Fortitude attribute, * A character uses either their Agility or
a character with higher Fortitude can throw a weapon harder Fortitude bonuses on their Unarmed
or use a bow with a higher draw weight allowing them to deal Attacks. Not both.
more damage with their attacks. Intellect
Ranged Weapon Attack Bonuses Intellect is used to measure how intelligent and educated a
Bonus weapon damage equals half the characters character is. A character with high intellect knows many
Fortitude stat (rounded down). things and can learn faster than other characters.
Bonus to hit equals half the characters Fortitude stat Will
(rounded down) A characters Will attribute is equal to their Intellect attribute
Armor Penetration equals one third of a characters + their Intuition attribute.
Fortitude stat (rounded down)

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Level Features
Intuition
2 2 new features and 3 new feature slots
Intuition is used to measure instinct and wisdom. A character
with high intuition can know things without having to be 3 3 new features and 3 new feature slots
taught such as what type of person someone may be or how 4 4 new features and 3 new feature slots
aggressive or deadly a beast may be. 5 5 new features and 3 new feature slots
Will 6 6 new features
A characters Will attribute is equal to their Intellect attribute
+ their Intuition attribute. Development Points
Your level determines how many development points you
Will need to have to gain a level. Humans gain a level with 2 less
Will is used to measure how much stress a person can take development points than the rest of the races and some races
before they break as well as how strong their mind is and and features cause a character to require more development
how well it can prevent mental assaults. A character with points to gain a level.
Below is a table of the standard number
high will can push through more and can fight off attacks of development points needed to increase level .
targeting their mind. Level Development Points

Stamina Threshold 1 5 Development Points


Characters Stamina Threshold is equal to their Maximum 2 8 Development Points
Hit Points + their Will. Each time a character gains a level, 3 12 Development Points
their Stamina Threshold increases by their Will.
4 19 Development Points

Character Level 5 25 Development Points

Your character level adds bonuses to a great deal of rolls you When you gain a level, you lose all of your Development
will make, making higher level character not just stronger points and gain three points of Inspiration meaning each
due to their increased number of features they possess but level you gain, you must fulfill more Aspirations than before
also due to the bonuses they get to their skills , attacks and to gain a level.
their saving throw DC.
Level 6
Weapon Attack Rolls
If you are proficient with the weapon you are using, you gain Level 6 is the highest level a character can reach, at level 6 a
a bonus to hit with the weapon equal to your character level character can still gain Development points and have an
plus any other bonuses you have. incentive to do so. Level 6 characters can spend 7
Development points to gain a new feature slot. A level 6
Spell Attack Rolls character can only do this a maximum of 6 times. After that,
For all spell attack rolls, you gain a bonus to hit equal to your they have no other way to gain new features and have
character level plus any other bonuses you have. reached their apex.
Skills Cross Class Features
If you are proficient in a skill or have a specialization in the A character may choose a feature from a different class but
skill (but not proficiency), you add your character level to the may only possess a number of features from different classes
dice pool of Skill rolls and add a flat bonus to the result of equal to their character level. The prerequisite for character
Combat rolls you make using that skill. If you have expertise level is considered two times higher when learning a feature
in that skill or specialization and proficiency, the bonus from another classes class feature list.
increases to twice your character level.
Saving Throw DC Size Bonus
Your saving throw DC is equal to 10 + your character level. A creatures gains penalties and bonuses to their hit points
Any time your force a creature to make a saving throw, this is and defense score based on their size.
the threshold they will have to meet or beat to succeed on Size Stats
their saving throw.
Diminutive -6 to Hit Points and +6 to Defense Score
Features Tiny -4 to Hit Points and +4 to Defense Score
Other than humans who start with 6 features, all characters
start with 5 features, four based on their background, race, Small -2 to Hit Points and +2 to Defense Score
class and subclass and one extra feature they may choose Medium No Changes
from the feature list. Upon gaining a level, characters gain a Large +2 to Hit Points and -2 to Defense Score
number of features depending on their new level and also
gain a number of empty feature slots that they can use to Huge +4 to Hit Points and -4 to Defense Score
learn features as a complex project. Gargantuan +6 to Hit Points and -6 to Defense Score

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Dice Rolls Combat Rolls
Whenever success of failure will result in two vastly different Combat rolls are used to determine who wins in a task with
outcomes, a roll should be made. The types of rolls a player direct opposition in combat. A combat roll uses a d20. Both
will have to make through the game are Fortune rolls, Skill creatures engaged in the combat roll will roll a d20 and add
rolls, Combat rolls, Attack rolls and Saving throws. Each of their bonus to the number rolled based the Attribute used or
them following their own separate set of rules. the Skill rating of the skill being used. For example, a player
character with a skill rating of 4 in Athletics is trying to shove
a creature to the ground. Both of them roll an Athletics
Fortune Rolls combat roll, the creature rolls a 15 and has a bonus of 1 so
Fortune rolls are used whenever a player is trying to the total is a 16, the player rolls a 13 but as he has a Athletics
determine their luck, it is usually used in the Break-off period Skill rating of 4, he adds a 4 to his 13 and gets a total of 17,
however it can sometimes be made in the Adventure phase if beating the creature and successfully shoving them to the
the GM wishes it. Usually a Fortune roll is 1d6 , with 1,2 and ground. In the case of a tie, the defender wins the Combat roll
3 resulting in a failure and 4,5 and 6 resulting in success. and the aggressor loses. For example, if the character instead
Whenever the dice pool for a Fortune roll is higher than 1d6, rolled a 12 for a total of 16, the creature would win and would
the highest dice determines if the roll was successful, not be knocked prone. Combat rolls are however not always
meaning Fortune rolls with high dice pools are very unlikely directly opposing another players roll and sometimes instead
to fail. has a set Difficulty Class (DC), for example, in the case of the
Hide action in combat, a character must roll a Combat roll
Skill Rolls against all of the creatures who can see them, if the Stealth
Combat roll beats their Passive Perception then the
Skill rolls are used whenever a player is trying to overcome a character successfully hides. In this scenario, the DC is equal
significant obstacle or perform a task with great risk. A Skill to the creatures passive perception. Likewise, if a creature
roll can use Attributes or Skill Ratings, the dice pool of a skill wants to find the character they must make a Perception
roll is set by the Attribute used or the Skill rating of the skill Skill roll against the characters previously rolled Stealth
being used. Skill rolls use a dice pool of d6's and the number Combat roll. If the creature beats the Stealth skill roll the
of dice with a result of 4,5 or 6 determines the result of the character previously made, the creature finds the character,
Skill roll. The GM sets a Threshold for the Skill roll, if the otherwise the character remains hidden. In this scenario the
character has a has a dice pool equal to or higher than the DC is the previously rolled Stealth roll. Other things might
Threshold, they may roll to attempt to pass the Skill Roll. The set a DC such as a static DC to overcome the effects of a spell
GM might decide that certain numbers of success result in such as Ice Spear or even in the previous scenario, if the
different outcomes. A GM might decide that failing an creature attempted to Hide again, the creature would have to
Athletics Skill roll by 1 only results in you failing to climb a roll to beat the creatures previously rolled Perception combat
surface while failing the Skill roll by 2 or more results in you roll or their Passive perception, whichever is higher.
having to make a Reaction Agility Skill Roll or suffer the
Bloodied condition while beating the Skill roll by 2 or more Attack Rolls
might result in you climbing the surface in half the time it
would have taken otherwise. Attack rolls are used whenever a creature is making an
attack, whether with a weapon or with a spell. An Attack roll
Learning From Your Mistakes uses a d20. A creature will roll the d20 and add any of their
When a player character fails a skill roll, they can mark down
bonuses to the result, if the total meets or beats the targets
what task they failed at. During a break off phase, if they train
Defense score then the attack results in a hit.
to learn something related to the failed skill roll, they add one
Saving Throws
free tick to the complex project.
Saving throws are used to avoid hazards and harm while in
combat. A Saving Throw uses a d20 and is split into three
Reaction Skill Rolls types. A Fortitude Saving throw, an Agility Saving throw and
Reaction Skill Rolls are made to avoid harm from sudden or a Will Saving throw. A character who makes a saving throw
unexpected events or to avoid harm from a bad outcome of a must roll a total that meets or beats the DC of the Saving
failed skill roll. Reaction Skill Rolls function the same way as throw. A creature adds their Fortitude to the result of their
a regular Skill roll. Fortitude saving throw, their Agility to the result of an Agility
saving throw and their Will to the result of a Will Saving
throw.
Saving Throws Out of Combat
When being forced to make a saving throw outside of combat,
a player character may choose to roll a Reaction Skill Roll using
the same attribute required for the Saving Throw instead with
the Threshold being the Saving Throw DC minus 10. Outside
of combat, the consequences of failure may be reduced.

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Advantage and Disadvantage on Passive Perception
Fortune and Skill Rolls Passive Perception is used for creatures not actively
When you have advantage on a Fortune or Skill roll, dice searching for something. An NPC's Passive Perception
instead succeed on a 3,4,5 and 6. If you have two instance of changes depending on whether they are on watch or not. A
advantage on a Fortune or Skill roll this increases to 2,3,4,5 player character is considered to always be watchful unless
and 6. If you have three instance of advantage on a Fortune or they are resting. An creature who is not on watch uses a
Skill saving throw, then each dice in your dice pool counts as Passive Perception equal to quarter their Perception Skill
a success. In the case of disadvantage, the effect is reversed, rating (rounded down). A creature on watch instead has a
with disadvantage each dice succeeds on a 5 and 6, with two Passive Perception equal to half their Perception Skill rating
instances of disadvantage dice only succeed on a 6 and with (rounded down) instead. In combat, a creature is watchful of
three instances you automatically fail on all dice. all targets they are currently aware of but not of creatures
they aren't aware of. They use their Combat Passive
Skill Rolls with a Dice Pool of 0 or Perception against creatures they are aware of which is
equal to their Passive Perception + 10. A creature must make
lower a Stealth Combat roll against the creatures Passive
If you must roll a Skill roll with 0 dice, you instead get 1 dice Perception and must beat their score, a creature who hasn't
to roll and roll it with an instance if disadvantage. If you have yet been spotted may instead make a Stealth Skill roll against
negative dice, you roll a number of dice equal to your negative quarter the creatures Perception Skill rating or half a PC's
score and count the failed dice (result of 1, 2 or 3). The Perception skill rating (rounded down). Once a creature has
outcome of your skill roll equals negative the number of revealed itself to a creature in combat, the creature become
failed dice you rolled. aware of their presence, even if the creature goes back into
hiding and the creature cannot see them.
Advantage and Disadvantage on
Combat Rolls, Attack Rolls and Team Skill Rolls
Saving Throws When three or more creatures encounter a challenge that
they all choose to collectively overcome or must collectively
When you have advantage or disadvantage on a Combat roll, overcome to proceed, instead of all making individual Skill
Attack roll and Saving throw, you roll 2d20 instead of 1d20 rolls, they may instead choose to make a Team Skill roll.
and take the highest dice in the case of advantage and the
lowest dice in the case of disadvantage. With two instances of With a Team Skill roll, the players choose a leader to lead the
advantage or disadvantage this becomes 3d20 and with three Skill roll and then combine all their dice pools together. The
instances of advantage or disadvantage this becomes 4d20. leader rolls the dice pool and on success, the whole team
succeeds on the Team Skill roll.
Stacking Advantage with In team Skill Rolls, for tasks that may be more difficult the
Disadvantage more people involved, such as sneaking around without being
caught, the GM takes the threshold for the skill roll and
Advantage and disadvantage cancel each other out, so if you multiplies it by the number of participating creatures (not
have both advantage and disadvantage on a roll, you instead including the leader) participating in the Team Skill roll. For
have neither. However, if you have two instances of advantage example, if a level 1 Ranger with a Stealth Skill rating of 3
and only one instance of disadvantage, you may roll with a lead a Team Stealth Skill roll with an Eye with a Stealth Skill
single instance of advantage or if you have three instance of rating of 2, an Exotericist with a Stealth Skill rating of 1 and
advantage and one instance of disadvantage, you may roll a Thug with a Stealth skill rating of 3, and the threshold for
with two instances of advantage, lastly, if you have three them to each individually pass the Stealth Skill roll would
instances of advantage and two instances of disadvantage, have been 2. Then the Ranger rolls a Team Stealth Skill roll
you may roll with a single instance of advantage. This works with a dice pool of 9 and the threshold for the Team Stealth
in the opposite scenario when you have two/three instances Skill roll would be 6.
of disadvantage and only one/two instance of advantage. You In team Skill Rolls, for tasks that are easier the more
cannot have more than three instance of advantage or people involved, such as lifting an object, the threshold is
disadvantage. unchanged.
On failed Skill roll, at GM discretion , some
creatures may succeed while others involved fail.
When
Passive Checks making a Team Skill roll, advantage and disadvantage from
A passive check can be used when the outcome of a roll separate sources all apply to the roll.
wouldn't be drastic enough to warrant rolling. A GM might
use a passive check to determine if a character wins in a Skill Ratings
friendly arm wrestle or other scenarios where the outcome Your Skill rating in a skill is determined by the Attribute the
doesn't alter anything of importance. In this case, the result skill uses plus any bonuses you have from features. You also
would be half the characters Athletics Skill rating (rounded add your character level if you are proficient or have a
down). relevant specialization (but not proficiency) or you add twice
your character level if you have expertise or proficiency + a
relevant specialization.

