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3rd Edition

Fantasy
Player’s Manual
v1.0
Project Design, Graphic Design & Character Art
by
Stephen L. Nowland
Editing by Elizabeth Curtis & Wayne Shaw
Some artwork © Dean Spencer, used with permission. All rights reserved.
Front cover artwork © Dean Spencer. All rights reserved.
Back cover image by Jeff Brown.

Follow our progress at www.sabrerpg.com


(or on our Discord server)

Contributors
Lesley Wheeler, Edward Vulis,Walter Spivak, Peter Burns, Israel Vulis, Anthony Lewis,
Shaun Soria, Kristy Simmonds, Craig Johnson, Kai Maxwell, Hans Müller, Luke Seefuss, Rianna Stahl, Alex Siemienowicz,
Callan Daalmeyer, Tim Seefuss, Matthew Sheppard, Elizabeth Curtis, Aidan O’Malley,
Ahria Rose, Mark Robertson, Stephen J. Holodinsky and Wayne Shaw.

Copyright: Sabre RPG system ©2013-2022 by Stephen L. Nowland. All rights reserved. Reproduction of this work by any means without the
written permission of the publisher is expressly forbidden. This material is protected under the copyright laws of Australia. This product is a
work of fiction.

Sabre’s mechanics and structure are based in part on the Mythras roleplaying system published by The Design Mechanism
(www.thedesignmechanism.com and www.mythrasrpg.com). Used with permission. The Design Mechanism makes no representation or
warranty as to the quality, viability, or suitability for purpose of this product.
Contents

Part 1: Character Creation 1 Equipment 110 Part 3: Crafting 143


Step-By-Step Guide 2 Currency110 Toolkits 143
Attributes 4 Backpacks & Gear 111 Repairing Equipment 143
Attribute Bonus 4 Accommodation113 Prospecting 144
Characteristics 4 Hirelings & Services 114
Crafting Equipment 145
Magic Items  115
Age 5 Exotic Materials 146
Livestock & Mounts 116
Species 6 Herbs & Medicine 148
Vehicles & Travel 119
Celestrel7 Poisons150
Corvid8 Armour 120
Armour List 121
Traps 153
Daemon9 Weapon/Armour Upgrades 156
Dragon Elf 10 Pet Armour 122
Dwarf11 Shields 122
Escardi12 Melee Weapons 123 Part 4: Magic 160
Feylin13 Ranged Weapons 126 Alchemy 162
Forest Elf 14 Ammunition128 Alchemy Formula List 164
Half-Human15 Threat Levels 129 Artifice 173
Highborn Elf 16 Inventions174
Human17 Artifice Inventions List 175
Part 2: Game Mechanics 130
Arcane Construct 184
Nymph18
Accolades & Advancement 130 Construct Upgrades 186
Raelani19
Advanced Characters 131
Saerid20 Charms 190
Actions and Reactions 132 Charms Spell List 191
Professions 21
Combat 133 Divinity 199
Background Events 45
Damage Types 135 Divinity Prayers List 201
Languages 45
Disease 136 Druidry 209
Contacts 46
Encumbrance 136 Druidry Prayers List 210
Philosophy 47
Getting Drunk 137 Shamanic 219
Skills 48
Hidden Doors 138 Shamanic Rituals List 220
Raising Skills 48
Result Bonuses 49 Item Condition 138 Sorcery 229
Skill Manuals 49 Luck Points 139 Sorcery Invocations List 230
Common Skills 50 Height Advantage 139 Wizardry 238
Resistance Skills 52 Weapons & Character Size 140 Wizardry Incantations List 239
Professional Skills 53 Weather 140
Restricted Skills 59 Time & Movement 141 Appendix A: Conditions 249
Talents 60 Wounds 142 Appendix B: Glossary 251
Magic Talents List 63
Combat Talents 73
Magic Talents 76
General Talents 87
Manoeuvres 92
Manoeuvres List 93
Manoeuvre Descriptions 96
SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Part 1: Character Creation


Welcome to the Sabre RPG, a fantasy role-playing system It Begins!
designed to bring your adventures to life in a way that As we get started, you’ll need to record your information
allows a lot of freedom of character design and on-the-go on a Character Sheet, which you’ll find at the end of this
improvisation, while minimising complex rules to keep the document. When you encounter unfamiliar terms, you can
gameplay as smooth as possible. To get started on your look them up in the Glossary. You might consider making
journey of adventure, you’ll need some basic equipment. some general design notes first, before transferring the final
Firstly, you’ll need: information to the Character Sheet. As you progress, skills
• A set of polyhedral dice, specifically d4s, d6s, d8s, and other numbers will change so have an eraser at the
d10s, d12s & d20s. The d10’s are the most important, ready.
as making percentile checks against skills is the core
of the system. A good place to start is to have some idea of what sort
• Pencils and erasers. of character you want to play. A dashing swashbuckler?
• In addition to yourself, we recommend at least two A wielder of magic? A farmer’s wife whose family was
friends, or at least frenemies – creating AI players will murdered by roving bandits, forcing her to learn how to
only allow them to study our weaknesses and lead to fight in order to hunt down the perpetrators and exact brutal
the robot uprising. vengeance upon them? Your character concept doesn’t need
• It’s handy to have a screen to place between the to be too elaborate at this stage; simply an idea that will
Games Master and the players to keep the GM’s dice help guide certain choices such as species and profession.
rolls secret. Think also of how you want to play. Long range combat?
Stealthy? Excelling in areas outside of combat? Make these
Creating a Character choices at this point.
A character is the player’s alter-ego, the one who risks
his or her life on feats of daring in the pursuit of justice, Party Composition
treasure, or something more nefarious while you sit back When playing with others in a group, it’s a good idea to
and eat heavily salted snack foods. Sabre characters can be co-ordinate with them to figure out the role your character
from a variety of species and professions, all of which can could fill to complement each other. It’ll help your design
be chosen and shaped by you. concept if we talk briefly about Professions here. A
A character in Sabre is defined by a series of different Profession guides what abilities and style of play your
elements that describe the character’s capabilities. These character will have. There are three categories:
elements are: • Warrior professions such as Soldier, Knight and
• Species: such as humans, elves and dwarves. Savage provide front-line melee and ranged
• Attributes: such as Strength or Intellect. capabilities, with the ability to wear the best armour
• Characteristics: things like Height, Movement speed, and generally have the most Hit Points. They’re less
Luck, and Hit Points. useful with out-of-combat tasks.
• Skills: A percentile score representing the level of • Rogue professions such as Thief, Ranger and
proficiency with a given ability, such as Acrobatics or Courtesan are lightly armoured, and rely on cunning,
Unarmed combat. The higher this number, the better stealth and agility to both avoid damage, and deal it.
you are. They’re more useful than warriors outside of combat.
Players begin with Common Skills which list fundamental • Magical professions such as Priest, Sorcerer and
abilities everyone shares and Professional Skills, Wizard are capable of summoning supernatural forces
representing training in specialised skills learned as part of to do their bidding. Some are good at protection, some
your Profession. Rolling dice against these skills is a core put out a lot of damage, while others do support, but
part of the system. all of them are capable of turning the tide of battle
We’ll take you through each of these elements as we through the use of their powers.
go, filling out the details step by step. Character creation If you need to combine abilities or want more flexibility,
in Sabre takes less than an hour, and once it’s all figured you can take a 2nd Profession. This opens up abilities from
out and the numbers written down, you’ll have all the another Profession, but also results in slower advancement.
information you need at your fingertips to ensure a smooth, Not only will you be spreading your experience across more
fast-playing experience. skills, new abilities cost more to acquire. We’ll go into the
concept of Accolades and Advancement later.
Round Down With a well-designed party, you can take on a wide variety
This is a good time to mention that when you have to of challenges.
divide a number, round down the result.
PART 1: CHARACTER CREATION 1
SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Step-By-Step Guide
Here’s a truncated list of the steps needed for players to 7. Attribute Bonus
make your character as quickly as possible. Note your Attribute Bonus for each Attribute in the
column just to the right of each on the Character Sheet. This
1. Character Concept will be a +1 at 10 in any Attribute, rising at +1 for every 2
Decide on the kind of character and style you want to Attribute points thereafter.
play. You’ll find a profession that suits your idea, and can Write this number in the Bonus (+) column for each skill
even combine two professions if you need to. related to that Attribute. So a Strength Attribute Bonus of +3
would be written in skills such as Unarmed, Intimidate and
Melee.
2. Species
There are many species to choose from in Sabre, each
with their own culture, background and specialties. Peruse 8. Critical Range
the list and decide which one fits your concept. The default Critical Range for each skill is 3. You can
write a ‘3’ in every column and manually calculate it on
the fly, or you can write down the ‘lower end’ of the Critical
3. Attributes Range. So a skill of 57 would have a range of 55-57.
Once you’ve figured out your character’s species,
allocate the base number for each attribute (each species
is different) and spread 18 Buff Points, with no more than 8 9. Background Events
per Attribute. Roll on the Background Events list a number of times
equal to the listed number for your Profession.
Note your Contact type down for future reference, and the
4. Characteristics bonus gained from that contact.
Go through each of the Characteristics and calculate their
values, which are based on your Attributes.
Damage Modifier, Healing Rate, Height and Weight, 10. Manoeuvres & Magic
Hit Points, Initiative Bonus, Luck Points, Maximum Lift, Pick 1 manoeuvre you qualify for, and if you have any
Reactions, Spirit, & Movement Rate. Magic skill, pick 2 spells too.

5. Profession 11. Philosophy


• Choose a Profession from the available options. Determine your character’s beliefs and motivations.
• Calculate your skill levels for each skill by taking the This is an aspirational concept, such as being Selfless,
Attribute for each one and doubling it (i.e. Strength of 10 will Benevolent, or Independent. It’s what guides your character’s
yield a score of 20 for Strength-based skills). decisions.
• Add the additional 25 points to skills on your
Profession’s skill list, for Professional, Common and any 12. Equipment
Resistance skills they have, as well as skills gained from Every character begins with a Starting Kit, which provides
your chosen species. a backpack, pouch, and a bunch of other gear. Buy any extra
• Choose from one of three Profession special abilities equipment you think you’ll need with your starting money,
and note down the bonus. such as armour, weapons or toolkits.
• Note your character’s starting money and any
equipment granted. 13. Calculate Threat Level
Determine your character’s Threat Level by following the
6. Age steps of the Threat Level Calculator, and note it down on the
Determine your character’s age category if you want to character sheet at the top. You’ll need to revisit this number
be younger or older than the standard (Adult). Characters of when your combat capabilities improve. This let’s the GM
young or old age will receive a bonus or penalty to your skill know just how powerful you are in combat, and can adjust
points, along with other benefits and drawbacks. the difficulty of the encounters accordingly.

14. Name your Character


It’s rather important. And you’re done! Go play!

2 PART 1: CHARACTER CREATION


SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

PART 1: CHARACTER CREATION 3


SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Attributes Attribute Level Descriptions


There are five basic attributes which form the core Score STR AGI CON INT CHA
of each character in Sabre, defining things like strength, <7 Puny Clumsy Sickly Simple Repulsive
intellect and personal magnetism in an easy to understand
7-8 Weak Ungainly Infirm Dull Ugly
form. Most importantly, Attribute values are the basis for
skills and other characteristics which detail a character’s 9-10 Average
capabilities. The Attributes are Strength (STR), Agility (AGI), 11-12 Burly Steady Fit Clever Pleasant
Constitution (CON), Intellect (INT) and Charisma (CHA). 13-15 Hardy Quick Healthy Smart Attractive
Each species has a baseline number of around 9, though
16-18 Strong Agile Tough Brilliant Alluring
they do vary from species to species. A score of 9 to 10 is
considered average for most species, with 18 and above 19+ Mighty Graceful Robust Genius Magnetic
being very exceptional and anything below 7 being well
below average. Attributes can be raised using Accolades,
Attribute Bonus
A major part of the system is the concept of the Attribute
although this is expensive and considered to be a late-game
Bonus. This is a number derived from the Attribute, which
sort of upgrade.
applies as a result bonus to all opposed skill checks related
to that Attribute. So, if your Strength is 19, your Melee skill
Strength (STR) will have an automatic +5% result bonus when grappling
STR denotes pure physical power and covers feats of
another character. You can also take the Skill Focus talent to
strength including how much a character can carry, and is
increase this bonus for a particular skill.
important when calculating their Damage Modifier. Strength
The Attribute Bonus is also used to determine many
directly affects the Maximum Lift score, which denotes how
characteristics, such as Damage Modifier and Luck Points
much a character can lift for brief periods of time.
(as noted above). To determine the Attribute Bonus for each
Attribute, check the table below.
Agility (AGI)
Manual dexterity, balance and the speed of one’s reflexes Attribute Bonus
are represented by AGI. Characters with a high AGI score are 10-11 +1
better able to avoid being hit. A high AGI score is valuable 12-13 +2
when calculating Reactions, which determine how many
times you can protect yourself in battle, as well as the 14-15 +3
Initiative Bonus of your character. 16-17 +4
18-19 +5
Constitution (CON) Every +2 +1
Constitution represents the resilience and health of the
character. A high Constitution score results in a character Characteristics
being more resilient to damage and less susceptible In addition to Attributes, each Sabre character also has
to disease, poison, and fatigue. Constitution is used to a set of Characteristics based on their Attribute scores that
determine Hit Points and a character’s Healing Rate. cover important game factors such as Damage Modifier, Hit
Points, Luck Points, Spirit Points and Initiative Bonus.
Intellect (INT)
Intellect measures the strength of a character’s mind, Damage Modifier
representing spirit, intuition and mental resolve as well as This Characteristic represents the effect of strength
memory and speed of thought. It determines the number on your physical attacks, and on other activities requiring
of skills and spells you can learn, as well as a character’s strength checks such as breaking objects. It is an important
maximum Spirit Points, used to enhance one’s abilities Characteristic for characters intending to fight in physical
where a character needs to give their all to succeed. combat, be it melee or with ranged weapon that rely
on strength. Damage Modifier is equal to your Strength
Charisma (CHA) Attribute Bonus.
Charisma is the measure of personal magnetism, charm,
influence and luck, but not general physical attractiveness Healing Rate
(how a character appears physically is up to the player). The rate at which a character’s wounds heal naturally is
Some people with unpleasant appearances can have the represented by the Healing Rate, which is equal to 1 plus
heart and soul of a poet. Charisma determines a character’s your Constitution Attribute Bonus. This number also dictates
Luck Points, that indefinable ability to have events swing in the rate at which Natural Armour regenerates with each 8
your favour. hour rest.
4 PART 1: CHARACTER CREATION
SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Hit Points Spirit Points


Hit Points is a direct measurement of the body’s ability Spirit is a function of willpower and mental strength,
to withstand physical punishment. Hit Points are equal and in Sabre, this is a resource to be channeled into
to your Constitution Attribute plus your Constitution extraordinary effects such as Magic or Manoeuvres. A
Attribute bonus. You can gain Hit Points by increasing your character’s Spirit Points are equal to 5 plus your Intellect
Constitution and your Profession’s Primary skill. If Hit Points Attribute Bonus. You recover this amount in full after 8
fall to 0, you typically fall unconscious and start to bleed. If hours of rest. You can increase Spirit Points by increasing
Hit Points fall to -20, you’re very likely to die. your Intellect Attribute, or raising your Resolve skill.

Initiative Bonus Age


Initiative is a measurement of the response time for Most characters are Adult age by default, but you can
character in Sabre, and determines the order in which the also begin with an Old or Young character. Older characters
party acts during a battle. Initiative is determined by rolling have more experience at the start, but their bodies are a
1d20, and adding your Agility Attribute Bonus to the result. little weaker. Young characters have much less experience
The highest result goes first. and less strength, but learn faster.

Luck Points Young Age Bonuses & Penalties


Luck can influence the outcome of a character’s actions, • -5 Points to every skill.
allowing a player to re-roll dice, along with several other • -2 Strength.
uses. The number of Luck Points you begin a session with • The cost of learning any new ability is reduced by 1
are equal to your Charisma Attribute Bonus. Once depleted, Accolade, or 100cr and 1 day of learning time.
your reserve of Luck Points won’t be replenished until your • Their Height and Weight are halved. This may take them
next game session. below 110cm (3’3”) giving them the Small trait.

Old Age Bonuses & Penalties


Maximum Lift • +5 Points to every skill.
How much you can lift and briefly move around is • Gain 2 new abilities of your choice.
dictated by your Maximum Lift characteristic, calculated • -2 Constitution.
by your Strength x10 in kg (STR x20 in pounds). Typically, • The cost of learning any new ability is increased by 1
you can carry things up to your STR+CON score (See the Accolade, or 100cr and 1 day of learning time.
Encumbrance section), but your Max Lift is for a short burst
of exertion, such as lifting a tree off a fallen ally, or dragging Corvid/Escardi/Human/Raelani/Saerid Age Table
an injured friend to safety. Category Age
Young 11-16
Movement Adult 17-39
This represents the distance a character can move at
different levels of the game. In other words, a human who Old 40-60
has a speed score of 6 can move 6 squares during the six Maximum 110 years
second combat round. This is a steady, measured rate of Celestrel/Daemon/Dwarf/Feylin/Half-human Table
movement appropriate for combat, not the full movement
that a character can achieve, which is at least twice this
Category Age
figure, sometimes more if the character is using something Young 15-29
such as the Sprint manoeuvre. Adult 30-59
The number differs between species and isn’t based Old 60-100
on any of your Attributes. Movement is affected by
Encumbrance, and the amount of armour worn. Maximum 160 years
Highborn Elf/Dragon Elf/Forest Elf/Nymph Age Table
Reactions Category Age
Reactions are used to perform specific actions in
Young 30-49
response to something else happening, such as defending
yourself from attack, or attacking a character moving away Adult 50-99
from you. Your character has a number of Reactions equal Old 100-150
to your Agility Attribute Bonus plus 1. Your Reactions are
Maximum 225 years
replenished at the start of your turn.
PART 1: CHARACTER CREATION 5
SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Species Species Bonuses


Species have a number of statistics and unique bonuses
The species available in Sabre provide a diversity of
capabilities, cultures and history, all of which lends itself to that set them apart from others:
ensuring your character is as unique as you want it to be. Skill Affinity
The cultures of different species have an affinity with
Available Species different skills. When adding skill points in your Profession,
Celestrel: Angelic heritage, charming people with natural you can consider these skills to be on the list too, so
healing ability and few flaws. they get the 25 points just like other skills on the list. If a
Profession already has one of these skills, don’t add it a
Corvid: Highly agile birds of roughly 1 metre (3 feet) in second time, but the skill does gain +2 Critical Range.
height, excellent problem solvers, but physically weak.
Languages
Daemon: Demonic heritage, with a love for carnage, All species have an understanding of their own culture,
bonus to manipulate others and an affinity for violence. and can speak and read their native language in addition to
the Common Tongue of society.
Dragon Elf: Fire resistant and stealthy. Incredible night Characteristics
vision, terrible during the day. This includes things such as eye and hair colour, their
minimum and maximum height and weight, and their
Dwarf: Robust, stocky people of below average height. Movement rate. The term ‘squares’ is used throughout
the system, which can represent either metres or yards,
Escardi: Large, strong people able to wield huge weapons depending on the measurement system you’re using.
with ease. Lacking in agility and grace.
Special Traits
Feylin: Half elf, half Raelani. Fast and double-jointed. Very This is a list of the special benefits and penalties the
quick on their feet, although not especially strong. species gains, usually unique to that particular species.

Forest Elf: Cousins of the Highborn elves. Foresters with Attributes


excellent senses and agility, though somewhat delicate. Each character receives Buff Points, which are directly
added on a 1-to-1 basis onto the baseline Attribute numbers
Half-human: Offspring of human and non-human species, listed with each species. 18 is the standard number of Buff
very flexible special traits but ordinary in other respects. Points, but it could be higher or lower as per the whims of
your GM. You can add up to 8 Buff Points to one Attribute.
Highborn Elf: Cerebral students of magic, very intelligent The higher your starting Attributes, the higher your
at the cost of their health. characteristics will be and the higher your baseline starting
skills. The system is nicely balanced with 18 Buff Points so
Human: Extremely flexible in terms of skills, advances I recommend the standard amount, but if you have fewer
faster than other species. players and want to make them individually more powerful,
consider higher starting numbers.
Nymph: Long-lived fey women with natural charm and Species have varying capabilities. Humans are
boundless charisma. considered the baseline, with no Attribute modifiers, while
just about every other species has a bonus to one and a
Raelani: Small, agile and strong-willed species with penalty to another, denoting a strength or weakness in a
natural magic skill. Slow and very weak. given Attribute. You’ll see this on a species’ Attribute table,
where a higher than average starting value is green and a
Saerid: Insect-like humanoids, naturally armoured and lower one is red.
resilient but unable to wear armour. Their alien nature makes
it harder to understand and relate to them. Buff Points Table
Character Power Points
Weak 14
Standard 18
Generous 22
Ridiculous 26

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SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Celestrel
Humans or other species who have been a vessel for a
powerful celestial being often produce special offspring,
blessed with abilities from their otherworldly heritage. Some
say Celestrels have ways of speaking directly with celestial
entities, and consider them to be a direct line to their
deities.
At their core, these people are simply gifted with abilities
which can alter the course of their lives for good or bad.
Ultimately, it is up to the individual how to best use their
gifts. Species known to have celestial heritage are;
• Dragon Elves
• Dwarves
• Escardi
• Feylin
• Forest elves
• Highborn elves
• Human

Appearance
Pale hair and golden eyes are common physical features
of Celestrels, regardless of their other racial traits such
as skin colour, height and weight. Their features are fine
and beautiful, and even the most plain-looking Celestrel is
eye-catching to some degree.
Dwarven Celestrels tend to be taller than their parents,
and while lacking the robust health of their species, their
charm and grace make up for this. Escardi Celestrel tend
to be a little smaller than their gigantic parents and lack
their heavy frame, but keep some aspect of their parent’s
tremendous physique.

Culture
Celestrels of any species blend well into society, often finding favour for their innate talent and charm. Religions always
try to attract newly discovered Celestrels to their flock, believing they have the favour of the gods. They tend to stand out in
any crowd for their amazing looks and easy-going nature, and tend to ‘fall upward’ into positions of authority and leadership
where given the opportunity.

Sample Names
This species takes their names from their parent species.
Attribute Score Species Characteristics Skill Affinity
Strength (STR) 9 Move 6 squares on foot Insight
Agility (AGI) 9 Height 140 to 210cm (4'7" to 6'10") Influence
Constitution (CON) 9 Weight 50 to 120kg (110 to 264lb) Languages
Intellect (INT) 9 Hair Blond, White-Blond, Gold Common Tongue
Charisma (CHA) 11 Eyes Gold Celestial

Special Traits
Mortal Parents Choose 1 special trait from your parent species.
Gifted You have no negative Attribute penalties.
Lay on Hands As an action, you may spend 1 Spirit Point to heal 1d4 Hit Points to anyone you touch.

PART 1: CHARACTER CREATION 7


SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Corvid
Once thought to have been ordinary birds, this species
was magically enhanced long ago by ancient powers to
be their scouts, companions and messengers. Although
the species that created them has long since passed from
memory, flocks of these large birds have bred true over
the centuries and can be seen mingling with regular crows
and ravens, or even walking down the street as any other
species might.

Appearance
Corvids are twice the size of their less exceptional
cousins, measuring up to a metre in height (3’). They
have four arms, tipped with claws that function as well
as hands, including opposable thumbs. Their forearms
are covered in feathers and used for flight, though the
structure of their wings is more elaborate than other birds.
Their rear hands are used to walk around on while on
the ground, but while in flight they are free to use objects,
grab things on daring fly-bys or utilise equipment and
weapons with just as much precision as their forearms.
Male feathers tend to be black or dark blue with tiny
specks of various colour on their tips. Females have much
more elaborate plumage, particularly around their eyes
and the rear of their wings, with any colour of the rainbow
possible.

Culture
Corvids cluster in large groups, sometimes called a
‘murder’ (a phrase they generally detest) but have acquired
a taste for civilisation since their alteration from mere animals. In most respects, they blend in to human society as well as
any other species, though they do prefer their own kind where possible. Corvids who eschew the vestiges of a civilised life
prefer mountains, towers and other homes at altitude, much like their smaller cousins.

Sample Names
Male: Bekus, Dima, Galas, Jakka, Keah, Sark, Silas, Soar. Female: Aura, Beka, Cheri, Hart, Jacey, Lael, Tria, Trillian

Attribute Score Species Characteristics Skill Affinity


Strength (STR) 5 Move 4 sq on foot, 12 when flying Mechanisms
Agility (AGI) 11 Height 70 to 100cm (2'3" to 3'3") Perception
Constitution (CON) 9 Weight 20 to 40kg (44 to 88lb) Languages
Intellect (INT) 9 Hair Black, Dark blue, Purple Common Tongue
Charisma (CHA) 9 Eyes Any colour Corvid
Special Traits
Sharp-Eyed Gain a +5% Perception skill result bonus. Mechanisms & Perception skills gain +2 Critical Range.
Small -2 Strength, but gain a +5% result bonus to the Evade and Stealth skills. Your maximum weapon size is
Small, but Medium weapons can be used two-handed.
Beak & Talons Your Unarmed beak & talons attack deals a baseline 1d4 Pierce damage, but this attack doesn’t benefit
from unarmed weapons.
Wings Fly at Movement 12 while Unburdened. You can treat your claws as hands while in the air to use objects.

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SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Daemon
Humanoid creatures who have been a vessel for a
powerful demonic being often produce special offspring,
imbued with abilities from their otherworldly heritage.
Often, the vessel for these entities was in fact
possessed, thus producing an afflicted child without
consent. Such individuals are called daemons (DAY-mon),
who possess a dark desire to deal harm to others, which
also makes them quite intimidating to deal with.

Appearance
Dark hair and red eyes are typical physical features of
daemons, and in some cases their eyes are completely
black. Their features vary as much as their original
heritage, though many have a sinister or twisted bent to
their expression which mar their appearance.
Such people share only a few traits of their mortal
parent, with the dominant power of the fallen celestial
being altering them beyond their usual stock, often giving
them greater health, height and charm.
Species known to have been subjected to demonic
possession in their past are;
• Dragon Elves
• Dwarves
• Escardi
• Feylin
• Forest elves
• Highborn elves
• Human
Culture
Daemons are alternately feared and respected throughout civilised lands, with religions either persecuting or worshipping
them, as is appropriate for a particular faith. Ultimately, a daemon has free will just like any other mortal and as such, are
not inherently evil – they are very much the result of their upbringing however, so individuals vary greatly in personality and
philosophy. Some have difficulty grappling the nature of their existence, whereas others embrace the power flowing within
them.

Sample Names
This species takes their names from their parent species.
Attribute Score Species Characteristics Skill Affinity
Strength (STR) 9 Move 6 squares on foot Insight
Agility (AGI) 9 Height 140 to 210cm (4'7" to 6'10") Intimidate
Constitution (CON) 9 Weight 50 to 120kg (110 to 264lb) Languages
Intellect (INT) 9 Hair Red, Auburn, Black Common Tongue
Charisma (CHA) 11 Eyes Red Infernal
Special Traits
Mortal Parents Choose 1 special trait from your parent species.
Dark Heart Whenever you deal damage, add +1 to the result.
Intimidating You gain +5% to Intimidate skill results and +2 Critical Range.

PART 1: CHARACTER CREATION 9


SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Dragon Elf
Once a part of ancient elven society, the schism which
tore their culture apart forced many to seek shelter deep
underground from their enemies. This group of refugees
encountered a powerful and ancient dragon, who was also
seeking to hide from his enemies in the lands above.
An accord was struck, where they would work together
to not only survive, but thrive in the dark spaces beneath
the surface. Over time, the dragon’s influence grew and
become not unlike a god to the benighted elves. They
began to change, exhibiting more draconic traits over the
generations as they left their elven heritage behind.
These are the dragon elves.

Appearance
Nearly two millennia of lightless existence have bred a
strong streak of albinism into these people, thus white hair
and skin with pink eyes are very common.
Pale blond hair along with violet, red or amber eyes is
also still seen amongst their people. In other respects,
they share the fine features of their distant surface
cousins. Most exhibit faint scales covering their skin and
slitted pupils that resemble that of a dragon.

Culture
Dragon elf culture is built around worship of their
dragon god and the prominence of service to the
community, with everyone of age required to serve society
for two years in some capacity. They are led by the High
Cleric (with final say in all important matters), and the
Grand Marshal who controls the military.
Their subterranean cities are protected by well-designed defences,
with overlapping arcs for archers and spellcasters, learned through centuries of fighting the denizens of the underworld.
They don’t often visit the surface, finding the open sky disconcerting to say the least, but when they do, they find the surface
civilisations undisciplined and decadent. Dragons are welcome in their society, and although few of them care to live in their
cities, they are always treated with great reverence when they visit.

Sample Names
Male: Bain, Drake, Falken, Gaige, Kadir, Raiden, Taavi. Female: Bahar, Dalai, Kaija, Qiani, Rahel, Raine, Talia
Attribute Score Species Characteristics Skill Affinity
Strength (STR) 11 Move 6 squares on foot Navigation (Subterranean)
Agility (AGI) 9 Height 140 to 170cm (4'7" to 5'7") Stealth
Constitution (CON) 7 Weight 50 to 80kg (110 to 175lb) Languages
Intellect (INT) 9 Hair Blond, White-Blond, White Common Tongue
Charisma (CHA) 9 Eyes Pink, Red, Amber, Violet Dracar
Special Traits
Dragon Heritage Ignore the effects of the Burn damage trait, and gain +5% result bonus on skill checks against dragons.
Stealthy You gain +5% to successful Stealth results and +2 Critical Range.
Dark Vision See normally to 20 squares at night, & Perception checks gain a +10% result bonus.
Lose your entire Perception result bonus in daylight.

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Dwarf
The species of dwarves is thought to be distantly
related to humans, but they adapted to tunnels and
underground environments after spending much of the
past two millennia mining and digging into the earth.
Rough and cramped conditions favoured the shortest
and hardiest, which created a downward trend in the
height of this sturdy species over many long years.
Dwarves are tough, with a passion for crafting and
commerce, and are experts at navigating underground.

Appearance
Dwarves rarely pass 130cm (4’) in height, and tend
to be stocky of build with fair skin. Hair colour varies
between light and dark brown, red, and very rarely blond.
Eyes are typically green, brown or amber in colour, though
blue is not outside the bounds of possibility.
The men have a long tradition of maintaining beards
in a wide variety of styles, though there are some who
prefer to go clean-shaven. These deranged anarchists are
typically shunned from mainstream dwarven society in
favour of proper, full-bearded dwarves, who are obviously
not ashamed of their people’s heritage

Culture
Dwarven society is clan-based, with the head of each
clan a king in his own right. Female leaders are rare
but not unheard of, if they are politically strong enough
to upend centuries of male tradition. The clan leaders
choose a Thane, or a king of kings to rule the nation, but
only at the sufferance of the clans.
Mining and smithing are the most popular fields of labour, with dwarven craftsmen in high demand for their expertise
with the forge. The knowledge to work this and other rare metals is most common amongst dwarven artisans, who carry on
ancient traditions even when there seems to be little profit in doing so.
Dwarves prize knowledge, both of smithing and of commerce, and store away their treasures (both material and less
tangible types) in vast underground cities beyond the sight of surface dwellers.

Sample Names
Male: Connor, Dugal, Frazer, Gordon, Jaime, Jock, Lachlan. Female: Aileen, Bonnie, Cait, Elise, Kenzy, Lexi, Sloane
Attribute Score Species Characteristics Skill Affinity
Strength (STR) 9 Move 5 squares on foot Endurance
Agility (AGI) 9 Height 110 to 140cm (3'7" to 4'7") Craft (Any)
Constitution (CON) 11 Weight 50 to 90kg (110 to 200lb) Languages
Intellect (INT) 9 Hair Red, Auburn, Brown, Black Common Tongue
Charisma (CHA) 7 Eyes Blue, Green, Brown Dwarven
Special Traits
Night Sight Allows you to see normally in night-time conditions out to 20 squares.
Hardy Gain +5% Endurance skill results, & +1 Natural AP. When you gain Hit Points from your Primary
Profession skill at 70%, 90% and 99%, gain an additional +1 Hit Points at each stage.
Crafty Choose one General Talent you meet the requirements for, & all Craft skills gain +2 Critical Range.
You automatically search for hidden doors.
PART 1: CHARACTER CREATION 11
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Escardi
The Escardi are survivors of a lost civilisation - their
name translates to “not dead” (es’card), or “survivors”. The
advanced culture they used to live in has long vanished
from the world, and those remaining are tough, resilient and
capable of living on the fringes of society where others fear
to tread.

Appearance
Escardi are essentially human in appearance, but tower
above other species. They often reach two and a half metres
(8’2”) in height and their legs are thick and bony, allowing
them to carry their bulk with ease.
They carry a great deal of muscle on their heavy frames
and two hearts beat within their chests, giving them speed
and endurance free of the ungainly gait some oversized
humans sometimes exhibit.
Most notably, an Escardi’s arms and hands are long and
thick, able to wield tools and weapons much larger than
other species can manage. Their skin tends to be olive to
dark in complexion, a legacy of their original hot, sun-baked
home.

Culture
To call Escardi society barbaric isn’t accurate; while it
can be rough, there is order in the perceived chaos. Young
men and women often challenge rivals for the affection of
desirable mates, leading to a test of strength which prompts
entire villages to stop what they’re doing to watch.
Wrestling, boxing or throwing heavy objects over long distances are common ways to show one’s strength.
Escardi live up to their tough appearance, for they have learned to survive in the harshest environments and this knowledge is
passed down through the generations, as well as stories and legends from their distant pass when they were more than just a
primitive tribal people.

Sample Names
Male: Brok, Carthack, Klarr, Ovis, Parik, Sarnak, Sawl. Female: Aeris, Iswyn, Jenovia, Kiara, Nia, Rosyn, Sech, Tris.

Attribute Score Species Characteristics Skill Affinity


Strength (STR) 11 Move 6 squares on foot Survival
Agility (AGI) 7 Height 250 to 264cm (8'2" to 8’8”) Unarmed
Constitution (CON) 9 Weight 80 to 180kg (175 to 400lb) Languages
Intellect (INT) 9 Hair Black, Brown, Blue-Black Common Tongue
Charisma (CHA) 9 Eyes Violet, Blue, Amber, Green Escar
Special Traits
Mighty Gain +4 DR vs Internal damage and a +5% Unarmed skill result bonus.
Massive Add your Strength Attribute Bonus to your Hit Points.
Hot Blooded Ignore the effects of the Freeze damage trait and take half damage from Exposure effects.
Huge You are at least 250cm (8’2”) in height. Your arms and hands are larger than average, able to effectively
use two-handed melee weapons in one hand, so long as they don’t have the ‘longreach’ property, and
you can wield Colossal weapons two-handed. Can use Setup weapons without setting up.
12 PART 1: CHARACTER CREATION
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Feylin
Feylin are a rare cross between elves and Raelani, a
curious mix that produces beautiful, agile and delicate
offspring who are naturally double-jointed, able to perform
remarkable feats of acrobatics even as a child. This rare
crossbreed usually takes place between a female elf and
male Raelani.
First generation Feylin are typically loners, as is
commonly the case with half-breeds, but since Feylin can
breed true with each other (and quite prolifically so in some
cases), second and third generation Feylin have actually
started to create their own societies and develop their own
unique racial identity.

Appearance
A typical Feylin reaches no more than one and a half
metres in height (4’11”), with a very slight frame. Their
movements are flowing and graceful, and acrobatics come
to them naturally. Eye colours range from amber, to green
and vivid blue. Hair can be just about any colour, but tends
to be white-blonde or auburn.
Their faces tend to be a blend of an elf’s features
combined with the cheekiness of a Raelani in equal
measure. Their ears appear to be oversized and pointy,
almost as if someone attached an elf’s ears to a Raelani on
purpose.

Culture
Like most half-cast individuals, first-generation Feylin
lack a true culture of their own and tend to either stay with
their Raelani or elven parent and adopt theirs. Those who are part of larger Feylin communities have even built villages to
make their own lives, adopting a blend of Raelani and elf customs to guide their society.

Sample Names
This species takes their names from one of their parent species, in this case elvish or Raelani.

Attribute Score Species Characteristics Skill Affinity


Strength (STR) 9 Move 8 squares on foot Evade
Agility (AGI) 11 Height 120 to 150cm (3'11” to 4'11") Acrobatics
Constitution (CON) 7 Weight 30 to 60kg (66 to 132lb) Languages
Intellect (INT) 9 Scales Blond, White-Blond, Auburn Common Tongue
Charisma (CHA) 9 Eyes Blue, Amber, Green Elvish and Raelani

Special Traits
Low-Light Vision Allows you to see normally in dim conditions out to 20 squares.
Double-Jointed Add +5% to your successful Evade skill roll results while in light or no armour, and to avoid or break out
of being restrained or pinned.
Acrobat Gain the Free Running Acrobatic manoeuvre for free.
Fast Your base Movement is 8 squares, as noted above.

PART 1: CHARACTER CREATION 13


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Forest Elf
Thousands of years ago, the elven species was unified
and achieved wonders which have all but vanished from
the world. Then, a great calamity befell them, resulting in
a splintering of their once-great nation. Many of the elves
charged with maintaining the forests and hunting for food
fled the calamity, forming their own nation amongst the
towering trees of the forests in the west.
Here, they protect the last vestiges of ancient forests
from encroachment by other species seeking to plunder the
resources within.

Appearance
Forest elves have grown tall and thin in the wild spaces
of their homeland. Their hair can be blond, honey or red in
colour, while eyes are more often than not green, though
yellow and blue are not entirely rare. Their skin tends to be
well-tanned though many of them retain the fair skin of their
ancestors.
Forest elves move with grace and poise, with each step
flowing into the next with inhuman precision.

Culture
Forest elves are free spirits who like nothing more than
being out in nature. They prize hunting, dance, craft and
other refined activities, carrying on ancient traditions from
millennia ago, including archery, which is taught to all
members of society. They are usually led by a king or queen,
who is advised by a counsel of wise elders.
Most forest elf abodes reside in or around the trees,
where they are safe from predators and able to keep a close eye on their surroundings. Indeed, their major cities (what
few of them exist) are a cluster of elegant, organic buildings connected by ramps that often extend high into the canopy.
Away from their agrarian civilisations, the rangers and druids in their ranks patrol the borders, practically invisible
amongst the forest as they watch for hostile activity. These people are held in high esteem within forest elf society, for it
is they who defend the forest against incursions and maintain the forests.

Sample Names
Male: Aiwyn, Calin, Ehlar, Kyrin, Sidra, Theodryn, Vamyr. Female: Chasi, Cythrel, Farryn, Lorna, Mayla, Saida, Yana.
Attribute Score Species Characteristics Skill Affinity
Strength (STR) 9 Move 6 squares on foot Archery
Agility (AGI) 11 Height 160 to 190cm (5'3" to 6'3") Perception
Constitution (CON) 7 Weight 40 to 80kg (88 to 175lb) Languages
Intellect (INT) 9 Hair Blond, Brown, Silver, Purple Common Tongue
Charisma (CHA) 9 Eyes Blue, Green, White, Violet Elvish

Special Traits
Low-Light Vision Allows you to see normally in dim conditions out to 20 squares.
Sharp Eyed You gain +5% to Perception skill results and +2 Critical Range..
Elven Grace Ignore movement penalties from difficult terrain.

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Half-Human
When a human and another compatible species love
each other very much, the resulting offspring bears traits
blended from both species in a way that is difficult to
predict. These Species are able to successfully pair with
human, and grant an Attribute bonus based on theirs;
• Dragon Elves (+1 Strength)
• Dwarves (+1 Constitution)
• Escardi (+1 Strength)
• Feylin (+1 Agility)
• Forest elves (+1 Agility)
• Highborn elves (+1 Intellect)
Other species are either incompatible, or bear no special
traits beyond that of a regular human.

Appearance
Half-humans bear a mix of physical features from both of
their parents, including odd combinations such as dark skin,
red hair and violet eyes.
Their height varies from 140cm (4’7”) for a half-feylin, to
around 220cm (7’2”) for a half-escardi. Choose traits from
either human or your other parent’s species as desired.

Culture
Various cultures respond differently to half-cast children
in their midst, with some being less tolerant than
others. Feylin are fully accepting, given their unique and
well-travelled nature and often joke about how many
different racial stocks they can pack into one person.
Dwarves are dubious about the resilience of any mixed
heritage children, but are otherwise accepting of all.
Elves tend to be far less accepting, as they often think of humanity as crude and barbaric (not without good reason). As
such, half-elves tend to be shunned from their communities, though there are exceptions. Thus, half-humans are a culture
of their own, each as an individual striving to find their place in a world that is rarely accepting of their nature. They often
become nomadic, constantly searching for a place to belong and as such, learn a great deal about language and other
cultures along the way.

Sample Names
This species takes their names from their parent species.
Attribute Score Species Characteristics Skill Affinity
Strength (STR) 9 Move 6 squares on foot Navigation (Any)
Agility (AGI) 9 Height 100 to 220cm (3'3" to 7'2") Choose Any Non-Restricted Skill
Constitution (CON) 9 Weight 40 to 100kg (88 to 220lb) Languages
Intellect (INT) 9 Scales Blond, Red, Auburn, Brown Common Tongue
Charisma (CHA) 9 Eyes Blue, Green, Brown Any 2 other languages

Special Traits
Half-Cast Choose 1 Special Trait from your non-human parent’s species.
Talented Choose one Talent whose prerequisites you meet.
Heritage Gain +1 to an Attribute based on the non-human parent’s species.

PART 1: CHARACTER CREATION 15


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Highborn Elf
Thousands of years ago, when the elven species was
still unified, a portion of their society were dedicated to
academic pursuits, the advancement of magic, science and
general knowledge about the cosmos.
These were the Highborn Elves, custodians of magic and
librarians of their great centres of knowledge. Chosen from
the best and brightest of the population, in the centuries
since elven society fractured, they have grown to master
many of the magics stored within their austere walls.

Appearance
Highborn elves are typically shorter and weaker than their
forest cousins, but their mental faculties are sharpened to a
fine edge. Hair colour tends to be darker hues of red, brown
and black, and they tend to turn grey much younger than
other species.
Their eye colour is typically blue, green or amber, and their
features are refined and urbane.

Culture
Highborn elves are renowned for their arrogance and they
can be quite intimidating when dealing with them in person.
Knowledge and intelligence is prized above any other ability
in Highborn society, and those with obvious talent for magic
rise to the highest of masters.
Those who do not exhibit such skills are relegated to
lesser tasks required by their ancient society, such as
administrative and agricultural tasks. All of their people are
trained to meditate and channel their mental strength, and their
university is charged with ensuring every member of society can contribute to the cause of knowledge to some degree.
Like their forest cousins, Highborn elf society follows a King or Queen advised by a council of their most esteemed
academics. Safeguarding their city is of paramount concern, and all tasks are focused upon maintaining the libraries and
fending off those who would plunder their treasures. They have an extensive repertoire of ancient magic to call upon,
including powerful magical constructs with which to both fight their enemies, and work in the fields.

Sample Names
Male: Daras, Ermon, Calin, Jai, Tarran, Lomir, Halaris. Female: Alina, Anari, Gwynne, Jun, Lea, Neve, Savis, Xari, Ysin.

Attribute Score Species Characteristics Skill Affinity


Strength (STR) 9 Move 6 squares on foot Resolve
Agility (AGI) 9 Height 130 to 160cm (4'3" to 5'3") Knowledge (Any)
Constitution (CON) 7 Weight 40 to 80kg (88 to 175lb) Languages
Intellect (INT) 11 Hair Blond, Brown, Silver, Purple Common Tongue
Charisma (CHA) 9 Eyes Blue, Green, White, Violet Elven

Special Traits
Low-Light Vision Allows you to see normally in dim conditions out to 20 squares.
Disciplined You gain +5% to Resolve skill results and +2 Critical Range.
Powerful Mind You are immune to magic that gives you the Charmed, Dazed or Unconscious conditions.

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Human
Of all the species, humans are the most flexible, the
most adaptable, and the most ambitious, making full use of
their relatively limited lifespans to achieve greatness other
species never manage.
While the older species stick with their ancient traditions
and simply maintain their existence, the young human
species is full of drive and a lust for achievement, seeking to
make their mark upon the world.

Appearance
Humans can vary greatly in appearance, with numerous
sub-cultures each featuring diverse skin, hair and eye
colours. But typically, humans have brown, red or blond hair
and their eye colours range from brown, green and blue.
Their body types are the most diverse of all species too.
A typical human average in height is around 170cm, but
they can be as short as 140cm (4’7”) and as tall as 210cm
(6’11”). Weight also varies greatly, with slender people
weighing only 50kg (110lbs), all the way up to heavy-set
individuals weighing in at over 120kg (265lbs) or even more.

Culture
Human cultures are often led by a king or queen, aided
in this task by the nobility who see to the day-to-day
functionality of the realm while common folk go about the
business of producing goods and living their lives. Women
never used to be allowed to participate in mainstream
society beyond the raising of children and the running of
households, but after long wars, the loss of men has allowed
the role of women to flourish in many human societies.
It has been said that out of chaos comes order, and as a human society evolves, new laws and traditions are created
to foster peace and prosperity in the community. Thus, a frontier settlement is far less civilised than a human city, though
this does not often equate to a less violent society – the rules of a primitive village can be just as binding and important
as the legal system within a vast kingdom.

Sample Names
Male: Ben, David, Eustace, Harris, James, Robert, Tomas. Female: Alice, Eileen, Jenna, Laura, Miranda, Ophelia.

Attribute Score Species Characteristics Skill Affinity


Strength (STR) 9 Move 6 squares on foot Choose Any Common Skill
Agility (AGI) 9 Height 140 to 210cm (4'7" to 6'10") Choose Any Non-Restricted Skill
Constitution (CON) 9 Weight 50 to 120kg (110 to 264lb) Languages
Intellect (INT) 9 Hair Blond, Brown, Red, Auburn Common Tongue
Charisma (CHA) 9 Eyes Blue, Green or Brown

Special Traits
Clever One of your skills gains +2 to its Critical Range.
Talented Choose one Talent whose prerequisites you meet.
Ambitious The cost of learning any new ability is reduced by 1 Accolade, or 100sp and 1 day of learning time.

PART 1: CHARACTER CREATION 17


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Nymph
A close relative of the fabled nymphs of legend, this is a
species of beautiful, charming and seductive women who
hail from ancient forests, where they curate and maintain
sacred groves that are the source of their power, unchanging
in appearance over many long years.

Appearance
Nymphs stand roughly the same height as a human, but
their limbs are slender and more elongated. Their hair is
usually blond or auburn in colour, and their skin is smooth
and fair, lacking any blemishes.
A nymph’s eyes are a bright blue, green or yellow, and
although their piercing gaze isn’t as powerful as their wild
cousins, it is alluring nonetheless.
A pair of translucent wings sprout from their back, a
legacy from their fey heritage. Their most striking feature is
their mantle, a garment of magical cloth from their sacred
grove they are bonded with. It provides protection and a
little modesty, and can be shaped to appear as any kind of
clothing the nymph desires.

Culture
This is a species of only females, with no evidence there
were ever male nymphs. The children of nymphs are always
nymphs, regardless of the male parent’s species.
The difference between true nymphs and these, their
close cousins, was the choice to leave the proximity of their
magical groves to explore. They still delight in woodland
environments, but they are not bound to them
like true nymphs. Although not terribly bright, nymphs
go through life with things falling in their favour more often than not, and are welcome in all levels of society.
Nymphs are born mature and don’t show signs of ageing over their life. They can feel the end of their natural lives
approaching, and will either return to their grove to become one with nature, or resign themselves to fate and wander out
into the nearest field, becoming a beautiful statue of petrified wood to mark their passing.

Sample Names
Female: Arielianis, Coralina, Halonis, Iolanthia, Jemenis, Llanari, Nyssari, Shalentha, Xarali, Zirineli.
Attribute Score Species Characteristics Skill Affinity
Strength (STR) 9 Move 7 squares on foot, 4 flying Charms
Agility (AGI) 9 Height 150 to 180cm (4'9" to 5'9") Seduction
Constitution (CON) 9 Weight 40 to 70kg (88 to 155lb) Languages
Intellect (INT) 7 Scales Blond, Auburn Common Tongue
Charisma (CHA) 11 Eyes Blue, Green or Yellow Woodland
Special Traits
Wings You have a set of translucent wings, and can fly at Movement 4 while Unburdened.
Mantle You are unable to wear armour or clothes, but you are bonded with a mantle of magical cloth that you
may shape at will. It cannot be taken from you, and regenerates lost AP as if it were your own. It grants
you +2 Natural Armour, and can be increased in power through talents.
Ageless You don’t suffer Attribute point loss from the Old age group.
Temptress You gain +5% to successful Seduction and Influence results.
18 PART 1: CHARACTER CREATION
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Raelani
Descended from the fey creatures of the forest, the
Raelani are a quaint, polite species that developed their
own distinct culture when their simple, ancient society
was pushed back by the advance of human civilisation
thousands of years ago.
Other cultures consider the Raelani to be an incredibly
lucky species, prompting the phrase ‘the luck of the Raelani’
whenever one of the little folk falls backward into a small
fortune.

Appearance
Raelani are one of the smallest species, barely able to
reach a metre (3’) in height. Their hair varies wildly, with red,
auburn, blond, honey, brown and even green hair possible.
Eye colours include blue, green, brown, amber and violet,
and their body types vary almost as much as humanity, but
they generally weigh no less than 30kg (66lb), and rarely
more than 50kg (110lb).
Their eyes are large and their noses tend to match,
and their ears are pointed, though this feature isn’t as
pronounced as their distant elven cousins.

Culture
All Raelani for the past thousand years have grown up
on small islands of some sort, so sailors are quite common
in the population. Indeed, many Raelani serve for a year in
the navy when old enough. In many other respects, Raelani
culture mirrors the best of humanity, with the old burrow
homes almost relegated to history in
favour of modern villages and towns, ruled by a King or Queen.
They are an amiable and decent people who enjoy working
in the fields, gardening, or falling asleep while fishing.
In spite of this civilised veneer, all Raelani are capable of producing minor magical cantrips, though proper wizards
from abroad often laugh at the simple practice. As such, those Raelani living in cities tend to avoid showing off their
innate magical abilities for fear of scorn.

Sample Names
Male: Aran, Brady, Declan, Fechin, Locky, Keen, Orran. Female: Aimee, Beth, Cat, Eilish, Keeva, Nola, Raich, Tessa.
Attribute Score Species Characteristics Skill Affinity
Strength (STR) 5 Move 4 squares on foot Evade
Agility (AGI) 11 Height 80 to 100cm (2'7" to 3'3") Stealth
Constitution (CON) 9 Weight 30 to 50kg (66 to 110lb) Languages
Intellect (INT) 9 Hair Blond, Red, Auburn, Brown Common Tongue
Charisma (CHA) 9 Eyes Blue, Green, Brown Raelani
Special Traits
Lucky You gain 1 extra Luck Point at the start of each session.
Disciplined You gain +5% to Resolve skill results and +2 Critical Range.
Magical Gain the Cantrip talent for free.
Small -2 Strength, but gain a +5% result bonus to the Evade and Stealth skills. Your maximum weapon size is
Small, but Medium weapons can be used two-handed.
PART 1: CHARACTER CREATION 19
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Saerid
Saerid are insect-like humanoids who excel at hunting.
They are well-adapted to most environments but their
place amongst the civilised world is uncertain. Too alien
for lordly banquets amongst other species, saerid are
most at home out in the wilds where their natural abilities
allow them to thrive.

Appearance
Saerid bear a strong resemblance to praying mantis,
albeit on a much larger scale. They begin as small to
medium sized creatures of no more than 170cm in height,
with reversed knee joints (similar to a goat’s) and four
arms tipped with taloned claws.
The carapace of males tends towards dark colours
such as tan, brown and black, whereas female saerid
glisten with brilliant colours, including blue, turquoise,
mauve and even gold.
When saerid reach a certain age, they often (but not
always) enter a cocoon-like state for one night. When
the sun rises, they burst out of their old carapace and
emerges as fully-grown adults, larger in every respect.

Culture
Their mandibles are highly efficient at eating but make
communication with non-saerid a little more difficult,
though not impossible. Their native tongue consists of
clicks and chirps rattled off in complex arrangements. Any
non-saerid language they learn tends to have a, shall
we say, ‘clicky’ quality to the words. Their names are
unpronounceable by non-saerid, so they tend to adopt simple human names to make communication easier.
Saerid society operates at a clan level, with one clan leader (a Thane) representing all clans in a particular region. They
value tests of strength and relish the opportunity for combat, which they use to settle disagreements that other societies
would use a judiciary to resolve. Unlike most insects, Saerid tend to be solitary creatures who hunt alone where possible.

Sample Names
(in Saeridish, they might also choose a human name to blend in better).
Male: Ca’tal, Klatic, Mak, Okan, T’clat, Pekk, Zatt. Female: Akki, Bek, Catak, Flitt, Katash, Tasai, X’an.

Attribute Score Species Characteristics Skill Affinity


Strength (STR) 9 Move 6 squares on foot Track
Agility (AGI) 9 Height 120 to 170cm (3'11" to 5'7") Survival
Constitution (CON) 9 Weight 40kg to 120kg (90 to 265lb) Languages
Intellect (INT) 9 Scales Any Colour Common Tongue
Charisma (CHA) 7 Eyes Any Colour Saeridish
Special Traits
Carapace Gain +2 Natural Armour, but you cannot wear Armour. You can increase AP through talents.
Multi-Limbed You have two pairs of arms, which gives you a second action during your turn. You can only use this
action to attack, reload or use an item or other object. These four arms are smaller than other species,
limiting your single-handed weapon size to Small. Medium sized weapons can be used two-handed.

20 PART 1: CHARACTER CREATION


SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Professions Warrior Professions


These involve expertise in melee and ranged abilities, but
A character’s Profession plays an important part in
Sabre character creation, for it determines the role of the more specifically they have access to the best armour and
character within a party, and the abilities and style they use have the most Hit Points. They’re ideally suited for the front
to accomplish their goals. line, where they can control the flow of battle and protect
Each Profession lists a character’s professional, weaker characters from assault.
resistance and common skills, contacts they’ve made Profession Role
in their life, background events that influenced their Crusader Dedicated Warrior of Faith
development, the kind of armour they can use, starting
Dreadnought Fearless Monster Hunter
money and equipment, and special abilities to improve the
character even further as they advance. Gladiator Performative Melee Warrior
Knight Armour Specialist
Profession Skill Points Phalanx Shield Specialist
Each Profession lists a variety of Common Skills the Savage Melee Fighter, Exceptional Hit Points
character learned as part of their lifestyle. These are core
abilities which all characters learn to some degree. Soldier Flexible General Purpose Warrior
Characters also gain Professional Skills from teachers Rogue Professions
within their community, generally learned as part of an Specialised in cunning, stealth and agility, these
apprenticeship or schooling. Some Professions also feature Professions aren’t as resilient as warriors, but they’re more
Restricted Skills, which cannot be taken during flexible in their capabilities and under the right conditions,
the course of a game as they take many years of training to can hit just as hard, if not harder than warriors.
learn, such as Divinity or Wizardry. These Professions are more versatile outside of combat,
Each skill listed for all of the Professions gain 25 points, with a wide variety of styles.
which is added on to the baseline number gleaned from
each skill’s Attribute score. Profession Role
Courtesan Distracting Manipulator
Primary Profession Skill Detective Investigation and Preparedness
One skill on each Profession’s list is marked in red. This Inheritor Support with Combat Butler
is the Primary Profession Skill, the one that best defines Monk Expertise with Unarmed Combat
the Profession’s theme and style. Advancing this skill gives
other benefits specifically related only to that Profession Ranger Ranged Combat & Pets
and no other. Relic Hunter Find and use Magical Devices
Swashbuckler Dashing & Agile Fighter
Multiple Professions Thief Set/Disarm Traps, Open Locks
You can take a 2nd Profession at character creation, or
after the game has started at a cost of 12 Accolades. This Magic Professions
grants more character capabilities with these effects: Experts with manipulating arcane forces, these
• Take the listed Professional skills from the new Professions offer a wide variety of capabilities, from high
Profession, including Restricted skills, but ignore duplicates. damage through to support for allies. They’re usually lightly
These skills start at their base level of 2x Attribute. armoured, but can conjure protective magic for themselves
• Don’t take the Common or Resistance skills, money, and others. They can be rather fragile, but they’re also
contact or equipment from the 2nd Profession. essential to supplement any party.
• Choose a special ability from each Profession. Profession Role
• Profession talents from the 2nd Profession must be
Alchemist Creates Bombs and Potions
bought with Accolades.
• Gain ½ the Hit Points from Profession advancement. Artificer Uses Wands, Sceptres & Staves
• Once you have a 2nd Profession, buying new abilities Druid Summons the Power of Nature
is 50% more expensive (12 accolades instead of 8, 1500cr Mystic Charming and Elusive Caster
instead of 1000). Advancing skills from Accolades, teachers
Priest Channels Extraplanar Powers
etc. yields 1 less skill point at each skill level (minimum of
1). Shaman Focuses Spiritual Forces
• You can use shields & armour available to the 2nd Sorcerer Powerful & Destructive Caster
profession, but this can apply penalties to stealth & magic. Wizard Innovative and Clever Magician
PART 1: CHARACTER CREATION 21
SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Alchemist Magic Skills & Stats Add 25 points to each

Professional Skills Common Skills


Alchemy Athletics
Craft (Any) First Aid
Knowledge (Any) Insight
Herbalism Perception
Thrown Weapons Resistance Skills
Pick 3 Non-Restricted Skills Endurance

Background Events 1
Contact Type Academic or Craft
Starting Money 100sp
Equipment Starting Kit, Standard
Alchemist Toolkit,
2 Alchemy Materials
Choose one special ability
Bombardier Your bombs deal +2 damage.

Adventurer Gain +1 Background Event,1 extra


Practitioners of the newest and strangest of magics, spell and add Evade to your skill list.
Alchemists are generally considered to be at least a Studied Learning abilities cost reduced by 1
little mad. Given they deal with strange new potions Accolade, or 100sp & 1 day of time.
and experiment with odd ingredients, this assessment Advancement
is probably not far from the mark.
Alchemists have a variety of abilities at their Primary Profession Skill Alchemy
disposal, allowing them to function in combat to deal Skill Free Talent
damage or protect others. 70% Potions Expert
Their primary weapon is a small chemical • Gain an extra action to use potions or herbs
concoction that can be combined and thrown in battle, in combat. Toss a potion to an ally as a
with explosive results. With practice, these bombs on Reaction.
their own can deal respectable damage, but it’s the
90% Poison Immunity
Alchemist’s own magic that can transform them into a
• Ignore the effects of all poisons.
truly versatile weapon.
• Gain +4 DR vs Elemental damage.
The same is true of their potions, which are based
on herbal tonics transmuted by magic into much more 99% Eureka!
potent varieties. This makes the Alchemist capable • Spend 8 hours and 10 alchemical ingredients
of building up a stock of potions for healing and to turn 50sp worth of lead into 2gp worth of
protection, to be used during an adventure. gold, effectively netting you 1gp of profit per
Alchemists are highly sought-after in large cities, day.
where they often set up shops to provide their potions Health, Armour & Shields
and basic herbal concoctions to the general public. • +4 HP at 70%, 90% & 99% Alchemy skill.
It is said that Alchemists can even transform base
metals into gold, though the truth of it is that it’s a very
intensive process, and not the way to instant wealth • Can only wear Light armour.
some people assume it is.
• Can use shields up to Small in Size.

22 PART 1: CHARACTER CREATION


SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Artificer Magic
Skills & Stats Add 25 points to each

Professional Skills Common Skills


Artifice Deceit
Craft (Any) First Aid
Knowledge (Any) Insight
Commerce Perception
Resistance Skills
Pick 3 Non-Restricted Skills Resolve

Background Events 1
Contact Type Academic or Craft
Starting Money 100sp
Equipment Starting Kit, Standard
Artificer’s Toolkit, 1 Moonstone

Choose one special ability


Grease Monkey Gain +1 Background Event.
Artifice skill gains +2 Critical Range
Channel Gems you charge with your Spirit
Wielding powerful arcane devices, Artificers are Points gain +1 Charge for the day.
masters of crafting specialised equipment which Studied Learning abilities cost reduced by 1
is powered by arcane gemstones of differing sizes. Accolade, or 100sp & 1 day of time.
Each item they create holds one of these gems, which
functions as a sort of arcane battery, imbued with the
Advancement
Artificer’s own spirit.
They can create wands, sceptres and staves able to Primary Profession Skill Artifice
bring destructive power to any party, but they’re also Skill Free Talent
able to create useful utility and protective items.
70% Material Sources
Furthermore, Artificers can empower weapons
• The cost of buying materials used for your
and armour for warriors to use in combat, bestowing
Inventions is reduced by 25%.
extraordinary damage effects and special protective
qualities on mundane equipment. 90% Construct Slayer
Artificers aren’t limited to magical items to affect • Deal +3 damage when attacking a construct.
the world around them. There is also the option to
build and command a powerful Arcane Construct, 99% Innovation
a lumbering, semi-intelligent creature that can be • When crafting inventions or constructs, add
a powerful physical combatant, or simply act as a your Agility Attribute Bonus to your Artifice
servant if desired. skill’s Critical Range.
In society, Artificers are highly-sought after for their
expertise in identifying magical items, and providing Health, Armour & Shields
their arcane devices to others. Many of the magical • +4 HP at 70%, 90% & 99% Artifice skill.
items they build can be used by any other magical
profession, though there are a few pieces of equipment
that can be employed solely by an Artificer, especially • Can only wear Light armour.
staves.
• Can use shields up to Small in Size.

PART 1: CHARACTER CREATION 23


SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Courtesan Rogue
Skills & Stats Add 25 points to each
Professional Skills Common Skills
Seduction Deceit
Perform Influence
Courtesy Insight
Streetwise Perception
Melee or Firearms Resistance Skills
Pick 3 Non-Restricted Skills Evade & Resolve

Background Events 4
Contact Type Any
Starting Money 100sp
Equipment Starting Kit
Reasonable quality clothes

Choose one special ability


Silver- Gain a +5% result bonus to Seduction,
Tongued Influence and Deceit skill checks.
Special Double the bonus from your
Friend Contact(s)
Dangerous +2 result, Critical Range & Damage to
Courtesans are trained to influence people and bend Concealed weapons.
them to their will, using charm, wit and sexual allure. Advancement
This is a far more sophisticated practice than simply
being good at picking up a date at the local bar. A Primary Profession Skill Seduction
Courtesan is trained to identify subtle social cues and Skill Free Talent
use this information to further their own ends. They 70% Can’t Play a Player
rarely need to go all the way with their mark - intense • Spend a Luck Point to remove a condition.
flirting and the unrealised promise is often all it takes. • Use your Seduction skill on any gender, and to
In social settings, they’re able to influence and resist Seduction skill checks.
charm people with ease, yet they are quite potent
90% Distraction
in combat, too. Trained to defend themselves with
• Make an attack with a single-handed weapon
discreet weaponry, they can use their repertoire
as part of any action that uses the Seduction
of tricks to distract opponents or break their
skill.
concentration.
More than this, they’re well aware of the tricks 99% Deadly Charms
others might use against them, so a Courtesan • Add your Charisma Attribute bonus to the
is much more difficult to coerce than less savvy Critical Range of your Seduction skill & one
opponents. combat skill.
Courtesans often work in a private business, be it on Health, Armour & Shields
the streets at night or as a high-class escort, but they • +5 HP at 70%, 90% & 99% Seduction skill.
also make excellent spies and diplomats, and are often
recruited by nobles and shady organisations. At home
in civilised environments, they’re less likely to be found • Can only wear Light armour.
adventuring off the beaten track, though this is not
unheard of. • Cannot use Shields.

24 PART 1: CHARACTER CREATION


SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Crusader Warrior Skills & Stats Add 25 points to each

Professional Skills Common Skills


Melee Athletics
Knowledge (Religion) First Aid
Courtesy Intimidate
Investigation Insight
Shields or Firearms Resistance Skills
Pick 2 Non-Restricted Skills Endurance & Resolve

Background Events 1
Contact Type Military or Spiritual
Starting Money 250sp
Equipment Starting Kit

Choose one special ability


Devoted You may learn your deity’s Divinity
Devotion talents.
Errant Gain +1 Background Event and +1 Natural
The militant arm of their respective church, Armour.
Crusaders are people of faith and iron will who enact Militant +1 result, Critical Range & Damage to
the edicts of the church hierarchy without question. melee weapons.
They often serve as inquisitors, guardians of the faith, Advancement
and holy knights who go on quests to further the ends
Primary Profession Skill Melee
of the church.
Crusaders can choose any deity to worship and gain Skill Free Talent
abilities associated with that faith, though they are 70% Benediction
more warrior than priest by any measure. • Cast Divinity spells using your Resolve skill.
During their training, their focus is on martial • Learn up to 1 spell per INT Attribute Bonus.
prowess, supplemented by teachings of faith and • Choose 1 free Divinity spell immediately.
religion to bolster their resolve when taking on threats • Ignore casting penalties while in Medium
to the faith. Armour.
Some take a path of greater devotion to their deity, 90% Zealot
allowing them to serve in the role of a minor priest • Make a 2nd melee attack during your action.
when needed. Others travel abroad very early on, 99% Blood Martyr
seeking to challenge themselves and expand upon • If you are subject to a critical hit in combat,
their experience. your next attack is automatically a critical
Considered by some to be zealots, the degree of to success.
which a crusader will go to accomplish their mission
varies among individuals. The faith they have chosen is Health, Armour & Shields
also a factor, with more benevolent deities guiding the • +6 HP at 70%, 90% & 99% Melee skill.
crusader with more compassion, which dark gods use
their crusaders as weapons to crush their enemies.
• Can wear Medium armour at 70% Endurance.

• Can use all Shields.

PART 1: CHARACTER CREATION 25


SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Detective Rogue Skills & Stats Add 25 points to each


Professional Skills Common Skills
Investigation Athletics
Melee or Firearms Influence
Navigation (Urban) Insight
Streetwise Perception
Unarmed Resistance Skills
Pick 3 Non-Restricted Skills Evade

Background Events 3
Contact Type Law Enforcement or Criminal
Starting Money 150sp
Equipment Starting Kit, Standard
Investigator’s Toolkit

Choose one special ability


Enforcer Add Intimidate to your skill list.
+1 result, Critical Range & Damage
Detectives are typically people who’ve always had
when using single-handed weapons.
a sharp eye for detail, and a logical mind to piece
together disparate information. As a profession, they Paranoid Add your Intellect Attribute Bonus to
use these skills to take on cases from private citizens, your Initiative result.
investigating all manner of problems from infidelity, Hard Boiled Add Resolve to your skill list.
kidnappings and murder, to extortion. Gain +1 Natural Armour.
Their training allows them to find clues at crime
Advancement
scenes others might miss, put them all together and
use them to track down more clues, until they solve the Primary Profession Skill Investigation
case. The style of policing they engage in helps dictate Skill Free Talent
the way they approach cases, which can range from 70% True Detective
subtle questioning to straight-up intimidation. • Add your Intellect Attribute bonus to your
This makes Detectives valuable members of any Investigation skill’s Critical Range. Insight skill
team that seeks to unravel mysteries or track down failures also raise the Investigation skill.
conspiracies. Handy with lighter weapons, they’re still 90% Hot Pursuit
quite useful in a fight, though their specialisation lies in • Gain an extra action to make a 2nd attack
their keen eye and sharp wits. with or reload a single-handed weapon.
The lifestyle these people choose often reveals the
99% One Step Ahead
worst side of people. The more of this they see, the
• You always start a battle with a free surprise
more jaded they become, but also the more familiar
round for yourself.
they are with the tricks and traps others try to use
against them.
Old veterans have seen it all before, and often have Health, Armour & Shields
things figured out long before anyone else. This gives • +5 HP at 70%, 90% & 99% Investigation skill.
them a remarkable advantage in any confrontation.
• Can wear Medium armour at 70% Endurance.
Special Bonus
• Detectives gain the Sharp Eyes talent for free.
• Can use shields up to Medium in Size.

26 PART 1: CHARACTER CREATION


SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Dreadnought Warrior
Skills & Stats Add 25 points to each

Professional Skills Common Skills


Knowledge (Monsters) Athletics
Knowledge (Warfare) Intimidate
Shields Insight
Melee Perception
Unarmed Resistance Skills
Pick 2 Non-Restricted Skills Endurance & Resolve

Background Events 2
Contact Type Law Enforcement or Military
Starting Money 300sp
Equipment Starting Kit

Choose one special ability


Butcher +1 result, Critical Range & Damage when
using two-handed weapons.
Warriors who specialise in hunting and defeating Titan Two-handed weapons deal +4 damage
monsters, Dreadnoughts are taught to study the against targets 250cm (8’2”)+ in size.
weaknesses of monsters, and through knowledge, Rugged Gain +1 Natural Armour.
overcome fear. When facing off against the most
heinous of foes, a Dreadnought can form the core of Advancement
the party, using their exceptional resilience to make
Primary Profession Skill Knowledge (Monsters)
them an unshakable rock upon which to fight the
battle. Skill Free Talent
Their knowledge comes in handy not only when 70% Iron Heart
planning an adventure and the threats they might face, • Gain +4 DR vs one chosen damage type.
but to analyse the specific weaknesses and strengths • Gain a +10% result bonus to Resolve checks.
of a foe, to find vulnerable points to exploit and help 90% King Hit
avoid the more dangerous attacks from the monster. • Add your Damage Modifier an extra time.
In addition to knowledge, their combat style • A critical hit Stuns your foe for 1 round.
preferences large weapons, allowing them to make 99% Unstoppable
single big hits against powerful foes. • You are immune to being Frightened, Terrified,
This unique skillset makes Dreadnoughts a warrior Dazed or Stunned, and you gain +2 Natural
in demand in towns and far-flung villages, those who Armour.
might be plagued by monsters with nobody else to
protect them. This makes a Dreadnought a soldier of
fortune or mercenary for the most part, since they rely Health, Armour & Shields
on funds to maintain and improve their equipment, but • +6 HP at 70%, 90% & 99% Knowledge
there are those who take on the job for other reasons, (Monsters) skill.
some benevolent, and some not. • Can wear Medium armour at 70% Endurance,
and Heavy armour at 90% Endurance skill.
Special Bonus
• Dreadnoughts gain the Sworn Enemy talent for free. • Can use shields up to Medium in Size.

PART 1: CHARACTER CREATION 27


SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Druid Magic Skills & Stats Add 25 points to each

Professional Skills Common Skills


Druidry First Aid
Herbalism Insight
Knowledge (Nature) Perception
Survival Stealth
Resistance Skills
Pick 2 Non-Restricted Skills Resolve

Background Events 2
Contact Type Nomadic or Spiritual
Starting Money 100sp
Equipment Starting Kit

Choose one special ability

Able to heal and harm in equal measure, Druids are Avenger Your damage spells deal +2
often thought of as strange hermits who dwell in the damage.
forests, but these devout followers of the god of nature Wildling Gain +1 Natural Armour and +1
are more than their rustic appearance hints at. Spirit Point.
They worship nature itself, known to many as Studied Learning abilities cost reduced by 1
Gaea, the living earth. This veneration allows them Accolade, or 100sp & 1 day of time.
to manipulate natural forces to their advantage,
summoning lightning or accelerating healing of the Advancement
injured and sick. Primary Profession Skill Druidry
Druids maintain a connection to the forest, and the
animals that dwell within. How they choose to focus Skill Free Talent
this power varies within each given sect. 70% Natural Healing
Some prefer to unleash nature’s wrath in the form of • If you rest 8 hours in a forest, double your Heal
storms and dangerous weather, while others use their Rate and overcharge +2 Spirit Points.
connection to the animal kingdom to befriend powerful 90% Perfect Health
woodland beasts to become their companions. • Immune to disease and poison. Add your
Rarer still are the Druids who take on the very form Intellect Attribute Bonus to your Hit Points.
of beasts themselves, and use this brutal strength to 99% Font of Life
fight enemies of nature. • Regenerate 1 Hit Point per hour.
As mercurial as the weather, Druid’s vary greatly,
from wise, solitary forest dwellers to avenging avatars
of nature. One thing they have in common is a dislike Health, Armour & Shields
for civilisation, especially large cities that pave over the • +4 HP at 70%, 90% & 99% Druidry skill.
natural environment.
Druids are known to sabotage large industrial
• Can only wear Light armour.
operations such as mines and logging communities, if
they show a blatant disregard for the environment.
• Can use wooden shields up to Large in Size.

28 PART 1: CHARACTER CREATION


SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Gladiator Warrior
Skills & Stats Add 25 points to each

Professional Skills Common Skills


Perform Athletics
Melee Deceit
Ride First Aid
Thrown Weapons Intimidate
Unarmed Resistance Skills
Pick 2 Non-Restricted Skills Endurance & Evade

Background Events 3
Contact Type Criminal or Military
Starting Money 250sp
Equipment Starting Kit

Choose one special ability


Crowd Gain +1 Charisma and +5% to your
Favourite Perform skill result bonus.
Specialised One class of weapons (swords,
Gladiators are entertainers of a sort, who put on unarmed etc.) gains +1 result,
a show of violent delights for the pleasure of the Critical Range & Damage.
audience. Whether it’s a gladiatorial arena, jousting, Rugged Gain +1 Natural Armour.
fist fighting or martial arts, gladiators can choose from
a variety of combat abilities which they use to defeat
their opponents in the most extravagant way possible. Advancement
Some gladiators are slaves who are forced to fight Primary Profession Skill Perform
and survive for the entertainment of a corrupt elite, Skill Free Talent
but in some societies, it is a professional choice taken
70% Artful Technique
by those with exceptional prowess, to earn a living or
• Melee & Unarmed skill failures also raise the
become a champion in the field of combat.
Perform skill.
But it’s not just for show - gladiators who leave
the profession, be it through earning their freedom 90% For Glory
or simply retiring to look for another line of work, can • Make a 2nd melee attack during your action.
apply their skills to belittle and outrage their opponents 99% Victory
in any fight. • Overheal your CON Attribute bonus when you
Central to the combat style of this unique warrior render an opponent unconscious or dead.
is the ability to perform for the crowd, combined
with deadly fighting techniques. Gladiators may Health, Armour & Shields
seem like mere performers, but they are not to be • +6 HP at 70%, 90% & 99% Perform skill.
underestimated.
• Can wear Medium armour at 70% Endurance,
Special Bonus and Heavy armour at 90% Endurance skill.
• Gladiators gain the Gladiatorial Style talent for free.
• Can use all Shields

PART 1: CHARACTER CREATION 29


SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Inheritor Rogue
Skills & Stats Add 25 points to each

Professional Skills Common Skills


Leadership Deceit
Courtesy First Aid
Knowledge (any) Influence
Navigation (any) Stealth
Resistance Skills
Pick 3 Non-Restricted Skills Evade

Background Events 3
Contact Type Any
Starting Money 1000sp
Equipment Starting Kit
Reasonable Quality Clothes

Choose one special ability


Bodyguard Your Servant adds 1 combat skill to
their list, and gains a weapon
As the name suggests, Inheritors received money manoeuvre.
from the passing of a wealthy relative, or some other Investment Gain 200sp per week. Sell the Invest-
means while young. This wealth was used to provide ment at any time to gain 2000cr.
a decent education, and given their access to high Studied Learning abilities cost reduced by 1
society, provided them with contacts in positions of Accolade, or 100sp & 1 day of time.
authority, who taught them how to command others. Advancement
Throughout this period of life, the family’s servant
was a valuable ally, providing more than just basic Primary Profession Skill Leadership
services. On more than one occasion, the servant was Skill Free Talent
responsible for protecting the family when trouble 70% I Know a Guy
came to their doorstep. • Gain an additional Contact of your choice.
Over time, the inheritance was gradually frittered • Your servant gains the benefits of your
away until it was reduced to a mere pittance, leaving Contacts.
the Inheritor on the verge of bankruptcy. Forced to 90% Faithful Servant
look for regular work, only the servant stands by their • While you are conscious, your Servant
side as the Inheritor steps out into a new world of ignores fear & can wear Heavy Armour at 90%
possibilities, and an uncertain future. Endurance.
Perhaps living with a measure of regret from years
99% Loyal to the End
wasted on partying, socialising and travel, the Inheritor
• If your servant is adjacent to you, they may
and their trusty servant now have to make do with
take some or all the damage done to you onto
their limited skill sets to find work to keep food on their
themselves.
table. Alone, they might be hard-pressed to survive the
dangerous world beyond their doorstep, but together, Health, Armour & Shields
they can be a formidable team with a broad variety of • Inheritor & their Servant gain +4 HP at 70%,
skills and abilities. 90% & 99% of the Inheritor’s Leadership skill.
• Can only wear Light armour. Servant can wear
Special Bonus Medium armour at 70% Endurance.
• Inheritors gain the Servant talent for free, and their • Can use Shields up to Medium in Size.
servant can learn combat skills. Servant can use all Shields.
30 PART 1: CHARACTER CREATION
SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Knight Warrior
Skills & Stats Add 25 points to each

Professional Skills Common Skills


Melee Athletics
Courtesy First Aid
Knowledge (Heraldry) Influence
Ride Insight
Shields Resistance Skills
Pick 2 Non-Restricted Skills Endurance & Resolve

Background Events 2
Contact Type Military or Political
Starting Money 200sp
Equipment Starting Kit, Leather Jacket

Choose one special ability


Inheritance Begin with a Masterwork Medium melee
weapon.
Elite warriors with a focus on armour and protection, Connections Gain a Contact of your choice that is
knights are minor nobles who use their position, different than your first Contact.
influence and money to equip themselves with the Cavalier Add the Animal Training or Drive skill to
finest armour, and use their martial prowess to serve your list. Deal +3 damage while
the ruler of the land. mounted or driving a vehicle.
Known as some of the toughest warriors around,
knights train harder than most to make the most of Advancement
their armour, and prefer to wear the heaviest gear Primary Profession Skill Melee
they can afford. Although they prefer to fight in melee,
Skill Free Talent
ranged combat is also a valuable addition to any party.
Valour, honour and integrity are important to knights 70% Suit Up
of any persuasion. They foster contacts not only in the • Don or remove your armour in half the time.
military domain, but among the political class where • Gain +1 Natural Armour while wearing armour.
their opinions and advice are highly regarded. 90% Vengeance
Although they cannot afford a mount or vehicle in • If you or ally in sight take a critical hit, gain an
the early stages of their career, they have trained to immediate attack and +2 Natural AP until the
use these in combat and when the time arrives, they start of your next turn.
can prove to be some of the most effective mounted 99% Ironclad
combatants around. • Halve the ENC of armour your are wearing.
Regardless of their philosophical bent, knights know • Gain +4 DR vs one damage type.
the value of allies both on and off the battlefield. The
power of a group is magnified by companions who can Health, Armour & Shields
be relied upon in times of need. Although generally • +6 HP at 70%, 90% & 99% Melee skill.
slow and ponderous in a fight, Knights are known to
make time for revenge against their enemies when a • Can wear Medium armour at 50% Endurance,
deadly blow is dealt. and Heavy armour at 70% Endurance skill.

• Can use all Shields

PART 1: CHARACTER CREATION 31


SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Monk Rogue Skills & Stats Add 25 points to each

Professional Skills Common Skills


Unarmed Athletics
Craft (Any) First Aid
Knowledge (Any) Perception
Acrobatics Stealth
Teach Resistance Skills
Pick 2 Non-Restricted Skills Endurance, Evade, Resolve

Background Events 1
Contact Type Nomadic or Spiritual
Starting Money 50sp
Equipment Starting Kit

Choose one special ability


Kensai Exotic weapons use the Unarmed skill,
and gain all Unarmed benefits.
Hardened Gain a +5% result bonus to all
Experts in unarmed combat, monks train for years in Resistance skills & +2 Energy AP
their secluded monasteries to master their mind, body
Perfection Gain +1 to every Attribute.
and soul. Their life is rigorous, even punishing as they
learn not just to fight, but to understand their place in
the world and how to influence it. Advancement
Some monasteries are part of an organised religion, Primary Profession Skill Unarmed
while others are more independent, urging their
Skill Free Talent
students to travel and learn from the world. Others are
independent organisations who seek only to grant their 70% Disciplined
followers the ability to master their inner self. • +1 Result, CR & Damage to the Unarmed skill.
Although those who seek to learn the teachings of a • +5% result bonus to all Resistance skills, and
grandmaster monk (usually called an Abbot) can come +2 Movement.
from any background, it is typically those from a harsh 90% Martial Artist
existence who find their experiences have hardened • Make a 2nd Unarmed attack during your
them already, and seek only to build upon this innate action.
toughness. • Gain +4 DR vs one type of damage.
Some seek to perfect themselves with a broad 99% Ki Master
approach to their training, while others refuse to limit • Gain double the benefits from a Short Rest.
themselves to unarmed combat, and choose to blend • +5% result bonus to all Resistance skills.
their training with exotic weaponry, making them
fearsome combatants indeed.
Monks are often seen travelling alone or with Health, Armour & Shields
companions, exploring the world to see how they fit • +6 HP at 70%, 90% & 99% Unarmed skill.
into the grand scheme of things.
• Cannot wear any armour, but gain +2 Natural
Special Bonus AP at 70%, 90% and 99% Endurance skill.
• Monks use a d6 as their baseline Unarmed damage.
• Monks begin with 2 points of Natural Armour. • Cannot use Shields.

32 PART 1: CHARACTER CREATION


SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Mystic Magic
Skills & Stats Add 25 points to each

Professional Skills Common Skills


Charms Deceit
Craft (Any) Influence
Knowledge (Mythology) Insight
Commerce Stealth
Perform Resistance Skills
Pick 2 Non-Restricted Skills Resolve

Background Events 3
Contact Type Nomadic or Spiritual
Starting Money 50sp
Equipment Starting Kit, Tarot Cards

Choose one special ability


Mystical Aura Gain +1 Energy AP & begin with +1
spell.
Wanderers and traders from time immemorial, these Haggler Gain the Commodities talent, and a
spellcasters delve into the mysteries of the soul, using +10% result bonus to Commerce.
their unique style of magic to foretell events and charm Studied Learning abilities cost reduced by 1
their opponents. Accolade, or 100sp & 1 day of time.
Masters of subtle charms, Mystics aren’t the sort of
spellcasters who throw around balls of fire or summon
Advancement
bolts of lightning to incinerate their foes. Often, Mystics Primary Profession Skill Charms
will bolster their allies while trying to undermine their Skill Free Talent
enemies with magic that manipulates their perception. 70% The Stars Above
Otherwise, they often love to dance and perform for • While resting outdoors, the Heal Rate of you
crowds, and they’re known as canny traders who strive and allies using the same camp is doubled.
to get a good deal. They prize personal freedom and
90% The Weave of Fate
rarely stay in one place for long, preferring the open
• Gain +1 Luck Point.
road to settling down in a traditional house.
• Take 1/2 damage from AoE sources.
Some specialise in unraveling the skein of fate
to determine the course of events, while others are 99% Mental Agility
known as layabouts, who enjoy nothing more than a • You can maintain 2 concentration spells at
good time, using the power of their music to influence once.
others.
Then there are those who speak in hushed tones
about the power of witches living in the woods. These Health, Armour & Shields
rumours are often referring to Mystics, who have • +4 HP at 70%, 90% & 99% Charms skill.
gone to great lengths to foster a reputation for power
and knowledge in the region as a means to protect
themselves, though this sometimes backfires as • Can only wear Light armour.
mobs of frightened villagers seek them out with dire
intentions in mind. • Can use shields up to Small in Size.

PART 1: CHARACTER CREATION 33


SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Phalanx Warrior
Skills & Stats Add 25 points to each
Professional Skills Common Skills
Shields Athletics
Melee First Aid
Firearms or Thrown Wpns Intimidate
Knowledge (Warfare) Insight
Unarmed Resistance Skills
Pick 2 Non-Restricted Skills Endurance & Resolve

Background Events 2
Contact Type Military or Law Enforcement
Starting Money 200sp
Equipment Starting Kit
Shield worth up to 150sp

Choose one special ability


Defender Shields you use gain +1 AP, and can be
equipped using a Reaction.
Experts in shield warfare from time immemorial, Sidearm +1 Result, Critical Range & Damage to
phalanxes are present in a variety of military and law single-handed weapons.
enforcement fields, who use the best equipment to Tank Gain +2 Hit Points. When your
protect themselves and others. They are masters of Endurance reaches 90%, you can wear
shield combat and use them to the best effect, much Heavy armour.
more than any other profession.
Since this precludes their use of big two-handed
Advancement
weapons, phalanxes are by design better suited for Primary Profession Skill Shields
defensive combat, protecting vulnerable members of a Skill Free Talent
party from melee attackers.
70% Bodyguard
Phalanxes are often found in regular military
• Block an attack against an adjacent ally. You
structures, but they also make ideal bodyguards for
effectively take their place for this attack.
those who can afford it. These warriors are the bane
of ranged attackers, as their abilities with their shields 90% Shield Expertise
often confound archers and shooters alike. • Your first Block in a round doesn’t use a
Some phalanxes prefer not to give up too much Reaction. Your Shield skill gains +2 Critical
damage potential, and focus their training on single- Range.
handed weaponry, such as pistols or throwing axes. 99% Reciprocating Strike
Others still go in the opposite direction, training to • On a critical success with a Block, gain an
carry not just a heavy shield, but to wear heavy armour immediate free attack.
too. These are the toughest warriors around, and can
be very difficult to deal with on a battlefield. Health, Armour & Shields
When operating in large numbers, they form • +6 HP at 70%, 90% & 99% Shields skill.
excellent front-line troops to stand against waves
of enemies, allowing other parts of the military to • Can wear Medium armour at 70% Endurance.
operate safely, and some are even willing to sacrifice
themselves so that their comrades can flee to safety
against overwhelming odds. • Can use all Shields.

34 PART 1: CHARACTER CREATION


SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Priest Magic
Skills & Stats Add 25 points to each

Professional Skills Common Skills


Divinity First Aid
Craft (Any) Influence
Knowledge (Religion) Insight
Courtesy Perception
Resistance Skills
Pick 3 Non-Restricted Skills Resolve

Background Events 1
Contact Type Spiritual or Political
Starting Money 100sp
Equipment Starting Kit

Choose one special ability


Devout Gain +1 Energy AP and begin with +1
spell.
Zen Gain +2 Spirit Points.
Devout people of faith, priests manifest the divine
will of their deity in order to influence the mortal Studied Learning abilities cost reduced by 1
realm, and further the aims of their religion. These Accolade, or 100sp & 1 day of time.
aims vary greatly between different faiths, with some
espousing peace, war, luck, death, or a number of Advancement
other ideologies. Primary Profession Skill Divinity
They often hold a place of high esteem among Skill Free Talent
the community, offering their wisdom and providing
70% Inner Strength
services to those who need them. They are well trained
• Gain a +10% Resolve skill result bonus.
in providing for the community, offering blessings to
the faithful on request.
Among spellcasters, priests reign supreme at 90% Inspiration
healing, and protecting themselves and others. • Add your Charisma Attribute bonus to your
This doesn’t mean they lack offensive capabilities Spirit Points.
however, as when angered, a properly trained priest is 99% Divine Intervention
capable of unleashing the focused might of their deity, • Expend 1 Luck Points to force the GM to re-roll
summoning fire and brimstone from above, or smiting their last dice roll. You can do this once per
their enemies with divine power. game.
Those priests who follow a dark god are widely
feared, for their existence proves that dark powers Health, Armour & Shields
are at work in the world, seeking to dominate and
destroy. Such priests are often the subject of crusades • +4 HP at 70%, 90% & 99% Divinity skill.
by those seeking to uphold law and order, though
the dark powers given to these people are not to be • Can only wear Light armour.
underestimated.
• Can use shields up to Small in Size.
Special Bonus
• Priests gain the Blessing talent for free.

PART 1: CHARACTER CREATION 35


SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Ranger Rogue
Skills & Stats Add 25 points to each
Professional Skills Common Skills
Survival Athletics
Firearms or Archery First Aid
Animal Training Perception
Knowledge (Nature) Stealth
Track Resistance Skills
Pick 3 Non-Restricted Skills Endurance & Evade

Background Events 3
Contact Type Military or Nomadic
Starting Money 150sp
Equipment Starting Kit + a Hunting bow
or Coat Pistol
Choose one special ability
Marksman +1 Result, Critical Range & Damage to
ranged weapons.
Stalker Gain a +5% result bonus to the Stealth
Trained to operate in the wilderness, Rangers make skill, and gain 1 free Stealth
excellent bounty hunters and survivalists. manoeuvre.
They are experts in ranged combat, specialising Studied Learning abilities cost reduced by 1
with either bows or firearms which they use with Accolade, or 100cr & 1 day of time.
deadly precision. Bows are often chosen for the silent
approach, while firearms are the best option for dealing Advancement
more damage in a shorter period of time, but obviously Primary Profession Skill Perception
with more risk. Skill Free Talent
While they typically operate alone, they can see the
70% Hunter Training
value in a loyal animal companion, and many choose • Either you or your pet gain +2 Result, Critical Range
to focus their time on training up a pet, which can & Damage to one combat skill.
become a fearsome combatant in its own right. These
90% Deadly Duo
individuals are well-studied, optimising their time to
• Either make a 2nd ranged attack or your pet
better grow their abilities and their relationship with
can make an extra attack during your action, or
their pet.
reload a weapon (pet excluded).
Although Rangers are fiercely independent, some are
known to serve with military forces in regions where 99% Unerring Strike
those familiar with the harsh conditions are in demand. • On a critical success with a ranged attack,
They operate as scouts, able to stealthily move in you or your pet’s next attack is automatically a
and observe enemy positions, and pick off stragglers critical. This ability only triggers once per round.
should the opportunity present itself.
Ideally suited to life in the wilderness, Rangers feel Health, Armour & Shields
out of place in urban environments. Certainly, those • Ranger & their Pet (if any) gain +5 HP at 70%,
with large pets such as wolves or bears often have 90% & 99% of the Perception skill.
trouble entering cities. • Can only wear Light armour. Pet can wear
Medium armour at 70% Endurance, and Heavy
armour at 90% Endurance.
• Cannot use Shields.

36 PART 1: CHARACTER CREATION


SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Relic Hunter Rogue


Skills & Stats Add 25 points to each

Professional Skills Common Skills


Knowledge (Archaeology) Athletics
Knowledge (Mythology) Insight
1 Combat Skill Perception
Craft (Any) Stealth
Navigation (Any) Resistance Skills
Pick 3 Non-Restricted Skills Evade & Resolve
Background Events 3
Contact Type Academic or Mercantile
Starting Money 100sp
Equipment Starting Kit, 2 spell scrolls
(at 50% skill) of your choice
and a Wand of Force Bolts
(at 50% skill) with 5 charges.
Choose one special ability
Marksman +1 Result, Critical Range & Damage to
Archaeologists with a specialty in ancient magical ranged weapons.
lore, relic hunters research and uncover long lost Studied Learning abilities cost reduced by 1
arcane devices and learn to use them to further their Accolade, or 100sp & 1 day of time.
own studies, or battle eldritch threats. Scrivener The cost and time for copying scrolls
Rarely seen in the universities and faculty lounges is reduced by 10%.
they trained at, relic hunters are quite capable of
taking care of themselves in the field, combining Advancement
physical combat with magic acquired through their Primary Profession Skill Knowledge (Archaeology)
travels.
Experts at sifting through forgotten libraries, Skill Free Talent
ancient tombs and reliquaries, relic hunters often 70% Eldritch Loot
have specific aims in mind when heading out into the • A successful search for random loot also finds
field, gleaned from long hours of research. a random magic scroll at your
Although they aren’t true spellcasters, their ability Archaeology level.
to identify arcane devices, and use their discoveries 90% Might & Magic
makes them highly flexible additions to any party. • Make an attack with a single-handed weapon
As their experience with magic increases, their after using a scroll, wand or sceptre.
knowledge of the internal workings of spells comes 99% Magic Resistance
to the fore, allowing them to shrug off pernicious • Gain +20% result bonus to resist any spell
magic aimed at them. used against you.
Health, Armour & Shields
Special Bonus
• +5 HP at 70%, 90% & 99% Knowledge
• Relic Hunters gain the Arcane Method talent for
(Archeology) skill.
free.
• Can only wear Light armour.

• Can use shields up to Medium in Size.

PART 1: CHARACTER CREATION 37


SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Savage Warrior
Skills & Stats Add 25 points to each

Professional Skills Common Skills


Melee Athletics
Track First Aid
Survival Intimidate
Knowledge (Nature) Perception
Thrown Weapons Resistance Skills
Pick 2 Non-Restricted Skills Endurance & Evade

Background Events 4
Contact Type Military or Nomadic
Starting Money 150sp
Equipment Starting Kit
1 weapon worth up to 100sp

Choose one special ability


Barbarian Gain +1 Natural AP and +5 Hit Points.

Raised on the frontier, far from civilisation, savages Vanquisher Two-handed melee weapons gain +2
are taught how to fight and survive in places where result bonus, Critical Range & damage.
others fear to tread, and only the fittest and strongest Devastator Gain the Duel Wielding Rogue talent for
survive. free.
Savages are accustomed to operating on their own
in an unforgiving world, relying on sheer strength to
Advancement
overcome their enemies, and tame the wilderness in Primary Profession Skill Melee
which they live. Skill Free Talent
For some, the challenges of this existence steels 70% Great Leap
their resolve, while others learn from experience • Gain +2 Natural Armour.
that the only way to ensure victory is to become the • On your turn, spend 1 Spirit and move 3 or
hardest, most terrifying warrior possible. more squares towards a target, flying through
These savages often dominate locals and use them the air using the remainder of your Movement.
to wage brutal wars to expand their empire, to exert Deal 1d4 Internal damage in 1sq radius at the
control ever outwards. Face to face in combat with one landing point.
of these savages is an experience one is not likely to 90% Relentless
forget, even if they manage to survive. • Make a 2nd melee attack during your action.
Others still become masters of melee combat, able
99% Epic Rage
to tear through the ranks of their foes in short order to
• Battle Rage now grants +3 DM & Overheal +8
end fights before they get out of hand.
HP
No matter on their approach to survival, all savages
have cultivated their rage to drive them harder and Health, Armour & Shields
further than anyone else they’d face in battle.
• +7 HP at 70%, 90% & 99% Melee skill.
All of this means they’re unsuited for city life, though
one cannot underestimate their ability to adapt.
• Can wear Medium armour at 70% Endurance.
Special Bonus
• Savages gain the Battle Rage talent for free. • Can use all Shields.

38 PART 1: CHARACTER CREATION


SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Shaman Magic
Skills & Stats Add 25 points to each

Professional Skills Common Skills


Shamanic First Aid
Craft (Woodworking) Influence
Knowledge (Mythology) Insight
Teach Intimidate
Resistance Skills
Pick 3 Non-Restricted Skills Resolve
Background Events 1
Contact Type Spiritual or Political
Starting Money 100sp
Equipment Starting Kit

Choose one special ability


Feared Your Intimidate skill gains a +10%
result bonus & +2 Critical Range.
Totem Warrior Totem weapons gain +1 result
bonus, Critical Range & damage.
Tapping into vast reserves of spiritual power,
Studied Learning abilities cost reduced by 1
shamans have access to knowledge through their
Accolade, or 100sp & 1 day of time.
connection to the realm beyond life, from the ancestors
of their people. Advancement
They can control and unleash spectral forces with
Primary Profession Skill Shamanic
their magic, and due to this unique style of magic, they
are both feared and respected in their communities. Skill Free Talent
Shamans are often spiritual advisors to their leaders, 70% Bonded Totem
and a source of comfort those who have lost their • While carrying your totem, you gain +2
loved ones. Energy AP.
Another aspect of their connection to magic is the • Summon your totem to your hand as a
ability to carve a totemic device out of wood. This Reaction.
totem often appears as something simple, such as 90% Totem of Power
a pendant or bracelet, but it can also be made into a • Your totem gains the Auric trait. This affects
weapon, such as a club or staff. your Unarmed attacks if your totem is not a
It is inscribed with prayers and devotions to the weapon.
spiritual realm, and when combined with their own 99% Death Ward
spirit, a Shaman can manipulate spiritual energies to a • Gain +4 DR vs any damage from Undead.
greater degree. • Death occurs at -30 Hit Points instead of -20.
A versatile and flexible profession, Shamans can
fulfill a wide range of roles, and work well with any Health, Armour & Shields
party. Though they are at their strongest in their home • +4 HP at 70%, 90% & 99% Shamanic skill.
communities, they are no strangers to travel.
Commonly found among primitive cultures, these
• Can only wear Light armour.
spiritual leaders form the core of their communities,
but feel slightly out of place in more civilised settings,
where other forms of spiritual worship are prevalent. • Can use shields up to Small in Size.

PART 1: CHARACTER CREATION 39


SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Soldier Warrior
Skills & Stats Add 25 points to each

Professional Skills Common Skills


Firearms, Melee or Archery Athletics
Drive or Shields First Aid
Knowledge (Warfare) Perception
Survival Stealth
Unarmed Resistance Skills
Pick 2 Non-Restricted Skills Endurance & Evade
Choose 1 combat skill to be the Primary Profession skill.

Background Events 2
Contact Type Military or Nomadic
Starting Money 300sp
Equipment Starting Kit

Choose one special ability


Readiness Use a Reaction to draw or sheath
any weapon you’re carrying.
Alert Add your Damage Modifier to
Experts in fighting wars, Soldiers are the common your Initiative and Perception skill
ground troops of any nation, but also serve as results.
mercenaries, offering their services to the highest
Officer Add the Leadership skill to your list,
bidder.
and gain a Political Contact.
Soldiers form a solid core of fighting power in
any group, with a good measure of flexibility with Advancement
their choice of weapons, able to operate as melee Primary Profession Skill Firearms, Melee, or Archery
combatants, or achieve mastery of ranged weaponry. Skill Free Talent
These warriors are experienced with all forms
70% Combat Training
of armour and shields, and most of them are
• Gain +2 Result, Critical Range & Damage to
highly-trained to be ready for any situation, operating
your chosen combat skill.
as scouts and skirmishers alongside lighter-armed
combatants. 90% Frontal Assault
Others train for adaptability in the heat of battle, • Gain an extra action to make a 2nd attack, or
switching to the optimal weapon for any given moment reload a weapon.
in a fraction of a second. While they lack a particular 99% Elite Soldier
specialisation, of all the warrior professions, only • Add your Damage Modifier to the Critical
Soldiers possess this degree of flexibility. Range of your chosen combat skill.
Among the ranks of an army, good officers are
always in demand. Many who sign up to become
Health, Armour & Shields
Soldiers choose to take the route of becoming an
officer, because real leaders aren’t born - they’re • +6 HP at 70%, 90% & 99% of the chosen
trained. combat skill.
These people form the officer corps of any army, • Can wear Medium armour at 70% Endurance,
lead others into battle and adapt to the situation of and Heavy armour at 90% Endurance skill.
any given fight to achieve victory. They also move in
• Can use all Shields.
political circles, gaining access to the most powerful
people around.
40 PART 1: CHARACTER CREATION
SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Sorcerer Magic
Skills & Stats Add 25 points to each

Professional Skills Common Skills


Sorcery First Aid
Craft (Woodworking) Influence
Knowledge (History) Insight
Survival Intimidate
Resistance Skills
Pick 3 Non-Restricted Skills Resolve

Background Events 2
Contact Type Academic or Nomadic
Starting Money 100sp
Equipment Starting Kit

Choose one special ability


Outcast +2 Background Events, -1 Contact, &
add Endurance to your skill list.
Aura Gain +1 Energy AP and begin with +1
Gifted with magical power from the blood of an spell.
ancestor, the bloodline of a sorcerer dictates their Studied Learning abilities cost reduced by 1
capabilities and allows them to channel a raw, Accolade, or 100sp & 1 day of time.
instinctive form of magic that is considered to be the
most destructive. Advancement
Usually self-taught, sorcerers are often thought to Primary Profession Skill Sorcery
be in league with arcane powers as the source of their
Skill Free Talent
magic. This can result in a wide range of reactions
from common folk, from indifference to barely 70% Auld Magick
concealed fear and hatred. • Spend a Luck Point to learn a spell a sorcerer
Their power tends to manifest in their early teens, within sight that has just been cast.
and the sudden ability to create magical effects can 90% Eldritch Senses
often create problems for the young sorcerer, and • Gain Night Sight & detect the general presence
those around them. Sometimes, it can manifest at an of Undead & Incorporeal at 20 squares.
even younger age, often causing trauma. 99% Deep Reserves
Many sorcerers grow up in simple villages, and are • Spend a Luck Point to recharge +3 Spirit.
cast out when their eldritch powers become evident
to the superstitious community. Others lead a more
peaceful existence, turning to meditation to grow their Health, Armour & Shields
power and find a balance in their life. • +4 HP at 70%, 90% & 99% Sorcery skill.
In any case, sorcerers are in tune with eldritch
forces, and can even analyse and duplicate the magic
of other sorcerers for their own benefit. They can even • Can only wear Light armour.
learn to detect the presence of otherworldly creatures.
• Can use shields up to Small in Size.

PART 1: CHARACTER CREATION 41


SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Swashbuckler Rogue
Skills & Stats Add 25 points to each

Professional Skills Common Skills


Acrobatics Athletics
Archery or Firearms Deceit
Melee Influence
Streetwise Perception
Seamanship or
Commerce Resistance Skills
Pick 3 Non-Restricted Skills Evade

Background Events 3
Contact Type Criminal or Nomadic
Starting Money 200sp
Equipment Starting Kit

Choose one special ability


Inspirational While adjacent with at least one ally, you
and they gain +5% result bonus for all
combat, resistance & magic skills.
Courageous adventurers who enjoy travel and Wanted Gain +2 Background Events and +5% to
excitement, trouble has a way of finding Swashbucklers Evade skill results.
no matter where they are. Far from trying to avoid it, Connections Gain a Contact of your choice that is
they revel in the challenge and enjoy defeating foes different than your first Contact.
who think to better them.
Fighting with a devil-may-care attitude, many Advancement
Swashbucklers love to battle alongside like-minded Primary Profession Skill Acrobatics
comrades, whom they inspire with exceptional feats of Skill Free Talent
prowess.
70% Deadly
Other Swashbucklers lead more dangerous lives,
• Single-handed weapons gain +3 result
leading to them making a lot of enemies. Fortunately,
bonus, Critical Range & damage.
these clever fighters are some of the most agile
around, highly-experienced at avoiding the blows of 90% Fast Moves
others. • Gain an extra action on your turn. This action
Travelling around allows the more sociable types can only be used to reload, attack or Hustle.
to meet people from all walks of life. Fostering these 99% Merciless
contacts can provide a Swashbuckler with more • On a critical success with a combat skill, if
options other than fighting or running. target reduced to 0 HP, they die instantly.
The most martially-inclined of the roguish
professions, Swashbucklers use movement and Health, Armour & Shields
acrobatic feats to fight on the front line, even if some • +5 HP at 70%, 90% & 99% Acrobatics skill.
students of warfare point out that there is no substitute
for a solid suit of armour. Swashbucklers find people • Can only wear Light armour.
with such opinions to be quite boring.

• Can use shields up to Small in Size.

42 PART 1: CHARACTER CREATION


SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Thief Rogue
Skills & Stats Add 25 points to each

Professional Skills Common Skills


Mechanisms Athletics
Disguise Deceit
Streetwise Perception
Melee Stealth
Sleight Resistance Skills
Pick 3 Non-Restricted Skills Evade

Background Events 4
Contact Type Criminal or Law Enforcement
Starting Money 100sp
Equipment Starting Kit, Standard
Thieves Toolkit

Choose one special ability


Cutthroat Small weapons gain a +2 result bonus,
Critical Range & damage.
Sneak Add +5% to Stealth and Evade skill
Shirking the law and operating in stealth, thieves are results.
able to get into and out of all kinds of trouble. They’re Trapper Begin with 2 Trap Kits. Traps take 1 less
specialised in acquiring the possessions of others, but action to set up (minimum 1).
they’re flexible enough to adapt to a lot of different
situations. Advancement
Thieves often live and work on the streets, but a Primary Profession Skill Stealth
few are hired by (or forced to work for) authorities to
conduct clandestine missions. But most of the time, Skill Free Talent
they operate solo, or with trusted allies. 70% Vigilance
Sneaking around while avoiding detection is • Take half damage from AoE effects.
definitely an important part of a Thief’s skill set, but • You don’t set off Trip line traps if you fail to
their real specialty is being able to break into places spot them.
where they’re not welcome, and steal their valuables. 90% Slice & Dice
To this end, their expertise with mechanisms of all • Make a 2nd attack during your action using a
kinds is invaluable, and gives them insights into the Small weapon, or to deploy traps. Lock/Unlock
workings of locks and traps like no other profession. doors as an action.
As they grow in experience, their soft steps avoid 99% Fortunate
setting off trip line traps, and their reflexes and • Gain +1 Luck Point.
instincts allow a Thief to dodge the worst effects from • You’re immune to AoE damage.
explosions. Luck tends to favour them, too, keeping
them alive when others would stumble into danger. Health, Armour & Shields
When all else fails, they’re deadly with small • +5 HP at 70%, 90% & 99% Stealth skill.
weapons, especially daggers, which are ideal to stab
one’s enemies in the back with. Few things are more • Can only wear Light armour.
dangerous than a Thief, operating in the shadows, with
a dagger or two ready to strike.
• Can use shields up to Small in Size.

PART 1: CHARACTER CREATION 43


SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Wizard Magic
Skills & Stats Add 25 points to each

Professional Skills Common Skills


Wizardry First Aid
Craft (Any) Influence
Knowledge (Any) Insight
Teach Perception
Resistance Skills
Pick 3 Non-Restricted Skills Resolve

Background Events 1
Contact Type Academic or Nomadic
Starting Money 100sp
Equipment Starting Kit, Spellbook

Choose one special ability


War Wizard Wizardry spells that deal damage
deal an extra +1 damage.
Librarians and scholars who apply the magic of Brilliant Begin with 1 extra spell & your
the written word, wizards are the most civilised of Wizardry skill gains +2 Critical Range.
spellcasters. Some enjoy the independence of a remote Studied Learning abilities cost reduced by 1
location, but they’re equally at home in cities, where Accolade, or 100sp & 1 day of time.
their unique wisdom and insight are often called upon
by commoner and noble alike. Advancement
Wizards typically apprentice to a local master of the
art, spending their youth performing menial tasks such Primary Profession Skill Wizardry
as scribing the master’s notes, while practicing simple Skill Free Talent
cantrips in their free time. This process can take years, 70% Eclectic Arcana
until one day, the apprentice figures out how to cast • Learn Wizardry spells from other caster’s
their first spell. spellbooks, This takes the usual learning time
Finally, the master starts to treat the apprentice as but with no other cost. Gain +2 Skill Points
more of a peer than a servant, and their training begins instead of +1 when using Skill Manuals.
in earnest. By the time they leave the master’s service, 90% Master of Knowledge
the journeyman wizard is ready to head out into the • Use your Wizardry Skill in place of any
world to expand their knowledge. Knowledge skill.
Given their power is derived from magical
99% Unconventional Magic
phrases written into their spellbook, Wizards tend to
• Gain one spell from any other field of magic.
accumulate books and usually need somewhere to
store them. Magic can provide this space, but they tend
to acquire abodes where they can line the walls with Health, Armour & Shields
their acquisitions. • +4 HP at 70%, 90% & 99% Wizardry skill.
When someone is seeking knowledge, no matter
how obscure the topic, an experienced wizard is one of
• Can only wear Light armour.
the best sources one can find.

Special Bonus • Can use shields up to Small in Size.


• Wizards gain the Cantrip talent for free.
44 PART 1: CHARACTER CREATION
SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Background Events d100 Event Benefit


Just about anything can happen to your character during 01 Chosen Choose 1 event (except this one!)
their formative years, so each Profession prompts you to roll 02 Eventful Roll an extra Background Event
for Background Events. The more eventful a Profession, the
more events it offers. A magician working in a lab for most 03 Ability Take a 2nd special ability from your
of their young life doesn’t see nearly as many events as a Profession.
thief living and surviving on the streets. 04-05 Lucky Gain +1 Luck Point
These add a splash of random story flavour to your past, 06-07 Gifted Gain +1 to one Attribute
as well as a tangible gameplay effect. Most are positive, but
08-09 Sage Gain an Academic Contact
life can be harsh, so there is a small chance of a negative
background event too. 10-12 Talented Gain a talent you qualify for
Roll d100 and consult the table at right. If the same event 13-15 Tough Gain +1 Natural Armour
is rolled more than once, disregard it and roll again, as you 16-18 Resistance +2% result to all Resistance skills
cannot have the same event more than once.
19-21 Skilled One skill gains +5 points
22-24 Contact Gain a new Contact of your choice

Languages 25-27 Armour Gain some Masterwork Gambeson


Most characters start with two languages. The Common 28-30 Vigorous Gain +5% Endurance result bonus
Tongue is the language of Humanity, commonly used 31-33 Weapon Gain a Masterwork Knife
throughout civilisation as the language of commerce and 34-36 Shielded Gain +1 Energy Armour
trade. You’ll also gain a second language specifically for
your species (if you’re not human). 37-40 Wary Gain +1 Initiative Bonus
New languages can be gained by taking the New 41-44 Language Gain any language of your choice.
Language talent, and choosing from the list. You are 45-48 Courage Gain +5% Resolve result bonus
considered adequately proficient in new languages, but an
especially difficult turn of phrase might provoke an Insight
49-52 Perceptive Gain +5% Perception result bonus
check to figure it out. 53-56 Spirited Gain +1 Spirit Point
You can know a total number of extra languages beyond 57-60 Learned Add 1 Professional skill to your list
any starting languages, equal to your Intellect Attribute 61-64 Savvy Add +2 to all Common Skills
Bonus.
65-68 Runner Gain +1 Movement
69-72 Windfall Gain +100sp
Language Species
73-76 Healthy Disease duration is halved
Corvid Corvid
77-80 Hauler +3 to Unencumbered ENC
Dracar Dragon Elf
Dwarven Dwarf
81-84 Reflexes Gain +1 Reaction

Elvish Forest Elf


85-88 Clever Gain +1 manoeuvre you qualify for
Raelish Raelani & Feylin 89-92 Excellence 1 skill gains +1 Critical Range
Ancient Disused old language 93-96 Restful Gain +1 Heal Rate
Bailithe Dwarf 97 Old Injury -1 Movement

Bigg’n Giants & Ogres 98 Addictive +5% base addiction chance

Celestial Celestrel & Celestials 99 Framed Lose 1 Contact, and its bonus

Draconic Dragons
00 Unlucky Lose 1 Luck Point

Escar Escardi
Infernal Daemon & Infernals
High Elven Highborn Elf
Saeridish Saerid
Woodland Nymph & other Fey

PART 1: CHARACTER CREATION 45


SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Contacts Mercantile
Traders and merchants, contacts of this area know the
During the course of your formative years, you have
encountered many people who had a positive impact on your prices in cities and countries they deal with and are well-
education. Most move on to other things in life, but a few versed in the production of the goods they trade. If a crop is
stay in touch. These are your contacts, people from various going to fail or a gold mine has been uncovered, mercantile
walks of life who can provide you with information and a contacts are usually in the know and you’ve made good use
special bonus, but if you lose the contact for any reason, you of their tips to make you an expert at haggling for better
lose their other benefit as well. prices.
The types of contacts you are likely to gain depend Benefit: Get 10% more money for things you sell (Sell
on your upbringing and vocation. Work with your Game formula becomes 1/2 price + 10%).
Master to bring these people to life and add details of your
interactions to your background. Military
Direct contact with the military can be with anything
Academic from a common private, to a sergeant, all the way up to a
These contacts come from a scholarly background, general. They can also be from the navy, and such contacts
usually specialising in a particular field but having a great will have extensive knowledge of known enemies and areas
deal of knowledge on a variety of topics. Such people are of strategic importance. Having known such an individual
professors and teachers who are called upon by others in for a long time, they’ve taught you some improved combat
society to provide information where needed. This contact tactics.
has taught you how to think in more logical ways. In effect, Benefit: Gain +1 Damage Modifier
they have taught you how to learn.
Benefit: Gain +1 Accolade at the end of each game Nomadic
session. These contacts are well versed in the lore of travel. They
know the best routes to get to and from places of interest,
Craft including shortcuts to expedite travel, and having travelled
A crafting contact knows how to acquire materials at low with this contact for a few years, their frontier lifestyle
prices, acquire customers and has a degree of influence has toughened you up a little too. They know how to avoid
in the more industrial areas of society to help grease the dangerous areas and understand the risks of travelling a
wheels of industry. certain route.
Benefit: Pay 10% less for any crafting materials (iron, Benefit: Gain +1 Hit Points and Movement.
wood, steel, all components for inventions etc.)
Political
Criminal Political contacts provide information regarding
Contacts of this area come from the darker side of governmental affairs, and the lesser known daily events in
society. Whether it is a thief, a thug, a beggar or a lady of the political families. They might be members of a local council,
night, these people have intimate knowledge of the streets, and in feudal societies they could be minor nobles such as
where to find or fence illicit goods, and the best ways to knights or barons, or even go all the way up to the Duke of
avoid running afoul of the law. other high–ranking member of society such as a Governor.
Benefit: Gain +5% to stealth skill results. They’ve taught you a thing or two about making things go
your way, even when events seem to be conspiring against
you.
Law Enforcement Benefit: Gain +1 Luck Point.
Members of this field are typically involved with enforcing
the law on the streets of a city or town, either directly or
indirectly. It can be a watchman of the street, a divisional Spiritual
sergeant, a captain of the guard or a justice of the peace These contacts are typically members of a church,
who has taught you to be vigilant in dangerous situations. or simply a spiritual individual or philosopher. They have
They also have great knowledge on current criminal activity access not only to ancient religious lore, but contacts within
and who might be responsible for it. society who call upon their services. Their teachings have
Benefit: Your Initiative Bonus is increased by +2. taught you a great deal of wisdom and patience.
Benefit: Gain +1 Spirit Point.

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SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Philosophy Benevolent
Caring for others and doing what’s right is at the centre
The guiding beliefs of your character are an important
part of Sabre. Philosophy binds all of the skills, talents and of this philosophy, and it doesn’t really matter how this
abilities you have gained with a motivation. Philosophy is achieved, so long as nobody gets hurt along the way.
represents the aspirations of your character, what they strive Characters of this philosophy go out of their way to help
to become and a guide for how they will react to any given others and are willing to go it alone if that’s what it takes.
situation in the game.
Pick one philosophy for your character from the list
Dominating
Everyone is out to control everyone else, and if you
below. It’s a reminder of what your character believes in,
don’t want to be a puppet, you need to become the puppet
not a chain around their neck. Choose something that fits
master. Characters of this philosophy seek to exert control
the personality of your character, as outlined in your initial
over themselves and others, and have trouble listening to
sketch. A noble knight more concerned for those around him
advice. They are not averse to undermining others to reduce
than his own safety would be Selfless. A wizard seeking to
their influence in the character’s life.
gain power for himself might be Manipulative or Dominating,
and a brave frontiersman would be Independent. I think you Independent
get the idea! The independent-minded individual values freedom above
Sabre is a game of heroic adventure, but this doesn’t all things, both for themselves and others. They don’t give
mean all characters have to be white knights. Still, the more orders to anyone, nor do they like taking orders. They are
amoral a character’s philosophy, the less likely they are to self-made people, who look to themselves or people they
play nice with others in the group, so unless your Game respect to get things done. Characters of this philosophy
Master has this in mind, it’s best to choose philosophies feel constricted in more structured environments.
that will work with others.
Malevolent
Changing Philosophy Fear is the only controlling factor in life. The strong
A player can choose to have their philosophy change over succeed and the weak fail and die. Characters of this
the course of time, depending on events that take place philosophy use violence to resolve their problems where
during the game. It’s purely a roleplaying exercise arranged possible and gain pleasure from destroying their enemies.
between the player and GM, to enhance the journey of their
character. Manipulative
However, players who suddenly act completely out of A manipulative character seeks to control events around
step with their character’s beliefs (especially on a regular them with subtle methods and believe that everyone else
basis) may be punished by the Game Master, who can is also acting this way. Characters of this philosophy will
withhold Accolades for essentially bad role-play. allow others to think they’re doing things their way, while
attempting to alter events and decisions to meet their own
Ambivalent needs without anyone realising it.
Characters of this philosophy have no strong beliefs and
tend to go through life meeting their needs without clashing
Selfish
Everything revolves around you and if it doesn’t, you make
with other people where possible. They might have once
efforts to try and change things so they do. Characters
believed something greater, but through pain and loss they
of this philosophy seek to satisfy their needs and desires,
have come to this state of ambivalence. They tend to look
whether it is a desire for power, attention, money or love.
upon other characters with other philosophies as meddlers,
zealots or proselytizers. At lower levels of Intellect, this Selfless
alignment applies to animals and other instinctive creatures. Selfless characters want the best for those around them
and have a strong belief in the inherent decency of people
Anarchic and the positive benefits of society. Characters of this
Order and structure is a myth, and it’s best to embrace philosophy rarely hesitate to sacrifice their own gains if it
the random nature of life. People of an anarchic bent disdain would harm or oppress innocents.
being told what to do, and actively go out of their way to
challenge the beliefs of the institutions of government and Structured
those who think it has any place in the lives of everyday Life makes more sense when there is a clear plan. An
people. Characters of this philosophy loathe being part of organised approach to all things is the best way to deal with
a structured group, and sometimes actively seek to disrupt challenges regardless of whether it involves giving orders or
and undermine leadership positions. taking them. Characters of this philosophy tend to feel lost
without structure and order in their lives.
PART 1: CHARACTER CREATION 47
SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Skills Critical Success


Each skill has a chance for overwhelming success,
Skills are the basis for practically all actions in Sabre,
defining in clear terms what a character is capable of doing, referred to as a Critical Success. This is achieved when
and how well they do it. This chapter explains how skills a player rolls within 3 points of your skill level, which is
work and provides clear definitions of each skill, including referred to as your Critical Range.
the results of skill checks. I.e. if your skill is at 55, then your default Critical Range is
Common Skills are available to every character, and a roll of 53 to 55. The CR column on the character sheet is
represent basic, everyday knowledge someone might have where you can write in the Critical Range for each skill, and
(such as running, jumping etc.) Professional Skills are much while 3 is the default range, talents and manoeuvres can
more involved, representing specific training in a field for increase or decrease this.
use in a career. All skills work in the same fashion: a check A Critical Success on non-combat skill checks means
is made, modifiers are applied and the results observed. you’ll beat any non-critical opposed check, even if it’s higher
than your result. The GM might provide you with some more
Calculating and Using Skills information or another benefit if appropriate.
The base value for skills is determined by doubling the Combat Critical Success has other benefits:
skill’s Attribute value, such as Strength (STRx2) and Agility • Weapons & Spells apply an extra damage dice.
(AGIx2). The core of the skill system is quite simple – the • When using Manoeuvres or Magic that don’t deal
value attached to a skill is the percentage chance of damage, that ability doesn’t use any Spirit Points.
success. When a character needs to utilise one of their • If a Critical Success happens for both you and your
skills, the player rolls 1d100 (percentile dice) and checks the opponent, the highest native roll still wins.
score of the appropriate skill. • Some abilities grant automatic critical success. Roll the
• If the roll is greater than the skill number, it is a failure. dice and consider it a critical of the same value.
• The roll is counted as a success if it is equal to or less
than the skill’s number.
Fumbled Rolls
At the opposite end of the spectrum is a Fumble. This
Remember: roll as high as you can without going
is always a bad thing, far worse than merely failing a skill
over! check! The Fumble range for every skill is a roll of 00, and
3 points within that result. So, a roll of 98, 99 or 00 is a
Opposed and Unopposed Rolls fumble.
Some abilities will note whether or not they are opposed As your skill increases into the 90’s, the Fumble Range
checks, or unopposed checks. An unopposed check means gets pushed back too. There is always a 1-point failure
you make a roll against one of your skills, with a simple range between your skill level and a fumble, so once you get
success/failure result. An opposed check occurs when you to 97 skill, your Fumble Range is reduced to 99-00.
not only do you need to get a successful result against your Once your skill is at 99%, your Fumble Range is reduced
skill, but your roll needs to be above your opponent’s result to 0, as you are so proficient that a fumble is impossible.
as well. This is the basis for combat in Sabre, whether it’s On opposed checks, a fumble makes the opponent’s roll
swords, bows or magic. a Critical Success.
• A fumbled weapon attack causes the attacker to drop
Resolving Equal Rolls their weapon, which loses 1d4 Hit Points.
Opposed rolls, where two characters are matching their • A fumbled spell or manoeuvre causes the caster to be
abilities against each other, sometimes (rarely) result in a dazed for 1 round, and uses 1 extra Spirit Point.
matched roll e.g. both characters end up with a final result
of 32. In this case, the defender effectively wins, as their
score was not bested. Raising Skills
Skills are raised by 1 point every time you fail with a
Automatic Successes particular skill, allowing you to learn from your mistakes.
Sometimes, there’s simply no need for a skill check. This E.g. If you fail an Endurance skill check, you immediately
can be due to lack of difficulty, or simple expedience from raise that skill by 1 point. You can only gain skill points for
the Game Master. Skill checks are drama and in general, a given skill once per combat round. Skills cannot go above
don’t bother with a skill roll if the task is something the 99%, though talents and items may permit higher effective
character considers routine, has plenty of time and all scores through the addition of bonuses applied after a
necessary tools, or there are no significant consequences to success is determined, known as the result bonus.
failure. A Fumbled skill roll grants 2 points to the skill!

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Optional Rule: The Slow Road Skill Spamming


Characters can use their skills as they please within
If you feel that skill advancement is too fast, and your
a combat situation, where the pressure to succeed and
players want to increase in skill at a more leisurely pace,
learn is at its peak. Outside of combat, in less exciting
you can use this rule to remove the raising of skills through
circumstances learning becomes less efficient – people
failed (and fumbled) checks.
often train for weeks, months or years to improve their
Only through spending Accolades and purchasing
skills.
training from teachers will a player be able to advance their
Characters who wish to spend a day ‘perceiving things’
skill with this rule. The speed of advancement can be easily
or ‘dancing like nobody’s watching’ in an attempt to raise
controlled by the Game Master by how many Accolades
a skill in a ‘montage’ sort of way don’t make 50 separate
they want to hand out. Players will need to make better use
checks and raise skills extremely fast, they instead use the
of their limited abilities in order to succeed, but each step of
Extended periods of study rule below.
increased skill is that much more satisfying!
Essentially, characters will only gain skill points on failed
checks if it’s a roll the Games Master has asked them to
Modifying Skill Rolls
make, such as a Perception check to spot someone moving
There are some occasions where a skill roll is required
in the shadows, or a Knowledge check to learn some
but the chances of success need to be adjusted to reflect
information.
particular conditions. In such a case, the Games Master can
Characters embarking on specific tasks with GM consent
insist on modifying the skill of the character to reflect the
can also gain skill points as required, such as working out to
circumstances.
raise their Athletics skill or practicing their Seduction skills
Difficulty Modifier on the locals. Failed skill attempts for specific tasks (such
Difficulty adjustments can be made to the skill itself on as disarming a particular trap or intimidating an NPC) can
unopposed checks, lowering it as a penalty or raising it as usually only be reattempted once, with a -20% skill penalty.
a bonus. This makes it easier or harder to succeed on the After that, the task was failed, and that’s the result the
check, and moves the character has to deal with.
Difficulty Modifier
Critical Range along with it.
So, if you have -20% penalty Very Easy +40% Extended Periods of Study
to a skill, it would effectively Easy +20% Raising skills outside of a game session or during the
go from 75 to 55, with your Standard None montage-like passage of in-game time is less effective
Critical Range now at 51-55 Hard -20% than raising them through regular use, but still possible. If
instead of 71-75. This characters have an extended period of time to themselves,
Formidable -40%
difficulty modifier is never such as when staying at an inn or travelling, they can
applied to an opposed check. Herculean -60% engage in study to raise skills, albeit at a much slower rate
e.g. a difficult lock might impose a Mechanisms skill than through actively adventuring.
penalty, or a bonus to Athletics to make an easy jump. For every 8 hours that a character spends studying a skill
to the exclusion of other activities, they may make a skill
Result Bonuses check against that skill:
• If they roll above their skill level, they gain 1 point in that
Result bonuses give your final skill check result a boost
on opposed checks, to improve your chances of beating skill, and 2 points if it’s a fumble.
your opponent’s roll. The baseline bonus for any skill is • If the character has the Efficient Study talent, they can
your Attribute Bonus for that skill. e.g. the Melee skill has spend a maximum of 12 hours instead of 8, with that extra
Strength as its Attribute, so add the STR Attribute Bonus to four hours allowing a second roll.
the result for skill checks. This ability cannot be used if the character has the
It works like this: if your skill is 45, you roll a 40, that Fatigued condition.
counts as a success. If it’s an opposed check, you then
add any result bonus for that skill, such as a +3% from
Strength, +1% from a masterwork weapon, and +5% from a
Skill Manuals
You can purchase Skill Manuals for any skill, which
manoeuvre etc. This makes your final result effectively 49%.
boosts the skill gain from an Extended Period of Study.
Because success has already been determined, it no
• Each manual costs 500sp and is dedicated to 1 skill.
longer matters if this final result goes above the skill level.
• If you have access to that manual while performing an
The Skill Focus talent multiplies an Attribute Bonus for a
Extended Period of Study, you gain +1 skill points if you roll
skill’s result, so higher Attributes multiply out to very high
above your skill level. i.e. 2 points on a failure, 3 points on a
result bonuses! Critical successes ignore the bonus – they
fumble.
are only gained on natural rolls of the dice.
PART 1: CHARACTER CREATION 49
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Group Rolls
When dealing with large groups of characters and
Common Skills
Every creature in the game has a list of commonly
creatures, a Game Master can make skill rolls that affect available skills, representing a pool of basic abilities learned
the entire group instead of the usual individual skill checks. over the course of their life. This includes everyday things
Making a morale check, or determining the outcome of fifty such as running, hiding or spotting hidden things.
archers shooting at the same time are good examples of Common skills are determined by doubling the skill’s
this. Attribute number. The result of this calculation is the basic
There are two ways to apply this method: skill level for a given skill, before any additional points are
• Make a skill roll based on the skill of one average added during the course of their background.
individual. Success or failure for the entire group is bound to The table below lists all of the Common Skills and the
this roll. Attribute associated with each. Once basic skill percentage
• Make a skill roll and determine how many in the group scores are derived, they might be increased by a character’s
are above and below this number to determine individual chosen Profession, and through rigorous effort over the
successes. course of an adventure. Skills will rise quickly at low level,
For example, if ten archers have Archery skills ranging and become difficult to increase as they rise towards 99%.
from 40% to 80%, and your dice roll is 55%, those below your
roll fail and those above succeed. It’s a little more complex
but gives a more realistic result.
Common Skills
Skill Base Percentage
Proportional Skill Success Athletics Constitution x2
For very large groups of characters, there is another
Deceit Charisma x2
shorthand method to determine the outcome of a single
task. This method works best if the creatures in question First Aid Agility x2
have the same skill, which, for large groups of NPC’s, is Influence Charisma x2
typically the case. Insight Intellect x2
• Take the skill level of the skill in question and consider
Intimidate Strength x2
that to be the outcome of the check. For example, if one
hundred archers are shooting and the archery skill for Perception Intellect x2
each of them is 67%, then consider 67% of them to have Stealth Agility x2
successfully hit their targets.
For checks such as this, where a damage result is Athletics
required, just roll damage for one of them and multiply it The Athletics skill represents physical activity involving
by the number of successes. Consider them all separate climbing, jumping, running or swimming. Encumbrance
attacks, of course. impedes these activities, so if the character is burdened or
wearing at least one piece of heavy armour, penalties will be
Skills Above 99% applied to the result. Check out the Movement section for
Skills cannot be taken above 99% through learning alone. more details.
There are abilities in Sabre which grant a small bonus to a
skill result, such as +2% or +5%. These still apply to skills Climbing
that have reached 99%, effectively giving a character a skill A character can climb trees, walls and other surfaces so
check result above 100%. long as there are hand-holds.
• If unburdened, they climb at half their normal
movement.
• If burdened, they move at a quarter of their normal
movement.
• If heavily burdened or above, they cannot make the
climb.

Jumping
With a successful Athletics roll, a character can jump
up to twice their own height horizontally, provided they
have space to run-up of at least five squares. They can also
perform a vertical jump up to half their own height.

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Running Influence
As your Athletics skill advances, you’ll gain a passive This skill covers a wide range of activities, from placating
bonus to your Movement. At each step of 70% skill, 90% and an individual who is angry with you, to convincing an
99% skill, you gain +1 Movement for a total of +3. official to look the other way. At its heart, Influence allows a
character to improve the way others think of them.
Swim An Influence skill check is usually opposed by the
Swimming in calm waters doesn’t require a skill check, Resolve skill, but in some cases the Influence skill itself
but if conditions are less than ideal (such as strong currents, can be used, if someone else is attempting to Influence the
waves etc) an Athletics check is required. The character’s character or situation. Difficulty levels can be imposed on
base speed for swimming is half their standard movement the roll if the character is beloved or abhorred, or whether
rate, but swimming in rough seas or against a powerful the individual they are attempting to Influence is resistant to
current will decrease this further. such manipulation.
It should also be noted that swimming while wearing
medium or heavy armour imposes a -40% penalty to the Insight
skill. Insight as a measure of a character’s intuition, their
ability to pick up body language and subtle cues to
Deceit understand hidden motives and outright lies. Exact details
This skill covers any attempt to bluff or lie to others, of lies aren’t given no matter the result, and anything
including things like cheating at games of chance and any short of a critical success still leaves the character with a
situation where a character is attempting to hide their true lingering doubt, since we’re dealing with pure gut instinct
motives. Deceit checks are opposed by the Insight skill, here.
and can be used to conceal their intentions from those who An Insight skill check is typically opposed by the target’s
attempt to discern if they are lying. Deceit skill, but is often employed on unopposed checks
to test their intuition, and can even be used to check the
First Aid character’s memory for specific events.
This is a useful skill allowing a character to treat minor
injuries and stabilise bleeding. It is possible for a character Intimidate
to use First Aid on themselves, although this will incur a The Intimidate skill represents efforts to bully or coerce
-20% penalty to the skill. another character with threatening words and posture, and
Applying First Aid to the patient takes 1 minute, during the stronger you are, the more threatening your appearance.
which time neither the patient nor the treating character It is typically opposed by the Resolve skill.
can take any other action. Major Wounds and bleeding are Success with this skill causes the subject to be afraid of
temporarily stabilised during this time until the results of the the character for a minute, during which time they are likely
check are learned. to say anything to avoid further irritating the character who
• On a successful check, the subject is healed for 1 Hit is intimidating them.
Point of damage.
• At 70% skill, subjects are instead healed for 2 Hit Points Perception
of damage. This increases to 3 HP at 90% skill, and 4 HP at Perception represents the ability of the character to
99% First Aid skill. hear, see or even smell the world around them. It is one of
First Aid can only be successfully used on a creature the most used skills in the game, usually rolled against to
that has been wounded, and cannot be used on them again highlight important details such as secret doors or hidden
unless they take another wound. enemies. Conditions such as fog, rain, snow or darkness
Finally, First Aid requires the use of bandages, which can may affect the difficulty of the skill check according to
be bought, or a character can destroy an article of clothing which senses are used in the check.
to make some.

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SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Stealth The result bonus applied to the Evade skill from your
This skill is used when attempting to evade detection by Agility Attribute Bonus and other skills and talents isn’t
moving without making a sound, or making use of shadows applied at all if you’re wearing Medium or Heavy armour
or other forms of cover to avoid direct line of sight with due to the bulkiness and weight of this level of protection,
those who would notice you. It’s useful when escaping a but for those in light or no armour, this skill can be the
dangerous situation, or approaching a foe undetected to difference between life and death.
deliver a deadly attack that cannot be defended against.
So long as you keep out of direct sight, make use of the Resolve
terrain and move at half your normal speed, you can remain Resolve is the skill used to test a character’s mental
hidden from view. Stealth checks are opposed by Perception resilience against fear, invasive mental powers, intimidation
from those seeking to find them. and other mind-based effects. Advancing this skill increases
the character’s Spirit Points as well:
Resistance Skills • Add your Intellect Attribute Bonus to your Spirit Points
In addition to Common Skills, all characters have again at 70%, 90% and 99% Resolve skill. If the Attribute
Resistance skills, which are used to determine the results of Bonus itself ever increases or decreases, that will affect this
various forms of attack, such as using Endurance to resist result as well.
the effects of poison, Evade to avoid an arrow being shot
at you, and Resolve to steel your mind against a mental
assault.

Skill Base Percentage


Endurance Constitution x2
Evade Agility x2
Resolve Intellect x2

Endurance
This skill represents not just a character’s health, but their
ability to withstand physical exertion and assault. It’s a vital
component for wearing medium and heavy armour, which
require a high degree of fitness.
• As this skill passes 70%, it allows certain professions to
wear heavier armour types. Check individual professions for
more information.
• This skill dictates the kind of backpack you can wear.
The higher the skill, the better the pack. See the Tools, Gear
& Backpacks section for more details.
• A character’s Heal Rate is increased by +2 at 70%, 90%
and 99% skill levels, for a total bonus of +6.

Evade
Evade is one of the most important skills in combat, for
it is used to avoid incoming attacks of all kinds, such as
melee strikes from swords, unarmed punches, and helps you
position yourself when you see someone aiming at you with
a ranged weapon prior to their attack.
Evade will also be of use for avoiding traps, mitigating
the effects from area of effect (AoE) damage (such as
explosions or melee attacks that hit multiple opponents),
and functions as a measure of reflexes when quick reactions
are needed.

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Professional Skills Professional Skills


Unlike Common Skills, Professional skills are learned as Skill Base Percentage
part of school, an apprenticeship or some other method Acrobatics Agility x2
where the complex knowledge of these skills can be
Animal Training Charisma x2
passed on. Characters gain several of these as part of their
Profession. Commerce Charisma x2
They can even learn new Professional Skills over the Courtesy Charisma x2
course of an adventure, channeling their experience into Craft Agility x2
new abilities.
Disguise Charisma x2
The exceptions to this are Restricted Skills, those which
can only be acquired through a particular set of Professions, Drive Agility x2
or taken as part of a species. These are very complex skills Herbalism Intellect x2
that a lot of time to learn and are only rarely gained through Investigation Intellect x2
any other method.
Knowledge Intellect x2
If a character doesn’t have a given Professional skill, they
can still attempt anything required by that skill using their Leadership Charisma x2
Attributex2 as the default. So wanting to throw a knife would Mechanisms Agility x2
usually require the Thrown Weapons skill, but you could use Navigation Intellect x2
your Agility Attribute x2 as your skill level. Perform Charisma x2
• Restricted Skills cannot be used in this way.
Prospecting Constitution x2
• Untrained skills do not advance on skill check failures.
Ride Agility x2
Learning New Professional Skills Seamanship Constitution x2
Most starting characters will know a number of
Seduction Charisma x2
Professional Skills gained as part of their profession, but
it doesn’t have to end there. Characters can always learn Sleight Agility x2
new skills, provided they can find either a teacher to impart Streetwise Intellect x2
knowledge, usually involving the exchange of money, or the Survival Constitution x2
expenditure of Accolades. Teach Charisma x2
It should be noted that Restricted skills can only be
gained as part of a character’s chosen Profession. Aside Track Intellect x2
from this, any other Professional Skill can be learned. Combat Skills
Skill Base Percentage
Maximum Professional Skills Archery Agility x2
A character can know 1 Professional Skill for every
point of Intellect (including your beginning Professional Firearms Agility x2
Skills too). If they start with more skills than their Intellect Melee Strength x2
normally allows, they must eliminate Professional Skills until Shields Strength x2
the number is no higher than their Intellect score. Thrown Weapons Agility x2
Unarmed Strength x2
Buying New Skills
New skills are learned by paying a teacher with money,
and spending time learning, or by spending Accolades, Restricted Skills
which takes no time: the skill is learned when you spend Skill Base Percentage
them (Accolades represent learned experiences so you’ve Alchemy Constitution x2
already put in the time). Artifice Agility x2
Learning from a teacher can be done in bits and pieces,
until you’ve chipped away at the required hours. Charms Charisma x2
Divinity Charisma x2
Skill Costs Druidry Intellect x2
• It costs 6 Accolades to learn a new skill.
• You could instead pay a Teacher 600sp and spend 7 Shamanic Intellect x2
days (56 hours) to learn a new skill. Sorcery Charisma x2
• Newly acquired skills begin at their Attributex2 level. Wizardry Intellect x2
PART 1: CHARACTER CREATION 53
SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Acrobatics Teaching Talents & Manoeuvres


This skill allows a character to perform feats of juggling, You can also teach General Talents, General Combat
tumbling, handsprings, backflips and rolls with precision and Talents and Pet Manoeuvres to your pet. Characters with the
grace. Acrobatics can only be performed if unencumbered, Warhorse Command talent can also teach these things to
and in armour no heavier than Light. This skill is very useful their mounts in the same manner.
for fast movement through difficult terrain and bypassing This is done by spending your own Accolades on the pet,
obstacles, through the use of manoeuvres. You can also or paying money to an animal training teacher in the usual
Make an Acrobatics check to: manner for buying talents and manoeuvres.
• Roll one fewer dice when determining Internal damage If the pet dies, all Accolades spent on its abilities are
from falling. returned to the trainer.
• Climb at your full Movement Rate instead of half.
Commanding Your Pet
Animal Training You can tell your pet to perform a Trick using a Reaction,
This skill gives you the knowledge and patience to train along with your Animal Training skill check. Pets will use the
Small Animals (found in the Fantasy Bestiary manual) to not benefits of manoeuvres and talents automatically, decided
only become loyal companions, but to learn simple tricks by the controlling player as desired.
which they perform on your order.
To train a wild animal, you must first find one and befriend Archery
it with food and good intentions by making a successful This skill allows a character to effectively use ancient
unopposed Animal Training skill check while providing some weapons including bows and crossbows. A character’s
Raw Ingredients. If the check is successful, the creature Damage Modifier is applied to bows, but not crossbows. In
will return to the same place on the next day. If you’re there combat, there are special Manoeuvres that can be applied
with more food, make another Animal Training skill check using Spirit Points with this skill.
opposed by the creature’s Resolve skill, and if successful,
the animal is now your pet, following you around wherever
you go. If it resists your charms, you can keep trying once Commerce
every day. Commerce allows a character to understand market
• Note that if you fail your Animal Training skill check, forces such as supply and demand, as well as standard
some larger creatures may try to attack you! business practices, evaluate markets for potential and the
ability to estimate the value of goods, whether legal or not.
Teaching Tricks It’s also used when haggling for the best price while
You can spend one day teaching it one of the listed tricks dealing with other traders and shop keepers, by using their
by making an opposed Animal Training skill check against its Commerce skill in an opposed skill check.
Resolve skill. If you fail, you can try again the next day. If you
fumble the check, the pet can never learn that trick.
• A pet will stay loyal to you so long as you treat it well, Courtesy
feeding it Raw Ingredients (listed on the food table) every Courtesy is the art of ‘proper’ behaviour in social
day. If you treat it poorly, it will eventually leave and never situations, especially in high society, covering topics such as
return (at the GM’s discretion). how to dress, who you can and cannot speak to, rituals and
• You can have 1 Small Animal pet for every point of conventions etc. Naturally, it is primarily used when dealing
your Charisma Attribute Bonus. You can only have 1 pet of with nobility, but also the traditions used by organisations,
anything larger, such as beasts or dire beasts. such as how to dine with naval personnel, tribal elders,
merchants and even local traditions of the common folk.
Trick Effect
Attack Pet continuously attacks a target.
Count Animal can count up to five.
Crouch Animal flattens itself to the ground to hide.
Defend Animal will defend you against attack.
Fetch Pet will retrieve a small object within sight.
Hunt Pet makes Survival check to find food.
Play Dead Pet will appear to be dead unless inspected.
Stay Pet will stay until you command it otherwise.
Track Pet will use its Track skill to follow tracks.

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Craft Disguise
Whether a character is working with metal, wood, Transforming yourself or someone else’s appearance
ceramics or some other material, fashioning it into useful is the purview of the disguise skill. The aim is to make
items is the core of Crafting. Craft forms the basis of many the character appear to be someone else entirely, utilising
professions, one of which is chosen as a subcategory when materials such as wigs, make-up and prosthetics. When
the Craft skill is taken: combined with the use of the Perform skill, a character’s
transformation can be quite profound.
Craft Effect It takes an hour to apply the effects of this skill.
Blacksmithing The ability to forge toolkits, Tiny & Small
weapons and shields using 1 iron or steel Drive
and 2 hours per ENC. Can take talents to The drive skill covers the operation of land vehicles such
forge metal weapons and armour using as carts, wagons and carriages, as well as the knowledge of
this skill. road rules for a given civilisation. Basic use of such vehicles
Ceramics The ability to create objects out of clay. is automatic, and Drive rolls are only needed when a
Cooking The skill required to cook quality meals character needs to perform an extraordinary action such as:
that are beneficial to your health. • Drive off-road without becoming bogged.
• Maintain control while travelling above the vehicle’s
Glass maker Turn sand into glass and form it into
normal cruise speed.
cups, lanterns and other useful tools.
• Attempt to evade an attack while moving at least ½ the
Jeweller The ability to fabricate jewellery and ID vehicle’s cruise speed.
the value of gems on an unopposed skill • Maintain control if being rammed by another vehicle.
check. • If a driver is trying to outrun another driver, the opposing
Leatherworking The knowledge of how to skin and driver can use a Reaction with a drive skill check to maintain
cure animal hides, and create wearable pace, provided the vehicle’s speed is up to the challenge.
clothing & armour. If a character doesn’t have this skill and attempts to
Masonry The knowledge to cut stone to your drive anywhere but an open field or deserted bit of road,
requirements. drive checks may be required to avoid hitting other vehicles,
Tailoring How to make and repair clothing. obstacles, pedestrians etc.

Woodworking Allows you to make furniture, or any other


small item made of wood, as well as craft Firearms
wooden melee weapons and shields up This category covers the use and maintenance of
to Large in Size. When this skill reaches one and two-handed black-powder firearms, as well as
70%, you can craft weapons and shields safely handling black powder, which can be volatile in
of Huge Size, then Enormous at 90% skill. inexperienced hands. There are associated talents and
At 99% skill there is no size limit. You can manoeuvres which become available as the skill level
craft ranged wooden weapons by taking increases.
the Bowyer talent.
Cooking Herbalism
When you add cooking herbs to anything you cook (1 unit This skill covers the necessary knowledge to identify
of cooking herbs per person being served), you increase plant life with useful properties, from healing wounds,
the Heal Rate result from your Craft: Cooking skill by +1. expunging illness to identifying poisons of all kinds. It will
This effect lasts for the 24 hours, and can only be applied also allow you to gather herbs from the wilderness and use
once in this period. Raw Ingredients provide no additional them to craft remedies to treat a number of ailments and
benefit if they are of reasonable or superior quality without increase health.
additional training (the Home Cooking and Chef talents). It can also be used to find and formulate poisons of
all kinds, though the legality of such substances usually
Cooking Result Effect prohibits their open use. See the Herbs & Poisons section
Critical Success The meal gives +2 to Heal Rate for 1 for more information.
night.
Success The meal gives +1 to Heal Rate for 1
night.
Failure Bland. No additional benefit is gained.
Fumble The food is inedible.
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Investigation At the start of a combat, just before Initiative is


This skill allows a character to determine the cause of determined, you can make a Leadership skill check. If
past events, based on available evidence in a given location. successful, you can allow your party members to swap
It can involve speaking with people, examination of already initiative numbers at your discretion to take full advantage
discovered clues, and represents the deductive processes of everyone’s abilities. E.g. if the the party roll 20, 13, and 8,
involved in stitching everything together to formulate a the players who rolled 20 and 8 can swap their numbers.
theory of what took place. Only one character in a group can use Leadership, as too
many captains cause confusion.
Knowledge Mechanisms
Whether a student of history, politics or mythology, This is the skill which allows characters to understand
Knowledge involves the specialised learning of particular the inner workings of simple devices such as locks, traps,
fields of study, chosen when the skill is taken. It is rolled and the use of simple explosives.
against in unopposed checks to determine if a character
knows something pertaining to the area of knowledge Disabling a Trap or Lock
in question, with a difficulty modifier applied where To disable a trap, you must first detect it with a
appropriate, usually on obscure topics where general Mechanisms check on the place where you think a trap
knowledge is insufficient. This skill is also used when might be (door, part of a floor etc). The check is usually
conducting Research. unopposed, but can be modified by how well it’s been
Engineering can also be useful to aid spotting secret concealed.
doors. Add 10% of your Knowledge: Engineering skill to If you want to make it harder for someone to detect or
the result of any Perception skill check when searching for disable the trap, you can impose a penalty on yourself when
secret doors. setting the trap. Every -10% penalty you impose on your own
skill imposes a -10% penalty on anyone attempting to detect
Field Description
or disable it later! (Maximum of -50%).
Arcana General knowledge about magic. Once you’ve detected the trap, or spotted the lock you
Archaeology The study of ancient civilisations want to open, you can make an unopposed Mechanisms
Accounting Keep track of and investigate finances. check to attempt to disable it.
Astronomy The study of stars, planets and moons. Disable Result Effect
Economics Understand large-scale market forces. Critical Success Disabled and gain 1 Trap Kit.
Engineering Study of how structures are built. You Success The trap is disabled.
automatically search for hidden doors. Failure You don’t disable it, but can try 1 more.
Geography The knowledge of regional terrain. Fumble The trap is set off!
History Covers major historical events. See the Traps section under Crafting to learn more about
Heraldry The lineage of noble families. setting your own trap.
Law Understanding the rule of law. Melee
Monsters Understanding vicious creatures This skill covers the use of melee weapons, such as
Mythology Knowledge of ancient myths & legends. swords, rapiers and axes. Each category of weapons has an
associated group of weapon talents and manoeuvres which
Nature Understanding natural forces.
become available as skill with the desired class increases,
Politics Knowledge about political systems. but the skill itself can be used with any melee weapon.
Warfare The art of strategic and tactical warfare Navigation
The ancient techniques of navigating the world have been
Leadership
passed down through the generations. This skill covers
Commanding others in battle, or simply managing large
techniques including navigating by the stars, landmarks and
groups of people calls upon a character’s ability to lead.
coastlines. Each time you take the Navigation skill, it covers
Being charming and intelligent isn’t enough – using one’s
a specific region, as noted on the table at right.
voice to project authority and earning the respect of others
Basic navigation to determine which way is north or
is paramount to being a good leader, and it’s something that
how far underground you are doesn’t require a skill roll.
has to be taught, not something you’re born with.
That’s only needed when travelling under more challenging
circumstances such as darkness, rough seas or when a
specific area within that region is to be reached.

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Region Description Seduction


The art of seducing someone in a romantic or sexual
Desert Barren stretches of land
encounter is covered by this skill. Far more than relying
Forest Any sizable woodland area on simply words, this skill allows the character to read the
Mountains From hills to huge mountains subtle signals given off by a prospective partner and use
Ocean Deep sea and big lakes their own to maximum effect. It can be as simple as picking
up someone at a bar for a one-night stand, or conning
Rivers Rivers of any size and coastlines.
someone into falling in love in order to seize their wealth.
Subterranean Anywhere underground, caves etc. The time varies greatly according to the desire, and
multiple checks may be necessary, depending on the morals
Perform of the target in question. Seduction checks are typically
This skill covers all forms of performance art, such opposed by the Resolve skill, and there is usually a -20%
as art, dance and music, including knowledge about the difficulty penalty when attempting to use this skill against a
performances and art of others, and the ability to make member of your own sex (subject to the GM’s determination
money from a performance (GM’s discretion). of the orientation of the target). There are also talents and
manoeuvres to weaponise your sexiness.
Prospecting When using this skill against a species other than your
This skill covers the knowledge of techniques used for own, you do not apply your Result Bonus to the check.
finding and uncovering valuable minerals from the earth. Also, Constructs and most monsters can neither take or be
Whether you’re digging in a mine, scouring the side of a affected by this skill.
mountain or panning for gold in a river, there are always
opportunities to uncover new wealth. Shields
You will need a crafting toolkit (prospecting) to use this This skill involves the use of shields as defensive
skill. Check the Prospecting section under Crafting for weapons, or for bashing purposes. In combat, you can use a
more information. shield to make an attack on its own by using an Action, but
this means you can’t also block with that shield on the same
Ride turn unless it has the Light trait. Larger shields prevent the
This skill allows a character to ride mounts. Exotic effective use of Stealth or Acrobatics while being used.
mounts incur a -20% ride skill penalty unless the Exotic
Mounts talent is taken. Casual riding doesn’t require a Sleight
skill check: it is only when a challenge arises which calls Sleight of hand is the art of using subtle, precise
for a skill check to occur. Typically, a rider must make an movements and charming distraction to purloin other
opposed check of their Ride skill to: people’s coin pouches, conceal small objects without
• Maintain control when struck with a lance. anyone noticing, perform tricks to amaze unwary onlookers,
• Make the mount jump an obstacle, with the Athletics or cheat while gambling. A character can attempt to use
skill. this skill on objects no larger than their hand, with the check
always opposed by the Perception skill of anyone watching.
Seamanship Typically, anyone attempting to hide small objects needs
This skill is used to operate boats and ships of any somewhere convenient to place it, such as baggy sleeves
size. The vessels are typically powered by oars or sails, or a conveniently positioned pouch. It should be noted that
or possibly even towed by animals. A skill check is attempting to hide objects larger than one’s hand requires
unnecessary if conditions are fine and there is no pressure the use of the Conceal stealth talent.
or time limit on the check. When poor weather or a need
for precision control of the vessel is required, a skill check Streetwise
is warranted. Fumbling the roll can lead to the vessel By learning this skill, the character gains an
going wildly off course. understanding of how things work on the streets of
practically any town or city. The character can identify
grifters and thieves with an opposed skill check versus a
character’s Deceit skill, and is able to locate the movers and
shakers of the underworld by talking to the right people and
making an unopposed check.
Streetwise allows a character to understand the layout of
a city to help them navigate it and find available shops, inns,
or anything else of interest.
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Survival Characters with the Teach skill can also teach abilities
Surviving far from civilisation requires an understanding such as Talents, Manoeuvres, Inventions etc. to willing
of the environment, resourcefulness and tenacity. This students, costing the usual money/time requirement for
skill covers the ability to find shelter, start a fire and learning new abilities.
forage for food, including the most basic of snares to Player characters can offer to teach to others for free, of
catch small game. The character can make an unopposed course.
skill check to learn the general lay of the land, determine
weather conditions for the next few hours, and important Teaching Result Table
geographical information to help their survival chances, such Result Effect
as rivers, food sources etc. Critical Success Student gains the listed points +2
This skill can also be used to skin animals to obtain Success Student gains the listed skill points.
leather and raw ingredients to cook with, and to craft basic
Failure Student gains only 1 skill point.
warm clothing or use in other crafting tasks, and includes
the use of ropes, requiring a skill check to make a knot or Fumble Student fails to learn anything.
use in some other fashion. Animals yield leather and raw For 100 Silver pieces, a character can spend 8 hours to
ingredients, as noted on their entries in the Sabre Bestiary, attempt to learn skill points, based on their current level.
but if you don’t have that, just roll 1d6 for each.
Survival also allows you to make rudimentary wooden Skill Points Gained
weapons, as detailed here:
Student Skill Levels Skill Points Gained
Item Materials Time
01%-30% 7
10 Arrows 1 wood 2 hours
31%-40% 6
Hunting Bow 2 wood, 1 leather 4 hours
41%-50% 5
Hide Armour 6 Leather 8 hours
51%-60% 4
Short Spear 3 wood 2 hours
61%-70% 3
Club 1 wood 1 hour 71%-80% 2
Wooden Buckler 2 wood, 1 leather 4 hours 81%-90% 1
Small Backpack 4 leather 4 hours
Thrown Weapons
Thrown weapons are, for the most part, simple, primitive
Finally, Survival allows you to tie basic rope knots without weapons that deal damage upon contact with the enemy. In
needing a skill check. If you want to tie someone up, the GM combat, there are special Manoeuvres that can be applied
might ask you to make a Survival skill check to see if the using Spirit Points using this skill.
knot is strong enough to hold them, or if the knot is being
used to hold a heavy weight.
Track
Used by hunters of both man and beast, this skill allows
Teach a character to read signs in nature left by their quarry.
This skill allows the character to teach any of their known Whether it’s footprints, broken branches or a tiny piece of
Professional Skills to the recipient over the course of one torn clothing, the tracker is skilled in picking up on these
week, at a cost determined by the table in the Learning New small hints and using them to determine how long ago the
Skills section. It is not possible to effectively teach skills subject passed by that point.
without using this skill. A difficulty modifier can be imposed in poor conditions
The Teach skill also allows the character to impart tips or if the tracks are extremely old, and if the quarry is clever,
to any skill as noted on the table at right. A character can they can use the Conceal skill to force the tracker to make
spend 8 hours teaching their student on a skill they both opposed checks to successfully follow the trail.
share, so long as the student’s skill level is below 90%, and
the teacher’s own skill is higher than the student’s. These
hours need not be consecutive, and it costs 100sp.
When teaching someone a new skill, a character with the
Teach skill imparts an extra 10% of the skill being taught to
the student: i.e. If the teacher has 60% in ‘Drive’, the student
begins with their base attribute +6%.

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Unarmed Druidry (INT x2)


This skill covers everything from simple punches, to Druids use this skill to commune with nature itself,
expertise in martial arts, wrestling etc. It starts out simple sometimes referred to as Gaea, the living, thinking spirit of
enough, but by taking talents and manoeuvres, you can the earth. It allows druids to shapeshift, call upon weather
become a formidable unarmed combatant, able to take on events or gain animal allies.
opponents with an assortment of abilities.
Unarmed attacks deal 1 damage plus the character’s
Damage Modifier. See the combat section for more details Shamanic (INT x2)
on conducting a battle. Shamans use this skill to call upon powers from the spirit
world, a realm beyond the land of the living. Their ancestors’
Restricted Skills spirits dwell with the spirit world, offering guidance and
wisdom to enhance the shaman’s abilities.
These skills are acquired as part of a Profession or as a
trait from your Species. They’re very complex and take years
to learn, so they’re not the sort of skill that can be gained in
a day. Sorcery (CHA x2)
Making a roll against these skills also allows you The sorcery skill represents your level of competency at
to understand magical effects and general knowledge channelling eldritch energies from within, and the power
pertaining to this field of magic. See the section on specific of the invocations you are able to unleash. Sorcerers carry
styles of magic for more details. their power in their very bloodline, derived from a powerful
supernatural influence on a distant ancestor
Alchemy (CON x2)
Alchemy is a rudimentary science steeped in magic.
Although this skill can be used to create mundane items Wizardry (INT x2)
such as soap, it is primarily used to create powerful The wizardry skill entails using the power of words
explosives, or alter herbal tonics to create magical potions. to command arcane forces to adhere to your will. Using
complex formulas written in their spell books, they incant
the power of written sigils to control forces of the universe.
Artifice (AGI x2) Wizardry is the magic of knowledge, granting wizards
The Artifice skill represents your level of competency at astonishing power over reality.
channelling arcane energies into objects such as wands,
rings and amulets. Artificers are also able to create a
powerful magical construct, an animated pile of metal or
clay which follows their orders without question.

Charms (CHA x2)


This skill involves manipulating mystical forces to
effectively read the soul of living beings, and manipulate
that to your benefit. It is a style of magic relying on using
vibration and sheer force of personality to enact unique
effects.

Divinity (CHA x2)


This skill reflects the commitment of priests to the
service of a deity, or some other extraplanar power. This
power is channeled through the priest and brought into the
material world, with the priest expending their own personal
spiritual energy to control this otherworldly energy to benefit
self and others.

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Talents
Talents are passive bonuses the character gains over the Refunding Talents
course of time, allowing for unique abilities that cannot be Abilities such as Talents, Manoeuvres and Spells can be
gained through other means. Talents are usually acquired refunded if you don’t want them anymore, or if you’ve hit
with Accolades, and some talents require others be learned your limit and need the extra slot to learn something else.
first, but generally they can be taken whenever you have You can refund any of these abilities, even if they were
Accolades to do so, or can find a teacher to show you how learned from a teacher, for half their Accolade value
it’s done. as noted below. So if it’s a 90% talent, you can get 5
Talents with higher skill requirements are more expensive Accolades back.
to learn, but they yield greater rewards for the effort.

New Talent 1-69% 70% 90%


Accolade Cost 6 Accolades 8 Accolades or 10 Accolades
Teaching Cost 600sp & 8 Hours 800sp & 16 Hours 1000sp & 24 Hours

Melee Weapon Talents


Axes Requirement Brief Description
Backswing Melee skill (70%) Gain an extra axe attack, but defence costs double Reactions.
Cleave Shields Melee skill (50%) On a critical hit, a shield used by your enemy loses AP.
Maim Melee skill (90%) Axe damage dice size is increased by 1 step.
Sever Melee skill (99%) On a critical hit, the target loses 1d4 Hit Points from their maximum.

Blades Requirement Brief Description


Critical Mastery Melee skill (70%) Increase your Critical Success chance with Blades.
Duelist Melee skill (99%) On a Critical Success, your Blade weapon ignores ½ their AP.
Fencer Melee skill (50%) Increase your Result Bonus and Damage with Blades.
Gouge Melee skill (90%) Blade damage dice size is increased by 1 step.

Chains Requirement Brief Description


Disarming Chain Melee skill (99%) On a Critical Success with a chain weapon, target is disarmed.
Parting Strike Melee skill (70%) You can make an attack against an opponent attempt to Withdraw.
Shorten Chain Melee skill (50%) Give or remove the ‘Reach’ trait from your weapon on your turn.
Stinger Melee skill (90%) Increase the damage dice for Chain weapons.

Clubs Requirement Brief Description


Armour Breaker Melee skill (90%) On a critical hit, armour used by your enemy loses 1d4 AP.
Blunt Trauma Melee skill (50%) A hit from Clubs that doesn’t penetrate AP still causes loss of 1 HP.
Bruiser Melee skill (70%) Clubs deal extra damage as skill increases.
Sap Melee skill (99%) A hit from behind from a Club can knock your opponent unconscious.

Polearms Requirement Brief Description


Cavalry Bane Melee skill (70%) Polearms dice size is increased by 2 steps vs large targets.
Guardian Melee skill (90%) On a critical success with ‘Keep at Range’, make a free attack
Hold the Line Melee skill (50%) On a successful hit, target is pushed back to polearm max range.
Impale Melee skill (99%) On a critical success, hit multiple opponents in a line.

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Melee Weapon Talents


Shields Requirement Brief Description
Iron Wall Shields skill (99%) While using a shield, gain +4 DR vs one type of damage.
Main Tank Shields skill (90%) Instead of actively blocking, maintain ½ the AP from your shield.
Partial Block Shields skill (50%) A missed Block still provides +2 AP
Shield Bash Shields skill (70%) Bash with your shield in combat, interrupt spellcasters.

Swords Requirement Brief Description


Deadly Swords Melee skill (99%) On a critical hit, make another sword attack.
Opportunist Melee skill (50%) Opportunity attacks with swords don’t require a Reaction.
Precision Cuts Melee skill (70%) +3% result bonus to Swords, increases with skill
Prowess Melee skill (90%) Sword damage dice size is increased by 1 step.

Unarmed Requirement Brief Description


Iron Fist Unarmed skill (99%) Unarmed attacks ignore enemy Damage Reduction.
Lethal Weapons Unarmed skill (70%) Your Unarmed damage dice increases.
Thick Skin Unarmed skill (90%) Gain +1 Natural Armour.
Unarmed Style Unarmed skill (50%) Calculate your Unarmed result bonus and damage from Agility.

Ranged Weapon Talents


Bows Requirement Brief Description
Anticipation Archery skill (50%) Increase the Accuracy of Bows.
Hail of Arrows Archery skill (99%) Bows gain the Burst trait.
Powerful Shot Archery skill (70%) Add half your Damage Modifier to your Bow.
Strong Draw Archery skill (90%) Increase the damage dice of Bows.

Crossbows Requirement Brief Description


Crossbow Expert Archery skill (90%) Crossbows gain +5 Critical Range.
Pinpoint Aim Archery skill (70%) Crossbows gain +2 Result Bonus, Critical Range and Damage.
Rapid Loading Archery skill (50%) Reload a Crossbow 1 round faster.
Vanquish Archery skill (99%) Ignore half the AP on the target.

Thrown Weapons Requirement Brief Description


Brutal Throw Thrown Weapon skill (99%) Add your Strength Bonus to your Thrown Weapon Critical Range.
Melee Training Thrown Weapon skill (50%) Ignore Opportunity Attacks when using Thrown Weapons.
Powerful Throw Thrown Weapon skill (70%) Add half your Damage Modifier to your Thrown Weapons.
Strongarm Thrown Weapon skill (90%) Increase the damage dice of Thrown Weapons.
Firearms
Black Powder Requirement Brief Description
Age of Fire Firearms skill (99%) Increase the damage dice and Critical Range of Black Powder guns.
Blast Effect Firearms skill (70%) Your Black Powder guns deal more damage.
Close Shot Firearms skill (90%) You don’t provoke an opportunity attack using Black Powder guns.
Fusilier Firearms skill (50%) Reduce loading time for Black Powder guns.
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General Combat Talents


Talent Requirement Brief Description
Battle Rage Savage Profession Spend Spirit to gain extra Damage Modifier and Overheal damage.
Blindside - If allies attack a target before you, gain +1 damage vs that target.
Braced Shot Any Ranged Skill Deal +1 damage on ranged weapons, +2 if prone or in cover.
Combat Fitness Warrior/Rogue Profession Spirit Points increase as chosen Combat skill increases.
Improvise Weapon Unarmed/Thrown (90%) Use random objects to temporarily increase damage.
Inspired Strike Any Combat Skill (90%) Gain a Spirit Point on a Critical Success with an attack.
Master Tactician Any Combat Skill (99%) Maximum manoeuvre limit is removed.
Poison Weapon Herbalism skill (70%) Use a Reaction to apply contact poison to your weapon.
Quick Draw Agility 12+ Draw a weapon no larger than Medium in size instantly.
Spellbreaker Melee or Unarmed 70%) Interrupt a spellcaster in weapon range to prevent them finishing.
Strength of Mind Strength 12+ Add your Damage Modifier to Resolve skill results.
Sworn Enemy Dreadnought Profession Gain bonuses against specific types of monsters.
Tiny Warrior Height <110cm (3’3”) Deal +3 damage against creatures 250cm+ (8’2”).

Mounted Combat Requirement Brief Description


Exotic Mounts Ride skill (99%) Learn to ride exotic mounts.
Lancer Ride skill (90%) Double your Damage Modifier when charging with a lance.
Mounted Archery Ride skill (70%) Your mounted archery attacks can add your Damage Modifier.
Warhorse Command Ride skill (50%) Teach abilities & use your Ride skill in place of the mount’s Resolve.

Warrior Profession Talents


Talent Requirement Brief Description
Close Quarters Melee or Unarmed (90%) Ranged attackers within weapon reach lose their Result Bonus.
Control Movement Melee or Unarmed skill Attempt to prevent an enemy moving around your position.
Ferocity Endurance skill (70%) Add your Damage Modifier to your Spirit Points.
Grit Endurance skill (90%) Stay conscious for a few rounds after going below 1 Hit Point.
Iron Grip Melee skill (70%) Add half of your Damage Modifier for two handed melee weapons.
Steadfast Endurance skill (70%) Gain Natural Armour if you don’t move on your turn.
Unyielding Endurance skill (70%) Continue using manoeuvres while you’re Dazed.

Rogue Profession Talents


Talent Requirement Brief Description
Adrenaline Rush Evade skill 90% You can stay alert for a few rounds below 1 HP.
Advantage Stealth skill 50% Add +3 damage to an attack from stealth.
Artful Dodger Evade skill 70% Increase your Critical Range on Evade skill checks.
Cunning Stealth skill 70% Add your Agility Attribute Bonus to your Spirit Points.
Duel Wielding Melee/Unarmed/Firearms 70% Use a weapon in your off-hand, apply its damage to your attack.
Inside Reach Melee or Unarmed 50% Deal more damage against targets with big weapons.
Intercept Athletics skill 70% Pursue a moving target you’ve attacked on their turn.

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Magic Talents List


General Talents Requirement Brief Description
Arcane Method Relic Hunter Profession Learn to use wands, sceptres, staves and scrolls.
Blessing Priest Profession Bestow minor bonuses on subjects.
Cantrip Any Magic Skill Perform simple magical tricks.
Channel Power Any Magic Skill (90%) Spend extra Spirit Points to boost spell power.
Hidden Power Any Magic Skill (70%) Gain a result bonus when you use Magic from stealth.
Inscription Any Magic Skill (70%) Write your spells onto scrolls for later use.
Iron Will Any Magic Skill (90%) Stay conscious for a few rounds below 1 HP.
Mind Tap Any Magic Skill (70%) On a critical success with Magic, regain 1 Spirit Point.
Magic Focus Any Magic Skill (70%) One chosen type of damage is increased by +3.
Magic Shaping Any Magic Skill (90%) Contour area of effect spells to avoid allies.
Magical Trap Any Magic Skill (70%) Apply magical effects to traps.
Magnitude Any Magic Skill (70%) Increase the range of your spells.
Practical Magic Any Magic Skill (70%) The first Reaction spell in a round doesn’t require a spirit point.
Transcendent Any Magic Skill (50%) Increase your Spirit Points.
Unbound Any Magic Skill (99%) Ignore the maximum limit on known spells.

Imbue Talents Requirement Brief Description


Enduring Power Artifice or Divinity (90%) Items retain their charges indefinitely.
Enduring Weapon Artifice or Divinity (50%) Permanently enchant weapons and shields.
Permanency Artifice or Divinity (99%) Make enchantments self-charging.

Alchemy Science Talents


Biology Requirement Brief Description
Concentrated Formulas Alchemy Skill (99%) Increase the effectiveness of your potion spells.
Enduring Formulas Alchemy Skill (70%) Your potions have indefinite shelf life.
Potion Tolerance Alchemy Skill (90%) You can use an extra 2 potions/tonics etc per day.

Explosives Requirement Brief Description


Bomb Range Alchemy Skill (70%) Your bomb range is increased to 20 squares.
Energetic Reaction Alchemy Skill (99%) Bomb baseline damage is increased by +3.
Wide Yield Alchemy Skill (90%) Bomb explosion radius may be increased by 2sq.
Artifice Focus Talents
Enchanter Requirement Brief Description
Reverse Engineering Artifice Skill (70%) Learn artifice spells for free from magical relics.
Manipulate Enchantment Artifice Skill (99%) Move enchantment to new item, enhance all inventions.
Powerful Enchantment Artifice Skill (90%) +2 Charges on item, or doubles duration.