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Combat in the Adventure Phase
Adventures and the Sometimes, when the flow of the adventure would be
Adventure Phase negatively impacted by changing to the combat phase, the
GM may consider resolving any physical confrontations in the
An adventure functions as a chapter or section of the Adventure Phase. This is best suited for very short
collective story the GM and players make together. An confrontations in which one or more parties in the fight wish
adventure can be broken into parts with small Break-off to retreat and not hold their ground.
periods in between or they can be uninterrupted with a In these circumstances, only the players roll to resolve
Break-off period at the end. Either way, an adventure usually outcomes. In the case of a player attacking, they roll a skill
will have a set amount obstacles and opportunities for the roll with a dice pool equal to their level with a threshold equal
players in order to create a challenge for the players and also to half the creatures level (rounded up). On hit, depending on
to give them opportunities to fulfill their Aspirations. An the strength of the creature they may die out right, become
adventure should contain plots and characters and should be bloodied and die on the next hit, become bloodied, then
included in such a way that the players my approach the broken and then die on the third hit, or if they're much
adventure in any way they see fit without missing out an stronger than the player's character then the attack may
entertaining experience. Adventures can be small and last slightly hinder them a little in another way.
two hours of play or be long and last for 6 hours of play, the In the case of the player's character being attacked, they
GM should seek to create adventures of varying lengths to evade the attack by rolling a skill roll with a dice pool equal to
keep players on their toes. When the GM decides to place their Agility score + 1 if they have a shield and + 1 if they are
Break-off periods in the middle of an adventure depending on Small sized or smaller with a threshold equal to half the
the length they should allow one break-off action for short to attacking creatures level (rounded up). On hit the player
medium size adventures or two break-off actions for long character becomes bloodied.
adventures.
Travelling Pace
Run Down of a Typical Adventure While travelling, the party may travel at a pace of 3 miles
When an adventure starts, it shouldn't come as a surprise to every hour of walking and may travel for 8 hours a day for a
the players. At the start of an adventure the players gain any total of 24 miles a day. If the party members are mounted
bonuses or uses of an ability as stated in the features and while travelling and travelling on flat and easy terrain then
then they go into the Adventure phase. During the course of they may travel at a pace of 4 miles every hour. If the party is
an adventure phase the players will frequently be asked to travelling on rough or difficult terrain, are travelling with
make Skill rolls to overcome challenges, complications and carts or chariots or are trying to travel stealthily then they
hazards. As creatures don't have Hit Points during the may move 2 miles every hour.
Adventure Phase, the typical penalty for failure is becoming Players may travel longer than 8 hours a day and may
Bloodied, lengthening the journey by forcing the players to attempt to move 1 mile faster than their usual travel pace,
take another approach, introducing new complications or however, every hour they do either of these, they must roll a
even being confronted by hostile creatures. DC 16 Fortitude saving throw or become Tired when they do
After facing challengers the players will likely want to rest. so.
Characters who rest recover from the Bloodied, Tired and
Drained condition. The players can rest during the Long Jump
Adventure phase a number of times set by the GM at the start When a character performs a long jump, they can jump 5 feet
of the adventure based on the length and difficulty of the plus half their Athletics Skill rating (rounded up) or 10 feet
adventure. The number of rests the players may take safely is plus their Skill rating if they get a 10 foot running start. A
kept secret to them. The first time they take another rest after player may extend this reach by expending a point of
the they have used their number of free rests, the party will Inspiration and rolling a dice pool equal to half their Athletics
be ambushed, will face a hazard or will have to overcome Skill rating (rounded up) when making a standing long jump
some form of complication. After this, any additional rest, the and may extend their running long jump distance by rolling a
GM can roll a Fortune roll or choose to have another dice pool equal to their Athletics Skill rating. Each dice result
complication occur. This is to limit their rests and make it a of 4,5 and 6 adds 1 foot to their jump distance.
resource they must manage.
Combat is likely to happen during an adventure, once a High Jump
player enters combat, those who enter the Combat phase When a character performs a vertical jump, they can jump 2
Bloodied start the fight with half their maximum hit points. feet plus quarter their Athletics Skill rating (rounded up) or 5
Finally, an adventure may end either when the players feet plus half their Athletics Skill rating if they get a 10 foot
return to town, or when they have encountered all of the running start. The same way they extend a Long jump,
challenges the GM planned for that adventure. A perfect however, with a running start they get a dice pool equal to
adventure will have players spending a good number of half their Athletics Skill rating (rounded up) and quarter
points of Inspiration just to keep their head above water. (rounded up) without running start.

7
Rest Types of Special Senses
A rest may be a couple of hours of resting or perhaps the Certain creatures have special senses that allow them to
players making camp and sleeping for the night. The duration sense things that other are unable to.
of the rest depends of the context of when they are resting. As
previously stated, the number of rests the party can take is Darkvision
determined by the GM at the start of the adventure. When Creatures with Darkvision can see in absolute pitch black
they exceed the number of rests, the GM will start to place darkness. This talent is a blessing from Eliodues.
barriers to each additional rest, allowing them to rest, but
adding complications that have to be overcome first such as Low-Light Vision
making a survival check to find food for the night or to find a Creatures with Low-Light Vision can see in situations with
safe place to set up camp, or having creatures ambush them very little light such as night time in a thick wood on a cloudy
as they rest. Making resting more difficult as they progress night.
through the adventure. This also means that when the party
overcomes challenges with as few drawbacks as possible, Tremorsense
they can progress through the adventure with more free rests Creatures with Tremorsense can feel the movement of
to help them through the rest of the adventure. As a rest creatures moving on the same surface as them. A creature
heals the Bloodied, Tired and Drained condition, the limited who uses their movement or an action while within the
number of rests means that players should look for other radius of a creature with tremorsense is automatically
methods of to recover from these conditions or avoid them all located by the creature. A creature who locates a creature
together. If the players come to a natural point in the using Tremorsense does not suffer disadvantage on melee
adventure where it would make sense to rest. The GM should attacks against that creature while they are Blinded.
give them an additional free rest.
Magic Sense
Falling and Fall Damage Creatures with magic sense are always aware of the presence
of magic, traces of magic from spells that have been casted in
A character who falls takes fall damage equal to 2d6 per 10 the area and of the magical potential of creatures they're
feet fallen to a maximum of 70d6. When a creature recieves near.
fall damage they automatically fall Prone. When a character
willingly falls, they roll their fall damage and then reduce it by True Sense
their Agility attribute. When falling 20 feet or more, a Creatures with true sense can pinpoint a creatures location
character can expend a point of Inspiration to perform an with a Perception roll when Blinded as long as they can hear
Agility saving throw with a DC of 10 + 1 for every 20 feet or smell and don't suffer disadvantage Perception rolls. They
fallen. On a successful save, the total fall damage is halved. can also perceive ethereal targets. Their senses also
automatically see the true form of shapeshifters and notice
Surprises and Ambushes illusions are fake.
When the party encounter a hostile creature, if the creature
managed to beat the parties Passive Perception, the party is God Sense
considered surprised. If the party choose to enter combat, Creatures with god sense do not rely on their physical senses
they may roll initiative after the first round ends. Otherwise, to perceive and can perceive their surroundings without
the next skill roll they make in responce to the ambush is using them, knowing the location of creatures, objects and
with disadvantage and suffer they Bloodied the condition if surfaces with absolute accuracy without having to make a
they fail their skill roll.
When players surprise a creature, the Perception roll.
creature rolls their Initiative after the first round ends.
Suffocation
Light, Vision and Perception A player can hold their breath for 1 + half your Fortitude
Most creatures cannot see in the dark. When there is attribute (rounded down) minutes (minimum 30 seconds)
absolutely no light (zero light), only a elf or gnome character with ease. When you exceed this duration, you must roll a
can see. When there is very little light (low light), only a dwarf Fortitude Skill roll to extend the duration you hold your
or goblin can see. In partial light conditions (dim light), the breath, the result of the skill roll is the number of minutes
rest of the races may see, however, they have disadvantage on you extend the duration you may hold your breath for. A
Attack rolls and Skill and Combat rolls using perception. creature who can no longer hold their breath begins to choke
When a character is unable to see they are Blinded and and can no longer recover stun or drain damage until they
have disadvantage on Perception rolls, automatically fail on can breath again. Creatures who are choking take drain
Perception rolls to see and must roll a Perception Skill or damage equal to their Stamina Threshold after a number of
Combat roll to locate the general location of creatures before rounds equal to their Fortitude attribute unless they can find
they can target them with an attack roll. On successful roll, air to breath. A creature who passes out this way must roll
the creatures exact location isn't pinpointed, only the spaces death saving throws. Each failed saving throw inflicts a level
they are occupying are revealed (their general location). of the Tired condition. After three failures, the creature
When a creature locates a creatures general location, they suffocates and dies.
can target them with attacks but suffer disadvantage on their
Attack rolls.

8
Inspiration and Awarding Inspiration
When Inspiration is used, the game becomes very skewed
Development Points towards the players. Therefore, other than features that give
Inspiration is gained from upholding your characters ideals it to the players as part of their effect, a GM should be careful
as well as through a vast number of features and though to only give it to them as an award for improving the tables
other aspects of roleplaying. A Development point can be enjoyment of the game through great roleplay, engaging with
used in place of a point of Inspiration if no points of the world and characters you have created, solving puzzles
Inspiration are available. However, a point of Inspiration and mysteries you have placed into the game and going out of
cannot be used in place of a Development point. A player their way to develop or illustrate their characters relationship
character may only store up to five points of Inspiration. A with other player characters at the table.
player cannot gain any more points of Inspiration by any As a GM, you shouldn't think of Inspiration as something
means when they already have five points stored. When a that should be given away every session, however, in the ideal
player character gains a level, they gain three points of scenario, it will likely be given out multiple times per session.
Inspiration to spend. Use Inspiration as a method or motivating players to focus
Here is a list of what Inspiration and Development points on creating an enjoyable experience for everyone at the table.
can do. As a GM, you may create scenarios that are difficult to
overcome without the use of Inspiration. In cases where the
Rolls players do not possess the Inspiration to reduce the difficulty
A single point of Inspiration can be spent to give yourself of the segment you have created, instead of rewarding the
one instance of advantage on a roll. You cannot spend Inspiration just to help them through it, remind them that
multiple points of Inspiration to give yourself multiple they can use Development points in place of Inspiration.
instances of advantage. Using Development is better than having a
A Development point can be spent to reroll a failed roll character die after all.
you made. Ignoring the failure and allowing you to
potentially succeed without any harmful side-effects.
Damage Threshold
If you have a Damage Threshold, you may spend a point of
Inspiration to double your Damage Threshold for a single
attack at the cost of reducing your damage threshold by 1
after the attack. This Damage Threshold reduction first
applies to your Physical armor. If you have no Physical
armor it applies to natural armor, if you have only magical
armor it applies to magical armor.
Complex Projects
A single point of Inspiration can be spent to add one
additional tick to a complex project a character uses a
break-off action to work on.
Rest
During an adventure phase, a play may spend a
Development point to safely rest without complications
such as ambushes or skill rolls to successfully rest.
Break-Off Actions
During a break-off phase, a player may spend a
Development point to gain one additional break-off action.
A player may only spend one Development point to gain
an additional break-off action this way.
Overflow Damage
Once per combat, when a player would take enough
damage to bring them below their Hit Point threshold,
they may spend a Development point to nullify any
damage that would lower their overflow damage below
their Hit Point threshold and are instead reduced to their
Hit Point threshold.