Mechanic Requirement Brief Description


Resurrect Construct Artifice Skill (70%) Attempt to bring your destroyed Construct back to life.
Mighty Construct Artifice Skill (90%) Construct gains an extra attack during its action.
Masterwork Construct Artifice Skill (99%) Construct gains +2 upgrade slots, becomes Masterwork.
Unethical Construct Artifice Profession Build flesh or bone golems. Requires specific philosophy.
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Charm Style Talents


Balladeer Requirement Brief Description
Charming Performer Charms Skill (70%) Your musical spells become much more effective.
Inspiration Charms Skill (90%) Use Luck Points to recharge Spirit Points.
Unearthly Muse Charms Skill (99%) Gain an extra action for casting weaker Charms spells.

Prophet Requirement Brief Description


Doomsayer Charms Skill (99%) Targets of your spells and attacks cannot use their Luck Points.
Hand of Fate Charms Skill (90%) Negate 1 Critical Success used against you per session.
Prophetic Charms Skill (70%) Enhance the effects of your Tell Fortune and Akashic Trance spells.

Rake Requirement Brief Description


Lucky Drunk Charms Skill (99%) While Intoxicated, spend 2 Luck to make any check a critical success.
Pliable Body Charms Skill (90%) While Intoxicated, gain +4 DR vs Internal & Bludgeon damage.
Life of the Party Charms Skill (70%) Double the benefits from the ‘Drunk Type’ table while Intoxicated.

Divinity Devotion Talents


Death Requirement Brief Description
Death Touch Divinity Skill (99%) Change Holy damage trait to Unholy trait.
Merciful Death Divinity Skill (70%) ‘Death Blow’ action can be done as a Reaction.
Raise Undead Divinity Skill (90%) Gain ‘Animate Corpse’ spell.

Elemental Requirement Brief Description


Elemental Affinity Divinity Skill (99%) Ignore the damage trait of your Devotion’s elemental type.
Elemental Resistance Divinity Skill (70%) Gain DR+3 vs your Devotion’s elemental type.
Elemental Touch Divinity Skill (90%) Add an elemental effect to your damage spells.

Fortune Requirement Brief Description


Enduring Luck Divinity Skill (70%) If re-roll of failed skill check fails, Luck Point not spent.
Fortunate Soul Divinity Skill (90%) Spend as many Luck Points on one dice roll as you wish.
How Unfortunate Divinity Skill (99%) Spend 2 Luck Points to make NPC skill check a Fumble.

Healing Requirement Brief Description


Gifted Healer Divinity Skill (70%) +1 to any Healing results.
Ranged Touch Divinity Skill (90%) The range of your healing touch spells is now 5 squares.
Selfless Healer Divinity Skill (99%) Overheal 1 HP every time you heal someone else.

Hunting Requirement Brief Description


Rite of the Hunt Divinity Skill (90%) Re-roll failed Tracking skill checks.
Surefooted Divinity Skill (70%) Ignore difficult terrain, climb at normal speed.
Tireless Divinity Skill (99%) You no longer need to sleep. Heal HP and Spirit every 6 hrs.

Knowledge Requirement Brief Description


Divine Insights Divinity Skill (99%) Learn and cast 3rd rank spells from any field of magic.
Divine Artifice Divinity Skill (90%) Your divine relics become more powerful.
General Knowledge Divinity Skill (70%) Use your Divinity Skill in place of any Knowledge skill.

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Peace Requirement Brief Description


Divine Reward Divinity Skill (99%) In a fight you & allies didn’t start, gain protection against most weapons.
Holy Presence Divinity Skill (90%) Cannot be attacked until you attack.
Speaker of Truth Divinity Skill (70%) Add Charisma Attribute Bonus to Insight skill results.

Sun Requirement Brief Description


Avatar of Light Divinity Skill (99%) Holy spells deal +3 damage vs Undead and Infernals.
Light of Heaven Divinity Skill (90%) Your light spells can make undead frightened.
Solar Worship Divinity Skill (70%) Gain +2 Spirit every morning if you can see the sun.

War Requirement Brief Description


Brawny Caster Divinity Skill (99%) Add Damage Modifier to ‘Instant’ damage spells.
Holy Strength Divinity Skill (90%) Use Divinity Skill in place of Unarmed skill.
Thundering Might Divinity Skill (70%) Energy damage effect also automatically dazes targets.
Druidry Sect Talents
Beastmaster Requirement Brief Description
Advanced Training Druidry Skill (90%) Train exotic creatures and improve their damage ability.
Animal Bond Druidry Skill (70%) Bond with a pet to give it special abilities.
Invulnerable Companion Druidry Skill (99%) Train large exotic creatures, and your pets gain Damage Reduction.

Shapeshifter Requirement Brief Description


Armoured Beast Druidry Skill (90%) Your AP from worn armour is melded into your new form.
Shifted Caster Druidry Skill (99%) Cast your own spells while transformed.
The Beast Within Druidry Skill (70%) Increase damage, move and AP +1 each while in animal form.

Tempest Requirement Brief Description


Eye of the Storm Druidry Skill (70%) Ignore damage from your own AoE spells.
Force of Nature Druidry Skill (99%) Enhances the Control Weather spell.
Rising Storm Druidry Skill (90%) Increase the area and damage of your spells.

Shamanic Tradition Talents


Ancestral Requirement Brief Description
Ancient Spirit Shamanic Skill (99%) Your eidolon can cast spells from your known list.
Old Souls Shamanic Skill (90%) You can spread damage between yourself and your eidolon.
Spirit Companion Shamanic Skill (70%) Gain an eidolon, a ghostly ally who provides several benefits.

Totemic Requirement Brief Description


Empowered Totem Shamanic Skill (99%) Totem-specific spells don’t require Spirit Points.
Living Totem Shamanic Skill (90%) Increase Spirit by +2 while totem with 10 squares.
Totem Casting Shamanic Skill (70%) The totem counts as the casting location for your spell.
Warrior Requirement Brief Description
Bonded Weapon Shamanic Skill (70%) Bond with chosen wooden weapon to gain benefits.
Spiritual Might Shamanic Skill (90%) Bonded weapon becomes Auric, alter damage type at will.
Warrior of Legend Shamanic Skill (99%) Gain a few rounds of magical fighting power.

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Sorcery Bloodline Talents


Aethereal Requirement Brief Description
Aethereal Form Sorcery Skill (99%) Turn Incorporeal at will.
Dimensional Being Sorcery Skill (70%) Gain +4 DR vs mundane weapons.
Disappear Sorcery Skill (90%) Become Invisible at will while not moving.

Celestial Requirement Brief Description


Angelic Power Sorcery Skill (90%) All of your spells gain the Holy damage trait.
Celestial Essence Sorcery Skill (70%) Turn any damage spell into Energy damage.
Sacrificial Spirit Sorcery Skill (99%) As a Reaction, transfer damage from anyone onto self.

Draconic Requirement Brief Description


Dragon Blood Sorcery Skill (70%) Gain unarmed fighting power and fire resistance.
Dragon Bond Sorcery Skill (99%) Gain a Hedge Dragon as a magical companion.
Dragon Warrior Sorcery Skill (90%) Transform into a dragon sorcerer.

Fey Requirement Brief Description


Fey Charm Sorcery Skill (90%) Charm people with ease, but it’ll make them angry later.
Fey Essence Sorcery Skill (70%) Immune to being charmed, +4 DR vs Elemental damage.
Fey Power Sorcery Skill (99%) All of your spells gain the Shock trait, can even stun targets.

Hemomancy Requirement Brief Description


Blood Hunger Sorcery Skill (99%) Deal more damage against bleeding targets.
Blood Link Sorcery Skill (70%) Boost your Heal Rate and spend Hit Points to enhance your spells.
Blood Vial Sorcery Skill (90%) Create a portable blood bank for food or healing

Infernal Requirement Brief Description


Aura of Pain Sorcery Skill (99%) Attackers lose 2 Hit Points when they damage you.
Dangerous Sorcery Skill (70%) Gain bonuses to Intimidation result and critical range.
Infernal Power Sorcery Skill (90%) All your spells gain the Unholy damage trait.

Otherworldly Requirement Brief Description


Strange Power Sorcery Skill (70%) Gain +4 Energy AP while not wearing armour.
Sleepless Mind Sorcery Skill (90%) No need for sleep, regenerate Hit Points and Spirit at dawn.
Source Arcana Sorcery skill (99%) Learn any 3rd tier magic spells.

Undead Requirement Brief Description


Blighted Soul Sorcery Skill (90%) Gain +8 DR vs Internal damage.
Undead Bond Sorcery Skill (70%) Gain control of zombie or skeleton on failed check.
Undead Body Sorcery Skill (99%) You gain the Undead trait, ignoring

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Wizardry School Talents

Familiarist Requirement Brief Description


Channel Magic Wizardry Skill (70%) Cast Touch spells through familiar.
Enhanced Bond Wizardry Skill (90%) Range of telepathic link on familiar increased, gains AP and HP.
Pocket Wizard Wizardry Skill (99%) Familiar can cast spells from your list at base level.

Illusionist Requirement Brief Description


Illusion Anchor Wizardry Skill (99%) Create an illusion which anchors to a location.
Reality Check Wizardry Skill (70%) Gain automatic Resolve check to see through illusions.
Shared Apparition Wizardry Skill (90%) Affect multiple targets with illusions.

Librarian Requirement Brief Description


Arcane Savant Wizardry Skill (90%) Use wizardry skill to understand any kind of magic.
Bookworm Wizardry Skill (70%) Reduce the time and cost of learning new spells.
Duplicate Magic Wizardry Skill (99%) Cast any spell just cast by someone else for the next minute.

Scrivener Requirement Brief Description


Efficient Scribing Wizardry Skill (70%) Halve the cost of creating scrolls.
Perfect Recitation Wizardry Skill (90%) No negative effects for failing of fumbling a scroll cast.
Rune Power Wizardry Skill (99%) Gain benefits when casting spells from scrolls.

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General Talents
Talents Requirement Brief Description
Booming Voice Intimidate (70%) Double the range of your Intimidate manoeuvres.
Bowyer Craft: Woodworking (50%) Create bows and ammunition.
Chef Craft: Cooking (70%) Increase Heal Rate bonus, max Hp and Spirit for the day.
Clever Traps Mechanisms (70%) Boost your trap damage as skill increases, disable magical traps.
Climber Athletics (90%) Can’t fall on a failed Athletics check, just climb ½ speed.
Combo Move Skill (70%) INT 12+ Use two manoeuvres at once with the same skill.
Commodities Commerce Gain knowledge of specific commodity types.
Conceal Stealth Hide objects using local terrain.
Craft Armour Craft: Blacksmithing (70%) Forge metal armour as skill increases.
Craft Weapons Craft: Blacksmithing (50%) Forge metal weapons of increasing size as skill increases.
Chrysalis Saerid, Endurance (90%) Grow larger, grow wings or armour, use larger weapons.
Expert Crafter Crafting (90%) You are able to make Masterwork items.
Expertise Any skill at 90% One skill gains +2 Critical Range.
Firm Resolve Resolve (70%) Resist fear and addiction.
Forager Herbalism skill When searching for herbs, success yields greater results.
Iron Liver Endurance (70%) Gain additional bonuses when drinking.
Logical Reasoning INT 16+ Add your Intellect Attribute bonus for Influence results.
Master Crafter Craft (99%) Chosen craft automatically a critical on success.
Master Forager Herbalism/Prospecting (90%) Slightly alter the result of your search to your favour.
Medic First Aid (50%) Gain +1 HP to successful First Aid results.
Miner Prospecting (50%) Find more of the common minerals when you search.
New Language INT 10+ Learn a new language.
Pack Leader Animal Training (70%) Maintain up to 5 Small Animal pets at once, they attack as one.
Pet Toughness Animal Training Your pet(s) become tougher as you do.
Poisons Herbalism (50%) Learn how to make poisons.
Renowned Performer Perform Increase income when using this skill to perform.
Researcher Knowledge Re-roll failed Knowledge skill check for one field of study.
Sharp Eyes Perception (70%) Become better at finding loot.
Shelter Commerce (50%) Pay half normal cost at inns for lodging, double Heal Rate.
Sharp Mind INT 16+ Use your Intellect Attribute to calculate Initiative.
Skill Focus Any skill (70%) Increase your Attribute bonus for a particular skill.
Tactical Focus Resolve (90%) Maintain an additional Concentration manoeuvre.
Thick Carapace Saerid, Endurance (70%) Gain Natural Armour as your Endurance increases.
Tireless Worker - Spend 12 hours/day building/crafting/Studying instead of 8.

Leadership Talents Requirement Brief Description


Comrades in Arms Leadership skill (50%) Allies can use your Luck Points to re-roll failed checks
Decisive Leadership Leadership skill (50%) Allies gain +2 Initiative and doubles your manoeuvre range.
Duty of Care Leadership skill (90%) Allies can use your Luck Points for any task, not just re-roll.
Legendary Leader Leadership skill (99%) Spend as many Luck Points as you wish to re-roll.
Servant Leadership skill (70%) Gain a loyal NPC follower with limited abilities.

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Melee Weapon Talents Deadly Swords


You are an expert at cutting down foes with your sword.
Prerequisite: Melee skill (99%)
Armour Breaker
Benefit: On a Critical Success with a Sword attack, make
A powerful strike on your foe damages their armour.
another attack instantly.
Prerequisite: Melee skill (90%)
Benefit: On a Critical Hit with a Club weapon, the target’s
worn or natural AP is reduced by 1d4. Disarming Chain
You’ve learned to rip your opponent’s weapon from their
Backswing grasp.
You can swing your axe wildly at the cost of defence. Prerequisite: Melee skill (99%)
Prerequisite: Melee skill (70%) Benefit: On Critical Success when attacking with a chain
Benefit: You can make a 2nd attack with an Axe-class weapon, your opponent’s weapon is dropped to the ground
weapon which doesn’t add your Damage Modifier, but all at their feet.
defence costs 2 Reactions until the start of your next turn.
Duellist
Blunt Trauma Your precision with blades makes sure your enemies get the
You strike with such force your enemy feels it through their point.
armour. Prerequisite: Melee skill (99%)
Prerequisite: Melee skill (50%) Benefit: On a critical success with an attack from a Blade
Benefit: If your Club weapon hits but fails to deal any Hit weapon, you ignore half the target’s Armour Points.
Point damage, the target still loses 1 point. This does not
count as weapon damage. Fencer
Your agility counts more for Blade fighting than sheer
Bruiser strength.
Your attacks with Club weapons deal extra damage. Prerequisite: Melee skill (50%)
Prerequisite: Melee skill (70%) Benefit: Use your Agility Attribute Bonus to calculate
Benefit: Clubs you use gain +1 damage. This bonus the Result Bonus when using Blade class weapons. When
automatically increases to +2 at 90%, +3 at 99% Melee skill. your Melee skill reaches 70%, you may also calculate your
Damage Modifier from the Agility Attribute Bonus too.
Cavalry Bane
You wield your polearms more effectively. Guardian
Prerequisite: Melee skill (70%) Anyone coming within range of your weapon is in for a world
Benefit: Your polearms base damage dice size is of hurt.
increased by two steps when fighting a target larger than Prerequisite: Polearms skill (90%)
250cm (8’2”) in size, such as mounted targets (including the Benefit: On a critical success with a ‘Keep at range’
rider) or huge creatures, vehicles etc. Reaction, make a free attack with your polearm.

Cleave Shields Gouge


Your axe is good at chopping away at shields. Your skill with blades lets you make better use of their
Prerequisite: Melee skill (50%) capabilities.
Benefit: A shield that is being used by your opponent to Prerequisite: Melee skill (90%)
block your axe attack loses 1 AP if the target loses any Hit Benefit: The damage dice size of blades you wield is
Points from your attack. increased by one step (d4 to d6, d12 to 2d8 etc).

Critical Mastery Hold the Line


Your precision with blades gives you greater flexibility when You can keep targets at range as part of your attack.
inflicting harm. Prerequisite: Melee skill (50%)
Prerequisite: Melee skill (70%) Benefit: When you successfully hit a target with a
Benefit: When using a Blade weapon, your Melee skill polearm, they are automatically pushed back to the
gains +2 to its Critical Range. This bonus increases to +3 at maximum longreach range of your weapon. This doesn’t
90% Melee skill, and +4 Critical Range at 99%. work against mounted targets.

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Impale Parting Strike


If your enemies are lined up, that makes your job easier. Your chains can hit anyone attempting to leave your
Prerequisite: Melee skill (99%) threatened area.
Benefit: On a critical success, your polearm also attacks Prerequisite: Melee skill (70%)
the target in a line immediately behind your current target, Benefit: You may make an Opportunity Attack with a
and the one behind that. Chain weapon against a creature attempting to make a
Withdrawal action, within your weapon’s reach.
Iron Fist
You’ve learned to get around your enemies’ strengths
Prerequisite: Unarmed skill (99%)
Precision Cuts
Your expertise with Swords allows you to hit and parry
Benefit: Your Unarmed attacks ignore Damage Reduction
with greater precision.
vs Bludgeon damage on your targets.
Prerequisite: Melee skill (70%)
Benefit: You gain +4% to your skill result when using a
Iron Wall
Sword. This bonus automatically increases to +5% at 90%
You’re an expert at blocking incoming attacks.
and +6% at 99%.
Prerequisite: Shields skill (99%)
Benefit: When you take this talent, choose a damage
type. While using a shield, gain +4 DR vs the chosen type of
Prowess
Your skill with swords lets you make better use of their
damage.
capabilities.
Prerequisite: Melee skill (90%)
Lethal Weapons
Benefit: The damage dice size of swords you wield is
You have practiced your empty-handed strikes enough to
increased by one step (d6 to d8, d12 to 2d8 etc).
maximise your damage.
Prerequisite: Unarmed skill (70%)
Benefit: Unarmed weapons (including bare fists and Sap
feet) have their base damage dice size increased by 1 step Your skill and training with clubs lets you take someone
(from 1 to 1d4, 1d4 to 1d6 etc). at 90%, weapon dice size completely out of the fight.
increases another step. Prerequisite: Melee skill (99%)
Benefit: If a target is struck with your club from behind
Maim when they cannot or will not defend themselves, and takes
You become deadlier with axes. at least 1 point of damage, they must make an opposed
Prerequisite: Melee skill (90%) Endurance skill check or fall unconscious for 1 minute.
Benefit: The damage dice for axes you wield is increased
one step (d6 to d8 etc). Sever
You are better able to apply the wicked edge from an axe.
Main Tank Prerequisite: Melee skill (99%)
You become a bulwark against damage. Benefit: On a critical hit with an axe, your opponent
Prerequisite: Shields skill (90%) permanently loses 1d4 Hit Points from their maximum. This
Benefit: On your turn, you can choose to add half your damage can only be restored by using magic that can mend
shield AP to your armour and reduce your Movement to half a Major Wound.
as well, until the start of your next turn. You can’t spend
Reactions to block until this effect ends. Shield Bash
Bash an enemy in combat, and distract spellcasters.
Opportunist Prerequisite: Shields skill (70%)
You’re always ready to exploit an opponent’s weakness. Benefit: When you make a melee attack, you can
Prerequisite: Melee skill (50%) also smack them with your shield. If the melee attack is
Benefit: Making an opportunity attack with a sword successful, add your shield’s damage separately along with
doesn’t cost you a Reaction. your Damage Modifier. You cannot use the shield to block
with until the start of your next turn (unless the shield has
Partial Block the Light trait).
You’re able to avoid a little damage on a failed block. You may use a Reaction to hit an adjacent target
Prerequisite: Shields skill (50%) attempting to cast a spell. Roll a shield skill check, and the
Benefit: If you attempt to Block an attack using a shield hit deals ½ damage, but if damaged, the caster’s spell is
and fail, you still gain +2 AP against incoming damage. lost. They may not defend against this attack.

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Shorten Chain Crossbow Expert


By holding the weapon differently, you can reduce its reach Your strike with more precision.
and make it more powerful up close. Prerequisite: Archery skill (90%)
Prerequisite: Melee skill (50%) Benefit: Crossbows gain +5 Critical Range.
Benefit: At the start of your turn, you can choose to
remove or add the ‘Reach’ trait from your chain weapon. Hail of Arrows
This change lasts until you change it again. You have learned how to shoot arrows in rapid succession.
Prerequisite: Archery skill (99%)
Stinger Benefit: Your attacks with a bow can gain the Burst trait
Your chain weapons leave a mark. if you so choose. If your bow already has Burst for some
Prerequisite: Melee skill (90%) reason, it gains +1 to the result.
Benefit: The damage dice size used by Chain weapons is
increased by one step (1d4 to 1d6, 1d8 to 1d10 etc.) Melee Training
Learn to use your Thrown Weapons while in a melee.
Thick Skin Prerequisite: Thrown weapons skill (50%)
Your skin has become toughened to minor cuts and Benefit: Ignore Opportunity Attacks when you use a
abrasions through rigorous training. Thrown Weapon.
Prerequisite: Unarmed skill (90%)
Benefit: You gain 1 point of natural armour. Pinpoint Aim
Your aim with crossbows is exceptional.
Unarmed Style
Prerequisite: Archery skill (70%)
Your specific fighting style enhances fighting ability.
Benefit: Crossbows you use gain +2 to their Result Bonus,
Prerequisite: Unarmed skill (50%)
Critical Range and Damage.
Benefit: You may use your Agility Attribute Bonus in place
of Strength to calculate your Unarmed skill result bonus and
Damage Modifier. Powerful Shot
Your strength confers killing power to your bows.
Prerequisite: Archery skill (70%)
Ranged Weapons Benefit: Add half your Damage Modifier again when using
Bows (round down, minimum +1). At 90% skill, double your
Anticipation DM instead.
You learn to better anticipate where your target is moving.
Prerequisite: Archery skill (50%)
Benefit: You gain +5% to your skill result when using a Powerful Throw
Bow. This bonus automatically increases to +6% at 70%, You use all your strength with thrown weapons
+7% at 90% and +8% at 99%. Prerequisite: Thrown weapon skill (70%)
Benefit: Add half your Damage Modifier again when using
Thrown weapons (round down, minimum +1). At 90% skill,
Brutal Throw double your DM instead.
You have trained long and hard to enhance your throwing
accuracy.
Prerequisite: Thrown weapon skill (99%)
Rapid Loading
You have learned to reload crossbows faster, allowing you to
Benefit: Add your Strength Attribute Bonus to your
shoot these weapons more often.
Thrown Weapon skill’s Critical Range.
Prerequisite: Archery skill (50%)
Benefit: The loading time for all crossbows is reduced
by 1 round. For repeating crossbows, this applies to the time
required when changing the cartridge.

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Strong Draw
Your experience using a bow has strengthened your arms,
allowing you to deal more damage.
Prerequisite: Archery skill (90%)
Benefit: The damage dice size used by Bow class
weapons is increased by one step (1d4 to 1d6, 1d8 to 1d10
etc.). This increases to two dice sizes at 99% skill.

Strongarm
You put everything you have into your thrown weapon
attacks.
Prerequisite: Thrown weapons skill (90%)
Benefit: The damage dice size for thrown weapons you
use is increased by 1 step. This increases to two dice sizes
at 99% skill.

Vanquish
You have trained to maximise the armour penetration
capability of crossbows.
Prerequisite: Archery skill (99%)
Benefit: On a critical success with a crossbow, ignore half
the worn AP from armour on the target.

Black Powder Talents


Age of Fire
You are fully versed in the techniques of maximising the
firepower of your Black Powder weapons.
Prerequisite: Firearms skill (99%)
Benefit: The damage dice size of your Black Powder guns
is increased by 1 step, and they gain +2 Critical Range.

Blast Effect
Your Black Powder guns hit harder.
Prerequisite: Firearms skill (70%)
Benefit: Your Black Powder guns deal +2 damage and
gain the Impact trait. This increases to +3 damage at 90%
Firearms skill, and +4 damage at 99% skill.

Close Shot
Shoot Black Powder guns up close without fear of reprisal.
Prerequisite: Firearms skill (90%)
Benefit: Black Powder guns do not provoke attacks of
opportunity when used against adjacent targets.

Fusilier
You’ve trained to reload Black Powder guns.
Prerequisite: Firearms skill (50%)
Benefit: The loading time for Black Powder guns is
reduced by 1 round.

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Combat Talents Close Quarters


Impair ranged attackers when you stand that close.
Adrenaline Rush Prerequisite: Any Warrior Profession, Melee or Unarmed
You’ve got a few more seconds left in you. skill (90%)
Prerequisite: Any Rogue Profession, Evade skill (90%) Benefit: In addition to suffering an opportunity attack,
Benefit: When you take damage that reduces you to ranged attackers shooting within weapon reach of you also
below 1 Hit Point, instead of falling unconscious, you may lose their result bonus on that attack.
stay fully conscious and active for a number of turns equal
to your Agility Attribute Bonus. During this time you still Combat Fitness
bleed. When the duration ends, you fall unconscious as Your combat skill allows you to perform better in battle.
normal if still below 1 HP. If you hit -20 Hit Points, you fall Prerequisite: Any Combat skill (50%), Warrior or Rogue
unconscious from a Major Wound and may die. Profession.
Cannot be taken by Undead or Constructs. Benefit: Choose a combat skill. Your maximum Spirit
Points are increased by +2. This bonus automatically
Advantage increases to +3 at 70% skill, +4 at 90% and +5 at 99%. This
Take advantage of unaware opponents. talent can only be taken once.
Prerequisite: Any Rogue Profession, Stealth skill (50%)
Comrades in Arms
Benefit: While in Light or no armour, when attacking or
You can a sharp watch on your allies to aid them when
using a spell from stealth against an unwary target, your 1st
needed.
attack deals +3 damage. A burst attack only applies this on
Prerequisite: Leadership skill (50%)
the first lot of damage. Undead and Constructs are immune
Benefit: When one of your allies within 20 squares of
to this effect.
you fails a skill check, you may spend a Reaction to make a
At 70% skill, the damage is increased to +4.
Leadership skill check. If successful, spend one of your Luck
At 90% skill, the damage is increased to +5.
Points to allow them to re-roll that check.
At 99% skill, the damage is increased to +6.
Control Movement
Artful Dodger You are trained to impede enemy movement around the
Your expertise at avoiding attack increases. battlefield.
Prerequisite: Any Rogue Profession, Evade skill (70%) Prerequisite: Any Warrior Profession, Melee or Unarmed
Benefit: While in Light or no armour, your Evade skill gains skill
+2 Critical Range. This bonus increases to +3 at 90%, and +4 Benefit: When an enemy is moving past or around your
Critical Range at 99%. position within your weapon’s Reach, you may spend a
Reaction point and make an opposed Melee or Unarmed skill
Battle Rage check versus their Evade skill. If they fail, they cannot move
You summon your rage to help you fight and survive. around within your weapon reach for the remainder of the
Prerequisite: Savage Profession turn, though they can still move away from you.
Benefit: In combat, as a free action, spend 1 Spirit Point • If your roll is a critical success, they cannot move at all
to gain +2 DM & Overheal +5 HP. Ignore fear effects for 1 for the remainder of their turn. If your attempt to Control
minute. After 1 minute, gain the Fatigued condition for 10 Movement is a failure, you can’t try again on the same target
minutes. This ability can’t be used while Fatigued. this turn.
Blindside Cunning
Combine attacks to deal extra damage. You’re better able to execute special moves while sneaking
Prerequisite: - around.
Benefit: If one or more of your allies has attacked a target Prerequisite: Any Rogue Profession, Stealth at 70%
before you this round, your damage is increased by +1 Benefit: Add your Agility Attribute Bonus to your Spirit
against that target. Points.

Braced Shot
Your ranged attacks hit harder, especially when you use
terrain to brace your shot.
Prerequisite: Any Ranged weapon skill
Benefit: Ranged weapons you wield deal +1 damage,
and while prone or from cover, this bonus is doubled.
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Dual Wielding Grit


Wield a small weapon along with your main weapon. Your toughness is such that it’s very hard to knock you out.
Prerequisite: Any Rogue Profession, Melee, Firearms or Prerequisite: Any Warrior Profession, Endurance skill
Unarmed skill (70%) (90%)
Benefit: You can wield a weapon no larger than Small Benefit: When you take damage that reduces you to
in Size in your off-hand. Roll your attack as normal, and if below 1 Hit Point, instead of falling unconscious, you may
successful, roll for damage from both of your weapons and stay fully conscious and active for a number of turns equal
apply them separately to the target. to your Constitution Attribute Bonus. During this time you
Your offhand weapon only applies half of your Damage still bleed. When the duration ends, you fall unconscious as
Modifier (if applicable), rounded down. normal if still below 1 HP. If you hit -20 Hit Points, you fall
If above 250cm/8’2” in height, your 2nd weapon can be unconscious from a Major Wound and may die.
Medium in Size. Cannot be taken by Undead or Constructs.
At 99%, you can Dual Wield with a weapon of Medium
Size in your off-hand. If above 250cm/8’2” in height, your Improvise Weapon
2nd weapon can be Large in Size. Use random objects as deadly weapons.
Prerequisite: Unarmed or Thrown Weapon skill at 90%
Exotic Mount Benefit: You can use any object you can wield with one
You have learned how to ride strange creatures. or two hands as an Unarmed weapon. It adds an extra
Prerequisite: Ride skill (99%) Unarmed damage dice and may grant a change of damage
Benefit: You are able to ride one species of exotic mount type depending on the object (books would be Bludgeon,
the GM agrees to. The fantasy Bestiary has examples pencils would be Pierce etc). Once the object has dealt
including Griffin, Shadowcat, Grizzly Bear, Tiger, Dire Tiger damage, it breaks at the end of the round and cannot be
etc. Anything that you are capable of training with the used again. You can pick up usable objects within reach as
Warhorse Command talent. You can also teach the Mount a Reaction, & you can throw it with the Thrown Weapon skill.
talent, which increases the mount’s ENC by 4x.
Inside Reach
Ferocity Deal more damage inside the range of large weapons.
Your physical might gives you tactical options. Prerequisite: Any Rogue Profession, Melee or Unarmed
Prerequisite: Endurance skill (70%) skill (50%)
Benefit: Add your Damage Modifier to your Spirit Points. Benefit: When you deal damage using a weapon no larger
than Medium in Size, against an adjacent target with the
Gladiatorial Style ‘Reach’ or ‘Longreach’ ability, add +3 damage.
You learn specialised techniques to entertain the crowd.
Prerequisite: Gladiator Profession Inspired Strike
Benefit: Choose one of these options: Be invigorated by the success of your powerful strike.
• Brandish Weapon: Fire up your confidence! Prerequisite: Any Weapon Skill (90%)
As an action, make a successful Perform skill check to Benefit: Choose one combat skill at 90%. On a critical
gain +2 DM for 1 min. success with the chosen combat skill, regain 1 Spirit Point
• Bring It On: Thump your chest to show your toughness! (cannot go above maximum). This talent can be taken
As an action, make a successful Perform skill check to multiple times, once for each weapon skill.
gain +2 Natural AP for 1 min.
• Final Flourish: Finish a fight in style! Intercept
Make a successful Perform skill check at the end of a Keep up with your enemies when they least expect it.
battle to gain 1 Accolade. Prerequisite: Any Rogue Profession, Athletics Skill (70%)
• Humiliate Opponent: Hurl insults at your opponent! Benefit: As a Reaction, when an opponent you attacked
When you afflict your opponent with a negative condition during your turn moves, you can use remaining Movement
(e.g. dazed, stunned, prone etc) make a successful Perform left over from your last turn to move right after they do.
skill check to gain +5 Critical Range on your Melee or Martial
Arts skill for your next turn. Iron Grip
• Move It: Literally run rings around your opponent! Wield big melee weapons with more power.
As an action, make a successful Perform skill check to Prerequisite: Any Warrior Profession, Melee skill (70%)
gain +2 Movement for 1 min. Benefit: Add half your Damage Modifier again when using
At 70% skill, choose a 2nd option to access. At 90% two-handed melee weapons (round down, minimum +1). At
choose a third, and at 99% choose a fourth. 90% skill, double your DM instead. Only add this bonus when
wielding the weapon with two hands.

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Lancer Sworn Enemy


Your lance charges are much more powerful. You bear a hatred of monsters and train to fight them.
Prerequisite: Ride skill (90%) Prerequisite: Dreadnought Profession, Knowledge
Benefit: Double your Damage Modifier for lance weapons (Monsters) skill
used while charging in mounted combat. Benefit: Choose two categories of monsters from the
list below. You automatically gain +2 result bonus, Critical
Master Tactician Range and Damage against these creatures with any kind of
Your ability to learn tactical manoeuvres is unbound. attack or spell used against them.
Prerequisite: Any Combat skill (99%) At 70% skill, choose a 3rd category of monsters and
Benefit: Your capacity to learn manoeuvres is no longer increase your bonus to +3 for Result, Critical Range and
limited by your Intellect Attribute. Damage for each category. Apply this again at 90% skill, and
again at 99% skill for 5 categories, and +5 to those bonuses.
Mounted Archery As a Reaction, make a skill check to learn one detail from
Your skill and training with ranged weaponry while mounted any type of monster you’re facing from the following list, and
allows you to hit with greater accuracy. yell out this information to nearby allies;
Prerequisite: Ride skill (70%) • The target’s current HP, Armour Points & Damage.
Benefit: Ranged weapons now apply their Damage • Their Damage Reduction & Vulnerabilities.
Modifier where applicable. • The nature of any magical abilities the creature has.

Poison Weapon Sworn Enemy Table


Category Examples
You can safely apply poison to your weapon. Abominations Primordion, Annihilator
Prerequisite: Herbalism skill (70%) Aethereals Leviathan, Umbral and Voidwalker
Benefit: You can apply a contact poison to your weapon
Aquatic Sea Serpent, Giant Octopus
using a Reaction at any time.
Beasts Tiger, Bear and Boar
Quick Draw
Draw your weapon faster than just about anyone else. Celestials Seraph, Virtue and Paragon
Prerequisite: AGI 12+ Chimeras Borer, Landshark & Manticore
Benefit: You can draw or sheath a weapon no larger than
Constructs Flesh Golem, Stone Golem
Medium in Size as a Reaction.
Dire Beasts Dire Bear, Dire Tiger, Dire Boar
Spellbreaker Dragons Dragon, Hydra and Linnorm
You react quickly to interrupt a spellcaster.
Prerequisite: Melee or Unarmed skill (70%) Elementals Gnome, Undine and Sylph
Benefit: You may use a Reaction to use make an Fey Wild Nymph, Unicorn
Opportunity Attack at anyone in melee or unarmed range Infernals Succubus, Astaroth and Malphas
attempting to cast a spell that uses an action to cast. The Inhuman Lurker, Ogre,Troll & Giants
hit deals ½ damage, but if damaged, the caster’s spell fails.
They may not defend against this attack. Magical Animals Storm Crow, Shadowcat, Werewolf
Plant Tanglethorn, Arboreal Walker
Steadfast Undead Skeleton, Zombie, Lich
You dig in and become harder to damage.
Vermin Vorax, Swarm of Crows, Rat
Prerequisite: Any Warrior Profession, Endurance (70%)
Benefit: If you did not move on your turn, gain +1 Natural
AP until the start of your next turn. This increases to +2 AP
at 90% skill, and +3 at 99% skill.
Tiny Warrior
Strength of Mind You have learned techniques for using your small size as an
Your physical and mental strength are linked. advantage against huge foes.
Prerequisite: Strength 12+ Prerequisite: Height no more than 110cm (3’3”)
Benefit: Add your Damage Modifier to your Resolve skill Benefit: You deal +3 damage against targets above
result bonus. 250cm (8’2”) in height.

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Unyielding Blessing Continued


Keep fighting even with all of your might. • Blessing of Integrity: Restore the original philosophy of
Prerequisite: Any Warrior Profession, Endurance (70%) any creature that’s had theirs changed against their will.
Benefit: Use Manoeuvres with the Dazed condition. • Blessing of Knowledge: The individual touched gains +1
skill point the next time they do an extended period of study.
Warhorse Command • Blessing of Last Rites: A creature that died in the last
You are able to command your mount to attack in battle, and hour cannot be turned into an undead creature for 1 week
teach it manoeuvres. • Blessing of Love: Two people who are married with this
Prerequisite: Ride skill (50%) rite gain +2 Energy AP for 1 month.
Benefit: Use your Ride skill in place of your mount’s • Blessing of Purity: 1 meal of food or 1 canteen of water
Resolve skill for checks. You can also use this skill to you touch is purified of poisons or disease.
teach General Talents, General Combat Talents and Pet • Blessing of Water: You can touch a waterskin or canteen
Manoeuvres to your mount by spending your Accolades, as full of water, turning it into 10 uses of holy water.
if you were purchasing abilities for yourself.
You may activate one of your mount’s manoeuvres or Cantrip
make it attack a target in range by spending one of your You can easily produce small feats of magic.
character’s Reaction points. You may only spend one Prerequisite: Any Magic Skill or Raelani species
Reaction in this manner per turn. Benefit: As an action, you can choose one of the
following effects to produce. None of them require a skill
check, or the use of Spirit Points. Only one effect can be
Magic Talents created or maintained at a time.
• Mend torn paper or cloth at 1 finger’s length per round.
Arcane Method • Create a flicker of candlelight on your palm on fingertip,
You’ve researched how to use magic scrolls & relics. producing dim light in a 2 square radius. The candle can be
Prerequisite: Relic Hunter Profession sent floating up to 5 squares away.
Benefit: You are able to read magic scrolls and activate • Make a faint noise within 10 squares, like a rustling of
Artificer inventions or Imbued Divinity relics using your leaves, snapping twig or tumbling rock.
Knowledge: Archaeology skill in place of the Artificer • Detect the aura of magic around items 1 square away.
(or Divinity) skill. You can also use this skill to identify • Slowly move a tiny object through the air as if it was
inventions you’ve found. being carried by you. This can be something like a coin or
You are able to charge power gems using your Spirit pencil up to 5 squares away.
Points, as noted in the Artificer’s Inventions section. You’re
also able to duplicate a magic scroll onto a new piece of
specially prepared parchment, which takes 2 hours and a Channel Power
cost in special materials such as gold dust and crushed With great effort, you can increase the effect of your spells.
gems (and any material costs the spell requires, such as a Prerequisite: Any magic skill (90%)
diamond), as noted on the table below. Benefit: By spending an extra Spirit Point when casting a
spell, it gains one of the following bonuses:
Scroll Skill Level Cost +1d6 damage (if the spell deals damage)
0-69% 50sp +5% Result Bonus (if it has an opposed resistance chk)
70% 200sp +5sq range
You can spend up to 3 extra Spirit Points, using 1 for
90%+ 500sp
each of the listed bonuses.

Blessing Enduring Power


You can perform simple rites to bless individuals for a while. Enchanted items you create retain their charges indefinitely.
Prerequisite: Priest Profession Prerequisite: Artifice or Divinity (90%)
Benefit: You can spend 10 minutes to perform any of the Benefit: Any item the caster enchants with a spell that grants
following ceremonies on someone other than yourself once charges, retains those charges indefinitely, until such time
per day (each): as they are used and depleted. Spells which do not grant
• Blessing of Clarity: Target creature gains +2% result charges, such as weapon and shield enchantments, are not
bonus to one skill for a 24-hour period. affected by this spell.
• Blessing of Faith: If someone genuinely wants to join
your faith, this blessing grants both of you an additional
Luck Point for the session.
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Enduring Weaponry Iron Will


Enchanted weapons and armour retain their power. Ignore serious injuries for a short time.
Prerequisite: Artifice or Divinity (50%) Prerequisite: Any Magic Profession, Resolve skill (90%)
Benefit: Any weapon, shield or armour piece imbued Benefit: When you take damage that reduces you to
with a temporary spell such as Enchanted Weapon, Smite below 1 Hit Point, instead of falling unconscious, you may
or Armour of Regeneration can be made permanent stay fully conscious and active for a number of turns equal
by installing a jewel into the item itself to hold the to your Intellect Attribute Bonus. During this time you still
enchantment. bleed. When the duration ends, you fall unconscious as
The item cannot be damaged, or in poor condition normal if still below 1 HP. If you hit -20 Hit Points, you fall
to accept this enchantment. Weapon enchantments unconscious from a Major Wound and may die.
which grant abilities that can be used by sacrificing the
enchantment can be used once per day. Magical Trap
The maximum power of the spell (by skill level) is linked You are able to create and disarm magical traps.
to the quality of the jewel, and the time required for the Prerequisite: Any Magic Skill (70%)
process, as noted on the table below. Benefit: You may cast any spell you know upon a trap kit,
so long as;
Skill Level Time Required Gem Value
• The spells range isn’t listed as ‘Self’.
50% 4 hours 500 • The spells duration is Instant.
70% 8 hours 1000 The spell remains upon the trap indefinitely, until triggered
90% 12 hours 3000 or you repackage the kit. When the trap is triggered, the spell
is cast upon the individual who triggered it and the spell is
99% 16 hours 5000 wiped from the trap.
Once the process is complete, removing the jewel If the spell requires a Resistance check, the caster and
destroys the enchantment. Make an Artifice or Divinity skill target roll their opposed check at that time. You can also
check and see the results. use your Magic skill to attempt to identify and/or disarm
a magical trap, in the same manner as traps used with the
Enduring Weapon Result Table mechanisms skill.
Result Effect
Critical Success Success, and gain 2 Accolades. Magic Focus
Success Success, and gain 1 Accolade. You focus your talents on a particular type of damage.
Prerequisite: Any Magic Skill (70%)
Failure The enchantment didn’t take, try again.
Benefit: Choose one damage type. Add +3 damage to
Fumble The item & gems are destroyed. spells that deal this type of damage. You can take this talent
Hidden Power multiple times, choosing a different damage type each time.
An unprepared mind is easy pickings for your talents.
Prerequisite: Any Magic Skill (70%) Magic Shaping
Benefit: If using a magical ability against a target from You focus your talents on a particular type of damage.
stealth, gain a +4% bonus on a successful result. This bonus Prerequisite: Any Magic Skill (90%)
increases to +6% at 90% and +8% at 99% Benefit: When you cast an area of effect spell that deals
damage to more than a single target, you can choose which
Inscription targets it will effect.
Write your spells onto scrolls for later use.
Prerequisite: Any Magic Skill (70%) Magnitude
Benefit: A character can inscribe any spell they know onto Your mind can project magical effects further.
parchment, using ink inlaid with gold and other precious Prerequisite: Any Magic Skill (70%)
metals, plus other materials the spell requires (such as a Benefit: Double the base range of spells that have a
diamond). The cost is shown on the table below, takes 1 range better than Self or Touch.
hour, and success is automatic. See the magic section for
more details on using scrolls.
Mind Tap
Generate more energy on a perfect use of magical power.
Scroll Skill Level Cost Prerequisite: Any Magic Skill (90%)
0-69% 100sp Benefit: On a critical success with a Magic skill, regain 1
Spirit Point (cannot go above maximum).
70% 200sp
90%+ 500sp
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Permanency Magic Profession Talents


You create a permanent, self-charging magical item.
Prerequisite: Artifice or Divinity (99%)
Benefit: When you enchant an object of masterwork quality
Alchemy
with a spell that grants charges, you can give it the ability to
recharge itself at the start of each day. This applies to: Bomb Range
• Any Artifice spell. You are capable of tossing your alchemical bombs greater
• The Imbue Divinity spell. distances.
The caster creates the item as normal, and then spends 8 Prerequisite: Alchemy skill (70%), Explosives Science
hours installing a gems with a combined value as noted on Benefit: The range of your bombs is increased to 20
the table, based on the type of Power Gem it uses. squares.
Once complete, the item regains Charges at the start of
every day, usually at dawn. Concentrated Formulas
Creating a permanent energy source requires a portion You’ve learned how to distil your potions into more
of the caster’s living spirit. For every spell you make concentrated forms.
permanent, you must sacrifice 1 Spirit Point from your Prerequisite: Alchemy skill (99%), Biology Science
maximum. Spirit Points lost this way are recovered only if Benefit: Increase the baseline effect of any potion by +1
the item is destroyed. (e.g. +2 AP becomes +3), and the duration is doubled.
Power Gem Required Value of Extra Gems
Moonstone 1000sp Enduring Formulas
Your potions are properly sealed, and can sit on the shelf
Silver Pearl 2500sp
indefinitely until opened.
Emerald 5000sp Prerequisite: Alchemy skill (70%), Biology Science
Benefit: The shelf life of potions becomes indefinite, until
Result Effect
opened.
Critical Success Success, and gain 2 Accolades.
Success Success, and gain 1 Accolade. Energetic Reaction
Failure The enchantment didn’t take, try again. You have learned to create a more powerful detonation with
Fumble Item destroyed, along with the gems. your explosive devices.
Prerequisite: Alchemy skill (99%), Explosives Science
Practical Magic Benefit: Your bombs deal +3 damage.
Your quick spells are more efficient.
Prerequisite: Any Magic skill (70%)
Benefit: The 1st Reaction spent in a combat round to cast Potion Tolerance
a spell doesn’t cost a Spirit Point. You only gain this benefit Your body is finely tuned and is able to tolerate the potent
while you have at least 1 Spirit Point available. If the roll is effects of your potions.
a critical success, you not only don’t use Spirit, you actually Prerequisite: Alchemy skill (90%), Biology Science
gain +1 Spirit. Benefit: You may use on yourself any tonic, potion,
poultice or salve an extra 2 times (for a total of 7) in a 24
hour period.
Transcendent
Your mind generates more magical energy
Prerequisite: Any Magic skill (50%) Wide Yield
Benefit: Your maximum Spirit Points are increased by +2. You have discovered how to channel more magic into a bomb
This bonus automatically increases to +3 at 70%, +4 at 90% to cause it to explode over a wider area.
and +5 at 99%. Prerequisite: Alchemy skill (90%), Explosives Science
Benefit: When you throw a bomb, you may choose to
Unbound have it explode in a 1 square radius around the target point.
Your capacity for learning magic is boundless Those caught in this area of effect can make an opposed
Prerequisite: Any Magic skill (99%) Evade skill check to receive half the damage. Any alchemy
Benefit: You are no longer limited to the Intellect limit for spell that grants you an area of effect bonus is increased by
learning the maximum number of spells. 1 square.

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Artifice Reverse Engineering


You are able to understand the magical processes required
to create enchantments and apply them to your own work.
Manipulate Enchantment Prerequisite: Artifice skill (70%), Enchanter Focus
You’re more specialised in dealing with invention
Benefit: You may learn artifice spells from enchanted
enchantments.
items you study as if buying a new spell, but with no cost
Prerequisite: Artifice skill (99%), Enchanter Focus
and double the learning time required.
Benefit: By spending 1 minute and using 1 Spirit Point,
you can move an enchantment placed upon an item you’re
touching, to another item of the same type. i.e. from wand Unethical Construct
to wand, weapon to weapon, armour to armour etc. Your lack of ethics allows you greater latitude when choosing
If transferring a permanent enchantment, the new materials to build a construct.
item needs to be masterwork, and with the required extra Prerequisite: Artifice skill, Mechanic Focus, Philosophy
gems or the transferred enchantment does not become either Malevolent, Dominating, Anarchic, Ambivalent or
permanent (it will not self-recharge at the start of the next Selfish.
day). Benefit: You have learned how and where to acquire
All inventions you use that deal damage, deal +2 damage. bones and/or body parts required to build a bone or flesh
Construct. This talent does not give you immunity to being
Masterwork Construct chased out of town by an angry mob, should they learn what
You have perfected your designs. you’ve been doing, you monster.
Prerequisite: Artifice skill (99%), Mechanic Focus
Benefit: Constructs you build are considered Masterwork,
gaining +2% result bonus to all skills, +1 damage on all
Charms
attacks, and +5 Hit Points. It also gains +2 Upgrade slots.
Charming Performer
Mighty Construct Some of your music is especially potent.
Your construct becomes a more formidable fighting machine. Prerequisite: Charms skill (70%), Balladeer Focus
Prerequisite: Artifice skill (90%), Mechanic Focus Benefit: Your Drinking Song, Healing Ballad & Lullaby
Benefit: Construct gains an extra attack during its action. spells gain;
• Double the base range.
Powerful Enchantment • A +5% Result bonus.
Channel more charges into your enchantments. • Healing Ballad gains +1 to their result.
Prerequisite: Artifice skill (90%), Enchanter Focus Any money you get for using your Perform skill to create
Benefit: When you cast a spell which bestows Charges mundane music to entertain is doubled.
upon an item, you increase the number of Charges gained
by 2 points above any listed maximum. If the spell doesn’t Doomsayer
grant charges, the duration of the spell is doubled. Your enemies are doomed, and they know it.
Prerequisite: Charms skill (99%), Prophet Style
Resurrect Construct Benefit: Enemies you attack or cast spells at cannot use
You’re able to bring your construct back to life. Luck Points to affect the result.
Prerequisite: Artifice skill (70%), Mechanic Focus
Benefit: By spending 1 hour and using 1 material unit Hand of Fate
(the same kind as the Construct is made from), a wrecked Fate is on your side, sometimes.
Construct gains +1 Hit Point. Continue this process until Prerequisite: Charms skill (90%), Prophet Style
it’s above -20 Hit Points, at which point it can be repaired Benefit: Spend a Luck Point to make a Critical Success
with materials in the regular fashion. Note that a Construct that affects you into a non-critical of the same value. You
that is below 2x its maximum negative Hit Points is utterly can only do this once per game session.
destroyed and cannot be repaired.
The Construct will only retain its previous knowledge,
such as learned talents, manoeuvres, skills etc. if the
Inspiration
Your inspiration allows you to create powerful charms
artificer makes a successful unopposed Artifice skill check.
seemingly from nothing.
Prerequisite: Charms skill (90%), Balladeer Style
Benefit: Spend a Luck Point as a Reaction to recharge +2
Spirit.

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Life of the Party Divine Artifice


You sure know how to drink. Your deity grants you insights on arcane devices.
Prerequisite: Charms skill (70%), Rake Style Prerequisite: Divinity skill (90%), Knowledge Devotion
Benefit: While Intoxicated, gain double the benefit listed in Benefit: Spells cast through diving relics made with the
the Getting Drunk section. Imbue Divinity spell gain a +5% result bonus and if they deal
damage, gain a +2 bonus. All of your devices created with
Lucky Drunk the ‘Imbue Divinity’ spell gain +1 charge.
Somehow, things go your way even with practically no effort.
Prerequisite: Charms skill (99%), Rake Style Divine Insights
Benefit: While intoxicated, spend 2 Luck to make any skill All manner of minor magic is yours to command.
check a critical success. Prerequisite: Divinity skill (99%), Knowledge Devotion
Benefit: Learn and cast 3rd rank spells from any field of
Pliable Body magic, using your Divinity skill. These spells never advance
When you’re drunk, you could be hit by a horse & not feel it. beyond their baseline casting abilities, but can be bought for
Prerequisite: Charms skill (90%), Rake Style 4 Accolades each.
Benefit: While intoxicated, also gain +4 DR vs Internal &
Bludgeon damage. Divine Rewards
Your devotion to peace does not go unrewarded.
Prophetic Prerequisite: Divinity skill (99%), Peace Devotion
You are closely tied to the weave of fate. Benefit: While in a fight you or your allies didn’t start or
Prerequisite: Charms skill (70%), Prophet Style provoke, you gain +4 DR vs Auric weapons and +8 DR vs
Benefit: When you cast the ‘Tell Fortune’ spell, draw an mundane weapons.
extra card. When casting the Akashic Trance spell, subtract
10 from the spell’s result. Elemental Affinity
You are one with your element, becoming immune to
Unearthly Muse negative effects.
An otherworldly voice speaks through you. Prerequisite: Divinity skill (99%), Elemental Devotion
Prerequisite: Charms skill (99%), Balladeer Style Benefit: You ignore the damage trait of the type of
Benefit: You gain an extra action every round. You can element you have chosen to venerate (air = Shock, earth =
only use this action to cast Charms spells, and spells cast Melt, fire = Burn, water=Freeze).
with this extra action don’t gain any result bonus.
Elemental Resistance
Divinity Your closeness with the elements grants you a degree of
innate protection
Prerequisite: Divinity skill (70%), Elemental Devotion
Avatar of Light Benefit: .Gain +4 DR vs Elemental damage.
Your spells blaze with heavenly power.
Prerequisite: Divinity skill (99%), Sun Devotion
Benefit: Spells you cast with the Holy damage deal and +3 Elemental Touch
damage against Undead and Infernals. Your spells can be tuned for maximum devastation of your
enemies
Brawny Caster Prerequisite: Divinity skill (90%), Elemental Devotion
Your prayers convert your physical might into divine power. Benefit: You can add a damage trait to your damage
Prerequisite: Divinity skill (99%), War Devotion spells appropriate to your chosen element: (air = Shock,
Benefit: Add your Damage Modifier to any Divinity spells earth = Melt, fire = Burn, water=Freeze).
you cast that have a duration of ‘Instant’.
Enduring Luck
Death Touch You have been blessed with extra good fortune.
You are able to extend the cold touch of the grave to many of Prerequisite: Divinity skill 70%), Fortune Devotion
your spells. Benefit: When you use a Luck Point to re-roll a failed skill
Prerequisite: Divinity skill (99%), Death Devotion check, if the new check is a failure, you do not expend the
Benefit: Any spell you cast that has the Holy damage trait Luck Points.
can instead have the Unholy damage trait as desired
80 PART 1: CHARACTER CREATION
SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Fortunate Soul Raise Undead


Lady Luck has taken a real shine to you. You are able to animate the bodies of the dead to aid you.
Prerequisite: Divinity skill (90%), Fortune Devotion Prerequisite: Divinity skill (90%), Death Devotion
Benefit: You may spend as many Luck Points as you wish Benefit: You gain the Animate Corpse Shaman spell
when re-rolling a dice roll, to re-roll it again and again. without needing to spend Accolades, money or time.

General Knowledge Ranged Touch


Your studies grant you access to vast amounts of knowledge. Your aura extends beyond your immediate physical area.
Prerequisite: Divinity skill (70%), Knowledge Devotion Prerequisite: Divinity skill (90%), Healing Devotion
Benefit: You may use your Divinity Skill in place of any Benefit: The range of your Touch spells is now 5 squares.
Knowledge skill, with a -10% difficulty penalty to your skill.
Rite of the Hunt
Gifted Healer Your faith allows you to track the most elusive of prey.
Your healing spells and abilities are especially potent. Prerequisite: Divinity skill (90%), Hunting Devotion
Prerequisite: Divinity skill (70%), Healing Devotion Benefit: You may re-roll failed Tracking skill checks, once
Benefit: Add +1 to any healing you perform. per try.

Holy Presence Selfless Healer


Your fearless dedication to peace protects you from harm. Your devotion to the wellbeing of others is rewarded.
Prerequisite: Divinity skill (90%), Peace Devotion Prerequisite: Divinity skill (99%), Healing Devotion
Benefit: In combat, you cannot be attacked by your Benefit: When you successfully heal someone else, you
enemies until you attack or cast a spell. Enemies will go out Overheal +1 Hit Point.
of their way to avoid inadvertently harming you until you
commit to the fight. Solar Worship
You are a more efficient priest while exposed to sunlight.
Holy Strength Prerequisite: Divinity skill (70%), Sun Devotion
Your faith allows you to perform great feats of strength. Benefit: You gain +2 Spirit from rest at the start of every
Prerequisite: Divinity skill (90%), War Devotion day you witness the sunrise, which goes above your normal
Benefit: You may use your Divinity Skill in place of your daily maximum and lasts until sunset.
Unarmed skill for any relevant skill checks.
Speaker of Truth
How Unfortunate Although a gentle soul at heart, you are also shrewd and able
Sometimes those in your presence seem to have the most to discern when people are manipulating you.
dreadful luck. Prerequisite: Divinity skill (70%), Peace Devotion
Prerequisite: Divinity skill (99%), Fortune Devotion Benefit: You may add your Charisma result bonus to opposed
Benefit: Spend 2 Luck Points to change the result of any char- Insight skills used to determine if someone is telling the truth.
acter’s skill check to become a Fumble. at 99% skill you may add your CHA bonus a 2nd time to the
results. Surefooted
Light of Heaven Your familiarity with all terrain allows you to move through
Creatures of the lower realms of existence are frightened by rough areas with ease.
your connection to a higher power. Prerequisite: Divinity skill (70%), Hunting Devotion
Prerequisite: Divinity skill (90%), Sun Devotion Benefit: You are immune to the effects of difficult terrain,
Benefit: Whenever you cast a spell which sheds light, and climb at your normal movement speed. Forest elves
Undead and Infernals within range must make an opposed gain +2 Movement.
Resolve check or become frightened for 1 round.
Thundering Might
Merciful Death Your divine attack spells rumble with power.
You do not prolong the suffering of your victims. Prerequisite: Divinity skill (70%), War Devotion
Prerequisite: Divinity skill (70%), Death Devotion Benefit: Whenever you deal Energy damage, damaged
Benefit: The ‘Death Blow’ action can be performed as a targets are automatically dazed for 1 round.
Reaction on your turn.

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Tireless Eye of the Storm


You don’t need to sleep and your spirit is stronger than ever. Though dangerous energies may surround you, you are never
Prerequisite: Divinity skill (99%), Hunting Devotion personally affected.
Benefit: You no longer need to sleep though you may Prerequisite: Druidry skill (70%), Tempest Sect
still choose to do so if you wish. You heal 6 Hit Points and Benefit: You and any adjacent allies are immune to the
recharge 6 Spirit Points every 6 hours. effects of your damage spells.

Force of Nature
Druidry You can summon powerful natural energies of a magnitude
greater than others.
Advanced Training Prerequisite: Druidry skill (99%), Tempest Sect
You are able to train stronger and stranger animals. Benefit: You can adjust the current weather state using
Prerequisite: Druidry skill (90%), Beastmaster Sect the Control Weather spell as many steps in either direction
Benefit: You can now also train Hedge Dragons, Storm as you wish, at a rate of 2 steps per turn. The radius of the
Crows, Fey cats, Borers & Giant Scorpions. Pets you train spell is doubled.
gain +3 damage and +3 Critical Range to their Unarmed
skill.
Invulnerable Companion
Your animal companion becomes extremely resilient.
Animal Bond Prerequisite: Druidry skill (99%), Beastmaster Sect
You create a close connection with your animal companion. Benefit: Your Bonded Pet gains +4 DR vs Auric Weapons,
Prerequisite: Druidry skill (70%), Beastmaster Sect and +8 DR vs Mundane Weapons. You are also able to train
Benefit: Your character creates a magical bond with a pet Dire Beasts, Basilisks, Phoenixes and Wyverns as pets.
obtained through the Animal Training skill. The bond takes
one minute to create, and costs you 1 Spirit Point from your
maximum: Rising Storm
• Its intelligence is increased to 10 and it can understand Rapidly cast small bursts of magical power.
the common tongue. Prerequisite: Druidry skill (90%), Tempest Sect
• It gains +2 to Natural Armour, Damage Modifier and Benefit: Every subsequent round where you cast a spell
Movement Rate. that deals Elemental damage at the same target adds +2
• The Bonded Pet doesn’t earn Accolades of its own, and damage to the result. This chain of bonus damage is broken
if you want to teach it any abilities, you’ll need to spend your if no damage is dealt, or you switch to a new target.
own Accolades.
• A Bonded Pet is considered to have the same Shifted Caster
philosophy as its owner. Your ability to command the forces of nature carries over to
Should you choose to bond with a new pet or remove the your new form.
bond from your current pet, it loses these benefits and can Prerequisite: Druidry skill (99%), Shapeshifter Sect
never be bonded with again. Should the Bonded Pet die, you Benefit: In addition to being able to cast any spells your
cannot bond with another pet for 7 days as you get over the new form has access to, you can also cast your own spells
loss of a creature you had effectively connected your soul while in animal form at twice the normal Spirit Point cost.
with. You regain any Spirit Points and Accolades lost when
bonding. The Beast Within
You are more at home being an animal than in your regular
Armoured Beast body.
You learn how to include your armour in the transformation Prerequisite: Druidry skill (70%), Shapeshifter Sect
process. Benefit: While in animal form, you gain +1 to your
Prerequisite: Druidry skill (90%), Shapeshifter Sect Damage Modifier, Movement and Natural Armour.
Benefit: AP from your worn armour is carried over to your
new form when you change shape. Use whichever figure is
higher – your AP or the creature’s form you take.

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Shamanic Spirit Companion


You gain the aid of an ancestor’s spirit to advise and guide
you in life.
Ancient Spirit Prerequisite: Shamanic skill (70%), Ancestral Tradition
Your eidolon manifests powerful magical power.
Benefit: You must permanently sacrifice 1 Spirit Point
Prerequisite: Shamanic skill (99%), Ancestral Tradition
from your maximum when you take this talent. Upon taking
Benefit: Your eidolon is able to cast any spell you
this talent, you gain an eidolon, a ghostly assistant who can
know using you Spirit Points, but after casting it loses the
only be heard and seen by you (or by anyone that can see
Incorporeal trait until the start of your next turn.
incorporeal creatures).
The eidolon is a ghost who resembles a long-dead
Bonded Weapon member of your species, a deceased shaman who retains
You are able to bond with a weapon to gain increased power knowledge from their previous life. Their personality and
while wielding it. name vary, but they share the same philosophy as your
Prerequisite: Shamanic skill (70%), Warrior Tradition character. Other benefits include:
Benefit: As is tradition for your people, you are able to • The eidolon does not sleep, and can alert you to danger.
choose a wooden weapon (including shields) to bond with. • You can communicate with the eidolon as if it were a
The process takes one hour, during which time you carve living person, but it can’t move more than 50sq from you.
symbols of power into the wood. This weapon can also be • The eidolon has the following skills, and its levels are
your totem, if you wish. The weapon gains the following equal to your Shamanic skill. Its failures do not raise skills.
benefits:
• While you are wielding it, the weapon deals +1 damage Professional Skills Common Skills
in combat. Courtesy Insight
• It gains +5 to its Hit Points.
Knowledge (Nature) Perception
• Should it become damaged, it will regenerate its own Hit
Points overnight at your Heal Rate. Knowledge (Mythology) Resistance Skills
• If you crafted the weapon yourself, it gains an additional Knowledge (History) Resolve
+1 damage and grants +1 Natural Armour.
• The eidolon has 10 Hit Points. If reduced to 0, it doesn’t
Empowered Totem die, but vanishes for 24 hours.
Your totem is a focus point for spectral power.
Prerequisite: Shamanic skill (99%), Totemic Tradition Spiritual Might
Benefit: Any spells required to be cast upon your Totem A warrior spirit bestows your weapon with spiritual might.
do not cost Spirit Points. Prerequisite: Shamanic skill (90%), Warrior Tradition
Benefit: While you are wielding it, your Bonded Weapon
Living Totem becomes Auric and you can choose for it to deal Energy or
A peaceful spirit takes up residence in your totem, granting Elemental damage.
you additional energy to draw upon.
Prerequisite: Shamanic skill (70%), Totemic Tradition Totem Casting
Benefit: While your Totem is within 10 squares of you, Cast through your totem.
you gain +2 to your maximum Spirit Points. Prerequisite: Shamanic skill (70%), Totemic Tradition
Benefit: When you cast a spell, you may spend an
Old Souls additional Spirit Point to cast the spell as if you were in the
You and your eidolon have known each other in previous same space as your totem, drawing line of sight and range
lives, always helping each other through difficult times. from that space instead. Your totem must be within 10
Prerequisite: Shamanic skill (90%), Ancestral Tradition squares of you to do this.
Benefit: While within 10 squares of each other, you and
your eidolon can share damage taken between each other, Warrior of Legend
essentially spreading out the damage. Neither of you can You are an avatar for a warrior spirit in your time of need.
prevent this damage loss. This increases your Threat Level Prerequisite: Shamanic skill (99%), Warrior Tradition
by +1. Benefit: Spend a Luck Point to gain +4 DR vs Auric
weapons +8 DR vs Mundane weapons, and your weapons
and spells deal an extra dice of damage. This lasts for 3
rounds.

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Sorcery Blood Vial


You create a vessel for blood to power your magic.
Prerequisite: Sorcery Skill (90%), Hemomancy Bloodline
Aethereal Form Benefit: When you take this talent, you can turn a regular
You can become a ghostly, aethereal figure.
glass vial into a portable blood bank called a Phialum.
Prerequisite: Sorcery Skill (99%), Aethereal Bloodline
The process takes 2 hours to complete, a glass vial, and a
Benefit: You can gain or lose the Incorporeal as an
moonstone which are consumed during this process.
action, able to walk through solid objects in addition to the
• The Phialum can indefinitely hold up to 10 Hit points
other benefits this condition provides. While in this form,
worth of blood inside, to be called upon by you for use with
you cannot damage or interact with things that are not
the Blood Link talent, or for consuming as a meal. 5 Hit
Incorporeal.
Points worth of blood counts as one meal.
• The Phialum can regain a single point of blood from a
Angelic Power fallen enemy by holding it to their body as an action (as long
You spells carry the might of the heavens. as the creature had blood). Alternatively the Phialum refills
Prerequisite: Sorcery Skill (90%), Celestial Bloodline at the same rate as your natural Healing rate when you rest.
Benefit: All spell damage you deal gains the Holy You must carry the Phialum on your person to gain these
damage trait, dealing +3 damage vs Undead and Infernals. benefits.

Aura of Pain Celestial Essence


You share in the pain you receive. The power of the heavens through your veins, and you can
Prerequisite: Sorcery Skill (99%), Infernal Bloodline unleash this power onto your enemies.
Benefit: Whenever you take damage, the attacker loses 2 Prerequisite: Sorcery Skill (70%), Celestial Bloodline
Hit Points. This Hit Point loss cannot be avoided. Benefit: You may change any damage type from sorcery
spells you cast into Energy damage.
Blighted Soul
You’re not entirely mortal anymore. Dangerous
Prerequisite: Sorcery Skill (90%), Undead Bloodline There is something about you that scares people.
Benefit: You gain +4 DR vs Internal damage. Prerequisite: Sorcery Skill (70%), Infernal Bloodline
Benefit: Add your Charisma Attribute Bonus to your
Blood Link Intimidate skill’s Critical Range and Result Bonus.
Your magical ties to blood grant you strength
Prerequisite: Sorcery Skill (70%), Hemomancy Bloodline Dimensional Being
Benefit: You gain these passive abilities: Ordinary mortal weapons have less effect on you.
• Sense Blood of living creatures up to 20 squares away, Prerequisite: Sorcery Skill (70%), Aethereal Bloodline
regardless of obstacles. Benefit: Gain +4 DR vs mundane physical weapons.
• Add +5 to your Heal Rate.
You can spend 1 Hit Point to activate these abilities: Disappear
• Add +10sq range to a Sorcery spell as you cast it. You can tap into your ghostly nature & vanish from sight.
• Add +1 damage to a Sorcery spell as you cast it. Prerequisite: Sorcery Skill (90%), Aethereal Bloodline
At 90% skill you can spend 2 HP at a time, and at 99% you Benefit: You may turn Invisible at will, so long as you do
can spend up to 3 HP at a time. not move, attack or cast spells. If you are moved against
your will or damaged, you become visible again and cannot
use this ability again for another minute.

Dragon Blood
You exhibit signs of your draconic heritage.
Prerequisite: Sorcery Skill (70%), Draconic Bloodline
Benefit: You gain a number of benefits:
• Ignore the Burn damage trait.
• Gain +1 Natural Armour
• Your Unarmed damage dice size is increased by 1 step.
• Your Unarmed attack can deal Slash damage.

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Dragon Bond Fey Power


You form a bond with a tiny Hedge Dragon to be your You tap into your Fey heritage even more than before.
companion. Prerequisite: Sorcery Skill (99%), Fey Bloodline
Prerequisite: Sorcery Skill (99%), Draconic Bloodline Benefit: Add the Shock trait to any damage spell you
Benefit: You are able to bond with a Hedge Dragon. cast. If the spell already has Shock, the target is stunned if
Once you take this talent, a Hedge Dragon will appear within the spell’s resistance check is failed.
a few hours. It will share your philosophy and stay with you
as long as you treat it well. Should a Hedge Dragon flee Infernal Power
from bad treatment, you must wait a month before another You seek to undo the manifestations of creation.
comes to your call. Prerequisite: Sorcery Skill (90%), Infernal Bloodline
Your Hedge Dragon is able to activate magical items Benefit: You can choose spell damage you deal to
which require a command word, so long as it can grasp or gain the Unholy damage trait, dealing +3 damage to living
wear the item as required. creatures.
Your new companion acts independently of you, but it
always obeys your commands. In combat, it acts on your
initiative. While you are within 30 squares of your bonded
Strange Power
Your body is surrounded by a nimbus of energy.
dragon, you can communicate with it telepathically.
Prerequisite: Sorcery Skill (70%), Otherworldly Bloodline
Additionally, as an action, you can see through your
Benefit: While not wearing any physical armour, you gain
Hedge Dragon’s eyes and hear what it hears until the start
+4 Energy AP.
of your next turn, gaining the benefits of any special senses
that it has. During this time, you are deaf and blind with
regard to your own senses. Sacrificial Spirit
With a simple gesture, you can divert damage from anyone
else to yourself.
Dragon Warrior
Prerequisite: Sorcery Skill (99%), Celestial Bloodline
Your strength is derived from your natural power.
Benefit: As a Reaction, you can divert the damage being
Prerequisite: Sorcery Skill 90%, Draconic Bloodline
dealt from one physical or magical attack against anyone
Benefit: Your Unarmed attacks gain the Auric trait, and
within 10 squares of you onto yourself. You cannot stop
you can use your Charisma Attribute bonus in place of your
this damage by any means – the hit point loss taken by the
Damage Modifier to add damage to these attacks.
target is simply transferred to you. You may transfer as little
or as much as you want.
Fey Charm
You project an aura of fascination to those around you, but
it can drive people insane when your favour is taken away.
Sleepless Mind
You no longer need to sleep, and gain Spirit while awake.
Prerequisite: Sorcery Skill (90%), Fey Bloodline
Prerequisite: Sorcery Skill (70%), Otherworldly Bloodline
Benefit: When using the Influence or Deceit skill, you can
Benefit: You no longer need to sleep, unless you choose
spend 1 Spirit Point to make the target gain the Charmed
to. You heal your Heal Rate in Hit Points and regain all of
condition on a failed resistance check.
your Spirit Points at the dawn of each day regardless if you
This effect lasts for 1 hour, after which time the subject
sleep or not.
becomes openly hostile to you and cannot be affected by
this ability again.
Source Arcana
All magic stems from one source of power, and you have
Fey Essence
learned to tap into it.
Your heritage dates back to the time fey creatures
Prerequisite: Sorcery Skill (99%), Otherworldly Bloodline
dominated the land, which begins to manifest within you.
Benefit: You may learn 3rd rank spells from any field of
Prerequisite: Sorcery Skill (70%), Fey Bloodline
Magic.
Benefit: You become immune to the Charmed condition
and gain +4 DR vs Elemental damage.

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Undead Bond
You are able to connect with undead creatures and force
Wizardry
them to do your bidding.
Prerequisite: Sorcery Skill (70%), Undead Bloodline
Arcane Savant
Your knowledge of the arcane is far-reaching.
Benefit: You may spend an action to attempt to gain
Prerequisite: Wizardry Skill (90%), Librarian School
control of a skeleton or zombie (of any size). The target
Benefit: You can make a skill roll against your Wizardry
makes an opposed Resolve skill check versus your casting
skill to cover general knowledge pertaining to any other field
skill and if it fails, it comes under your control and follows
of magic.
your orders. You may have only one such creature under
your control at a time and if it has succeeded in its Resolve
check, can never fall under your influence. Bookworm
You have a voracious appetite for learning the intricacies
of magic.
Undead Body Prerequisite: Wizardry Skill (70%), Librarian School
Your physical form becomes that of undeath.
Benefit: The cost of learning new wizardry spells is
Prerequisite: Sorcery Skill (99%), Undead Bloodline
reduced by 1 Accolade, or 100sp and 1 day of learning time.
Benefit: You gain the Undead trait: You are unaffected
by fatigue, bleeding, pain, fear, Internal damage or being
rendered unconscious. Channel Magic
You are able to cast a spell through your companion.
Blood Hunger Prerequisite: Wizardry Skill (70%), Familiarist School
The sight of blood creates a powerful hunger in you. Benefit: While within 10 squares, you can have your
Prerequisite: Sorcery Skill (99%), Hemomancy Bloodline Bonded Pet or familiar deliver a spell with a range of ‘Touch’
Benefit: Add damage to all of your spells and attacks on your turn. The familiar touches the creature on your
equal to +1 for every point of bleeding on your target. If your behalf, provided nothing is preventing it from taking actions.
spell hits multiple targets, add all the bleed effects to the If the spell requires an attack roll, you use your magic skill
total (e.g. 3 targets with 2 bleed each grants +6 damage). on the roll as normal.

Duplicate Magic
You are able to duplicate any spell cast before you within
the last minute.
Prerequisite: Wizardry skill (99%), Librarian School
Benefit: If you can see and hear a creature when they
cast a spell from any field of magic, for the next minute,
you are able to cast that spell without adding your Wizardry
result bonus. You can only retain the ability to cast one spell
in this fashion at a time – if you want to recall a different
spell just cast, you forget the previous one.

Enhanced Bond
Your connection to your familiar is greatly enhanced.
Prerequisite: Wizardry skill (90%), Familiarist School
Benefit: The range on the telepathic link with your
familiar is increased to 1 kilometre (.6 miles). Your familiar
gains +2 Natural AP and +10 Hit Points.

Efficient Scribing
Your methods and practices for inscribing wizardry scrolls
is vastly improved.
Prerequisite: Wizardry skill (70%), Scrivener School
Benefit: The time and cost it takes for you to scribe
Wizardry spell scrolls is reduced by 50%.

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Illusion Anchor
You have learned how to fix an illusion to an area, affecting
General Talents
anyone who approaches. Booming Voice
Prerequisite: Wizardry skill (99%), Illusionist School You’re not just intimidating, you’re loud.
Benefit: When you cast the Illusion spell, you can choose Prerequisite: Intimidate skill (70%)
to target a fixed point within range. Anyone entering a Benefit: The range of your Intimidate manoeuvres is
20-square radius of this point comes under its effect. doubled from the listed number for each manoeuvre.

Mind Whip Bowyer


Your illusions are powerful enough to cause harm. Your woodworking skills take on a deadlier focus.
Prerequisite: Wizardry Skill (90%), Illusionist School Prerequisite: Craft: Woodworking (50%)
Benefit: If a target resists one of your illusion spells, Benefit: You are able to make all ranged weapons made
they take 2 points of Internal damage. This manifests as a of wood up to Medium in Size, as well as basic bolts and
headache, but they won’t know the origin of this unless they arrows. You can make up to Large in Size at 70% skill, as
have the Reality Check talent. well as craft all types of ammunition for wooden weapons.
You can make weapons of Enormous Size at 90% skill, and
Perfect Recitation the Size is unlimited at 99% skill. See the Crafting Equipment
When you misread a scroll, the effects aren’t so bad. section for more details.
Prerequisite: Wizardry skill (90%), Scrivener School
Benefit: There are no negative effects for a failure or Chef
fumble when reciting a spell from a scroll. Bring out the natural, balanced flavours of quality produce.
Prerequisite: Craft: Cooking (70%)
Pocket Wizard Benefit: You can add cooking herbs to anything you
Your familiar gains the ability to cast your spells. cook (1 unit of cooking herbs per person being served),
Prerequisite: Wizardry skill (99%), Familiarist School which, in addition to its regular effect, also grants a +1
Benefit: Your familiar gains the wizardry skill (50%), and bonus to the Hit Points and Spirit Points of the character
is able to cast any spell you know using its own Spirit Points eating the meal, above their normal maximum. This effect
and skill. Spells they cast are done so at their baseline level lasts for the 24 hours, and can only be applied once in this
for that spell (no advancement bonus). period. Cooking with Reasonable quality Raw Ingredients
improves the bonuses +2 each, and cooking with Superior
quality improves the results to a +3 bonus.
Reality Check At 90% skill, when you cook Raw Ingredients taken from
Your mind is trained to spot minute flaws in reality brought something other than Plants, Small animals, Beasts or Dire
about by illusion magic. Beasts, the Hit Point and Spirit Point bonuses from cooking
Prerequisite: Wizardry Skill (70%), Illusionist School are doubled.
Benefit: When confronted with magic that specifies it is
illusionary in nature, make an unopposed Resolve skill check
Clever Traps
when first interacting with them. If successful, ignore the
Your traps are cunningly designed and deal more damage.
spell’s effects.
Prerequisite: Mechanisms (70%)
Benefit: Your traps deal +2 damage. This increases to +4
Rune Power at 90% skill, and +6 at 99% skill. You are able to attempt to
You have delved deeper into the power of written magic. disable magical traps, with a -10% difficulty modifier to your
Prerequisite: Wizardry Skill (99%), Scrivener School skill.
Benefit: When you cast a spell from a scroll, any
damage it deals is increased by +2, its range (if applicable)
Climber
is increased by 5 squares and any Resistance skill checks
You’re adept at scaling trees, buildings or other surface.
against the spell only apply ½ their result bonus.
Prerequisite: Athletics (90%)
Benefit: If you fail an Athletics skill check while
attempting to climb you cannot fall or become injured
from this failure. Instead, you continue climbing at half the
normal rate. A fumble still results in a fall.

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Combo Move Craft Armour


Your tactical knowledge lets you combine multiple Your smithing skills have advanced to the point that you
manoeuvres in the same action. can craft quality protective metal armour.
Prerequisite: Skill (70%), INT 12+ Prerequisite: Craft: Blacksmithing Skill (70%)
Benefit: Choose a skill you have (70%). When you Benefit: You are able to make chain armour and metal
use this skill, you can apply the effects of two different shields up to Medium in Size. At 80% Craft: Blacksmithing
manoeuvres related to this skill at the same time. You must Skill, you can make brigandine armour and Shields up to
pay the Spirit Point cost for each manoeuvre. Large in Size. At 90% Craft: Blacksmithing Skill, you can
Manoeuvres of different activation types cannot be make plate armour and Shields of any Size. See the Crafting
used together in this fashion – they must have the same Equipment section for more details.
activation time. I.e. a Movement manoeuvre can only be
used with another Movement manoeuvre. At 99% skill you Craft Weapons
can combo manoeuvres of different skills simultaneously. You’re able to make metal weapons at the forge.
Prerequisite: Craft: Blacksmithing Skill (50%)
Commodities Benefit: You are able to make metal weapons up to
Your knowledge gives you an edge in trading. Large in Size. You can make up to Huge in Size at 70% skill,
Prerequisite: Commerce Enormous at 90% skill, and the Size is unlimited at 99% skill.
Benefit: When you take this talent, choose one of the See the Crafting Equipment section for more details.
commodity types on the table below. You become an expert
on this particular commodity, gaining a +10% bonus to
Chrysalis
successful opposed skill checks when negotiating prices.
You experience a growth spurt, granting you greater
You’re also able to spot poor-quality merchandise and
abilities, plus either wings or armour.
know the going rates of your specialty in any given town.
Prerequisite: Saerid Species, Endurance skill (90%)
You can take this talent multiple times, choosing a different
Benefit: After the first full night’s rest you take after
commodity each time.
gaining this talent, you shed your outer layer and emerge as
Commodity Type a mature Saerid with the following benefits:
Equipment Armour, weapons, tools and gear. • You grow 30cm (1”) taller and 10kg (22lb) heavier.
• Your arms are able to use weapons of Medium Size
Livestock Animals used for food, or mounts.
single-handed, and can use Large weapons with two hands.
Magic Items Anything enchanted with magic. Additionally, either:
• Sprout wings, allowing you to fly at your normal
Medicines Herbs and other health-giving items.
Movement Rate while Unburdened.
Minerals Minerals such as silver, gold and iron. Or if you have the ability to wear Heavy Armour:
Produce & Textiles Food and fabrics. • Grow an extra-thick shell, granting +3 Natural AP
and your armour counts as Medium for the purposes of
Ships & Vehicles Sailing ships, boats, carts etc. qualifying for light armour talents and manoeuvres.

Comrades in Arms
You watch over your allies to aid them when needed.
Prerequisite: Leadership skill (50%)
Benefit: When one of your allies within 20 squares of
you fails a skill check, you may spend a Reaction to make a
Leadership skill check. If successful, spend one of your Luck
Points to allow them to reroll that check.

Conceal
You’re specialised at concealing objects.
Prerequisite: Stealth Skill
Benefit: You can use a stealth skill check to attempt
to conceal objects or other stationary things (like bodies)
using local terrain. This could be leaves, branches, clutter in
alleyways etc. So long as there is some local terrain you can
place in front of the object, you can make it hard to spot.

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Decisive Leadership Firm Resolve


You are able to think quickly and command fearlessly. You are less susceptible to mind-altering effects.
Shouting also helps. Prerequisite: Resolve skill (70%)
Prerequisite: Leadership skill (50%) Benefit: You are no longer susceptible to becoming
Benefit: You and your allies within 20sq gain +2 frightened, but you can still be terrified. At 90%, your chance
to Initiative at the start of a battle. The range of your of becoming addicted is reduced by 2%, and at 99% the
Leadership manoeuvres is doubled to 20 squares. addiction chance is reduced by 5%.

Duty of Care Forager


Your responsibility to those under your command has You are well-practiced in the art of locating herbs.
elevated your skills. Prerequisite: Herbalism Skill
Prerequisite: Leadership skill (90%) Benefit: When searching for herbs, a success (or critical)
Benefit: When allies use your Luck Points, they can use yields double the listed batch of herbs.
them for any task they would normally be able to use luck
points for, such as reducing damage, avoiding death etc. Iron Liver
You’re able to hold your liquor better than others.
Exotic Materials Prerequisite: Endurance Skill (70%)
You have learned how to work with exotic materials. Benefit: When you become Intoxicated, roll on the
Prerequisite: Craft: Any (70%) drunken type table twice. The same result stacks.
Benefit: Working with exotic materials takes more than At 90% skill, You may ignore all the negative effects of
just a sturdy hammer and elbow grease, you need skill and the Intoxicated condition, though you still need to roll on the
experience. Ordinarily, you would have a -20% penalty to skill drunken type table. You can drink double the normal amount
checks involving exotic metal, wood and leather, which is of alcohol before passing out.
negated by taking this talent.
Legendary Leader
Expert Crafter Your leadership ensures the right results, always.
You are a well accomplished crafter, able to make works of Prerequisite: Leadership skill (99%)
great quality with greater ease. Benefit: You are no longer restricted to using only 1 Luck
Prerequisite: Craft skill: Any (90%) Point when you allow an ally to re-roll their dice – You can let
Benefit: When you decide to craft something, you can them keep re-rolling the same result by spending additional
choose to make a masterwork item if you are prepared to Luck Points.
spend the additional time.
Logical Reasoning
Expertise Use your deductive reasoning to convince people.
Your extensive experience in a skill allows for greater Prerequisite: INT 16+
success. Benefit: You may add your Intellect Attribute bonus to
Prerequisite: Any Skill (90%) your Influence skill results (in addition to your Charisma
Benefit: One skill of your choice gains +2 Critical Range. bonus).
You can take this talent multiple times, applying its benefit to
a different skill each time. Master Crafter
Everything you make is a masterpiece.
Prerequisite: Craft skill: Any (90%)
Benefit: Choose one Craft skill subtype when you take
this talent. You skill check when crafting is automatically a
critical success.