9
Work
Downtime and the Break- You may use one of your talents to attempt to earn extra coin
Off Phase for living. If there are any people around to hire you, you may
decrease your living costs by your level. If you gain enough
The break-off period is time for the players to start projects gold to reduce your living costs below zero, you instead gain
such as base building, socializing and recruiting and learning. the excess coin after every 15 days spent working.
A character can travel during their break-off phase depending
on the duration of the break-off phase. In the break-off phase, Create
characters can safely split up and do their own thing without You may use your break-off action to craft objects or create
worry of fighting something beyond their capabilities. Though records such as a schematics or manuals.
fights may happen in the break-off period, they should never
be anything they cannot handle alone. A break-off period can Instruct
span the course of a single afternoon to the course of a year As a break-off action, you may instruct a creature who is
at the discretion of the GM. In the break-off phase players get studying a skill, feature or specialization you know.
a number of break-off actions set by the GM. This can be one, You may Drill them giving them one additional tick on their
two or three actions. The number of actions is usually set complex project and advantage on their Fortune or Skill roll
based on the number of actions the GM thinks is suitable for or you may Coach them by rolling an Instruct skill roll. A
the amount of time the characters will spend in the break-off creature you instruct rolls a Study Skill roll and gains a
phase. When characters travel, they do so at the usual number of ticks on their complex project equal to the number
adventuring pace, this can be reduced or increased of successes they rolled. The number of ticks they gain on
depending on the terrain travelled on and whether or not the their complex project cannot be higher than the number of
character is travelling through hostile terrain and needs to successes on your Instruct skill roll (minimum 1).
hide as they travel or is travelling on a road and can travel
with ease. Recover
There are many conditions a character can gain during an
Time Skips adventure that requires them use a break-off action to get rid
In the case the GM wants to have a break-off period that is of. These are the Crippled, Exhausted, Tainted and the
longer than a year, the players can choose three break-off Disheartened conditions.
actions to work on. If the character is actively adventuring or
under going vigorous training, they may add a number of Socialize
ticks to all of their complex projects equal to twice their level. A player may attempt to improve their relationship with the
Otherwise they add a number of ticks equal to their level. people of a settlement or gain audience with a person of
Projects that progresss independent of the player character power in order to gain information or gain social influence.
such as training followers and building bases instead
automatically complete regardless of how many ticks they Establish Base
need. A player may establish a base purchasing a structure or
building one. A table below describes how long it takes to
Various Break-Off Actions build a base or purchase one depending on the structure
type.
Players are not limited to what they may choose to do as a
break-off action but typical downtime projects are listed Structures
below. Purchase
When they take on a project, the GM will likely impose Structure Cost Building Time and Cost
complications on their project. This could be making the Tiny Structure 6 coin 0 coin
project a complex project that requires the player to fill a Small Structure 12 coin 3 coin, 4 tick complex
complex project clock to finish the task, limiting when the project
project can be done, by adding consequences to the action or
anything else of the GM's choosing. Medium
Structure
25 coin 6 coin, 8 tick complex
project
Training Large Structure 50 coin 12 coin, 12 tick complex
A player can use a break-off action to start learning project
something, this is usually a feature but this could also be a Huge Structure 100 coin 25 coin, 24 tick complex
weapon proficiency, language or craft or knowledge project
specialization. To train you require a teacher unless the Monumental 200 coin 100 coin, 24 tick complex
character is a Scholar. Training usually requires a 4 or 8 tick Structure project
complex project. When training a skill proficiency, if you
failed a Skill roll using that skill during an adventure phase, Each time a player works on a complex project to build a
you gain one tick on your complex project. This may only structure, they may pay 10 coin to double the number of ticks
happen once per adventure for each skill you're training. they get from a break-off action.

10
Accommodation Units
Structure Capacity Benefits A list of example units. Units are made up of 2-6 creatures,
Tiny Structure 4 medium size Lodging these stat blocks represent only one individual creature that
creatures forms the unit. Troops in a Unit share the same imitative roll
Small Structure 6 medium size Lodging and act on the same turn.
creatures
Scout
Medium 8 medium size Lodging
Structure creatures
Large Structure 12 medium size
creatures
Lodging,
Fortification 1
Scout
Humanoid
Huge Structure 50 medium size Lodging,
creatures Fortification 2 Defense Score 11
Hit Points 6
Monumental 100 medium size Lodging, Movement 30 feet
Structure creatures Fortification 3

Lodging. The structure serves as a safe place for creatures FORTITUDE AGILITY INTELLECT INTUITION
to sleep and be sheltered from the elements. 1 1 1 2
Fortification. Hostile creatures attempting to gain access
to the structure are halted by the defense of the structure. In Skills Perception
the instance of creatures trying to assault or infiltrate a
fortified structure, the occupants are alerted to the trespasser
and the trespasser is considered surprised at the start of Features
combat if their level is equal to the Fortification level or lower. Outdoorsman. Scouts ignore difficult terrain and
may ignore one instance of disadvantage on
Recruit Perception rolls.
A character of 4th level or higher can start to recruit
followers, this could be done by paying them or convincing
them to join you for other reasons. The types of recruits you Actions
can gain are Units, Retainers, and Specialists. Units are Attack. The Scout attacks using whatever weapon is
groups of 2 to 6 creatures that act cohesively. Retainers are in hand.
heroic followers well versed in adventuring and combat.
Specialist are artisans, scholars and commanders who can
help you during the downtime and adventures with their Thief
expertise.
Followers come in three levels of skill, apprentice,
seasoned
and veteran. Units also come in a level lower than
these three, inexperienced. Thief
Lastly, a character may only recruit two followers at 4th Humanoid
level, four followers at 5th level and six followers at 6th level. Defense Score 12
Hit Points 6
Movement 30 feet

FORTITUDE AGILITY INTELLECT INTUITION


1 2 1 1

Skills Stealth

Features
Daring. Thief’s have one instance of advantage on
any roll using Agility.

Actions
Attack. The Thief attacks using whatever weapon is
in hand.

11
Guard Inexperienced. Inexperienced units do not have proficiency
with any weapon you give them and roll all skills other than
the ones they are proficient in with disadvantage.
Guard Apprentice. Apprentice units are much like the stat blocks
above.
Humanoid
Seasoned. Seasoned are one level higher than apprentice
Defense Score 11 and you can increase one of their attributes by 1.
Hit Points 10 Veteran. Veterans are two level higher than apprentice and
Movement 30 feet you can increase two of their attributes by 1 or one of their
attributes by 2.
FORTITUDE AGILITY INTELLECT INTUITION
Increasing Skill Level
2 1 1 1 A unit of Inexperienced troops may increases their skill level
if you spend three points of Inspiration and a break-off action.
Skills Athletics A unit of Apprentice may increase their skill level if you spend
three points of Inspiration and complete a 4 tick complex
Features project or spend one Development point and a break-off
action. A Seasoned unit may increase their skill level if you
Hardy. Upon gaining a skill level, Guards gain 1 spend one Development point and complete an 8 tick
additional hit point. complex project.

Actions Determining Unit Size


When you recruit a unit, you roll 1d6. On a result of 1, you get
Attack. The Guard attacks using whatever weapon is two troops in a unit, on a result of 2, you three troops, on a
in hand. result of 3, you get a four troops, on 4 you get five troops, on 5
you get six troops and on 6 you get six troops and a free
Captain. This captain doesn't count towards your maximum
Reactions number of followers.
Stalwart. Once per adventure, as a reaction, they
may halve the damage they take for one round. Retainers
A list of example retainers.
Mystic Cleric
Sniper

Sniper Mystic Cleric


Humanoid
Humanoid
Defense Score 11
Defense Score 11 Hit Points 12
Hit Points 6 Movement 30 feet
Movement 30 feet

FORTITUDE AGILITY INTELLECT INTUITION


FORTITUDE AGILITY INTELLECT INTUITION
1 1 3 2
1 1 1 1
Skills Compel, Mislead, Etiquette
Features
Marksman. Once per combat, a sniper may give Features
themself advantage on one ranged weapon attack Theurgist. Mystic Clerics start an adventure with a
roll, on hit, they ignore armor reduction and number of miracle points equal to their skill level.
threshold. They know a number of miracles equal to skill level
x 2 and a number of spells equal to their skill level.
Actions
Attack. The Sniper attacks using whatever weapon is Actions
in hand. Attack. The Mystic Cleric attacks using whatever
weapon is in hand.

Skill Levels: The four skill levels change


the levels accordingly.

12
Battle Master Juju Priest

Battle Master Juju Priest


Humanoid Humanoid

Defense Score 12 Defense Score 15


Hit Points 21 Hit Points 12
Movement 30 feet Movement 30 feet

FORTITUDE AGILITY INTELLECT INTUITION FORTITUDE AGILITY INTELLECT INTUITION


3 2 1 1 1 2 2 2

Skills Athletics Skills Attune, Empathy, Mislead

Features Features
Swordmaster. Battle Masters have a number of Charm. Once per round, a Juju Priest can reduce the
fighting styles from the warrior class equal to their attack roll of one creature by a number equal to 3
skill level and once per combat they can make two times their skill level.
melee weapon attacks as part of the same Standard
Action.
Actions
Attack. The Juju Priest attacks using whatever
Actions weapon is in hand.
Attack. The Battle Master attacks using whatever
weapon is in hand.
Dark Sage
Solar Journeyman
Dark Sage
Humanoid
Solar Journeyman
Humanoid Defense Score 11
Hit Points 12
Defense Score 11 Movement 30 feet
Hit Points 21
Movement 30 feet
FORTITUDE AGILITY INTELLECT INTUITION
2 1 3 1
FORTITUDE AGILITY INTELLECT INTUITION
3 1 1 2 Skills Track, Perception, Etiquette

Skills Athletics, Compel, Etiquette


Features
Control Darkness. Creatures travelling with the Dark
Features Sage have advantage on Saving throws to avoid
Justicar. Once a combat, a Solar Journeyman may becoming Tainted by corrupted ground or objects.
use the smite feature. They have one miracle with a
cost of 1 miracle point. They can use this miracle a
number of times per adventure equal to their skill Actions
rating.
Attack. The Dark Sage attacks using whatever
weapon is in hand.
Actions
Attack. The Solar Journeyman attacks using
whatever weapon is in hand.

13
Ember Cleric Illusionist

Ember Cleric Illusionist


Humanoid Humanoid

Defense Score 11 Defense Score 13


Hit Points 12 Hit Points 12
Movement 30 feet Movement 30 feet

FORTITUDE AGILITY INTELLECT INTUITION FORTITUDE AGILITY INTELLECT INTUITION


1 1 2 3 1 3 3 1

Skills Athletics, Compel, Etiquette Skills Stealth, Sleight of Hand, Gymnastics

Features Features
Gift of Flame. Ember Cleric start an adventure with a Trickster. Once per rest, the Illusionist may cast the
number of miracle points equal to their skill level. Invisibility spell.
They know a number of miracles equal to skill level
and may spend 1 miracle point to cast the Fireball
spell. Finally they have resistance to fire damage. Actions
Attack. The Lightning Cleric attacks using whatever
weapon is in hand.
Actions
Attack. The Ember Cleric attacks using whatever
weapon is in hand.
Enlightened Hitman

Lightning Cleric Enlightened Hitman


Humanoid
Lightning Cleric Defense Score 12
Humanoid Hit Points 12
Movement 30 feet
Defense Score 11
Hit Points 13
Movement 30 feet FORTITUDE AGILITY INTELLECT INTUITION
1 2 1 3
FORTITUDE AGILITY INTELLECT INTUITION
Skills Athletics, ESP, Gymnastics
2 1 1 3

Skills Athletics, Track, Perception


Features
Shadow Walker. The Enlightened Hitman starts an
adventure with a number of miracle points equal to
Features their skill level. They know a number of miracles
Gift of Lightning. Lightning Cleric start an adventure equal to skill level.
with a number of miracle points equal to their skill
level. They know a number of miracles equal to skill
level and have immunity to lightning damage. Actions
Attack. The Enlightened Hit man attacks using
whatever weapon is in hand.
Actions
Attack. The Lightning Cleric attacks using whatever Shadow Blade. The Enlightened Hitman makes a
weapon is in hand. melee spell attack using a blade of shadow, the
attack deals 2d6 weapon damage and ignores
Lightning Bolt. The Lightning Cleric attacks using armor. When the attack is made in dim light or
the Lightning Bolt Spell. darker, the attack has advantage.