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Master Forager Pack Leader


You know where to find the herbs or minerals you need. Teach your pets to work together.
Prerequisite: Herbalism or Prospecting skill (90%) Prerequisite: Animal Training (70%)
Benefit: Choose either Herbalism or Prospecting when Benefit: You can maintain up to 5 Small Animal pets at once.
you take this talent. In combat, they attack as one unit, with one of the pets as
When spending 4 hours to search for either herbs or your primary pet, with each additional pet adding +1 damage
minerals, on a successful result, you can alter the d100 to its attack. You choose which of the pets takes damage
result by up to 10 points in either direction to land on the when they’re hit.
result you want. If you fail the check, you find this instead:
• Prospecting finds a 1d4 gems worth 10sp each.
• Herbalism finds 1d20 cooking herbs.
Poisons
You learn how to safely distill dangerous plants into potent
Medic poisons.
Your skills with mundane healing methods are exceptional. Prerequisite: Herbalism (50%)
Prerequisite: First Aid (50%) Benefit: You can use your Herbalism skill to make concen-
Benefit: When you heal damage with the First Aid skill, trated poisons, as noted in the Poisons section.
you may add +1 Hit Point to the amount gained from a
successful result. Pet Toughness
You train your pet to shake off heavy blows.
Miner Prerequisite: Animal Training
Find more of the common minerals.
Benefit: When your character’s Primary Profession skill
Prerequisite: Prospecting Skill (50%)
reaches 70%, your pet(s) gain +4 Hit Points. This happens
Benefit: When searching for minerals valued up to 10cr
again at 90% and 99% for your primary skill.
each, a success or critical yields +1 to the amount. This
bonus increases to +2 at 70%, +3 at 90% and +4 at 99%.
Renowned Performer
New Language Your performance is in high demand, resulting in higher
You’ve spent time learning a new language. payouts.
Prerequisite: INT 10+ Prerequisite: Perform skill
Benefit: You can pick any language on the list below Benefit: You gain an additional 50% to income generated
and add it to your list of known languages. You can learn a by Perform skill checks when performing one style, whether
number of new languages equal to your Intellect Attribute it’s music, singing, dancing, art, or some other performance.
bonus. You can take this talent multiple times, learning a
different language each time. Researcher
Language Species Your extensive studies give you an advantage when
Corvid Corvid recalling vital information.
Prerequisite: Knowledge skill
Dracar Dragon Elf
Benefit: You may re-roll failed checks for any Knowledge
Dwarven Dwarf skill involving general knowledge.
Elvish Forest Elf
Raelish Raelani & Feylin
Ancient Disused old language
Bailithe (High Dwarven) Dwarf
Bigg’n Giants & Ogres
Celestial Celestrel & Celestials
Draconic Dragons
Escar Escardi
Infernal Daemon & Infernals
High Elven Highborn Elf
Saeridish Saerid
Woodland Nymph & other Fey

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Servant Sharp Mind


You gain the service of a loyal NPC. Your highly-trained mind reacts quickly to danger.
Prerequisite: Leadership (70%), Charisma 15+ Prerequisite: Intellect at 16+
Benefit: You gain the service of a person who is Benefit: You may use your Intellect Attribute to calculate
proficient in housekeeping and general-purpose skills, but your Initiative, instead of your Agility Attribute.
cannot learn combat skills or abilities. They can be of any
species you like, but never have contacts, background events Shelter
or Luck Points of their own. You can always haggle for a good deal for lodging, and
Servants, like all NPC companions, don’t count against treasure a comfortable bed.
the party’s number when calculating Accolade rewards, Prerequisite: Commerce skill (50%)
and while their skills advance on failure as normal, they Benefit: Pay only half the normal rate for food and
don’t gain Accolades of their own – if you wish to spend lodging at inns or when renting a place, and double the Heal
Accolades on their advancement, you must spend your own, Rate bonus for staying indoors (house, apartment, inn). i.e.
based on their skill levels. this bonus isn’t gained when sleeping outside.
Professional Skills Common Skills
Courtesy First Aid Skill Focus
Craft (any) Influence Your focus on a particular skill yields better results.
Prerequisite: One skill (70%)
Commerce Insight
Benefit: Choose one skill. Apply that skill’s Attribute
Knowledge (any) Perception Bonus to the skill’s Result Bonus one extra time. e.g. A STR
Streetwise Resistance Skills bonus of +3 would be added a second time for a total of +6.
Pick 2 Non-Restricted Skills Pick One Apply your Attribute Bonus again at 90% and 99% skill. This
talent can be taken multiple times, choosing a different skill
The servant expects you to provide for their meals and each time.
lodging, and a 10cr stipend every week. If you fail in this
duty of care, or treat the servant poorly, they may leave your Tactical Focus
service. Your tactical knowledge allows you to keep up the fight for
When the servant’s Endurance reaches 70%, they gain longer periods.
5 Hit Points, and they gain this again at 90% and 99% Prerequisite: Resolve skill (90%)
Endurance. Benefit: You are able to maintain an additional
If the servant is killed, you cannot attempt to gain the Manoeuvre which has ‘Concentration’ as its duration.
service of another servant for 7 days. If the servant died as
a result of your incompetence or abuse, this period may be Thick Carapace
longer! Your carapace has thickened over time to provide better
Gaining a new servant is as simple putting a notice on a protection.
town’s message board or social network and interviewing Prerequisite: Saerid Species, Endurance skill (70%)+
applicants. Benefit: If you have the ability to wear Light Armour,
You gain +1 Natural Armour. When your Endurance skill
Sharp Eyes increases to 90% and 99%, you gain an additional +1 Natural
You’ve learned how to spot items of interest. Armour each time, for a total of +3 (99%).
Prerequisite: Perception skill (70%)
Benefit: When you use Perception checks to search and Tireless Worker
find items with a dice roll to determine their quantity (such Your dedicated work ethic enables you to spend more time
as “1d6 Scrolls or 1d10 Arrows”), add +2 to the result. This working without becoming fatigued.
bonus automatically increases to +3 at 90% and +4 at 99%. Prerequisite: -
Benefit: You can now work for 12 hours a day instead
of 8 on things such as crafting or studying. You can also
search for herbs or minerals for an extra 4 hours a day.

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Manoeuvres Concentration Effects


Some manoeuvres list their duration as Concentration
Utilising Spirit Points, a character trained in Manoeuvres
is capable of brief bursts of tactical brilliance, whether it’s (1 minute). These require the character to maintain
hitting harder with a blade, gaining more accuracy with a concentration in order to sustain the effect. If they fall below
bow or feinting an opponent during a fight. 1 Hit Point, the effect ends. Typically, only one concentration
effect can be maintained at a time.
Once the listed duration expires (in this example, 1
Starting Manoeuvres minute), a Spirit Point needs to be spent in order to continue
New characters gain 1 Manoeuvre they have the required maintaining the concentration effect. Another skill check at
skill for. this time is not required.
To activate a new manoeuvre that requires concentration,
Using Manoeuvres they must first dismiss the current effect as a free action,
Manoeuvres are used to enhance the effect of an Action, and for the duration of the manoeuvre, the character must
Movement or Reaction you’re doing at the cost of 1 Spirit stay within the range of their subject or concentration is
Point. You must declare in advance that you’re applying a instantly broken.
manoeuvre before the skill check, and if it fails, the Spirit When making opposed rolls against the subject of a
Point cost is still paid. Some examples: concentration effect, a fresh opposed check is made by
• Make an attack using the Melee skill with your Action, both characters each time. Each round thereafter, the
and enhance that Action with a Melee Manoeuvre. afflicted creature gets another attempt to break free,
• Use your Movement to reposition on the battlefield and making the appropriate skill check against the character’s
enhance it with an Athletics Manoeuvre such as Sprint. skill.
Make the Athletics skill check and if successful, apply the Finally, if the end of the allotted time for a concentration
effect during your Movement. effect is reached (usually 1 minute), the manoeuvre effect
• Use a Manoeuvre with a Reaction. If a Manoeuvre ends unless the character spends spirit points to continue
doesn’t say the condition under which it can be used, it can the effect. There’s no need to make another skill check to
be activated at any time with a Reaction. accomplish this.

Acquiring New Manoeuvres Refunding Manoeuvres


The Accolade Cost is used when learning a new Abilities such as Talents, Manoeuvres and Spells can be
manoeuvre without the aid of another person, applying your refunded if you don’t want them anymore, or if you’ve hit
own knowledge to instantly put together all you have learned your limit and need the extra slot to learn something else.
to obtain the new manoeuvre. The Teacher’s Fee is the cost You can refund any of these abilities, even if they were
in silver pieces and time paid to the teacher, should you learned from a teacher, for half their Accolade value as
choose this path. noted below. So if it’s a 90% talent, you can get 5 Accolades
Learning a manoeuvre in this way can be done in bits and back.
pieces, essentially totaling up to 8 hours per day until the
new manoeuvre is learned and can be used.

Maximum Manoeuvres
You can know a number of Manoeuvres equal to your
Intellect Attribute.

New Manoeuvre 1-69% 70% 90%


Accolade Cost 6 Accolades 8 Accolades or 10 Accolades
Teaching Cost 600sp & 8 Hours 800sp & 16 Hours 1000sp & 24 Hours

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Manoeuvres List
Acrobatics
Manoeuvre Skill % Brief Description
Acrobatic Charge 70% Charge at an opponent and hit other targets along the way.
Backflip 70% Become immune to opportunity attacks this round, enhances evade.
Free Running - Ignore movement penalties on difficult terrain.
Handspring - Stand from prone position using a Reaction at any time.
Tumble 90% Move through squares occupied by enemies.

Animal Training
Manoeuvre Skill % Brief Description
Challenge - Your pet growls a challenge to force a target to attack them.
Cunning Strike - Your pet attacks a target from behind to deal more damage.
Dash - Your pet’s Movement is increased for this round.
Eviscerate 70% Your pet severely damages its prey, causing it to bleed.
Harass - Your pet can annoy and harass its target.
Maul 90% Your pet focuses completely on deal extra damage with this attack.
Prowl 70% Your pet strikes from the shadows with devastating results.
Trample 99% Your pet can run over a prone target, or one half their size.

Archery
Manoeuvre Skill % Brief Description
Accurate Shot - Deal more damage and gain result bonus when you don’t move.
Arrow Stab 70% Use an arrow or bolt to stab an adjacent target if they try to move away.
Crippling Shot - Target is slowed down.
Distracting Shot 70% Target is dazed and off-balance.
Evasive Shot - Make a shot that doesn’t provoke an Opportunity Attack.
Multi-shot 99% Add an extra dice of damage to this shot with no result bonus.
Shadow Strike 90% Deal extra damage from stealth.

Athletics
Manoeuvre Skill % Brief Description
Heft - Increase your Maximum Lift score briefly.
Leap - Move a short distance, immune to opportunity attacks from origin point.
Power Swim - Go faster in water, reduce penalties for wearing armour while swimming.
Sprint - Briefly move faster on the battlefield.

General
Manoeuvre Skill % Brief Description
Blind Fighting Perception 90% Avoid some of the penalties of being blinded.
Fast Traps Mechanisms 70% Deploy traps faster.
First Strike Combat Skill 70% Draw any weapon and attack in the same action.
Quick Spot Perception 70% Quickly attempt to spot a hidden target.

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Firearms
Manoeuvre Skill % Brief Description
Aimed Shot - Gain result bonus when you don’t move.
Headshot 99% This attack can stun the target and cause bleed.
Opening Salvo 70% Target is off-balance, unable to defend against the next attack.
Point Blank Shot 90% Shot ignores half of adjacent target’s AP.
Stock Slam - Smash your firearm into your enemy.

Intimidate
Manoeuvre Skill % Brief Description
Dominating Shout - Turn your enemy’s legs to jelly and keep them in place.
Imposing Aura 90% Enemies deal less damage when attacking you.
Roar - Enemies within range are frightened or even terrified of you.
Taunt - Force your enemy to attack you.
War Cry 70% Enemies lose their nerve and take damage from your shout.

Leadership
Manoeuvre Skill % Brief Description
Assault Formation - Allies in range deal more damage.
Courage Under Fire 70% Help allies in range to resist conditions and effects.
Defensive Formation - Allies in range gain a bonus to their defensive skills.
Forced March 70% Increase the movement of your allies in range.
Order of Battle 90% Rearrange the order of the party’s initiative.
Rally 70% Your allies don’t use Spirit Points this round.
Reposition 90% Target ally is immune to Opportunity attacks during their turn.
War Leader 99% Grant an ally within range an additional action.
Warning Shout 70% Target ally gains an extra Reaction this round.

Melee
Manoeuvre Skill % Brief Description
Backstab - Attacking with a piercing weapon from behind deals a lot of damage.
Bash - Bludgeon weapon dazes target and can cause more damage.
Charge - Charge across the battlefield to deal extra damage to the target.
Cleave 70% Slashing attack can hit multiple targets.
Deflect - Enhance your Parry or Shield Block strength.
Feint 70% Trick opponent into failing defence of single-handed weapon.
Impair Armour 90% Briefly negate half the AP gained from worn armour on your target.
Improved Disarm 90% Throw your opponent’s weapon further away, improve your chance for success.
Lacerate - Slashing attack causes bleeding and extra damage.
Lunge - Piercing weapon gains Reach and deals extra damage.
Riposte 70% On a successful Parry, make instant melee attack without result bonus.
Slayer 99% Attack deals maximum damage.
Sunder 70% Bludgeoning attack can break weapons.

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Resistances
Manoeuvre Skill % Brief Description
Dervish Evade - Gain a result bonus to Evade checks.
Evasive Attack Evade 70% On a successful Evade, make instant attack without result bonus.
Mind over Matter Resolve - Reduce incoming damage through force of will.
Narrow Escape Evade - Reduce incoming damage through quick reflexes.
Nerves of Steel Resolve - Gain a result bonus when resisting mental effects.
Second Wind Endurance 70% While in combat, take a moment to heal a couple of Hit Points.
Tower of Will Resolve 70% Ignore any mind-related effects & conditions.
Toughness Endurance 70% Gain Natural Armour.
Seduction
Manoeuvre Skill % Brief Description
Bedroom Eyes 70% Your alluring gaze causes the target to lose concentration.
Distracting Pose 70% Distract the target to prevent them from defending against attack.
Groin Strike - Distracted adjacent target takes a hit to their happy place.
Kiss of Death 99% Kiss your target to distract them from you hidden weapon.
Passionate Stare - Adjacent target gains penalties while you gaze into their soul.
Raw Sexuality 90% Unleash unbridled lust on unsuspecting targets.
Stealth
Manoeuvre Skill % Brief Description
Distract - As a Reaction, cause target to look away.
Fast & Quiet 70% Move faster without breaking stealth.
Soft Step - Move more quietly in stealth.
Vanish 70% Use cover to disappear on the battlefield.
Thrown Weapons
Manoeuvre Skill % Brief Description
Charging Throw - Get a run-up and throw that thing.
Hurl - Deal extra damage with your thrown weapon.
Skewer 90% Once the thrown weapon hits, leave it in for fun effects.
Quiet Throw 70% Throw a weapon without betraying your position.
Unarmed
Manoeuvre Skill % Brief Description
Body Slam 70% Grab your opponent and throw them to the ground.
Bloodstrike 70% A hit on a vulnerable spot designed to draw blood.
Combat Stance - Choose a stance from several options to gain combat benefits.
Dragon Strike - A powerful attack that provides accuracy and extra damage.
Flying Kick 90% A powerful charge ending in a kick.
Flying Tackle - Charge across the battlefield to tackle your enemy.
Joint Lock 70% Lock an opponent’s joint to restrain them, can throw to the ground.
Misdirect - Prevent your opponent from defending your attack.
Roundhouse Kick 70% Heavy damaging attack, adds Reach, can daze and stun.
Smash Barrier - Attack a wall, door or other object with a damage bonus.
Whirlwind Attack 70% Unarmed attack can hit multiple targets.

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Manoeuvre Descriptions Handspring


Used With: Reaction
Skill: Acrobatics. Light or No Armour only.
Acrobatics Duration: Instant
Resist: -
Acrobatic Charge
Used With: Action You may stand from prone by using a Reaction at any
Skill: Acrobatics at 70% Light or No Armour Only time, using none of your Movement (instead of the usual
Duration: Instant half Movement cost).
Resist: - Advancement
• You must be at least 3 squares away from your target to 90%: You are invulnerable to opportunity attacks when you
use this manoeuvre and must travel directly to the target. stand.
• Hit the target using melee or unarmed weapons with a 99%: You can draw or sheath weapon(s) no larger than
+5% result bonus & +3 damage. They can defend normally Medium in size when you stand.
vs your Acrobatics result.
• Choose to hit other targets within reach along the way. Tumble
• You’re Immune to opportunity attacks.. Used With: Movement
Advancement Skill: Acrobatics at 90% Light or No Armour only.
90%: The damage bonus is increased to +4. Duration: Instant
99%: You are immune to Keep at Range Reactions and can Resist: -
pivot up to 90 degrees during the charge.
You can move through 1 square occupied by an enemy.
Backflip Advancement
Used With: Movement 99%: You can move through occupied squares for your
Skill: Acrobatics at 70%. Light or No Armour Only entire Movement.
Duration: 1 round
Resist: - Animal Training
While in Light or no armour, and with at least 1 hand free,
become immune to opportunity attacks this rd. You can also Challenge
grab weapons and other small objects from the ground as Used With: Action + Pet’s Intimidate.
you go past. Trainer’s Skill: Animal Training. Pets only.
Duration: Instant
Advancement
90%: Also add a +5% Result Bonus to your Evade checks.
Resist: Resolve
99%: The Evade bonus increases to +10% Your pet threatens and snarls at the target, challenging
them to a one-on-one fight. If the target fails to resist, they
Free Running are forced to attack the pet with whatever abilities they have
Used With: Movement for 1 round.
Skill: Acrobatics. Light or No Armour only. Advancement
Duration: 1 round 70%: The pet gains +1 Natural AP for 1 round.
Resist: - 90%: The pet gains +2 Natural AP for 1 round.
Ignore the penalties from difficult terrain. 99%: The pet gains +3 Natural AP for 1 round.

Advancement
70%: Also scale a wall up to twice your height without
affecting Movement.
90%: Take no damage or lose Movement from dropping up
to 6 metres/yards.
99%: This manoeuvre costs no Spirit to use.

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Cunning Strike Maul


Used With: Action + Pet’s Stealth. Used With: Action + Pet’s Unarmed.
Trainer’s Skill: Animal Training. Pets only. Trainer’s Skill: Animal Training at 90%. Pets only.
Duration: Instant Duration: Instant
Resist: - Resist: -
If your pet’s attack is from behind its target, it deals +3 Pet’s Unarmed attack gains +4 damage. The pet cannot
damage. move before or after attacking.
Advancement Advancement
90%: The bonus is increased to +6. 99%: Total damage bonus is increased to +6, and the target
99%: The bonus is increased to +9. is dazed for 1 round.

Dash Prowl
Used With: Movement + Pet’s Athletics. Used With: Action + Pet’s Stealth
Trainer’s Skill: Animal Training. Pets only. Trainer’s Skill: Animal Training at 70%. Pets only.
Duration: Instant Duration: Instant
Resist: - Resist: Perception
Your pet gains +2 Movement this round. Use this manoeuvre when attacking an unsuspecting
target out of combat. The first attack from stealth deals +3
Advancement damage.
70%: The Movement bonus is increased to +4.
90%: The Movement bonus is increased to +6 Advancement
99%: The Movement bonus is increased to +8. 90%: Damage is increased to +6.
99%: Damage is increased to +9.
Eviscerate
Used With: Action + Pet’s Unarmed
Trample
Trainer’s Skill: Animal Training at 70%. Pets only.
Used With: Action + Pet’s Unarmed
Duration: Instant
Trainer’s Skill: Animal Training at 99%. Pets only.
Resist: -
Duration: Instant
Pet’s Unarmed attack deals +1 damage and if the target Resist: -
is damaged, they gain the bleed condition.
Your pet must be at least 3 squares away from the target
Advancement to use this manoeuvre.
90%: The damage bonus is increased to +2. You cannot move before or after this attack and must
99%: The damage bonus is increased to +3 and they gain travel in a straight line to the target.
the bleed condition twice. Travel twice your pet’s Movement, travelling through the
square of a prone target, or one that is no more than half
Harass your pet’s size. If they do not evade the attack, they take
Used With: Action + Pet’s Intimidate the pet’s Damage Modifier as Internal damage. The pet is
Trainer’s Skill: Animal Training. Pets only. subject to Opportunity attacks on the way to the target.
Duration: Instant Advancement
Resist: Resolve None
The pet impairs the ability of an adjacent target to defend
itself and attack. An adjacent target that fails to resist this
effect is reduced to 1 Movement for 1 round.
Advancement
70%: The target also needs to spend twice as many Spirit
Points to use magic or manoeuvres.
90%: The target loses its result bonus on resistance skill
checks.
99%: The target loses an action.
PART 1: CHARACTER CREATION 97
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Archery Distracting Shot


Used With: Action
Accurate Shot Skill: Archery at 70%
Used With: Action Duration: Instant
Skill: Archery Resist: Resolve
Duration: Instant If the target of this attack is hit, they must make an
Resist: - opposed Resolve check or they are dazed for 1 round and
unable to defend against the next attack, if that attack
Your Archery attack gains +3% to the skill result, happens before their next turn.
and deals +1 damage. You cannot move before or after
attacking. Advancement
None
Advancement
70%: The bonus is increased to +6%, and +2 damage.
90%: The bonus is increased to +9%, and +3 damage.
Evasive Shot
99%: The bonus is increased to +12%, and +4 damage. Used With: Action
Skill: Archery
Arrow Stab Duration: Instant
Used With: Action Resist: -
Skill: Archery at 70% Ignore Opportunity Attacks with this shot.
Duration: Instant
Advancement
Resist: -
None
When a target adjacent to you moves away, you can
stab them with an arrow or bolt as a Reaction, making an Multi-shot
Opportunity attack and dealing your usual bow or crossbow Used With: Action
damage without wasting any ammunition. The weapon still Skill: Archery at 99%
counts as loaded when you go to use it. Duration: Instant
Advancement Resist: -
None Use 1 extra ammo for this shot and apply the damage
result an additional time, just as if the weapon had the
Crippling Shot Multishot trait. This attack does not apply any skill result
Used With: Action bonus.
Skill: Archery
Duration: 1 round Advancement
Resist: - None

If damaged, target living creature’s Movement is reduced


by half for 1 round.
Shadow Strike
Used With: Action
Advancement Skill: Archery at 90%
70%: The duration is increased to 2 rounds. Duration: Instant
90%: The duration is increased to 3 rounds. Resist: -
99%: The target is reduced to 1 Movement.
This attack deals +4 damage from stealth.
Advancement
99%: Damage bonus is increased to +6.

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Athletics General
Heft Blind Fighting
Used With: Reaction Used With: Reaction
Skill: Athletics Skill: Perception at 90%
Duration: 1 round Duration: Concentration (1 minute)
Resist: - Resist: -
Maximum Lift score is increased by 5kg/10lb. While you have the Blind condition, or when fighting an
Advancement invisible target, you are able to defend yourself or attack
70%: Your Maximum Lift score is increased by 10kg/20lb. with no result bonus applied to those rolls.
90%: Your Maximum Lift score is increased by 15kg/30lb. Advancement
99%: Your Maximum Lift score is increased by 20kg/40lb. -

Leap Fast Traps


Used With: Movement Used With: Action
Skill: Athletics Skill: Mechanisms at 70%
Duration: Instant Duration: 1 round
Resist: - Resist: -
Move only 1 square in place of your normal Movement.
Set up a trap that normally takes less than a minute to
You are invulnerable to opportunity attacks from the square
deploy by the end of your turn. You can’t move after starting
you start on. If you leap inside the enemy’s Reach, they can
this process or the trap setup fails.
use Counterattack Reaction to hit you.
Advancement
Advancement None
70%: Move 2 squares.
90%: Move 3 squares, ignoring difficult terrain.
99%: Move 4 squares, ignoring difficult terrain. First Strike
Used With: Action
Power Swim Skill: Any combat skill at 70%
Used With: Action Duration: Instant
Skill: Athletics Light or No Armour only Resist: -
Duration: Concentration (1 minute) Choose one combat skill that uses weapons. If your
Resist: - hand(s) are free, you may draw any weapon used by that
Move at your normal Movement rate while in water. skill and attack with it in the same action. The weapon is
drawn even if this skill check is a failure or a fumble.
Advancement
70%: You can hold your breath for twice the normal time. Advancement
90%: Ignore the penalty while swimming in Medium or None
Heavy Armour, though you can only swim at half speed.
Quick Spot
Sprint Used With: Reaction
Used With: Movement Skill: Perception at 70%
Skill: Athletics Duration: Instant
Duration: Instant Resist: -
Resist: -
Make a Perception check to spot a hidden object or
You gain +2 Movement this round. creature, without your result bonus
Advancement Advancement
70%: The Movement bonus is increased to +4. 90%: Add half your result bonus to the check.
90%: The Movement bonus is increased to +6 99%: Add your full result bonus to the check.
99%: The Movement bonus is increased to +8.
PART 1: CHARACTER CREATION 99
SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Firearms Point Blank Shot


Used With: Action
Aimed Shot Skill: Firearms at 90%
Used With: Action Duration: Instant
Skill: Firearms Resist: -
Duration: Instant This Firearms attack ignores half the AP of the target if
Resist: - it is adjacent to you. You don’t add your result bonus to this
attack.
Your Firearms attack gains +3% to the skill result, and +1
damage. You cannot move before or after attacking. Advancement
99%: Add your result bonus to this attack.
Advancement
70%: The bonus is increased to +6%, and +2 damage. Stock Slam
90%: The bonus is increased to +9%, and +3 damage. Used With: Action
99%: The bonus is increased to +12%, and +4 damage. Skill: Firearms
Duration: Instant
Resist: -
Headshot
Used With: Action Use your firearm as a club. Deal 1d4 +DM Bludgeon
Skill: Firearms at 99% damage to an adjacent target, like a regular melee attack.
Two-handed firearms double your Damage Modifier.
Duration: Instant
Resist: Endurance Advancement
70%: The damage dice increases to 1d6.
If this attack is made within the weapon’s close range,
90%: The damage dice increases to 1d8.
they must make an opposed Endurance skill check or be
99%: The damage dice increases to 1d10.
stunned for 1 round and gain the Bleed condition.
Advancement
None Intimidate
Dominating Shout
Opening Salvo Used With: Action
Used With: Action Skill: Intimidate. This is a fear-based effect.
Skill: Firearms at 70% Duration: 1 round
Duration: Instant Resist: Resolve
Resist: -
Enemies within 1 square of you have their Movement
If the target is damage by this attack, they are unable to reduced by half for 1 round.
defend against the next attack. This effect ends at the start
of their next turn. Advancement
70%: Make a separate melee attack as part of this action.
Advancement 90%: The range is increased to 2 squares.
None 99%: Affected enemies have their Movement reduced to 1
for 1 round.

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SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Imposing Aura War Cry


Used With: Action Used With: Action
Skill: Intimidate at 90%. Skill: Intimidate at 70%. This is a fear-based effect.
Duration: Concentration (1 minute) Duration: Instant
Resist: - Resist: Resolve
Your imposing visage weakens and distracts enemy Your thunderous shout rattles the nerves of your enemies.
attacks against you, effectively making you tougher. You Living enemies within 2 squares take 1 Internal damage and
gain +2 Energy AP. any Concentration abilities they’re maintaining end.
Advancement Advancement
None 90%: Affected enemies can’t apply their Damage Modifier to
attacks for 1 round.
Roar 99%: Enemies in range also have 0 Critical Range to all
Used With: Action skills for 1 round.
Skill: Intimidate. This is a fear-based effect.
Duration: 1 round
Resist: Resolve Leadership
You let out a bellowing roar, which causes adjacent Assault Formation
enemies who fail their opposed Resolve check to become Used With: Action
frightened for 1 round.
Skill: Leadership
Advancement Duration: Concentration (1 minute)
70%: Range is increased to 2 squares. Resist: -
90%: Range is increased to 3 squares.
Every ally within 10 squares of you gains +1 damage for
99%: Victims instead become terrified.
the duration.
Taunt Advancement
Used With: Action 70%: The bonus is increased to +2.
Skill: Intimidate. This is a fear-based effect. 90%: The bonus is increased to +3.
Duration: Instant 99%: The bonus is increased to +4.
Resist: Resolve
The target of this effect within 5 squares is subjected to Courage Under Fire
ridicule and jeers, forcing them to attack you with whatever Used With: Reaction
abilities they have for 1 round. Skill: Leadership at 70%
Advancement Duration: Instant
70%: The effect lasts for 2 rounds.. Resist: -
90%: You can affect 2 targets within range at once. An ally within 10 squares resists one of the following
99%: You can affect 3 targets within range at once. effects if you beat the attacker’s roll in an opposed check:
Frightened or Dazed.
Advancement
90%: The target also resists being stunned or terrified.
99%: The target also resists being paralysed.

PART 1: CHARACTER CREATION 101


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Defensive Formation Reposition


Used With: Action Used With: Action
Skill: Leadership Skill: Leadership at 90%
Duration: Concentration (1 minute) Duration: 1 round
Resist: - Resist: -
Every ally within 10 squares of you gain a +5% result Target ally within 10 squares of you is immune to
bonus to any Resistance skill, weapon parry or Shield block Opportunity attacks during their turn.
skill check.
Advancement
Advancement 99%: Their Movement during their turn is also increased by
70%: The bonus is increased to +6%. +2.
90%: The bonus is increased to +7%.
99%: The bonus is increased to +8%.
War Leader
Used With: Action
Forced March Skill: Leadership at 99%
Used With: Action Duration: Instant
Skill: Leadership at 70% Resist: -
Duration: Concentration (1 minute)
Resist: - A chosen ally within 10 squares of you gains an
additional action on their next turn.
Every ally within 10 squares of you gains +1 Movement
for the duration. Advancement
None
Advancement
90%: The Movement bonus is increased to +2.
99%: The Movement bonus is increased to +3.
Warning Shout
Used With: Reaction
Skill: Leadership at 70%
Order of Battle
Duration: Instant
Used With: Action
Resist: -
Skill: Leadership at 90%
Duration: Instant Target ally gains +1 Natural AP against 1 attack.
Resist: - Advancement
You may rearrange the initiative order of your party as 90%: The bonus is increased to +2 AP.
desired during combat. The enemy’s initiative position is 99%: The bonus is increased to +3 AP.
unaffected.
Advancement
99%: Allies that change their Initiative position also gain +1 Melee
to their Initiative for the rest of the combat.

Rally Backstab
Used With: Action Used With: Action
Skill: Leadership at 70% Skill: Melee. Light or No Armour only.
Duration: 1 round Duration: Instant
Resist: - Resist: -

Allies in combat within 10 squares don’t use Spirit Points While in Light or no armour, your Small Pierce weapon
when using manoeuvres on their turn. deals +3 damage if the attack is from behind the target.
Undead and Constructs are immune to this effect.
Advancement
90%: Allies also ignore the effects of the fatigued or Advancement
nauseated conditions. 70%: The bonus is increased to +6.
99%: Allies also gain +1 Spirit Point, cannot go above their 90%: The bonus is increased to +9.
maximum. 99%: The bonus is increased to +12.

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Bash Deflect
Used With: Action Used With: Reaction
Skill: Melee Skill: Melee or Shields
Duration: Instant Duration: Instant
Resist: - Resist: -
Your Bludgeon attack deals +1 damage and, if damaged, Gain a +5% result bonus when you Parry or Block an
the target is dazed for 1 round. attack.
Advancement Advancement
70%: The damage is increased by +2. 70%: The bonus is increased to +10%.
90%: The damage is increased to +3. 90%: The bonus is increased to +15%.
99%: The damage is increased to +4, and the target is 99%: The bonus is increased to +20%.
Stunned for 1 round.
Feint
Charge Used With: Action
Used With: Action Skill: Melee (70%)
Skill: Melee Duration: Instant
Duration: Instant Resist: -
Resist: -
If your target fails an opposed Insight check, they cannot
• You must be at least 3 squares away from your target to defend against your single-handed weapon attack. This
use this manoeuvre. You cannot move before or after this attack doesn’t gain its Result Bonus.
attack and must travel directly to the target.
• Travel twice your Movement, then attack the target with Advancement
a +5% result bonus & +2 damage. 90%: This attack can apply half its Result Bonus.
• You are subject to Opportunity attacks on the way to the
target. Impair Armour
This manoeuvre can also be used while riding a mount. Used With: Action
Skill: Melee (90%)
Advancement
Duration: Instant
70%: The damage bonus is increased to +3.
90%: The damage bonus is increased to +4. Resist: -
99%: The damage bonus is increased to +5. This attack deals no damage, but if it isn’t resisted, part
of the target’s worn armour is wrenched slightly away from
Cleave their body.
• You cannot apply any result bonus to this attempt.
Used With: Action
• The target’s Worn AP is halved.
Skill: Melee at 70%
They must use an Action to secure it and regain the full
Duration: Instant benefit.
Resist: -
Advancement
Your Slashing weapon attack also hits a target adjacent None
to your primary target, provided it is within your weapon
reach.
Advancement
90%: You can attack 3 targets adjacent to each other.
99%: You can attack all targets within your reach.

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Improved Disarm Riposte


Used With: Action Used With: Reaction
Skill: Melee at 90% Skill: Melee at 70%
Duration: Instant Duration: Instant
Resist: Melee, Shields or Evade Resist: -
When you use the Disarm action, the enemy’s weapon is Use this as part of a Parry to deflect an attack. If
knocked 2 squares away and your weapon isn’t dropped if successful, make an attack with your current melee weapon.
the attempt is a fumble. Do not apply your result bonus to this attack.
Advancement Advancement
99%: You may add half your Melee result bonus for this 90%: Apply half of your result bonus to this attack.
manoeuvre.
Slayer
Lacerate Used With: Action
Used With: Action Skill: Melee at 99%
Skill: Melee Duration: Instant
Duration: Instant Resist: -
Resist: -
If the target of this attack cannot or will not defend
Your Slash damage weapon attack deals +1 damage, and themselves, you deal maximum damage.
if damaged, the target gains the bleed condition.
Advancement
Advancement None
70%: Weapon damage is increased to +2.
90%: Total damage bonus is increased to +3. Sunder
99%: Total damage bonus is increased to +4, and Bleed is Used With: Action
applied twice.
Skill: Melee at 70%
Duration: Instant
Lunge Resist: -
Used With: Action
Without applying any Result Bonus or Damage Modifier
Skill: Melee
to the roll, apply damage from this bludgeon attack to your
Duration: Instant target’s weapon or shield. (Treat a shield’s AP as HP for this
Resist: - attack).
Your Pierce damage weapon deals +1 damage, and gains Advancement
Reach for this attack. If the weapon already has Reach, it 99%: Apply half your Result Bonus to this attack.
gains Longreach. Longreach weapons gain +1 square range.
Advancement
70%: Total damage bonus is increased to +2.
Resistances
90%: Total damage bonus is increased to +3. Dervish
99%: Total damage bonus is increased to +4, and the target Used With: Reaction
gains Bleed.
Skill: Evade. Light or No Armour Only
Duration: Instant
Resist: -
Gain a +5% Result Bonus to your Evade skill vs. any
incoming attack.
Advancement
70%: The bonus is increased to +8%.
90%: The bonus is increased to +10%.
99%: The bonus is increased to +12%.

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Evasive Attack Second Wind


Used With: Reaction Used With: Action
Skill: Evade at 70% Skill: Endurance at 70%.
Duration: Instant Duration: Instant
Resist: - Resist: -
Declare you’re using this manoeuvre as part of an Evade While in combat, heal +1d4 Hit Points of damage
check to avoid an attack. If successful, roll a separate attack you’ve taken. Doesn’t stop bleed. No effect on constructs.
with your current weapon, which they can attempt to defend. Provokes a melee Opportunity Attack if anyone is in range.
Do not apply your result bonus to this attack.
Advancement
Advancement 90%: You now heal 1d4+1 Hit Points.
90%: Apply half of your result bonus to this attack. 99%: You now heal 1d6+2 Hit Points.

Mind over matter Toughness


Used With: Reaction Used With: Reaction
Skill: Resolve Skill: Endurance at 70%
Duration: Instant Duration: Concentration (1 minute)
Resist: - Resist: -
Through sheer force of will, reduce incoming damage by +1 Natural Armour. Your Movement is reduced by half.
2 Hit Points. This is used once any other damage avoidance
has failed. Advancement
99%: Gain +2 Natural Armour, and your movement is
Advancement unaffected.
90%: Reduce incoming damage by 3 Hit Points.
99%: Reduce incoming damage by 4 Hit Points.
Tower of Will
Used With: Reaction
Narrow Escape Skill: Resolve at 70%
Used With: Reaction to damage Duration: Instant
Skill: Evade. Light or No Armour only Resist: -
Duration: Instant
Resist: - Use this manoeuvre as an opposed check to avoid being
affected by the Dazed condition.
Through quick reflexes, reduce incoming damage by 2 Hit
Points. This is used once any other damage avoidance has Advancement
failed. 99%: Use this manoeuvre to ignore the Stunned condition.

Advancement
90%: Reduce incoming damage by 3 Hit Points. Seduction
99%: Reduce incoming damage by 4 Hit Points and ignore
the slowed condition. Bedroom Eyes
Used With: Reaction
Nerves of Steel Skill: Seduction at 70%
Used With: Reaction Duration: Instant
Skill: Resolve Resist: Resolve
Duration: Instant Your smouldering gaze rattles your opponents. Target
Resist: - of opposite sex* within 5sq has one of their concentration
effects end. You can’t add your result bonus to this effect.
When resisting any effect that requires a Resolve check, * Subject to GM’s call.
your Resolve skill result is increased by +5%.
Advancement
Advancement 90%: Add your result bonus to this manoeuvre.
70%: The bonus is increased to +8%. 99%: The target can’t use abilities requiring concentration
90%: The bonus is increased to +10%. on their next round
99%: The bonus is increased to +12%.
PART 1: CHARACTER CREATION 105
SPECIES PROFESSIONS SKILLS TALENTS MANOEUVRES ARMOUR WEAPONS TL CALC GLOSSARY CONTENTS

Distracting Pose Passionate Stare


Used With: Action Used With: Action
Skill: Seduction at 70%. Light or No Armour only. Skill: Seduction
Duration: Instant Duration: Concentration (1 minute)
Resist: Resolve Resist: Resolve
You pose to show off interesting parts of your body. If Target of opposite sex* within 10 squares must make an
target of opposite sex within 5 squares fails their Resolve opposed Resolve skill check or their Critical Range on all
check, they cannot defend against the next attack if it skills is reduced by -2. If the target moves out of range, the
happens before the start of their next turn. effect is lost.
* Subject to GM’s call.
Advancement
90%: The target is also dazed for 1 round. Advancement
99%: The target also loses their next action. 70%: The Critical Range penalty is increased to -3.
90%: The Critical Range penalty is increased to -4.
Groin Strike 99%: The Critical Range of the target’s skills is reduced to 0.
Used With: Action
Skill: Seduction Raw Sexuality
Duration: Instant Used With: Action
Resist: Resolve Skill: Seduction at 90% Light or No Armour only.
Duration: Concentration (1 minute)
Attack an adjacent target for 1d4 Internal damage if they Resist: Resolve
fail their resistance check. If damaged, they become dazed
for 1 round. Rip open your top in a display of raw sexual power to
expose your chest to everyone in view, making it extremely
Advancement difficult for them to focus.
70%: A damaged target is also rendered prone. Reduce your armour by 2 points to make targets of the
90%: A damaged target is stunned instead of dazed. opposite sex* within 10 squares make an opposed Resolve
99%: A damaged target is nauseated for the rest of the skill check when trying to attack you. If they fail the check,
combat. lose the rest of their turn.
Your AP is restored when the effect ends.
Kiss of Death * Subject to GM’s call.
Used With: Action Advancement
Skill: Seduction (99%) 99%: Targets trying to attack you cannot apply their result
Duration: Instant bonus to the Resolve check.
Resist: Resolve
Use this on an adjacent target. If they fail their resistance Stealth
check, you may attack them with a Small weapon which
ignores all Armour Points and cannot be defended against.
This counts as an attack from stealth. If the target survives Distract
a successful attack, they cannot be affected by this Used With: Reaction
manoeuvre for the rest of the combat. Skill: Stealth
Duration: Instant
Advancement
Resist: Insight
None
Use a small rock or other object (usually easily found
within reach unless the GM says otherwise) and throw it
nearby to distract a target. On a failed opposed Insight
check, they turn in the direction you want them to.
Advancement
None

106 PART 1: CHARACTER CREATION


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Fast and Quiet Thrown Weapons


Used With: Movement
Skill: Stealth (70%) Charging Throw
Duration: Concentration (1 minute) Used With: Action
Resist: - Skill: Thrown Weapons
While in Light or no armour, move at your normal Duration: Instant
Movement rate without breaking stealth. Resist: -

Advancement • Move 3 squares towards your target then throw the


None weapon as normal. You cannot move before or after this
attack and must travel in a straight line to the target.
• The weapon gains a +5% result bonus & +1 damage.
Soft Step • You are subject to Opportunity attacks on the way to the
Used With: Movement target.
Skill: Stealth. Light or No Armour Only. This manoeuvre can also be used while riding a mount.
Duration: Concentration (1 minute)
Resist: - Hurl
Your Stealth skill result bonus is increased by +5%. Used With: Action
Skill: Thrown Weapons
Advancement Duration: Instant
70%: The bonus is increased to +8%.
Resist: -
90%: The bonus is increased to +10%.
99%: The bonus is increased to +12%. This Thrown Weapon attack deals +2 damage.
Advancement
Vanish 70%: Total damage bonus is increased to +4.
Used With: Reaction 90%: Total damage bonus is increased to +6.
Skill: Stealth at 70% Light or No Armour only. 99%: Total damage bonus is increased to +8.
Duration: Instant
Resist: -
Skewer
While in cover, instantly regain stealth. Used With: Action
Advancement Skill: Thrown Weapon at 90%
90%: You can use a smoke bomb or grenade as part of this Duration: Instant
Reaction to create cover. Resist: -
99%: You receive a +10% result bonus to your stealth If this attack deals damage to the target, it becomes
checks for the next round. lodged in their body and they gain these effects, which no
effect will remove until they take an action to pull out the
weapon:
• The Bleed condition twice.
• Half Movement.
• When they remove the weapon, they lose another 5 Hit
Points.
Advancement
99%: When they remove the weapon, they are Nauseated
for the rest of the combat.

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Quiet Throw Combat Stance


Used With: Action Used With: Reaction
Skill: Thrown Weapon at 70% Skill: Unarmed
Duration: Instant Duration: Concentration (1 minute)
Resist: - Resist: -
If successful, this attack doesn’t break stealth for you. You adopt a posture that emphasises a certain style of
precision and speed. Your Unarmed skill gains a +5% Result
Advancement Bonus. As your skill increases, you can choose a different
90%: This attack deals +3 damage from stealth. stance to gain a different bonus. The effect lasts until this
99%: Damage bonus is increased to +6. manoeuvre is dismissed. Switching to a new bonus requires
using this manoeuvre again.
Unarmed Advancement
70%: You can instead gain +2 damage.
Bloodstrike 90%: You can instead gain +4 Critical Range.
99%: You can choose two of these bonuses to use at once.
Used With: Action
Skill: Unarmed at 70%
Duration: Instant Dragon Strike
Resist: - Used With: Action
Skill: Unarmed
If this Unarmed attack damages the target, they gain the Duration: Instant
bleed condition. Resist: -
Advancement Deal +1 damage & gain a +1% result bonus for this
90%: Your attack deals +1 damage and the bleed condition attack.
is applied twice.
99%: Your attack deals +2 damage and the bleed condition Advancement
is applied three times. 70%: The bonuses are increased to +2.
90%: The bonuses are increased to +3.
Body Slam 99%: The bonuses are increased to +4.
Used With: Action
Skill: Unarmed at 70%
Flying Kick
Duration: Instant
Used With: Action
Resist: Evade or Unarmed
Skill: Unarmed at 90%
Pick up & throw an adjacent target no heavier than your Duration: Instant
Max Lift score to the ground. Deals half your Damage Resist: -
Modifier as Internal damage and renders the target prone.
• You must be at least 3 squares away from your target to
Advancement use this manoeuvre. You cannot move before or after this
90%: The target instead becomes pinned. attack and must travel in a straight line to the target.
99%: Apply your whole Damage Modifier. • Travel twice your Movement, then attack the target with
a +5% result bonus & +3 damage, and the target is knocked
prone if they are no larger than you.
• You are subject to Opportunity attacks on the way to the
target.
Advancement
99%: The damage bonus is increased to +5.

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Flying Tackle Roundhouse Kick


Used With: Action Used With: Action
Skill: Unarmed Skill: Unarmed at 70%. Light or No Armour only.
Duration: Instant Duration: Instant
Resist: - Resist: -
• You must be at least 3 squares away from your target to This Unarmed attack deals +3 damage and gains Reach.
use this manoeuvre. You cannot move before or after this Your hands don’t have to be free to use this manoeuvre,
attack and must travel in a straight line to the target. only your legs. A damaged target is pushed back 1 square if
• Travel twice your Movement, then attempt to grapple possible.
the target with a +5% result bonus.
• If you hit the target, you both become prone and the Advancement
target is restrained. 90%: The damage is increased to +4. Target is also prone.
• You are subject to Opportunity attacks on the way to the 99%: The damage is increased to +5. Target is stunned for
target. 1 round.

Advancement
70%: The grappled target also takes 1d4 Internal damage.
Smash Barrier
90%: The target becomes pinned instead of restrained. Used With: Action
99%: Only half of the target’s result bonus can apply to Skill: Unarmed
defending this attack. Duration: Instant
Resist: -
Joint Lock Use your Unarmed attack against a door, lock, chest, or
Used With: Action some other small object (or even a thin wall!) Deal x2 your
Skill: Unarmed at 70% Damage Modifier for this attack.
Duration: Concentration (1 round) Advancement
Resist: Evade or Unarmed 70%: Add +2 damage to this attack.
On a failed opposed resistance check, a target no more 90%: Add a total of +4 damage to this attack.
than twice your size becomes prone, taking 1d4 Internal 99%: Instead of doubling your Damage Modifier, double all
damage in the process and they are restrained while of your damage.
concentration is maintained. They can use their action every
round to attempt to break free. Whirlwind Attack
Used With: Action
Advancement Skill: Unarmed at 70%
90%: The damage increases to 1d4+2 damage.
Duration: Instant
99%: The damage increases to 1d4+4 damage.
Resist: -
Misdirect Your Unarmed attack also hits a target adjacent to your
Used With: Action primary target, provided it is within your reach.
Skill: Unarmed. Advancement
Duration: Instant 90%: Choose to attack all targets within your reach, but
Resist: Insight don’t apply your Result Bonus.
If your target fails an opposed Insight check, they cannot 99%: Choose to attack all targets within your reach,
defend against your Unarmed attack. This attack doesn’t applying your Result bonus.
gain its Result Bonus.
Advancement
90%: This attack can apply half its Result Bonus.

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Equipment
Adventurers need equipment to ply their trade and this
chapter covers all of the mundane equipment available for
purchase, as well as the currency system used to determine
item value.

Currency
The standard currency for Sabre consists of the Copper
Jack, Silver Noble and Gold Sovereign. These are flavourful
names referred to by people in-game, though the standard
of Copper Piece (CP), Silver Piece (SP) and Gold Piece (GP)
is the official way these coins are noted.
Gold Sovereigns are rare, used mostly by merchants
and the nobility who would otherwise be carrying around
bags full of silver. Copper Jacks are predominately used
by common folk in their daily lives, purchasing and selling
simple items. Equipment Prices
The exchange rate is: When the party are in the market to sell their
• 100 Copper Jacks = 1 Silver Noble acquisitions after an adventure, merchants can be very
• 100 Silver Nobles = 1 Gold Sovereign shrewd when offering to buy. Prices can be affected by
Coins don’t weigh much individually, but it quickly adds supply and demand, reducing price by as much as half
up when you’re carrying a lot. Every 50 coins of any type in abundant markets, and tripling it if the item is scarce
equals 1 ENC. (subject to haggling!) Heavily damaged equipment in low
For carrying around larger sums of money, you can demand may be completely unsellable in a given market.
exchange coins for gems and jewels. Below is a list of gems Characters may need to seek out wealthy buyers such as
(relatively common) and jewels (rarer) with their relative collectors or nobility to offload their more expensive gear.
values. Actual value depends on buyers and sellers, and the Below, you’ll find lists of all the equipment available to
market demand for such objects. adventurers in Sabre, divided into relevant sections for
different types. The quality of these items is considered
Gemstone Table average, with no bonuses or penalties.
d100 Result Value Gem Name Second Hand equipment can be found in flea markets.
01%-50% 10sp Agates These items have the Worn-out condition which halves
their value and durability. Equipment is described in terms
51%-65% 20sp Moonstone
of price (silver pieces) and encumbrance (ENC). Other
66%-80% 50sp Rose Quartz items have special qualities which are described later.
81%-91% 75sp Jade
92%-96% 100sp White pearl Starter Kit
This kit provides some basic gear useful for just about
97%-100% 200sp Silver pearl anyone, pre-packaged and ready to go.
Item ENC
Jewellery Table Low quality clothing -
d100 Result Value Gem Name Small Backpack -
01%-20% 500sp Black pearl 5 Bandages (for use with the First Aid skill) -
21%-40% 750sp Aquamarine Bedroll 1
41%-60% 1,000sp Flawed Diamond Belt pouch (holds 1 ENC) -
61%-75% 2,000sp Emerald Flint & tinder 1
76%-90% 3,000sp Blue Sapphire Water Skin 1
91%-96% 5,000sp Diamond or Ruby 1 torch, 6 hour 1
97%-100% 10,000sp Flawless Diamond Hemp rope, 10m (11y) 2
Dry Rations, 7 days 1
Total ENC 7
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Backpacks & Gear Equipment Craft ENC Cost


This list of simple tools includes all the items any self- Glass vial (empty) Glassmaker 1 5
respecting adventurer could possibly need. The items listed Goggles Blacksmithing 1 50
here are considered to be of decent quality, though Games
Masters can adjust quality as they see fit. Grappling hook Blacksmithing 1 5
Ladder, rope 3m Survival 4 2
Backpacks Lantern, basic Blacksmithing 1 10
Backpacks are an essential piece of kit for the aspiring Lockbox Blacksmithing 2 100
adventurer and come in all shapes and sizes. Each pack Mirror (hand glass) Jeweler 1 12
can hold a baseline 20 ENC of equipment and successively
Monocle Jeweler - 100
larger packs include straps and pouches, enabling a
character to carry extra above their unburdened ENC limit. Mug/Dish/Plate Ceramic - 5
Everyone can use a Small backpack, with larger packs Musical instrument Woodworking 2 70
requiring a certain level of the Endurance skill to enable Nails or tacks (50) Blacksmithing - 2cp
them to carry all that extra gear. The bonus given is applied
Oil Flask (20 uses) Alchemy 1 5
to a character’s Unburdened score, and multiplies out for
burdened and heavily burdened conditions as normal. Paint Can Blacksmithing 1 10
Backpack Endurance ENC Cost Paper sheet Woodworking - 1cp
Small Backpack - - 30 Pen or pencil (5) Woodworking - 1
Large Backpack 50% +4 100 Pitons (4) Blacksmithing 1 20
Heavy Backpack 70% +8 300 Pole, 3m/3y Woodworking 1 1
Expedition Backpack 90% +12 600 Rope (hemp), 10m Survival 2 10
Military Backpack 99% +16 1000 Rope (silk), 10m Survival 1 200
Salt (10) Survival - 1
General Gear Sack (holds 60 ENC) Tailoring 1 1
Here’s a list of common items you might need during your
Shaving kit Woodworking - 2
adventures. The Craft column dictates which Craft sub-skill
is required to make them, should you wish to make your Soap Survival 1 2cp
own. Spectacles Jeweler - 100
Equipment Craft ENC Cost Tarot Cards Perform - 100
Alchemy Materials Alchemy - 25 Telescope, Large Glassmaker 5 800
Bandage First Aid - 1 (10x magnification)
Bedroll Tailoring 1 5 Telescope, Small Glassmaker 1 200
(3x magnification)
Bit & Bridle Blacksmithing 1 15
Toolkit (Standard) Craft (Any) 3 50sp
Block & tackle Blacksmithing 3 20
Torch, 6 hour Woodworking 1 50cp
Bolt of cotton or wool Tailoring 1 50
Trap Kit Mechanisms 1 5sp
Bolt of silk Tailoring 1 500
Whetstone Blacksmithing 1 20sp
Bottle (Glass) Glassmaker - 2
Bowstring Bowyer - 1
Candle, 6 hour Survival - 20cp Special Gear Details ENC Cost
Canteen (holds 2 ltrs) Leatherworking 1 5cp Skill Manual Book that improves 2 500
Chain, 2m Blacksmithing 2 40 study. See the Skills
Chest, Large Woodworking 5 80 section for details.
Chest, Small Woodworking 3 40
Compass Mechanisms 1 70
Cooking Pot Blacksmithing 2 3
Doorjamb Woodworking 2 5
Fine wine goblet Glassmaker - 8
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Food and Drink


Food is listed in general terms, with the quality denoting
the expense and flavour of the food purchased. A cheap
meal is usually limited to broth, bread and cheese.
Reasonable quality meals include meat such as poultry, pork
or fish, fresher bread and soup.
The most expensive meals comprise larger portions,
and include beef, fresh seasonal vegetables and fruits over
several courses. In fact, food of Average quality grants a +1
bonus to Heal Rate and Spirit Regen, while Expensive quality
grants a +2 bonus to both of these stats, as noted on the
table below with an asterisk.
At the other end of the spectrum are trail rations, filling
meals designed to last for a long time while travelling. These
include dried and cured meats, cheese, flatbreads and either
nuts or grains. They’re filling and keep you alive, but they’re
far from the most nourishing of foods so the Heal Rate for
the day will suffer a -1 penalty.
Characters need to eat and drink at least once per day
or begin to suffer malnutrition, which is covered under the
Survival rules. It should be noted that Small characters eat Food
Item Table Cheap Average Expensive
half the normal amount.
Meal at a pub or inn 3 6* 12*
Raw Ingredients Trail rations# (1) 2 - -
Buying prepared meals is one way to get your daily food Raw Ingredients (1) 2 - -
intake, but characters can also acquire Raw Ingredients
such as vegetables and meat, with which they can use the Cooking Herbs (20) 1 - -
Craft: Cooking to make cheaper, more filling meals of their
own. * Food of this quality provides a bonus to Heal Rate,
Raw Ingredients can be bought from stores, or acquired +1 to Reasonable quality and +2 to Superior.
in the wilds from animals or plants. To keep things simple, # Trail Rations apply a -1 Heal Rate penalty – they’ll
there’s no game difference between the source of Raw keep you alive, but aren’t a satisfying meal!
Ingredients - it all works the same way whether they’re from
a plant or animal.
Raw Ingredients only last for two days (48 hours) after
being acquired, but you can extend this out to two weeks by
using Salt, which acts as a preservative. This process takes
5 minutes per unit of Raw Ingredients.

Beverages
Item (Cost is per glass, x10 for whole bottle) Strength Penalty Cheap Average Expensive
Ale/Beer/Cider Light 0% 2 3 5
Wine/Bitters Medium -10% 10 25 50
Spirits/Absinth Strong -20% 15 30 60
Moonshine/Rectified Spirits Rotgut -40% 4 8 16

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Accommodation Clothing
A place to rest one’s weary head at the end of a long day Characters begin the game with a set of cheap clothes
is essential to gain decent rest, whether it’s a comfortable appropriate to their background, though they will eventually
pile of hay in a barn or an opulent manor house. Below you’ll need replacing as time goes on. Adapting one’s clothing to
find a list of available accommodations of variable quality the environment is also wise, for without winter clothing,
for renting or purchase. characters risk exposure and health consequences in colder
• Average housing grants a +1 bonus to Heal Rate. seasons and climates.
• Expensive housing grants a +2 bonus to Heal Rate. Although the table below lists prices for garments, these
• Costs will vary according to demand, as always. are to be considered very generic – with exotic fabrics, there
• Rooms can typically comfortably rest 2 people, more if isn’t really an upper limit on the cost of clothes. Certainly,
they’re small. dyes and brighter colours fetch a premium and are typically
only worn by those with money to spend on frivolous things.
Daily Rental Costs As a general rule, cheap clothing can be worn for a year
before it needs replacing. Clothing of Reasonable quality
Property Rooms Cheap Average Expensive lasts for three years before being downgraded to Cheap.
Inn Room 1 10 30 50 Clothing of Superior quality endures for ten years before it is
Shack 2 20 40 60 then downgraded to Reasonable status. Repairing clothing
is a normal part of everyday life, and it can be handy to keep
Cottage 3 30 50 100
a tailoring toolkit on-hand for emergency maintenance.
Apartment 3 40 75 150
House 4 50 100 200 Clothing Quality and Impressions
The quality of clothing worn can have an impact when
Villa 5 100 250 300
dealing with others. Tattered, old or cheap clothing makes
Mansion 6 1,000 2,000 5,000 the wearer appear like a commoner and those of higher
station may look upon this unfavourably. Conversely,
clothing of superior quality is beautiful to look upon and
Weekly Commercial Property Rental
creates an impression of success and wealth. Thus, the
Property Cheap Average Expensive quality of clothing affects skill rolls for Influence, Deceit &
Small shop 100 200 400 Seduction skills, as noted below:
• Any article of Cheap clothing worn gives a one-time -5%
Large shop 200 400 800 result penalty.
Warehouse 300 600 1250 • If all worn clothing is of Expensive quality, the character
gains a +5% result bonus to those skill rolls.
Buying Properties Outright Garment Cheap Average Expensive
Property Rooms Cheap Average Expensive Boots 25 100 250

Shack 2 5,000 15,000 - Cap or Hat 5 12 50

Cottage 3 15,000 25,000 50,000 Gloves 5 10 25

Apartment 3 25k 50k 80k Cloak 20 40 100

Small shop 25k 50k 80k Vest or Jacket 12 25 175

House 3 30k 60k 100k Tunic or Dress 25 50 150

Villa 5 60k 120k 250k Robe, thin 10 30 80

Large shop 60k 120k 250k Robe, Winter 50 100 200

Tower 6 75k 150k 300k Sandals 10 30 60

Mansion 6 - 200k 400k Shoes 25 50 200

Inn/Tavern 10 50k 200k 500k Trousers, Skirt or Kilt 20 50 200

Warehouse - 200k 400k 800k Shirt or Blouse 5 15 100

Castle 12 - 500k 1mil Winter Coat 50 150 300


Suit Jacket 50 180 800
Suit Trousers 50 150 600
Underwear 5 10 25
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Hirelings & Services Teachers are available in most towns and cities to
Sometimes you might need to hire NPC’s to assist with
provide training. Check the Teach skill for details.
a task such as construction, or staffing a store you own.
Here are the costs involved per hour, day and week for hiring
NPC’s of various levels of training.
Hireling Examples Hour Day Week
Untrained Labourer Cleaners, Retail Staff, Messenger 5 40 280
Professional Worker Merchant, Builder, Novice Guards, City Watch, Teacher 10 80 560
Specialist Engineer, Architect, Scholar, Herbalist, Mercenary 20 160 1120
Highly Trained Expert Warriors, Alchemist, Political Advisors 50 400 2800

Herbal Tonics
The availability of medical and technological services
for adventurers depends on how widespread certain
technologies are. Any product that was produced with a
critical success has double the listed effect, and three times
the standard price.

Herbal Tonics Type Brief Description Cost


Anti-Bacterial Tonic Tonic Shortens duration of diseased condition and allows 1 hr of relief. 10sp
Detoxification Tonic Tonic Shortens duration of addicted condition and allows 1 hr of relief. 30sp
Energy Tonic Tonic +2% to all opposed skill check results 30sp
Healing Tonic Tonic Overheal +1 Hit Point instantly. 20sp
Healing Poultice Topical +1d4 Hit Points after 1 minute. 20sp
Pain Relief Tonic Tonic Gain +1 Natural AP for 1 hour. 30sp
Relaxation Tonic Tonic +1 Heal Rate for 1 night’s rest. 10sp
Spirit Tonic Tonic +1 Spirit Point instantly & ignore the fatigued condition for 1hr. 10sp
Strength Tonic Tonic Gain +1 to Damage Modifier for 1 hr. 20sp
Universal Tonic Tonic +2 HP & Spirit instantly, ignore disease effects for 1 hour. 150sp

Alchemical Potions
Experienced Alchemists can make potions with indefinite
shelf life. These can be bought from Apothecaries and
Alchemists in towns and cities, and also found in treasure
piles. These potions are made at 90% skill, and are priced
accordingly.
Potions Brief Description Cost
Armour Potion Gain +3 Natural AP for 1 hour. 400sp
Auric Potion Gain +4 Energy AP for 1 hour. 400sp
Curative Potion Removes Disease, Poison, Tipsy and Nauseated condition effects instantly. 300sp
Free Move Potion Ignore difficult terrain, the Freeze damage effect and the restrained condition for 1hr 300sp
Healing Potion Heal 1d6+6 Hit Points instantly. No effect on Major Wounds. 250sp
Speed potion Gain +4 Movement for 1 minute. 200sp
Spirit potion Restore +4 Spirit Points and ignore Fatigue for 2hrs. Cannot go above max. 250sp

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Magic Items
In large cities, it’s not rare to find an artificer’s store,
where players can buy Inventions usable by anyone, but
mostly those with a magical skill. Simple trinkets are
commonly available, as are lesser enchanted weapons,
armour and shields.
Equipment that is made with a 90% skill requirement is
much rarer, but not impossible to find. Some merchants
keep special items like these in stock, but mostly you’ll find
exceptional items in the possession of nobility, or retired
adventurers, with whom you’ll need to negotiate a purchase.

Weapons, Armour & Shields


This equipment is ideal for enchantment, though the
price for making it does add up. Almost all of this equipment
would also be of Masterwork quality too, since if an artificer
is going to the trouble of enchanting the equipment, they
might as well do it to the best available. Just add on the
cost as listed below to the baseline equipment. Equipment
above 90% skill isn’t commonly available.
Skill Weapon Bonus Shield Bonus Armour Bonus Markup
50% +1 Result, CR & Damage (Unavailable) (Unavailable) +600sp
70% +2 Result, CR & Damage +1 Shield AP (Unavailable) +1200sp
90% +3 Result, CR & Damage + Auric +2 Shield AP +1 AP, +4 DR vs 1 damage type +5000sp
3rd Rank Inventions
Spell Brief Description Cost
Amulet of Armour Amulet grants magical Worn armour to its wearer. 400sp
Amulet of Spirit Amulet can grant its wearer Spirit Points. 4 Charges 400sp
Bag of Storage Bag can carry more than it seems. 500sp
Mask of Breathing Mask filters airborne poisons, breath underwater. 4 Charges 200sp
Message Paper Paper folds into dart & flies to target 100km away 30sp ea
Omnigoggles Allows wearer to see in different ways. 4 Charges 500sp
Ring of Voice Speak and hear wearer of another ring within 100 squares. 150sp
Wand of Decryption Identify item’s magical properties. 4 Charges 300sp
Wand of Draining Drain target of Spirit Points, which you gain. 4 Charges 300sp
Wand of Force Bolts Shoot bolts of magical energy at a target. 4 Charges 300sp
Wand of Sleep Put a target creature to sleep. 4 Charges 300sp
Wand of Smoke Create a cloud of smoke to inhibit sight. 4 Charges 300sp

2nd Rank Inventions


Spell Brief Description Cost
Auric Ring Ring provides its wearer with +2 Energy AP. 4 Charges 500sp
Ring of Fighters Increases the strength and fighting power of the wearer. 4 Charges 500sp
Sceptre of Cold Blasts and slows enemies with deadly cold. 8 Charges. 1000sp
Sceptre of Fire Incinerates enemies with blazing fire. 8 Charges. 1000sp
Sceptre of Lightning Shocks enemies with electrical energy. 8 Charges. 1000sp
Sceptre of Thunder Concuss enemies with an audible blast. 8 Charges. 1000sp

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Livestock & Mounts Mount Base Price


Livestock are the backbone of the economy for rural Riding Dog 500
areas, and are often bartered in place of exchanging coin. Riding Boar 800
The weekly cost of feeding and watering livestock comes in
at 20% of the purchase price, unless large tracts of grazing Pony 900
land and fresh water are freely available. The animals Riding Horse 1200
presented here are generic in nature, and their prices reflect Courser 3000
the health of a given specimen. Hunter 6000
Item Cheap Average Excellent
Draft Horse 5500
Cattle 3000 5000 10000
Charger 12000
Camel 800 1500 6000
Roll Mount Trait Move HP Resists Price
Fowl 50 100 200
1 Thoroughbred +3 +10 +15% x3
Goat 25 50 100
2 Spirited +2 - +10% x2
Ox 1500 3000 8000
3 Heavy - +5 +5% +50%
Pig or Sheep 250 500 1500
4 Stubborn -1 - +5% -10%
Mounts allow for easier travelling over long distances, 5 Worn-out - -5 -5% -25%
carry a great deal of equipment and can be trained to fight in
6 Lame -2 -10 -10% -50%
battle. Listed here are rid the most common mounts.

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Vehicles & Travel


Basic vehicles can be purchased or hired to allow
faster travel across long distances. The cost for booking
passage depends on the size of the vehicle and the distance
travelled. Larger vehicles can carry more people and cargo
(listed under ENC) but also require more crew to operate.
You’ll need the Drive skill to operate land vehicles
yourself, should you go ahead and purchase one outright,
and it definitely helps to have the Navigation skill for the
appropriate area to know where you’re going.
Boats and Ships require the Seamanship skill simply to
operate effectively.

Land Vehicles
Vehicle Horses Crew Psngr Spd ENC Booking Passage Cost (sp)
Two-wheeled cart 1 1 3 16kph/10mph 200 1sp per 3km/2mi 100
Two-wheeled wagon 1 1 4 12kph/8mph 400 2sp per 3km/2mi 300
Four-wheeled wagon 2 1 5 16kph/10mph 600 3sp per 3km/2mi 800
Stage Coach 4 2 6 16kph/10mph 800 4sp per 3km/2mi 3,000
Heavy Coach 8 2 7 20kph/12mph 1000 5sp per 3km/2mi 10,000

Small Boats
Vehicle Crew Psngr Spd ENC Booking Passage Cost (sp)
Canoe 1 1 16kph/10mph 200 1sp per 3km/2mi 80
Rowboat 1 2 12kph/8mph 400 2sp per 3km/2mi 150
Skiff 1 5 20kph/12mph 600 3sp per 3km/2mi 1,000
Longboat 2 8 20kph/12mph 800 4sp per 3km/2mi 2,000

Ships
Vehicle Crew Psngr Spd ENC Booking Passage Cost (sp)
Cutter 4 8 20kph/12mph 1000 2sp per 3km/2mi 2,500
Coaster 8 10 25kph/15mph 2000 3sp per 3km/2mi 5,000
Cog 12 12 16kph/10mph 3000 4sp per 3km/2mi 8,000
Caravel 20 15 25kph/15mph 5000 6sp per 3km/2mi 25,000
Carrack 30 20 20kph/12mph 10000 8sp per 3km/2mi 50,000
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Armour Armour Types


There are three methods of increasing the Armour
Whether it is fashioned from cured animal hides or the
finest steel, armour protects the wearer against physical Points for a character – Energy Armour, Worn Armour and
harm, reducing the amount of damage sustained by an Natural Armour. Each provides a layer of protection against
amount denoted by its Armour Point value. The role of incoming damage.
armour is to either wholly or partially mitigate damage if the
character fails to defend themselves. Energy Armour
Armour is usually heavy and restrictive, requiring good This is armour fashioned from pure energy. When
endurance to wear into a fight, and the heaviest is restricted activated, it appears as an aura of light which can stop
to the professional training of warrior professions. Armour arrows, bolts and bullets, basically anything that isn’t a
is purchased as whole suits, whether it’s a simple leather melee attack, including magical attacks such as lightning
jacket or a suit of plate armour. If the AP value of armour bolts or fireballs.
ever falls to 0, the armour is destroyed. Energy AP isn’t reduced by weapons with the Impact or
Melt trait, as it regenerates right after being hit. It will stop
Mobility in Armour all direct spell damage that isn’t applied through a weapon.
Performing acrobatics, stealth or swimming while in Energy AP is hit before Worn AP.
armour is challenging due to the weight involved. Acrobatics
can only be performed successfully in Light or no armour, Worn armour
and swimming imposes penalties detailed under the This comprises regular armour as purchased from a
Athletics skill. store, or fabricated by a professional, such as light armour
Armour has an impact on characters who use magic like Leather, or heavy armour like Plate. Medium & Heavy
skills, too. The weight and restricted movement of this armour are bulky enough that they prevent adding the result
equipment is a factor, but it also seems to impede the flow bonus to any Evade checks, but the extra AP is often worth
of energies through the body, serving as a kind of mystic it, especially for non-agile characters.
insulation that requires extra effort to overcome. Worn armour has weight and sometimes sustains
Should a spellcaster also have another Profession that damage from effects, so it needs repair and maintenance.
allows heavier armour, any spell cast while wearing Medium If reduced to 0 AP, this type of armour is destroyed.
or Heavy armour requires 2 Spirit Points instead of 1.
Natural Armour
Wearing Armour Untrained This form of protection is usually part of a creature’s
If attempting to wear a suit of armour that your body, though there are some spells which provide this kind
profession or Endurance skill doesn’t allow, you lose all of protection as well. The AP bonus from Natural Armour
result bonuses and Critical Range on skill checks while stacks with other kinds of armour as it tends to be under or
wearing it. behind any other armour on the target.
Spells can boost natural armour on a creature such as a
Resting in Armour bear, but spells which provide Natural Armour do not stack
Putting on a suit of armour takes time, and leaving with themselves, thus the bear in question could only gain
armour on when resting reduces the effectiveness of rest to the benefit of one such spell.
regain Spirit Points, as noted on the table below. If Natural Armour is damaged, it regrows during your
normal rest period at a rate equal to your Heal Rate (i.e. Heal
Armour Wearing Time Resting Penalty Rate 2 means you regrow 2 Natural Armour points during an
Light 4 rounds -2 Spirit Gain 8 hour rest).
Medium 6 rounds Half Spirit gained
The three armour types work in layers, protecting the
Heavy 10 rounds No Spirit gained
wearer from incoming damage as noted on the table below:

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Armour List
Light Armour
Gambeson is a heavy padded coat, good for absorbing
blows from melee weapons, and although it’s relatively
bulky, it’s very quiet too. Hide armour is of similar protective
quality to Gambeson, made from the rough-cut hide of a
large animal.
Leather is more effective against weaponry while adding
very little bulk or weight. Often worn as a
jacket, full suits of leather offer decent protection
without interfering with movement.

Medium Armour
This category consists of metal armour with a leather
backing to add padding and prevent chafing. Chain mail
offers good protection against attack, and was the standard
armour of soldiers for centuries.
Once plate armour became available, the breastplate
became a popular alternative , with its solid metal surface
more effective against damage at the same weight of a full
suit of chain.

Heavy Armour
The heaviest armour available, this equipment is also
the most expensive and prestigious. Brigandine armour is a
leather coat with plates of steel sewn in to provide excellent
protection, that’s almost as good as a solid suit of plate, but
cheaper.
At the top of the range, Plate armour is a suit built for
specific people, with plates of metal contoured to the body
to provide the best protection available. This includes
pauldrons on the shoulders, a gorget for the throat, and
gauntlets for the forearms.
Like all heavy armour, it’s typically used only by the
wealthy, as it is usually considered too expensive for
common infantry to use, and the weight means mounted
combatants such as cavaliers are the best choice to use
such elaborate armour.
Small Medium Large
< 110cm (3’6”) 110-249cm (3’6” - 8’1”) 250cm+ (8’2”)
Armour Armour Type AP ENC Cost ENC Cost ENC Cost
Gambeson or Hide Light 1 1 25 2 50 3 75
Leather Jacket Light 2 1 75 2 150 3 225
Leather Armour Light 3 2 150 3 300 5 450

Chain Shirt Medium 4 3 200 6 400 8 600


Chainmail Medium 5 6 350 12 750 14 1000
Breastplate Medium 6 5 500 10 1000 12 1500

Brigandine Heavy 7 6 750 12 1500 14 2250


Plate Heavy 8 8 1000 14 2000 18 3000

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Pet Armour
Armour for mounts (or pets) is referred to as barding, and
it’s similar to the styles of armour above, but comes as a
one-piece outfit to cover a horse, dog, bear or any other kind
of mount or pet.
Pets need their Endurance skill at 70% to wear Medium
armour, and 90% to wear Heavy armour. Use the weight and
height of an animal and compare it to the creature you want
to armour, to determine what category it belongs to:
Small (Dog) Medium (Pony) Large (Horse)
Ancient Armour Armour Type AP ENC Cost ENC Cost ENC Cost
Leather Light +1 3 25 6 150 9 600
Chain Medium +3 6 300 12 600 18 1200
Plate Heavy +6 8 1200 16 2000 30 3000

Shields
Shields are defensive items used to block incoming
ranged and melee attacks. Positioning a shield during a fight
is key to their use – the smaller the shield, the faster it can
be repositioned, but the larger shields absorb more damage.
Wooden shields are lighter, cheaper & less durable than their
metal counterparts.
• The Light trait means the shield doesn’t prevent Stealth
or Acrobatics checks, and can be used to Block on the same
round if it’s used to attack as a weapon. It can also be used
with a crossbow without difficulty.
• Bonus: Add this number to a successful Shields skill
check result when Blocking.
• The Cover trait means the shield provides Cover for the
user on a successful block.

Wooden Shield AP Damage Size ENC Bonus Trait Cost


Buckler +4 1d4 S 1 +12% Light 40
Round shield +5 1d6 M 3 +9% Light 80
Heater Shield +6 1d8 L 5 +6% - 150
Kite Shield +7 1d10 H 7 +3% - 250
Tower Shield +8 1d12 E 9 0 Cover 400

Metal Shields AP Damage Size ENC Bonus Trait Cost


Buckler +6 1d4 S 2 +12% Light 80
Round shield +7 1d6 M 4 +9% Light 160
Heater Shield +8 1d8 L 6 +6% - 300
Kite Shield +9 1d10 H 8 +3% - 500
Tower Shield +10 1d12 E 10 0 Cover 800

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Melee Weapons Trait Details


Agile Weapon grants +2 Critical Range to its related
The weapons listed below are designed for use in skill.
close-quarters combat, from knives and weapons such as Bleed Damaged target gains the Bleed condition.
the classic knight’s arming sword, to a halberd or a sledge
hammer. Each of these belong to a category which includes Concealed The weapon is easily concealed with the
several weapons of similar design and fighting style. Sleight skill.
• Axes deal good damage and are able to damage Double Weapon is double-ended and can be used
armour, shields and weapons. with Duel Wielding.
• Blades deal average damage but are fast, accurate and Impact On a critical success from this weapon,
have better Critical Range. armour or blocking shield loses 1 AP.
• Chains deal average damage but have excellent range Longreach Weapon can attack targets 3 squares away.
control and are able to disarm and restrain enemies. Doesn’t apply DM vs targets 1 square away.
• Clubs typically deal the most damage, and can be used
to disable and knock-out opponents. Mount The weapon can only be used with the Charge
manoeuvre while riding a mount.
• Polearms have the longest reach and are the best to
control range and set against charging opponents. Parrying The weapon gains +10% to melee skill results
• Swords can gain extra attacks and cause bleeding. when Parrying.
• Two handed weapons usually have Reach or Longreach, Reach Weapon can attack targets 2 squares away.
and their damage output is higher. Doesn’t apply DM vs targets 1 square away.
While all of the weapons are more or less available in Set The weapon deals an extra dice of damage
a Sabre campaign, certain cultures may prefer one type during a ‘Counterattack’ Reaction.
over another, thus leading to scarcity of some weaponry.
Silent The weapon makes no noise if used from
Weapons are governed by characteristics, as noted below:
stealth.
Stun Weapon stuns living creatures for 1rd if dam-
aged & fail opposed Endurance check.
Wood The weapon is made of wood and has half
the normal HP compared to other weapons of
that size.

Trait Details
Type The sub-category of weapon, for the
purposes of determining which talents &
manoeuvres affect it.
Damage The amount of damage the weapon delivers if
an attack is successful. Damage types
include Bludgeon, Elemental, Energy,
Internal, Pierce and Slash.
Size Tiny (T), Small (S), Medium (M), Large (L),
Huge (H), Enormous (E) and Colossal (C).
ENC The weapon’s weight and general
bulkiness. This number roughly equals impe-
rial pounds, while half this number is the ENC
in kilograms.
HP Weapons have Hit Points, denoting their
ability to withstand direct damage or wear
and tear.
Cost The weapon’s baseline price, in Silver Pieces.

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Single-Handed Melee
Versatile and relatively inexpensive, single-handed melee
weapons are ideal to pair with a shield, or an off-hand
weapon for use with duel-wielding styles.

Weapon Group Damage Type Size ENC Trait HP Cost


Arming sword Swords 1d8 S or P M 3 - 15 100
Ball & Chain Chains 1d8 Bludgeon M 4 Reach 15 120
Battleaxe Axes 1d8 Slash M 4 Impact 15 120
Broadsword Swords 1d8 S or P L 3 Agile, Reach 20 150
Chain Chains 1d4 Bludgeon S 1 Reach 10 60
Club Clubs 1d4 Bludgeon S 1 Wood 5 30
Dagger Blades 1d4 Pierce S 1 Agile, Can’t Parry 10 40
Sword-catcher Blades 1d4 Pierce S 1 Parrying 10 60
Falchion Swords 1d6 S or P S 3 - 10 40
Flail Chains 1d6 Bludgeon M 4 Reach 15 90
Foil Blades 1d4 Pierce M 2 Agile 15 40
Hatchet Axes 1d4 Slash S 3 Impact 10 50
Glove, chain* Unarmed +2 Bludgeon M 1 Can’t Parry +1 120
Gauntlet, plate* Unarmed +3 Bludgeon L 2 Can’t Parry +2 250
Knife Blades 1d3 Pierce T 1 Concealed, Can’t Parry 5 20
Khopesh Swords 1d6 Slash S 3 10 50
Knuckledusters Unarmed +1 Bludgeon T - Concealed, Can’t Parry 5 10
Lance, Heavy - 3d6 Pierce E 8 Longreach, Mount, Impact, 35 220
Wood
Lance, Light - 1d12 Pierce H 6 Reach, Mount, Impact, Wood 25 150
Longsword Swords 1d10 S or P L 4 Reach, 1 or 2 handed 20 180
Mace, Heavy Clubs 1d8 Bludgeon L 8 Reach, 1 or 2 handed 20 150
Mace, Light Clubs 1d6 Bludgeon M 3 - 15 50
Mallet Clubs 1d4 Bludgeon S 2 - 10 30
Military Pick Axes 1d8 Pierce M 4 Impact 15 150
Rapier Blades 1d6 Pierce M 2 Agile 15 90
Sabre Blades 1d8 S or P M 2 - 15 120
Scimitar Swords 1d8 S or P M 3 Agile 15 150
Shortspear Polearms 1d8 Pierce M 6 Reach, Set, Wood, 1 or 2 7 60
handed
Short Sword Swords 1d6 S or P S 2 - 10 60
Sword Cane Blades 1d6 Pierce M 2 Concealed 15 80
Unarmed Unarmed 1 Bludgeon T - Can’t Parry - -
Warhammer Clubs 1d8 Bludgeon M 6 - 20 120
Whip Chains 1d4 Bludgeon S 1 Reach, Agile, Can’t Parry 10 15

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Two-Handed Melee
Bigger and capable of dealing more damage than their
single-handed counterpart, these deadly weapons are
typically more expensive. In the right hands, they can be so
much more effective than single-handed weapons, more
than making up for the lack of a shield or off-hand weapon.

Weapon Group Damage Type Size ENC Trait HP Cost


Flamberge Blades 1d10 Slash H 6 Agile, Reach 25 250
Garrotte - 1d4 Internal T - Silent, Concealed, Can’t Parry 5 10
Glaive Polearms 1d12 S or P E 10 Longreach, Set 35 420
Great Club Clubs 1d10 Bludgeon H 12 Reach, Wood 12 100
Great sword Swords 1d12 S or P E 6 Reach 30 450
Halberd Polearms 1d12 Slash E 10 Longreach, Set 35 450
Heavy Pick Axes 1d10 Pierce L 8 Reach, Impact 16 300
Great Axe Axes 1d12 Slash E 8 Reach, Impact 30 450
Longspear Polearms 1d10 Pierce E 12 Longreach, Set, Wood 15 180
Longsword Swords 1d10 S or P L 4 Reach, 1 or 2 handed 20 180
Mace, Heavy Clubs 1d8 Bludgeon L 8 Reach, 1 or 2 handed 20 150
Military Flail Chains 1d10 Bludgeon H 8 Parrying, Reach 25 350
Military Scythe Polearms 1d12 Slash E 10 Longreach, Set 30 400
Pike Polearms 1d12 Pierce E 10 Longreach, Set 30 350
Quarterstaff Clubs 1d6 Bludgeon H 6 Double, Wood 12 90
Sledge Clubs 1d12 Bludgeon H 12 Reach 25 400
Shortspear Polearms 1d8 Pierce M 6 Reach, Set, Wood, 1 or 2 7 60
handed
Short Staff Clubs 1d4 Bludgeon M 2 Double, Wood 7 40

Exotic Melee your GM to decide if and how these weapons are available.
Although listed separately, these weapons use the
These would be the primary weapons of an eastern-style
standard weapon groups just like regular melee weapons.
campaign.
They have a more exotic flavour, and it’s up to
Weapon Group Damage Type Size ENC Trait HP Cost
Bo Staff Clubs 1d6 Bludgeon H 6 Double, Wood 12 90
Hanbo Clubs 1d4 Bludgeon M 2 Double, Wood 7 60
Katana Swords 1d8 S or P L 4 Reach, 1 or 2 handed 20 200
Kusari-Fundo Chains 1d4 Pierce S 1 Reach, Parrying 10 80
Naginata Polearms 1d10 Pierce E 8 Longreach, 2 handed 30 400
Ninjato Swords 1d6 S or P M 3 1 or 2 handed 15 80
Nunchaku Clubs 1d6 Bludgeon S 1 Double, Wood, Parrying 10 60
Sai Blades 1d4 Bludgeon S 1 Parrying 10 60
Shuriken Thrown 1d4 Pierce T - Burst, Range 6/24 5 20
Tanbo Clubs 1d4 Bludgeon S 1 Concealed, Wood 5 40
Tanto Blades 1d4 Pierce S 1 Concealed 10 40
Tonfa Clubs 1d4 Bludgeon S 1 Parrying, Wood 5 40
Wakazashi Swords 1d6 S or P S 2 Agile 10 80
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Ranged Weapons Item Details


Dmg The dice used to determine weapon damage.
Ranged weapons allow a character to engage foes at
a distance, and include weapons such as bows, javelins, +DM? Do you add your Damage Modifier? Y/N
crossbows, and knives. Ranged combatants are able Rng The Close/Maximum range of the weapon
to use Cover to protect them against incoming ranged listed in squares.
attacks, and are able to move and shoot at the same time. Load The number of actions to reload.
Ranged weaponry also has the advantage of being
Size The size category of the weapon.
difficult to defend against. The most effective forms of
protection are shields, and to a lesser extent cover, such ENC The Encumbrance of the weapon.
as a tree or door. Trait Special weapon traits are listed here
Weapon categories have different styles: HP The weapon’s Hit Points. At 0, it is destroyed.
• Bows are able to fire more rapidly and have the best
range, but can have trouble piercing armour. Cost The weapons cost in silver pieces.
• Crossbows have good range and are excellent at Clip The number of shots that can be fired before a
piercing armour, but reload slowly. The strength and reload is required.
experience of the archer is much less of a factor, however.
• Black powder guns deal the most damage of all Trait Details
ancient ranged weapons, so they’re better able to blast Accurate Weapon gains +2 Critical Range
through shields and armour, but their range is short and
their reload time is very slow.
Burst Weapon shoots 3 ammo during attack. Roll
1d6 to determine number of hits:
• Thrown weapons are simple to use and often deal
1=1, 2-5=2, 6=3.
good damage, though it’s difficult to carry a lot of them.
Cartridge Weapon has X shots ready to shoot.
Concealed Can be hidden on body with Sleight skill.
Cone Affects V-shaped area in front of target.
Impact On a critical success from this weapon,
armour or blocking shield loses 1 AP.
Melee Can also be used as a melee weapon.
Multishot X Can fire X shots with a single attack roll.
Apply damage separately. Reload each shot
with an action.
Scatter +5% Result Bonus vs adjacent targets. Shots
do not provoke Opportunity Attacks.
Setup Action required to prepare weapon to shoot
or using it = automatic failure & prone.
Silent Can only be used from stealth.
Wood Weapon has half normal HP for its size.