14
Spirit Bound Demon Scholar

Spirit Bound Demon Scholar


Humanoid Humanoid

Defense Score 12 Defense Score 12


Hit Points 12 Hit Points 14
Movement 30 feet Movement 30 feet

FORTITUDE AGILITY INTELLECT INTUITION FORTITUDE AGILITY INTELLECT INTUITION


1 1 2 3 3 2 3 2

Skills Tame, Instruct Skills Knowledge (Demons)

Features Actions
Unleash Spirit. Upon recruiting the Spirit Bound, the Attack. The Demon Scholar attacks using whatever
GM chooses one element to associate with the weapon is in hand.
Spirit Bound. Once per adventure, the Spirit Bound
may cast the Create Elemental Ally, summoning Withering Smite. The Demon Scholar attacks using
One Elemental Ally of the element associated with the Withering Smite Warlock Spell.
the Spirit Bound each time.

Actions
Attack. The Spirit Bound attacks using whatever
weapon is in hand.

Moon Cleric

Moon Cleric
Humanoid

Defense Score 11
Hit Points 12
Movement 30 feet

FORTITUDE AGILITY INTELLECT INTUITION


1 2 1 3

Senses Darkvision
Skills Stealth, Inspire, Perform

Features
Waltz. Moon Cleric start an adventure with a
number of miracle points equal to their skill level.
They know a number of miracles equal to skill level.
Additionally, once per combat, the Moon Cleric
may cause an attack roll to automatically miss them
or to succeed on an Agility saving throw.

Actions
Attack. The Moon Cleric attacks using whatever
weapon is in hand.

15
Specialists Smith
Specialists are followers who offer their expertise. Smiths can be used to forge any item made of bronze for 1
coin. An Apprentice smith may craft any item however, they
Captain are always the standard quality. A Seasoned smith may craft
Captains are troops you attach to units who improve them Fine items and a Veteran smith may craft Masterwork items.
while in the field and improve their skill level during a break- When a Seasoned smith forges a weapon, you roll a d6, on a
off period. With a captain, a unit of Inexperienced troops result of 6, the item is a fine item. With a Veteran smith, on a
automatically increase their skill level to Apprentice. An result of 4 or 5 the item is a fine item and on a result of 6 it is
apprentice unit may increase their skill level with a captain by a masterwork item.
completing an 8 tick complex project, this complex project
progresses 1 tick per break-off action you take, these break- Carpenter
off actions do not need to be to train the unit and instead A carpenter may offer one of two benefits. You GM chooses
happen independent of the player. A Seasoned unit may which benefit each Carpenter offers when the player recruits
increase their skill level with captain by completing an 12 tick them.
complex project. In the field, units are improved in various Construct boats for the party to travel along coasts with.
ways determined by the GM. Here are examples of how the
captain could improve the example units given above. Furnish structures for the party to rest with more comfort.
Scout. Scouts have one instance of advantage on
Perception checks and increase their defense score by a Boats. A complex project to build a vessel progresses at a
number equal to the captains skill level. number of ticks equal to the Carpenters skill level per break-
Thief. Thieves have proficiency in Gymnastics and Sleight off action you take, these break-off actions do not need to be
of Hand and instead gain a number of instances of advantage to build the vessel and instead happen independent of the
on rolls using agility equal to the captains skill level. player.
Guard. Guards gain an additional number of hit points
equal to the captains skill level per skill level of the unit and Vessel Specifications
may use their Stalwart feature one additional time per Complex Project
adventure. Vessel Capacity Ticks
Sniper. Snipers gain a bonus to hit equal to the captains Tiny Vessel 4 medium size 0 Ticks
skill level on their attacks and once per adventure they can creatures
use their marksman feature twice in combat instead of once.
Small Vessel 12 medium size 4 Ticks
Captain creatures
Medium 25 medium size 8 Ticks
Vessel creatures
Captain Large Vessel 50 medium size 12 Ticks
Humanoid creatures
Defense Score 12
Hit Points 21
Furnishing. A structure can be furnished in order to give
Movement 30 feet creatures that stay there a number of inspiration points equal
to the Carpenters skill level once per break-off period. A
complex project to furnish a structure progresses at a
FORTITUDE AGILITY INTELLECT INTUITION number of ticks equal to the Carpenters skill level per break-
3 2 2 2 off action you take, these break-off actions do not need to be
to build the vessel and instead happen independent of the
Skills Athletics, Instruct
player.
Structure Specifications
Features Structure Complex Project Ticks
Command. Troops in a unit lead by the captain have Tiny Structure 1 break-off action
advantage to attack the same creature the captain
Small Structure 1 break-off action
has made an attack roll against. Additionally, the
captain rolls saving throws before the rest of their Medium Structure 4 Ticks
unit, on successful saving throw, the troops in their
Large Structure 8 Ticks
unit gain advantage on their saving throw against
the same effect. Huge Structure 12 Ticks
Monumental Structure 24 Ticks
Actions
Attack. The Captain attacks using whatever weapon
is in hand.

16
Sage Recruiting Using Coin
A sage can teach players skills that are otherwise hard to find Followers can often come as a reward or as a result of a
or near impossible. A sage has one area of expertise in which complex project, however, recruits can be gained quickly in
they always know, this area of expertise is determined by the certain locations by using coin to hire them. You can recruit a
GM. However, a sage may learn other fields in order to teach follower for one Espit (15 days) with the following price.
it to the player. To do so the Sage must complete a complex
project to learn a field progresses at a number of ticks equal Hiring Followers
to the Sages skill level per break-off action you take, these Skill Level Cost
break-off actions do not need to be to build the vessel and Inexperienced 1 Coin
instead happen independent of the player. A sage also has an
Instruct Skill rating equal to three times their skill level. Apprentice 2 Coin
Seasoned 3 Coin
Learning a Field
Field Complexity Complex Project Ticks Veteran 4 Coin

Simple Field 4 Ticks If you are 3rd level or lower (Unless you have the Boss
Complex Field 8 Ticks Thug feature), you may recruit using coin, however, the coin
Hidden Field 12 Ticks
cost is doubled and you are unable to recruit Inexperienced
units.
Tailor Determining Starting Skill Level
Tailors can create clothes for fashion or functionality. They When a player recruits a follower, if they must roll to
can repair damaged clothes and keep the player well dressed. determine the skill level, then at 4th level or lower, they are
A Tailor either specializes in fashionable threads or practical always Apprentice level. At 5th level, they may roll a roll a d6,
dresses. on a result of 6 they are Seasoned. At 6th level, on a result of
While wearing fashionable threads, the player gains a 4 or 5 they are Seasoned and on a result of 6 they are
bonus to Inspire, Perform, Compel and Mislead rolls equal to Veteran.
the Tailors skill level.
While wearing practical dresses, the player gains some of Increasing the Skill Level of a Retainer or
the following benefits depending on the Tailors skill level. Specialist
You may increase the skill level of a retainer or specialist by
If the Tailor is an Apprentice, the player may travel 1 investing seven points of Inspiration into them or three
additional hour per day. Development points.
If the Tailor is an Seasoned, the player may travel 1
additional mile per hour and gains the benefit above. Lifestyle Cost
If the Tailor is an Veteran, when the player starts an A player may live a modest lifestyle during their break-off
adventure phase, they gain one point of Inspiration and period without spending coin. However, they may spend coin
gains the benefit above. for every 15 days of a break-off phase to increase their level of
lifestyle. Doing so gives you a bonus to Skill and Fortune rolls
you make during your break-off period equal to 1d6 x your
Ambassador lifestyle level.
Ambassadors are followers who keep your relations with a
certain faction or race on Yavali positive and at higher skill Lifestyle Level Cost
levels, allow you to recruit from their settlements even if you Standard 0 Coin
are not currently there. Ambassadors passively improve your Comfortable 2 Coin
relation with a certain group, however, they do not prevent
the groups opinions of the party from souring if the party acts Rich 4 Coin
against the groups interests. The group the Ambassador is Lavish 6 Coin
assigned to is determined when the ambassador is recruited
and can't be changed. Languages
At Apprentice skill level, the Ambassador improves
relations with the group they are assigned to over time. At Languages count as Knowledge specializations and can be
Seasoned skill level, the Ambassador may recruit special learned the same way as any other specialization but require
units from the group, gaining bonuses suited for the group an 8 tick complex project to learn instead of a 4 tick project.
they are recruited from. At Veteran level, each time you Many races start with a free additional language
recruit a unit from the group the ambassador is assigned to, specialization, however, any character may learn any of the
the number of troops you gain is doubled (this benefit stacks following language specializations listed below. Language
with the Mercenary Legend class feature.) specializations are also special as you can train them to gain
a + 1 bonuses to them as a 4 tick complex project. This bonus
cannot exceed twice your character level in total.