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Ranged Weapons All of these weapons deal Pierce damage.


Weapon Group Dmg +DM? Rng Load Size ENC Trait HP Cost
Arbalest Crossbows 1d10+10 N 80/320 2 E 4 Wood, Accurate 15 400
Blowgun Thrown (dart) N 10/40 0 M 2 Silent 15 20
Crossbow Crossbows 1d6+6 N 50/200 1 L 5 Wood, Accurate 10 120
Dagger Thrown 1d4 Y 10/40 0 S 1 Melee 10 40
Dart Thrown 1d3 N 10/40 0 T - Accurate 5 10
Dbl. Crossbow Crossbows 1d6+6 N 50/200 1 L 7 Multishot 2, Wood 10 250
Hand Crossbow Crossbows 1d4 N 20/80 0 S 2 Concealed, Wood 5 50
Hatchet Thrown 1d4 Y 10/40 0 S 2 Melee, Impact 10 60
Hunting bow Bow 1d4 Y 30/120 0 S 3 Wood 5 45
Javelin Thrown 1d6 Y 30/120 0 M 3 Melee, Wood 7 50
Knife Thrown 1d3 Y 10/40 0 T 1 Concealed, Melee 5 20
Longbow Bow 1d10 Y 60/240 0 H 6 Wood 12 250
Oil Flask Thrown - N 6/24 0 T 1 Burn 5 20
Recurve Bow Bow 1d8 Y 50/200 0 L 5 Wood 10 150
Repeating Crossbows 1d6+2 N 60/240 0 M 4 Cartridge 10, Burst, Wood 7 120
Crossbow
Rock Thrown 1d4 Y 10/40 0 S 2 Melee 20 0*
Short bow Bow 1d6 Y 40/160 0 M 3 Wood 7 90
Short Spear Thrown 1d8 Y 20/80 0 M 4 Melee, Wood 7 60
Sling Thrown 1d4 N 30/120 0 S 1 Concealed 10 20
Staff sling Thrown 1d8 Y 40/160 0 H 8 Melee, Wood 12 150
Trident Thrown 1d8 Y 20/80 0 H 10 Melee 25 200
* Rocks can be found outside, not in stores.

Black Powder Guns


Single-Handed Group Damage Rng Load Size ENC Trait HP Cost
Pistol, Coat Black Powder 1d6+4 10/40 1 S 1 Concealed 10 60
Pistol Black Powder 1d8+6 20/80 2 M 1 - 15 90
Pistol, 2-barrel Black Powder 1d8+6 20/80 2 M 2 Multishot 2 15 180
Pistol, 3-barrel Black Powder 1d8+6 20/80 2 M 3 Multishot 3 15 270
Pistol, Dragon Black Powder 1d6+4 10/40 2 M 1 Scatter 15 100

Two-Handed Group Damage Rng Load Size ENC Trait HP Cost


Arquebus Black Powder 1d10+8 30/120 2 L 3 - 20 200
Arquebus, 2-barrel Black Powder 1d10+8 30/120 2 H 5 Multishot 2 25 360
Arquebus, 3-barrel Black Powder 1d10+8 30/120 2 H 8 Multishot 3 25 700
Culverin Black Powder 1d12+12 80/320 3 E 12 Setup 30 1000

17th Century Black Powder Guns


Two-Handed Group Damage Rng Load Size ENC Trait HP Cost
Blunderbuss Black Powder 1d8+6 10/40 1 L 3 Scatter 20 150
Blunderbuss, 2-barrel Black Powder 1d8+6 10/40 2 L 5 Multishot 2, Scatter 20 300
Musket Black Powder 1d10+10 40/160 2 L 8 - 20 800
Wall Gun Black Powder 1d12+12 50/200 2 H 12 - 25 1200
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Ammunition
Ranged weapons use ammunition to deliver their
damage: specifically, bows use arrows, crossbows use
bolts and firearms use bullets. All of these ammunition
types can be fabricated out of exotic materials to increase
effectiveness.

Traditional Ammo Traits ENC Cost


Arrows, Bolts or Darts (12) - 1 3
Black Powder & Bullet (12 shots) - 1 3
Bodkin Arrows or Bolts (12) +5 squares range, +1 damage 1 50
Blunt Arrows or Bolts (12) ½ range, deals Bludgeon damage. 1 6
Broadhead Arrows or Bolts (12) Deals Slash damage. 1 6
Rope Cutter Arrows or Bolts (1) ½ damage, destroys rope on hit (-40% on unopposed chk). 1 50
Metal Ball (1) Ammo for Culverins and Staff Slings. 1 2

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Threat Levels Characteristic TL Value

The final task for building or maintaining a character Every 10+ Hit Points +1
is to calculate how dangerous they are in combat. This is
achieved by adding up important characteristics such as
damage, Hit Points and armour, and then deriving the final Every 4+ AP
+1
number used to measure a character’s power. Include Worn, Natural and Shield AP
The higher the Threat Level, the more dangerous the
Every 5+ Dmg (Combat/Magic)
creature is and the harder it is to defeat. The number helps +1
(the maximum non-critical possible)
the Games Master determine the sorts of challenges the
party will face.
Every 4+ DR & Energy AP, or
Not all characters will have a high Threat Level, as +1
it’s purely based on their strength in combat. A support creature is Incorporeal
character who is great at crafting, but has very little armour
or damage potential will still have a low Threat Level, even Every 3+ Luck Points +1
with the same amount of playing time and Accolades as
more dangerous characters.
Accolades are awarded for the defeat, through peaceful Every 4+ Reactions +1
or violent means, of a creature. 1 Accolade is awarded per
Threat Level of an enemy; a TL 7 creature gives 7 Accolades
to divide up amongst all creatures involved in its defeat. Every +10% Evade Result +1
Defeating an enemy could be thwarting its plans, capturing
it, or simply fighting it until it retreats, it doesn’t always have
to be about killing. Every +10% Combat Skill Result +1
Combat skills cover melee, unarmed and ranged physical
attacks, not magic abilities. Use the highest. Every +10% Magic skill Result
• Don’t count any abilities or damage that result from a +1 each
or has Magic Resistance
Critical Success. These don’t occur often enough to really tip
the balance of combat on a regular basis. Heal 4+ HP During 1 Round with
• An enemy lower than 5 Threat Levels than the lowest TL +1
spells, potions etc.
party member yields no Accolades for its defeat, as it poses
no real challenge. i.e. If the lowest TL party member is TL Ability to Make Target Lose an
10, a creature of TL 4 or lower won’t give Accolades. +1
Action (Stun, Unconscious etc.)

Calculating TL for Companions Extra Action that grants an attack


Companion characters such as a Servant, or a pet of +1 each
or spell. Ignore ½ AP or any DR.
some sort aren’t calculated as separate characters, but
rather as abilities of your main character.
For example, an Inheritor has a Servant, so a player Duel Wielding or Shield Bash +1
controls both characters, but the Servant’s powers are
combined with the Inheritor character itself. So you would
factor in these points:
Combat/Magic Crit Range 10+ +1
• Which character has the highest damage.
• The highest Hit Point total. Has Adrenaline Rush, Iron Will or
• The most Reactions.
+1
Grit, or is Undead
• The highest Armour Points.
• The highest Combat, Magic and Evade results. Has Burst or Multishot, can fly or
+1 each
Everything else is taken as it is. Say, if the Servant has a is mounted, & each Companion
Burst weapon, that adds +1 to the total as well.
Ability to Damage 2 Squares at
+1
Once (AoE, Cleave, Magic etc.)
Leadership Ability that grants
+1 each
Armour Points or Damage
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ACCOLADES DAMAGE WOUNDS TL CALC GLOSSARY CONTENTS

Part 2: Game Mechanics


Accolades & Advancement Accolade Rewards Table
Reward Type Accolades
Acquiring Experience Completed Session +1
Experience is gained through two methods. Skills
No Combat at All +3
are raised as a character uses them, and at the end of
a session the Game Master gives out ‘Accolades’. An Roleplaying Bonus +1
Accolade is a sort of currency which can be spent after a Defeat Traps/Clever Ideas +1
session, or accrued over time to directly purchase other Defeating Major Boss +5
improvements to your character.
The number of Accolades given out is calculated from
the Threat Level of the enemies defeated (which includes Skill Advancement Table
thwarting or outwitting them, not just killing them), added Skill level Accolade Cost Points Gained
up and divided by the number of players.
• An enemy lower than 5 Threat Levels than the lowest TL 01%-30% 1 4
party member yields no Accolades for its defeat, as it poses 31%-50% 1 3
no real challenge. i.e. If the lowest TL party member is TL 10, 51%-60% 1 2
a creature of TL 4 or lower won’t give Accolades. 61%-70% 1 1
You can also add rewards for other objectives as shown
71%-80% 2 1
in the table above, which includes notes for non-combat
victories and roleplaying. While these rewards are a flat 81%-90% 3 1
amount and do not increase, as the players progress in 91%+ 5 1
wealth and power, the Threat Level of their enemies does
increase and thus, more Accolades are given out for victory.
Accolades are awarded to players, not characters, so if a Raising Attributes
player has more than one character under their control, the Attributes can be raised by spending Accolades,
player must choose which character to advance. improving Characteristics which rely upon a given attribute.
Raising an Attribute doesn’t increase skills based on that
Attribute, however.
Raising Skills To raise an Attribute, spend Accolades equal to the
In addition to failing skill checks or finding someone to Attribute’s current value. E.g. If STR is currently 10, to
Teach you, skills can also be raised by spending Accolades, increase it by 1 you must spend 10 accolades.
as noted on the table at right. The cost of raising the skill
depends on the skill’s current level, with the cost increasing
greatly at the higher skill levels. Purchasing Abilities
By spending Accolades you can purchase abilities for
your character as detailed on the following table. Higher skill
Extended Periods of Study requirements increase the cost for acquiring new abilities.
In-between game sessions, if characters have an New skills always count as being below 70% in skill when
extended period of time to themselves, they can engage purchasing.
in study to raise skills, albeit at a much slower rate than
through actively adventuring.
For every day that a character spends studying a skill
to the exclusion of other activities, they may make a skill
check against that skill. If they roll above their skill level,
they gain 1 point in that skill.

New Ability 1-69% 70% 90%


Accolade Cost 6 Accolades 8 Accolades or 10 Accolades
Teaching Cost 600sp & 60 Hours 800sp & 80 Hours 1000sp & 100 Hours
(New skills always count
in this category)

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Advanced Characters Under these circumstances, the GM can apply one of


The Game Master may wish to start a campaign with
the following Advancement Packages to advance a freshly
experienced characters, or bring in a new player to a group
created character instantly.
of experienced characters.
If a character has two professions, the skill from the 1st
Greenhorn profession is considered the primary one.
This update package is for a modest degree of advancement, representing roughly 3 sessions of play.
Profession Skill Set your main Profession's primary skill to 70% (if below 70%).
Other skills +5% to 4 other skills.
Abilities Choose 4 new abilities, 3 if you have Multiple Professions (talents, skills, manoeuvres etc.)
Money Gain 250sp to spend on equipment or new abilities.

Seasoned
This update package is for a substantial degree of advancement, representing roughly 6 sessions of play.
Profession Skill Set your main Profession's primary skill to 75%.
Other skills +10% to 2 other skills. +5% to 3 other skills.
Abilities Choose 8 new abilities, 6 if you have Multiple Professions (talents, skills, manoeuvres etc.)
Money Gain 1000sp to spend on equipment or new abilities.
Adept
This update package is for very substantial advancement, representing roughly 10 sessions of play.
Profession Skill Set your main Profession's primary skill to 80%.
Other skills +15% to 3 other skills. +10% to 3 other skills.
Abilities Choose 16 new abilities, 12 if you have Multiple Professions (talents, skills, manoeuvres etc.)
Money Gain 4,000sp to spend on equipment or new abilities.

Veteran
This update package provides a very large degree of advancement, representing roughly 15 sessions of play.
Profession Skill Set your main Profession's primary skill to 90%.
Other skills +20% to 4 other skills. +15% to 3 other skills. +5% to 3 other skills.
Abilities Choose 24 new abilities, 18 if you have Multiple Professions (talents, skills, manoeuvres etc.)
Money Gain 10,000sp to spend on equipment or new abilities.

Master
This update package provides a huge degree of advancement, representing roughly 20 sessions of play.
Profession Skill Set your main Profession's primary skill to 95%.
Other skills +25% to 4 other skills. +20% to 3 other skills. +10% to 4 other skills.
Abilities Choose 36 new abilities, 27 if you have Multiple Professions (talents, skills, manoeuvres etc.)
Money Gain 20,000sp to spend on equipment or new abilities.
Attributes Increase 1 Attribute by +1.
Elite
This update package provides a massive degree of advancement, representing roughly 25+ sessions of play.
Profession Skill Set your main Profession's primary skill to 99%.
Other skills +30% to 4 other skills. +25% to 4 other skills. +15% to 5 other skills.
Abilities Choose 50 new abilities, 37 if you have Multiple Professions (talents, skills, manoeuvres etc.)
Money Gain 30,000sp to spend on equipment or new abilities.
Attributes Increase 2 Attributes by +1.
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Actions and Reactions Some of them are Reactions, which you can use on
This section details the sorts of actions you can take on
someone else’s turn. All of these abilities take one Action (or
your turn during combat. Some of them can be used more
Reaction) to use, unless noted otherwise.
than once during your turn, given special circumstances.
Actions Description
Attack Engage a target with melee, unarmed or ranged weaponry.
Cast a Spell Cast a apell that requires an Action to use.
Change Weapon Sheath one weapon and draw another.
Death Blow Cannot move before taking this action. Automatic hit, deal 1 or more damage to kill adjacent Uncon-
scious or Paralysed creature.
Disarm Attempt to disarm your foe with a melee attack that deals no damage and doesn’t add your
Result Bonus. If successful, the weapon drops to their feet. On a fumble, your weapon is dropped.
Drop Backpack Unstrap and drop your backpack to reduce your encumbrance for a fight.
Escape Grapple Use an opposed Evade or Unarmed skill check to break someone’s hold on you.
Go Defensive Cannot attack or use magic, but gain a +20% bonus to Evade, Parry and Block rolls.
Grapple Make opposed Unarmed skill check to restrain a creature, or pin a restrained creature.
Help Give 10% of your skill to another during their skill check.
Hide Attempt to use stealth in the middle of a fight. Only works if you’re out of their line of sight.
Hustle Use your action to move up to your Movement Rate.
Ready an Action Prepare a specific action to be activated upon a certain condition.
Reload a Weapon Reload a ranged weapon.
Search Perception skill check to locate hidden object or creature in range.
Spirit Surge While in combat, gain +5 Spirit Points if not already under the effect of this ability. After 1 minute,
lose 5 Spirit Points; if it goes below 0, gain fatigued condition until a Long Rest is completed..
Doesn’t work for Constructs or Undead.
Trip Make an Unarmed attack with no damage or Result Bonus. On success, target is Prone.
Use a skill Make a skill check in the middle of a fight.
Use an Item Use an item you’re carrying in one of your hands.
Withdraw Move half your speed, immune to opportunity attacks at starting location.
Reactions Description
Block Use a shield to block a melee or ranged attack, or even spells (check spell resistance type).
Counterattack Target of a Charge, Flying Kick or Flying Tackle manoeuvre can attack their attacker once in range of
their current weapon. They cannot defend against this attack.
Evade Attempt to avoid a melee or ranged attack, or even spells (check spell resistance type).
Interrupt Loading Make an attack against a target reloading their ranged weapon within your reach.
Keep at Range Keep target from moving inside weapon reach. Won’t stop charge; longest reach goes 1st.
Make a Melee or Unarmed skill check opposed by your opponent’s Evade or Shield skill.
Opportunity Attack Make an instant attack against a target that meets the following conditions:
Melee: Stand from prone, leave melee reach, shoot a ranged weapon, consume a potion or tonic.
Ranged: Stand from prone within your weapon range.
Parry Deflect a melee attack.
Movement Description
Crouch Use 1 Movement to go into or leave the Crouched position.
Go Prone Use half your Movement rate for the round to go into or leave the prone position.
Close Range As part of your Movement, attempt to get inside the Reach or Longreach range of an enemy’s
weapon. Make an Evade or Shield skill check opposed by your opponent’s Melee or Unarmed skill.
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Combat Defence
On the enemy’s turn, they’ll get to use their actions and
From time to time you and your companions may find
yourselves in a situation where diplomacy and tact fail. movement to position themselves as the GM sees fit. So
Combat is usually a last resort, but for some characters it is long as you see the attack coming, and you have at least
their preference when dealing with antagonists. one Reaction to spend, you can choose to defend yourself
This section details the steps and methods for by one of three methods:
determining the outcome of combat in a blow-by-blow • Evade by simply dodging the attack. If you’re in Light
method that doesn’t slow down the pace of the game. or no armour, you can add your Result Bonus too. If you
succeed, you take no damage.
• Parry with a melee or unarmed weapon. If successful,
The Combat Sequence this will stop all the damage, but can’t be used against
When combat begins, this is the sequence you follow to ranged attacks.
get things started: • Block with a shield. This is effective against all attacks,
1. Determine surprise. and for anyone wearing Medium or Heavy armour, provides
2. Determine the order of initiative. the best defence against ranged attacks.
3. Play through each round of combat, following the The choice to defend is made after the attack roll is
order of initiative until one side is defeated. determined (it may be a failure!)

Surprise Reactions
The party of adventurers moves through a city street, Each player gets a number of Reactions equal to
with the noise of a busy market making it difficult to hear. their Agility Attribute bonus plus 1. A Reaction is used in
Suddenly, a group of well-hidden bandits leaps at the party, response to another character’s action, such as preventing
gaining an edge over their surprised opponents. them from opening or closing range on you, leaving your
Typically, an individual or group will have a chance to threatened area (i.e. weapon reach) or to defend against an
detect the approach or presence of hidden enemies, but the incoming attack with Parry, Block or Evade.
Game Master can decree that no check is necessary under All Reactions used during a round are replenished at the
certain conditions. start of the character’s next turn. See Actions in Combat for
• Creatures that were unaware of their opponents’ a list of reactions you can take.
approach or presence are Surprised, and those affected
cannot move or take actions until the start of their next turn. The Combat Round
A combat round represents six seconds of elapsed time.
Once all characters and NPC’s have taken their turn, the
Initiative next round begins and the combat continues until there is a
Initiative determines the order in which characters and
resolution, typically brought about by one side surrendering
NPC’s act during the combat round. Once this is determined,
or being eliminated entirely.
initiative is typically fixed for the duration of the combat.
1. On their turn, the attacker uses an action to attack a
Players and the Game Master each roll 1d20, then add their
target, rolls against their weapon skill and notes the result.
Initiative Attribute Bonus to the result.
2. If able to defend, the defender can spend a Reaction
The highest score goes first, and if the combatants are
to choose which kind of defence to offer with either a Parry,
still engaged after the last person to act, the current round
Evade or Block. Roll your appropriate skill check and note
ends and the next round begins, starting from the character
the result.
with the highest Initiative as before.
3. The success level of the results are compared as per
an Opposed Roll.
Your Turn 4. If the attacker rolls a Critical Success or the defender
When it is your turn, you may take one action, such as rolls a Fumble, the attack is considered a critical hit. Roll an
making an attack or using a spell. Additionally, you can extra damage die.
move up to your Movement rate during this time, before or 5. Damage is applied as noted for the weapon or effect,
after you take an action in any variation you desire (such as subtracting any Armour Points and/or Damage Reduction
moving 1 square, attacking, then moving another 5 squares). the target has from the total applied damage.
Each square moved uses 1 point of Movement no matter
which direction you move in. Your turn ends once you have Damage Rolls
both moved and acted. Each weapon and spell notes the damage it deals, such
• Combat grid squares can represent either metres or as 1d8+8 or 2d6. Roll the damage dice, add any Damage
yards, depending on your desired measurement system. Modifier where applicable, along with bonuses from
Manoeuvre, talents, or masterwork equipment.
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Damage against Multiple Targets Two-Weapon Fighting


If a spell or another effect deals damage to more than Fighting with two melee weapons simultaneously without
one target at the same time, roll the damage just once and chopping off your own arms takes great agility and talent,
apply this result to all of the targets. This includes Area of specifically, the Dual Wielding talent. Once you have this, you
Effect (AoE) damage from explosions etc. can blend with the best of them. The details are written up in
that talent, so swing over and take a look.
Damage Dice Size Increases
Some abilities, such as a talent, will allow you to Sneak Attack
increase the size of the dice you use for that weapon. The Should a character attempt to stealthily attack a target,
progression for this ability is as follows: they must make an opposed Stealth check versus the
1 or d3 d4 d6 d8 d10 d12 target’s Perception. If the stealth check succeeds, the
2d8 2d10 2d12 defender is unaware of the attack and cannot defend.
If using a bludgeon melee or unarmed weapon, it’s
Cover possible to knock an unsuspecting target out for 1 minute if
A target has cover if an obstacle blocks at least half of its they fail an opposed Endurance check vs this attack.
body. Anyone attacking a target with cover has their damage
halved before it applies to the target. Creatures with cover Ranged Attacks
can still make normal attacks and actions on their turn When you make a ranged attack, you use a a projectile
without penalty. weapon to strike a foe at a distance. A weapon has two
Cover granted by fog or smoke effectively gives anyone ranges. The smaller number indicates the weapon’s normal
trying to look or attack in the cloud the blind condition, range. The larger number indicates maximum range. You
but it can be seen through with Night Sight or Dark Sight, deal half damage when you successfully attack targets
and does not provide protection against AoE attacks such beyond normal range and out to long range. The target can
as suppression or explosions. If a character leaves the only Block or Evade to counter a ranged attack.
obstruction, attacks, then goes behind the obstruction at the A character attempting to use a ranged weapon while
end of their turn, they do not gain the benefit of this effect. within the reach of an enemy’s melee weapon gives them an
Opportunity attack.
Obscured Missed Thrown Weapons
A target is obscured if it is completely concealed by an When you throw a weapon such a grenade, dagger, or
obstacle. Under normal circumstances, an obscured target an improvised object such as a boulder, a miss generally
cannot be targeted directly by an attack or spell, although means the thrown weapon lands near the target. Roll 1d6
many spells can reach such a target by including it in an to determine where the thrown object lands – a 3 or lower
area of effect. means it has fallen short by that number of squares and a 4
Obscured characters cannot make attacks or take or higher means it has gone past the target by that number
offensive actions during their turn without losing this of squares.
protection. i.e. if a character leaves the obstruction at all,
attacks, then goes behind the obstruction at the end of Recovering Ammunition
their turn, they do not gain the benefit of this effect against Arrows and bolts that successfully hit their intended
attacks. targets can be recovered during or after combat, so keep
track of your hits as you use them. Thrown weapons such
Attacking an Unseen Target as daggers can always be recovered, even if they miss (GM’s
Combatants often try to escape their foes’ notice by discretion here).
hiding, using some kind of invisibility power, lurking in
darkness, or perhaps you’ve been rendered blind. You’re Damage Reduction
unable to attack unseen targets unless you take the Blind Some creatures and objects are more resilient against
Fighting manoeuvre. certain kinds of damage. This is noted as Damage Reduction
(DR), which provides bonus additional Armour Points added
Attacking from Behind to whatever armour the creature is using.
No creature can defend itself if attacked from directly It’s often applied by magic, species or profession
behind, either an adjacent square, or at a distance, unless bonuses. Damage Reduction is unaffected by any armour-
they’re aware of the attack. So of the attacker is doing damaging effects such as Impact or Melt.
so from stealth, the target needs to spot them with a Some abilities and creatures have Damage Reduction
Perception vs Stealth check in order to be able to defend. against mundane weapons, or even Auric weaponry. This
works the same way, such as +4 DR vs Mundane weapons.

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Auric & Auldsteel Weapons


Some creatures and abilities provide Damage Reduction
Damage Types
Damage from weapons and spells falls into one of six
against mundane (non-magic) weapons. Auric weaponry, as types, as listed here. It’s handy to have multiple types to
well as all damage dealt from spells, has an aura of power choose from, since some enemies may have Damage
radiating from magic imbued into it, making it no longer a Reduction or even an Invulnerability against certain types.
Mundane weapon but an Auric weapon.
Above this level of protection is Auldsteel armour, which Bludgeon
even an Auric weapon will deal less damage against. This type of damage is taken when an object, weapon or
Only weapons made of Auldsteel will ignore this Damage creature is inflicted with blunt force, typically a weapon such
Reduction and deal their normal damage. See th Exotic as a mace or sledge.
Materials section for more details.
Elemental
Vulnerability The four elements are represented with this type of
The opposite of Damage Reduction, Vulnerability to a damage. Acid, cold, electricity and fire are done with
damage type means the target takes +2 damage, such as Elemental damage, usually with a specific damage trait to
Vulnerability to Internal damage etc. apply an individual style’s effect, such as Freeze for cold etc.
Some weapons & effects can confer Vulnerability onto a
creature, such as using damage with the Holy effect against Energy
an Undead creature (deals +3 with this damage effect). This kind of damage is from a pure source of energy,
used with spells such as Force Bolt or Brilliant Lance.
Half Damage
There are some effects in the game, such as Cover or Internal
long distance shooting of ranged weapons, that halve the Damage that bypasses armour altogether comes under
damage. This halving always occurs before it hits the target, this type. Typically, this is dealt by impacts with the ground
making it much harder to get through armour. If a second or fast-moving objects which armour simply can’t protect
‘half damage’ effect is applied, the total of two half effects is against. It can also be dealt by spells that attack the mind.
0 (math is fun!)
Pierce
Cone Effects Pierce damage is inflicted from sharp, puncturing
Some weapons and effects have their range denoted as a damage. This usually occurs when struck by ranged
‘Cone’. This is a special range effect that hits a triangle area weapons such as arrows or bullets, the bite of a monster’s
in front of the attacker, as noted on the table below. teeth, or landing on the sharp spikes of a pit trap.
The cone will have a number next to it, indicating its
maximum range, and the width of the cone at that range. So, Slash
a Cone 3 will have a range of 3 squares from the attacker, When a creature is struck with edge weapons, they suffer
and hit an area 3 squares wide at that range. lacerations which are the basis of slash damage. Weapons
such as swords and axes, along with a monster’s claws can
deal this type of damage.

Damage Traits
In addition to the basic damage types, damage can have
a Trait attached to it too, with the following effects:
Trait Details
Burn Damaged target loses 1d6 HP at the start of
their next turn unless they use their action to
douse it. This stacks, but lasts only 1 rd.
Freeze Damaged target can either Move or take an
Action, but not both on their next turn.
Holy Deals +3 damage to Undead & Infernals.
Melt Damaged target’s Worn (or Natural) AP
reduced by 1.
Shock Damaged target is Dazed for 1 round.
Unholy Deals +3 damage to living creatures and no
damage to Undead & Infernals.
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Disease Burdened
If the total ENC carried exceeds STR+CON, then the
Delving into dungeons is sometimes about more than
facing gnashing teeth or fiery breath. Disease lurks in the character is considered Burdened, with these effects:
filth, and it can afflict characters with debilitating effects if • Base Movement Rate drops by -1.
their health isn’t strong enough. • Moving faster than their base Movement during a round
• When exposed to disease (such as a bite from a by any means costs 1 Spirit Point. If they have no Spirit
monster), the character makes an unopposed Endurance Points to lose, they’re unable to move faster than the base
skill check. If failed, they are diseased. movement figure.
• Flying creatures (corvids etc) can no longer fly.
Effects
All disease affects the victim for 7 days, which can be Heavily Burdened
shortened through the use of herbs, potions, or magic. A character is considered heavily burdened if the ENC
These effects are added together in stronger diseases. they are carrying exceeds (STR + CON)x2
Weak: (No check penalty) Heal Rate drops to 0. The effects of being heavily burdened are:
Mild: (-10% to Endurance skill) +Movement is halved. • Characters are limited to half Movement Rate, and can’
Strong: (-20% to Endurance skill) +Spirit Points are not use any effect that would allow them to move faster.
regained with rest. • Carrying this much weight while travelling costs 1 Spirit
Point per hour. If they have no Spirit Points to lose, they can
no longer travel with this much weight.
Drowning & Suffocation • Flying creatures (corvids etc) can no longer fly.
Characters can be subject to suffocation if they are
unable to breathe, either by being underwater, in a vacuum Overloaded
or if swallowed by a huge monster. Undead and Constructs Characters cannot carry more than a total ENC more than
of any kind are unaffected by a lack of breathable air. their (STR + CON)x3.
• A character’s Endurance skill score represents how • A character carrying more than this amount cannot
many seconds they can hold their breath for if they inhaled a move at all, and any action taken results in an automatic
deep breath beforehand. loss of 2 Spirit Points.
• Once this time expires, or if they failed to inhale
beforehand, they gain the fatigued condition until they
can take a breath, at which point it is removed. This is a
Falling & Collision
Falling from height is not uncommon for those engaged
special application of the fatigued condition that cannot be
in daring adventures. Depending on how far one falls, an
removed by any other method.
injury can vary from minor bruising to a bloody death.
• Once they’ve gained fatigue, they have 5 rounds to gain
Falling damage can also be sustained when tumbling out
access to breathable atmosphere or they pass out.
of a vehicle moving at speed, when vehicles collide with
• 1 minute after this point, they die from asphyxiation.
objects, and the weight of the falling individual can modify
the amount taken, as noted on the table below. All in all,
Encumbrance falling is something to avoid where possible.
The encumbrance of a given item in Sabre is measured • Characters landing on a soft surface take ½ damage.
not just in its weight, but its general size and bulk, • Damage from falling or is Internal damage, ignoring AP.
encapsulated in the ENC characteristic for short. Generally
speaking, 1 ENC is equal to roughly 1 Imperial Pound, or half Falling Damage
a 1 kilogram in metric. Metric Imperial Damage Taken
The Game Master makes a final call regarding any items < 4m 13' No damage
of unusual shape or size. There are items which have an
4m-6m 13'-20' 1d6
ENC value of zero which are too small or light to really count
as having an ENC value. 7m-9m 23'-30’ 2d6
• Twenty items of 0 Encumbrance equals 1 ENC. 10m-12m 32’-40’ 3d6

Unencumbered Each +3m 10’+ +1d6


Characters are able to carry a total ENC equal to their Weight Modifier
Strength Attribute plus their Constitution Attribute, without Metric Imperial Damage Modifier
incurring any penalties. Regular clothing doesn’t count < 50kg 110lb -1d6
against this limit, but practically everything else does.
51kg-80kg 110lb-175lb -0
Consider this the weight you can carry while still being able
to do acrobatics! Each +100kg Each +200lb +1d6
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Vehicle Impact
Metric Imperial Damage Taken
Getting Drunk
After drinking any alcoholic beverage, a character must
< 10kph < 6mph No damage perform an unopposed Endurance skill check. This check
11-30kph 6-18mph 1d6 might have a skill penalty, depending on the strength of the
beverage, as noted on the table below. Failing the check
31-50kph 18-30mph 2d6
will give that character the Tipsy condition with all listed
51-70kph 30-42mph 3d6 penalties.
Each +20kph Each +12mph +1d6 If the character continues to drink and fails a second
endurance check they gain the Intoxicated condition and are
Exhaustion & Rest no longer Tipsy.
Extreme exertion or ignoring the need to sleep can
cause a character to become fatigued. If a character fails
to take an 8 hour Long Rest in a 24 hour period, they gain
Addiction
Alcohol is one of the most addictive drugs in the world,
the Fatigued condition until such time as they take a Long
and so every time you fail an Endurance check while
Rest. Each day of sleep they miss requires an Endurance
drinking alcohol, you need to make a separate addiction
check to avoid falling asleep, with the penalty increasing by
check. Roll d100 and if the result is 05 or less, you’re
-20% each day. Succeeding on these checks still leaves you
addicted to alcohol, and gain the Addicted condition.
Intoxicated.
Long Rest Duration
Characters need to rest in order to heal and recover
Both the Tipsy and Intoxicated conditions last 1 hour for
Spirit. Once per day, a character can rest for 8 hours, which
each drink you’ve had, regardless of the type. Once the hour
restores Hit Points equal to their Heal Rate, and completely
has expired, an Intoxicated character will become Tipsy for
restores all Spirit Points.
an hour. If a player continues to drink and fail a third skill
If this 8 hour period is interrupted once or twice, they can
check they will fall into a drunken slumber and be rendered
return to sleep afterward to gain the benefit, but more than
unconscious for 8 hours. Once this period of time has
two interruptions means they won’t be rested enough the
elapsed, the subject is nauseated for 4 hours upon waking.
next day, negating the benefits and counting as a night of
missed rest.
Intoxication
Short Rest When you gain the Intoxicated condition, in addition to
After a fierce battle, characters may need to rest but have those listed effects, roll 1d4 and consult the table, gaining
many hours to go before they can take a Long Rest. Once both the benefit and drawback for that result.
per day, a character can choose to do a Short Rest, which
can involve a nap, or just lying down to unwind for a while. Alcohol Types Penalty
Regardless, this takes 1 hour, and restores Hit Points and Light (Beer/Ciders) 0
Spirit Points equal to the character’s Heal Rate.
Medium (Fortified wine/Bitters) -10%

Fires Strong (Spirits/Absinthe) -20%


Fires are commonly used as sources of light, heat, and Rotgut (Moonshine/Rectified Spirits) -40%
of course, as a weapon. Mundane sources of flame have
varying amounts of damage listed on the table below, d4 Type Benefit Drawback
including the number of rounds of exposure required to
1 Standard Drunk +1 Luck -5% to results
ignite flammable materials when exposed.
Characters & objects subject to fire gain the Burn damage 2 Friendly Drunk +1 Natural AP -1 DM
effect, causing the loss of Hit Points every round until 3 Angry Drunk +1 DM -1 Natural AP
they’re no longer exposed to the source and they put the fire 4 Outgoing Drunk +5% to Influence -5% Evade result
out with an Action. & Seduction
Fire DamageIgnition Time
Source Burn Damage/rd results
Torch 1d3 1d4
Campfire 1 1d6
Fire Pit 1 2d6
Lava Instant 3d6
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Hidden Doors Item Condition


While travelling through dungeons and castles, you might Items aren’t always in the best condition when found,
come across doors and hatches that are designed to only be which is usually determined by the GM. Even heavily
seen by those in the know. Finding these can be tricky: damaged weapons and devices can be repaired and put
• Only dwarves and those with the Knowledge back into use, provided you have the skill and the materials.
(Engineering) skill get an automatic Perception check when Bear in mind that item condition is separate to an item’s
passing by a hidden door to spot them. Armour Points, and they are repaired separately too.
• Anyone else must specifically search an area for hidden
doors using Perception, and taking 1 minute. Wear and Tear
• The quality of hidden doors affects the Unopposed skill All items have Hit Points which are lost if the weapon is
check to spot them, just like with traps. Penalties to the skill subject to a direct attack or a fumble, but improper use will
for this check range from -0% (easy to spot) all the way to also cost it durability.
-50% (extremely hard to spot). • All fumbled skill checks while using equipment with Hit
• Once spotted, most doors can be opened easily, but Points, results in the loss of 1d4 Hit Points.
some may require a separate Mechanisms check to figure • These lost Hit Points can be repaired normally.
out how to open them.
Worn Out
Inanimate Objects The item is in terrible condition, usually from extreme age
or neglect.
Just like characters, monsters and weapons, regular
inanimate objects such as chairs and doors also have • All skill checks with the item have +5 Fumble Range,
Armour Points and Hit Points. Apply damage to such objects and a roll of 100 is always a fumble (even at 99% skill).
just as you would to anything else except that once Hit Weapon damage dice size is reduced by one step and the
Points are reduced to 0, it is instantly destroyed. weapons range (if applicable) is halved.
Dealing damage to inanimate objects is best achieved • If the item has Charges, its number of charges is
in the usual fashion - by hitting it very hard. Weapons aren’t halved.
designed for this use, so the weapon will take 1 Hit Point of
damage for every strike.
Broken
At 0 Hit Points the item no longer works, but can still be
Inanimate Object Stats repaired.
Object AP HP Destroyed
Heavy steel gate 20 500 At -10 Hit Points the item has been destroyed and is no
Concrete wall (2m/2y square) 10 1000 longer usable or repairable.
Chain/shackle 5 50
Glass (window etc.) 0 1
Glass, Reinforced 1 10
Hut wall (2m/2y square) 2 15
Iron or Stone door 10 200
Iron door (rusted) 5 100
Rope 1 3
Wooden chair 1 15
Wooden door 5 30
Wooden door (rotted) 2 20
Wooden Table 5 30
Thick Wooden door 8 60
Thick Wooden door (rotted) 5 30
Wooden fence (2m/2y section) 5 20

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Luck Points Mounted Archery


Using ranged weapons while mounted is difficult, but not
For the adventurer, skill and courage only go so far. The
impossible.
greatest of heroes rely on a healthy dose of luck to get them
• Aside from the hand crossbow, pistols & blunderbuss,
through the challenges of their day, and this is represented
crossbows & arquebus can’t be reloaded on horseback.
in Sabre as Luck Points. These represent the intangible,
• You cannot add your Damage Modifier to any ranged
unknowable factors which tip fortune in your favour at the
attacks, though there is a talent for this.
moment you need it most.
Characters gain Luck Points as part of character creation,
and may use these during the course of play. At the Lances
beginning of each game session, they are replenished back Lances can only be used properly when charging while
to their starting value. c riding a mount. They are typically single-use weapons used
at the start of a fight, since they take the same damage that
Using Luck Points they deal and thus shatter after one or two passes. After
Luck Points have three standard uses, though there are this, they’re discarded in favour of more practical melee
other uses which can be gained through specialised talents. weapons.
Only 1 Luck Point can be spent per round, and they can’t be
used on a dice roll that has already been re-rolled this round.
By spending one Luck Point, a player can apply one of these Survival
effects: Monsters and enemies are far from the only challenges
• Cheat Fate: Re-roll your last dice throw, whether it is a a character can face. The very world itself can be a threat
skill check, damage roll or Initiative. to one’s survival, and only with appropriate skills, training
• Glancing Blow: Reduce the incoming damage from one and equipment can a character expect to prevail in harsh
source by 5 points (including each application of damage conditions. Such challenges are classified in one of three
from Burst attacks). ways:
• Cheat Death: When a character suffers a Major Wound • Exposure occurs when the body is subjected to a hostile
at -20 Hit Points, the player can spend a Luck Point to environment.
automatically succeed at the Endurance check to avoid • Dehydration occurs when the character goes without
death. The injured character is left unconscious and still has drinkable water for a period of time.
a Major Wound, and will still have to roll on the Permanent • Starvation happens when a character has gone without
Injury table. nourishing food for a time.
When a character is subjected to any or all of these
circumstances, the onset time begins and once expired,
Height Advantage an Endurance skill check is called for at regular intervals to
When a character is riding a mount such as a horse, measure their effect upon the body, as noted on the table
flying above their enemies or gaining ‘higher ground’ over below.
their opponent, they gain extra bonuses in combat.
• Characters who are mounted or flying receive a +2 Condition Onset Time Fatigue Check
damage bonus versus a creature on foot, even if that Exposure CON in hours See the exposure rate on
creature is bigger than they are (giants etc). the Temperature table.
• Characters using ranged weapons at least 3 squares
Dehydration CON x2 in hours Every 6 hours
above their target gain +2 damage & +5 square range.
• Tower shields cannot be used while mounted or in Starvation CON x3 in hours Daily
flight.
• Sustaining a Serious Wound causes the creature to • Failing an Endurance check results in losing 2 Hit Points
fall (and take Internal damage upon impact) unless they from their maximum. This can only be recovered by any
succeed on an unopposed Athletics check (for flying) or healing magic that can restore Hit Points.
Ride check (for riding). • If maximum Hit Points drops to 0, the character dies.
• Some mounts have their own attack (bite, kick etc). You • Only when the character is free from the condition either
need the Warhorse Command talent to use these. by finding shelter, food or water do the checks stop.

Movement
• A mount or flying creature must move 1 square forward
before or after every 90 degree turn.
• Flying creatures move double speed while descending
and half speed while gaining altitude.
PART 2: GAME MECHANICS 139
ACCOLADES DAMAGE WOUNDS TL CALC GLOSSARY CONTENTS

Weapons & Character Size Temperature


Smaller characters are unable to use larger weapons, The temperature of a region varies widely depending
though such weapons can still be carried. Small characters on the season, altitude and overall climate. Extreme
are more difficult to hit by larger creatures too, due to conditions can have debilitating effects on characters, either
presenting a much smaller and usually more agile target. from being too cold or too hot, but this can be mitigated
Small: Creatures under 120cm (3’9”) gain a +5% Evade somewhat by wearing appropriate clothing to shield one
and Stealth skill result bonus. They must wield Medium from the effects.
weapons with two hands, and cannot wield anything larger. If the character has such equipment, they can survive in
Huge: Creatures of 250cm (8’2”) or larger can wield adverse conditions for a number of hours equal to their CON
two-handed (non-longreach) weapons single-handed, or Attribute, but after this time has passed, they are subject to
Colossal weapons with two hands. Can use Setup weapons the same effects as anyone else.
without setting up. A Game Master can choose weather on a given day as
appropriate to their story, conduct some detailed rolls on
the tables below, or weather can simply be determined by
Weather making a roll on the table at regular intervals (2-3 times a
When exposed to the elements, either while travelling or day):
working outdoors, rain, wind and temperature all conspire to
make an adventurer’s life uncomfortable and hamper their Daytime Visibility Range Table
ability to perform. Conditions Metric Imperial
Clear 500m 550y
Visibility Overcast 400m 435y
Being able to spot people and objects at a distance is the
covered in the visibility table at right, which covers daylight Light Fog 150m 160y
conditions. Heavy Fog 50m 55y
• The visibility distance is halved at dusk and dawn.
Snow 35m 38y
• The visibility distance is reduced to 10% at night.
These distances represent ordinary eyesight for most Sand/Dust Storm 20m 22y
player species, but corvids can see double the listed
distances.
Weather Conditions Table
d100 Result Conditions Movement Range Weapon Use
0-25 Clear and calm Unaffected All
26-50 Overcast, light breeze or no wind Unaffected All
51-60 Heavily overcast, moderate winds Unaffected All
61-74 Strong winds, light rain -1, ½ Fly Speed ½ range
75-90 Steady rain with strong winds -2, ½ Fly Speed No black powder guns, ½ range
91-99% Gale winds, heavy rain & thunder -3, No Flight No black powder guns or archery, ½ range
100 Storm of immense power -4, No Flight None

Temperature & Exposure Table


o
C o
F Climate Exposure Exposure Rate
Below -20 Below -2 Glacial Yes Minutes
-19 to -10 -2 to 14 Freezing Yes 15 minutes
-9 to 0 -16 to 32 Cold Yes Hourly
1 to 10 33 to 50 Chill Yes Daily
11 to 20 51 to 68 Cool No -
21 to 30 69 to 86 Warm No -
31 to 40+ 87 to 104+ Hot Yes Hourly
140 PART 2: GAME MECHANICS
ACCOLADES DAMAGE WOUNDS TL CALC GLOSSARY CONTENTS

Time & Movement Characters can cover more distance if needed by making
an appropriate skill roll (Drive, Athletics, etc.). Add half
The passage of time is an important aspect to consider
again as much distance as noted on the travel table or mark
during a game of Sabre. During a fight, it slows down into
off more time on building the large project, and the party
important moments, and when traversing the countryside, it
members must make an Endurance skill check. They get
can speed up immensely.
the extended travel time even if unsuccessful, but they gain
Only when a player is acting in the role of their character
the fatigued condition and may subject the party to dangers
while interacting with others does the game pass in real
from terrain or monsters along the way, at the Game
time. Basically, the three timescales are categorised into
Master’s discretion.
groups: Combat Rounds, Local Time and Strategic Time.

Combat Rounds Strategic Time Table


Combat Rounds cover the use of time in the midst of Example Kilometres/Day Miles/Day
a battle, dividing a minute into ten six-second segments. Walking 30km 18mi
These six seconds contain the fast-paced action of a fight
in easily manageable portions. This is explained in greater Horseback 60km 36mi
detail in the Combat section. Wagon 15km 10mi
Open Sea, 150-300km (in a 90-185mi (in a
Local Time good conditions 24-hour period) 24-hour period)
On this timescale, the game is covering events in a
Open Sea, 0-60km (in a 0-38mi (in a
more generalised manner, usually measured in minutes or
poor conditions 24-hour period) 24-hour period)
hours. Performing a task such as disabling a trap may take
several minutes, while performing in a tavern for an evening Coast or River, 30-60km 18-36mi
would take many hours. You can deal with Local Time in the good conditions
following way: Coast or River, 0-30km 0-18mi
1. The character describes the task they wish to poor conditions
undertake.
2. The Game Master makes a call as to how much time it Movement
will take to complete this task. Movement, like time, is divided into the categories of
3. Both the player and the GM make the appropriate skill walking and running. It should be noted that the movement
checks to determine the results. speeds discussed here are for outside combat situations
4. The GM describes the events taking place during the Walking is considered to be the average speed of a
time period based on the determined results. character moving at a leisurely pace. This is the creature’s
base Movement Rate, as denoted by a character’s species.
Strategic Time Running can be maintained for some time without
Some events take place over an even greater span of difficulty, but anything over 10 minutes usually requires an
time, from days to weeks, and even months or years. When unopposed Athletics skill check to determine if the fatigue
you need to know the outcome without slowing the game condition is gained. Running speed is triple a character’s
down with unnecessary detail, use Strategic Time. E.g. ‘You normal Movement Rate.
sail for four days and reach the coast by dawn on the fifth
day.’ Strategic time is mainly used for when the characters
are travelling long distances, or undertaking long crafting
Difficult Terrain
Terrain features such as deep mud, fallen trees, or
exercises such as building a vehicle.
anything the GM deems capable of slowing progress
Check the Strategic Time table below for examples of
requires twice the normal movement cost to traverse. i.e.
different kinds of transport, and the speed they travel. The
instead of 1 Movement point, it requires 2.
travel times assume a day of around 8 to 12 hours with
regular pauses for rest, water and food where appropriate.
Movement Table

Time Period Movement 4 Movement 6 Movement 8 Movement 10 Movement 12


Combat Round* 4m 4y 6m 6y 8m 8y 10m 10y 12m 12y
Minute 40m 43y 60m 65y 80m 87y 100m 110y 120m 130y
Hour 2.4km 1.5mi 3.6km 2.2mi 4.8km 3.0mi 6.0km 3.7mi 7.2km 4.4mi
* The combat grid represents 1 metre or yard, as desired.
PART 2: GAME MECHANICS 141
ACCOLADES DAMAGE WOUNDS TL CALC GLOSSARY CONTENTS

Wounds Lasting Injuries


Major Wounds and certain poisons inflict maiming
In the dangerous world of a Sabre campaign, injury
isn’t just a possibility – it is a certainty. Whether it is from injuries. The result of this damage creates lasting injuries
bandits, opposing military or monsters, the slash of a sword which can only be remedied by powerful healing effects,
or the puncturing wound from an arrow can have severe, such as the Regeneration spell. When a character survives a
even lasting consequences. Major Wound, roll a d6 and consult the table below, applying
the result to the victim.
Applying Damage 1d6 Location Effect
When an attack strikes successfully, the weapon used 1 Head Character is comatose for 1d6 days.
deals damage according to the weapon’s damage rating. For
example, an arming sword inflicts 1d8 damage. This is the 2 Torso Character can’t take actions.
weapon’s base damage, the result of which is then adjusted 3-4 Arm One arm is mauled, can’t be used.
according to the following criteria, in this order: 5-6 Leg One leg is mauled, halving movement.
• Apply the Damage Modifier for the character making the
attack. Optional Rule: Permanent Maiming
• Modify the damage from any weapon enhancing (or Battle can be brutal in Sabre, but if the effects of Lasting
reducing) effects such as Vulnerability Injuries aren’t enough for you, this optional rule offers the
• Reduce damage by the Armour Point value, adding chance of permanent maiming, such as the loss of limbs or
AP from a shield that successfully blocked and from any other vital bodily organs until such time as powerful magic
Damage Reduction the target has from that damage type. can restore function.
Any leftover damage above 0 is subtracted from the When a character takes a Major Wound, roll on this table
subject’s Hit Points. Make a note of remaining Hit Points. instead of the Lasting Injury table:
1d20 Injury Effect
Serious Wound (Below 1 HP)
When a character is reduced to zero Hit Points or below, 1 Eye Character has -20% to sight-based Per-
the victim is Seriously Wounded. They drop unconscious ception checks. If a 2nd eye is lost, the
and gain the Bleed condition until they are healed for at least character is permanently blind.
1 Hit Point. While at or below 0 Hit Points, further damage 2 Ear Character has -20% to sound-based
will start the bleeding again. They regain consciousness Perception checks. If a 2nd ear is lost, the
after 24 hours or if their HP is increased to at least 1. character is permanently deaf.
• Constructs and Undead do not bleed. 3 Tongue Character can no longer talk.
4-6 Nose -2 Charisma.
Major Wound (-20 HP)
Major Wounds occur when a character is reduced to -20 7-9 Hand One hand is severed, imposing a -20%
Hit Points. The victim is immediately incapacitated and penalty on climb-based Athletics
quite possibly on the verge of death. checks and preventing them from using
• The victim immediately makes an opposed Endurance two-handed weapons, but they can still
skill check versus the attacker’s roll (if applicable). Failure strap shields to the arm. If a second hand
results in death, but the use of a Luck Point makes the is severed, they cannot climb, or use
Endurance check an automatic success, though they must objects that haven’t been strapped to their
still roll on the Lasting Injury table. arm.
It is unlikely the affected individual will be able to 10-13 Arm One arm is severed, imposing a -20% pen-
continue fighting, as Major Wounds require some form of alty on climb-based Athletics checks and
magic to heal. Constructs also die from a Major Wound. preventing use of two-handed weapons.
If a second arm is severed, they cannot
Sudden Death (-30 HP) climb or use weapons.
If damage takes the character to -30 Hit Points, they die 14-20 Leg One leg is severed, reducing their move-
instantly with no chance of avoiding death via an Endurance ment speed to 1 unless they use a crutch,
check or Luck Point use. which limits them to half their normal
speed, while simultaneously preventing
Natural Healing from Injury them using one arm for anything else. If
Characters naturally heal Hit Points after rest every day, a second leg is severed they permanently
at their listed Heal Rate. have the prone condition.

142 PART 2: GAME MECHANICS


GLOSSARY CONTENTS

Part 3: Crafting
Repairing Equipment
In this section, we’ll cover all aspects of using the crafting Equipment can often be damaged during the course of
system to make a huge variety of useful things. Most of an adventure. So long as it’s still above 0 AP (in the case
these are made using craft skills such as Blacksmithing and of armour or shields) or 0 HP (for weapons), items can be
Herbalism. repaired.
Firstly, we’ll start with the basic materials used in If you’re doing it yourself, you’ll need the appropriate
practically every aspect of crafting, then move on to what Craft skill for leatherworking, smithing or woodworking. A
you can do with all that stuff. crafting skill check to mend traditional weapons or armour
takes 30 minutes of time, and if successful, you mend 1d6
Armour Points or Hit Points, as desired.
Toolkits A critical success repairs 2d6 points in one go. A fumbled
Some skills require the use of toolkits, without which roll deals an additional point of damage to the item, quite
the majority of abilities become off-limits. Each kit is a possibly destroying it. Be careful!
leather bag, containing tools required for a particular skill,
as detailed below. The quality of the toolkit also reflects how
fast you can accomplish tasks with them.
Paying for Repairs
If you’d rather pay someone else to do the job, the
• Standard Toolkits have the essentials, all contained in a
average price for repairing 1 point of damage is 5sp for
handy toolbox for easy carrying. While the kit covers most
armour, equipment and weapons, multiplied by 3 if the item
crafting needs, it’s lacking a few specialised tools, but the kit
is a Masterwork.
is easy to carry as a result.
• Masterwork Toolkits have a wide selection of highly-
specialised tools of exceptional quality, with everything you
could possibly need to get the job done. The downside is
this kit is larger and heavier. The bonus is you’ll find the right
tool for the job at hand, so skill checks needing tools take
only half the listed time.

Toolkit Details
Crafting Toolkit (any) The tools appropriate to your
crafting profession.
Artificer’s Toolkit Spanner, mallet, pliers, screw-
driver etc.
Alchemical Toolkit Beakers, tubes, stands, petri-dish-
es etc, useful for working with
various chemicals.
Thieves Toolkit Picks and other delicate tools for
use with locks & traps using the
Mechanisms skill.

Toolkit Quality Build Speed ENC Cost


Standard Toolkit Standard 3 50
Masterwork Toolkit ½ the listed time 5 500

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GLOSSARY CONTENTS

Prospecting Underground
Acquiring your own materials can greatly reduce your
costs for crafting equipment, and you have the opportunity 1d100 Result Amount Value
of finding rare and valuable ores to work with. 01 Flawless Diamond 1 10,000sp
02 Diamond 1 5,000sp
Searching for Minerals 03 Ruby 1 5,000sp
• Travel to the terrain where you want to find certain kinds 04 Emerald 1 2,000sp
of minerals, and start looking.
• Make a roll against your Prospecting skill, adjusted by 05 Vythir Ore 1 1,000sp
the Conditions table modifiers. If you failed the check, you 6-7 Flawed Diamond 1 1,000sp
found a lot of dirt. If you succeeded, consult the result table 8-10 Aquamarine 1 750sp
for that terrain
• Roll 1d100 to determine what you found, and how much 11-13 Black Pearl 1 500sp
of it. The process for one skill check takes 4 hours. Anything 14-16 Silver pearl 1 200sp
shorter won’t cover enough terrain to have a chance to find 17-19 White pearl 1 100sp
anything of value.
20-22 Cold Iron Ore 1 100sp
• Fumbling the Prospecting skill roll might lead to an
encounter, or perhaps an accident. Consult your GM for the 23-25 Gold 1 100sp
manner of your death. 26-30 Zircon 1 75sp
31-35 Silver 1 50sp
Searching for a Specific Mineral 36-40 Onyx 1 50sp
You can also choose to look for a specific mineral, though
the chances are much lower and if you fail, you won’t find 41-45 Moonstone 1 20sp
anything. 46-55 Copper 1 20sp
• Choose the mineral you want to look for from the list. 51-60 Agates 1d4 10sp ea
• Make your Prospecting check as normal, with an
appropriate modifier for the terrain and abundance. 61-65 Iron Ore 1d6 5sp ea
• If successful, roll a d100 and if the result is within 10 66-75 Coal 1d6 5sp ea
points above or below the listed result of the mineral you’re 76-85 Lead 1d6 2sp ea
searching for, you find some. e.g. you’re looking for Onyx in
the Mountains, so you need to roll 11-40 in order to locate 86-00 Black Powder Ingredients 1d20 1sp ea
some.
• If the result is above or below the adjusted figure, you
find nothing. Prospecting Modifiers

Mountains & Rivers Conditions Prospecting Modifier


Pristine None -
1d100 Result Amount Value Sometimes Mined -10% +5 on result table
01-02 Silver pearl 1 200sp Often Mined -20% +10 on result table
03-05 White pearl 1 100sp Heavily Mined -30% +20 on result table
06-10 Gold 1 100sp
11-15 Zircon 1 75sp
16-20 Silver 1 50sp
21-30 Onyx 1d2 50spea
31-45 Moonstone 1d2 20sp ea
46-65 Agates 1d4 10sp ea
66-79 Coal 1d6 5sp ea
80-00 Black Powder Ingredients 1d20 1sp ea

144 PART 3: CRAFTING


GLOSSARY CONTENTS

Crafting Equipment Masterwork Items


Access to resources is essential to crafting. These will Once a crafting skill reaches 90%, you can take the Expert
differ from one job to another but will, at the very least, Crafting talent and choose to make a Masterwork item.
involve suitable tools, materials and a suitable place of work These are pieces of exceptional quality equipment, adorned
(a forge or workshop for example). with engravings and polished to a fine sheen.
Each item requires the same type of material to build, so They are symbols of wealth and power, are more durable
you can’t mix-and-match different types of metal or leather. than regular pieces of equipment, but require an exceptional
The exception to this is medium and heavy armour, which commitment of time to build. There are some important
requires both leather and metal to create. See below for modifiers to understand about Masterwork equipment:
more information on working with exotic materials. • Masterwork items take three times as long to craft
The Survival and Craft (Leatherworking) skills can be compared to a normal item of the same type.
used to skin animals to gain leather: • You must spend an additional 50% of the item’s base
• A rabbit or similar small critter yields 2 leather. cost in precious metals (gold, platinum etc).
• A young deer or similar herd animal yields 7 leather. • They are worth three times the base value of the
• An adult deer or similar animal yields 15 leather. standard variety.
• Weapons get +5 HP, +1 bonus to result, CR & damage.
Crafting Method • Shields gain +1 AP, +1 bonus to result, CR & damage.
To craft an item, spend the time and materials required • Armour gains +1 AP.
for your particular craft, and at the end of the time make a • Craft Masterwork ammunition for any type listed in the
check against the relevant crafting skill. ammunition section, in a batch as listed for each ammo type
(e.g. 12 arrows at once). Ammo gives +1 bonus to result, CR
& damage.
Result Effect
Basic Materials ENC Cost
Critical Success Success & use 10% fewer materials.
Iron Ingot 1 15
Success You successfully craft the item.
Failure You waste the time, but can try again. Leather - 8
Fumble The resources are lost. Wood 1 12
Crafting Cost & Time
Overwork
A character can only work for 8 hours a day, unless they Armour Type Metal Leather Hours
take the Efficient Worker talent to expand this to 12 hours. Gambeson - 8 24
Should a character attempt to work past this point, they gain Leather Jacket - 10 24
the Fatigued condition until rested, and all skill checks incur Leather Armour - 20 48
a -50% difficulty penalty.
Chain Shirt 12 6 36
Chainmail 24 8 48
Crafting Assistance
You can have up to two assistants aid in the creation of Breastplate 15 6 48
your item. They simply do the normal ‘assist’ action, making Brigandine 20 12 24
a roll against their crafting skill. If successful, they add 10% Half Plate 30 12 48
of their skill to yours when you make the primary crafting
Full Plate 40 24 72
skill check. Each assistant also reduces the time required
for an item by 10%, and this number can be calculated for Weapon & Shield Crafting Table
each day, if desired. (2 hours per unit of Metal or Wood to craft)
Type Metal/Wood Leather
Crafting Weapons Tiny 1 2
Weapons may be crafted from metal or wood, as
appropriate. Use the required skill and the correct materials Small 2 4
for the weapon as listed in the table opposite Medium 3 6
Large 4 8
Huge 5 12
Enormous 6 14
Colossal 7 16

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GLOSSARY CONTENTS

Exotic Materials Ironwood


A dark grey wood with a dim
There are rare materials which can enhance the durability
lustre not unlike metal, this is a
and power of equipment made from them. Such materials
dense, heavy material ideal for
are not commonly found in stores, but a shop keeper might
weaponry where additional mass
have a secret stash at the GM’s discretion. The prices listed
confers more damage to the target.
below reflect the buy price for exotic materials found as
It’s also much more resilient against damage, with
treasure, for the purposes of sale.
qualities not unlike the metal it resembles. It is quite
Using these materials to craft an item imposes a -20%
rare and highly-prized, increasing its value on markets
skill penalty during crafting or repair unless the Exotic
accordingly.
Crafting talent has been taken for that type. Making a suit of
metal armour with exotic leather adds its padding yields the Auldheart
leather’s benefits as if it were a suit of leather armour, but An ancient species of tree found
you also need Craft (Leatherworking) to properly integrate it in elven forests, Auldheart is very
into your suit’s design. rare and highly sought-after. The
wood is golden, with glittering flecks
Exotic Wood visible over its surface which shine
in the light, and it is thought to be imbued strange magical
Rosewood properties yet to be properly quantified. It is a heavy wood,
A graceful material with a fine difficult to work with, but the results can be the finest
grain ideal for furniture, this wood pieces of woodworking known.
is very popular for crafting musical
instruments. The exquisite balance
that can be gained from this material
Exotic Leather
can create weaponry of exceptional accuracy and beauty. Shadowcat
Dark and elusive beasts, the
Bloodwood
skin of a shadowcat is a blend of
Tinged like blood this is beautiful
black and deep purple, which
wood that is heavier and more
appears to shift under direct light
resilient than common types. Ideal
as if trying to remain hidden. It is
for weaponry, it’s also commonly
supple, light and flexible, more so
used for bespoke furniture for
than the finest hides from more mundane creatures.
nobility and those who can afford it.
Table Key Basilisk
Cost = the cost of 1 unit of this material. Their skin of a basilisk is smooth
Shop = the multiplier applied to a base weapon or suit of armour to and slippery, with flowing patterns
buy one made of this material. similar to smaller snakes. It is
AP = the bonus Armour Points granted to items. curiously resistant to chemical burns,
HP = the bonus Hit Points granted to items. making it ideal for protective
ENC = the additional Encumbrance for items made of it. equipment by alchemists.
Exotic Wood Cost Shop HP ENC Benefit
Rosewood 25 x2 - - +5% to skill results made with the item.
Bloodwood 50 x4 +5 - +1 damage on weapons, +1 Shield AP
Ironwood 200 x16 * +1 +2 damage on weapons, +2 Shield AP
HP is not halved like regular wood.
Auldheart 1000 x80 +20 +1 +5% to results made with the item & +3 Damage Modifier.
Weapons are Auric. HP is not halved like regular wood. +3 Shield AP
Exotic Leather Cost Shop AP ENC Benefit
Shadowcat 25 x3 - -1 Grants +10% bonus to stealth skill rolls.
Basilisk 50 x6 - - Ignore Melt damage trait and Movement impairing effects.
Wyvern 200 x24 +1 - Immune to poison.
Dragonskin 1000 x120 +2 - Ignore the Burn damage trait.
146 PART 3: CRAFTING
GLOSSARY CONTENTS

Wyvern Vythir
The smaller cousins to dragons, Found in the depths beneath
wyvern hides aren’t as thick, but are inert volcanos, this lustrous metal
still much more resilient than regular gleams in the light, revealing
leather. The poisonous nature of flowing veins of varying purity
these beasts gives their skin running through it. Extremely rare
qualities that protect the wearer from toxins, in addition to and highly sought-after, Vythir was mined heavily for
its rugged nature. centuries by dwarven prospectors who crave the extremely
versatile metal, but the resource is mostly depleted now,
Dragon making it hard to find fresh deposits. Vythir is lightweight,
The epitome of leather materials, stronger than steel, and must be smelted in the hottest
dragon skin is actually a fine mesh forge possible. Weapons of vythir hold an edge sharper than
of scales with a reddish hue, though mere iron, and armour is light and strong.
this can vary from dragon to dragon.
All kinds of dragon leather are Dragonscale
exceptionally resilient and highly protective against any sort Scales or teeth taken from an
of fire. The rarest type of leather around, it’s expensive but adult or older dragon can be cold
worth every coin if you can get your hands on it. forged by an expert crafter into
weapons and armour. They are
smooth, almost metallic in sheen,
Exotic Metal and tend to be reddish in colour.
Equipment made from this exotic material is highly
Cold Iron resistant to heat, and still possesses the intrinsic magical
More accurately called cold-forged power of the creature it was taken from. Obtaining scales
iron, this is a pure form of iron and teeth is the hardest part of the job, as the dragon is
worked into the desired form by usually unwilling to hand them over without a fight.
experts without smelting it.
Without the heat to smooth it out,
the result is a rough-looking piece of equipment, still Auldsteel
showing uneven sections from the demanding process. This darkly glittering metal is
What results is a pure metal, poisonous against entities heavy, with a noticeable violet
from other planes of existence. Its produces a faint energy hue and motes of other minerals
shield effect when used in armour. present that add flecks of colour
to it. Auldsteel is not craftable by
Silver any known methods, and weapons and armour made from
A smooth, shiny and beautiful it are between five hundred and three thousand years old,
metal, silver is typically use in typically found in ancient ruins or in the hands of the most
cosmetic applications, but it is powerful of foes.
known to have antimicrobial In spite of this, should one acquire Auldsteel it can be
properties which makes it deadly reforged into other equipment with a -40% skill penalty
against shapeshifters and undead. It protects against (reduced to -20% by the exotic crafting talent).
disease, and is highly resistant to acid and thus desirable
for armour when dealing with such damage.
Exotic Metal Cost Shop AP ENC Weapon Benefit Armour Benefit
Cold Iron Ingot 100 x6 - - Ammunition ignores ½ Energy AP +2 Energy AP
Extraplanar monsters vulnerable.
Silver Ingot 200 x12 - - Undead & werewolves vulnerable Ignore Melt damage trait.
Immune to disease.
Vythir Ingot 1000 x60 +1 ½ +4% weapon result, +1 dmg, +5 HP Counts as one category lighter.
Dragonscale 2000 x120 +2 +1 +6% weapon result, +2 damage, Ignore Burn damage trait.
or Dragontooth Auric Weapon, +20 HP +4 DR vs Mundane weapons.
Auldsteel - - +3 - +8% result, +3 damage, +4 vs Auric, +8 vs Mundane weapons
Bypass all DR. +50 HP Ignore Melt and Impact effects.
PART 3: CRAFTING 147
GLOSSARY CONTENTS

Herbs & Medicine Terrain Abundance Modifiers


This section will discuss herbal tonics and poisons, Conditions Herbalism Modifier
including how to learn the formulas and apply them. Pristine None -
Sometimes Harvested -10% +5 on result table
Searching for Herbs Often Harvested -20% +10 on result table
You’ll use the Herbalism skill for finding and picking
Heavily Harvested -30% +20 on result table
valuable herbs. Different terrains yield different herbs, so
you’ll need to know where to find what you’re looking for Forests
before you start out. 1d100 Result Amount Value
You will need a crafting toolkit (herbalism) to use this
skill. The process for harvesting is as follows: 01 Cassava* 1 1,000sp
• Travel to the terrain where you want to find certain 02 Auldheart# 1d10 1000sp
kinds of herbs, and start looking. 03-04 Lotus* 1 500sp
• Make a roll against your Herbalism skill, adjusted by 05-07 Ironwood# 1d10 200sp
the Conditions table modifiers. If you failed the check, you
08-10 Daphne* 1d4 200sp
found a bunch of cooking herbs. If you succeeded, consult
the result table for that terrain 11-13 Hemlock* 1d4 200sp
• Roll 1d100 to determine what you found, and how 14-17 Bloodwood# 1d10 50sp
much of it. The process for one skill check takes 4 hours.
18-22 Rosewood# 1d10 25sp
Anything shorter won’t cover enough terrain to have a
chance to find anything of value. 23-28 Coca Leaf 1d4 20sp
• Fumbling the Herbalism skill roll might lead to an 29-39 Poison Ivy* 1d4 20cr
encounter, or perhaps an accident. Consult your GM for the 40-49 Kahve 1d4+2 2sp ea
manner of your death.
50-65 Tribulus 1d6+2 2sp ea
Searching for a Specific Herb 66-80 Aloe 1d8+2 2sp ea
You can also choose to look for a specific herb, though 81-00 Heathmend 1d12+2 1sp ea
the chances are much lower and if you fail, you won’t find Fields
anything.
• Choose the herb you want to look for from the list.
1d100 Result Amount Value
• Make your Herbalism check as normal, with an 01-05 Lotus* 1 500sp
appropriate modifier for the terrain and abundance. 06-10 Corn Lily* 1d4 10sp
• If successful, roll a d100 and if the result is within 10 11-15 Poppy 1d4 5sp ea
points above or below the listed result of the herb you’re
16-20 Nightshade* 1d4 20sp
searching for, you find some. e.g. you’re looking for Poison
Ivy in the Fields, so you need to roll 11-35 in order to locate 21-25 Poison Ivy* 1d4 20cr
some. 26-40 Passion Flower 1d6+2 2sp ea
• If the result is above or below the adjusted figure, you 41-55 Tribulus 1d6+2 2sp ea
find nothing.
56-75 Garlic 1d8+2 1sp ea
After Effects 76-00 Heathmend 1d20+2 1sp ea
This is a good time to mention that only 5 of any Mountains
combination of herbal remedies can be used by one subject
in a 24-hour period. The body can only absorb so much, 1d100 Result Amount Value
with anything further taken being immediately flushed out 01-03 Crocus* 1 500sp
with no effect. Effects with a non-instant duration don’t 04-10 Ragwort* 1d4 100sp
stack. 11-25 Penicillium Fungus* 1d4+2 5sp ea
26-40 Tribulus 1d4+2 2sp ea
41-60 Aloe 1d12+2 2sp ea
61-80 Thistle 1d6+2 1sp ea
* This result is poison! 81-00 Garlic 1d12+2 1cp ea
# This result is a tree that provides exotic materials.
148 PART 3: CRAFTING
GLOSSARY CONTENTS

Crafting Tonics
From this point, herbs can be mixed together into liquid Herbalism Result
forms called tonics, or a compress to use on external Result Effect
wounds called a poultice, providing mild forms of healing Critical Success Produced in half the time.
and relief. Each remedy requires 3 units of the required herb
Success You get the intended result.
and is good for 90 days on the shelf. You can make a batch
of up to 10 tonics of the same type at once in 1 hour with a Failure No result, but you can try again.
single skill check. Fumble No result & the ingredients are wasted.
Herbal Remedy Skill Herb x3 Effects Cost
Anti-Bacterial Tonic - Garlic Ignore disease for 1 hr. Take daily to reduce duration by 1 day 10
Detox Tonic - Thistle Gain +10% result bonus on Endurance checks vs poison and 30
ignore Addiction effects for 1 hr.
Energy Tonic 70% Coca Leaf +2% to all opposed skill check results for 1 hour. 30
Healing Tonic - Heathmend Overheal +1 Hit Point instantly. 20
Healing Poultice - Aloe Heal +1d4 Hit Points after 1 minute. 20
Pain Relief Tonic 50% Poppy +1 Natural Armour for 1 hour. 30
Relaxation Tonic - Passionflower +1 Heal Rate for 1 night’s rest. 10
Spirit Tonic - Kahve Gain +1 Spirit instantly & ignore the fatigued condition for 1hr. 10
Strength Tonic 70% Tribulus Instantly gain +1 to DM and +1 to maximum Hit Points for 1 hr. 20
Universal Tonic 90% Every non- +2 HP & Spirit instantly, ignore disease effects for 1 hour. 150
poison Herb
Acquiring Formulas
Herbal formulas are simple enough that you don’t need
to acquire individual recipes. All of the above remedies are
available as soon as your skill is high enough to make it.

Using Formulas
You can use any herbal formula or potion with an Action,
unless noted otherwise.
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GLOSSARY CONTENTS

Poisons
Once you’ve found a batch of poisons, you can process
it to become something that can be used against your
enemies.
Since Endurance checks against poisons are unopposed,
creating a higher-potency poison is achieved through adding
a penalty to the victim’s check. For every -10% penalty you
want applied to a poison’s Endurance check, your crafting
check to make it also suffers a -10% penalty.
There are three different types of poisons, as noted on
the poisons table, but we’ll go into more detail here.
Contact: These poisons are applied to a weapon and
then delivered via a direct hit in combat. As an action, you
can apply a contact poison to 1 melee weapon or 6 units of
ammunition, which lasts for 30 minutes before becoming
inert. It’s good for one hit, then the needs reapplying.
Ingested: These poisons must be consumed by the
target, either through food or drink, or some other method.
Inhaled: These poisons are breathed by the target, and
thus the poisons need to be a dust or mist to be effective.
This dust can be blown into the face of an adjacent target
with the Unarmed skill, opposed by an Evade or Shield skill
roll from the potential victim.

Result Effect
Critical Success Produced in half the time.
Success You get the intended result.
Failure No result, but you can try again. Poison Crafting Result
You can make a batch of up to 10 poisons of the same
Fumble No result & the ingredients are wasted.
type at once in 1 hour with a single skill check.
Poison % Type Herb Effects Cost
Burning - C Poison Ivy An acidic poison that burns the skin of victims. 20
Death 99 I Cassava A deadly poison that can cause the victim to die within minutes. 1,000
Draining 70 BCI Ragwort This poison saps the victim of their mental energy. 200
Fever - BCI Nightshade Causes an instant physical reaction, inducing fever. 20
Nauseating - I Penicillium The victim becomes quite ill after consuming this poison. 20
Paralysing 90 BCI Hemlock Makes the subject’s limbs heavy and sluggish. 800
Rotting 90 C Lotus This poison causes the victims flesh to rot away. 800
Sleep 70 BI Daphne Fogs the mind and can even induce sleep in its victims. 200
Suffocating 90 B Crocus A dose of this poison can cause breathing difficulties. 500
Weakness - BCI Corn Lily Lowers the subject’s strength and vitality. 20

Result Effect
Type: The method of how the poison is introduced into the victim.
B: Breath Poison needs to be inhaled to have its effect. Can be blown into the face of the victim.
C: Contact Apply to a weapon. The target must be damaged for the poison to work.
I: Ingestion The poison must be ingested with food or drink to have its effect.
Herb: The type of herb required to make this poison.
Cost: The selling price for a dose of this type of poison if bought from a dealer, usually illegally.

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Poisons List Fever


Skill: -
Herb: Nightshade
Burning Type: Breath, Contact. Ingested
Skill: - Duration: 1d6 rounds
Herb: Poison Ivy Effects:
Type: Contact However this poison is applied, the victim feels
Duration: Instant an immediate immune response, causing fever and
Effects: disorientation. They lose their result bonus on Endurance
This poison is best applied to a weapon, but anyone skill checks for 1d6 rounds.
touching the prepared poison will lose 1 Hit Point from the
burning sensation on the skin. There is no Endurance check Advancement
to resist this poison. 70%: Victim also loses result bonus on Resolve checks.
90%: Victim also loses result bonus on Evade checks.
Advancement 99%: The duration is increased to 1d6 hours.
70%: The damage increases to 1d4.
90%: The damage increases to 1d4+2. Nauseating
99%: The damage increases to 1d4+4. Skill: -
Herb: Penicillium
Death Type: Ingested
Skill: 99% Duration: Instant
Herb: Cassava Effects:
The victim becomes nauseated for 10 minutes.
Type: Ingested
Duration: 1 hour Advancement
Effects: 70%: The duration increases to 30 minutes.
If ingested with food, the victim will become unconscious 90%: The duration increases to 1 hour.
for 1 hour. They can be roused from this deathly slumber, 99%: The duration increases to 24 hours.
but will be unable to act or move. At the end of this time, the
victim makes another unopposed Endurance check, and if Paralysing
failed, dies. If successful, the victim remains nauseated for Skill: 90%
24 hours. Herb: Hemlock
Type: Breath, Contact. Ingested
Advancement Duration: 1 round
None Effects:
However this poison is applied, they become Paralysed
Draining on their next turn.
Skill: 70% Advancement
Herb: Ragwort 99%: The victim is Paralysed for the next minute.
Type: Breath, Contact. Ingested
Duration: Instant Rotting
Effects Skill: 90%
However this poison is applied, if the victim fails an Herb: Lotus
unopposed Endurance check, they lose 1 Spirit Point. Type: Contact
Advancement Duration: Instant
90%: The victim loses 2 Spirit Points. Effects:
99%: The victim doesn’t regenerate Spirit Points with rest The victim’s extremities become blackened and develop
for the next 24 hours. an odd stench for a few days. They lose 1d4 Hit Points from
their maximum, which only heals from their Heal Rate during
a Long Rest.
Advancement
99%: The victim loses 1d4+2 maximum Hit Points.
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GLOSSARY CONTENTS

Sleep
Skill: 70%
Herb: Daphne
Type: Contact
Duration: 1 minute
Effects:
The victim becomes drowsy, gaining the Dazed condition
for 1 minute.
Advancement
90%: The victim falls Unconscious for 1 minute on their
next turn. Any attack instantly awakens them, but the Dazed
condition remains.
99%: The victim falls Unconscious instantly.

Suffocating
Skill: 90%
Herb: Crocus
Type: Breath
Duration: Instant
Effects:
Although the effects do not last long, effect of having this
blown into their face is rapid. The victim becomes Stunned
for 1 round.

Advancement
99%: The victim becomes Stunned for 2 rounds.

Weakness
Skill: -
Herb: Corn Lily
Type: Breath, Contact. Ingested
Duration: 1 minute
Effects:
The victim feels a weakness in their muscles, causing
them to deal -1 damage to all physical attacks. The effects
of the poison aren’t cumulative.

Advancement
70%: The damage penalty increases to -2.
90%: The damage penalty increases to -3.
99%: The damage penalty increases to -4.

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GLOSSARY CONTENTS

Traps
While the Mechanisms skill allows a character to disarm
traps, you can also use it to set traps to use on your
enemies, so long as they can’t see you doing it. You might
also find traps like these set up in a dungeon or residence to
challenge adventurers.

Trap Kits
Traps are constructed out of specialised trap kits, small
boxes containing gears, springs, latches, black powder, thin
rope etc., everything you need to create a trap. The more
elaborate a trap is, the more trap kits it requires to be set up.
Each trap kit costs 5sp, and has 1 ENC.
Traps that have been set up by you that haven’t been
set off can be recovered without a skill check in the same
amount of time it takes to deploy that trap.
Traps aren’t spotted unless characters are specifically
looking for them. When set off, characters make their Setting Traps Effect
Resistance check if appropriate to avoid the effects. Critical Success The trap is set with an additional -10%
Once used, traps are usually broken and the trap kits penalty to spot or disarm.
cannot be reused. Success The trap is set without trouble.
Trap Stats
Failure You’ve failed to set the trap but can try
Trap: The name of the trap.
again.
% The Mechanisms skill required.
Kits : The number of Trap Kits required. Fumble You break 1 trap kit in fail to set the trap,
Setup: The amount of time to set up this trap. but can try again.
(Act=action(s), m=minute(s) Disable Traps Effect
Trig: Trigger Mechanism (Trip line, Pressure
Critical Success You disable the trap and recover 1 Trap
Plate, Lock)
kit
Res: The Resistance check to avoid the effect
Effect: The conditions and effects of the trap. Success The trap is disabled without trouble.
Failure You’ve failed to disable it, but can try one
Traps are always rolled against with unopposed checks, more time with a -10% penalty.
modified by the difficulty mod applied when the trap was set Fumble You’ve set the trap off and suffer the
up (see Mechanisms skill for info on this). effects with no chance of resisting.
Trap % Kits Setup Trig Res Brief Description
Alarm - 1 2 act Trip Pe Creates noise that can be heard in a radius.
Caltrops - 1 1 act Move Pe Drop spiky metal stars onto 1 square.
Explosive 70% 3 3 act Plate/ Ev Deals Elemental damage when triggered.
Trip
Flashbang 50% 2 2 act Trip En Target takes Elemental damage and is dazed for 1 round.
Gas Trap 70% 3 2 act Trip En Trap sets of a breathable airborne poison (not supplied).
Poison Lock 50% 2 1m Lock En A lock has a needle attached to deliver poison (not supplied).
Projectile 70% 3 1m Plate/ Ev/Bl Trap sets off a crossbow or gun positioned nearby. Uses an op-
Trip posed check to attack the victim.
Snare - 1 2 act Trip Pe Victim can’t move until they take an action to free themselves.
Spring Knife 50% 3 2 act Trip/ Ev/Bl A crude blade shoots out of the trap to cause damage and bleed.
Lock
Steel Jaw 70% 8 5 act Plate Ev Vicious jaw deals damage, causes bleed, inhibits movement.
Swinging Blade 90% 10 1m Plate Ev/Bl Blade shoots out at high speed, dealing damage, severs limbs.
Trip line - 1 2 act Trip Ev When set off, subject falls prone, and takes Internal damage.
PART 3: CRAFTING 153
GLOSSARY CONTENTS

Trap Descriptions Flashbang


Skill: Mechanisms at 50%
Setup Time: 2 actions
Alarm Kits: 2
Skill: Mechanisms Trigger: Tripline
Setup Time: 2 actions Resistance: Endurance
Kits: 1
Trigger: Tripline Set up on one square. On a failed Endurance check, target
Resistance: Perception takes 1d6 elemental damage and is dazed for 1 round.

String across a line 5 squares long. When set off, it Advancement:


creates noise that can be heard in a 20 square radius. 70%: Damage increased to 1d6+6, target is also blinded.
90%: The area of effect is increased to a 2 square radius.
Advancement: 99%: The victims are instead stunned for 1 round.
70%: The noise radius increases to 50 squares.
90%: The subject is also deafened for 1 minute. Gas Trap
99%: The subject is also stunned for 1 round.
Skill: Mechanisms at 70%
Setup Time: 3 actions
Caltrops Kits: 3
Skill: Mechanisms Trigger: Tripline
Setup Time: 1 action Resistance: Endurance
Kits: 1
Trigger: Movement Set up on one square, including a breathable poison
Resistance: Perception dose. When set off, the poison is exploded at the victim.
On a failed Endurance check, they suffer the effects of the
Drop spiky metal stars onto 1 square. Anything moving poison.
through this square sacrifice the remainder of their
Movement this turn, or they take 1d6 Pierce damage (if they Advancement:
choose to keep moving). The square is treated as difficult None
terrain.
Poison Lock
Advancement:
Skill: Mechanisms at 50%
70%: Caltrops ignore half the victim’s Worn and Natural AP.
90%: Damaged targets gain the Bleed condition.
Setup Time: 1 minute
99%: Caltrops ignore all the victim’s Worn and Natural AP. Kits: 2
Trigger: Lock
Resistance: Endurance
Explosive
Skill: Mechanisms (70%) Must be attached to the lock on a door or chest. A needle
Setup Time: 3 actions punctures the subject, apply a contact poison (not supplied)
Kits: 3 of your choice. Endurance check to resist effects.
Trigger: Pressure Plate or Tripline Advancement:
Resistance: Evade None
Set up on one square. Deals 1d8+8 Elemental damage in
a 1 square radius with the Burn damage trait, Evade for half
damage.
Advancement:
90%: The area of effect is increased to a 2 square radius.
99%: Damage is increased to 1d12+12.