17
List of Languages Elven. The elven language is the most versatile and
God-Speak. This is the most common language spoken in sophisticated language on Yavali, it has a system of writing
Yavali, it is the language bestowed upon the world by Wiitala that is not very simple but not terribly difficult to learn either.
and acts as an international language that all can learn to Almost all elves learn their native Elven language as well as
communicate between borders. The writing system is the language of local nations. The elves in of the Deepwood
notoriously difficult and for that reason, most people who forgo learning Jahna in favor of learning Migan.
speak god speak are unable to write and may or may not be Dwarven. A very simple language very similar to God-
capable of reading. Speak. The writing system is even more complicated than the
Ehrarth. A language that can only usually be found in writing system of God-Speak and despite the Dwarven
Zasdokoff, spoken by the Ehrarth and frequently by other language deriving from God-Speak. The writing system
people in power in the Empire of Zasdokoff. The writing doesn't at all resemble God-Speak and therefor is often
system is based on of God-Speak and resembles it very unknown to non-dwarven people who take up the language.
closely, it however, is different in enough ways to make Gnomish. A language kept secret from those who are not
understanding it as someone who can read god-speak, gnomes and therefore is almost entirely unknown to anyone
difficult. outside of their race. The writing system in naturally magic
Kokalechi. A language spoken in Tektchimtani and and cannot be learned or deciphered by those who attempt
Yakeen, the language has a simple writing structure that is to. Gnomes only speak Gnomish to pass on secret messages
much easier to learn and there for many of the people who or when in private and they use it to write down secrets they
speak the language can read and write in the language too. do not wish to pass on to the other races of Yavali such as the
This language is not commonly heard outside of the nations methods of casting Gnomish Illusion magic. However, some
that use them. of these scrolls have been translated and can be found. These
Iqiana. The second most commonly spoken language after scrolls are very rare and there are gnomes dedicated to
God-Speak. Iqiana does have a system of writing, however, it destroying these scrolls of stolen knowledge.
is only known by a few. Even patricians frequently are Halfling. A language that most Halflings do not speak. It
incapable of writing using Iqiana and there for it is very was created in response to the creation of the Gnomish
common for native speakers of Iqiana to also speak God- language, some Halflings do go through the trouble of
Speak. learning this language, however, it has no system of writing
Samapo. A complex and hard to learn language, spoken and very few people speak it, so it's uses are very limited.
only in Reeneh, the language has no system of writing. Goblinoid. The language of the goblins cannot be found in
Migan. A complex and versatile language with a the cities of man, goblins who integrate into settlements
complicated system of writing, it is one of the most widely rarely use it and only speak it to each other when they want
spoken languages and is useful for scholars who want to read to avoid people listening in on their conversation. Outside of
the many stores of information kept in Miga. The Jahnmon cities, Goblinoid is a language that is very much alive and is
almost always know this language but can rarely read or the Native language of goblins who still live in Forests and
write using it. Jungles.
Jahna. The native language of the Jahnmon, it is a simple Demonoid. The language of demons, only the most
language without a system of writing and is rarely spoken by dedicated warlocks and cultists learn this language. It has a
anyone who isn't of the Jahnmon people. system of writing unlike any other, even more complex than
Stanatian. The language of the Santagas people, the the writing system of Miga. When spoken, the speakers voice
Santagas people speak God-Speak as their native language. seems to be not of their own. The speaker will always sound
However, very few people forgo also learning to speak their vastly different to their usual voice and their lips sometimes
ancient language. The system of writing is very simple and do not seem to sync up with what they are saying. Demonoid
easy to learn, however, those outside of the capital often forgo is an extremely rare language, this combined with how
learning how to read and write as is considered unnecessary complex the language is makes it quite hard for people learn.
for their lifestyle. The people of Santagas City are actively A player who attempts to learn this language must complete
encouraging the learning of their language, both speaking, an 12 tick clock instead of an 8 tick clock.
reading and writing.
Enshimin. Enshimin is the native language of the Other Languages
Enshimin, it can be found outside of Enshimin however, There are many sentient races in Yavali other than one ones
those who speak it are often native speakers of God-Speak players may choose, they all have their own languages that
too. It has no system of writing, so the scholars and clerics of are not listed above and often do not speak God-Speak. A
Enshimin often use God-Speak to create records. player may learn these languages too if they choose.
Maharo. The language spoken in Maheren. It has a very Doing so is often more difficult and takes longer as the
simple runic language that is not very versatile but is very sources for learning are limited and those who may help the
simple to learn. It can be used to convey very limited player learn will likely not be used to teaching their language
information and can't be used to make complex sentences to people outside of their race.
and paragraphs, it is separate from the spoken language A player who attempts to learn any of these languages
which is much more versatile yet still simple in nature. Very must complete an 12 tick clock instead of an 8 tick clock.
few people speak it outside of Maheren.

18
Combat and Conditions Engaging
In combat, creatures fight on equal footing to overcome their A creature within 5 feet of a hostile creature is considered to
opponents using magic, psionics, martial prowess and divine be engaging and engaged by that creature. A creature cannot
gifts. The GM controls the opponents in combat and the engage a creature if they are Stunned, Unconscious,
players control their characters and followers. Followers are Petrified, Paralyzed or Incapacitated. Creatures who are
only partially controlled by the players and can have their engaged provoke an opportunity attack whenever they use
control taken by the GM when the followers lose their nerve their movement or cast a spell with a Somatic component. A
and choose to retreat or refuse to participate in a fight the creature has disadvantage on all ranged attacks made against
players are in. creatures they are currently engaged with. Creatures cannot
Engage or be Engaged by creatures more than two sizes
larger than them.
Initiative
At the start of combat, players roll an Agility combat roll to Direction
determine their Initiative. The total of their combat roll A creature can only face in one direction. The front side of
determines the order they may act in with the highest the character is called their front zone. The left and right side
number going first and the lowest number going last. On tied of a character is their flank zones and the back of a character
Initiative, if the creatures tied are hostile to each other, the is their rear zone. On a creatures turn, they may turn to face
creature with the higher Agility attribute goes first, on tied any direction without using movement or an action,
Agility, the creatures reroll Initiative until there is no longer a otherwise, they must spend a reaction to do so. If a creature
tie. The winner of the new Initiative goes first. In the case of turns in response to an attack, they turn before the attack roll
allies sharing an Initiative score, they may choose each round is made.
who acts first or may even choose to act simultaneously on Melee attacks aimed at a creatures flank or rear have
the same turn at no cost. Units act on the same Initiative and advantage. A creature holding or imposing a shield only
all move simultaneously unless they have a captain. In this recieves the defence score and agility saving throw bonuses
case the captain goes first and the unit acts afterwards. The against attacks and effects travelling through their front
GM may choose to make creatures they are controlling share zones. Diminutive and tiny creatures do not have flank zones.
the same Initiative in order to speed up combat or in order to
make them work more cohesively as a group.
Rounds
A round starts when the creature with the highest Initiative
starts their turn. At the start of their next turn, a new round
starts. Some features can only be used once per round, this Small and Medium Creatures
means once the creature with the highest Initiative score
starts their turn, the use of this feature is regained.
Turns
Every creature has a turn each round, meaning the number of
turns in a round is equal to the number of Initiatives. On a Large Creatures
creatures turn they get one Standard action and may use any
of their Bonus actions to make Swift actions. A creature may
use a Bonus action on another creatures turn to make a
Reaction. A creature gets a number of Bonus actions equal to
1 + their Agility attribute and regains all expended Bonus
actions at the start of their turn. A creature may also move up
to their total movement on their turn, this can be to run or
jump and even swim or climb. Huge Creatures
Saving Your Turn
If a creature wants to save their turn, they may do so, holding
their turn and acting at any time (even briefly interrupting the
turn of hostile creatures) before the start of their next turn.
When they do so, they may save their standard action and/or
movement. However, doing so costs all of their bonus actions
and they may not save their turn if they have expended any of
their bonus actions. A creature who does not use their saved
turn before the start of their next turn wastes their turn. Gargantuan Creatures

19
Flanking Bloodied Threshold
A creature is flanked by a creature when a creature engages A players Bloodied Threshold is equal to half their Hit Points
them while standing in one of their flank or rear zones. A (rounded down). When a player character's hit points are
creatures defense score is reduced by 2 for each creature reduced below their bloodied threshold, they must roll a
flanking them. Fortitude saving throw and must continue to do so every time
they take damage while below their bloodied threshold until
Surprise they become Bloodied. A NPC who falls below their bloodied
A creature who is surprised at the start of combat doesn't roll threshold automatically becomes bloodied.
Initiative until the second round of combat starts. Once they Tired Level
roll Initiative, they automatically lose any Initiative ties with
creatures hostile to them. The Tired, Drained and Exhausted conditions are the
stamina counterpart of the Bloodied, Broken and Crippled
A creature can be surprised mid-combat by creatures they are conditions.
not aware of suddenly joining the fight or something drastic Level 1 is tired, Level 2 is drained, Level 3 is exhausted.
happening like an earthquake. When a creature experiences
something that might surprise them while in combat, they Tired. A player character who's current combined drain and
must roll a DC 13 Will saving throw or become surprised. stun exceeds 50% of their Stamina Threshold (rounded up)
When surprised in the middle of combat, a creature halves must roll a DC 12 Fortitude saving throw or become Tired.
their Initiative for one round and cannot use bonus actions On successful saving throw, they resist the condition. A
until the end of their next turn. creature who resists the condition must reroll the saving
throw each time they take drain or stun damage while their
Bloodied Level stamina threshold is over 50% full(rounded up).
A creature
The Bloodied, Broken and Crippled are just different levels who is Tired doesn't have to roll a saving throw when they
of the same condition. take drain or stun damage while their stamina threshold is
A creature who suffers the bloodied condition is simply over 50% full.
A creature who is knocked Unconscious as a
gaining a bloodied level. Level 1 is bloodied, Level 2 is broken, result of taking enough drain and stun damage to fill their
Level 3 is crippled. Level 4 is death. stamina threshold suffers the Tired condition when they
regain consciousness.
Bloodied. A player character who is reduced below their Drained. A creature becomes drained if they gain the tired
Bloodied Threshold must roll a DC 12 Fortitude saving condition while already suffering from the condition. A
throw or become bloodied. On successful saving throw they creature who gains the drained condition while tired
resist the condition. A creature who resists the condition increases their tired level to level 2.
must reroll the saving throw each time they take damage
while below their Bloodied threshold.
A creature who is Exhausted. A creature becomes exhausted if they gain the
already bloodied doesn't have to roll a saving throw when tired or drained condition while already suffering from the
they take damage while under their Bloodied threshold.
A drained condition. If a creatures tired level increases while
creature who is knocked Unconscious as a result of being exhausted, they take enough Stun damage to fill up their
reduced to 0 hit points or lower suffers the bloodied Stamina Threshold.
condition when they regain consciousness.
Bloodied and Tired Level
Broken. A creature becomes broken if they gain the bloodied Old Level Additional Levels New Level
condition while already suffering from the condition. This
means their bloodied level raises from level 1 to level 2 (they Level 0 Level 1 Level 1
lose the bloodied condition and gain the broken condition). Level 2 Level 2
Crippled. A creature becomes crippled if they gain the Level 3 Level 3
bloodied or broken condition while already suffering from the Level 1 Level 1 Level 2
broken condition. This means their bloodied level raises to Level 2 Level 2
level 3 (they lose the bloodied or broken condition and gain
the crippled condition). Though rare, there are certain ways a Level 3 Level 3
creature can immediately suffer the crippled condition. While Level 2 Level 1 Level 3
an unbloodied creature who suffers the broken or crippled
condition immediately jumps to bloodied level 2 or 3 for the Level 2 Level 3
respective condition, a creature who gains the broken Level 3 Level 3
condition while already suffering from the condition
increases their bloodied level to level 3, not level 4 (which
again is death), and a creature who gains the broken
condition while bloodied increases their bloodied level to
level 2, not 3. If a creatures bloodied level increases while
crippled, they die.

20
Drain And Stun Damage Stabilizing a Dying Character
Drain and Stun damage are special damage types that fills a A creature who wishes to attempt to stabilize a creature who
creatures stamina threshold. At the start of a creatures turn, is Unconscious and making Death Saving throws mid
they lose any drain they have accumulated and lose a number combat must Take the Stablize action and roll a Knowledge
of stun equal to their Fortitude attribute. When a creatures (Medicine) or Intuition combat roll. The DC is equal to 11 +
Stamina threshold is filled, they fall Unconscious. When a the amount of overflow damage the creature has. On success,
creature regains consciousness after falling unconscious this the creature is stabilized and no long rolls Death Saving
way, they become Tired. If a characters Stamina threshold is Throws. On failure, the creature you are trying to stabilize
filled with drain damage, any leftover drain instead converts rolls another Fortune roll, succeeding on this penalty Fortune
to stun damage. For example, if a creature has a stamina roll does not contribute to their successful Death Saving
threshold of 12 and takes 14 drain damage, they instead take Throws, however, on failure, they gain another failure on
12 drain and then the left over 2 drain converts existing drain their Death Saving Throws.
to stun. Leaving them with 10 drain and 2 stun. If a
characters stamina threshold is filled with stun damage, any Unconscious
leftover stun damage they take instead reduces their number When a creatures hit points are 0 or lower or their Stamina
of hit points. Threshold is filled. They fall Unconscious until their hit
Hit Points points increase above zero and their Stamina Threshold is no
longer filled.
Unlike a creatures Stamina threshold which can't be
exceeded, a creatures hit points can be reduced below 0. Death
When a creature reaches 0 hit points or lower, they fall Creatures die when they are reduced below their Hit Point
Unconscious and must roll Death Saving throws. A creature Threshold, when they fail three Death Saving throws or
must be healed above 0 hit points to regain consciousness when their Bloodied level increases while suffering the
when knocked unconscious this way. When a creature Crippled condition.
regains consciousness after falling unconscious this way, they
become Bloodied. A characters minimum hit points is called
their creatures Hit Point Threshold. Defense Score
A creatures defense score is equal to 10 plus their Agility
Hit Point Threshold attribute. This is increased by 2 if the creature is holding a
A characters Hit Point Threshold is equal to 0 minus a shield. An attack roll must meet or beat a targets defense
combination of the characters level + Fortitude attribute. The rating, otherwise the attack roll results in a miss.
damage they take while below 0 Hit Points is called overflow
damage. If a player characters overflow damage passes this Damage Dice
number, they die. NPC's instead die upon reaching 0 hit When a damage dice is rolled, the total damage a creature
points. Once per combat, a player may expend a development takes is not equal to the number rolled but equal to half the
point to nullify any damage that passes their Hit Point number of each dice rolled (rounded down). For example, a
threshold. creature who takes 3d6 weapon damage would take 6
damage if two of the die landed on 5 and the other landed on
Death Saving Throws 4.
When player makes death saving throws, they must roll
Fortune rolls at the start of each of their turns until they gain Healing
three accumulated successes or failures. Each time they gain Healing works almost the same damage dice. However,
one success, their hit points increases by 1. This hit point instead of the amount of healing a creature receiving
increases can't increase their hit points above 0. On failure, being equal to half the number rolled (rounded down), it
no other adverse effects happen, they are simply one step is instead half the number (rounded up). So, for example, a
closer to death, however, if they roll two failures in a row, they creature who recieves 3d6 healing would gain 7 hit points if
suffer disadvantage on their next Death saving throw. one of the dice landed on 3, one landed on 4 and the other
Inversely, gaining two consecutive successes in a row grants landed on 5.
them advantage on their next death saving throw and
additionally, rolling three consecutive successes in a row Attacking With Advantage
increases a creatures hit points to 1.
When a player gains three accumulative successes on a When a creature makes an attack roll with advantage, they
Death Saving throw they stabilize, they remaining deal 1 additional damage on hit. This does not increase with
Unconscious until their hit points are increased to 1 or the number of instances of advantage.
more. When a player gets three failures, their character dies.
At the end of combat, a creature who is unconscious due to
being at 0 hit points recovers from the Unconscious
condition.