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GLOSSARY CONTENTS

Projectile Steel Jaw


Skill: Mechanisms (70%) Skill: Mechanisms (70%)
Setup Time: 1 minute Setup Time: 5 actions
Kits: 3 Kits: 8
Trigger: Pressure Plate or Tripline Trigger: Pressure Plate
Resistance: Evade or Block Resistance: Evade
Setup on one square. Connects to crossbow/gun set up Set up on one square. The trap deals 1d10+10 Pierce
within 10 squares, shoots subject, dealing the weapon’s damage and the target’s Movement is reduced to 0. The
damage, and using any other benefits the weapon has. victim (or someone else) needs to spend an action to make
Unlike other traps, this one requires a d100 attack roll for an unopposed Mechanisms check to be freed.
the weapon in an opposed check against the victim’s Evade
or Shield skill. Advancement:
90%: The damage is increased to 1d12+12, and the victim
Advancement: gains the Bleed condition twice.
90%: The weapon gains a +5% result bonus on the attack. 99%: If the victim is reduced to less than half their Hit
99%: The weapon gains a +10% result bonus on the attack. Points, they sustain a Lasting Injury to one leg, or a
Permanent Maiming if using the optional rule.
Snare
Skill: Mechanisms Swinging Blade
Setup Time: 2 actions Skill: Mechanisms (90%)
Kits: 1 Setup Time: 1 minute
Trigger: Tripline Kits: 10
Resistance: Evade Trigger: Pressure Plate
Resistance: Evade or Block
Set up on one square. If the victim fails to Evade the
trap, their movement is reduced to 0 until they spend an Set up on one square. A huge blade shoots out at high
action to free themselves. speed and deals 1d12+12 Slash damage, and the target
gains 3x Bleed.
Advancement:
70%: The victim (or someone else) needs to spend an action Advancement:
to make an unopposed Mechanisms check to be freed. 99%: The damage increases to 1d12+16. If the victim is
90%: The victim also gains the Bleed condition. reduced to less than half their Hit Points, they sustain a
99%: The victim gains the Bleed condition twice. random Lasting Injury, or a Permanent Maiming if using the
optional rule.
Spring Knife
Skill: Mechanisms Trip line
Setup Time: 2 actions Skill: Mechanisms
Kits: 3 Setup Time: 2 actions
Trigger: Tripline or Lock Kits: 1
Resistance: Evade or Block Trigger: Tripline
Resistance: Perception
Set up on one square. A blade shoots out of the trap to
strike the target. Can be used on the ground or on a door String across a line up to 5 squares long. The victim falls
or lock. On a failed unopposed Evade skill check, it deals prone, and takes 1 point of Internal damage.
1d4+4 damage to the victim.
Advancement:
Advancement: 70%: The damage is increased to 1d4.
70%: The base damage increases to 1d6+6 and the victim 90%: The damage is increased to 1d6.
also gains the Bleed condition. 99%: The damage is increased to 1d8.
90%: The victim gains the Bleed condition twice.
99%: The victim gains the Bleed condition three times.

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GLOSSARY CONTENTS

Weapon & Armour Upgrades


Weapon Upgrade Weapon Type Brief Description Cost
Adorned Any Decorate the weapon to improve your influence 100-500
Balanced Any Improve accuracy and damage. 300
Flared Muzzle Black Powder Faster loading on black powder longarms. 300
Hook Polearms Pull riders from their mounts. 100
Reinforced Any Improve weapon Hit Points, can use to Parry. 200
Serrated Slashing Improve Critical Range at the cost of Hit Points. 500
Sharpened Slash/Pierce Use a whetstone to Improve accuracy and critical range. 20
Spiked Bludgeon Turn a club into a spiked club for Pierce damage. 300
Stabilised Archery Improve range on archery weapons. 200
Weapon Strap Black Powder Use a Reaction to equip or stow a weapon. 150
Weighted Bludgeon Improve damage and critical range. 300

Adorned Flared Muzzle


Used With: Any Weapon Used With: Black Powder Longarms
Skill: Craft (Jeweller) skill (50%) Skill: Craft skill (90%) with Craft Weapons talent.
Time: 1 Hour per 100sp of gems. Time: 2 hours per weapon ENC
Materials: 100sp of gems Materials: 1 Iron Ingot
Tools: Jeweller’s Toolkit Tools: Blacksmithing Toolkit
A Jeweller can attached gems and jewels to the weapon This flared ‘spout’ is attached to the muzzle of a
to greatly improve it’s appearance. This has the effect of two-handed gun such as an arquebus or culverin, which
impressing those the wearer is dealing with while being assists in a faster reloading time by widening the aperture
displayed prominently. For every 100sp of gems attached for shoving powder and shot down the weapon’s gullet.
to the armour, the wearer gains +2% bonus to Influence and
Deceit skill results. The bonus from multiple weapons do not Benefit:
stack. • Weapon reload time reduced by 1.

Benefit:
• +2% result bonus for Influence and Deceit skill checks
Hook
for every 100sp of gems installed. Maximum of 500sp. Used With: Polearms
Anything more just looks tacky. Skill: Craft skill (70%) with Craft Weapons talent.
Time: 1 Hour
Materials: 1 Iron Ingot
Balanced Tools: Blacksmithing Toolkit
Used With: Any weapon
Skill: Craft skill with Bowyer or Craft Weapons talent. Attaching a hook onto a polearm allows you to actually
Time: 1 hour per weapon Size. pull people off their feet, or even from their mount.
Materials: - Benefit:
Tools: Blacksmithing or Woodworking Toolkit • On a critical hit, the target is rendered prone. If they
The weapon is carefully weighted and balanced to are mounted, either on a horse or on a vehicle, they are
improve accuracy and power, producing a tangible increase pulled off it and knocked to the ground, taking 1d6 Internal
in performance. It takes 1 hour per weapon size to complete damage.
(Tiny = 1, Small = 2, Medium = 3, Large = 4, Huge = 5,
Enormous = 6, Colossal = 7).
Benefit:
• +1 damage
• +1% Result Bonus

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GLOSSARY CONTENTS

Reinforced Spiked
Used With: Any Weapon Used With: Bludgeon Weapons
Skill: Craft skill (90%) with Bowyer or Craft Weapons talent. Skill: Craft skill (70%) with Craft Weapons talent.
Time: 8 Hours Time: 4 Hours
Materials: 1 Part or Iron Ingot Materials: 1 Iron Ingot
Tools: Blacksmithing or Woodworking Toolkit Tools: Blacksmithing Toolkit
By adding additional metal at certain points on a weapon, By adding a spike onto a bludgeoning weapon, you can
it gains more resilience against direct damage. Ranged increase its effectiveness on a direct hit.
weapons can even be used to Parry melee attacks without
taking damage. Benefit:
• +2 Critical Range and -1 damage.
Benefit: • Weapon deals Pierce damage.
• Weapons gain +5 Hit Points.
• Ranged weapons can be used to Parry melee attacks. Stabilised
• Shields gain +1 AP. Used With: Archery Weapons
• +1 ENC Skill: Craft skill (70%) with Bowyer talent.
Time: 1 Hour
Serrated Edge Materials: 1 unit of Wood
Used With: Slash Weapon Tools: Woodworking Toolkit
Skill: Craft skill (70%) with Craft Weapons talent. A stabiliser assists in a more accurate release for the
Time: 8 Hours bow or crossbow it’s attached to.
Materials: -
Benefit:
Tools: Blacksmithing Toolkit • +1 Critical Range & +1% result bonus
Changing the straight edge of a sword into a sawtooth • +1 weapon ENC
gives the weapon an intimidating look, and makes it better
and sawing through armour. The process does weaken the Weapon Strap
weapon’s resilience thought. Usually used by those who like Used With: Two handed Black Powder Guns
the intimidating appearance. Skill: Craft skill (70%) with Craft Weapons talent.
Time: 1 Hour
Benefit: Materials: 1 Leather
• +2% Intimidate skill result when brandished.
• +2 Critical Range.
Tools: Blacksmithing Toolkit
• Weapons Hit Points are halved. You attach a sturdy strap to a two handed black powder
gun so you can secure to your back or draw it quickly.
Sharpened Benefit:
Used With: Slash or Pierce Melee Weapon Weapon can be drawn or secured onto the user’s back
Skill: Melee as a Reaction. This can be interchanged with other Medium
Time: 1 Hour weapons if the user has the Quick Draw talent.
Materials: 1 use of Oil Flask
Tools: Whetstone Weighted
Used With: Bludgeon Weapons
Edged and pointed weapons such as swords and daggers
Era: Any
are plenty sharp already, but someone familiar with these
Skill: Craft skill (70%) with Craft Weapons talent.
weapons can hone them to a fine edge using a whetstone,
and 1 use of oil. A flask holds 10 uses of oil, but the Time: 1 Hour
whetstone will last for years. Materials: Iron Ingot
Tools: Blacksmithing Toolkit
Benefit:
• +1 Critical Range Attach a weight to a bludgeon weapon to boost weight.
• +1% result bonus Benefit:
A weapon can be sharpened once per 24 hour period. The • +1 Critical Range & Damage.
effect lasts for 1 battle. • +1 weapon ENC

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GLOSSARY CONTENTS

Armour Upgrade Type Brief Description Cost


Adorned Armour Decorate the armour to improve your influence 100-500
Angeled Armour Provide additional protection against specific damage. 200
Fasteners Armour More rapidly wear and remove armour. 200
Flanged Shield Additional shield area for a better chance to block. 250
Padded Armour Insulated padding to protect against secondary damage. 300
Reinforced Grip Shield A stronger grip allows for a better block. 300
Revealing Armour Cut the armour to reveal more of the wearer’s body. 500
Silenced Armour Reduce creaking and other noise, but impedes movement. 500
Spiked Shield Shield Add shield spikes to deal better damage. 300

Adorned Fasteners
Used With: Any Armour Used With: Any Armour
Skill: Craft (Jeweller) skill (50%) with Craft Armour talent. Skill: Craft (Blacksmithing or Leatherworking) skill (50%) with
Time: 1 Hour per 100sp of gems. Craft Armour talent.
Materials: 100sp of gems Time: 2 hours
Tools: Jeweller’s Toolkit Materials: 1 metal
Tools: Blacksmithing or Leatherworking Toolkit
A Jeweller can attached gems and jewels to the armour
to greatly improve it’s appearance. This has the effect of With the addition of specialised fasteners, the armour
impressing those the wearer is dealing with. For every can be worn or removed faster than before.
100sp of gems attached to the armour, the wearer gains
+2% bonus to Influence and Deceit skill results. Benefit:
• -1 round to put on or take off armour.
Benefit:
• +2% result bonus for Influence and Deceit skill checks
for every 100sp of gems installed. Maximum of 500sp.
Flanged
Anything more just looks tacky. Used With: Any Shield
Skill: Craft (Blacksmithing or Woodworking) skill (50%) with
Craft Armour talent.
Angeled
Time: 2 hours
Used With: Any Armour
Materials: 1 metal or wood
Skill: Craft (Blacksmithing or Leatherworking) skill (70%)
Tools: Blacksmithing or Woodworking Toolkit
with Craft Armour talent.
Time: 1 Hour The crafter can add flanges along the edge of the shield
Materials: 1 Metal or Leather to broaden it slightly, offering an increased chance of a
Tools: Blacksmithing or Leatherworking Toolkit successful block.
You add additional plating to the armour designed Benefit:
specifically to protect against one type of damage. • +2% result bonus for Block checks.
Benefit:
• +1 DR vs either Slash, Pierce, or Bludgeon damage.

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GLOSSARY CONTENTS

Padded Silenced
Used With: Any Armour Used With: Any Armour
Skill: Craft (Blacksmithing or Leatherworking) skill (70%) with Skill: Craft (Leatherworking) skill (70%) with Craft Armour
Craft Armour talent. talent.
Time: 1 Hour Time: 4 Hours
Materials: 1 Metal or Leather Materials: 2 units of leather
Tools: Blacksmithing or Leatherworking Toolkit Tools: Leatherworking Toolkit

You add additional padding to the armour, designed By strategically sewing in additional padding, the crafter
specifically to protect against heat, cold and impact damage. can reduce the sounds of creaking or squeaking from the
armour, permitting the wearer to move in relative silence.
Benefit: The downside is the increased in padding does inhibit
• +1 DR vs either Elemental, Energy or Internal damage. movement somewhat.
Benefit:
Reinforced Grip • +5% result bonus for Stealth checks.
Used With: Any Shield • -1 Movement.
Skill: Craft (Blacksmithing or Woodworking) skill (70%) with
Craft Armour talent.
Spiked Shield
Time: 2 hours
Used With: Any Shield
Materials: 1 metal or wood
Skill: Craft (Blacksmithing) skill (70%) with Craft Armour
Tools: Blacksmithing or Woodworking Toolkit talent.
Time: 8 hours
The crafter can add reinforcement to the shield grip,
allowing the wielder a little more control over the shield on Materials: 2 metal or wood
heavy impacts. Tools: Blacksmithing Toolkit

Benefit: By adding sharp metal spikes to the front of the shield, it


• +1 to shield Critical Range. can become a more potent weapon when used to bash with.
It does become a little heavier and more unwieldy, though.
Revealing Benefit:
Used With: Any Armour • +1 damage to Shield Bash, damaged targets gain Bleed.
Skill: Craft (Blacksmithing or Leatherworking) skill (70%) with • Shield Bash deals Pierce damage.
Craft Armour talent. • -5% Shield skill result bonus.
Time: 8 hours
Materials: -
Tools: Blacksmithing or Leatherworking Toolkit

The crafter is able to redesign the armour to reveal more


of the wearer’s body, at the cost of reducing protection to the
wearer while offering other benefits to compensate.
Benefit:
• +5% result bonus for Seduction and Influence checks.
• -1 Armour Point.

PART 3: CRAFTING 159


Part 4: Magic SPELL LIST GLOSSARY CONTENTS

Magical energy is a subtle power that permeates reality,


and with extensive training and the application of will, a Using Magic
character can learn to command and control that power, Using Magic requires the expenditure of at least one Spirit
allowing them to perform remarkable feats that seem to Point. The caster simply chooses a spell to cast, makes a roll
bend the very laws of nature. Different styles of magic against their skill and spends the required Spirit Points before
control this energy in different ways: checking the result, as noted below:
Alchemy practitioners create formulas to transmute
mundane substances into magical items. Result Effect
Artifice practitioners invent strange magical contraptions. Critical Success x2 damage, or don’t use a Spirit Point.
Charms magic magnifies the innate persuasion power of Success You get the intended result.
the caster to influence others.
Divinity practitioners call upon the power of extraplanar Failure You fail, and waste the Spirit Point.
beings to shape the energy for their purposes, so long as Fumble You fail and waste 2 Spirit Points.
they spread the word of their faith on a regular basis.
Druidry followers worship the living earth, and in turn, it Spellcasting Requirements
bestows them with favours. • The caster has to be able to sense the target in some
Shamanic adherents call upon the spirits of their long way, usually through sight.
dead ancestors to aid them in times of need. • The caster needs to be able to speak.
Sorcery adherents learn to channel their inner power, • The caster needs to be able to gesture at the target with
tapping into a mystical bloodline to evoke powerful spells. one hand, even if that hand is carrying a sword or shield. i.e.
Wizardry practitioners exert their influence on external one hand must be free to move.
forces through words of power and complex formulas. There are limits to the effect of Magic. Wearing any
How widespread magic is used depends on the campaign Medium or Heavy armour while casting increases the cost
setting and the Game Master. Some settings allow magic of spells to 2 Spirit Points instead of 1.
to remain rare, elusive and mysterious, while others are far
more open. Generally, magic should be something to be Dismissing one’s own magic effects
respected and feared. Characters can dismiss any spells they have personally
used as a Free Action.
Becoming a Spellcaster
Magic is intrinsic to certain character Professions and
can generally only be learned by taking a Second Profession.
The Nymph species have the Charms skill by default.
If you begin with a Magic skill, you gain 2 spells.

160 PART 4: MAGIC


SPELL LIST GLOSSARY CONTENTS

Concentration Spells Damage Traits


Some spells list their duration as ‘Concentration Trait Details
(1 minute)’. These require the character to maintain Burn Damaged target loses 1d6 HP (ignores AP) at
concentration in order to sustain the effect. If they fall the start of their next turn unless they use 1
unconscious, the effect ends. action to drop prone & douse all Burn effects.
Only one concentration effect can be maintained at a This stacks & lasts 1 rd.
time. Activating a new spell that requires concentration
overrides the current effect. For the duration of the spell,
Freeze Damaged target gains the Slowed condition
for 1 round.
the character must stay within the range of their subject or
concentration is instantly broken. Holy Deals +3 damage to Undead & Infernals.
When making contested rolls against the subject of a Melt -1 to damaged target’s Worn (or Natural) AP.
concentration effect, a fresh opposed check is made by both Shock Damaged target is Dazed for 1 round.
characters each time. Each round thereafter, the afflicted
creature gets another attempt to break free, making the Unholy +3 damage vs non-living creatures.
appropriate skill check against the character’s skill.
Finally, if the end of the allotted time for a concentration Learning New Spells
effect is reached (usually 1 minute), the spell effect ends Most starting characters will know 2 spells to begin with,
unless the character spends spirit points to continue the but there are plenty more to learn over the course of the
effect. There’s no need to make another skill check to character’s life.
accomplish this.
Teachers
Stacking Magic Effects If you’ve found someone to teach you a new spell, you’ll
Spells typically do not stack their effects with multiple need to pay them in silver pieces, usually half in advance.
uses. For example, when using a spell that grants an Once the required time is completed, the new spell is
additional point of damage to a melee attack, using the gained. It’s probably best to have your character spend
same spell again simply replaces the first effect. some time between adventure sessions to learn this new
spell or your friends will go adventure without you.
Armour, Shields and Magic
Professions that can use magic also have a restriction Maximum Number of Spells
on armour, but when combined with a 2nd profession that A character can learn 1 spell for every point of INT.
permits wearing medium or heavy armour, using magic
requires 2 Spirit Points to cast a spell instead of 1. Using Scrolls
Reading from a scroll allows the user to cast the
Acquiring Spells inscribed spell by using the power stored within the words,
The Accolade cost is used when learning a new spell rather than their own Spirit Points. Toying with such power
without the aid of another person, applying your own isn’t without risk, however. Anyone with a magic skill can
knowledge of magic to instantly put together all you have read any scroll regardless of what skill was used to write it.
learned to formulate the new spell. • Armour doesn’t impose any penalties when using a
The Teacher’s Fee is the cost in silver pieces paid to the scroll, as the caster is simply speaking the final words of
character doing the teaching, should you choose this path. power to unleash its energy.
Learning a spell in this way can be done in bits and pieces, • The power of a scroll is linked to the skill level of the
essentially totalling up to 8 hours per day until the new spell character who created it. So, a scroll created at 70% has all
is learned and can be used. of the benefits of the spell at that level. Make your casting
roll as normal and consult the table below for the result.
Refunding Spells Result Effect
Abilities such as Talents, Manoeuvres and Spells can be
Critical Success Scroll works and is not destroyed.
refunded if you don’t want them anymore, or if you’ve hit
your limit and need the extra slot to learn something else. Success The scroll works and is destroyed.
You can refund these abilities, even if they were learned Failure Spell fails, scroll is destroyed.
from a teacher, for half their Accolade value as noted below. Fumble Spell fails, scroll is destroyed and you
So if it’s a 90% talent, you can get 5 Accolades back. take 1d4 Internal damage.
New Spell 1-69% 70% 90%
Accolade Cost 6 Accolades 8 Accolades or 10 Accolades
Teaching Cost 600sp & 24 Hours 800sp & 36 Hours 1000sp & 48 Hours
PART 4: MAGIC 161
ALCHEMY SPELL LIST GLOSSARY CONTENTS

Alchemy Alchemy in Society


There’s no doubt that an Alchemist’s potions are welcome
This field of magic combines herbalism with arcane in greater society, where true healing can oftentimes be a
power to create useful items, often transmuting common rare commodity. What’s less welcome are the occasional
tonics into magical potions of remarkable potency. explosions coming from their laboratory as they conduct
Combining their rudimentary science with magic is the their strange experiments. The tolerance for this behaviour
cornerstone of an Alchemist’s practice, and while others varies from city to city, with some monarchs having their
might not understand exactly how they do what they do, the own personal Alchemist to provide an assortment of potions
results speak for themselves. at a moment’s notice. Other cities keep them at a distance,
Dedicated practitioners of Alchemy are thought of usually banishing them to the slums where the locals are
as strange, almost mad individuals who can produce forced to put up with the odd noises and aromas emanating
odd concoctions on request, for themselves or others. from an Alchemist’s laboratory.
They’re constantly experimenting with odd chemicals and The majority of Alchemists are solitary types, preferring
components to create new and interesting effects, and to have their own tower outside of small communities,
as such they’re resilient and hardy individuals who can where they are free to conduct their research without
withstand the odd explosion or two. endangering others. Towns and villagers often welcome
such a neighbour, as an Alchemist’s expertise with herbs
and medicines can provide urgent medical help usually
Magical Focus lacking in such remote places.
Alchemists create the potions that party members use Remote locations also serve as decent bases of
to give them a boost, whether it’s healing, or boosting their operation for conducting expeditions, too. Often, an
abilities. They’re also able to use small explosive bombs Alchemist will require a rare and exotic component in order
to fight, and their spells allow them to enhance these to create a special formula, and they will have to journey a
bombs in creative ways. Finally, they can make use of long way and face real dangers in order to find and retrieve
rare components from slain monsters to create new and such components.
interesting formulas with potent effects.

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ALCHEMY SPELL LIST GLOSSARY CONTENTS

Special Ability: Science Weapon Damage Type Range Size ENC


Bomb 1d6 Ele 10 T -
Alchemists, while employing magic, also study the
effects and use of chemicals as part of their work, As your skill increases, you learn to make your bombs
effectively applying scientific methodology to use of their more potent. The table below shows the damage your
strange magic. There are two distinct fields for an alchemist bombs deal at each Alchemy skill level.
to focus on as part of their studies, and when you take the
Alchemy Skill Damage
Alchemy skill, you must also choose which one field of
science you adhere to: 70% 1d8
Biology; focuses on improving healing potions & salves. 90% 1d10
Explosives, reveals new and better ways to use bombs to 99% 1d12
make things explode.
Crafting Alchemical Ingredients
Bombs These are available to buy in most towns and cities,
Regardless of which field of science you choose to but you can make your own by combining these materials,
specialise in, alchemy can be used to craft explosive which create 1 lot of Alchemical Ingredients in 1 hour.
devices called bombs, small glass vials filled with a volatile 3x Black Powder Ingredients
substance that detonates on impact. 1x Poison Ivy.
By using an Alchemist’s Kit, an alchemist uses an
Alchemy skill check along with Alchemy Materials (found on
Advanced Alchemy
By using rare magical ingredients, alchemy is capable
the Tools & Gear table for 50sp each) to create 10 bombs in
of producing even more powerful effects. The only trick is
4 hours.
finding these rare components, which are hard to find in
Each bomb is a concoction of chemicals (including black
stores. An alchemist will usually have to stumble across
power) suspended in this small glass vial which breaks
some in a pile of treasure or acquire the desired ingredient
when thrown, causing the contents to explode. These
from the source – usually a rare and powerful monster.
bombs are closely guarded secrets of Alchemists and never
Once acquired, the alchemist can add ingredients to
found for sale in stores.
specific spells that mention it, enhancing the final effect.
Result Effect Rare Ingredient Store Cost
Critical Success You create 30 bombs. 1 vial of ground Giant Worm tooth 1,000sp
Success You create 20 bombs. 1 clip of Werewolf fur 500sp
Failure You only create 10 bombs. 1 vial of Entropaal residue 2,000sp
Fumble You create zero bombs and the 1 lock of Nymph hair 10,000sp
materials are wasted. 1 piece of Basilisk Tongue 1,000sp
• A bomb’s composition is stable enough to last for 30 1 vial of Arboreal Walker bark 500sp
days, after which time it degrades into inert material. 1 Four-Leaf Clover 1,000sp
• Some alchemy spells enhance the effects of a bomb.
1 lock of Gorgon’s hair 3,000sp
These are cast and thrown in the same Alchemy skill check,
in the same way you apply manoeuvres. 1 vial of ground Unicorn Horn 5,000sp
1 piece of Mummy Wrap 1,000sp
Using Bombs 1 piece of Troll Tongue 1,000sp
Bombs are thrown weapons that can only be used by 1 Phoenix Feather 10,000sp
someone with the Alchemist Profession, but otherwise,
they’re just like other thrown weapons that benefit from 1 vial of Annihilator residue 1,000sp
talents and manoeuvres for that category of weapons. 1 vial of Chimera Blood 2,000sp
They can be quite powerful on their own, but it is by 1 Gargoyle Eye 2,000sp
adding a touch of Alchemical magic that makes them truly 1 vial of ground Treant Bark 10,000sp
powerful weapons. Casting a spell that requires a bomb
uses it as a spell component, so it’s still an attack made Crafting Potions
with the Alchemy skill and won’t gain benefits of talents of Alchemical potions are transformed from herbalism
manoeuvres that affect thrown weapons. tonics. By casting a potion spell on a tonic, you can make a
batch of up to 10 potions of the same type at once with the
same spell, in 1 hour with a single skill check.

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ALCHEMY SPELL LIST GLOSSARY CONTENTS

Alchemy Formula List


3rd Rank
Spell Skill % Brief Description
Burrowing Potion - Strength tonic allows movement through the earth.
Comeliness Potion - Any tonic grants bonus to all Charisma related skills.
Courage Potion - Pain Relief tonic improves mental resilience.
Dispelling Bomb - Bomb deals no damage but can remove magic.
Flash Bomb - Bomb deals no damage, can blind and disable in a radius
Frag Bomb - Bomb deals Pierce damage in a small radius.
Free Move Potion - Altered tonic prevents any movement impairment.
Frost Bomb - Bomb deals elemental damage and slows down the target.
Healing Potion - Instantly heals a few hit points.
Sleep Bomb - Bomb causes no damage, makes target fall asleep.
Smoke Bomb - Bomb deals no damage, allows withdraw and provides cover.
Speed potion - Energy tonic gives bonuses to movement.
Spirit potion - Boost the result of a Spirit Tonic.
Sticky Bomb - Bomb sticks to target and goes off minutes later.

2nd Rank
Spell Skill % Brief Description
Acid Bomb 70 Bomb deals elemental damage and eats away at victim’s armour.
Armour Potion 70 Pain Relief Tonic is altered to grant more natural armour.
Auric Potion 70 Potion grants protection against ranged and magic damage.
Conflagration Bomb 70 Bomb deals half its damage in a 2sq radius for the next 2 rounds.
Curative Potion 70 Anti-Bacterial tonic altered to cure poison & disease.
Draining Bomb 70 Bomb deals no damage but instills fatigue in targets.
Growth Potion 70 Tonic is altered to increase height, weight, DM & AP.
Regeneration Potion 70 Altered tonic restores 1HP/rd, regrows limbs.
Shock Bomb 70 Bomb deals elemental damage and shocks the target.
Stoning Bomb 70 Bomb deals no damage, can petrify target.

1st Rank
Spell Skill % Brief Description
Devastating Bomb 90 Bomb damage is greatly increased.
Elixir of Youth 90 Universal tonic is altered to reverse aging effects.
Luck Potion 90 Altered tonic grants an extra Luck Point for the day.
Magic Resistance 90 Altered tonic grants resistance to magic.
Resurrection Salve 90 Poultice is altered to restore life to recently deceased.
Shadow Bomb 90 Bomb deals less damage, but its damage type becomes Internal.
Schism Potion 90 Altered tonic allows the use of multiple concentration spells.
Vanishing Potion 90 Tonic grants invisibility.

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3rd Rank Spells Courage Potion


Used With: 1 minute
Burrowing Potion Skill: Alchemy
Used With: 1 minute Range: Touch
Skill: Alchemy Duration: 1 month
Range: Touch Resist: -
Duration: 1 month Material Component: 1x Pain Relief Tonic
Resist: - When you cast this spell upon an Pain Relief Tonic, you
Material Component: 1x Strength Tonic alter it to become a Courage potion. Anyone drinking this
gains a +3% result bonus to Resolve skill checks for 1 hour.
When you cast this spell upon an Strength Tonic, and
add the alchemical ingredient, you alter it to become a Advancement
burrowing potion. Whoever drinks it gains the ability to 70%: The potion’s effect is increased to +6%.
burrow through the earth at their normal listed Movement 90%: The potion’s effect is increased to +9%.
Rate, still able to breath normally for 1 hour. 99%: The potion’s effect is increased to +12%.
When the duration expires, the potion becomes inert, no
longer having any effect when consumed. Dispelling Bomb
Used With: Action
Advanced Alchemy: 1x Ground Giant Worm tooth, Skill: Alchemy
doubles the Movement rate and potion duration. Range: Touch
Duration: Instant
Advancement Resist: Magic skill
70%: Underground movement is increased by +1. Material Component: 1x Bomb
90%: Underground movement is increased by +2.
99%: Underground movement is increased by +3. Cast this spell and make an attack with a bomb in the
same action, using a single roll of your Alchemy skill. If
it hits, your bomb deals no damage but has a chance to
Comeliness Potion disrupt a magical spell on the target.
Used With: 1 minute • The caster of the target spell must make an opposed
Skill: Alchemy check of their magic skill versus your Alchemy skill roll. If
Range: Touch you win, the spell ends.
Duration: 1 month
Resist: - Advancement
None
Material Component: 1x Energy Tonic
When you cast this spell upon an Energy Tonic,, you alter Flash Bomb
it to become a comeliness potion. Anyone drinking this Used With: Reaction
potion becomes more physically appealing to onlookers, Skill: Alchemy
• The drinker gains a +3% result bonus to Charisma- Range: Touch
based skill rolls for 1 hour. Duration: Instant
When it runs out, the character goes through 2 rounds of Resist: Endurance
awkwardness as they revert to their less appealing original Material Component: 1x Bomb
selves, and loses their Charisma result bonus on checks.
When the duration expires, the potion becomes inert, no As a Reaction to coming under attack with a melee
longer having any effect when consumed. weapon, expend 1 bomb as you cast this spell. The bomb
deals no damage, but the target is hit with an intense
Advanced Alchemy: 1 lock of Nymph hair, doubles the burst of light and sound, forcing them to make an opposed
bonus and potion duration. Endurance skill check.
• If the fail their check, their attack fails and they are
Advancement dazed until the start of their next turn.
70%: The potion’s effect is increased to +6%. Advancement
90%: The potion’s effect is increased to +9%. 70%: The bomb can be used against ranged attacks.
99%: The potion’s effect is increased to +12%. 90%: Can defend allies under attack within 10 squares.
99%: Subjects are stunned instead of dazed for 1rd
PART 4: MAGIC 165
ALCHEMY SPELL LIST GLOSSARY CONTENTS

Frag Bomb Frost Bomb


Used With: Action Used With: Action
Skill: Alchemy Skill: Alchemy
Range: Touch Range: Touch
Duration: Instant Duration: Instant
Resist: Evade or Shields Resist: Evade or Shields
Material Component: 1x Bomb Material Component: 1x Bomb
Cast this spell and make an attack with a bomb in the Cast this spell and make an attack with a bomb in the
same action, using a single roll of your Alchemy skill. same action, using a single roll of your Alchemy skill.
• If it hits, your bomb deals +4 damage to everything in a • If it hits your bomb gains the Freeze damage trait and
2-square radius, and the type is changed to Pierce damage deals +4 damage.
instead of Elemental. All affected creatures may make an
opposed Evade skill check to take half damage. Advancement
70%: The bomb’s damage bonus increases to +8.
Advancement 90%: The bomb’s damage bonus increases to +10.
70%: The bomb’s damage bonus increases to +8. 99%: The bomb’s damage bonus increases to +12.
90%: The bomb’s damage bonus increases to +10.
99%: The bomb’s damage bonus increases to +12. Healing Potion
Used With: 1 minute
Free Move Potion Skill: Alchemy
Used With: 1 minute Range: Touch
Skill: Alchemy Duration: 1 month
Range: Touch Resist: -
Duration: 1 month Material Component: 1x Healing Tonic
Resist: -
When you cast this spell upon a Healing Tonic, you alter it
Material Component: 1x Spirit Tonic
to become a Healing Potion.
When you cast this spell upon a spirit tonic, you alter it to • A Healing Potion heals 1d6 Hit Points. It has no effect
become a Free Move Potion. on Major Wounds.
• The subject does not suffer movement penalties from When the duration expires, the potion becomes inert, no
moving across difficult terrain, for 1 hour. longer having any effect when consumed.
When the duration expires, the potion becomes inert, no
longer having any effect when consumed. Advanced Alchemy: 1x Phoenix Feather: the potion’s
effects are Overhealed.
Advanced Alchemy: 1x Basilisk Tongue, doubles the
duration and prevents any movement impairing effects Advancement
affecting the subject. 70%: The potion heals 1d6+3 Hit Points.
90%: The potion heals 1d6+6 Hit Points.
Advancement 99%: The potion heals 1d8+8 Hit Points.
70%: Ignore the Freeze damage trait.
90%: Ignore the restrained condition.
99%: Ignore the pinned condition.

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Sleep Bomb Spirit Potion


Used With: Action Used With: 1 minute
Skill: Alchemy Skill: Alchemy
Range: Touch Range: Touch
Duration: Instant Duration: 1 month
Resist: Resolve Resist: -
Material Component: 1x Bomb Material Component: 1x Spirit Tonic
Cast this spell and make an attack with a bomb in the When you cast this spell upon a Spirit Tonic, you alter it to
same action, using a single roll of your Alchemy skill. become a Spirit potion.
• If your bomb hits, the target must make an opposed • The potion restores +2 Spirit Points and the subject
Resolve check or they become extremely drowsy and unable ignores the fatigued condition for 2 hours.
to think, rendering them unconscious for 1 minute.
If the target succeeds on their check, they become dazed Advanced Alchemy: 1 vial of Arboreal Walker bark,
for 1 round. If someone uses an action to wake them, or doubles the Spirit Points gained.
if the subject comes under attack, the spell ends as they
awaken from a dream with a start, a dream in which they are Advancement
under attack. They can immediately defend this attack. 70%: The potion restores +3 Spirit Points.
Advancement 90%: The potion restores +4 Spirit Points.
None 99%: The potion restores +5 Spirit Points.

Smoke Bomb Sticky Bomb


Used With: Action Used With: Action
Skill: Alchemy Skill: Alchemy
Range: Touch Range: Touch
Duration: 1 round Duration: Up to 1 hour
Resist: - Resist: Perception
Material Component: 1x Bomb Material Component: 1x Bomb
Expend one bomb and a Reaction when you cast this Cast this spell and make an attack with a bomb in the
spell. You drop the bomb at your feet, creating an instant same action, using a single roll of your Alchemy skill.
cloud of thick smoke which provides Cover for 1 round in a 1 • The bomb sticks to the target and detonates at a time
square radius around the square. designated by you (between Instant and 1 hour later).
Creatures that succeed with an opposed Perception check
Advancement see the bomb sticking to them and can remove it easily. If
70%: The bomb can be dropped up to 5 squares away.
they don’t notice it, they won’t see it until they go to rest.
90%: The smoke cloud covers a 2sq radius.
The bomb deals double damage against objects and
99%: The duration increases to 2 rounds.
structures.
Speed Potion
Used With: 1 minute Advancement
70%: The bomb deals +4 damage
Skill: Alchemy
90%: The bomb’s damage bonus increases to +8.
Range: Touch 99%: The bomb’s damage bonus increases to +12.
Duration: 1 month
Resist: -
Material Component: 1x Energy Tonic
When you cast this spell upon an Energy Tonic, you alter
it to become a Speed potion.
• The potion grants +2 Movement for 1 minute.
Advancement
70%: The potion grants +3 Movement for 1 minute.
90%: The potion grants +4 Movement for 1 minute.
99%: The potion grants +5 Movement for 1 minute.
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ALCHEMY SPELL LIST GLOSSARY CONTENTS

2nd Rank Spells Auric Potion


Used With: 1 minute
Acid Bomb Skill: Alchemy at 70%
Used With: Action Range: Touch
Skill: Alchemy at 70% Duration: 1 month
Range: Touch Resist: -
Duration: Instant Material Component: 1x Healing Tonic
Resist: Evade or Shields When you cast this spell upon a Healing Tonic, you alter
Material Component: 1x Bomb it to become an Auric Potion. When drunk, the subject
becomes protected by an aura of magical energy that
Cast this spell and make an attack with a bomb in the absorbs ranged damage, or any damage created by a spell.
same action, using a single roll of your Alchemy skill. • The subject gains +2 Energy AP for 1 hour.
• If it hits, your bomb gains the Melt damage trait and When the duration expires, the potion becomes inert, no
gains +10 damage. longer having any effect when consumed.

Advanced Alchemy: 1 vial of Annihilator Residue, which Advanced Alchemy: 1 vial of Entropaal residue, which
adds +2 AP loss from the Melt effect. doubles the potion’s duration and adds a +2 AP bonus.
Advancement Advancement
90%: The bombs damage bonus increases to +12. 90%: The potion grants +4 Energy AP.
99%: The bombs damage bonus increases to +14. 99%: The potion grants +6 Energy AP.

Armour Potion Conflagration Bomb


Used With: 1 minute Used With: Action
Skill: Alchemy at 70% Skill: Alchemy at 70%
Range: Touch Range: Touch
Duration: 1 month Duration: Instant
Resist: - Resist: Evade or Shields
Material Component: 1x Pain Relief Tonic Material Component: 1x Bomb
When you cast this spell upon a Pain Relief Tonic, you Cast this spell and make an attack with a bomb in the
alter it to become an Armour Potion. same action, using a single roll of your Alchemy skill. The
• The subject gains a layer of thickened leather over their bomb deals +6 damage with the Burn damage trait, and
skin, granting +2 Natural Armour for 1 hour. affects a 2-square radius around the target, halved on an
When the duration expires, the potion becomes inert, no opposed Evade skill check.
longer having any effect when consumed.
Advancement
Advanced Alchemy: 1x Gargoyle Eye, adds +1 AP. 90%: The bombs damage bonus increases to +8, and the
Burn effect lasts for 2 rounds.
Advancement 99%: The bombs damage bonus increases to +10, and
90%: The potion grants +3 Natural Armour. the Burn effect lasts for 3 rounds.
99%: The potion grants +4 Natural Armour.

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Curative Potion Growth Potion


Used With: 1 minute Used With: 1 minute
Skill: Alchemy at 70% Skill: Alchemy at 70%
Range: Touch Range: Touch
Duration: 1 month Duration: 1 month
Resist: - Resist: -
Material Component: 1x Anti-Bacterial Tonic Material Component: 1x Strength Tonic
When you cast this spell upon Anti-Bacterial Tonic, you When you cast this spell upon a Strength Potion, you alter
alter it to become a Curative Potion. it to become a growth potion. Whoever drinks it becomes
• Anyone drinking this potion will instantly be cured of much larger, undergoing an increase in height, width and
the tipsy or nauseated conditions, or any disease the drinker weight of their body.
currently suffers. • The subject gains +1 Damage Modifier & Natural
When the duration expires, the potion becomes inert, no Armour, Overheals +2 Hit Points and 20kg (44lb) of weight &
longer having any effect when consumed. 50cm (1’5”) of height.
• If this spell increases the subject’s height to above
Advanced Alchemy: 1 clip of Werewolf fur, which allows 250cm (8’2”), they are able to effectively use two-handed
it to cure lycanthropy. melee weapons in one hand, so long as they don’t have the
‘longreach’ property.
Advancement • If the target’s height goes above 110cm (3’3”), they lose
90%: The potion also cures any poison effects the the ‘Small’ trait.
drinker currently suffers. When the duration expires, the potion becomes inert, no
99%: The potion also cures any addiction the drinker longer having any effect when consumed.
currently suffers.
Advanced Alchemy: 1x vial of ground Treant Bark, which
doubles the bonuses.
Draining Bomb
Used With: Action Advancement
Skill: Alchemy at 70% 90%: The benefits are increased to +2 DM & Natural
Range: Touch Armour, +4 Hit Points and 2x the height & weight effect.
Duration: Instant 99%: The benefits are increased to +3 DM & Natural
Resist: Endurance Armour, +6 Hit Points and 3x the height & weight effect.
Material Component: 1x Bomb
Cast this spell and make an attack with a bomb in the Regeneration Potion
same action, using a single roll of your Alchemy skill. Used With: 1 minute
• On a failed Endurance check, the target’s Spirit Points Skill: Alchemy at 70%
are reduced by 1d4, instead of dealing normal damage. Range: Touch
Duration: 1 month
Advanced Alchemy: 1 vial of Entropaal residue, which Resist: -
doubles the Spirit Point loss and gives the target the Material Components: 1x Healing Tonic & 1x piece of Troll
Fatigued condition until rested. Tongue

Advancement When you cast this spell upon a Healing Tonic, you alter it
90%: The target loses 1d4+2 Spirit Points. to become a Regeneration Potion.
99%: The target loses 1d4+4 Spirit Points. • The potion heals the subject for 2 Hit Points every round
for 1 minute. Major Wounds are unaffected.
When the duration expires, the potion becomes inert, no
longer having any effect when consumed.
Advancement
90%: The potion also affects Major Wounds, and can be
applied as a poultice on subjects.
99%: The potion mends Lasting Injuries.

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ALCHEMY SPELL LIST GLOSSARY CONTENTS

Shock Bomb 1st Rank Spells


Used With: Action
Skill: Alchemy at 70% Devastating Bomb
Range: Touch Used With: Action
Duration: Instant Skill: Alchemy at 90%
Resist: - Range: Touch
Material Component: 1x Bomb Duration: Instant
Cast this spell and make an attack with a bomb in the Resist: Endurance
same action, using a single roll of your Alchemy skill. Material Component: 1x Bomb
• If it hits, your bomb gains the Shock damage trait and
deals +10 damage. Cast this spell and make an attack with a bomb in the
same action, using a single roll of your Alchemy skill. If it
Advancement hits, it empowers the bomb with raw magical energy:
90%: The bombs damage bonus increases to +12. • The bomb gains a +14 damage bonus and gains the
99%: The bombs damage bonus increases to +14. Burn damage trait.

Stoning Bomb Advanced Alchemy: 1x Phoenix Feather, which adds an


Used With: Action extra damage dice.
Skill: Alchemy at 70%
Range: Touch Advancement
Duration: Instant 99%: The bomb instead gains a +16 damage bonus.
Resist: Endurance
Material Component: 1x Bomb Elixir of Youth
Used With: 1 minute
Cast this spell and make an attack with a bomb in the Skill: Alchemy at 90%
same action, using a single roll of your Alchemy skill.
Range: Touch
• If it hits, the target is encased in a stony material that
Duration: 1 month
gives them the Paralysed condition, as well as Invulnerability
to all damage for 1 minute. Resist: -
Creatures can attempt to break free by spending an Material Component: 1x Energy Tonic
action to make an opposed Endurance skill check versus the When you cast this spell upon an Energy Tonic and add
alchemist’s skill every round. the alchemical ingredient, you enhance it to become an elixir
of youth.
Advanced Alchemy: 1x lock of Gorgon’s hair, which • When imbibed, the elixir allows you to ignore any
grants you a +20% result bonus for the bomb’s effect for negative effects from old age for 24 hours.
the duration.
Advanced Alchemy: 1 lock of Nymph’s Hair: You
Advancement
permanently lose 1d4 years from your actual age, though
None
it won’t take you below 20 years of age for any species.

Advancement
99%: The effects last for an entire month.

170 PART 4: MAGIC


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Luck Potion Resurrection Salve


Used With: 1 minute Used With: 1 minute
Skill: Alchemy at 90% Skill: Alchemy at 90%
Range: Touch Range: Touch
Duration: 1 month Duration: Permanent
Resist: - Resist: -
Material Component: 1x Spirit Tonic, 1x Four Leaf Clover Material Component: 1x Healing Poultice
A diamond worth at least 5000sp, which is consumed upon
When you cast this spell upon a Spirit Tonic and add the successful casting of the spell.
alchemical ingredient, you alter it to become a Luck Potion.
• The subject gains +1 Luck Point for the game session. When you cast this spell upon a Healing Poultice, you
Once the session is over, any Luck Points above and beyond alter it to become a Resurrection Salve. Once applied, the
their normal amount vanish. salve will restore life to a creature that died within the last
When the duration expires, the potion becomes inert, no hour, at 0 Hit Points.
longer having any effect when consumed. • The target’s Constitution Attribute is permanently
lowered by 1 point.
Advancement • Scars and Lasting Injuries are not healed.
None • This spell has no effect on constructs or undead.

Magic Resistance Potion Advanced Alchemy: 1x Phoenix Feather: The target is


Used With: 1 minute brought back to life on full Hit Points, with scars and
Skill: Alchemy at 90% Lasting Injuries healed, and no loss of Constitution.
Range: Touch
Duration: 1 month Advancement
99%: The Salve works on a target that died within the last
Resist: -
24 hours.
Material Component: 1x Spirit Tonic
When you cast this spell upon a Spirit Tonic, you alter it to Shadow Bomb
become a Magic Resistance Potion. Used With: Action
• The subject gains a +10% result bonus on all Resistance Skill: Alchemy at 90%
skill checks against magic for 1 hour.
Range: Touch
When the duration expires, the potion becomes inert, no
Duration: Instant
longer having any effect when consumed.
Resist: Endurance
Advanced Alchemy: 1x vial of ground Unicorn’s Horn: Material Component: 1x Bomb
All resistance checks against magic are automatically Cast this spell and make an attack with a bomb in the
successful, unless they are a critical success. same action, using a single roll of your Alchemy skill. If it
hits, it empowers the bomb with raw magical energy:
Advancement • The bombs damage type is changed to Internal.
99%: The potion grants +15% to result bonuses.
Advanced Alchemy: 1x Mummy Wrap, which adds +5
damage and it affects targets in a 2 square radius.

Advancement
99%: The bomb instead gains +5 damage.

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ALCHEMY SPELL LIST GLOSSARY CONTENTS

Schism Potion
Used With: 1 minute
Skill: Alchemy at 90%
Range: Touch
Duration: 1 month
Resist: -
Material Component: 1x Spirit Tonic, 1x vial of Chimera
Blood
When you cast this spell upon a Spirit Tonic, and add
the alchemical ingredient, you alter it to become a Schism
Potion.
• The subjects mind is able to maintain an additional spell
of any kind with a duration of ‘Concentration’. The usual
rules of being unable to stack the same spell still applies.
• The effect lasts for 1 minute.
When the duration expires, the potion becomes inert, no
longer having any effect when consumed.

Advancement
None

Vanishing Potion
Used With: 1 minute
Skill: Alchemy at 90%
Range: Touch
Duration: 1 month
Resist: -
Material Component: 1x Spirit Tonic
When you cast this spell upon a Spirit Tonic, and add the
alchemical ingredient, you alter it to become a Vanishing
Potion.
• This potion diverts the course of light around the
subject’s body. You become Invisible for 1 minute, so long
as you don’t cast spells, attack, or interact with any object
larger than a fist. If so, the effect is broken and the spell
ends.
When the duration expires, the potion becomes inert, no
longer having any effect when consumed.

Advanced Alchemy: 1x Shadowcat Leather: The potion’s


effect is increased to 8 hours.

Advancement
99%: The subject becomes invisible and they can use
Small weapons and cast Reaction spells without breaking
this effect. You can also interact with the environment
without ending the effect, such as opening doors, picking up
items (which stay visible) etc.

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Artifice Artifice in Society


Artificers are relatively common in cities, where the
Artisans fabricate powerful magic items by using gems, markets can provide them access to the assortment of
metal and wood, working their magic through their devices materials they need to build their devices. As such, they’re
and inventions. Their creations are temporarily imbued with popular with other spellcasters who often commission the
power channelled from their own spirit, allowing them to creation of inventions for their own personal use. This is
project a wide variety of magical effects similar to how other especially true for the wealthier members of society, who
casters function. may look upon artificer inventions as status symbols.
Their designs are intricate and masterful creations, Although Artificers themselves are welcome into society,
and it’s not uncommon to see an Artificer carrying an their Constructs are more problematic. Cities prefer to have
assortment of wands, sceptres and staves to deal with any their own security forces deal with crime and threats, but
problem they might encounter. an Artificer’s Construct answers only to its creator. This
attitude varies from city to city, all the way from grudging
acceptance to being outright prohibited.
Magical Focus In smaller towns, Artificers are considered strange
Enhancing the weapons of allies and providing wizard-types, intent on their own creations and research and
pre-charged magical items capable of casting potent spells having little to do with the local population.
is the main task of an artificer in a party. Their Construct is a Such practitioners of artifice are more adventurous than oth-
powerful melee combatant, able to provide a solid front-line ers, using their rustic locations more like a base from which
presence to protect other weaker party members. to conduct expeditions into ancient ruins, to uncover designs
Due to the expense involved with creating these and inventions long lost to the modern world.
inventions and the weight of carrying large amounts of this
equipment, Artificer magic tends to be a little more potent
than that of other spellcasters. Special Ability: Focus
Artificers are proficient at creating inventions and
constructs, but they’re also able to focus on one specific
area to create their stuff with improved results. There are
also a few general talents usable by not only artificers, but
also priests who use Divinity to create holy relics:
Enchanter; Provides additional benefits for artificers who
prefer to focus on their inventions.
Mechanic; Artificers who love to tinker and improve their
constructs above and beyond their baseline abilities.
PART 4: MAGIC 173
ARTIFICE SPELL LIST GLOSSARY CONTENTS

Inventions Enchanting Items


In addition to building specific inventions, some Artificer
abilities work like regular spells, cast directly onto items
Power Gems such as weapons and armour for a direct benefit. This is
The core of an artificer’s magic is the enchantment of an inefficient method that usually doesn’t last long, but
power gems, regular gems and jewels which absorb and these spells as well as charging power gems can become
hold the caster’s Spirit Points, which can then be used to permanent at high level skill.
power an Artificer’s inventions. These inventions have a
listed gem type that’s required to make it work, based on the
size of the device itself. Using Inventions
Typically, this will be a Moonstone for smaller inventions, Details about each invention will tell you what skill (if any)
which are also the most common type. Bigger inventions is required to use it. Most inventions will be a wand, sceptre
need a Silver Pearl to power them, while the largest need or staff, which can be used by any Magic skill, but some are
nothing short of an Emerald to power them. more specialised, requiring the Artifice skill in particular to
operate.
Power Gem Max Charges Cost Sceptres can be used as clubs, and staves can be used
Moonstone 4 20sp as quarterstaves should the need arise. There are also some
Silver Pearl 8 200sp inventions which provide passive bonuses that don’t require
a skill check to use, such as rings, amulets and clothing
Emerald 12 2000sp
items.
Using any Artifice device counts as casting a spell, and
Charging a Power Gem can be treated accordingly, and extra charges are used
The process is simple. Obtain the specific gem required, while wearing medium and heavy armour, as with any
and hold onto it for 1 minute, during which time you attempt spellcasting.
to transfer a number of Spirit Points of your choice into the Any talents that boost spells such as the Channel Power,
gem. Mind Tap or Magic Focus talents work with anyone using
For each Spirit you spend, the gem gains 1 Charge, which wands, sceptres or other inventions, except that the use of
lasts within the gem for 24 hours. You can channel as many Spirit Points (as with Channel Power) requires the use of the
Spirit Points as each Power Gem can sustain, as noted on Invention’s Charges instead.
the table at right.
Once an Artificer has channelled energy, that gem
becomes attuned to them and won’t accept Spirit Points Selling Inventions
from any other Artificers until its Charges are depleted. Artificers can sell many of their inventions, specifically
those that can be used by anyone, to the public. The
minimum requirement for this is the having the Enduring
Building Inventions Power or Enduring Weapon talent so their inventions have
You’ll need the components listed in the invention’s a long shelf life, but items made with the benefits of the
details to build the device, which usually requires a little gold Permanency talent fetch a premium. And of course, the
plus either metal or wood. Metal tends to be iron, while any Artificer’s skill level factors in as well.
regular wood will suffice, but you can also substitute these As a rule of thumb, add a profit margin based on the
components for exotic metals and woods as noted in the skill of the Artificer, with higher skills being rarer and more
crafting section. powerful demanding a higher fee as a result.
The invention will gain the benefits of that material,
usually a damage bonus (if the invention is a weapon), and/
or a skill result bonus, as well as additional Hit Points. If the Skill Enchantment Type Markup
invention isn’t a weapon, it gains additional free charges 50% Weapons/Armour/Shield 10%
(during the charging process) in place of the damage bonus. 70% Weapons/Armour/Shield 20%
You can also make the item a masterwork, gaining those 90% Any 30%
benefits too.
You’ll also need an Artificer’s toolkit. Once you have your 99% Any 50%
components and tools assembled, spend the listed number
of hours working on the invention then make a skill check,
and consult the following table.
When your skill advances enough to grant an extra
ability from an invention, you can also upgrade an existing
invention to gain the new bonus by spending an hour with it.

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Artifice Inventions List


3rd Rank
Spell Skill % Brief Description
Aetheric Hammer - Enchanted tool provides faster building & repair.
Amulet of Armour - Amulet grants magical Worn armour to its wearer.
Amulet of Spirit - Amulet can grant its wearer Spirit Points.
Bag of Storage - Bag can carry more than it seems.
Enchant Weapon - Weapon you touch becomes more dangerous.
Mask of Breathing - Enchant a strip of leather to filter airborne poisons, breath underwater.
Message Paper - Paper folds into dart and flies to target person in range.
Omnigoggles - Allows wearer to see in different ways.
Ring of Voice - Communicate with with wearer of another such ring within 100 squares.
Teleport Object - Summon an inscribed object or your Construct to your side
Wand of Decryption - Identify item’s magical properties.
Wand of Draining - Drain target of Spirit Points, which you gain.
Wand of Force Bolts - Shoot bolts of magical energy at a target.
Wand of Sleep - Put a target creature to sleep.
Wand of Smoke - Create a cloud of smoke to inhibit sight.

2nd Rank
Spell Skill % Brief Description
Amulet of Negation 70 Counter a spell being cast at the wearer.
Auric Ring 70 Ring provides its wearer with Energy AP.
Elemental Weapon 70 Weapon you touch gains an elemental effect.
Fast Shield 70 Improve a shield’s speed and damage.
Fortified Shield 70 Improve a shield’s toughness, can even block magic.
Regenerate Armour 70 Repair AP on armour over time.
Ring of Fighters 70 Increases the strength and fighting power of the wearer.
Sceptre of Cold 70 Blasts and slows enemies with deadly cold.
Sceptre of Fire 70 Incinerates enemies with blazing fire.
Sceptre of Lightning 70 Shocks enemies with electrical energy.
Sceptre of Thunder 70 Concuss enemies with an audible blast.
Vampiric Weapon 70 Weapon you touch heals its wielder in battle.

1st Rank
Spell Skill % Brief Description
Armour of Resistance 90 Armour gains AP and Damage Reduction.
Ring of Augmentation 90 Boosts one Attribute of its wearer.
Ring of Invisibility 90 Turns its wearer invisible.
Staff of Gravity 90 Manipulate gravity to send objects and people flying.
Staff of Power 90 Combine multiple abilities into one powerful staff.
Staff of Teleportation 90 Transport self and allies long distances.
Staff of the Void 90 Open a portal into a void and eliminate your foes.
Transference 90 If you should perish, your mind will transfer to your Construct.
Vorpal Weapon 90 Weapon you touch gains increased critical damage and can kill instantly.
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ARTIFICE SPELL LIST GLOSSARY CONTENTS

3rd Rank Spells Amulet of Spirit


Build Time: 4 hours
Skill: Artifice
Aetheric Hammer Components: 0.5x unit of metal, 1x gold piece
Build Time: 4 hours Power Gem: Moonstone (4 charges)
Skill: Artifice
Components: 1x unit of metal, 1x gold piece, 1x Jade Whoever wears the amulet can activate it as an action.
Doing so grants the wearer 1 Spirit Point for every Charge
Power Gem: Moonstone (4 charges)
spent from the amulet. Charges in the amulet remain there
The hammer condenses aethereal energy into a usable for 1 hour.
form, creating an intense violet-white light. When 1 Charge Skill Activation Rng Dur Size ENC HP
is expended, the Artificer can:
• Use the hammer’s power to repair an object for 1d4 Hit - Action S - T - 5
Points or Armour Points over the course of 1 minute’s work. Advancement
• As an Action, overload the hammer to unleash a burst 70%: The amulet provides 2 Spirit for every Charge used.
of energy, dealing 1d6+4 Energy damage to a target within 90%: The amulet retains its charges for 12 hours.
2 squares if the target fails an opposed Resolve skill check, 99%: The amulet can be activated as a Reaction.
and they are also blinded for 1 round.
• Counts as a Specialist toolkit for 1 hour. Bag of Storage
Build Time: 4 hours
Skill Activation Rng Dur Size ENC HP Skill: Artifice
Components: 1x Backpack (any), 1x gold piece, 1x Jade
Artifice Action 1 1hr S 1 10
Advancement Power Gem: Silver Pearl (8 charges)
70%: The hammer repairs 1d6 damage, and if used as a The backpack this spell is cast on becomes able to
weapon, deals 1d8+8 Energy damage. magically carry more than it normally could by creating a
90%: The hammer repairs 1d8 damage, and if used as a dimensional warp within the fabric. If the spell ends while
weapon, deals 1d10+10 Energy damage. the pack is carrying more than it normally could, the objects
99%: The hammer repairs 1d10 damage, and if used as a appear next to the pack.
weapon, deals 1d12+12 Energy damage. • The bag uses 1 Charge per 24 hours. While active, the
bag’s ENC bonus is increased by +5, and items carried in the
Amulet of Armour bag don’t weight anything.
Build Time: 4 hours
Advancement
Skill: Artifice 70%: The bag’s ENC bonus is instead increased by +10.
Components: 0.5x unit of metal, 1x gold piece 90%: The bag uses 1 Charge per 7 days, and the bag’s ENC
Power Gem: Silver Pearl (8 charges) bonus is instead increased by +20.
Whoever wears the amulet can activate it as an Action. 99%: The bag’s ENC bonus is instead increased by +30.
Doing so grants the wearer +2 points of Worn armour. This
armour doesn’t stack with any Worn armour, and casting Enchant Weapon
this spell on the same target a second time simply replaces Used With: Action
the first casting, as normal. Skill: Artifice
If cast on a species that can’t normally wear armour, such Range: Touch
as a Saerid, the spell only provides half its normal benefit. Duration: 1 hour
Resist: -

Skill Activation Rng Dur Size ENC HP Choose a weapon. When you cast this spell while
touching the weapon, it becomes enchanted and gains a +1
Advancement
- Action 1 1hr T - 5 bonus to result, Critical Range & Damage.
70%: The AP is increased to +3.
90%: The AP is increased to +4. Advancement
99%: The AP is increased to +5. 70%: The bonuses are increased to +2.
90%: The bonuses are increased to +3 and the weapon
becomes Auric, able to shed light in a 1sq radius at will.
99%: The bonuses are increased to +4.

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Mask of Breathing Omnigoggles


Build Time: 4 hours Build Time: 4 hours
Skill: Artifice Skill: Artifice
Components: 1 unit of leather, 1x gold piece Components: 1x pair of goggles, 1x gold piece, 1x Rose
Power Gem: Moonstone Quartz, 1x Jade, 1x White Pearl
Power Gem: Moonstone
The artificer enchants a strip of leather which is worn
across the face, empowering it to provide breathable air to This design modifies a pair of goggles with enchanted
the wearer. gems, gold and gears.
• When activated, the wearer can breathe underwater as When activated by simply moving a tiny lever on the
if breathing air, for 1 hour. It uses 1 Charge per hour. goggles, these allow the wearer to gain one of the following
effects for 1 hour by shifting the lens gears around. Each
Skill Activation Rng Dur Size ENC HP time it’s activated, it uses 1 Charge.
- Reaction S 1hr T - 5 Sense Range Capability
Advancement Darkvision 20 See in total darkness, blinded by
70%: The wearer gains a +10% Endurance skill bonus vs daylight.
breathable poisons. Magnify Sight 200 Provide enhanced vision to see
90%: The wearer is now invulnerable to breathable poisons. normal detail at long range.
99%: The duration is increased to 2 hours per Charge. Sense Magic 50 See the magical aura around
active spells and objects.
Message Paper X-ray 3 See through 30cm wood, 15cm
Build Time: 4 hours rock, 10cm steel, 0cm lead.
Skill: Artifice Advancement
Components: 1x parchment or paper, 1x gold piece, 70%: While activated, the wearer can switch between sight
(this makes 10 pieces) modes without using additional Charges.
Power Gem: - 90%: Use 2 effects simultaneously.
This design lets you turn a regular piece of parchment 99%: The range of the effect(s) is doubled.
or paper into a magically enchanted piece, able to convey
messages over long distances. Ring of Voice
Once created, the enchantment is permanent. Anyone Build Time: 4 hours
can write a short message of no more than 50 words upon a Skill: Artifice
piece of message paper. They then think of the person they Components: 0.1x unit of metal, 1x Rose Quartz
wish to send it to, whom they have seen at least once. Power Gem: Moonstone
The paper then folds itself into the shape of a dart and
flies to the target, as long as they are within 100km (60mi). Whoever wears the ring can activate it with a simple
The dart flies at 10kph (6mph) and never fails to arrive command word, usually inscribed into the inside of the
at the target so long as they are within range. Once the ring itself. The magic of the ring allows the wearer to
message is read or the duration is reached, the spell ends communicate with any individual who is also wearing one of
these rings at a range of 100 squares, for up to 1 minute per
Advancement Charge spent.
70%: The speed of the dart doubles to 20kps(12mph), Multiple rings in range created by the same artificer can
taking only 5 hours to cover the distance. communicate on a network.
90%: The paper can hold a message of up to 100 words.
99%: The range and speed of the dart double to Advancement
200km/120mi, and 40kph/25mph. 70%: The range is increased to 500 squares.
90%: The range is increased to 1km/.6mi.
99%: The range is increased to 5km/3mi.

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Teleport Object Wand of Draining


Used With: Action Build Time: 4 hours
Skill: Artifice Skill: Artifice
Range: 1km/.6mi Components: 1x unit of wood, 1x gold piece, 1x Rose Quartz
Duration: Instant Power Gem: Moonstone
Resist: -
Choose a living creature within range. On a failed
Inscribe an object no larger than 1 ENC with your opposed Resolve skill check, they lose 1 Spirit Point and you
personal sigil, a process which takes one minute. At any gain 1.
later time, casting this spell teleports that object into your
hand if it is within 1 kilometre (.6 miles). Skill Activation Rng Dur Size ENC HP
You can inscribe up to five items in this manner. Any Magic 1 Action T In T - 5
Advancement Advancement
70%: You can teleport any object up to 3 ENC, or your own 70%: The wand drains the target of a total of 2 Spirit Points.
Construct, which can act on your next turn. 90%: You can choose for the wand to gain 1 Charge
90%: The spell’s range increases to 5km(3mi). You can instead of the caster gaining a Spirit Point.
teleport any object up to 10 ENC. If teleporting your 99%: The wand drains the target of a total of 4 Spirit Points.
Construct, it can act immediately on arriving.
99%: You can teleport any object up to 25 ENC. Teleport the
Wand of Force Bolts
object or Construct from anywhere on your current plane of
existence.
Build Time: 4 hours
Skill: Artifice
Components: 1x unit of wood, 1x gold piece, 1x Jade
Wand of Decryption
Power Gem: Moonstone
Build Time: 4 hours
Skill: Artifice A commonly used wand for artificers, it creates a bolt of
Components: 1x unit of wood, 1x gold piece, 1x Rose Quartz magical energy which, while lacking damage, automatically
Power Gem: Moonstone hits a target of your choice within range, directly on the
body. Aiming multiple bolts is possible, but accurately
This design creates a wand inlaid with gold and rose controlling them with the mind is sketchy at best.
quartz. Activating this device allows you to identify 1 special The bolt cannot be Parried, Blocked or Evaded, and even
property of a magical or mundane item you examine, such tracks its target around corners and ignores Cover.
as Dragonscale material or a ‘frost weapon’ spell. You don’t • The bolt deals 1d6 Energy damage.
need to know if an item is magical or not to use this device.
This wand cannot recognise a cursed item unless it has Skill Activation Rng Dur Size ENC HP
been created with exceptional skill. Any Magic 1 Action 10 In T - 5
Skill Activation Rng Dur Size ENC HP
Advancement
Any Magic 1 minute T In T - 5 70%: The bolt now does 1d6+3 damage.
Advancement 90%: The wand gains the Burst trait. Each bolt can go
70%: The wand can Identify an additional special property. to a single target, or separate as desired. See the ranged
90%: The wand can can recognise cursed items. weapon traits section for information on this ability.
99%: The activation time of the wand is reduced to 1 99%: Each bolt now does 1d6+6 damage.
Action.

178 PART 4: MAGIC


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Wand of Sleep 2nd Rank Spells


Build Time: 4 hours
Skill: Artifice Amulet of Negation
Components: 1x unit of wood, 1x gold piece, 1x Onyx Build Time: 4 hours
Power Gem: Moonstone Skill: 70%
Choose a creature within range. It must make an Components: 0.5x unit of metal, 1x gold piece
opposed Resolve skill check against your Magic skill. If they Power Gem: Silver Pearl
fail the check, they become extremely drowsy and unable
to think, rendering them unconscious while you continue to When someone casts a hostile spell at the Artificer
concentrate (or 1 minute). wearing this amulet, they can attempt to counter it as a
If the target succeeds on their check, they become dazed Reaction. The caster of the target spell must make an
for 1 round. If someone uses an action to wake them, or opposed check of their magic skill versus your Artifice skill.
if the subject comes under attack, the spell ends as they If your roll when casting this spell is higher than theirs, the
awaken from a dream with a start, a dream in which they target spell has no effect. This effect uses 1 Charge from
are under attack. They can immediately defend this attack. the Amulet.
Skill Activation Rng Dur Size ENC HP
Skill Activation Rng Dur Size ENC HP
Artifice Reaction S In T - 5
Any Magic 1 Action 10 C1 T - 5
Advancement
Advancement None
None

Auric Ring
Wand of Smoke Build Time: 4 hours
Build Time: 4 hours
Skill: Artifice at 70%
Skill: Artifice
Components: 0.1x unit of metal, 1x gold piece
Components: 1x unit of wood, 1x gold piece, 1x Agate
Power Gem: Moonstone
Power Gem: Moonstone
• Whoever wears the ring gains +2 Energy AP. The ring
The wand creates a 2-square-radius cloud of smoky fog
will consume 1 Charge per hour while worn.
centered on a point within range. The cloud’s area is heavily
obscured, permitting vague silhouettes at a range of 2 Skill Activation Rng Dur Size ENC HP
squares and moderate details at 1 square. The fog, being - - S 1hr T - 5
heavier than air, sinks to the lowest level of the land, even
pouring down openings. Wind will move the fog away and Advancement
ifmore than a light breeze, completely disperse it after 1 90%: The ring now grants +3 AP.
round. 99%: The ring now grants +4 AP.
• Attacks taking place within the fog do not gain their
result bonus.
Elemental Weapon
Skill Activation Rng Dur Size ENC HP Used With: Action
Any Magic 1 Action 10 In T - 5 Skill: Artifice at 70%
Range: Touch
Advancement Duration: 1 hour
70%: Anyone in the area of the fog is automatically dazed. Resist: -
90%: Choose to increase the radius of the fog to 3sq.
99%: Anyone in the area of the fog is automatically Choose a weapon. When you cast this spell while
Nauseated. You can choose to increase the radius of the touching the weapon, its damage type changes to Elemental
fog to 4sq. and it gains one of the following effects:
Shock, Melt, Burn or Freeze.
Advancement
None

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Fast Shield Ring of Fighters


Used With: Action Build Time: 8 hours
Skill: Artifice at 70% Skill: Artifice at 70%
Range: Touch Components: 0.1x unit of metal, 1x gold piece
Duration: 1 hour Power Gem: Moonstone
Resist: -
Whoever wears the ring can activate it with a simple
Choose a shield. When you cast this spell while touching command word, usually inscribed into the inside of the ring
the shield, it gains a temporary magical enchantment to itself. Doing so grants the following benefits:
make it block faster, and deal more damage when used as a • Their Damage Modifier is increased by +1.
weapon. The shield glows faintly with white light. • All combat & resistance skills gain a +2% result bonus.
• The shield gains a +2% result bonus for blocking or The ring will consume 1 Charge when activated, and lasts
attacking. for 1 minute.
• The shield deals +1 damage.
Skill Activation Rng Dur Size ENC HP
Advancement - Action S 1m T - 5
90%: The bonuses increase to +4% & +2 damage.
99%: The bonuses increase to +6% & +3 damage. The Advancement
shield can be used to block on the same round it is used to 90%: The bonuses are doubled.
attack with, regardless of its size. 99%: The bonuses are tripled.

Fortified Shield Sceptre of Cold


Used With: Action Build Time: 8 hours
Skill: Artifice at 70% Skill: Artifice at 70%
Range: Touch Components: 2x units of metal, 1x gold piece, 2x Jade
Duration: 1 hour Power Gem: Silver Pearl
Resist: -
Invoking this item creates a chilling blast that shoots
Choose a shield. When you cast this spell while touching forth from the end of the sceptre to a target creature in
the shield, it gains a temporary magical enchantment to range.
improve its resilience. The shield glows faintly with white • The target takes 1d8+10 Elemental damage with the
light. Freeze damage trait, halved if they make a successful
• The shield gains +1 AP. opposed Endurance skill check. The spell affects everything
Advancement in a line between you and the target.
90%: The shield now gains +2 AP.
99%: The shield now gains +3 AP. Skill Activation Rng Dur Size ENC HP
Any Magic Action 10 In M 2 15
Regenerate Armour
Used With: 1 minute Advancement
Skill: Artifice at 70% 90%: The spell now deals 1d10+12 damage.
Range: Touch 99%: The spell now deals 1d12+14 damage. On a critical
Duration: 24 hours success, the target is also stunned for 1 round.
Resist: -
Choose a suit of armour or a shield. It immediately
repairs 1 AP of damage on itself, and another 1 AP every 24
hours thereafter.
Advancement
70%: The armour piece now regenerates 2 AP on casting,
and 2 AP every 24 hours thereafter.
90%: The duration increases to 3 days.
99%: The duration increases to 7 days.

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Sceptre of Fire Sceptre of Thunder


Build Time: 8 hours Build Time: 8 hours
Skill: Artifice at 70% Skill: Artifice at 70%
Components: 2x units of metal, 1x gold piece, 2x Jade Components: 2x units of metal, 1x gold piece, 2x Jade
Power Gem: Silver Pearl Power Gem: Silver Pearl
Invoking this item creates a blast of fire that shoots forth Activating this device causes a clap of thunder to ripple
from the end of the sceptre to a target creature in range. over the landscape.
• The target and anything within 2 squares of it takes • The target and anyone in a 2 square radius must make
1d8+8 Elemental damage with the Burn damage trait, halved an opposed Endurance skill check or take 1d8+8 Bludgeon
if they make a successful opposed Evade or Shields skill damage, and are dazed for 1 round.
check. • Everyone in range is automatically deafened for 1
minute.
Skill Activation Rng Dur Size ENC HP
• If the check is successful, they take half damage
Any Magic Action 10 In M 2 15
Skill Activation Rng Dur Size ENC HP
Advancement Any Magic Action 10 In M 2 15
90%: The spell now deals 1d10+10 damage.
99%: The spell now deals 1d12+12 damage. Advancement
90%: The spell now deals 1d10+10 damage.
Sceptre of Lightning 99%: The spell now deals 1d12+12 damage. On a critical
Build Time: 8 hours success, the target is also knocked prone.
Skill: Artifice at 70%
Components: 2x units of metal, 1x gold piece, 4x Rose Vampiric Weapon
Quartz Used With: Action
Power Gem: Silver Pearl Skill: Artifice at 70%
Range: Touch
Activating this device causes a bolt of lightning to shoot
Duration: 1 hour
out of the end to a target of your choice within range. All
Resist: -
creatures along the path between you and the target are
affected by this spell. If they fail an Evade or Shields skill Choose a weapon. When you cast this spell while
check, they take 1d8+8 Elemental damage with the Shock touching it, the weapon gains a temporary magical
trait, and no damage if they make the resistance check. enchantment to drain the life out of living creature it
damages. The weapon glows red at night in a 1 square
Skill Activation Rng Dur Size ENC HP
radius.
Any Magic Action 10 In M 2 15 • The wielder of this weapon is healed for 1 Hit Point
whenever it damages a living creature (not undead or
Advancement constructs).
90%: The spell now deals 1d10+10 damage.
99%: The spell now deals 1d12+12 damage. On a critical Advancement
success, the bolt can hit another target of your choice 90%: The weapon now heals +2 Hit Points.
within range. 99%: The weapon now heals +4 Hit Points.

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1st Rank Spells Staff of Gravity


Build Time: 24 hours
Armour of Resistance Skill: Artifice at 90%
Used With: 1 minute Components: 5x units of wood, 1x gold piece, 5x Jade
Skill: Artifice at 90% Power Gem: Emerald
Range: Touch This powerful staff allows the wielder to manipulate
Duration: 8 hours gravity to lift, pull and push objects at your will, toss around
Resist: - your enemies and punch targets with gravity. Each action
uses 1 charge.
Choose a suit of armour. This armour gains +1 to the AP
• You can toss a target of up to 100kg/220lb in weight
it provides, and while worn, bestows +4 DR vs any damage
against a solid object such as a wall within 5 squares, or
type chosen at the time of casting this spell.
another enemy, in which case they can make an opposed
Advancement defence roll to avoid the incoming missile/person. This
99%: Both AP and DR bonuses are doubled in strength. deals 1d6+6 Internal damage (to both), and renders
the target prone. The target can resist with an opposed
Unarmed skill check.
Ring of Augmentation • You can move on object up to 100 ENC as if you were
Build Time: 8 hours holding it with your hand. If someone else is holding it, they
Skill: Artifice at 90% must make an opposed Unarmed skill check to resist.
Components: 0.1x unit of metal, 1x gold piece Skill Activation Rng Dur Size ENC HP
Power Gem: Moonstone
Artifice Action 30 In H 4 25
Whoever wears the ring gains +2 to one Attribute (chosen
Advancement
when the ring is created), which will boost the Attribute
99%: Increase the damage to 1d8+8, and the ENC limit
Bonus and any related Characteristics such as Reactions,
on objects is increased to 200, with up to 200kg able to
Luck Points etc. The ring will consume 1 Charge per hour
be tossed around. You can use the staff to fly at 2x your
while worn.
Movement rate.
Advancement Staff of Power
99%: The Attribute bonus is increased to +4.
Build Time: 24 hours
Skill: Artifice at 90%
Ring of Invisibility Components: 5x units of wood, 1x gold piece, 5x Jade
Build Time: 8 hours Power Gem: Emerald
Skill: Artifice at 90%
Components: 0.1x unit of metal, 1x gold piece This staff represents the pinnacle of an artificer’s arsenal,
Power Gem: Moonstone providing flexibility they sometimes lack. At the start of
each day, the artificer can spend 1 minute to apply any spell
Whoever wears the ring can activate it with a simple normally used by one of their inventions into the staff. i.e.
command word, usually inscribed into the inside of the if you have the Wand of Force Bolt invention, or the Ring of
ring itself. The ring diverts the course of light around the Fighters invention, you can imbue its capabilities into this
wearer’s body, making them Invisible for 1 minute per staff.
charge. This effect ends if the wearer casts a spell, attacks This effect lasts for 24 hours, and allows that spell to
or damages another character or object. be cast through this staff by expending a Charge, as you’d
normally do. If this spell is made permanent, you can
Advancement choose which spells to imbue at the start of each day.
99%: The wearer can use Small weapons and cast Reaction
spells without breaking this effect. You can also interact Skill Activation Rng Dur Size ENC HP
with the environment without ending the effect, such as Artifice Action 30 In H 4 25
opening doors, picking up items (which stay visible) etc. Advancement
99%: You can imbue 4 spells into the staff.

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Staff of Teleportation Transference


Build Time: 24 hours Used With: 1 minute
Skill: Artifice at 90% Skill: Artifice at 90%
Components: 5x units of wood, 1x gold piece, 5x Jade Range: Touch
Power Gem: Emerald Duration: 24 hours
Resist: -
This powerful staff allows the wielder to open a portal
Material Component: A diamond worth at least 5000sp, which is
between two points of space, allowing you to step from
consumed upon the transference of the caster’s mind..
one to the next without travelling the intervening space.
Although convenient, inter-dimensional travel does carry a If the caster is killed during the allotted duration, or if they
degree of risk. simply choose to do so, their spirit is transferred into their
Travel to a location within sight or to a place which is Construct. See below for the benefits and penalties involved.
well known to you is relatively easy, but places you are less Positive Effects
familiar with incur a penalty on the casting roll, as noted You retain all of your skills and talents, and gain the
below on the Accuracy Table. physical Attributes of the Construct’s body (adjusted by the
new STR, AGI and CON scores).
• For every extra person you want to take along, you incur
an additional -5% skill penalty for the check. You can bring As a Construct, you are immune to Fatigue, Serious
along up to 10 people in this way. Wounds, bleeding, pain, fear or Internal damage. You do
• You can attune yourself to the energies of the location if not require sleep, though you must meditate for 8 hours in
you have an object taken from there in the last 50 years. order to recharge your Spirit Points. You do not breathe or
• The maximum range of the spell is a location within consume food.
100km (60mi) of you. You can mark a location with a unique
Your new body gains the benefit of any enhancements that
marking – a sigil – to aid returning to this point. Only one
would normally affect your Construct.
location can be marked in this way at a time.
Negative Effects
Skill Activation Rng Dur Size ENC HP
Your Hit Points do not regenerate naturally. You must repair
Artifice 1 minute * In H 4 25 your body, or have someone do it for you.
Advancement If the Construct body takes a Major Wound, you are killed
99%: There is no skill penalty for bringing along and cannot be resurrected. Once the transference has taken
additional people. place, you cannot regain a mortal body except via a Reincar-
nate spell.
Staff of the Void
Build Time: 24 hours You lose any racial benefits or penalties, as you are no
longer of that species.
Skill: Artifice at 90%
Components: 5x units of wood, 1x gold piece, 5x Jade Vorpal Weapon
Power Gem: Emerald Used With: Action
Skill: 90%
Choose a target creature within range. If it fails a Resolve
Range: Touch
skill check it is shunted into a pocket dimension on the
Duration: 1 hour
Aethereal plane. This dimension mirrors the current realm of
the world around the target. Resist: -
Every round, the affected creature makes an opposed Choose a weapon. When you cast this spell while
Resolve Skill check to discover the warped nature of their touching the weapon, it gains a temporary magical
existence and break free of the pocket dimension. At the enchantment that is deadly to your enemies, and can even
end of the duration, the microcosm crumbles and the allow it to kill in a single stroke. The weapon glows red at
occupants are sent back to their point of origin. night in a 1 square radius.
If multiple targets are shunted into this void during the • On a critical success in battle, the weapon deals +5
duration, they are in their own individual pocket dimension. damage.
Skill Activation Rng Dur Size ENC HP • Luck Points cannot be used against this weapon’s
Artifice Action 30 1m H 4 25 attack.

Advancement Advancement
99%: Targets lose 1 Spirit Point per round while in the void. 99%: On a critical success in battle, the weapon deals
maximum damage on all dice.
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Arcane Construct Part Three: Summoning the Elemental


Constructs are magically-created machines specifically Spirit
designed to perform dangerous activities such as combat You need to spend 8 hours meditating while touching
or maintenance, while you hold back in relative safety. your Construct’s new body, splitting that over as many days
Constructs can be built in a wide variety of sizes and styles, as you wish. This process summons an elemental spirit to
and the artificer can modify their abilities as required. animate the construct. Once the 8 hours is complete, make
an Artifice skill check. If successful, the spirit is summoned
Part One: Skills & Materials and occupies the body, ready to accept your commands!
You’ll need: Spirit Summoning Result Table
• Artifice (obviously). The skill is used for building,
upgrading and servicing your arcane construct. The higher Result Effect
your skill, the larger and more advanced the construct you Critical Success The spirit is summoned and gains 10
can build. Accolades for you to spend on it.
You’ll need some tools and materials, as well as time: Success The elemental spirit has been conjured
• You’ll need Materials, such as iron, steel, clay etc. Clay Failure You need to try again.
is the default material. The construction table below tells
you how many units you’ll need for each size of construct. Fumble The spirit stings you for 1d6 Internal
• You’ll also need gold, which will be melted down and damage! You’ll need to try again.
used as channels for arcane power within its body. Construct Power Source
Arcane Constructs require a gemstone for their elemental
Part Two: Building the Chassis spirit to reside in. The size of the stone depends on the of
• It will take 1 hour per unit of material to build the the Construct’s body, as noted on the table at right. This
construct, but you can split that up over as many days as stone is placed in the centre of the Construct’s chest, and
you wish. This time is doubled for Basic Toolkits, and halved when the spirit is summoned, the gem glows thereafter.
for Specialist Toolkits. Binding the elemental Spirit requires a portion of your
• You can work up to 8 hours a day, though you can own power, requiring you to sacrifice 3 Spirit Points from
increase this to 12 with the Efficient Worker talent. your maximum. These Spirit Points are only regained if
• Make a check against your Artifice skill for each 8 (or the Construct is destroyed, or you choose to release the
12) hour block of work. If your check is successful, you’ve elemental spirit from the stone.
made progress for the day on the construct. Deduct the
Body Size Power Gem Required
materials & gold used so far from the total.
• Repeat this until all material units and gold are used. Tiny Moonstone
Small to Huge Silver Pearl
Arcane Construct Build Table
Enormous & Colossal Emerald
Result Effect
Critical Success Complete the work in half the time. Size
Success The work went as planned. There are advantages and disadvantages to Constructs
of all sizes, but the larger ones do take more skill and
Failure You need to try again. resources to build. On the table below, the base stats for a
Fumble You lose the materials and you’ll have to Tiny Construct are highlighted, with any body size change
redo those hours. either being set to a specific figure (in the case of height
and weight), or adding to the baseline number (for AP, STR,
Construct Body Size Table
Slots). So, when you make a Construct bigger, add those
# Construct gains Reach on Unarmed attacks.
numbers to the baseline.
Skill Size Ht Wt AP STR/HP Slots Gold Materials
- Tiny 40cm/1'3" 10kg/22lb 0 -4 4 1gp 5
- Small 100cm/3'3" 30kg/65lb 0 -2 5 2gp 10
50% Medium 150cm/4'11" 60kg/130lb 0 0 6 5gp 20
70% Large 200cm/6'5" 90kg/200lb +1 +2 7 10gp 40
90% Huge 250cm/8'2" 180kg/395lb +2 +4 8 20gp 60
99% Enormous# 300cm/9'8" 500kg/1100lb +3 +6 9 35gp 100
99% Colossal# 400cm/13'1" 1500kg/3300lb +4 +8 10 50gp 200
184 PART 4: MAGIC
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Tiny Clay Construct Stats

* All Constructs are immune to telepathy and Internal If you want your construct to be built of something other
damage, poison, bleeding and fatigue. They cannot be than clay, consult the table below for details of the benefits
frightened, terrified or put to sleep. Constructs do not need and costs of these exotic materials
to eat or breathe.