21
Critical Hits Armor Penetration
When a creature rolls an attack roll and gets a result of 20 on Armor Penetration is an attribute weapon attacks gain from
their dice they score a critical hit, this is a result of 20 on the weapon types, features, Fortitude and Agility. Armor
dice, not a total of 20 after bonuses. On a critical hit, a Penetration reduces Damage Reduction. 1 point of Armor
creatures Damage Threshold and Damage Reduction are Penetration reduces Damage Reduction by 1. Armor
ignored, the Damage Reduction of worn armor is Penetration does not reduce Damage Threshold.
permanently decreased by 1 and the attack rolls double the
damage dice for the attack (2d6+1 becomes 4d6+1). Armor Degradation
Whenever a creature takes enough damage to match or
Combat Rolls surpass their armors damage threshold, they must roll a
Combat rolls are contested d20 rolls. The two characters roll Fortune roll. On failed Fortune roll, their armors damage
a d20 and add their skill or attribute to the number rolled. On threshold is permanently reduced by 1. When their armors
the result of a tie, the defender wins. For example, a creature damage threshold reaches 0 this way, the armor breaks and
attempting to grab another creature using an Athletics become irreparable losing all damage reduction. When they
Combat Roll would roll a d20 and the creature avoiding the are hit by a critical hit, they forgo rolling a Fortune roll and
grapple would roll a d20, on a tie, the grapple fails. Combat their armor automatically loses one damage threshold.
rolls may also be made by one creature vs. a set DC.
Shields
Saving Throws A creature holding a shield gains a + 2 Defense score bonus
Saving throws are combat rolls you roll against a set DC to against attacks. A creature can impose their shield as a bonus
avoid harm. When a creature uses a feature or causes an action to gain a + 2 bonus to Agility saving throws and gain
effect that forces another creature to make a saving throw, an additional + 3 bonus to their Defense score against ranged
the number the creature must meet or beat to succeed on the attacks.
saving throw is equal to 10 plus the characters level unless
the effect lists a saving throw DC (Difficulty Class). Ranged Attacks
A creature who makes a ranged attack against a creature
Damage Threshold engaging them suffers disadvantage on their attack roll.
When a creature deals weapon damage to a creature with a Additionally, when making a ranged attack against a creature
Damage Threshold, the damage must be higher than the being engaged, you suffer a - 2 penalty to the ranged attack
creatures damage threshold or the damage is ignored. For roll for every creature currently engaging them. If a ranged
example, if a creature deals 3 weapon damage to a creature attack misses a creature who is engagedby another creature,
with a damage threshold of 3, the damage is nullified. the attacker must roll a Fortune roll and hit one of the
However, armor may be damaged, see Armor Degradation. creatures engaging them of failed roll. Lastly, if a creature is
in-between you and your target, you suffer a -2 penalty on the
Damage Reduction attack roll.
When a creature is wearing strong enough armor or has Unarmed Attacks
thick enough skin, they can reduce incoming weapon
damage. When a creature with damage reduction takes A creature who wishes to attack using a punch, kick or even a
weapon damage, they roll a pool of dice equal to their head-butt may do so by making an unarmed attack. Unarmed
Damage Reduction score. Each result of 4, 5 or 6 reduces the attacks are special melee attacks separate from melee
damage they take by 1. This reduction takes place before the weapon attacks. All creatures are proficient with unarmed
damage is measured against the targets damage threshold. attacks. Unless a feature allows the player to deal weapon
damage, unarmed attacks deal 1d6 stun damage. Unlike
Natural Armor Melee weapon attacks, unarmed attacks can be made as a
Swift action. When making an unarmed attack, if using a
Natural Armor is any armor that isn't gained from armor, standard action, the creature may instead use the Rattle
such as shells, thick skin or the hard scales of a creature, or action.
even pure grit. Natural armor allows a creature to apply their
Damage Threshold and Damage reduction to all damage Improvised Weapons
types other than drain, thunder, poison, acid, force,
psychic, radiant and necrotic damage. Fortune rolls to resist A creature can pick up an item and use it as a make shift
armor degradation have advantage for Natural armor and weapon in an emergency. These attacks are made without
armor recovers on a rest. proficiency and must use a Standard action. Attacks with
improvised weapons count as melee weapon attacks. The
Armor damage dealt with improvised weapons depend on what is
The GM may apply the damage reduction and/or damage
being used as a weapon.
threshold of armor to damage other than weapon damage if
Spell Attacks
they believe it would make sense for the creatures armor to
protect them from the damage in a certain circumstance.
Melee and Ranged Spell Attacks are made using 1d20 plus
the attackers character level.

22
Parrying When a creature is grappling another creature their
movement is halved unless the creature is two sizes smaller
Using a melee weapon, you may attempt to parry a melee than them or more and when they move the creature they are
attack either by using a reaction, or if the attack roll meets grappling is moved with them.
your Defense Score, without expending a reaction.
Climbing a Creature
Movement A creature may climb another if they are at least two sizes
By standard, player characters have 30 feet of movement. larger than them. To do so they must spend a standard action
Creatures such as Dwarves, Halflings and Gnomes only have and make an Athletics combat roll vs the target creatures
25 feet of movement. A creature may move a number of feet Gymnatistics combat roll to resist. Once a creature is
on their turn equal to their movement. Some effects can climbing a creature they can move around the creature using
cause a creature to have to expend twice the number of feet their movement. Climbing on a concious creature is difficult
to move such as swimming, climbing, moving through heavy terrain. A creature may remove a creature climbing them by
wind or rough terrain. In these cases a creature who moves spending an Standard action (throwing axe disadvantage at
on 5 feet of rough terrain expends 10 feet of movement. 15 feet, sling 35 feet).
Moving Through a Creatures Space Cover
When a creature wants to move through another creatures While near cover, a creature may use the Take Cover action
space, they must force their way through by succeeding on an to gain the benefits of cover. While in cover ranged attacks
Athletics or Gymnastics Combat roll if they are hostile. If the targeting a creature on the opposite side of the cover suffer a
creature is friendly or the creature isn't occupying it's space, -2 penalty to hit when against small cover (cover that covers
then the creature may move through their space, expending half your body) or -5 against large cover (cover that covers
twice the movement to do so. A creature doesn't need to most of your body). Additionally, creatures in cover have
expend twice the movement to move through a space that advantage on Agility saving throws to avoid harmful effects
contains a creature of diminutive size. If a creature is larger originating from the opposite side of their cover.
than the size of the creature trying to force their way through
their space, Athletics combat rolls to do so have Prone
disadvantage. A creature cannot force the way past a creature The Prone condition happens when ever a creature is laying
who is two sizes larger than them using an Athletics combat on the ground, whether willingly or due to falling or being
roll. knocked over. A creature who receives fall damage
Creature Size automatically falls Prone, a creature who sleeping or is
ambushed while sleeping is Prone. To get up from being
A creatures size determines the number of spaces they prone a creature must expend half their movement on their
occupy. A diminutive creature doesn't occupy a space and tiny turn. Ranged attack rolls suffer disadvantage if the prone
creature doesn't occupy a space alone. Four tiny creatures in creature is more than half the attacks range away (rounded
the same space may collectively occupy a space. A small up to nearest 5). Ranged weapons use short range.
creature occupies a space but may share it with creatures.
Size Underwater Combat
Size Space Attacks made underwater suffer disadvantage if the wielder
Tiny Creature 1¼ by 1¼
doesn't have a swimming speed and suffers disadvantage if
the weapon the attacker is using is a Longsword, Club, Axe,
Small Creature 2½ by 2½ Greatclub, Greataxe, Saber, Stalve, Cane or Throwing Axe.
Medium Creature 5 by 5 Attacks made with Rock Casters, Bows, Slings, Fans or
whips automatically fail.
Large Creature 10 by 10
Huge Creature 15 by 15 The start and end of the combat phase
Gargantuan Creature 20 by 20 or larger At the start of combat, you must first determine each
creatures current hit points by checking if they are Bloodied.
Difficult Terrain in Combat As creatures do not have Hit Points when outside of the

While in combat, difficult terrain can be caused by a rough combat phase, their starting hit points are not determined by
surface, a steep slope, heavy wind, slippery surfaces and so the damage they took in the last combat phase but simply
on. When walking on these surfaces in combat, a creature determined by if they're bloodied or not. If they are bloodied
must expend twice the movement per foot they move. then at the start of combat they're current hit points are equal
to half their maximum hit points (rounded down).
Grappling At the end of combat a few things of note happen, first if the
A creature who is grappled by another creature cannot use creature isn't Drained or Exhausted, their stun and drain
any of their movement. damage is reduced to 0 and if the creature isn't Stressed their
psionic feedback returns to 0 one minute after combat ends.