Arcane Construct Material Modifiers


Material % AP HP +4 DR vs Material Unit Cost (sp) Exotic?
Clay 50% - - Elemental Body Parts* 40 Yes
Flesh* 50% - +2 Slash Bones* 25 Yes
Bone* 50% +1 - Pierce Clay Brick 6 No
Stone 50% +2 - Energy Stone Brick 10 No
Silver 70% - +5 Ignore Melt Iron Ingot 15 No
Iron 70% +3 +5 Slash Steel Ingot 25 No
Cold Iron 70% +3 +5 +2 Energy AP Cold Iron Ingot 50 Yes
Vythir 90% +4 +12 +2 Move Silver Ingot 100 Yes
Dragonscale 99% +5 +15 Ignore Burn Vythir Ingot 200 Yes
* These materials are sold only from black markets, or Dragonscale 500 Yes
dug up from graves.
* These materials are illegal to purchase, but might be
Repairing your Arcane Construct available on a black market, from slain enemies, or your
When damaged, a construct’s body will need repair and as local cemetery.
such, repairing a Construct requires the use of your toolkit, 1
unit of the material the construct is built from, and use of the
Artifice skill. Both Armour and Hit Points can be individually
Resurrecting your Construct
If your Construct is reduced to -20 Hit Points, it is
repaired in this fashion.
wrecked and cannot be easily repaired. You’ll need the
Result Effect Resurrect Construct talent to have a chance to bring it back.
Critical Success You repair 2d6 AP or Hit Points. If the Construct goes down to -30 Hit Points, it has been
Success You repair 1d6 AP or Hit Points. utterly destroyed and cannot be recovered at all.
Failure You repair only 1d3 AP or Hit Points.
Fumble You fail to repair the construct at all.

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Construct Upgrades Upgrading


The build time for each Upgrade is equal to 1 hour per
Baseline constructs as outlined above can be improved
by augmenting their bodies with Upgrades. Individual material unit used. As with talents, each can only be applied
upgrades need to be learned somehow before they can be once to a particular construct once unless otherwise
applied to your construct. specified. Each Upgrade uses 1 Slot from the construct’s
available space.
• Installing or removing a pre-built upgrade takes 1 hour
Acquiring Upgrade Blueprints per slot.
New upgrades can be researched by spending Accolades • The % column lists the required skill to build or install
to instantly ‘buy’ blueprints you qualify for, purchasing this upgrade.
the blueprint from a company or individual, or acquiring a • Each upgrade takes 1 slot unless otherwise noted.
blueprint in an artificer’s spellbook.

New Construct Upgrade 1-69% 70% 90%


Accolade Cost 6 Accolades 8 Accolades or 10 Accolades
Teaching Cost 600sp & 60 Hours 800sp & 80 Hours 1000sp & 100 Hours

Upgrades List % Size Details


Armour Plate, Light - T The Contruct gains +2 Worn AP.
Armour Plate, Medium 70% M The Contruct gains +5 Worn AP.
Armour Plate, Heavy 90% M The Contruct gains +8 Worn AP.
Augmented Spirit 90% T The Contruct gains +5 Spirit Points.
Auric Field 90% M The Contruct gains +3 Energy AP.
Battering Ram 90% E Spend an action winding up for a powerful collision attack.
Cargo Bay - M An internal space for carrying stuff.
Cockpit, Large 90% E Ride inside your Construct and directly control it.
Cockpit, Small 70% L Ride inside your Construct and directly control it.
Death Ray 90% L Shoot magical rays against your foes.
Demolition Rig 70% L A special rig to help demolish objects and sometimes also people.
Extra Arms 99% H Give your Construct more arms.
Fortify 70-% M Reinforce the construct against one type of damage.
Improved Senses 50% T Allows the Construct to see in the dark, or even through walls.
Mighty Fists 50% T Increases the unarmed damage power of the Construct.
Quadruped 70% T Give your Construct some more legs.
Sentience 99% M Your Construct becomes self-aware.
Sigil of Command 90% T Enhance the Construct’s Intellect and ability to follow commands.
Sigil of Elements 70% T Gain resistance to elemental damage, and deal elemental damage.
Sigil of Endurance 90% T The Construct stays active below 0 Hit Points.
Sigil of Resistance 70% T Enhance your Construct’s resistances.
Sigil of Regeneration 90% T Allows your Construct to repair itself.
Sigil of Speed 50% T Enhance your Construct’s Movement and Reactions.
Weapon Mount 50% M Attach a ranged weapon to the construct.

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Armour Plate, Light Battering Ram


Body Size: Tiny Body Size: Enormous
Skill: 50% Skill: 90%
Materials & Build Time: 2 hours, 2 Parts Materials & Build Time: 20
Gold: Gold: 10gp
Add +2 Worn Armour to the construct. This armour The Construct spends an action preparing a powerful
counts as Light armour for the purposes of qualifying for Unarmed attack. On the following round, make an Unarmed
talents and manoeuvres. attack which converts its Unarmed damage into Internal
damage. Hit target is pushed back 2sq, and is knocked
Armour Plate, Medium prone.
Body Size: Medium
Skill: 70% Cargo Bay
Materials & Build Time: 5 hours, 5 Parts Body Size: Medium
Gold: Skill: -
Materials & Build Time: 2
Add +5 Worn Armour to the Construct. This armour
counts as Medium armour for the purposes of qualifying for Gold: -
talents and manoeuvres. This upgrade provides 20 ENC of internal storage,
which can only be opened by the operator’s control. The
Construct’s armour protects what is stored within until it
Armour Plate, Heavy reaches 0 Hit Points. This upgrade can be taken multiple
Body Size: Medium times.
Skill: 90%
Materials & Build Time: 12 hours, 12 Parts Cockpit, Huge
Gold:
Body Size: Enormous
Add +8 Worn Armour to the Construct. This armour Skill: 90%
counts as Heavy armour for the purposes of qualifying for Materials & Build Time: 30
talents and manoeuvres. Gold: 10gp
Make a space for a person up to 180cm (6’) to fit inside,
Augmented Spirit along with levers for extra controls. Pilot is protected by the
Body Size: Any Construct’s AP until it falls to 0 Hit Points, at which point
Skill: 90% they will take the same damage it does. There is a slot for
Materials & Build Time: 5 the person to shoot outside from.
Gold: 5gp Gain +5% to opposed Perception and combat check
results while piloting.
The Construct gains +5 Spirit Points. • This upgrade uses 5 slots.

Auric Field Cockpit, Small


Body Size: Tiny Body Size: Large
Skill: 90% Skill: 70%
Materials & Build Time: 5 Materials & Build Time: 20
Gold: 50gp Gold: 5gp
The Construct gains +3 Energy AP. Make a space for a person up to 120cm (3’3”) to fit inside,
along with levers for extra controls. Pilot is protected by the
Construct’s AP until it falls to 0 Hit Points, at which point
they will take the same damage it does. There is a slot for
the person to shoot outside from.
Gain +5% to opposed Perception and combat check
results while piloting.
• This upgrade uses 3 slots.

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Death Ray Improved Senses


Body Size: Large Body Size: Tiny
Skill: 90% Skill: 50%
Materials & Build Time: 6 Materials & Build Time: 2
Gold: 20gp + 2 Rubies Gold: 1gp
Install two rubies into the Construct’s head. As an action, The Construct’s senses are attuned to see in different
the Construct can make an attack with its Unarmed skill ways. It can choose a difference sence as an action:
against a target within 10 squares. The attack deals Energy
damage instead of its normal damage type.
Sense Range Capability
Darkvision 20 See in total darkness, blinded by
daylight.
Demolition Rig Magnify Sight 200 Provide enhanced vision to see
Body Size: Large normal detail at long range.
Skill: 70%
Sense Magic 50 See the aura around magical
Materials & Build Time: 20 items and spells.
Gold: 2gp
X-ray 3 See through 30cm wood, 15cm
The Construct’s Unarmed attack deals 2x damage vs rock, 10cm steel, 0cm lead.
structures, and it gains a +1 Damage Modifier bonus for
dealing with irritating, non-structure obstacles. Mighty Fists
Body Size: Tiny
Extra Arms Skill: 90%
Body Size: Huge Materials & Build Time: 1
Skill: 99% Gold: 1gp
Materials & Build Time: 20 The Construct’s Unarmed attack gains +1 damage for
Gold: 10gp each body size of the Construct. i.e. Tiny = +1, Small = +2
The Construct gains an extra two arms, and loses -2 to etc. The Construct can’t use melee weapons anymore.
base AP and Spirit Points to power them. This extra set of
arms gives the Construct a second action during your turn. Quadruped
You can only use this action to attack, reload or use an Body Size: Tiny
item. Skill: 70%
Materials & Build Time: 2
Fortify Gold: 1gp
Body Size: Medium The Construct has 4 legs instead of two, gaining +2
Skill: 70% Movement and ignoring difficult terrain penalties. However,
Materials & Build Time: 3 turning around takes a little more effort, using 1 Movement
Gold: 1gp to turn 90o.
The Construct gains +4 DR against one type of damage.
You can take this upgrade multiple times, protecting against Sentience
a different damage type each time. Body Size: Any
Skill: 99%
Materials & Build Time: 5
Gold: 1000gp
This intricate arrangement of gold allows the elemental
spirit to form cognitive thoughts. The Construct’s Intellect
is increased by +6 and it gains a philosophy of your choice.
It is now able to act as an independent creature, a loyal
companion of its creator.

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Sigil of Command Sigil of Regeneration


Body Size: Tiny Body Size: Tiny
Skill: 90% Skill: 90%
Materials & Build Time: 1 Materials & Build Time: 1
Gold: 1gp Gold: 1gp
The Construct is inscribed with sigils which increase As an action, the Construct can spend 1 Spirit Point to
its mental power. It gains +2 Intellect, and it allows the repair 1d4 HP on itself, up to half its normal maximum.
Construct to have a second command ready to follow after
completing its first command, including attacking another
target, or returning to you.
Sigil of Speed
Body Size: Tiny
Skill: 50%
Sigil of Elements Materials & Build Time: 1
Body Size: Tiny Gold: 1gp
Skill: 70%
Materials & Build Time: 1 The Construct is inscribed with a sigil to grant it
additional speed. It gains +2 Movement and +2 Agility.
Gold: 1gp
The Construct is inscribed with an elemental sigil that Weapon Mount
bestows both protection and offensive power. Body Size: Medium
• It gains +4 DR vs Elemental damage.
Skill: 50%
• The Construct can choose to deal Elemental damage in
Materials & Build Time: 6
place of its normal damage on its Unarmed attack.
• When inscribed, you can choose for the Construct to Gold: 1gp
gain Invulnerability to one of the following damage traits: Mount a crossbow, firearm, or one of your artificer wands
Burn, Freeze, Melt or Shock. or sceptres onto the shoulder of your Construct.
• The Construct can use this weapon as an action,
Sigil of Endurance if it has the correct skill. Wands and Sceptres use the
Construct’s Resolve skill.
Body Size: Tiny
• The weapon automatically (or is that ‘automagically’)
Skill: 99%
reloads at its normal reload time, without needing the
Materials & Build Time: 10 Construct to do anything.
Gold: 10gp
The Construct is inscribed with sigils that provide
additional conduits for the elemental spirit’s power. The
Construct gains +2 Constitution.
If the Construct takes damage that reduces it to below
1 Hit Point, instead of falling unconscious, it stays fully
functional and active for a number of turns equal to its
Constitution Attribute Bonus. When the duration ends, it
falls Unconscious as normal.

Sigil of Resistance
Body Size: Tiny
Skill: 70%
Materials & Build Time: 1
Gold: 1gp
The Construct is inscribed with sigils that grant +5 to
its Endurance, Evade and Resolve skills, and it gains a +5%
result bonus to each of these skills too.

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CHARMS SPELL LIST GLOSSARY CONTENTS

Charms As their reputation spreads in a society, it can lead to a


Anyone can train to be an actor, musician or con artist,
but it takes a special kind of talent to become truly great at palpable fear emanating through citizens, unsure of who is
their craft, imbuing their performances with a kind of magic. going to take advantage of them and for what purpose.
These individuals and their ability to influence others is But the reality is these people are few and far between, with
unique in the realms of magic, relying on subtle cues and the vast majority of this field of magic used by whimsical,
discreet applications of positive magical energies to invoke even comical practitioners who thwart their opponents with
favourable responses from their subjects. unconventional techniques.

Magical Focus Special Ability: Charm Style


Mystics are known to practice the least traditional style Practitioners of Charm magic use their spells differently,
of magic, eschewing conventional approaches such as with more traditional performers such as Balladeers the
summoning lightning or throwing fireballs around in favour most common type, while Mystics keep to the rural areas
of using their magic to charm or neutralise opponents. away from higher populations, travelling the world to ply
They’re capable of a little healing and damage, but their their unique craft.
spells are certainly unique compared to other types of Cities also see many Rakes, good-for-nothing drunkards
magic. who stumble about from one adventure to the next, yet
invariably succeed in spite of all appearances to the
Charms in Society contrary.
Mystics ply their trade in both major cities and small Balladeer – These Mystics are gifted performers, with a
towns alike, offering repairs to common goods with their powerful voice and access to unearthly creative energies to
crafting skills, or performing all manner of tricks to delight influence and entertain.
the crowd. Some may not even understand that this Witch – These are more traditional Mystics who delve
performance is augmented by magical effects, shrugging further into the realm of probability, and the manipulation of
off the display of sheer talent as luck, good upbringing or events to their advantage.
exceptional skill. Rake – Roguish charmers who live by the seat of their
In this way, Charms are more welcome in society more pants, these Mystics spend most of their time drunk, yet
than just about any other kind of magic, mostly for its ability somehow this seems to make them more, not less effective
to entertain. Those that use Charms for more nefarious in their role.
purposes often operate without being noticed, leading to the
rise of mythical powers being ascribed to such individuals.
190 PART 4: MAGIC
CHARMS SPELL LIST GLOSSARY CONTENTS

Charms Spell List


3rd Rank
Spell Skill % Brief Description
Abjure Magic - Attempt to dismiss an active spell, contest with the caster
Allure - Magnify the effects of Seduction, Deceit and Influence.
Arcane Sight - Detect magical items in sight and study one to learn its secrets.
Energy Blast - Targets in a cone are hit with dizzying energy damage.
Fool’s Gold - Make copper or silver coins appear more valuable.
Glamour - Magically change your appearance and voice.
Healing Ballad - Creatures in range are healed of minor injuries.
Howling Laughter - Target becomes prone and loses result bonus & Damage Mod.
Mend Object - Add a few Hit Points to a damaged object, up to half its maximum.
Mimic - Imitate another’s voice and mannerisms perfectly.
Rebellious Spirit - Gain a result bonus to Resistance skill checks.
Scrying - See events or people within range as if looking down on them.
Suggestion - Chosen simple creature follows your command for 1 round.
Tell Fortune - Use tarot cards to foretell events.
Whispering Voices - Break Concentration effects on the target.
Wild Magic - Use random comedy magic to defend yourself against attack.

2nd Rank
Spell Skill % Brief Description
Aphonia 70 Target can’t make any sound.
Bestow Luck 70 Transfer your Luck Points to the target.
Creative Insult 70 Force target to attack you on failed Resolve.
Discord 70 Target takes Internal damage and is nauseated for 1rd.
Drinking Song 70 Targets in range become charmed while you sing.
Elusive 70 While active, spend a Luck Point to make Stealth or Evade checks successful.
Foresight 70 Re-roll dice affecting you.
Lullaby 70 Target falls asleep on failed unopposed Resolve chk.
Unlock 70 Open locks or disable traps.
Spirit Burn 70 Force target to use more spirit for spells and manoeuvres.
Wall of Madness 70 All who step into the field this wall affects are assailed by maddening images.

1st Rank
Spell Skill % Brief Description
Akashic Trance 90 Gain answers to any question by submitting to a trance.
Arcane Thief 90 “Steal” a spell being cast and use it yourself for the next minute.
Control Magic 90 If target caster’s Resolve check fails, you redirect target of spell.
Curse 90 Target cannot use Luck Points for the duration.
Dream Travel 90 Travel through dreams to real-world destinations.
Grand Finale 90 Return alive and well after appearing to have died. Surprise!

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CHARMS SPELL LIST GLOSSARY CONTENTS

3rd Rank Spells Energy Blast


Used With: Action
Skill: Charms
Abjure Magic Range: 3 square cone
Used With: Action Duration: 1 round
Skill: Charms Resist: Resolve
Range: 10 squares
Duration: Instant A powerful blast of colourful energy flashes from your
Resist: - outstretched hand, overwhelming the senses of those in a
3-square cone. Each affected creature with sight must make
The caster of the target spell must make an opposed an opposed Resolve skill check. Those that fail take 1d6
check of their magic skill versus your Charms skill. If you Energy damage and are Dazed for 1 round.
win, the spell ends.
Advancement Advancement
70%: The damage increases to 1d6+4.
None
90%: The damage increases to 1d6+8.
99%: The damage increases to 1d6+12.
Allure
Used With: Action
Fool’s Gold
Skill: Charms
Used With: Reaction
Range: Self
Skill: -
Duration: Concentration (1 hour)
Range: Touch
Resist: -
Duration: 1 minute
Your personal magnetism is bolstered with magical Resist: Resolve
energy, giving you an indefinable allure that others find
This spell is cast without any verbal component, and only
appealing.
a subtle flourish of the hand is required.
• Gain a +4% result bonus on Seduction, Deceit and
Cast this spell as you hand a copper or silver coin to a
Influence skill checks.
target. If the target fails an opposed Resolve skill check, they
Advancement believe it is a real gold coin for the spell’s duration.
70%: The bonus increases to +6%. • If they successfully resist, they merely assume you’ve
90%: The bonus increases to +8%, and the range increases mistakenly given the wrong coin.
to Touch. • If they roll a Critical Success on their check, they know
99%: The bonus increases to +10%. you’re trying to trick them and may become a tad upset, call
the guards, attack etc.
Arcane Sight Advancement
Used With: Action 70%: The duration is increased to 10 minutes.
Skill: Charms 90%: You can use this spell on up to 5 coins at once.
Range: Self 99%: You can use this spell on up to 10 coins at once.
Duration: 1 hour
Resist: -
This spell bestows the ability to detect magical effects on
items and people within 10 squares. The power manifests
as an aura which shows the power of the spell (such as if
cast at 50%, 70%, 90% or 99% skill) and the spells name and
effects.
Advancement
70%: The range of the effect increases to 20 squares.
90%: You also gain Night Sight out to 20 squares.
99%: The spell also allows you to ignore the Blind condition.

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CHARMS SPELL LIST GLOSSARY CONTENTS

Glamour Howling Laughter


Used With: Action Used With: Action
Skill: Charms Skill: Charms
Range: Self Range: 10 squares
Duration: 1 minute Duration: 1d4 rounds
Resist: Resolve Resist: Resolve
When you cast this spell, you can change your face just Choose a creature within range. It must make an opposed
enough to fool people into thinking you’re someone else. You Resolve skill check or fall to the ground and become Prone
must choose an appearance of the same species and sex and Dazed with laughter for 1d4 rounds. They can make an
as you, but eye and hair colour, as well as your general face opposed Resolve check every round as an action to try and
shape can be altered. break the effect.
Your voice is also altered by this spell, if you’ve heard
the subject speak. Casual onlookers won’t see through this Advancement
disguise unless they are actively detecting magic, but when 70%: The target also takes 1 Internal damage each round.
they interact with you, they get to make an opposed Insight 90%: The target also becomes Restrained.
check against your Charms skill. If you fail, they know you’re 99%: The target instead becomes Stunned.
not who you appear to be.
Advancement Mend Object
70%: The duration is extended to 1 hour, and the spells Used With: 1 minute
range increases to Touch. Skill: Charms
90%: You can change your body to appear as either sex. Range: Touch
99%: You can change your entire appearance to seem like Duration: Instant
any playable species, with your size adjusting appropriately. Resist: Resolve
Choose a damaged object within range. If it is below
Healing Ballad half it’s maximum Hit Points, this spell repairs it for 1d4 Hit
Used With: 1 minute Points.
Skill: Charms
Range: 2 square radius Advancement
Duration: Instant 70%: The target instead gains 1d6 Hit Points.
Resist: - 90%: The target can be repaired to its maximum Hit Points
99%: The target instead gains 1d8 Hit Points.
You sing a soothing song that heals bruises and minor
lacerations on those nearby. Choose any number of target
creatures within range. So long as neither you or they are
Mimic
damaged or leave the spells area of effect, at the end of 1 Used With: Action
minute, target creatures are healed for 1d6 Hit Points of Skill: Charms
damage. Range: Touch
This spell has no effect on Major Wounds. Duration: 1 hour
Resist: -
Advancement
70%: Subjects are now healed for 1d6+2. Mimic allows the recipient to perfectly mimic the voice
90%: Subjects are now healed for 1d6+4. of someone the caster has heard personally within the last
99%: Subjects are now healed for 1d6+6. hour.

Advancement
70%: You can mimic any sound you’ve heard within the last
12 hours.
90%: You can mimic any sound you’ve heard within the last
week.
99%: You can mimic people and noises you’ve heard within
the last month.

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CHARMS SPELL LIST GLOSSARY CONTENTS

Rebellious Spirit Suggestion


Used With: Action Used With: Action
Skill: Charms Skill: Charms
Range: 10 squares Range: 10 squares
Duration: Concentration (1 minute) Duration: 1 round
Resist: - Resist: Resolve
All creatures of your choice within range gain a +3% When you use this spell, you utter a single word of
bonus to all Resistance skills for the duration. command to a target living creature in range, such as ‘Flee’
or ‘Freeze’. Be creative! If it fails an opposed Resolve skill
Advancement check it must follow your command on its next turn, unless
70%: The bonus increases to +4%. the creature doesn’t understand the language.
90%: The bonus increases to +5%. This spell has no effect upon non-living entities. The
99%: The bonus increases to +6%. creature will never harm itself or others no matter what
command you give.
Scrying
Used With: Action Advancement
70%: Increase the word count to 2, allowing more complex
Skill: Charms
commands.
Range: 20km (12mi) 90%: Increase the word count to 3, allowing more complex
Duration: Concentration (1 minute) commands.
Resist: Resolve 99%: You can force the target to attack one of their allies as
For the duration of the spell, you mentally receive a command.
visual information from any point within range, subject to
limitations listed below. You see events transpire as if you Tell Fortune
were looking down on them with normal or night vision, and Used With: 1 minute
can move the point of view about as if you were walking. Skill: Charms Tarot Cards Required
You don’t need to use a crystal ball with this spell, but it Range: Touch
certainly looks impressive to onlookers if you do. Duration: Instant
Scrying Check Modifier Skill Mod Resist: -
Unknown (You’ve never seen the target) -20% By shuffling tarot cards in a random manner and dealing
Second hand (you have heard of the target) -10% out 2 cards, the fortunes of the subject can be revealed
in a somewhat cryptic manner. This can provide general
Firsthand (you have seen the target) -5% information about their road ahead, what challenges they
Familiar (you know the target well) 0% may face and what rewards can be expected.
Mechanically, the GM can choose the cards from the list
according to their broad meaning, in order to give subtle
Advancement clues about what lies ahead in their adventure.
70%: The spells range increases to 50km (30mi). Card Broad Meaning
90%: The spells range increases to 100km (60mi). The Tower Your decisions bring great change.
99%: The spells range increases to 500km (300mi).
The Fool Be open to unexpected events.
The Empress You influence can change outcomes.
The Magician Trust your instincts.
Temperance Focus on the most important task.
Death An ending or beginning approaches.
The Star Reflect upon your decisions.
The Hanged Man You can’t change the path you are on.
Wheel of Fortune Fundamental change is imminent.
The World The path you are on leads to success.
194 PART 4: MAGIC
CHARMS SPELL LIST GLOSSARY CONTENTS

Card Broad Meaning 2nd Rank Spells


Ace of Wands An opportunity will present itself.
Six of Wands Fearlessly act on your decision.
Aphonia
Used With: Action
Seven of Wands Go forward with all your strength. Skill: Charms at 70%
Page of Wands Gather more information. Range: 10 squares
Duration: Concentration (1 minute)
Three of Cups Gather allies to support your efforts.
Resist: Resolve
Ace of Swords Stay focused, victory is imminent.
One target creature you choose within range must make
Three of Swords Change course, a new path beckons. an opposed Resolve skill check. If they fail, they can no
Ten of Swords Prepare to face a storm. longer speak or utter any noise at all. The target may use an
action to attempt another opposed Resolve skill check to
Advancement end this effect.
99%: Draw an extra card.
Advancement
Whispering Voices 90%: You can choose for the spell to create a sphere of
Used With: Action silence in a 1 square radius around the target. Everyone
Skill: Charms affect makes the Resistance check.
Range: 10 squares 99%: The radius increases to 2 squares.
Duration: 1 round
Resist: Resolve Bestow Luck
Used With: Action
Choose a creature within range. You cause strange Skill: Charms at 70%
whispering voices to be heard by the target, distracting &
Range: 10 squares
breaking 1 Concentration effect, if they fail to resist.
Duration: Special
Advancement Resist: -
None
When you cast this spell, you can spend one or more
Wild Magic Luck Points and grant the same number of Luck Points to
Used With: Reaction the subject. This effect lasts for the entire game session.
Skill: Charms
Advancement
Range: Self
None
Duration: Instant
Resist: -
Creative Insult
Cast this spell when you come under attack from a melee Used With: Action
(or unarmed) attack. You unleash raw magic, without any Skill: Charms at 70%
form or function. This wild energy transforms the weapon of Range: 10 squares
your target into something non-threatening, long enough for
Duration: Instant
it to do no harm.
Resist: Resolve
• Make an opposed check with your Charms skill vs the
attacker’s roll. If successful, the weapon is transformed into Choose a creature within range. You let off a torrent of
something non-harmful, such as; A rolled-up newspaper. vile insults, citing their cowardice and questioning their
A startled chicken. A glove. A bouquet of flowers. A fish. A sexuality. If that target can understand your language, and if
pillow, etc. Right after the attack is complete, the weapon they fail an opposed Resolve skill check, this prompts them
regains its normal form and the caster is unharmed. to move to attack you with whatever weapons they possess
• Auric Weapons are not affected by this spell. on their turn.
This spell has no effect on undead or constructs.
Advancement
70%: Ranged weapon attacks are also affected by the spell. Advancement
90%: Auric Weapons are now also affected by the spell. 90%: The target loses their result bonus when attacking
99%: Hostile magic attacks directly aimed at you are also you.
affected by the spell. 99%: If the target hits you, they deal minimum damage.
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CHARMS SPELL LIST GLOSSARY CONTENTS

Discord Foresight
Used With: Action Used With: Reaction
Skill: Charms at 70% Skill: Charms at 70%
Range: 1 square radius Range: Self
Duration: 1 round Duration: Instant
Resist: Endurance Resist: -
You let out a discordant note so awful it unnerves the You gain a strong sense of events before they take place
soul of everyone adjacent to you. Everyone adjacent to you around you in combat, allowing you a better chance to avoid
who can hear your intentionally awful performance must calamity.
make an opposed Resolve skill check. • In combat, you may re-roll a failed Evade, Endurance or
• On a failed check, they take 1d6 Internal damage and Resolve skill check.
become nauseated for 1 round.
Advancement
Advancement 90%: You may choose to re-roll damage dice.
90%: The damage is increased to 1d6+2 and the range is
99%: The spell can be used in dangerous situations outside
increased to a 2 square radius.
of combat to re-roll dice, such as when you’re about to be
99%: The damage is increased to 1d6+4.
crushed by an avalanche, or fall into a trap. GM’s call!

Drinking Song Lullaby


Used With: Action Used With: Action
Skill: Charms at 70% Skill: Charms at 70%
Range: 1 square radius Range: 10 squares
Duration: Concentration (1 minute) Duration: Concentration (1 minute)
Resist: Endurance Resist: Resolve
You perform a rollicking drinking song that gets hands Choose a creature within range. It must make an opposed
clapping and feet tapping. Everyone in range (who isn’t Resolve skill check against your Charms skill. If they fail
deaf) must make an opposed Endurance skill check or they the check, they become extremely drowsy and unable to
become Charmed for as long as the song keeps going. think, rendering them unconscious while you continue to
If they’re damaged, the spell is broken and they can act concentrate (or 1 minute).
as normal. If the target succeeds on their check, they become dazed
for 1 round.
Advancement
If someone uses an action to wake them, or if the subject
90%: Subjects breaking free lose their Result Bonuses on all
comes under attack, the spell ends as they awaken from a
skills for the next round.
dream with a start, a dream in which they are under attack.
99%: They keep singing for up to an hour after the spell
They can immediately defend this attack.
duration ends, so long as they’re not interrupted by damage.
Advancement
Elusive 90%: The victim must succeed in an unopposed Resolve
Used With: Reaction check to awaken, when someone takes an action to do so.
Skill: Charms at 70% 99%: The victim must succeed in an opposed Resolve
Range: Self check (vs your skill), when someone takes an action to do
so.
Duration: Concentration (1 minute)
Resist: -
At any time while this spell is active, you can spend
a Luck Point to make an Evade or Stealth skill check an
automatic success, beating any non-critical opposed check.

Advancement
99%: Spending a Luck Point instead makes your result a
Critical Success. Roll the dice as normal, and it becomes a
critical success of that value.

196 PART 4: MAGIC


CHARMS SPELL LIST GLOSSARY CONTENTS

Unlock 1st Rank Spells


Used With: 1 minute
Skill: Charms at 70% Akashic Trance
Range: Touch Used With: 1 minute
Duration: Instant Skill: Charms at 90%
Resist: - Range: Self
Duration: 1 hour
Choose a lock or trap within range. This spell
automatically unlocks a lock or disables a trap that has Resist: -
no difficulty penalty on it. This spell also works on locks ‘Akash’ is from an ancient and mostly forgotten language,
secured with the Arcane Lock Wizardry spell, but if you fail meaning ‘aether’ or ‘sky’. It also pertains to a psychic imprint
to open it, you take damage as normal. upon the fabric of the Aether whereupon every thought and
every event in the history of the universe is recorded. This
Advancement
is known as the Akashic Record, and it is accessible by
90%: The spell can handle difficulty mods up to -20%.
well-practiced masters of the mystic arts.
99%: The spell can handle difficulty mods up to -40%.
Sifting through so much information and determining
Spirit Burn what is real from what is simply the projected dream-states
Used With: Action of mortals takes a great deal of effort. Thus, the caster
must enter a trance-like state in order to reach out and tap
Skill: Charms at 70%
into the record.
Range: 10 squares • The caster can provide the answer to 2 questions.
Duration: Concentration (1 minute) • Every subsequent casting of this spell on the same day
Resist: Endurance adds +20 to the result table below.
Choose a target within range. Whenever that target uses The caster goes into a trance state, and then spends the
a spell or manoeuvre, they must pay 1 extra point of spirit. If next hour attempting to read the Akashic Record. During this
the target leaves spell range, the spell ends. time, the caster will speak the information aloud, but they
will be completely unaware of this fact. Someone else will
Advancement need to be present to record the information being imparted.
90%: This spell can be cast as a Reaction. The caster has no conscious recollection of the experience.
99%: Target must pay 2 extra points of spirit. If the player’s Charms skill check is successful, the Game
Master makes a roll and consults the following table before
Wall of Madness imparting answers to your question.
Used With: Action Result Effect
Skill: Charms at 70%
01 You impart exact information in detail.
Range: 20 squares
Duration: Concentration (1 minute) 02-40 You explain most of the information
requested in detail, missing a few important
Resist: Resolve
facts.
This wall is invisible to the naked eye, which forms at a 41-60 You impart some of the requested
point within range. Spells that can detect magic can see it information, with some errors.
quite clearly. The wall covers an area between two chosen
61-85 Your information is mostly misleading, but
points up to 10 squares in length, and 2 squares high.
with a few important truths amongst it.
• Each wall panel can be individually dismissed by spells
that counter magic such as ‘Abjure Magic’. 86-98 You impart information completely
• The wall is invulnerable to all other forms of attack. unrelated to the question and awaken with a
• Anyone attempting to pass through the area is assailed headache.
by horrible visions and noises which fray at their sanity. They 99-100 You are overwhelmed by the information and
must make an opposed Resolve check. On a failed check, awaken with blood coming from your nose.
they are slowed and dazed, and take 1d6 Internal damage. Take 1d8 Internal damage.
Regardless of the outcome, the channeling of this
Advancement
information renders the caster Fatigued until they take an 8
90%: Damage is increased to 1d6+2, and they’re stunned
hour rest to recover.
for 1 round instead of slowed.
99%: Damage is increased to 1d6+4, & they’re stunned for 2 Advancement
rounds instead of slowed. None
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CHARMS SPELL LIST GLOSSARY CONTENTS

Arcane Thief Dream Travel


Used With: Reaction Used With: 1 hour
Skill: Charms at 90% Skill: Charms at 90%
Range: 10 squares Range: 5 squares
Duration: 1 round Duration: 8 hours
Resist: Resolve Resist: -
Use this spell when another spellcaster casts a spell Cast this spell as you and up to 6 companions prepare
within range. If that caster fails an opposed Resolve check, for sleep. Picture in your mind the place you wish to travel to
you can add that spell to your spell list for 1 minute, allowing – this only works if you’ve visited the place before, or have
you to cast it any time during that period. The caster’s spell at least viewed it through scrying or some other method. As
is otherwise unaffected by this spell. you drift off, you cross into the land of dreams, a realm born
of joining the caster’s mind with the Border Aethereal plane.
Advancement Your dreams will be filled with images of the journey, though
None you may have difficulty recalling it once awake.
When you awaken after a full 8 hours of rest, you and any
Control Magic companions will be at your desired destination if it is within
Used With: Reaction 160km (100mi) of your starting point. Casting success
Skill: Charms at 90% works a little differently for this spell, as noted on the table
Range: 10 squares below:
Duration: Instant Result Effect
Resist: Magic skill Critical Success You arrive precisely at the destination.
As a Reaction, choose a creature who is casting a spell Success You arrive within 50sq of the destination,
within your range. If your roll when casting this spell is properly rested.
higher than theirs, the spell’s target changes to one of your Failure You’re unable to focus during sleep &
choice within that spell’s range. awaken rested, but haven’t travelled.
• This spell cannot be used on spells cast as Reactions. Fumble The character(s) is plagued by
Advancement nightmares, does not travel and doesn’t
None regain Spirit or Hit Points.

Advancement
Curse None
Used With: Action
Skill: Charms at 90% Grand Finale
Range: 10 squares Used With: 1 minute
Duration: 1 hour Skill: Charms at 90%
Resist: Resolve Range: Touch
Duration: 7 days
Choose a creature within range. If the creature fails an
Resist: -
opposed Resolve skill check, the creature cannot use Luck Material Component: A diamond worth at least 5000sp, which must
Points for the duration of the spell. be carried on your person while the spell is in effect.
• You can also cast this spell on an object you are
holding. When someone other than you picks it up, it cannot If you are killed during the allotted duration, after 1 hour,
be removed from their hand for 24 hours. The creature you emerge from a nearby obstruction with 1 Hit Point,
holding it cannot use Luck Points for this 24 hour duration. very much alive and with the faint sound of a fanfare of
• A Cursed object can be uncursed with this spell. This horns in the distance heralding your greatest trick has been
takes 1 minute, and requires an opposed Magic skill check successful.
with the caster of the spell to succeed (if they’re still alive, Being brought back to life after such catastrophic
otherwise it’s automatic). You can always instantly dismiss damage leaves a lasting effect, however – your Constitution
your own Curse spells. Attribute is lowered by 1 permanently after you have been
raised.
Advancement
99%: Objects you curse have a duration of Permanent, until Advancement
broken as noted above. 99%: The caster returns with full Hit Points.
198 PART 4: MAGIC
DIVINITY SPELL LIST GLOSSARY CONTENTS

Divinity They tend to be popular in more primitive realms, where


Channelling the might of extraplanar entities, Divinity is ancient peoples who live in the wilderness struggle against
the magic of the gods made manifest on the material realm the elements to survive. Such gods are considered more
through faith and supplication. Not all priests of a faith gain capricious and mercurial, bestowing and removing their
the ability to call upon divine magic, and those that do are favours on a whim.
usually considered to be the chosen ones, touched by their These deities are still more readily accepted than the
deity to perform miracles in service of the faith. remaining devotions of Death, Elemental and War, which are
Unlike some other styles of magic, Divinity requires usually shunned from polite society and rise to prominence
some degree of reciprocation from the caster, with monthly in realms where combat ability is highly sought after, such
venerations required in order to continue gaining the as a priest of war bestowing the blessing of their deity on an
benefits. This varies depending on the chosen Devotion, allied army to aid in victory.
be it Healing, Strength, Fortune etc., but usually involves Death in particular is a difficult devotion to place, as
either a tithe of the priest’s money, or a demonstration of the it has a stigma about it, as if the priests are engaged in
priest’s power to locals to help bring others into the faith destroying all life. This can actually be true in death cults
who follow dire entities that do indeed seek the destruction
Magical Focus of civilisation, but there are some deities of death that
While it can also produce powerful damage effects, this simply wish to ease the suffering of mortals, and aid those
field of magic is known for providing the best healing and dying from terminal illness to find a peaceful death.
protective spells, and this is a general theme of Divinity
magic – protect self and others, enhance their abilities and Divinity Devotions
strike down foes with blasts of holy power. Priests gain their powers from faith and worship of an
extraplanar entity, who grants special powers in return for
Divinity in Society the priest’s devotion. Despite this detachment, these deities
Priests of mainstream churches and religions often crave our worship, and bestow abilities on those who prove
practice this magic to provide healing for the community, or their devotion. In Sabre, this power is represented and
at the very least those who can afford it. This is especially developed through Divinity talents.
true for followers of more altruistic devotions, such as When the Divinity Skill is taken, a character must choose
Healing, Knowledge and Peace, which fit in well with a deity and type of devotion. Each devotion requires
traditional civilisations. venerations to be provided each month, or the character
The Hunting, Sun and Fortune devotions are a little loses the benefits of their devotion talents until such time as
different, and don’t fit in to normal society. they make up for missed venerations.
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DIVINITY SPELL LIST GLOSSARY CONTENTS

Continuing to ignore the venerations requirements month Peace


after month can have far more dire consequences, such as Monthly Venerations
losing all Divinity spells, being expelled from the faith, or in Choose one of these tasks to help bolster the faith.
the case of extreme blasphemy, having an avatar of the faith Tithe: 10% of income to the church.
come after the priest. Mediator: Successfully defuse an impending combat and
The types of Devotions are: Death, Elemental, Fortune, resolve the differences in the two groups.
Healing, Hunting, Knowledge, Peace, Sun and War. You can
find the list of available divine talents here:
Sun
Monthly Venerations
Death Choose one of these tasks to help bolster the faith.
Monthly Venerations Tithe: 10% of income to the church.
Choose one of these tasks to help bolster the faith. Illumination: Ignite all of the lanterns in a town or city
Tithe: 10% of income to the church. street at nightfall using Divinity. You must use all of your
Release: End the life of a dying creature who is suffering. Spirit for that day for this task for the veneration to succeed.

Elemental War
Monthly Venerations Monthly Venerations
Choose one of these tasks to help bolster the faith. Choose one of these tasks to help bolster the faith.
Tithe: 10% of income to the church. Tithe: 10% of income to the church.
Extol the virtues: Use your element to benefit others. Test of strength: The priest can perform arm-wrestling,
e.g. Use fire to provide warmth or cook a meal. Use cold to wrestling, bare-fisted boxing or weightlifting with one or
chill water on a hot day. Use acid to destroy waste or shape more participants to show their strength. Victory isn’t
stone. Use air to dry clothes or aid a sailing ship. required for the veneration to be successful, only to have
a fair contest and spread word of the faith. Cheating from
Fortune either combatant is considered blasphemy.
Monthly Venerations
Choose one of these tasks to help bolster the faith.
Tithe: 10% of income to the church.
Gambler: Participate in a game of chance, and win by
using a luck point.

Healing
Monthly Venerations
Choose one of these tasks to help bolster the faith.
Tithe: 10% of income to the church.
Alms: Tend to the poor and sick in the community, be it
people or animals.

Hunting
Monthly Venerations
Choose one of these tasks to help bolster the faith.
Tithe: 10% of income to the church.
The hunt: Participate in a group hunting activity to
educate others in the ways of the faith.

Knowledge
Monthly Venerations
Choose one of these tasks to help bolster the faith.
Tithe: 10% of income to the church.
Reliquary: Donate a spell scroll, a skill manual or book of
knowledge to the church. Every 200sp of value counts for 1
month’s veneration.

200 PART 4: MAGIC


DIVINITY SPELL LIST GLOSSARY CONTENTS

Divinity Prayers List


3rd Rank
Spell Skill % Brief Description
Abjure Magic - Attempt to dismiss an active spell, contest with the caster.
Armour of Faith - Conjure armour over your body.
Aura of Healing - You and allies within range are healed at the end of 1 minute.
Beacon of Hope - Target gains Resistance skill bonus.
Brilliant Lance - Create a blazing beam of light that damages a target.
Decipher Relic - Learn the special properties of an item.
Divine Grace - Target ignores terrain movement penalties and other effects.
Heal Wounds - If not interrupted, heal damage at start of your next turn
Imbue Divinity - Enchant an object to allow wielder to cast a divine spell.
Planar Guardian - Summon a planar entity to guide and aid you.
Purify - Cleanse food, water and even people of disease or poison.
Restoration - Remove a negative condition from target creature.
Salvation - Briefly provide additional Natural Armour to a creature.
Smite - Weapon enchanted to deal Energy damage, blind targets.
Slumber - Force target to become drowsy for duration on failed Resolve.
Transfer Spirit - Each point of Spirit you spend is gained by the chosen creature.

2nd Rank
Spell Skill % Brief Description
Accord 70 You can understand any spoken language within earshot.
Augury 70 Learn if an action you take will have good or bad effects.
Divine Might 70 Target creature gains bonus to damage and toughness.
Duel 70 Force your target to engage in a melee duel with you.
Exorcise 70 Attempt to send a summoned creature back to its point of origin.
Healing Touch 70 Instantly heal 1 Hit Point on the target.
Hold Creature 70 Attempt to neutralise one or more creatures unless it is attacked.
Holy Aegis 70 Summon a shield of energy to absorb ranged and magical damage.
Walk on Air 70 Walk upon the air as if it were solid.
Wall of Light 70 Wall of light deals energy damage to anyone moving through.
Truth Sense 70 Improve your Insight checks and even see through illusions and invisibility.

1st Rank
Spell Skill % Brief Description
Angel Walk 90 Step through a doorway of light to your destination.
Brimstone 90 Rain chunks of flaming debris down on a target.
Holy Word 90 Stun creatures with a single word of power.
Judgement 90 Blast a target with soul-draining damage.
Resurrection 90 Bring a target deceased creature back to life.
Solace 90 Protect against direct attacks if you take no action.
Vengeance Aura 90 Melee attackers take energy damage when they hit you.

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DIVINITY SPELL LIST GLOSSARY CONTENTS

3rd Rank Spells Beacon of Hope


Used With: Action
Skill: Divinity
Abjure Magic Range: Touch
Used With: Action Duration: Concentration (1 minute)
Skill: Divinity Resist: -
Range: 10 squares
Duration: Instant The subject of this spell is infused with a sense of
Resist: - confidence and power, elevating their resistance to attack.
• They gain a +3% result bonus on Evade, Endurance and
The caster of the target spell must make an opposed Resolve skill checks.
check of their magic skill versus your Divinity skill. If you
win, the spell ends. Advancement
70%: The bonus increases to +4%
Advancement 90%: The bonus increases to +5%, and the spell benefits
None allies while they are within 2 squares of the target.
99%: The bonus increases to +6%, and the spell benefits
Armour of Faith allies while they are within 5 squares of the target.
Used With: Action
Skill: Divinity Brilliant Lance
Range: Self Used With: Action
Duration: 4 hours Skill: Divinity 70%
Resist: - Range: 10 squares
Duration: Instant
The priest is blessed with a shimmering suit of armour
that protects their entire body, granting +2 points of Worn
Resist: Evade or Shields
armour. This armour doesn’t stack with any Worn armour, When you cast this spell, you summon a blast of powerful
and casting this spell on the same target a second time light from your outstretched hand onto a target in range.
simply replaces the first casting, as normal. • An affected creature must make an opposed Evade skill
If cast on a species that can’t normally wear armour, such check or take 1d6+2 energy damage with the Holy damage
as a Saerid, the spell only provides half its normal benefit. trait and are blinded for 1 round. They take half as much
damage on a successful resistance check.
Advancement
70%: The armour gained increases to 3 AP. Advancement
90%: The armour gained increases to 4 AP. 70%: The spell now deals 1d6+6 damage.
99%: The armour gained increases to 5 AP. 90%: The spell now deals 1d8+8 damage.
99%: The spell now deals 1d10+10 damage, and on a
Aura of Healing critical success, an undead target takes +10 damage.
Used With: 1 minute
Skill: Divinity Decipher Relic
Range: 2 square radius Used With: 1 minute
Duration: Instant Skill: Divinity
Resist: - Range: 1 square
Duration: Instant
You whisper soft prayers that heal bruises and minor
lacerations on those nearby. Choose any number of target
Resist: -
creatures within range. So long as neither you or they are You identify 1 special property of a magical or mundane
damaged or leave the spell’s area of effect, at the end of item you examine, such as Dragonscale material or a
1 minute, target creatures are healed for 1d8 Hit Points of ‘Enchant weapon’ spell. You don’t need to know if an item is
damage. magical or not to use this spell. This spell cannot recognise
This spell has no effect on Major Wounds. a cursed item without exceptional skill.
Advancement Advancement
70%: Subjects are now healed for 1d8+2. 70%: Identify an additional special property.
90%: Subjects are now healed for 1d8+4. 90%: The caster can recognise cursed items.
99%: Subjects are now healed for 1d8+6. 99%: The casting time is reduced to 1 Action.
202 PART 4: MAGIC
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Divine Grace Imbue Divinity


Used With: Action Used With: Action
Skill: Divinity Skill: Divinity
Range: Touch Range: 10 squares
Duration: Concentration (1 minute) Duration: 1 round
Resist: - Resist: -
Choose a creature within range. That target ignores the Choose an object of at least 20sp in value. When you
movement penalty for traversing difficult terrain. cast this spell, choose one of your other known Divinity
spells to imbue upon the object.
Advancement • The object becomes imbued with your chosen spell
70%: The target also gains +1 Movement. at the skill level of the priest who cast it. It is cast using
90%: The target gains a total of +2 Movement. any magic skill (and appropriate talents) of the character
99%: The target gains a total of +3 Movement and also is holding it. All normal rules for casting still apply, just that
immune to opportunity attacks. Charges are spent instead of Spirit Points.
• Imbued items gain 2 Charges, and each time a spell is
Heal Wounds cast from it 1 Charge is consumed.
• 2 objects at a time can be imbued with this spell.
Used With: Action
Casting an additional Imbue while at your maximum
Skill: Divinity
replaces one of the other castings.
Range: Touch The philosophy of the caster becomes imprinted on the
Duration: 1 round relic, and it may refuse to activate for purposes that would
Resist: - be considered antithetical. Items such as this that have
The caster channels divine power to rejuvenate flesh and been made permanent are considered to be highly valuable
heal injury. relics of the faith.
• The priest needs to focus for an entire round on a target Advancement
without either of them being damaged. If so, at the start of 70%: You may imbue 3 objects at a time.
the caster’s next turn, the spell heals 1d6+4 Hit Points. 90%: You may imbue 4 objects at a time.
• The subject must stay within range of the caster until 99%: You may imbue 5 objects at a time.
the start of the caster’s next round or the spell has no effect.
This spell has no effect upon Major Wounds, undead or Planar Guardian
constructs. Used With: Action
Skill: Divinity
Advancement Range: 10 squares
70%: The spell now heals 1d6+6 damage. Duration: Concentration (1 hour)
90%: The spell now heals 1d8+8 damage.
Resist: -
99%: The spell can affect Major Wounds. Hit Points are
gained by the subject over an 8-hour rest period. You summon an incorporeal entity from an outer
plane of existence to aid you. You can see this entity, as
can anyone else who can see incorporeal creatures. You
form a mental link with the creature, and can see and hear
everything they can while they are within 100 squares of
you, just as they can see and hear everything you can.
The entity has Movement 6 and 10 Hit Points.
• While adjacent, it can absorb 1 HP of damage on itself.
Caster’s Philosophy Entity
Selfless, Benevolent or Structured Celestial
Independent, Anarchic or Selfish Aethereal
Dominating, Manipulative or Malevolent Demonic
Advancement
70%: The entity can absorb 2 Hit Points.
90%: The entity can absorb 3 Hit Points.
99%: The entity can absorb 4 Hit Points.
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Purify Smite
Used With: Action Used With: Reaction
Skill: Divinity Skill: Divinity
Range: Touch Range: Self
Duration: Instant Duration: 1 minute
Resist: - Resist: -
This spell has two functions. Choose a plate of food or a Your weapon shines with brilliant light, dealing energy
cup of liquid. You bless it with divine energies, eliminating damage instead of its normal kind, and gaining the Holy
any poisons or disease contained within, allowing the damage trait.
substance to be safely consumed.
You can also cast this spell on someone who is diseased Advancement
or poisoned, to alleviate the effects of said disease or 70%: The weapon also deals +1 damage.
poison for 1 hour. 90%: The weapon becomes Auric, and the damage bonus is
increased to +2.
Advancement 99%: The weapon also deals +3 damage
70%: Cast this spell on a living creature to remove a Weak
disease or poison. Stronger poisons and diseases have their Slumber
effects nullified for 4 hours. Used With: Action
90%: Cast this spell on a living creature to remove a Mild Skill: Divinity
disease or poison. Stronger poisons and diseases have their Range: 10 squares
effects nullified for 8 hours. Duration: Concentration (1 minute)
99%: Cast this spell on a living creature to remove a Strong Resist: Resolve
disease or poison.
Choose a creature within range. It must make an opposed
Restoration Resolve skill check against your Divinity skill. If they fail
Used With: Action the check, they become extremely drowsy and unable to
Skill: Divinity think, rendering them unconscious while you continue to
Range: Touch concentrate (or 1 minute).
Duration: Instant If the target succeeds on their check, they become dazed
for 1 round. If someone uses an action to wake them, or
Resist: -
if the subject comes under attack, the spell ends as they
The creature you target as you cast this spell has awaken from a dream with a start, a dream in which they are
one negative condition of your choice removed from the under attack. They can immediately defend this attack.
following: Dazed, frightened, or intoxicated.
Advancement
Advancement None
70%: Remove the nauseated or charmed condition.
90%: Remove the restrained, terrified or stunned conditions. Transfer Spirit
99%: You can remove any condition. Used With: Action
Salvation Skill: Divinity
Used With: Reaction Range: Touch
Skill: Divinity Duration: Instant
Range: 10 squares Resist: -
Duration: Instant Choose a creature within range. When this spell is cast,
Resist: - the target regains 1 Spirit Point. You cannot raise the Spirit
Points of the target above its maximum.
As a Reaction, you call upon your deity to fortify the
target against damage from a physical or magical attack,
Advancement
granting them +2 Natural Armour against that attack.
70%: For every Spirit Point you spend when casting, the
Advancement target gains an additional Spirit Point.
70%: The amount of AP gained increases to +3. 90%: This spell can be cast as a Reaction.
90%: The amount of AP gained increases to +4. 99%: The range increases to 10sq.
99%: The amount of AP gained increases to +5.
204 PART 4: MAGIC
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2nd Rank Spells Divine Might


Used With: Action
Skill: Divinity 70%
Accord Range: Touch
Used With: Action Duration: 1 minute
Skill: Divinity at 70% Resist: -
Range: 10 squares
Duration: Concentration (1 minute) Intoning this prayer fills the target with unearthly might.
Resist: - For the duration, the target gains:
• +1 to all damage dealt and +10 to Max Lift.
You become able to understand and speak the language • Overheal +3 Hit Points.
spoken by a chosen target.
Advancement
Advancement 90%: The damage bonus increases to +2, & Overheal +5.
90%: Allies within range can speak and understand all 99%: The damage bonus increases to +3, & Overheal +8.
languages spoken.
99%: All creatures within range can speak and understand Duel
all languages spoken.
Used With: Action
Skill: Divinity 70%
Augury Range: Touch
Used With: Action Duration: Concentration (1 minute)
Skill: Divinity 70% Resist: Resolve
Range: 10 squares
Duration: Concentration (1 minute) Choose a creature within range. You issue a challenge
Resist: - to that target empowered by the might of your deity. If that
target can understand your language, and if they fail an
Describe a course of action you wish to take. The Game opposed Resolve skill check, this prompts them to move to
Master gives you a one-word answer as to the outcome of attack you with a melee or unarmed weapon on their turn,
this action: to the exclusion of any other target. If you do not attack the
• “Good”, meaning events work in favour of the caster. target on your turn, the spell ends.
• “Bad”, meaning events turn out poorly for the caster.
• “Neutral”, meaning nothing of note will happen. Advancement
• “Yes” or “No” if that is an appropriate answer. 90%: Gain +2 Natural AP.
• “Uncertain”, meaning events are too unpredictable for 99%: Gain +3 Natural AP.
this spell to reveal.
The closer to the present these actions are, the accurate Exorcise
the results. Thus, asking to know the outcome of actions Used With: Action
taken days hence have a low probability of accuracy. Skill: Divinity 70%
Planar entities tend to dislike being bothered by petty Range: 10 squares
mortals such as yourself, so casting this spell more than Duration: Instant
once a day runs the risk of irritating them, at which point
Resist: Resolve
the spell will yield no answers for as long as your fickle GM
desires. Choose a target creature within range. If the priest
focuses for an entire round on a target creature without
Advancement either of them being interrupted or damaged, at the start of
90%: Ask a second question. the caster’s next turn, if that creature is a vessel, possessed,
99%: Ask a third question. or it has been summoned with magic, it must make an
opposed Resolve skill check or be sent back to its origin.
If the target succeeds in its Resolve check, it becomes
dazed for 1 round. You can attempt to banish a TL 5 target.
Advancement
90%: Attempt to Exorcise a creature of up to TL 10.
99%: Attempt to Exorcise a creature of any Threat Level.

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Healing Touch Walk on Air


Used With: Reaction on your turn Used With: Action
Skill: Divinity 70% Skill: Divinity 70%
Range: Touch Range: Self
Duration: Instant Duration: 1 hour
Resist: - Resist: -
Channel divine energy into someone you touch. This Your footsteps become so light that you can step on the
instantly heals them of 1d4 Hit Points of damage. slimmest branch without bending it, or even walk on water,
leaving barely a ripple from your passing. If you fall, you
Advancement glide to the ground unharmed. The maximum weight for this
90%: The spell now heals 1d4+1 Hit Points. spell is the subject’s own body plus a maximum of 100kg
99%: The spell now heals 1d4+2 Hit Points. (220lb) for all being carried.

Hold Creature Advancement


Used With: Action 90%: Anyone you touch is able to walk with you.
99%: You can walk through the air as if flying.
Skill: Divinity 70%
Range: 10 squares Wall of Light
Duration: Concentration (1 minute) Used With: Action
Resist: Resolve Skill: Divinity 70%
Choose a creature within range. That creature must make Range: 20 squares
a successful opposed Resolve skill check or be restrained. Duration: Concentration (1 minute)
They can also take an action to make an opposed Resolve Resist: Endurance
check every round to try and break free of the spell.
This wall is composed of shining light, which forms at
Advancement a point within range. The wall covers an area between two
90%: The target is instead pinned the round after it is chosen points up to 10 squares in length & 2 squares high.
restrained. • Each wall panel can be dismissed by spells that counter
99%: The target is instead paralysed the round after it is magic such as ‘Abjure Magic’. If successful, that one square
restrained. of wall is removed.
• The wall is invulnerable to all forms of attack.
Holy Aegis • Anyone attempting to pass through the area must make
an opposed Endurance check. On a failed check, it takes
Used With: Action
1d6+6 Energy damage with the Holy damage trait, & is blind
Skill: Divinity 70%
for 1 round. The damage is halved on a successful check.
Range: Touch
Duration: 1 hour Advancement
Resist: - 90%: The wall now deals 1d8+8 damage.
99%: The wall now deals 1d10+10 damage.
You create a nimbus of holy power that absorbs ranged
damage, or any damage created by a spell, to you, or Truth Sense
someone that you can touch. Used With: Action
• If successful, the target gains +2 Energy AP. Skill: Divinity at 70%
Advancement Range: Self
90%: The spell grants +4 Energy AP. Duration: Concentration (1 minute)
99%: The spell grants +6 Energy AP.
Resist: -
• Add a +10% bonus to any opposed Insight check results
used to determine if someone is telling the truth or not.
Advancement
90%: Bonus increased to +15%, & you can see through
illusions.
99%: The bonus is increased to +20%, and you can see
invisible creatures and objects.
206 PART 4: MAGIC
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1st Rank Spells Brimstone


Used With: Action
Skill: Divinity at 90%
Angel Walk Range: 30 squares
Used With: 1 minute Duration: Instant
Skill: Divinity at 90% Resist: Evade or Shield
Range: Self/Touch
Duration: Instant Blazing chunks of rock plummet to the ground at a point
Resist: - of your choosing within range.
• The target and anything in a 2 square radius of it takes
You request your deity to open a door of light to another 1d12+10 Bludgeon damage with the Burn damage trait,
point on your plane of existence, allowing you to step halved if they make a successful opposed resistance skill
through instantly without travelling the intervening space. check.
Although convenient, inter-dimensional travel does carry a
degree of risk. Travel to a location within sight or to a place Advancement
which is well known to you is relatively easy, but places you 99%: The damage is increased to 1d12+12.
are less familiar with incur a penalty on the casting roll, as
noted below on the Accuracy Table.
Regardless of success or failure, the caster must use a
Holy Word
gem of no less than 100sp in value which is consumed with
Used With: Action
the spell. Skill: Divinity at 90%
• For every extra person you want to take along, you incur Range: 5 square radius
an additional -5% skill penalty for the check. You can bring Duration: Instant
along up to 10 people in this way. Resist: Resolve
• You can attune yourself to the energies of the location if
You speak a word of power, channelling the might of your
you have an object taken from there in the last 50 years.
deity. All creatures within range must make an opposed
• The maximum range of the spell is a location within
Resolve skill check. On a failed check, they are stunned for
100km (60mi) of you.
1 round.
• You can mark one location with a unique marking – a
sigil. You can always return to this location without error.
Only one location can be marked in this way at a time.
Advancement
99%: If they succeed on their resistance check, they are
Destination Modifier Slowed.
Well Known 0%
Visited Twice -10% Judgement
Seen Once/Associated Object -20% Used With: Action
Skill: Divinity at 90%
Described to you -40%
Range: 10 squares
Duration: Instant
Angel Walk Failure Table (Roll separately) Resist: Endurance
Failure Roll Result A force of dark energy shoots from your pointing finger,
to a target within range that you can see.
01%-50% The spell has no additional effect.
• On a failed opposed Endurance skill check, the target
51%-70% You are sent 1km (.6mi) in a random takes 1d6+6 Internal damage. On a successful Endurance
direction. check, the spell misses completely.
71%-98% You are sent 5km (3mi) in a random • If this damage takes the target down to -20 Hit Points,
direction. the target is reduced to a mere shadow on the ground, with
99%-100% You are tossed 50km (30mi) in a random everything it wore or carried utterly destroyed.
direction. • Undead and Constructs are immune to this spell.
Advancement
99%: There is no skill penalty for bringing along additional Advancement
people. 99%: The damage is increased to 1d8+8.

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DIVINITY SPELL LIST GLOSSARY CONTENTS

Resurrection Vengeance Aura


Used With: 1 minute Used With: Action
Skill: Divinity at 90% Skill: Divinity at 90%
Range: Touch Range: Self
Duration: Instant Duration: 1 minute
Resist: - Resist: -
Material Component: A diamond worth at least 5000sp, which is
consumed upon successful casting of the spell. You are surrounded with a faint aura of light. When hit
with a melee weapon, the aura flares, searing the attacker
Choose a target creature that died in the last hour. If with powerful, chaotic energies. The attacker takes 1d6+6
the spell is successful, and the creature’s spirit is free and Energy damage.
willing, the creature returns to life on 1 Hit Point. Being
brought back to life after such catastrophic damage leaves Advancement
a lasting effect, however: 99%: The damage is increased to 1d8+8 Energy damage.
• The target’s Constitution Attribute is permanently
lowered by 1 point.
• Scars and Lasting Injuries are not healed.
• This spell has no effect on constructs or undead.
Advancement
99%: The target is brought back to life on full Hit Points,
with scars and Lasting Injuries healed.

Solace
Used With: Action
Skill: Divinity at 90%
Range: Touch
Duration: 2 rounds
Resist: -
Choose a willing target that is at or below half it’s
maximum Hit Points. The caster bestows a few seconds
of divine power on the target, granting them invulnerability
to all damage from hostile NPC’s, so long as they take
no action that causes harm to others. If so, this spell
immediately ends.
Advancement
99%: The duration is extended to 3 rounds.

208 PART 4: MAGIC


DRUIDRY SPELL LIST GLOSSARY CONTENTS

Druidry Steeped in powerful nature magic, these Druids are both


respected and feared by villagers in remote areas, but since
Summoning the very powers of nature, those who
members of this sect are rarely seen within cities, they are
practice Druidry worship nature and the world around them
used by more conventional faiths as an example of how
as a living god. While some theologians debate about the
reckless and dangerous Druidry can be.
existence of a genuine intelligence within the earth itself,
Beastmasters treat animals as friends and allies, far
Druids feel the connection within them, and use this power
more than regular druids. They take an animal companion
to fight to protect the natural environment and all of the
who travels with them everywhere, fights by their side and
creatures that dwell within.
benefits from the druid’s own power.
Finally, the Shapeshifters tend to eschew civilisation
Magical Focus altogether, preferring to exist in the wilds where they can
Druidry provides a wide variety of abilities, including take on the form of their favourite animal without fear of
potent healing and protective spells, as well as offensive harming innocents. In most cities they are considered
capabilities on par with other fields of magic, such as calling legends or myths, although there are rare examples of such
on lightning or fiery eruptions. Druids are unique in other Druids who make their homes in urban areas, taking on the
areas, specifically to change their physical form into that forms of large dogs or cats to prowl the rooftops at night.
of an animal, allowing them to become powerful melee
combatants with vicious claws and thick hides.
Druidry Sect
While all druids follow the path of nature and worship
Druidry in Society the living earth, there are a number of different groups
Druids congregate in sects devoted to different areas within their ranks, each referred to as Sect. Each Sect
within the faith, and each of them interact differently with grants benefits to a certain style of magic, whether it’s
society at large. All druids are proficient in life-giving magic, changing into animals, better command of Bonded Pets, or
able to provide manner of services to rural communities, summoning the destructive forces of nature.
such as healing and medicine. When you take the Druidry skill, you must also choose
They can even be found within cities, providing citizens which Sect you belong to:
with healing and advice, and putting a good face on the Beastmaster; for druids who focus on a powerful Bonded
Druidic faith with those who would not normally encounter Pet.
such priests. Shapeshifter, for those who change into animal forms.
At home in the wilderness, the Tempest sect tend to be Tempest, used by druids who summon the destructive
far less amenable and tolerant of those who despoil nature powers of nature.
for their own gain.
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Druidry Prayers List DRUIDRY SPELL LIST GLOSSARY CONTENTS

3rd Rank
Spell Skill % Brief Description
Animal Form - Transform into a small animal.
Animal Link - Sense through chosen animal, and even control them.
Bark Armour - Gain extra armour over your body.
Beast Sense - Gain a new sense.
Elemental Sheath - Provide Damage Reduction against elemental damage.
Entangle - Ground becomes difficult terrain, can even restrain.
Freezing Fog - Fog obscures vision and chills those within.
Hail of Thorns - Target is pummeled with thorns dealing piercing damage.
Healing Fruit - Fruit is enchanted to heal.
Ignite - Cause a target to suddenly catch fire with an intense Burn effect.
Infect - Inflict ailment on target as part of a melee attack.
Lightning Strike - Deal lightning damage in at a point.
Move Earth - Shape or move earth at will.
Pack Instincts - Caster and ally deal extra damage against same target.
Regeneration Target is slowly healed for damage.
Rust - Damage AP on metal objects such as armour or weapons.
Speak with Nature - Speak with animals or even plants.
Summon Crow - A bird comes to assist you in combat and perception checks.
Sunbeam - Deal Energy damage that damages and blinds.
Wind Blast - Blast of wind pushes targets back, makes prone, can deal damage.

2nd Rank
Spell Skill % Brief Description
Blight 70 Deal Internal damage to target, deadly versus plants.
Breathe Water 70 Breathe underwater as if it were air.
Fumarole 70 Deal acidic elemental damage to target, damages armour.
Lightning Aura 70 Create a blast of lightning that intercepts damaging attacks.
Nature Shield 70 Create a shield out of nearby plants to defend yourself.
Stonewalk 70 Move through stone itself
Suppress Magic 70 Suppresses magical spell while you concentrate.
Thunderbolt 70 Deal bludgeoning damage to a target.
Teleport Pet 70 Teleport your Bonded Pet to your side.
Wall of Ice 70 Create wall of ice, deals cold damage to adjacent targets.
1st Rank
Spell Skill % Brief Description
Blizzard 90 Deal cold damage to an area.
Control Weather 90 Adjust weather conditions in radius around you.
Eruption 90 Create area of lava, deals damage and stays at that location.
Ironwood 90 Wooden object is turned into iron, gains damage and HP.
Reincarnation 90 Bring creature back to life in another body.
Tree portal 90 Teleport through trees up to 100km apart.

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3rd Rank Spells Bark Armour


Used With: Action
Skill: Druidry
Animal Form Range: Self
Used With: Action Duration: 1 hour
Skill: Druidry Resist: -
Range: Self
Duration: 1 hour The druid creates armour made of thick bark around their
Resist: Evade or Unarmed body, gaining +2 points of Worn armour over their body. This
armour doesn’t stack with any Worn armour, and casting
You transform into a Small Animal of your choice, this spell on the same target a second time simply replaces
retaining your mental faculties, but gaining the physical the first casting, as normal.
characteristics of the creature (use the template of the If cast on a species that can’t normally wear armour, such
animal you’ve turned into): as a Saerid, the spell only provides half its normal benefit.
• You can’t cast spells without taking a talent to permit
this. Advancement
• Use your own Resistance and Combat skills if they’re 70%: The armour gained increases to 3 AP.
higher than your new form’s. 90%: The armour gained increases to 4 AP.
• The caster becomes vulnerable (+3 damage) to silver 99%: The armour gained increases to 5 AP.
weapons while transformed.
• Use your own regular Hit Points. You can change back
to your normal body as an action, but any damage taken in Beast Sense
one form is brought across to your other form. Used With: Action
Advancement Skill: Druidry
70: Change into any creature of the Beast category Range: Touch
90%: Change into any creature of the Dire Beast category, a Duration: 1 hour
Fey Cat, or a Storm Crow. Resist: -
99%: Change into a Basilisk, Phoenix, Unicorn or
Megalodon. This spell grants the druid or someone they touch a new
and unusual sensory perception, which replaces regular
sight. The range for this new sense is listed in the table
Animal Link below. You can spend 1 Spirit Point to change the type of
Used With: Action vision, as an action, without having to make an additional
Skill: Druidry skill check.
Range: 10 squares
Sense Rng Effect
Duration: Concentration (1 minute)
Blindsight 5 Ignore the Blind condition.
Resist: -
Darkvision 20 See in darkness, blinded by light.
You form a mental link with a willing Small Animal, and
Scent 10 Can track by scent alone.
can see and hear everything it can while within 100 squares
of you. While linked, you can mentally nudge the creature to Tremorsense 20 Detect vibrations from surface and
go in a direction they want to, so you can use it to spy and underground as if seeing the target.
scout. The creature can’t be forced to attack, and it will flee Advancement
if attacked. 70%: Double the range of the effect.
• If your linked creature is subject to any dispel, 90%: Add an additional sense to use simultaneously.
banishment or magic nullification, this spell ends. 99%: You can choose to see Invisible targets at 5 squares.
Advancement
70%: You can establish a link with any creature of the Beast
category.
90%: The creature you link with can be influenced to attack,
but it will flee if in danger of dying.
99%: You can establish a link with any creature of the Dire
Beast category.

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Elemental Sheath Freezing Fog


Used With: Action Used With: Action
Skill: Druidry Skill: Druidry
Range: Self Range: 10 squares
Duration: 1 minute Duration: 1 minute
Resist: - Resist: -
An aura of swirling elemental energy surrounds the You create a 2-square-radius cloud of chilling fog
wielder, granting +4 DR vs Elemental damage. It also blocks centered on a point within range. The cloud’s area is heavily
one damage trait, chosen by you at the time of casting: obscured, permitting vague silhouettes at a range of 2
Burn, Freeze, Melt or Shock. squares and moderate details at 1 square. The fog, being
heavier than air, sinks to the lowest level of the land, even
Advancement pouring down openings. Wind will move the fog away and
70%: The Damage Reduction is increased to +3. if more than a light breeze, completely disperse it after 1
90%: The Damage Reduction is increased to +4. round.
99%: The Damage Reduction is increased to +5. • Attacks taking place within the fog do not gain their
result bonus.
• At the start of their turn, any creature within the cloud
Entangle takes 1d6 elemental damage.
Used With: Action
Skill: Druidry Advancement
Range: 10 squares 70%: Damaged creatures also have the Freeze trait.
Duration: 1 minute 90%: The damage is increased to 1d6+6.
Resist: Evade or Unarmed 99%: The damage is increased to 1d8+8.
Roots and vines sprout from the ground in a 3 square
radius at a point within range, causing the area to become Hail of Thorns
difficult terrain (half movement) Used With: Action
• Creatures can spend an action to make an opposed Skill: Druidry
Evade or Unarmed skill check to break free of the spell’s Range: 10 squares
effects. Duration: Instant
Resist: Evade or Shield
Advancement
70%: Affected creatures are also slowed. When you cast this spell, a rain of long, sharp thorns to
90%: The affected area increases to a 5 square radius. fly through the air in a line to a target in range. All creatures
99%: Affected creatures are pinned the round after they are in a line to the target must make a resistance check or
successfully restrained. take 1d6+4 Pierce damage. If their resistance check was
successful, they only take half damage.

Advancement
70%: The damage is increased to 1d8+8.
90%: The damage is increased to 1d10+10, and targets
gain the bleed condition.
99%: The damage is increased to 1d12+12.

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Healing Fruit Infect


Used With: Action Used With: Action
Skill: Druidry Skill: Druidry
Range: Touch Range: Touch
Duration: 24 hours Duration: 3 rounds
Resist: - Resist: -
A piece of fruit such as an apple, or a handful of berries As part of your attack, one of your weapons, whether it’s
are infused with life-giving magic for the duration. ranged, melee or unarmed, carries a potent contagion that
• When eaten over the course of a minute, the fruit may infect the target.
heals 1d4 Hit Points of damage. It has no effect on Major • A target damaged by this infected weapon must make
Wounds. an opposed Endurance skill or become diseased for 3
• Effects from disease or poison are nullified for 1 hour. rounds. The effects of this condition are:
• Victim’s Movement is reduced to half.
Advancement • Victim loses all Result Bonuses on skill checks.
70%: It heals 1d4+2 damage & it cures Weak disease. • Victim’s Heal Rate is reduced to 0.
90%: It heals 1d4+4 damage & it cures Mild disease.
99%: It heals 1d6+6 damage & it cures Strong disease. Advancement
70%: The disease duration is increased to 1 minute.
Ignite 90%: The disease duration is increased to 1 hour.
Used With: Action 99%: The target becomes Slowed for the duration.
Skill: Druidry Lightning Strike
Range: 10 squares Used With: Action
Duration: Instant Skill: Druidry
Resist: Endurance Range: 10 squares
A chosen target in range suddenly catches fire. They take Duration: Instant
1d6+2 elemental damage with the Burn damage trait. If the Resist: Evade or Shields
target makes their Endurance resistance check, the spell
Choose a target within range. If they fail a resistance
has no effect.
check, they take 1d6+4 Elemental damage with the Shock
Advancement trait. If the check is successful, they’re unaffected.
70%: Spell damage is 1d6+6, Burn dmg increased to 1d8.
90%: Spell damage is 1d8+8, Burn dmg increased to 1d10. Advancement
99%: Spell damage is 1d10+10, Burn dmg increased to 1d10 70%: The spell now deals 1d8+8 damage.
90%: The spell now deals 1d10+10 damage and can affect
an area 1 square in radius from the target.
99%: The spell now deals 1d12+12 damage.

Move Earth
Used With: Action
Skill: Druidry
Range: 10 squares
Duration: 1 round
Resist: -
You are able to shape dirt or clay as you see fit, raising or
lowering the ground by as much as 1 square. Anyone caught
in this effect becomes pinned unless they move on their
next turn.
Advancement
70%: Shape earth at a rate of 2 cubic squares per round.
90%: The spell duration increases to 1 minute.
99%: Shape earth at a rate of 3 cubic squares per round.

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Pack Instincts Speak with Nature


Used With: Action Used With: Action
Skill: Druidry Skill: Druidry
Range: Touch Range: 5 squares
Duration: Concentration (1 minute) Duration: 1 minute
Resist: - Resist: -
Choose a creature in range. While in effect, you and the When you cast this spell, you gain the ability to
target creature are able to instinctively co-ordinate attacks understand one target animal within range, and have it
for greater effect. You both deal +1 damage when attacking understand you. Their responses will be very simple, usually
the same target with attacks and spells. only one or two words at a time, as fits their limited Intellect.
They can be wary, and may require Influence checks to gain
Advancement their trust.
70%: Include a 3rd target to gain this benefit.
90%: The damage bonus is increased to +2. Advancement
99%: Include a 4th target to gain this benefit. 70%: You can converse with all animals in range.
90%: Animals automatically trust you, and will always help
if they can.
Regeneration 99%: You can use this spell on plants.
Used With: Action
Skill: Druidry
Range: Touch Summon Crow
Duration: 1 round Used With: Action
Resist: - Skill: Druidry
Range: Self
The caster channels life energy into a chosen target. Duration: 1 hour
• The target is healed for 1 Hit Point instantly, and again
Resist: -
at the start of their next turn.
• This spell has no effect upon undead or constructs. A crow arrives at the start of your next turn to assist for
the spell’s duration, providing these benefits:
Advancement • You gain a +4% Perception result bonus for the duration
70%: The spell heals 2 Hit Points instantly and next turn. as it helps you spot things.
90%: The spell can affect Major Wounds – the Hit Points • Your physical (melee/ranged etc) attacks deal +1
are gained by the target over an 8-hour rest. It will also heal damage as it flies over to peck and claw at your target.
permanent loss of HP such as from zombie rot or similar • As an Action, You can tell the crow to assist one of your
effects. allies, who gains the benefits instead of you. You can call it
99%: The spell heals 3 Hit Points instantly and next turn. back to you as an Action.

Rust Advancement
Used With: Action 70%: Two crows arrive! The damage is increased to +2, and
the Perception bonus is increased to +6%
Skill: Druidry
90%: Three crows arrive! The damage is increased to +3,
Range: 2 squares
and the Perception bonus is increased to +8%
Duration: Instant 99%: Four crows arrive! The damage is increased to +4, and
Resist: Evade or Shields the Perception bonus is increased to +10%
Choose a point within range. A spray of extremely salty
water shoots towards a target of your choice. The target
must make an opposed resistance skill check:
• If failed, they lose 1 Armour Point from metal armour
they are wearing, or from a metal shield they block this spell
with.
Advancement
70%: The range is increased to 5 squares.
90%: The range is increased to 10 squares.
99%: The target’s armour loses 2 AP when hit.
214 PART 4: MAGIC
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Sunbeam 2nd Rank Spells


Used With: Action
Skill: Druidry Blight
Range: 10 squares Used With: Action
Duration: Instant Skill: Druidry at 70%
Resist: Endurance Range: 10 squares
Upon casting this spell an intense light as bright as day Duration: Instant
illuminates a target within range. Resist: Endurance
• The target takes 1d6+4 energy damage with the Holy
Crackling black energy washes over the target of this
trait and is blinded for 1 round, unless a successful opposed
spell, draining life from its body.
Endurance skill check is made, which halves the damage
• The target must make an opposed Endurance skill
and prevents blindness.
check or take 1d6 Internal damage. On a successful check,
Advancement the damage is negated.
70%: The spell now deals 1d6+8 damage. • Plants are considered vulnerable to this spell’s damage.
90%: The spell now deals 1d8+10 damage and can affect a • This spell has no effect upon undead or constructs.
1 square radius from the target.
Advancement
99%: The spell now deals 1d10+12 damage and can affect
90%: The spell deals 1d6+6 damage, and it can affect a 1
a 2 square radius from the target.
square radius.
99%: The spell deals 1d8+8 damage, and it can affect a 2
Wind Blast square radius.
Used With: Action
Skill: Druidry Breathe Water
Range: 10 squares Used With: Action
Duration: Instant Skill: Druidry at
Resist: Evade or Shields Range: Touch
You summon a blast of fierce wind from your Duration: 1 hour
outstretched hand. Resist: -
• Each creature in a line out to the spell’s maximum range The target of this spell can breathe underwater as if they
must make an opposed resistance skill check or be pushed were breathing air.
back 1 square and rendered prone, and also take 1d6
Internal damage. Advancement
• Flying creatures caught in the winds who fail their 90%: The duration increases to 2 hours.
resistance check lose 1 square of altitude for each square 99%: The duration increases to 5 hours.
they’re pushed back.
• Mists, gases, fogs and the like are dispersed. The gust Fumarole
extinguishes candles, torches, and similar unprotected Used With: Action
flames in the area. Skill: Druidry at 70%
Advancement Range: 10 squares
70%: The spell now deals 1d6+2 damage. Duration: Instant
90%: The spell now deals 1d6+4 damage. Resist: Endurance
99%: The spell now deals 1d6+6 damage.
Choose a target point within range. Acidic gases erupt
from the ground. Any creature at that point must make an
opposed Endurance skill check.
• On a failed opposed Endurance skill check, the target
takes 1d8+8 elemental damage with the Melt damage trait,
halved if the check is successful.
Advancement
90%: Deals 1d10+10 damage, and affects a 1 square radius.
99%: Deals 1d12+12 damage, and affects a 2 square radius.
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Lightning Aura Suppress Magic


Used With: Action Used With: Action
Skill: Druidry at 70% Skill: Druidry at 70%
Range: Touch Range: 10 squares
Duration: 1 hour Duration: Concentration (1 minute)
Resist: - Resist: -
You create a crackling arc of electricity that absorbs The caster of the target spell must make an opposed
ranged damage, or any damage created by a spell, to you, or check of their magic skill versus your Druidry skill. If you win,
someone that you can touch. the spell has no effect while you maintain concentration.
• If successful, target gets +2 Energy AP for the duration. If you use this to counter a spell while concentrating on
another, the first spell becomes active while you suppress
Advancement the new spell.
90%: The spell grants +4 Energy AP.
99%: The spell grants +6 Energy AP. Advancement
None
Nature Shield
Used With: Action Thunderbolt
Skill: Druidry at 70% Used With: Action
Range: 10 squares Skill: 70%
Duration: 1 minute Range: 10 squares
Resist: - Duration: Instant
Resist: Endurance
You summon nearby matter such as vegetation and rock
that weaves together to form a shield that you can hold in A wave of concussive energy ripples from your hand
one hand, just like a real shield. It allows you to use your towards your chosen target.
Druidry skill to block attacks as if it were the Shields skill. • The target takes 1d8+8 bludgeoning damage on a failed
The shield has +4 AP, with a +10% result bonus, and the Endurance check, and half this damage on a successful one.
Light trait. If wielding a regular wooden shield, this spell can If failed, target is knocked prone.
wrap around it, granting it +1 AP instead.
Advancement
Advancement 90%: The spell now deals 1d10+10 damage.
90%: Spell grants +5 AP. Wood shields gain +2 AP instead. 99%: The spell now deals 1d12+12 damage and affects all
99%: Spell grants +6 AP. If you fail to block with it, you still creatures within 2 squares of the target.
gain +2 AP. Wood shields gain +3 AP instead.

Stone Walk
Used With: Action
Skill: Druidry at 70%
Range: Self
Duration: 1 hour
Resist: -
You are able to quickly move through solid material.
Nothing of your presence remains visible or otherwise
detectable by your passage. It lasts long enough to enable
you to move through 60cm (2 foot) of matter.
If the spell ends while you are still within solid matter,
you are expelled at the nearest exit point. If completely
surrounded by solid material of greater than 2 squares, you
die instantly, buried within.
Advancement
90%: Take a willing creature you touch for 1 extra Spirit.
99%: Take 3 willing creatures you touch for -1 Spirit each.
216 PART 4: MAGIC
DRUIDRY SPELL LIST GLOSSARY CONTENTS

Teleport Pet 1st Rank Spells


Used With: Action
Skill: Druidry at 70% Blizzard
Range: 10 squares Used With: Action
Duration: Instant Skill: Druidry at 90%
Resist: Endurance Range: 30 squares
If your Bonded Pet is within 5 kilometres (3 miles), Duration: Instant
casting this spell will summon it to your side. It appears Resist: Endurance
instantly through a dimensional doorway. It is momentarily
disoriented, and cannot act until the next round on your turn. Frozen chunks of ice and a bitterly cold wind blast a
The Bonded Pet brings anything that isn’t alive held in its target at a point of your choosing within range.
hands at the time through the portal – living beings aside • The target and anything within 2 squares of it takes
from itself will not be transported. 1d10+10 elemental damage with the Freeze damage trait,
halved if they make a successful opposed Endurance skill
Advancement check.
90%: The pet can have its turn as soon as it is summoned. • All targets within the area of effect automatically fail
99%: Teleport the Bonded Pet from anywhere on your Perception checks until the start of your next turn.
current plane of existence.
Advancement
99%: The spell now deals 1d12+12 damage and can
Wall of Ice cover an area 5 squares in radius.
Used With: Action
Skill: Druidry at 70% Control Weather
Range: 10 squares Used With: Action
Duration: Concentration (1 minute) Skill: Druidry at 90%
Resist: Endurance Range: 50 square radius
This wall is composed of glimmering ice, which forms at Duration: Concentration (1 minute)
a point within range. The wall covers an area between two Resist: -
chosen points up to 10 squares in length & 2 squares high. The caster is able to affect weather conditions within a
• Each panel has 5 AP and 20 Hit Points. 20 square radius by casting this spell. The conditions and
• The wall is invulnerable to mundane physical attacks, their effects can be adjusted by up to 3 levels level from
the Freeze damage trait and slashing damage. what is currently present, as noted on the table below, and
• It’s vulnerable to the Burn damage trait. come into effect at a rate of 1 step of change per round (up
• Reducing a panel to 0 Hit Points destroys it and may to your maximum):
cause connected panels to collapse at the GM’s discretion.
• Each creature starting their turn adjacent to the wall Conditions Mov Ranged Weapon
takes 1d6+6 elemental damage with the Freeze trait on a Clear and calm - All
failed opposed Endurance skill check, halved if successful.
Light cloud, no wind - All
Advancement Overcast, light breeze - All
90%: Damage is increased to 1d8+8 and the freeze effect Overcast, moderate winds - All
lasts for 2 rounds.
Strong winds, light rain -1 Half range
99%: Damage is increased to 1d10+10 and the freeze effect
lasts for 3 rounds. Steady rain with strong winds -2 No BP guns
Gale winds, Mild storm -3 No guns/archery
Storm of destructive power -4 None

Advancement
99%: You can alter the weather 4 steps from current
conditions.