23
Damage Types Fire Damage
There are many different damage types. They are listed When a creature receives a Devastating Blow from fire
below. damage, a large fire is created within the space the target
Weapon Damage. Physical damage dealt by a weapon, is occupying dealing 2d6 fire damage to all creatures who
causing bruising, cuts, stabs, broken bones and so on. start their turn within 5 feet of it or 4d6 fire damage to
Drain Damage. Physical drain without injury, usually creatures within the square. The creature is also ignited
taken as a result of casting spells. and takes 2d6 fire damage at the end of their turn. The
Stun Damage. Physical drain, usually with injury involved. creature must spend a Standard action to douse the flame
This can come from physical but not lethal attacks or even covering them.
from Necrotic or Psychic damage. Lightning Damage
Fire Damage. Physical damage from burns. When a creature receives a Devastating Blow from
Cold Damage. Physical damage from freezing and lightning damage, the target suffers the Stunned
extreme cold. condition for 1 round.
Lightning Damage. Physical damage from electricity
zapping and
burning. Cold Damage
Thunder Damage. Physical damage from sound and When a creature receives a Major Blow from cold
vibrations. damage, the creature loses one of their bonus actions and
Poison Damage. Physical damage caused from venom half their movement for one round.
and poison harming a creatures body. When a creature receives a Devastating Blow from cold
Acid Damage. Physical damage from acidic substances damage, the creature loses all of their bonus actions and
that cause burning. all of their movement for one round.
Force Damage. Metaphysical damage from destructive
soul energy damaging a creatures soul.
Psychic Damage. Metaphysical damage attacking a Poison Damage
creatures brain. A creature who takes psychic damage lowers When a creature receives a Major Blow from poison
their hit points as usual and also takes an equal amount of damage, the target suffers the Poisoned condition.
stun damage.
Radiant Damage. Metaphysical damage overloading a When a creature receives a Devastating Blow from
creature with a powerful positive soul energy to cause harm. poison damage, the target suffers the Poisoned condition
A creature who takes radiant damage lowers their hit points and takes 1d6 poison damage each round (six seconds)
as usual and also reduces the drain damage they have taken until they recover from the condition.
to zero.
Necrotic Damage. Metaphysical damage contaminating a Psychic Damage
creature with corrupted soul energy. A creature who takes When a creature receives a Major Blow from psychic
necrotic damage lowers their hit points as usual and also damage, the target suffers the Tired condition.
takes an equal amount of stun damage.
When a creature receives a Devastating Blow from
Damage Resistance and Immunity psychic damage, the target suffers the Drained condition.
A creature who is Resistant to a damage type takes half
damage (rounded down) from the damage type and doesn't Blunt Weapons
suffer the Bloodied condition as a result of being reduced Staves, Clubs, Greatclubs and Slings.
below 50% of their maximum hit points by that damage type. When a creature receives a Major Blow from weapon
A creature who is Immune to a damage type takes no damage damage caused by a blunt weapon, the target has
from the damage type. disadvantage on all rolls until the start of your next turn.
Bonus Damage Effects When a creature receives a Devastating Blow from
weapon damage caused by a blunt weapon, the target
Sometimes when a player character deals damage to a suffers disadvantage on all rolls until the start of your next
creature, they may potentially gain bonus effects on the turn and receives a bonus amount of stun damage equal to
attack. This bonus is determined by the damage type. the double damage dealt with the attack.
Weapon damage has separate effects based on the weapon
type used. These effects come into play when a creature is hit
by a Major Blow or a Devastating Blow Chopping Weapons
Axes, Greataxes, Throwing Axes and Sabers.
Major Blow. A major blow is when damage or an attack When a creature receives a Major Blow from weapon
causes a creature to suffer the Bloodied condition. damage caused by a chopping weapon, you may roll one
Devastating Blow. A devastating blow is when damage or an additional d6 and add it to the damage total.
attack deals more than 50% of a creatures maximum hit When a creature receives a Devastating Blow from
points (rounded up). weapon damage caused by a chopping weapon, you roll
The list of effects are listed below. 2d6 additional damage and add it to the total.

24
Piercing Weapons
Shortswords, Javelins, Shortspears, Longspears, Daggers
and Shortbows.
When a creature receives a Major Blow from weapon
damage caused by a piercing weapon, the creature starts
to bleed losing 1d6 (rounded down) hit points at the end
of their turn and rolling a DC 15 Fortitude saving throw.
On successful save the bleeding ends. Alternatively, a
creature can stop the bleeding by rolling a DC 15
Knowledge (medicine) combat roll to stop the bleeding. A
creature that is bleeding this way can not recieve healing
until the bleeding has been stopped.
When a creature receives a Devastating Blow from
weapon damage caused by a piercing weapon, the
creature suffers the Crippled condition.

Whips
When a creature receives a Major Blow from weapon
damage caused by a whip, the creature takes stun damage
equal to five times the damage dealt by the attack.

25
Conditions Disheartened
Here is a list explain the effects of all the conditions, their Players characters who are disheartened may not spend
effects and how to recover from them. points of Inspiration.
A characters recovers from the disheartened condition
when they spend a break-off action to recover.
Bloodied
Creatures who are bloodied suffer disadvantage on combat Tainted
and skill rolls, Saving throws to resist the Tired condition There are 5 levels of the Tainted condition, at level 5 a
and start combat at half their maximum hit points (rounded creature becomes Corrupted.
down). Players characters who have at least 1 level of the tainted
A creature recovers from the bloodied condition at the end condition suffer disadvantage on Will saving throws to gain
of their turn if their hit points are above half their maximum another level of the condition. A character loses one level of
(rounded down) or they take a rest. the tainted condition when they spend a break-off action to
recover.
Broken
Creatures who are broken suffer disadvantage on Combat Corrupted
rolls, Skill rolls and Saving throws (not including death Players characters who are corrupted are retired and the
saving throws) and start combat at half their maximum hit player creates a new character.
points (rounded down). A creature who is Broken cannot be When an effect says it removes all conditions, it doesn't
brought above half their maximum hit points (rounded down). remove the Corrupted condition.
A creature recovers from the broken condition at the start A character recovers from the corrupted condition when
or end of an adventure or when they use a break-off action to they die and Waz cleanses their soul in the afterlife or when
recover. another creature uses a powerful divine artifact to cleanse
the corruption from the character.
Crippled
Creatures who are Crippled suffer disadvantage on all rolls Prone
and start combat at half their maximum hit points (rounded Creatures who are prone suffer disadvantage on attack rolls
down). A creature who is Crippled cannot be brought above and Agility saving throws. Moving costs them twice the
half their maximum hit points (rounded down). movement and melee attacks against them have advantage.
A creature recovers from the crippled condition by A creature recovers from the prone condition when they
recovering with a 4 tick complex project. expend half their movement on their turn to stand up.
Tired Incapacitated
Creatures who are tired do not remove stun damage at the A creature who is incapacitated cannot take any actions.
start of their turn and reduce their drain damage by their A creature recovers from the Incapacitated condition when
Fortitude attribute instead of all of their drain and suffer they recover from the condition causing the incapacitated
disadvantage on Saving throws to resist the Bloodied feature or after a set amount of time described in the spell or
condition. feature that caused the condition.
A creature recovers from the tired condition when the stun
and drain damage they have is reduced below 50% of their Stunned
stamina threshold (rounded down) or they take a rest. A creature who is stunned is Incapacitated, cannot use any
of their movement and may only stumble within their space,
Drained the stunned creature is dazed and may only speak the
Creatures who are drained do not remove stun damage or occasional word with great difficulty . The stunned creature
drain damage at the start of their turn and suffer automatically fails on Fortitude and Agility rolls. Attack rolls
disadvantage on Saving throws to resist the Bloodied have advantage against a stunned creature.
condition. A creature recovers from the stunned condition after a set
A creature recovers from the drained condition when they amount of time or when the conditions described in the spell
take a rest. or feature that caused the condition are met.
Exhausted Paralyzed
Creatures who are exhausted suffer disadvantage on all rolls Creatures are paralyzed usually suffers the condition as a
and do not remove stun damage or drain damage at the start secondary effect of suffering the effect of a spell, magical
of their turn. effect or poison. A creature who is paralyzed is
A creature recovers from the exhausted condition at the Incapacitated, cannot move and cannot speak. The
start or end of an adventure or when they use a break-off paralyzed creature automatically fails on Fortitude and Agility
action to recover. rolls. Attack rolls have advantage against a paralyzed
creature and a creature who is engaging a paralyzed creature
scores a critical hit on any attack roll that hits the creature.
A creature recovers from the paralyzed condition when
they recover from the effect causing the condition or after a
set amount of time listed in the effect.

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Unconscious Poisoned
A creature who is unconscious is Incapacitated, cannot Creatures who are poisoned suffer disadvantage on Skill,
move, cannot speak and is completely unaware of their Combat and Attack rolls and Saving throws (not including
surroundings. The unconscious creature drops what they are death saving throws).
holding and falls Prone. The unconscious creature A creature recovers from the poisoned condition at the
automatically fails on Fortitude and Agility rolls. Attack rolls start or end of an adventure, when they use a break-off action
have advantage against a unconscious creature and a to recover or when they take a rest and succeed on a DC 7
creature who is engaging an unconscious creature scores a Fortitude saving throw.
critical hit on any attack that hits the creature.

A creature recovers from the unconscious condition when Blinded


they have more than 0 hit points and their Stamina threshold A creature who is blinded automatically fails at attempts to
isn't filled. A creature is also unconscious when they go to perceive using sight. A creature who is blinded has
sleep. A creature who is sleeping is woken when they take disadvantage on attack rolls against creatures it has
damage, they are shaken awake or when they hear a noise pinpointed.
loud enough to wake them. A creature recovers from the blinded condition when the
creature has light to see and any effects causing the
Frightened blindness condition are stopped.
A player character who is frightened is scared of one creature
or effect. While that creature or effect is within sight, a Deafened
frightened character cannot use Inspiration. A creature who is deafened automatically fails at attempts to
A character can recover from the frightened condition by perceive using hearing.
spending a Standard action to make a DC 13 Will combat A creature recovers from the deafened condition when the
roll. The character has advantage if the creature or effect is creature has silence to recover their hearing in and any
no longer in sight. effects causing the deafened condition have stopped.
Terrified Grappled
A creature who is terrified is scared of one or more creatures A creature who is grappled cannot use any of their
or effects. While that creature or effect is within sight, a movement.
terrified creature suffers disadvantage on Attack, Combat, A creature recovers from the grappled condition if they use
Skill and Fortune rolls as well as Will Saving throws and an action to make a contested Athletics or Gymnastics
cannot use Inspiration. A creature who suffers the combat roll to escape, they are moved away from the creature
Frightened condition while already suffering the Frightened who is grappling them or the grappler is Incapacitated.
condition instead suffers the Terrified condition. A creature
who suffers the terrified condition as a result of two separate Restrained
creatures or effects causing the Frightened condition is Creatures who are restrained usually suffer the condition as
terrified of both sources and suffers the effects of the a secondary effect of being grappled. A creature who is
Terrified condition when either of the creatures or effects are restrained cannot use any of their movement, they have
within sight. disadvantage on Agility and Attack rolls and Attack rolls
A character can recover from the terrified condition by against the restrained creature have advantage.
spending an action to make a DC 15 Will combat roll. The In the case of being restrained by a grapple, a creature
character has advantage if the creatures or effects are no recovers from the restrained condition if they use an action to
longer in sight. make a contested Athletics or Gymnastics combat roll to
escape, they are moved away from the creature who is
Petrified grappling them or the grappler is Incapacitated.
A creature who is petrified is scared of one or more creatures In cases with no grappler, the creature can use an action to
or effects. While that creature or effect is within sight, a make an Athletics or Gymnastics Skill or Combat roll (Skill
petrified creature suffers the Stunned condition, has roll out of combat, Combat role in combat) to escape or when
disadvantage on Will saving throws and cannot use the effect restraining the creature has stopped.
Inspiration. A creature who suffers the Frightened or
Terrified condition while already suffering the Terrified Charmed
condition instead suffers the Petrified condition. A creature A creature who is charmed is charmed by one creature. A
who suffers the petrified condition as a result of multiple charmed creature becomes friendly to the creature they are
sources of the Frightened condition is petrified of all sources charmed by if they aren't already. If the charmed creature was
and suffers the effects of the petrified feature when any of the already friendly to the creature they are charmed by, they now
creatures or effects are within sight. want to do everything in their power to help the creature
A character can recover from the petrified condition by charming them and will attempt to fulfill all requests as long
spending an action to make a DC 17 Will combat roll The as they do not endanger them or their livelihoods or of those
character has advantage if the creatures or effects are no they care about.
longer in sight. A creature recovers from the Charmed condition if the
creature charming them takes a hostile action against them
or after a set amount of time listed in the effect.

27
Disrupted
A creature who is disrupted loses access to certain ki
features and benefits. A creature becomes disrupted when
their ki state is reduced by 1 when their ki state was Stable.
A creature recovers from the disrupted condition when
they take a rest.
Occluded
A creature who is occluded loses access to all ki features and
benefits. A creature becomes occluded when their ki state is
reduced by 1 when their ki state was Disrupted.
A creature recovers from the occluded condition at the end
of an adventure.
Stressed
A creature who is stressed does not reduce their psionic
feedback. A creature becomes stressed when their psionic
feedback exceeds their stress threshold.
A creature recovers from the stressed condition when they
take a rest.

28
Actions In Combat Interact with Object
There are various actions a creature can take in combat Swift Action.
using their standard action and their bonus actions. The You may interact with an object as a swift action, drawing a
following list of actions are examples of what a creature can weapon or taking out an object.
do each round of combat and their action cost.
Standard Action. Each round, on a creatures initiative, Shove
they get one standard action, certain features can allow them Standard Action.
to take multiple actions as part of this standard action. This You can shove a creature no larger than one size larger
action can do anything a Swift action can do and can be than yourself with a Athletics Combat roll contested by an
stored for later using the hold turn action. opposing Athletics or Gymnastics Combat roll. On success
Bonus Action. A bonus action is a Reaction or a Swift you may knock the target creature prone or move them 5 ft.
Action, a creature gains a number of bonus actions equal to 1 When attempting to move a creature 5 ft to the left or right,
+ their Agility at the start of each round. you roll with disadvantage unless you're grappling the
Swift Actions are small additional actions you take on creature. When shoving a creature one size larger than
your turn. Reactions are used on another creatures turn to yourself, you roll with disadvantage. If you can make multiple
briefly interrupt their turn to take a bonus action, not all attacks as a standard action due to the benefits of a feature,
actions can be used as a reaction or swift action. you may expend one of your attacks to instead Shove.
Attack Grapple
Standard Action. Standard Action.
You may attack using a weapon in your hand. You make an You can grab a creature no larger than one size larger than
attack roll against a creature within range using a Standard you with a Athletics Combat roll contested by an opposing
action. With certain features, you may make multiple attacks Athletics or Gymnastics Combat roll. On success the creature
with the same standard action. When you make multiple is Grappled. When grappling a creature one size larger than
attacks, you may break up your attacks by using your yourself, you roll with disadvantage. If you can make multiple
movement or other actions without losing your extra attacks. attacks as a standard action due to the benefits of a feature,
you may expend one of your attacks to instead grapple.
Unarmed Attack
Swift Action. Dodge
You may attack using an empty hand, using a kick or even a Standard Action.
head-butt. You make an attack roll against a creature within You may spend a Standard action to dodge to impose
range using a Swift action. With certain features, you may disadvantage on all attack rolls targeting you and gain
make multiple attacks with the same swift action. When you advantage on Agility Saving throws to avoid harmful effects.
make multiple attacks, you may break up your attacks by As part of the same action you may also Impose Shield and
using your movement or other actions without losing your Take Cover.
extra attacks.
Take Cover
Cast a Spell Bonus Action.
Varies. You may spend a swift action or reaction to duck into cover
You can cast a spell as long as you meet the requirements if there is cover available. As part of the same action you may
of the spell. also Impose Shield.
Invoke a Miracle Dash
Varies. Standard Action.
You can invoke a miracle as long as you meet the You may spend a standard action to double your movement
requirements of the miracle. for one turn. You may only dash once per round.
Use Feature Impose Shield
Varies. Bonus Action.
Certain features have active effects such as Psionic If you have a shield, you may spend a swift action or a
features, Ki features and more. You may use a feature as long reaction to enter a defensive stance, gaining a + 2 bonus to
as you meet the requirements of the feature. Agility saving throws to avoid harmful effects and an
additional + 3 bonus to your defense score against ranged
Use Item attacks. When you impose your shield you maintain the
Standard Action. benefits until you use another action with the exception of the
You may use your Standard action to use an item. Shove action, the Interact with Object action, the Use Item
action, the Dodge action, the Take Cover action, the Change
Direction action.

29
Change Direction Hook
Reaction. Standard Action.
You may spend a reaction to change the direction you are If you have a weapon that allows it, you may spend a
facing. You change direction before any attack rolls or saving standard action to hook a creatures shield. You roll an Attack
throws are made, allowing you to protect yourself before you roll and the target creature opposes with an Agility combat
suffer any harm. roll. On success, the target creature loses all defense bonuses
gained from their shield until the end of their next turn and
Disengage they must make an Agility Saving throw or drop their shield
on the floor. If you can make multiple attacks as a standard
Standard Action. action due to the benefits of a feature, you may expend one of
You may spend a standard action to disengage to prevent your attacks to instead Hook.
creatures getting opportunity attacks against you. When you
disengage, you cannot engage a creature or be engaged by a Disarm
creature until the end of your turn.
Standard Action.
Hide You may spend a standard action to disarm a creatures
weapon. You may roll an Attack roll against a target you are
Standard Action. engaging and the target creature opposes with an Agility
You may spend a standard action to attempt to hide. You combat roll. On success, the creatures weapon is locked,
must not be within the line of sight of any creatures, preventing them from using it until the end of their next turn
otherwise your attempt to hide automatically fails. If you're and forcing them to make an Agility Saving throw or drop
invisible, you may ignore line of sight and may hide. Once you their weapon on the floor. A creature who succeeds on their
have a place to hide you must roll a Stealth Combat Roll Agility Saving throw to maintain a grasp of their weapon may
against each creatures Passive Perception score. All move back 5 feet on their turn to unbind their weapon,
creatures you beat lose track of you and must attempt to allowing them to regain use of it. If you can make multiple
locate you on their turn. attacks as a standard action due to the benefits of a feature,
you may expend one of your attacks to instead Disarm.
Search
Standard Action. Block
You may spend a standard action to attempt to look for a Reaction.
hidden creature or object. You must roll a Perception Combat In response to being targeted by a melee attack in your
roll, either contested by a hidden creatures previously rolled front zone, you may spend a reaction if you are holding a
Stealth Combat roll or against a DC set by the GM in the shield to block using your shield. You lose the defense score
case of hidden objects. bonus of your shield and roll 2d6 then add half the result of
each dice to your defense score for one attack. You may not
Hold Turn block and parry the same attack.
All Bonus Actions.
If you haven't used any of your Bonus actions on your turn, Parry
you may spend all of your Bonus actions to hold your Reaction.
Standard action and/or Movement until a moment of your In response to being targeted by a melee attack in your
choosing. When you hold your turn, you may choose to act front zone, you may spend a reaction if you are holding a
before, after or during another characters turn. melee weapon to parry using the weapon in hand. You lose
any defense score bonus from the weapon and roll 2d6 Parry
Help Dice and count half the result of each dice, then add them
Standard Action. together to get a Parry Bonus. If the attack roll targeting you
You may spend a Standard action to grant another creature is lower than your defense score + your parry bonus, than you
within 5 feet of you advantage on Combat or Attack rolls for may roll a Fortune roll. On success, you parry the attack,
one turn. negating it. You may attempt to Parry attack rolls that
You must specify what you are helping them with and must meet your Defense Score without expending a Reaction.
describe how. For example, you cannot choose to help a
creature on an Athletics Combat roll to escape a grapple and Rattle
then also help them on an attack roll with the same Help Standard Action.
action. You may spend a standard action to deal 1d6 additional
Stun or Weapon damage (players choice) with an unarmed
Climb attack and potentially daze the target. You roll an unarmed
Standard Action. attack as usual. On hit, if the creature is a large sized creature
You can climb a creature who is two sizes larger than you or smaller, they must succeed on a Fortitude saving throw, on
with an Athletics Combat roll contested by an opposing failed roll, all of your unarmed attacks this turn have
Gymnastics Combat roll. On success you latch on to the advantage against the rattled creature.
creature and start to climb them.

30
Stabilize
All Actions.
If you haven't used any of your actions on your turn, you
may spend all of your actions to attempt to stabilize a
creature rolling death saving throws. On success, the
creature is stabilized and no long rolls Death Saving Throws.
On failure, the creature you are trying to stabilize rolls
another Fortune roll, succeeding on this penalty Fortune roll
does not contribute to their successful Death Saving Throws,
however, on failure, they gain another failure on their Death
Saving Throws.
Opportunity Attack
Reaction.
When a creature provokes an Opportunity Attack, you may
spend a reaction to capitalize on this opportunity and make
an unarmed or melee attack against the creature. This may
happen at the start of the creatures movement or at the end
of their movement if they move within your reach and then
end their movement while still within your reach. In the case
of the latter, you may Change Direction as part of the same
action.

Opportunity Attack Triggers


A creature using their movement while
engaged.
A creature casting a spell with a Somatic
component while engaged.

Features may allow a creature to perform the


above to actions without triggering an opportunity
attack or offer new opportunity attack triggers for
an attacker.

31
Set Starting Aspirations

A
spirations are the most important aspect of your Human. Gain fame and develop a legend, gather wealth and
character as it controls the story your character influence, be the first to discover secrets of Yavali.
will go on and also functions as your experience Elf. Demonstrate your greatness, work to reinvent yourself
points that you will use to level up. and follow a new life, become famous among elves.
You set five aspirations for yourself, you can Dwarves. Seek to overcome new challenges and glory,
use your character race, class, subclass and demonstrate your honor, gain the respect of other dwarves.
background to help you decide what type of Halfling. Perform acts of tremendous good, experience
aspirations you and should set for your character. They events worth making tales of, prove your value.
should be easy enough for your character to achieve yet hard Gnome. Discover forgotten information, develop fields of
enough to make achieving the task a challenge. The GM will knowledge with your findings, develop an information
take the Aspirations of different characters within the party network.
and insert opportunities for the character to achieve their Orc. Impress people with your achievements, demonstrate
Aspirations through each adventure. Achieving an Aspiration your power, gain fame and adoration.
grants a character one Development point. When a player Goblin. Demonstrate your superiority, gain power, make
sets an Aspiration, they must take into consideration their the world a safe place for you.
level as a GM masters task is to reject Aspirations that are Yakomin. Maintain your independence, fulfill the will of
too easy or too hard for the player to achieve. Your Yah, reach mastery in a craft.
Aspirations can be almost anything you please, you should
take inspiration from the aspects of your character and Class
should avoid focusing too much in one area, for instance, if Warrior. Reinforce your reputation as a formidable warrior
your character wants to get revenge for the destruction of by defeating powerful opponents.
their house, then setting all or even four of your Aspirations Cleric. Reinforce your reputation as a worthy cleric by
as something relating to getting revenge can cause the fulfilling the will of the gods.
progression of your character to become very slow. When Scholar. Reinforce your reputation as an admirable
choosing an Aspiration, you should consider whether the scholar by expanding your knowledge of your chosen fields.
aspiration is one that can only be achieved once or can be Rogue. Reinforce your reputation as a daring rogue by
achieved multiple times. If the latter, then you must consider exploring dangerous places and plundering gold.
whether the aspiration will become too easy as you gain
levels and be ready to replace it when this happens. Each
time you gain a level, make sure to examine your aspirations Subclass
and change the ones that are too easy to new aspirations Champion. Work towards your causes ends.
suited to your level. Here is a description of the type of Takiken. Demonstrate your martial talents, and uncover
focuses you can have for your character. An example list of the secrets of the forgotten order.
Aspirations can be found on the next page. Solar. Combat creatures who threaten Yavali.
Ranger. Protect the parks and wild lands of Yavali.
Backgrounds Priest. Perform sacred rites, recover relics and go on
Commoner. Fight for the better treatment of the common pilgrimages.
man, improve the standards of living in your home, elevate Druid. Act as a messenger of Yah and promote that people
above your position. live in harmony with the natural order.
Crook. Gain the respect of other crooks and criminals, Enlightened. Recruit members with potential into your
develop a reputation, start your own band of crooks and help order and develop your martial talents.
it to grow. Eyes. Complete missions set by your god.
Merchant. Grow your business through trade and Warlock. Grow your power as a warlock and learn hidden
investment, become a famous trader, grow your own personal secrets of dark origins.
wealth. Mage. Grow your magical talents and find and document
Patrician. Grow and protect your honor, rebuild your magical items and phenomenon.
house, grow in power. Psionicist. Develop your psionic powers and learn more
Performer. Grow your personal fame, develop your talents, about the nature of psionics.
gain respect of other performers and nobles. Exotericist. Learn forgotten knowledge and spread
Sage. Increase your knowledge, obtain expertise in a field knowledge to others.
of study, gain the respect of other sages and scholars. Bard. Increase your fame as an adventurer.
Savage. Improve the standards of living of your tribe, Infiltrator. Prove your talents by infiltrating difficult places.
increase the fame of your tribe, honor your ancestors by Pixie. Amass as much wealth and items of value as
carrying on the legacy. possible.
Soldier. Gain the respect of other warriors and soldiers, Thug. Gain wealth, power and respect.
gather a company of soldiers, serve your homeland.
Race

32
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