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DRUIDRY SPELL LIST GLOSSARY CONTENTS

Eruption Tree Portal


Used With: Action Used With: 1 minute
Skill: Druidry at 90% Skill: Druidry at 90%
Range: 10 squares Range: Self/Touch
Duration: Instant Duration: Instant
Resist: Evade Resist: -
A blast of red-hot liquid rock bursts out of the ground at a You open a portal between two large trees, allowing
target point in range. you to step from one to the next without travelling the
• The target and anything in a 2 square radius takes intervening space. Although convenient, inter-dimensional
1d12+10 elemental damage with the Burn damage trait, travel does carry a degree of risk. Travel to a tree within
halved if they make a successful opposed Evade check. sight or to a tree which is well known to you is relatively
• The area affected by the spell deals the same damage easy, but trees in places you are less familiar with incur a
on the next round to anything still in the area. penalty on the casting roll, as noted below on the Accuracy
Table.
Advancement Regardless of success or failure, the caster must use a
99%: Deals 1d12+10 damage and covers a 5sq radius. gem of no less than 100sp in value which is consumed with
the spell.
Ironwood • For every extra person you want to take along, you incur
Used With: 1 minute an additional -5% skill penalty for the check. You can bring
Skill: Druidry at 90% along up to 10 people in this way.
Range: Touch • You can attune yourself to the energies of the location if
Duration: 8 hours you have an object taken from there in the last 50 years.
Resist: - • The maximum range of the spell is a tree within 100km
(60mi) of you.
A wooden object no larger than an adult human is • You can mark one location with a unique marking – a
hardened to become like steel. This is most effective when sigil. You can always return to this location without error.
used on wooden weapons and shields. Only one location can be marked in this way at a time.
• A wooden weapon gains +2 damage and +10 HP.
• A wooden shield gains +2 AP. Destination Modifier
Well Known 0%
Advancement
Visited Twice -10%
99%: The spell’s duration becomes permanent.
Seen Once/Associated Object -20%
Reincarnation Described to you -40%
Used With: 1 minute
Skill: Druidry at 90% Tree Portal Failure Table (Roll separately)
Range: Touch
Duration: Instant Failure Roll Result
Resist: - 01%-50% The spell has no additional effect.
Material Component: A diamond of at least 5000sp value, 51%-70% You are sent 1km (.6mi) in a random
which is consumed if the spell is successful. direction.
Choose a target creature that died within the last 24 71%-98% You are sent 5km (3mi) in a random
hours. If the spell is successful, and the creature’s spirit is direction.
free and willing, the creature returns to life on full Hit Points 99%-100% You are tossed 50km (30mi) in a random
in a new body – they can choose a Small Animal, Beast or direction.
Dire Beast for their new form.
• The subject retains all abilities, but their Attributes aside Advancement
from Intellect are taken from their new form. 99%: There is no skill penalty for bringing along additional
• They can talk normally. people.
• This spell has no effect on constructs or undead.
Advancement
99%: The target can be of any playable species.

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SHAMANIC SPELL LIST GLOSSARY CONTENTS

Shamanic
Shamanic magic calls upon the power of ancient Some Shamans exist on the fringe of these societies and
shamans long dead, as well as other powerful spirits who provide comfort to those who have recently lost loved ones,
walk alongside the shaman, unseen by the mortal realm. and can even offer limited communication with the recently
Steeped in the magic of death, Shamans often form a deceased.
bridge between the lands of the living and dead, with both The other side of this is that authorities, particular priests
beneficial and baneful applications. of established churches, often run Shamans out of town.
This is usually due to a challenge to the spiritual authority of
Magical Focus the church, but other times it’s based on pure superstition.
Shamans are specialised in protecting allies and
weakening enemies. They can offer these services through
Shamanic Tradition
Shamans can craft a Totem, a focal point for spiritual
regular spells, or from a totem they have imbued with
powers. The chosen item must be crafted from wood by
spiritual power. A character must be holding the Totem to
you, no smaller than your fist. You can craft just about
gain its intrinsic benefits, but there are also spells which can
any object out of wood with the Craft (Woodworking) skill,
be specifically cast upon a Totem which continue to function
including wooden weapons.
without the intervention or even continued existence of the
Once constructed, the Totem is a plain (if potentially
caster. This totem can also be a powerful weapon, giving
well-crafted) example of its kind, which is an important
Shamans a secondary combat capability.
component in some shamanic spells.
• You may only have one Totem at a time.
Shamans in Society • Spells cast upon a totem continue without the need for
Those who practice Shamanic magic in primitive the shaman’s intervention. They even continue working if the
societies are not only venerated, they are often in a position caster falls unconscious or dies.
of authority within a tribe, or at very least a valued advisor There are traditions which specialise in different aspects
to the chieftain. There is both fear and respect for Shamans, of shamanic magic. When you take the Shamanic skill, you
which they use for their own goals that are usually to the must also choose which Tradition you belong to:
benefit of the tribe. Ancestral; grants shamans an elder spirit to guide and
When Shamans fall out with the tribe or each other, the teach the shaman.
resulting conflicts can be terrifying to behold. Shamans are Totemic, is used by shamans who focus upon their spells
quite uncommon in more advanced villages, though not and the power of their totem.
unheard of. Their associate with death and the world beyond Warrior, for more combat-oriented shamans who bond
life itself tends to be off-putting, and leads to the rise of with a weapon.
myths and legends about these strange individuals.
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SHAMANIC SPELL LIST GLOSSARY CONTENTS

Shamanic Rituals List


3rd Rank
Spell Skill % Brief Description
Aethereal Totem - Light reveals incorporeal creatures in range.
Decipher Relic - Identify one ability of a magical item.
Elemental Blast - Summon elemental energies to strike at your target.
Energy Totem - Allies in range of totem gain additional Movement.
Protection Totem - Allies gain Energy armour while in range of totem.
Remote Viewing - Receive information about target within 100km.
Restful Totem - Totem increases Heal and Spirit regeneration when resting.
Reverse Magic - Attempt to end target spell, caster regains Spirit Points.
Slowing Totem - Enemies in range of totem lose Movement Rate.
Speak with Dead - Ask simple questions of deceased subject.
Spectral Armour - Gain +2 Worn Armour.
Spirit Guide - Learn direction, terrain and where to find food and water.
Surcease - Remove debilitating conditions from the target.
Teleport Totem - Teleport totem to hands, or a point in range, can also detonate.
Transfer Spirit - Every point of Spirit you spend is given to target creature.
Wither - Creature’s damage is reduced.

2nd Rank
Spell Skill % Brief Description
Animate Corpse 70 Animate a dead creature which follows your orders.
Corrosion 70 Target takes acid damage, can damage armour.
Death Fog 70 Fog inhibits sight, deals shadow damage to those within.
Healing Touch 70 Quickly heal 1 point of damage.
Soul Link 70 See and hear through two-way link, can share damage.
Soul Shield 70 Protects the shaman against attack.
Spectral Blast 70 Targets in a cone make resolve check or be frightened 1d4 rds.
Spirit Burn 70 Force target to use more spirit for spells and manouevres.
Spirit Warrior 70 Summon invisible warrior to fight for you.
Storm Totem 70 Deal lightning damage around totem every round.
Teleportation Ward 70 Prevent teleportation spells functioning in a given area.

1st Rank
Spell Skill % Brief Description
Ancestral Legion 90 Spirit grants additional damage to subject, can absorb damage.
Aura of Death 90 Melee attackers take Internal damage when they hit you.
Mortality 90 Target creature takes additional damage when injured.
Null Magic Totem 90 Magic nullified in range of totem, difficult to cast new spells.
Obliterate 90 Deal Internal damage to a target.
Phoenix Soul 90 Deal fire damage upon death, then resurrect 1 hour later.
Spirit Walk 90 Travel a real-world distance by moving through the aether.

220 PART 4: MAGIC


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3rd Rank Spells Elemental Blast


Used With: Action
Skill: Shamanic
Aethereal Totem Range: 10 squares
Used With: Action Duration: Instant
Skill: Shamanic Resist: Evade or Shields
Range: Touch
Summon elemental energies and direct them towards
Duration: 1 hour
your target within range. If the target fails their resistance
Resist: -
check, they take 1d6+2 damage, plus your choice of the
Cast this spell upon your Totem. It begins to emit an Burn, Freeze, Melt or Shock trait.
aura of ghostly white light in a 3 square radius. This light
also reveals all incorporeal creatures and objects, and Advancement
allows your spells and weapons to ignore the effects of the 70%: The damage is increased to 1d6+6.
incorporeal trait on creatures you attack. 90%: The damage is increased to 1d8+8.
99%: The damage is increased to 1d10+10.
Advancement
70%: The range of the light increases to 6 squares.
90%: Invisible creatures and objects become visible within Energy Totem
range of the totem’s light. Used With: Action
99%: Allies within the light of your totem can also ignore the Skill: Shamanic
incorporeal trait on targets in its light. Range: 10 square radius
Duration: 1 minute
Resist: -
Decipher Relic
Channel spiritual power into your totem to invigorate
Used With: 1 minute
creatures that start their turn in range of it. Their Movement
Skill: Shamanic for the duration of this spell is increased by +1.
Range: 1 square
Duration: Instant Advancement
Resist: - 70%: The Movement bonus is increased to +2.
90%: The Movement bonus is increased to +3.
You identify 1 special property of a magical or mundane 99%: The Movement bonus is increased to +4.
item you examine, such as Dragonscale material or a ‘frost
weapon’ spell. You don’t need to know if an item is magical
or not to use this spell. This spell cannot recognise a cursed Protection Totem
item without exceptional skill. Used With: Action
Skill: Shamanic
Advancement Range: 10 square radius
70%: Identify an additional special property.
Duration: 1 minute
90%: The caster can recognise cursed items.
99%: The casting time is reduced to 1 Action.
Resist: -
You enchant your Totem with an aura of spectral energy
to protect others. You and chosen allies within range gain
+1 Energy armour while in range of the totem.
Advancement
70%: The AP gained increases to +2.
90%: The AP gained increases to +3.
99%: The AP gained increases to +4.

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Remote Viewing Reverse Magic


Used With: Action Used With: Action
Skill: Shamanic Skill: Shamanic
Range: 20km (12mi) Range: 10 squares
Duration: Concentration (1 minute) Duration: Instant
Resist: Resolve Resist: Magic Skill
For the duration of the spell, you mentally receive visual The caster of the target spell must make an opposed
information from any point within range. You see events check of their magic skill versus your Shamanic skill. If your
transpire as if you were looking down on them with normal roll when casting this spell is higher than theirs, the target
or night vision, and can move the point of view about as if spell ends and the caster of the spell receives their Spirit
you were walking. Point(s) back.
Remote Viewing Check Modifier Skill Mod Advancement
Second hand (you have heard of the target) -20% None
Firsthand (you have seen the target) -10%
Familiar (you know the target well) 0%
Slowing Totem
Used With: Action
Connection Skill Mod Skill: Shamanic
Picture or description +5% Range: 10 square radius
Duration: 1 minute
Possession or garment +10% Resist: -
Body part, lock of hair etc. +20% Your Totem becomes empowered with spirits which
impede the movement of your enemies. Any creature of your
Advancement choice within range of the Totem has their Movement Rate
70%: The spell’s range doubles. reduced by 2 points.
90%: You can shift the view to show one individual or object
Advancement
you’ve seen before, within range, if they fail an opposed
70%: Target’s Movement is reduced by -3.
Resolve skill check. You do not gain knowledge of this
90%: Target’s Movement is reduced by -4.
individual’s location unless it is visible from the scene.
99%: Target’s Movement is reduced by -5.
99%: The spell’s range increases to 500km (300mi).

Restful Totem
Used With: Action
Skill: Shamanic
Range: 10 square radius
Duration: 8 hours
Resist: -
You enchant your Totem with peaceful energies. The Heal
Rate of all creatures within range of the caster’s Totem are
increased by +1 for the duration of the spell.
Advancement
70%: Increase the Heal Rate bonus to +2. Disease duration
is decreased by 1 day for every night of rest.
90%: Increase the Heal Rate bonus to +3. Serious and
Major Wounds gain the Heal Rate bonus during an 8 hour
rest.
99%: Increase the Heal Rate bonus to +4.

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Speak with Dead Spirit Guide


Used With: 1 minute Used With: Action
Skill: Shamanic Skill: Shamanic
Range: Touch Range: Self
Duration: 1 minute Duration: 1 hour
Resist: - Resist: -
When you cast this spell upon a corpse which died in For the duration of the spell, you are guided and advised
the past week, you are able to attempt to glean information by benevolent spirits. You are able to see in a 360-degree
from its spirit. Naturally, the corpse must have a functional circle around your position as if you were looking through
mouth for this to work. your normal eyesight, and cannot be surprised. You
• A question which can be answered with one word. automatically know which way is north, your altitude above
• The spirit of the deceased has only it’s previous or below sea level, and what plane of existence you are on.
knowledge to call upon and speaks in a language it once
knew, so if it was a janitor, you’ll probably get a lot of Advancement
information about sweeping. 70%: Also gain a +6% Perception result bonus.
• The philosophy of the deceased comes into effect 90%: Also gain a +9% Perception result bonus.
too – a benevolent person may be more helpful than one 99%: Also gain a +12% Perception result bonus.
who was selfish.
Once the spell has expired, that corpse can never be the Surcease
subject of this spell again, so make good use of your time. Used With: Action
Skill: Shamanic
Advancement
Range: Touch
70%: The corpse can answer with two words.
90%: You can ask two questions of the dead. Duration: Instant
99%: You can ask three questions of the dead. Resist: -
The creature you target has one negative condition of
Spectral Armour your choice removed from the following:
Used With: Action • Dazed, frightened, or intoxicated.
Skill: Shamanic Advancement
Range: Self 70%: Remove the nauseated or charmed condition.
Duration: 1 hour 90%: Remove the restrained, terrified or stunned conditions.
Resist: - 99%: You can remove any condition.
The shaman invokes a shimmering suit of armour that
protects their entire body, granting +2 points of Worn Teleport Totem
armour. This armour doesn’t stack with any Worn armour, Used With: Action
and casting this spell on the same target a second time Skill: Shamanic
simply replaces the first casting, as normal. Range: 5 kilometres/3 miles
If cast on a species that can’t normally wear armour, such Duration: Instant
as a Saerid, the spell only provides half its normal benefit. Resist: -
Advancement Inscribe your totem with special runes, a process which
70%: The armour gained increases to 3 AP. takes one hour. If your totem is within 5 kilometres/3 miles,
90%: The armour gained increases to 4 AP. casting this spell will summon it to your hand. It appears
99%: The armour gained increases to 5 AP. instantly through a spiritual doorway.
Advancement
70%: Teleport the totem to a point within 10 squares.
90%: Teleport the totem from anywhere on your current
plane of existence.
99%: Cause the totem to explode upon arrival, dealing
1d8+8 Internal damage to targets within 2 squares, halved
on a successful opposed Endurance skill check. The totem
is utterly destroyed.
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Transfer Spirit Corrosion


Used With: Action Used With: Action
Skill: Shamanic Skill: Shamanic at 70%
Range: Touch Range: 10 squares
Duration: Instant Duration: Instant
Resist: - Resist: Evade or Shields
Choose a creature within range. When this spell is cast, A blob of sizzling acid springs from your pointing finger,
the target regains 1 Spirit Point. You cannot raise the Spirit to a target within range that you can see.
Points of the target above its maximum. • On a failed opposed resistance check, the target and
everything in a 1 square radius of it takes 1d8+8 elemental
Advancement damage with the Melt damage trait. On a successful
70%: For every Spirit Point you spend when casting, the resistance check, the spell deals half damage and doesn’t
target gains an additional Spirit Point. damage armour at all.
90%: This spell can be cast as a Reaction.
Advancement
Wither 90%: The spell now deals 1d10+10 damage.
Used With: Action 99%: The spell now deals 1d12+12 damage.
Skill: Shamanic
Range: 10 squares Death Fog
Duration: 1 minute Used With: Action
Resist: Endurance Skill: Shamanic at 70%
Range: 10 squares
A black beam of energy springs from the caster’s hand
Duration: Instant
towards a creature within range, sapping their strength.
Resist: -
They must make an opposed Endurance skill check. If failed;
• Damage from their attacks or spells is reduced by -2. You create a 2-square-radius cloud of grim, dark fog
centered on a point within range. The cloud’s area is heavily
Advancement
obscured, permitting vague silhouettes at a range of 2
70%: The damage penalty is now -3.
squares and moderate details at 1 square.
90%: The damage penalty is now -4.
The fog, being heavier than air, sinks to the lowest level
99%: The damage penalty is now -5.
of the land, even pouring down openings. Wind will move
the fog away and if more than a light breeze, completely
2nd Rank Spells disperse it after 1 round.
• Attacks taking place within the fog do not gain their
Animate Corpse result bonus.
• At the start of their turn, any creature within the cloud
Used With: 1 minute
takes 1d6 Internal damage at the start of their turn.
Skill: Shamanic at 70%
Range: Touch Advancement
Duration: 1 hour 90%: The spell now deals 1d6+4 damage.
Resist: - 99%: The spell now deals 1d6+6 damage.

You may cast this spell on a near-complete set of bones


or a recently deceased corpse. Doing so imbues the corpse
with a spirit from the realm of the dead, animating it under
your command. This spell can only animate bodies of up to
250cm (8’2”) in height, resulting in a Zombie or Skeleton, as
appropriate.
The corpse can wield a melee or ranged weapon (sold
separately). It can follow simple orders such as ‘guard this’
or ‘kill that’. At the end of the duration, the body collapses
into lifelessness once more. If the corpse takes a Major
Wound in combat, it is destroyed and unable to be animated
again.

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Healing Touch Spectral Blast


Used With: Reaction on your turn Used With: Action
Skill: Shamanic at 70% Skill: Shamanic at 70%
Range: Touch Range: 3 square cone
Duration: Instant Duration: 1 round
Resist: - Resist: Resolve
Channel spectral energy into someone you touch. This You unleash a blast of psychic energy in a 3-square cone
instantly heals them of 1d4 Hit Points of damage. This spell in front of you. All creatures within the area of effect must
has no effect on Major Wounds. make an opposed Resolve skill check. On a failed check,
they become frightened for 1d4 rounds. This spell has no
Advancement effect on undead or constructs.
90%: The spell now heals 1d4+1 Hit Points.
99%: The spell now heals 1d4+2 Hit Points. Advancement
90%: The targets instead become terrified.
Soul Link 99%: The targets instead become stunned.
Used With: Action
Skill: Shamanic at 70% Spirit Burn
Range: Touch Used With: Action
Duration: 1 minute Skill: Shamanic at 70%
Resist: - Range: 10 squares
Choose a willing creature within range. You form a mental Duration: Concentration (1 minute)
link with the creature, and can see and hear everything they Resist: Endurance
can while they are within 100 squares of you, just as they
Choose a target within range. Whenever that target uses
can see and hear everything you can.
a spell or manoeuvre, they must pay 1 extra point of spirit. If
If the subject is damaged, you may take 2 Hit Points of
the target leaves spell range, the spell ends.
that damage onto yourself, and they can take your damage
onto themselves. Advancement
90%: This spell can be cast as a Reaction.
Advancement
99%: Target must pay 2 extra points of spirit.
90%: You can cast your spells through the linked creature at
double the normal Spirit Point cost.
99%: Increase the amount of damage that can be absorbed
Spirit Warrior
to 3 points. Used With: Action
Skill: Shamanic at 70%
Range: Self
Soul Shield
Duration: 1 hour
Used With: Action
Resist: -
Skill: Shamanic at 70%
Range: 10 squares You summon a powerful spirit warrior to aid you in battle
Duration: 1 minute and spot things for you. The warrior is a silhouette with little
Resist: - detail to its features, but otherwise can take any form you
wish, up to 180cm (6’) in height. The warrior is incorporeal,
You create a mystical shield that you can hold in one moves in complete silence and is invisible to the unaided
hand, just like a real shield. It has no weight, and allows you eye (the caster can still see it though.)
to use your Shamanic skill to block attacks as if it were the • You gain a +5% Perception result bonus for the duration
Shields skill. as it helps you spot things.
The shield has +4 AP, with a +10% result bonus, and the • Your attacks and spells deal +1 damage as the warrior
Light trait. moves to assist and strike at your target.

Advancement Advancement
90%: The shield now has +5 AP, and while wielding it, you 90%: The damage bonus is increased to +2, and the
gain +4 DR vs Internal damage. Perception bonus is increased to +8%
99%: The shield now has +6 AP. If you fail to block with it, 99%: The damage bonus is increased to +3, and the
you still gain +2 AP. Perception bonus is increased to +10%
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Storm Totem 1st Rank Spells


Used With: Action
Skill: Shamanic at 70% Ancestral Legion
Range: 2 square radius Used With: 1 minute
Duration: 1 minute Skill: Shamanic at 90%
Resist: Evade or Shields Range: Touch
Cast this spell on your totem. The air around your totem Duration: Concentration (1 hour)
crackles with electrical power, with blue sparks and lightning Resist: -
arcing across the ground. You summon a legionnaire spirit to aid you or an ally
Creatures of your choice in range of the totem take during battle. Choose a creature within range. That creature
1d6+6 elemental damage with the Shock trait, every round gains 2 legionnaire spirits, which provide:
at the start of their turn, avoided completely if they make an • +2 damage to physical attacks.
opposed resistance check. • If hit with a weapon or spell that would deal damage,
Advancement the subject can have this spirit absorb the damage. If so, 1
90%: The spells damage is now 1d8+8. spirit vanishes and the damage is nullified.
99%: The spells damage is now 1d10+10. • When there are no legionnaire spirits left, the spell ends.
Advancement
Teleportation Ward 99%: Gain a 3rd legionnaire.
Used With: 1 minute
Skill: Shamanic at 70% Aura of Death
Range: 10 squares Used With: Action
Duration: 24 hours Skill: Shamanic at 90%
Resist: - Range: Touch
Choose a location you are touching. You inscribe mystical Duration: 1 minute
sigils in a 10-square radius during the casting of this spell Resist: -
and for 24 hours afterward, the area prohibits the use of all Your chosen target is surrounded with a faint aura of
kinds of teleportation magic. Others cannot teleport into the spectral energies. When hit with a melee weapon, the aura
area, and any spell which involves magically moving from flares, draining the attacker’s life force. The attacker takes
one place to another (Blink, Teleport etc) doesn’t work. 1d4+2 Internal damage.
Advancement Advancement
90%: The area of effect is increased to 20 squares. 99%: The damage is increased to 1d4+4 Internal damage.
99%: Teleport spells that return you to an area marked with
your sigil work within this ward.
Mortality
Used With: Action
Skill: Shamanic at 90%
Range: 10 squares
Duration: Concentration (1 minute)
Resist: -
Warrior spirits assail the target of your choice. If that
target fails an opposed Resolve skill check, they take an
additional 2 points of damage (of the type taken) when they
lose any Hit Points for the spell’s duration.
Advancement
99%: The damage taken is increased to 4 points.

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Null Magic Totem Phoenix Soul


Used With: Action Used With: 1 minute
Skill: Shamanic at 90% Skill: Shamanic at 90%
Range: 3 square radius Range: Self
Duration: 1 minute Duration: 7 days
Resist: - Resist: Evade or Shields
Material Component: A diamond of at least 5000sp value to cast this
You create an invisible sphere around your totem which spell, which is only consumed if the spell is successful.
smothers magical power, including your own (aside from
this spell). You need a diamond of at least 5000sp value to cast this
• Spells currently in effect do not function until such time spell, which is only consumed if the spell is successful. If
as the null-magic sphere moves away. the creature you designate when casting this spell is killed
• When anyone attempts to cast a spell from inside the during the allotted duration, their body erupts in a plume of
sphere, you can spend a Reaction to make an opposed fire which explodes dealing 2d10+12 elemental damage to
Shamanic skill check. If your score beats theirs, their spell everything in a 3-square radius.
fails. After 1 hour, the target creature can be seen amidst the
• If you move the totem into an area with active magical ashes, fully healed and restored (but also naked). Being
spells, all of those spells pause in function until the brought back to life after such catastrophic damage leaves
null-magic field is moved. a lasting effect, however – your Constitution Attribute is
lowered by 1 permanently after you have been raised.
Advancement
99%: The radius of effect increases to 5 squares. Advancement
99%: The target is brought back to life on full Hit Points,
with scars and Lasting Injuries healed.
Obliterate
Used With: Action
Skill: Shamanic at 90%
Range: 10 squares
Duration: Instant
Resist: Endurance
A force of black lightning shoots from your pointing
finger, to a target within range that you can see.
• On a failed opposed Endurance skill check, the target
takes 1d8+8 Internal damage. On a successful Endurance
check, the spell misses completely.
• If this damage takes the target down to 0 Hit Points,
the target is reduced to a mere shadow on the ground, with
everything it wore or carried utterly destroyed.
• Undead and Constructs are immune to this spell.

Advancement
99%: The damage is increased to 1d10+10.

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Spirit Walk
Used With: 1 minute
Skill: Shamanic at 90%
Range: Self/Touch
Duration: Instant
Resist: -
You ask your spirit guides to open a door through the
realm beyond to another point on your plane of existence,
allowing you to step through and travel the aethereal plane
without travelling the intervening space. Travel takes 1
hour no matter the distance travelled. Although convenient,
inter-dimensional travel does carry a degree of risk.
Travel to a location within sight or to a place which is
well known to you is relatively easy, but places you are less
familiar with incur a penalty on the casting roll, as noted
below on the Accuracy Table.
Regardless of success or failure, the caster must use a
gem of no less than 100sp in value which is consumed with
the spell.
• For every extra person you want to take along, you incur
an additional -5% skill penalty for the check. You can bring
along up to 10 people in this way.
• You can attune yourself to the energies of the location if
you have an object taken from there in the last 50 years.
• The maximum range of the spell is a location within
100km (60mi) of you.
• You can mark one location with a unique marking – a
sigil. You can always return to this location without error.
Only one location can be marked in this way at a time.
Destination Modifier
Well Known 0%
Visited Twice -10%
Seen Once/Associated Object -20%
Described to you -40%

Spirit Walk Failure Table (Roll separately)


Failure Roll Result
01%-50% The spell has no additional effect.
51%-70% You are sent 1km (.6mi) in a random
direction.
71%-98% You are sent 5km (3mi) in a random
direction.
99%-100% You are tossed 50km (30mi) in a random
direction.

Advancement
99%: There is no skill penalty for bringing along additional
people.

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Sorcery Such spellcasters can even be worshipped by a primitive


Sorcery is the ability to channel internal energies and
shape the outside world to your will. It is entirely different society, provided they weren’t burned at the stake during
to wizardry, in that no books, incantations or runes are used their formative years as some sort of witch or demon. Thus,
in its employ. Instead, the sorcerer has learned to invoke the different sorcery bloodlines will generally be accepted
their latent power and shape it as they see fit. Humans and or shunned in communities, but this largely depends on the
other mortals do not usually develop this ability on their philosophy of the Sorcerer themselves.
own. Most sorcerers have exotic blood in their heritage, and Given the complications of fitting in to regular society,
tapping into this is the source of their true power. Sorcerers will often be forced to lead a nomadic existence
on the edges of civilisation, where the raw power of their
magic will harm no innocents, and indeed, is ideally suited
Magical Focus to a wild, frontier existence.
Sorcerers bring unrivalled destructive power to a
group, wielding this immense capability in the form of
fire, acid, cold or lightning, or even simply augmenting Special Ability: Bloodline
their fighting prowess with eldritch might. If someone is Sorcerers gain their power from within their own bodies,
looking to become power incarnate, Sorcery offers the best a legacy from their ancestors who were not entirely
opportunity to make this dream a reality. mortal. In Sabre, this innate power is represented through
the choice of a Bloodline, each of which has talents that
become available as the Sorcery skill increases.
Sorcery in Society Once a bloodline is chosen, further bloodline talents
There’s no question that having Sorcerers walking around
taken must comply to the bloodline type chosen in their
in cities is less than ideal for those in power. Their magic
prerequisites. The types of Bloodlines are: Aethereal,
tends to be violent and destructive, far more so than any
Celestial, Death, Draconic, Fey, Hemomancy, Infernal, and
other magical disciplines. As such, they have a reputation
Otherworld. You can check out the available talents for
amongst common folk and are almost universally feared
these bloodlines under Sorcery Bloodline Talents.
and reviled.
This is especially true for the most powerful Sorcerers,
who have been transformed by their power into an avatar
consistent with their bloodline.

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Sorcery Invocations List


3rd Rank
Spell Skill % Brief Description
Allsight - Change and enhance your senses.
Arc Lightning - Unleash a burst of electrical damage onto a target.
Blood Mirror - Inflict damage on those who damage you.
Coldblast - Target is hit with a blast of cold damage.
Shackle - Target reduced to 0 Movement.
Shadowlife - Target gains Damage Reduction against 1 form of damage.
Spectral Armour - Gain 3 Worn Armour.
Spectral Gauntlets - Increase unarmed damage.
Stifle Energy - Damage you deal also drains target of 1 Spirit.
Suppress Magic - Suppresses magical spell’s effects.
Telekinetic Hand - Create invisible force to carry items, can use to fight with.
Transfer Health - Transfer Hit Points from yourself to willing target creature.
Transmute - Change a gem into a mundane item of half its value.
Velocity - Target gains extra movement.
Volatile Fog - Create cloud of fog that can be detonated to deal damage.
Wrack - Inflict pain on the subject.

2nd Rank
Spell Skill % Brief Description
Dimensional Shunt 70 Teleport 10 squares away instead of moving normally.
Elemental Aura 70 Sheath self in elemental power, deals damage to attackers.
Enlarge 70 Target gains height, weight & damage and toughness.
Fireball 70 Deal fire damage to target in range, resist for half.
Force Barrier 70 Create shield with Energy AP vs ranged or magical damage.
Petrify 70 Target becomes paralysed as it turns to stone.
Regenerate 70 Regenerate damage.
Soar 70 Lighten your body until you can fly at great speed.
Unstoppable Force 70 Extra damage and abilities while charging.
Wall of Fire 70 Wall restricts passage unless creatures want to get burned.

1st Rank
Spell Skill % Brief Description
Aether Travel 90 Travel rapidly through the Border Aethereal plane.
Disintegrate 90 Energy bolt damages armour, can obliterate targets.
Fade 90 Become increasingly stealthy until you fade from sight.
Reanimate Self 90 Return to life at 1 HP if killed, -1 CON.
Repulsion 90 Approaching creatures must make an Unarmed check to advance.
Time Stop 90 Halt the flow of time to prepare yourself or move around.
Word of Power 90 Target is subject to a debilitating condition.

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3rd Rank Spells Blood Mirror


Used With: Reaction
Skill: Sorcery
Allsight Range: 2 squares
Used With: Action Duration: Instant
Skill: Sorcery Resist: Endurance
Range: Self
Duration: 1 hour Cast this spell as a Reaction when you take damage. If
Resist: - the source of the damage is within range, they must make
an opposed Endurance skill check or they lose Hit Points
This spell grants the caster a new and unusual sensory equal to half the damage they dealt to you. This loss of Hit
perception which replaces the subject’s regular sight. The Points cannot be mitigated by any means.
range for this new sense is listed in the table below.
Advancement
Sense Rng Effect 70%: The range is increased to 5 squares.
Blindsight 5 Ignore the Blind condition. 90%: The range is increased to 10 squares.
Darkvision 20 See in darkness, blinded by light. 99%: If the target fails their Endurance check, they take the
same damage they dealt to you.
Scent 10 Can track by scent alone.
Sense Magic 5 See magic around people & objects.
Coldblast
Tremorsense 20 Detect vibrations from surface and
Used With: Action
underground as if seeing the target.
Skill: Sorcery
X-ray 3 See through 30cm (1’) wood, 15cm Range: 10 squares
(8in) rock, 10cm (4in) steel, 0cm lead.
Duration: Instant
Magnify 100 Gain 3x normal viewing range. Resist: Endurance
You are able to manifest a blast of icy air which shoots
Advancement forth from your outstretched hand to a target creature in
70%: Double the range of the effect. range. Creatures between you and the target must make
90%: Add an additional sense to use simultaneously. an opposed Endurance skill check or take 1d6+4 elemental
99%: You can sense Invisible targets at 5 squares. damage with the Freeze trait.
If the resistance check was successful, they take half
Arc Lightning damage.
Used With: Action Advancement
Skill: Sorcery 70%: The spell now deals 1d8+8 damage.
Range: 10 squares 90%: The spell now deals 1d10+10 damage.
Duration: Instant 99%: Damage increases to 1d12+12. Freeze lasts for 2 rds.
Resist: Endurance
Choose a target within range. Electrical energy arcs
around them, and if they fail a resistance skill check, they
take 1d6+4 elemental damage with the Shock damage trait.
If the check is successful, they are unaffected by the spell.

Advancement
70%: The spell now deals 1d8+8 damage.
90%: The spell now deals 1d10+10 damage. You can
choose for it to affect a 1 square radius around the target.
99%: The spell now deals 1d12+10 damage and you can
choose for it to hit a 2nd target within range of you.

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Shackle Spectral Armour


Used With: Action Used With: Action
Skill: Sorcery Skill: Sorcery
Range: 10 squares Range: Self
Duration: Concentration (1 Minute) Duration: 4 hours
Resist: Evade or Unarmed Resist: -
Choose a creature within range. Ghostly manacles erupt The sorcerer invokes a shimmering suit of armour that
from the ground and clamp onto their ankles, unless they protects their entire body, granting +2 points of Worn
succeed in an opposed Evade or Unarmed skill check. If they armour. This armour doesn’t stack with any Worn armour,
fail, their Movement is reduced to 0. and casting this spell on the same target a second time
Each round, the character can use an action to attempt to simply replaces the first casting, as normal.
break the spell with another skill check. If cast on a species that can’t normally wear armour, such
as a Saerid, the spell only provides half its normal benefit.
Advancement
70%: The target is also restrained. Advancement
90%: The target becomes pinned on the next round. 70%: The armour gained increases to 3 AP.
99%: The target becomes paralysed on the next round. 90%: The armour gained increases to 4 AP.
99%: The armour gained increases to 5 AP.
Shadowlife
Used With: Action Spectral Gauntlets
Skill: Sorcery Used With: Reaction
Range: Touch Skill: Sorcery
Duration: 1 hour Range: Self
Resist: - Duration: 1 minute
You tap into sorcerous energies to provide a shadowy Resist: -
form of protection. The target shimmers slightly when they You channel your sorcery through your hands, covering
move, as a shadow silhouette of their body moves along them in phantom gauntlets to become a powerful unarmed
with them at a slightly different speed. combatant.
The target of this spell gains +3 DR vs one form of • Your unarmed damage is increased by +1.
damage. • Your unarmed skill gains a +1% result bonus.
Advancement Advancement
70%: The target is instead gains +4 DR. 70%: Both bonuses are increased to +2.
90%: The target is instead gains +5 DR. 90%: Both bonuses are increased to +3, and your Unarmed
99%: The target is instead gains +6 DR. attacks count as Auric weapons.
99%: Both bonuses are increased to +5.

Stifle Energy
Used With: Action
Skill: Sorcery
Range: Self
Duration: 5 rounds
Resist: -
Your next attack or spell that deals damage also drains
the target of 1 Spirit Point. Once this happens, the spell
ends. This spell has no effect on Undead or Constructs.
Advancement
70%: The spell is now cast with a Reaction.
90%: The spell drains 2 Spirit Points each time.
99%: The spell drains 3 Spirit Points each time.

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Suppress Magic Transfer Health


Used With: Action Used With: Action
Skill: Sorcery Skill: Sorcery
Range: 10 squares Range: Touch
Duration: Concentration (1 minute) Duration: Instant
Resist: Magic Resist: -
The caster of the target spell must make an opposed Choose a creature within range. When this spell is cast,
check of their magic skill versus your Sorcery skill. you must sacrifice 1 Hit Point, and the target regains 1
If you win, the spell has no effect while you maintain Health Point. You can raise the Hit Points of the target
concentration. above its maximum, which remains for 1 hour.
Advancement Advancement
None 70%: For every Hit Point you sacrifice when casting, the
target gains an additional Hit Point.
Telekinetic Hand
Used With: Action Transmute
Skill: Sorcery Used With: 1 minute
Range: 10 squares Skill: Sorcery
Duration: Concentration (1 minute) Range: Touch
Resist: - Duration: Permanent
Resist: -
When you cast this spell, you create an invisible hand
Material Component: A gem equal to twice the value of the
to reach out and affect physical objects within range. You
item you want to create, which is consumed by the spell.
may use your Sorcery skill in place of Unarmed skill checks.
You can do anything with the hand that you could normally The gem you are holding when casting this spell is
achieve through physical action, such as lift and move heavy transmuted into a mundane everyday item equal to half its
objects or punch and grapple opponents. value. The item cannot be of masterwork quality, nor can it
• You can make an invisible telekinetic punch against be fashioned from an exotic material, but in other respects it
a target within sight and range that deals 1d6 bludgeon is a very real and permanent item. Specific items cannot be
damage which cannot be Blocked, Parried or Evaded unless created, only generic examples.
the target can see (or sense through Blindsight) invisible
objects. The punch comes from your direction in a straight Advancement
line. 70%: Item value can be equal to the gem’s full value.
• You can move on object up to 2 ENC as if you were 90%: Create multiple items from the same gem, if the total
holding it with your hand. If someone else is holding it, they value does not exceed the gem’s value.
must make an opposed Unarmed skill check to resist. 99%: The item can be of Masterwork quality, provided the
• With advanced skill, if you throw a person against a wall, gem’s value allows the transmutation.
dealing half the punch damage as Internal damage instead.
Velocity
Advancement Used With: Action
70%: The spell now deals 1d6+2 damage, and the ENC limit
Skill: Sorcery
on objects is increased to 10.
90%: The spell now deals 1d6+4 damage, and the ENC limit
Range: Touch
on objects is increased to 100. An attack with this spell can Duration: 1 minute
come from any direction on the tatget. Resist: -
99%: The spell now deals 1d6+6 damage, and the ENC limit Choose a target within range. Their Movement for the
on objects is increased to 200. duration of this spell is increased by +2.

Advancement
70%: The target gains a total of +3 Movement.
90%: The target gains a total of +4 Movement,
99%: The target gains a total of +5 Movement, and also

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Volatile Fog 2nd Rank Spells


Used With: Action
Skill: Sorcery
Range: 10 squares Dimensional Shunt
Duration: 1 minute Used With: Movement
Resist: Evade Skill: Sorcery at 70%
Range: 10 squares
You create a 2-square-radius cloud of acrid red fog Duration: Instant
centered on a point within range. The cloud’s area is heavily Resist: Resolve
obscured, permitting vague silhouettes at a range of 2
squares and moderate details at 1 square. The fog, being You create a portal and instantly reappear in a space of
heavier than air, sinks to the lowest level of the land, even your choosing within 10 squares of the space you vanished
pouring down openings. Wind will move the fog away and from, provided you can directly see it, either through your
if more than a light breeze, completely disperse it after 1 own eyes or via another method. You are not subject to any
round. movement restrictions or opportunity attacks.
• Attacks taking place within the fog do not gain their
result bonus. Advancement
• As an action, you can choose to end this spell by 90%: You can take along one willing target that you’re
detonating the fog. Creatures within the cloud at this touching.
time take 1d6 elemental damage, halved on a successful 99%: Choose a target creature in range. If they fail an
opposed Evade skill check. opposed Resolve skill check, they swap positions with you.

Advancement Elemental Aura


70%: The spell damage is increased to 1d6+4. Used With: Action
90%: The spell damage is increased to 1d6+8 and you can Skill: Sorcery at 70%
choose to increase the radius of the fog by 1sq.
Range: Self
99%: The spell damage is increased to 1d6+12, and you can
Duration: 1 minute
choose to increase the radius of the fog by 2sq
Resist: -
Wrack You are surrounded with a faint aura of light. When hit
Used With: Action with a melee weapon, the aura flares, searing the attacker
Skill: Sorcery with powerful, chaotic energies. The attacker takes 1d6+2
Range: 10 squares Elemental damage.
Duration: Concentration (1 minute) Advancement
Resist: Resolve 90%: The damage is increased to 1d6+6 Elemental damage.
99%: The damage is increased to 1d8+8 Elemental damage.
Choose a creature within range. The victim is subjected
to intense pain in their body. If they fail an opposed Resolve
skill check, any skill roll made by the creature must also be
less or equal to the target’s Resolve skill for the duration.
Each round, the victim can use an action to attempt
to break free by making a Resolve skill check versus the
Sorcery skill of the caster. This spell has no effect on
undead or constructs.

Advancement
70%: The target cannot use any abilities that require
Concentration, and breaks Concentration effects.
90%: The target is dazed for the duration.
99%: The target is also stunned for the 1st round.

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Enlarge Petrify
Used With: Action Used With: Action
Skill: Sorcery at 70% Skill: Sorcery at 70%
Range: Touch Range: 10 squares
Duration: Concentration (1 minute) Duration: Concentration (1 minute)
Resist: - Resist: Endurance
The caster is able to increase the size, strength and Choose a target within range. If that target fails an
weight of a willing target’s body, worn armour and clothing. opposed Endurance check, it is paralysed for as long as
• The target gains +1 DM & Natural AP, Overheal +2 Hit concentration is maintained as it turns to stone. It also
Points, and grows to 2x their current size and weight. gains Invulnerability to all damage. The subject can make an
• If the target’s height goes above 110cm (3’3”), they lose opposed check at the start of their turn to try and end the
the ‘Small’ trait. spell.
• If this spell increases the target’s height to above If you maintain your concentration on this spell for the
250cm (8’2”), they gain the ‘Huge’ trait. minute uninterrupted, the creature is permanently turned to
stone and dies.
Advancement
90%: Benefits increase to +2 DM & Natural AP, +4 HP and 3x Advancement
the height & weight. None
99%: Benefits increase to +3DM & Natural AP, +8 HP and 3x
the height & weight. Regeneration
Used With: Action
Fireball
Skill: -
Used With: Action
Range: Self
Skill: Sorcery at 70%
Duration: 1 round
Range: 10 squares
Resist: -
Duration: Instant
Resist: Evade or Shields The caster channels energy into their wounds.
• They are healed for 1 Hit Point instantly, and again at
A ball of flame shoots forth from your outstretched hand
the start of their next turn.
to a target creature in range, then explodes, hitting anything
within a 1 square radius of the target. Advancement
• Anything in the area of effect takes 1d8+8 elemental 90%: The spell heals 2 Hit Points instantly and next turn.
damage with the Burn damage trait, halved if they make a 99%: The spell heals 3 Hit Points instantly and next turn.
successful opposed resistance check.
Advancement Soar
90%: The spells damage is now 1d10+10. Used With: Action
99%: The spells damage is now 1d12+12 and it affects a 2 Skill: Sorcery at 70%
square radius. Range: Touch
Duration: Concentration (1 minute)
Force Barrier Resist: -
Used With: Action
Skill: Sorcery at 70% Choose a willing creature within range. The subject
Range: Self becomes able to fly around at half their normal Movement
rate. If they fall, they glide to the ground unharmed. The
Duration: 1 hour
maximum weight for this spell is the subject’s own body
Resist: -
plus a maximum of 100kg (220lb) for all being carried.
You create a nimbus of crackling power that absorbs Going above this weight negates the spell’s effects.
ranged damage, or any damage created by a spell.
Advancement
• If successful, you gain +2 Energy AP for the duration.
90%: Fly at a speed equal to your normal Movement rate.
Advancement The duration is increased to Concentration (1 hour).
90%: The spell grants +4 Energy AP. 99%: Fly at up to double listed Movement rate. Maximum
99%: The spell grants +6 Energy AP. carry weight is also doubled.

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Unstoppable Force 1st Rank Spells


Used With: Action
Skill: Sorcery at 70% Aether Travel
Range: Self Used With: 1 minute
Duration: Instant Skill: Sorcery at 90%
Resist: Evade or Shields Range: Self/Touch
When this spell is cast, you can charge at a target, be it a Duration: Instant
wall or an enemy, and crash into it with stupendous force. Resist: -
• You must be at least 3 squares away from your target to
You tear open a portal through the aether plane and link it
use this spell.
to another point on your plane of existence, allowing you to
• You cannot move before or after this spell is cast, and
step through and transition without travelling the intervening
must travel in a straight line to the target. You continue on
space. Travel takes 1 hour no matter the distance travelled.
past the target out to your maximum Movement.
Although convenient, inter-dimensional travel does carry a
• Travel twice your Movement, then deal 1d6+6 Bludgeon
degree of risk.
damage.
Travel to a location within sight or to a place which is
• Ignore difficult terrain along the way.
well known to you is relatively easy, but places you are less
• You are not subject to Opportunity Attacks on the way
familiar with incur a penalty on the casting roll, as noted
to the target.
below on the Accuracy Table.
Regardless of success or failure, the caster must use a
Advancement gem of no less than 100sp in value which is consumed with
90%: The damage is increased to 1d8+8, deal double this
the spell.
damage against objects such as walls and doors, and deal
• For every extra person you want to take along, you incur
the damage against everything in your path to the target.
an additional -5% skill penalty for the check. You can bring
99%: The damage is increased to 1d12+12.
along up to 10 people in this way.
• You can attune yourself to the energies of the location if
Wall of Fire you have an object taken from there in the last 50 years.
Used With: Action • The maximum range of the spell is a location within
Skill: Sorcery at 70% 100km (60mi) of you.
Range: 10 squares • You can mark one location with a unique marking – a
Duration: Concentration (1 minute) sigil. You can always return to this location without error.
Resist: Endurance Only one location can be marked in this way at a time.

This wall is composed of blazing fire, which forms at a Destination Modifier


point within range. The wall covers an area between two Well Known 0%
chosen points up to 10 squares in length and two squares Visited Twice -10%
high.
• Each panel has 5 AP and 30 Hit Points. Seen Once/Associated Object -20%
• The wall is invulnerable to mundane physical attacks, Described to you -40%
the Burn damage trait and slash damage.
• It’s vulnerable to the any effects that have the Freeze Aether Travel Failure Table (Roll separately)
damage trait.
• Reducing a panel to 0 Hit Points destroys it and may Failure Roll Result
cause connected panels to collapse at the GM’s discretion. 01%-50% The spell has no additional effect.
• Each creature starting their turn adjacent to the wall 51%-70% You are sent 1km (.6mi) in a random
takes 1d8+8 elemental damage with the Burn trait on a direction.
failed opposed Endurance skill check, halved if successful. 71%-98% You are sent 5km (3mi) in a random
Advancement direction.
90%: Damage is increased to 1d10+10. 99%-100% You are tossed 50km (30mi) in a random
99%: Damage is increased to 1d12+12. direction.
Advancement
99%: There is no skill penalty for bringing along additional
people.
236 PART 4: MAGIC
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Disintegrate Repulsion
Used With: Action Used With: Action
Skill: Sorcery at 90% Skill: Sorcery at 90%
Range: 10 squares Range: 2 squares
Duration: Instant Duration: Concentration (1 minute)
Resist: Evade or Shields Resist: Unarmed
A green ray of crackling energy springs from your By generating pulses of gravity waves, you can prevent
pointing finger, to a target within range that you can see. others from approaching you. The effect extends to 2
• On a failed opposed resistance check, the target takes squares, and anyone attempting to move closer or who
1d12+12 Energy damage with the Melt damage trait. On a starts their turn within range must make an opposed
successful resist check, the spell misses completely. Unarmed skill check. Once they’ve made a successful check,
• If the target is reduced to 0 Hit Points, it and anything it they can move about in this range at half normal movement
is carrying is reduced to ash. for the rest of their current turn.
Advancement Advancement
99%: The spells damage is increased to 1d12+15. 99%: Increase the range of the spell to 5 squares.

Fade Time Stop


Used With: Action Used With: Action
Skill: Sorcery at 90% Skill: Sorcery at 90%
Range: Self Range: Self
Duration: Concentration (1 minute) Duration: 2 rounds
Resist: - Resist: -
You become Invisible, and maintain this so long as you
You create a small bubble of reality outside the normal
keep concentrating, and you don’t cast spells, attack, or
flow of time. As soon as you finish casting successfully, you
interact with any object larger than a fist. If so, the effect is
start a new turn in which you can act. Everything around you
broken and the spell ends.
is frozen in time and you can’t damage or move other living
Advancement beings, or equipment they are carrying.
99%: You can cast Reaction-based spells or attack with But you can cast spells and move around. Spells cast
Small weapons without breaking the Invisibility. You can on yourself work immediately, while spells targeting others,
also interact with the environment without ending the effect, as well as objects thrown or shot from you while in this
such as opening doors, picking up items (which stay visible) state, hang in the air until time restarts, at which point they
etc. continue on to their target normally.

Reanimate Self Advancement


99%: The spell duration increases to 3 rounds.
Used With: 1 minute
Skill: Sorcery at 90%
Range: Self Word of Power
Duration: 24 hours Used With: Action
Resist: - Skill: Sorcery at 90%
Material Component: A diamond worth at least 5000 sp, which must Range: 5 square radius
be carried on your person while the spell is in effect. It is consumed Duration: Instant
upon your death while this spell is active. Resist: Resolve
If you die while this spell is in effect, you rise from the
dead 24 hours later, more or less intact, with 1 Hit Point. You speak a word of power. All creatures within range
Being brought back to life after such catastrophic damage must make an opposed Resolve skill check. On a failed
leaves a lasting effect, however – your Constitution Attribute check, they are stunned for 1 round.
is permanently lowered by 1 point. Also; Advancement
• Any scars, Lasting Injuries or lost body parts are not 99%: Targets are stunned for 1d4 rounds.
healed so you have that to deal with as well.
Advancement
99%: Bestow the effects of this spell upon someone else.
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WIZARDRY SPELL LIST GLOSSARY CONTENTS

Wizardry Each school of Wizardry deals with society in different


ways. Librarians are welcomed by academics of all kinds,
The most renowned and widely understood field of magic for their pursuit of knowledge is highly sought-after across
in most societies, Wizardry is known as magic that captures the land. Scriveners are almost as popular, for their focus
the power of the written word to command arcane forces is on recording knowledge, both of a mundane and magical
beyond the physical realm. Wizards are also considered nature, almost always onto specialised scrolls.
to be the most civilised of magical practitioners, able to Familiarists are quite popular and often the most visible
live and work in cities as well as isolated towers in the of this kind of spellcaster, as their familiars are quite novel,
hinterlands. especially to children of towns and cities. This can take on
a darker aspect if the wizard leans in that direction, with
the familiar being an unsettling counterpart to their morally
Magical Focus questionable master.
Wizardry is one the cleverest forms of magic, and while
Illusionists are the least known of the Schools, for their
able to deal specialised damage, its real focus is on illusion,
art is all about misdirection and avoiding notice, to say
and manipulating the fabric of reality. Wizards are known to
nothing of fooling people with their elaborate magical
be quite studious, as most of their magic deals with books,
illusions. As such, they are always looked upon with at least
tomes and scrolls.
a little suspicion by mainstream society, so they tend to
The most powerful of these spellcasters take on their
keep to themselves.
foes not with overwhelming power, but with subtlety,
misdirection and other subversive magics, and these Special Ability: School
practitioners are known to be extremely useful in When you take the Wizardry skill as part of your
adventuring groups to not only figure out ancient magic, but background, you must also choose a ‘School’, a focused
to neutralise enemies and allow a wizard’s allies to do the area of study which dictates the sorts of talents you have
heavy fighting. access to.
Familiarist –Wizards apply more power to their
Wizardry in Society summoned familiars in this area of study.
There are several areas of specialisation for Wizardry, Illusionist – Improving the capabilities of illusion magic
known as Schools. These are usually taught quite literally at is the focus for this area.
a school, often leading to vociferous disagreement between Librarian – This field focuses on the acquisition and
the faculty and students over the nature of magic and the application of pure knowledge.
cosmos. Scrivener – Unlocking the full potential of scroll magic is
the focus of this School.
238 PART 4: MAGIC
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Wizardry Incantations List


3rd Rank
Spell Skill % Brief Description
Abjure Magic - Chosen spell in effect ends.
Alarm - Receive a warning when a creature enters an area.
Altered Senses - Improve your senses to sense in other ways.
Apparition - Create a small illusion to distract or frighten targets.
Arcane Armour - Gain magical Worn Armour, increases with skill.
Arcane Lock - Lock door with magic, very hard to break through.
Celerity - Gain extra Movement.
Darkness - Create the illusion of absolute darkness around an object.
Decipher Relic - Unravel secrets of magical item.
Familiar - Summon a small creature to serve as a magical companion.
Force Blade - Floating blade of force can attack your targets.
Force Bolt - Bolt of magic deals damage to target, cannot avoid or block.
Instill Weakness - Target makes End check or weapon damage is reduced.
Lethargy - Target suffers reduced movement rate.
Pocket Dimension - Create inter-dimensional storage space.
Sleep - Cause target to become drowsy, allies or damage can awaken.

2nd Rank
Spell Skill % Brief Description
Acid Blast 70 Deal damage to target in range, also damages armour.
Acid Fog 70 Create cloud of mist which eats away at armour.
Alter Form 70 Transform into a small animal.
Arcane Shield 70 Create a barrier of magic to protect against attack
Auric Field 70 Subject gains Energy AP around their body.
Blink 70 Instantly teleport to point within range.
Illusion 70 Create illusion in mind of your target.
Levitate 70 Ignore gravity, moving target up or down at will.
Lightning Bolt 70 A blast of electrical power strikes a target in range.
Polymorph 70 Transform target into non-threatening creature.
Wall of Stone 70 Create wall of solid earth to block movement.

1st Rank
Spell Skill % Brief Description
Clone 90 Create duplicate body your mind goes into upon your death.
Contingency 90 Cause spell to activate when condition is met.
Dimensional Barrier 90 Create barrier which teleports away attackers.
Invisibility 90 Become difficult to detect, even invisible.
Mirror Image 90 Create illusionary duplicate which takes damage directed at you.
Switch Body 90 Switch bodies with target on failed Resolve check.
Teleport 90 Teleport self to other location within 100km/60mi.

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3rd Rank Spells Altered Senses


Used With: Action
Skill: Wizardry
Abjure Magic Range: Self
Used With: Action Duration: 1 hour
Skill: Wizardry Resist: -
Range: 10 squares
Duration: Instant This spell grants the caster a new and unusual sensory
Resist: - perception which replaces the subject’s regular sight. The
range for this new sense is listed in the table below.
The caster of the target spell must make an opposed
check of their magic skill versus your Wizardry skill. If you Sense Rng Effect
win, the spell ends. Blindsight 5 Ignore the Blind condition.
Advancement Darkvision 20 See in darkness, blinded by light.
None Scent 10 Can track by scent alone.
Sense Magic 5 See magic around people & objects.
Alarm Tremorsense 20 Detect vibrations from surface and
Used With: Action underground as if seeing the target.
Skill: Wizardry X-ray 3 See through 30cm (1’) wood, 15cm
Range: Touch (8in) rock, 10cm (4in) steel, 0cm lead.
Duration: 8 hours Magnify 100 Gain 3x normal viewing range.
Resist: -
Choose a door, a window, or another type of unmovable
feature. When you cast the spell, any creature other than Advancement
those you designate who come within 1 square of the object 70%: Double the range of the effect.
will set off the alarm. 90%: Add an additional sense to use simultaneously.
The alarm can be a mental alert only you can hear within 99%: You can sense Invisible targets at 5 squares.
1 kilometre/.6 miles of the warded area, or it can be an
audible noise heard for up to 50 squares in any direction.
Apparition
Advancement Used With: Action
70%: The radius of effect increases to 10 squares. Skill: Wizardry
90%: Anyone affected by the spell must make an opposed Range: 10 squares
Resolve skill or be stunned for 1 round. Duration: Instant
99%: Anyone affected by the spell must make an opposed Resist: Resolve
Resolve skill or be paralysed for 1 round.
On a failed resistance check, the caster creates in the
mind of a chose target a small, brief illusion, such as a noise
like a breaking branch or a door creaking, or a visual illusion
such as a flickering candle, or the shadow of someone
moving nearby.
The scope of this illusion is quite small, nothing larger
than a melon can be created in their mind, and it can never
do them harm.
Advancement
70%: If the illusion is meant to scare, the target is
Frightened if they failed their Resolve check.
99%: If the illusion is meant to scare, the target is Terrified
if they failed their Resolve check.

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Arcane Armour Celerity


Used With: Action Used With: Action
Skill: Wizardry Skill: Wizardry
Range: Self Range: 10 squares
Duration: 1 hour Duration: 1 minute
Resist: - Resist: -
The wizard incants a shimmering suit of armour that Choose a creature within range. The target moves faster,
protects their entire body, granting +2 points of Worn gaining +1 to Movement and to Evade skill results for the
armour. This armour doesn’t stack with any Worn armour, duration.
and casting this spell on the same target a second time
simply replaces the first casting, as normal. Advancement
If cast on a species that can’t normally wear armour, such 70%: Target instead gains +2 Movement and Evade results.
as a Saerid, the spell only provides half its normal benefit. 90%: Target instead gains +3 Movement and Evade results.
99%: Target instead gains +4 Movement and Evade results.
Advancement
70%: The armour gained increases to 3 AP. Darkness
90%: The armour gained increases to 4 AP. Used With: Action
99%: The armour gained increases to 5 AP. Skill: Wizardry
Range: 10 squares
Arcane Lock Duration: 1 minute
Used With: Action Resist: -
Skill: Wizardry An object within range is enchanted to create an
Range: Self illusionary darkness, which spreads from the object to fill a
Duration: 1 hour 2-square-radius sphere for the duration.
Resist: - Not even a creature with Darkvision can see through
this darkness, and no natural light can illuminate it - only
Touch a door, window, gate, chest, or other entryway
those with the ability to see through illusions (as well as
that is closed. The chosen object is magically locked for
the caster) will be able to ignore its effects. Covering the
the duration, and cannot be picked (only the Unlock Charms
affected target with an opaque object, such as a bowl or a
spell can possibly open it, and even then they will take
helm, has no effect on the spell.
damage if they fail).
You and the creatures you designate when you cast Advancement
this spell can still open the object normally. Otherwise, it is 70%: Increase the radius of effect to 3 squares.
almost impassable until it is broken, or the spell is removed 90%: Increase the radius of effect to 4 squares.
by another caster. 99%: Increase the radius of effect to 5 squares.
Anyone attempting to open the lock without a key or
break through the door takes 1d8 points of elemental Decipher Relic
damage.
Used With: 1 minute
Skill: Wizardry
Advancement
Range: 1 square
70%: The lock damage is now 1d8+4, and the duration is
increased to 8 hours. Duration: Instant
90%: The lock damage is now 1d8+8. You can also choose Resist: -
to apply the Burn, Freeze, Melt or Shock damage trait. You identify 1 special property of a magical or mundane
99%: The lock damage is now 1d8+12. item you examine, such as Dragonscale material or a ‘frost
weapon’ spell. You don’t need to know if an item is magical
or not to use this spell. This spell cannot recognise a cursed
item without exceptional skill.
Advancement
70%: Identify an additional special property.
90%: The caster can recognise cursed items.
99%: The casting time is reduced to 1 Action.

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Familiar Force Blade


Used With: 10 minutes Used With: Action
Skill: Wizardry Skill: Wizardry
Range: 1km/.6mi Range: 2 squares
Duration: Permanent Duration: 1 minute
Resist: Resolve Resist: -
When you cast this spell, you are able to bond with a You fabricate a sword of glowing magical energy which
Small Animal, imbuing it with a portion of your power. The hovers before you as if held by an unseen hand. As an
type of animal you wish to bond must be within the spells action, you can use your Wizardry skill to make a melee
range and if it fails an opposed Resolve skill check, it will attack against a target within range. The sword quickly flies
appear at the end of the spell’s casting time. back and forth to the target, and you can Parry with it, just
The target permanently gains: like a real weapon.
• INT of 10. • The weapon counts as Small, has 10 Hit Points and
• +3 Energy AP deals 1d6 Slash damage.
• The ability to speak one language you know.
Familiars are able to activate magical items which require Advancement
a command word, so long as the familiar can grasp or wear 70%: You may add your Intellect Attribute bonus to the
the item as required. weapon’s damage.
You must permanently deduct 1 Spirit Point from your 90%: The range of the spell becomes 10 squares, and
current total when you gain the familiar. These Spirit points becomes an Auric weapon.
are recovered at the cost of a) death of the familiar, or b) you 99%: The weapon’s damage dice is increased to 1d12, and
withdraw your power from the creature. If you withdraw your you can have the weapon attack the same target every
power in this way, that creature runs away and can never round on its own (still using your skill), leaving you free to
become a familiar again. use your action to do other things.

• Your familiar acts independently of you, but it always


obeys your commands. In combat, it acts on your initiative.
While you are within 30 squares of your familiar, you can
communicate with it telepathically.
• As an action, you can see through your familiar’s eyes
and hear what it hears until the start of your next turn,
gaining the benefits of any special senses that the familiar
has. During this time, you are deaf and blind with regard to
your own senses. Only one familiar can be bonded at a time.
• You can teach your familiar manoeuvres and talents
appropriate to its skills and abilities, by expending your own
Accolades. Should the familiar die or be dismissed, these
Accolades are returned to you.

Advancement
70%: Summon the familiar to your side from any distance
by spending an action and a Spirit Point.
You can also now bond with a Fey Cat.
90%: You can bond with a Hedge dragon or Storm Crow.
99%: You can communicate telepathically with your Familiar
while you are within 50 squares. You can now bond with a
Phoenix.

242 PART 4: MAGIC


WIZARDRY SPELL LIST GLOSSARY CONTENTS

Force Bolt Lethargy


Used With: Action Used With: Action
Skill: Wizardry Skill: Wizardry
Range: 10 squares Range: 10 squares
Duration: Instant Duration: Concentration (1 minute)
Resist: - Resist: Endurance
A commonly used spell among wizards, it creates Choose a creature within range. On a failed opposed
a bolt of magical energy which, while lacking damage, Endurance check, the target’s Movement Rate is reduced by
automatically hits a target of your choice within range, -2 for the duration. The target can use their action to make
directly on the body. Aiming multiple bolts is possible, but another opposed Endurance skill check to throw off the
accurately controlling them with the mind is sketchy at best. effects of the spell.
The bolt cannot be Parried, Blocked or Evaded, and even
tracks its target around corners and ignores Cover. Advancement
• The bolt deals 1d6 Energy damage. 70%: Movement is reduced by a total of -3.
90%: Movement is reduced by a total of -4.
Advancement 99%: Movement is reduced by a total of -5. ‘
70%: The bolt now does 1d6+3 damage.
90%: The spell gains the Burst trait. Each bolt can go to
a single target, or separate as desired. See the ranged
Pocket Dimension
weapon traits section for information on this ability. Used With: 1 minute
99%: Each bolt now does 1d6+6 damage. Skill: Wizardry
Range: Touch
Duration: Semi-Permanent
Instill Weakness Resist: -
Used With: Action
Skill: Wizardry You create a small dimensional pocket able to hold 50
Range: 10 squares ENC of items, reducing your maximum Spirit Points by 1,
Duration: Concentration (1 minute) using this power to maintain access to the space.
The interior of this space glows a soft colour of your
Resist: Endurance
choosing, providing dim light for seeing within. When
A beam of black energy springs from your hand towards closed, the pocket is completely invisible to the naked eye
a creature within range. They must make an opposed and takes no space in our reality.
Endurance skill check. If failed; • A door large enough for objects or tiny creatures covers
• Damage from physical weapons (melee or ranged) they the interior space.
are using is reduced by -2. • A rune of identification hovers in place, visible only to
At the start of every round, the affected target can use the creator of the pocket and those able to see invisible
their action to make another opposed check to end the spell. objects. The door is considered to be a magical lock, the
This spell has no effect upon undead or constructs. quality of which is equal to your Wizardry skill. You can take
the invisible rune with you, and when placed in the air before
Advancement you, allows access to the dimensional pocket.
70%: Reduce the damage by a total of -3. You may withdraw your power from sustaining this or
90%: Reduce the damage by a total of -4. any other pocket dimension spell at a whim, regaining any
99%: Reduce the damage by a total of -5. Spirit points. Anything within the Pocket Dimension when
destroyed is utterly annihilated and cannot be retrieved.
Advancement
70%: Increase the size of the space to100 ENC.
90%: Increase the size of the aperture enough for 200 ENC,
or 1 human-sized person to crawl inside if need be. There is
breathable air to last an hour within.
99%: The internal space becomes large enough to support a
living area for up to 10 people, with unlimited air.

PART 4: MAGIC 243


WIZARDRY SPELL LIST GLOSSARY CONTENTS

Sleep Acid Fog


Used With: Action Used With: Action
Skill: Wizardry Skill: Wizardry at
Range: 10 squares Range: 10 squares
Duration: Concentration (1 minute) Duration: 1 minute
Resist: Resolve Resist: -
Choose a creature within range. It must make an opposed You create a 2-square-radius cloud of bubbling green
Resolve skill check against your Wizardry skill. If they fail fog centered on a point within range. The cloud’s area is
the check, they become extremely drowsy and unable to heavily obscured, permitting vague silhouettes at a range of
think, rendering them unconscious while you continue to 2 squares and moderate details at 1 square. The fog, being
concentrate (or 1 minute). If the target succeeds on their heavier than air, sinks to the lowest level of the land, even
check, they become dazed for 1 round. pouring down openings. Wind will move the fog away and
If someone uses an action to wake them, or if the subject if more than a light breeze, completely disperse it after 1
comes under attack, the spell ends as they awaken from a round.
dream with a start, a dream in which they are under attack. • Attacks taking place within the fog do not gain their
They can immediately defend this attack. result bonus.
• At the start of their turn, any creature within the cloud
Advancement takes 1d6+2 elemental damage with the Melt damage trait.
None
Advancement
90%: The spell now deals 1d6+4 damage.
2nd Rank Spells 99%: The spell now deals 1d6+6 damage.

Acid Blast Alter Form


Used With: Action Used With: Action
Skill: Wizardry at 70% Skill: Wizardry at 70%
Range: 10 squares Range: Self
Duration: Instant Duration: 1 hour
Resist: Evade or Shields Resist: -
A blob of sizzling acid springs from your pointing finger, This spell transforms the caster and all his personal
to a target within range that you can see. belongings into any Small Animal or Beast.
• On a failed opposed resistance skill check, the target • The caster retains INT and CHA scores, but exchanges
and everything in a 1 square radius of it takes 1d8+8 their STR, AGI, CON and physical attributes for that of the
elemental damage with the Melt damage trait. animal type.
On a successful resistance check, the spell deals half • The caster gains the natural abilities of the creature,
damage and doesn’t damage armour at all. including Manoeuvres and talents.
• Magical abilities gained from equipment or spells carry
Advancement over to the new form, but spells cannot normally be cast
90%: The spell now deals 1d10+10 damage. while transformed.
99%: The spell now deals 1d12+12 damage. • The caster becomes vulnerable to silver weapons while
transformed.
• You can change back to your normal body as an action,
but any damage taken in your other body is brought across
to your regular form.

Advancement
90%: Transform into a Dire Beast.
99%: Transform into a Unicorn, Phoenix, Griffin or Wyvern.

244 PART 4: MAGIC


WIZARDRY SPELL LIST GLOSSARY CONTENTS

Arcane Shield Illusion


Used With: Action Used With: Action
Skill: Wizardry at 70% Skill: Wizardry at 70%
Range: 3 squares Range: 10 squares
Duration: 1 minute Duration: Instant
Resist: - Resist: Resolve
You create a shield woven out of magical energy that you You reach into the mind of a creature within range that
can hold in one hand, just like a real shield. It has no weight, you can see and craft an illusion that takes root in the
and allows you to use your Wizardry skill to block attacks as creature’s thoughts. The target must make an opposed
if it were the Shields skill. Resolve skill check.
The shield has +4 AP, with a +10% result bonus, with the On a failed check, you create an illusory object, creature,
Light trait. You can use it to block an attack against an ally or other phenomenon of your choice that is visible only to
within range, in place of their own defence (if you defend the target. On a successful check, the target is unaffected
them, they cannot defend that attack). and can re-roll future failed Resolve checks against the
caster for the next minute.
Advancement • The illusion includes sound, temperature and other
90%: The shield now has +5 AP. stimuli evident only to the creature.
99%: The shield now has +6 AP. If you fail to block with it, • The illusion can appear to occupy up to 1 cubic square
you still gain +2 AP. by default.
• The illusion is imperfect, and a target affected by this
Auric Field
spell makes an opposed Resolve check every round to spot
Used With: Action
a flaw and thus, disbelieve the illusion. If the illusion is very
Skill: Wizardry at 70% much out of place or difficult to believe, they gain a +10%
Range: Touch bonus to their Resolve result for the roll. On a successful
Duration: 1 hour check, the spell ends.
Resist: - • If the illusion involves an image of something harmful
to the character, such as being bathed in fire or attacked
You create an aura of magical power with tiny sigils
by wild dogs, at the start of your turn the subject takes 1d6
floating with, that absorbs ranged damage, or any damage
Internal damage.
created by a spell, to you, or someone that you can touch.
While a target is affected by the spell, it treats the
• If successful, your target gains +2 Energy AP for the
phantasm as if it were real and rationalizes any illogical
duration.
outcomes from interacting with the illusion.
Advancement For example, a target attempting to walk across a
90%: The spell grants +4 Energy AP. phantasmal bridge that spans a chasm will fall once it
99%: The spell grants +6 Energy AP. steps onto the bridge. If the creature survives the fall, it still
believes that the bridge exists and comes up with some
Blink other explanation for its fall.
Used With: Movement
Advancement
Skill: Wizardry at 70%
90%: The spell now deals 1d6+2 damage, and the
Range: 10 squares maximum volume of the illusion to 10 cubic squares.
Duration: Instant 99%: The spell now deals 1d6+4 damage, and the
Resist: - maximum volume of the illusion to 10 cubic squares.
Cast this spell, using all of your Movement. Upon casting,
you disappear into the Aether and instantly reappear in
a space of your choosing within range of the space you
vanished from. You are not subject to any movement
restrictions or opportunity attacks.
Advancement
90%: Bring along 1 person you touch. If hostile, they receive
an opposed Evade skill check to prevent being moved.
99%: The range increases to 20 squares.

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WIZARDRY SPELL LIST GLOSSARY CONTENTS

Levitate Polymorph
Used With: Action Used With: Action
Skill: Wizardry at 70% Skill: Wizardry at 70%
Range: Touch Range: 10 squares
Duration: Concentration (1 minute) Duration: Concentration (1 minute)
Resist: - Resist: Resolve
Choose a willing creature within range. The subject Choose a living creature within range that you can see. If
becomes able to hover in the, or increase and decreased the target is willing, you transform it into a Small Animal or
their altitude by half their normal Movement rate. If they fall, (single) Vermin of your choice.
they glide to the ground unharmed. The maximum weight • If the target is a Shapechanger, it is unaffected.
for this spell is the subject’s own body plus a maximum of • If the target is unwilling it must make an opposed
100kg (220lb) for all being carried. Going above this weight Resolve skill check. On a failed check, you transform the
negates the spell’s effects. creature into a new form.
The target gains the capabilities and limitations of the
Advancement new form, and loses the capabilities and limitations of its
90%: Fly around at will, at a speed equal to your listed original form, effectively unable to be a threat of any sort for
Movement rate. The duration is increased to Concentration the duration. The target’s gear melds into the new form and
(1 hour). becomes non-functional until the spell ends.
99%: Fly around at will, at a speed equal to double your If the creature comes under attack or is damaged in any
listed Movement rate. Maximum carry weight is also way, the polymorph spell ends instantly, before any damage
doubled. is dealt. The attack cannot be defended, but otherwise it is
resolved normally.
Lightning Bolt
Used With: Action Advancement
Skill: Wizardry at 70% 90%: The spell duration no longer requires concentration,
Range: 10 squares and becomes 1 minute. The target can spend an action to
Duration: Instant try and break the spell effect.
Resist: Evade or Shields
Choose a target within range. You incant a bolt of
lightning from your fingertips which arcs across the Wall of Stone
distance between you. All creatures and objects between Used With: Action
you and the target must make an opposed Evade resistance Skill: Wizardry at 70%
check, or they take 1d8+8 elemental damage with the Shock Range: 10 squares
trait. If the resist check is successful, they are unaffected by Duration: Concentration (1 minute)
the spell. Resist: -

Advancement This wall is composed of solid stone, which forms at a


90%: The spell now deals 1d10+10 damage. point within range. The wall covers an area between two
99%: The spell now deals 1d12+12 damage. chosen points up to 10 squares in length and 2 squares high
• Each panel has 10 AP and 25 Hit Points.
• The wall is to invulnerable to Internal, Pierce and Slash
damage.
• Reducing a panel to 0 Hit Points destroys it and may
cause connected panels to collapse at the GM’s discretion.
Advancement
90%: Panel strength is increased to 12 AP & 30 Hit Points.
99%: Panel strength is increased to 15 AP & 50 Hit Points.

246 PART 4: MAGIC


WIZARDRY SPELL LIST GLOSSARY CONTENTS

1st Rank Spells Dimensional Barrier


Used With: Action
Skill: Wizardry at 90%
Clone Range: Self
Used With: 1 hour Duration: 1 minute
Skill: Wizardry at 90% Resist: Resolve
Range: Touch
Duration: Instant You bring into existence a shimmering aura of energy
Resist: - around you. When someone attacks you with a melee
Material Component: A diamond worth at least 5000sp, which is weapon, the attacker must make an opposed Resolve skill
consumed upon successful casting of the spell. This spell also check or be teleported away to a point of your choosing
requires a large container to house the clone, worth around 500sp. within 10 squares of your location. Their attack fails if this
Over the course of the next seven days, a duplicate occurs.
body forms within a large vat, and is sustained indefinitely
in this state. The duplicate counts as an adult body of the Advancement
same species and appears identical to the caster. After the None
initial seven days has elapsed, the body will be ready for its
purpose. If the caster perishes anywhere on the same plane Invisibility
of existence, their spirit is instantly transferred to this new Used With: Action
body.
Skill: Wizardry at 90%
• The subject suffers a permanent -1 to their CON
Attribute. (a clone is never as good as the original).
Range: Touch
• The clone can be of any gender you wish. Duration: Concentration (1 minute)
Resist: Resolve
Advancement The subject you touch becomes Invisible, and maintains
99%: You may also change the species of the clone to any this so long as you keep concentrating, and the subject
player species. doesn’t cast spells, attack, or interact with any object larger
than a fist. If so, the effect is broken and the spell ends.
Contingency
Used With: 1 minute Advancement
Skill: Wizardry at 90% 99%: The subject can cast Reaction-based spells or attack
Range: Touch with Small weapons without breaking the Invisibility. You
Duration: 24 hours can also interact with the environment without ending the
effect, such as opening doors, picking up items (which stay
Resist: -
visible) etc.
Choose a spell from your spell list. You cast that spell
along with this spell, which activates under a condition
you outline when the spell is cast. This condition can be
anything, such as upon the event of your death, or if you
become paralysed.
The Spirit cost for the spell to be cast is consumed at the
time of casting this spell, and is lost if the contingency is
never executed. You may have 1 spell contingent at a time,
and casting this spell again while an effect is already in
place removes the first spell.

Advancement
99%: The duration becomes permanent until used, and you
may have 2 spells contingent at a time.

PART 4: MAGIC 247


WIZARDRY SPELL LIST GLOSSARY CONTENTS

Mirror Image Teleport


Used With: Action Used With: 1 minute
Skill: Wizardry at 90% Skill: Wizardry at 90%
Range: Self Range: Self/Touch
Duration: Concentration (1 minute) Duration: Instant
Resist: - Resist: -
Three illusory duplicates of yourself appear in your You incant a shimmering portal to another point on
square. Until the spell ends, the duplicates move with your plane of existence, allowing you to step through
you and mimic your every action, shifting position so it’s instantly without travelling the intervening space. Although
impossible to track which image is real. You can dismiss the convenient, inter-dimensional travel does carry a degree of
illusory duplicates at any time at will. risk. Travel to a location within sight or to a place which is
Each time you would take damage, a duplicate takes well known to you is relatively easy, but places you are less
it instead, which is then destroyed, and you suffer ½ the familiar with incur a penalty on the casting roll, as noted
damage from the attack. AoE damage has no effect on the below on the Accuracy Table.
images, other than losing one for the caster taking damage. Regardless of success or failure, the caster must use a
If an attacker can see through illusions this spell grants the gem of no less than 100sp in value which is consumed with
caster no benefit. the spell.
• For every extra person you want to take along, you incur
Advancement an additional -5% skill penalty for the check. You can bring
99%: Gain a total of four duplicates.
along up to 10 people in this way.
• You can attune yourself to the energies of the location if
Switch Body you have an object taken from there in the last 50 years.
Used With: Action • The maximum range of the spell is a location within
Skill: Wizardry at 90% 100km (60mi) of you.
Range: Touch • You can mark one location with a unique marking – a
sigil. You can always return to this location without error.
Duration: Concentration (1 minute)
Only one location can be marked in this way at a time.
Resist: Resolve
Choose a target that is a playable species within range. Destination Modifier
You create a mental link with them, allowing you to switch Well Known 0%
consciousness so that you effectively exchange bodies. Visited Twice -10%
Unwilling targets who fail to succeed on an opposed Seen Once/Associated Object -20%
Resolve skill check become host to your mind, and their own
psyche finds itself in your body. You appear as they do and Described to you -40%
have access to all of their equipment, and visa-versa.
• You cannot use your Wizardry skill’s result bonus when Teleport Failure Table (Roll separately)
casting this spell. Failure Roll Result
• You use their Hit Points for the duration, as well as
other physical abilities such as Unarmed, Damage modifier 01%-50% The spell has no additional effect.
etc, but you can’t access spells, manoeuvres or talents the 51%-70% You are sent 1km (.6mi) in a random
subject knows. direction.
• The caster can still cast spells within the new body, and 71%-98% You are sent 5km (3mi) in a random
doing so uses the caster’s own Spirit Points as normal. direction.
• The subject of this spell can use their action to make an 99%-100% You are tossed 50km (30mi) in a random
opposed Resolve check versus the caster’s magic skill (with direction.
full result bonus) to break the spell.
• Due to the linked nature of this spell, if either the caster Advancement
or subject is harmed, the other takes an equal amount of 99%: There is no skill penalty for bringing along additional
Internal damage. If one dies, so does the other. people.

Advancement
99%: You can make unopposed Insight skill checks to know
memories from the subject of this spell.

248 PART 4: MAGIC


GLOSSARY CONTENTS
Appendix A: Conditions
Fatigued
Conditions applied to a creature or character affect the • Victim’s Critical Range for all skills is reduced to 0.
way they behave, and for the most part limit the things they • Skills are not increased on failures or fumbles.
can do. These usually affect a character after they have
been exposed to something such as a powerful physical Frightened
attack, a spell, or a special effect from a monster. The • Victim’s Critical Range for all skills is reduced to 0.
condition’s duration varies depending on the source. • Victim cannot willingly approach the source of its fear.
Multiple conditions can be laid upon the target, so long
as they are different from each other, with the exception of Incorporeal
Bleed. The same condition doesn’t compound their effects The creature has no physical body, existing primarily just
unless specified otherwise, such as a manoeuvre that outside our plane of existence. An incorporeal creature is
applies multiple bleed effects. very difficult to damage with a mundane weapon, but is still
susceptible to Auric weapons and magic.
• Creature has +10 DR vs Mundane Weapons.
Addicted
• Creature is Invulnerable to Internal damage.
• Victim’s Critical Range for all skills is reduced to 0.
• Immune to the Shock, Burn, Freeze and Melt traits.
• 1st use of the addicted substance negates penalties for
• Salt shot & Cold Iron weapons deal damage normally.
one hour but has no other effect. Further uses within this
• The creature can move through solid objects like walls
hour have normal effect.
and doors, but cannot stop there.
• You must avoid failing another addiction check for this
• If the creature takes over a physical body, it uses their
specific substance for 14 days to remove this condition.
Hit Points, AP etc, and is expelled at 0 Hit Points.

Blind Intoxicated
• Victim unable to defend itself. Gained after failing your Endurance roll while you are
• Victim automatically fails sight-based Perception Tipsy - you lose the Tipsy condition and become Intoxicated
checks. for 1 hour.
• All attacks are made without any result bonuses. • Victim’s Critical Range for all skills is reduced to 0.
• Victim cannot make Opportunity Attacks. • Victim’s Fumble Range is increased by +5.
• Movement is halved.
Bleed • You gain +10% to Resolve skill check results.
• Victim loses 1 Hit Point per round until First Aid or other • Roll 1d4 on the Drunken Type table.
healing has been performed on them.
• If below 0 Hit Points, bleeding reoccurs if the creature Invisible
moves, takes any action, or if they take any more damage. • Cannot be seen without aid.
• This condition can be applied up to 3 times. Effects that • Can be detected by noise or tracks, but Stealth still
remove Bleed only remove 1 at a time. works normally, even if others can see invisible creatures.
• Attacks against the invisible creature must also be less
Charmed or equal to Perception skill or the attempt fails.
• Victim cannot harm the Charmer. • Others cannot defend against invisible creature’s
• The Charmer’s Influence and Deceit skill checks have a attacks unless using the Blind Fighting manoeuvre.
+10% result bonus when interacting socially with the victim.
Nauseated
Dazed • Victim’s skill rolls must also be less or equal to their
• Victim can’t use Spells or Manoeuvres. Endurance skill or the attempt fails.
• Victim’s Movement is reduced by half. • A fumble results in the character being stunned for 1 rd.

Deafened Paralysed
• Victim fails hearing-based skill checks. • A paralysed creature cannot move, speak, or take any
• Initiative Bonus is not applied to Initiative rolls. action that is not purely mental.
• The creature cannot Parry, Evade or Block.

Pinned
• The victim (and grappler) cannot move or take any
action except to attempt to break out of the restraint.
APPENDIX A: CONDITIONS 249
GLOSSARY CONTENTS

Prone
• Ranged attackers lose their Result Bonus attacking a
prone character (doesn’t apply if attacker is 3sq above the
target).
• Melee/Unarmed attacks against a prone target gain a
+10% result bonus.
• Prone characters lose their Damage Modifier on attacks.
• Movement is reduced to 2.

Restrained
• The victim can only use one-handed weapons, spells
that use a Reaction, and Movement is reduced to 2.

Slowed
• The creature can take an action or move, but not both.
• All Evade skill checks automatically fail.

Stunned
• A stunned creature cannot move or take actions.
• The victim cannot Parry, Evade or Block.

Terrified
• Victim drops whatever it is holding and runs away from
the source of fear for 1 round at max speed.
• Victim remains frightened for the entire encounter.

Tipsy
Gained after failing an Endurance roll when drinking
alcohol.
• Victim’s Fumble Range is increased by +5.
• Movement is reduced by 1.
• You gain a +5% Resolve skill result bonus.

Unconscious
• Victim drops whatever they’re holding and falls prone.
• Victim cannot move, take actions, defend itself or
perceive its surroundings.

Undead
• The creature is unaffected by fatigue, bleeding, pain,
fear, Internal damage or being rendered unconscious.

250 APPENDIX A: CONDITIONS


CONTENTS
Appendix B: Glossary
Critical Success: This is the character’s chance to gain
Ability: Refers to talents, manoeuvres, skills & spells that
a critical success with a given skill. The default range is 3,
a character can learn.
which is the skill’s level, and the two numbers before it. E.g.
Accolades: Points rewarded at the end of a session for
a skill of 52 has a critical range that includes 50, 51 and 52.
achieving goals such as defeating enemies, roleplaying or
Damage Reduction: An armour-like effect that grants
completing difficult tasks. Can be spent in various ways to
Armour Points to specific damage types.
advance your character.
Device: A modern or high-tech tool, usually powered by a
Action: Your turn to have a go during a combat round,
battery of some sort, which provides enhanced function to a
with which you can attack, cast a spell etc.
character.
AGI: Agility (Attribute), a measure of your character’s
Difficult Terrain: Ground that requires twice the normal
agility, co-ordination and reflexes.
Movement cost to traverse.
AoE: This is Area of Effect damage, usually from an
DM: Damage Modifier (Characteristic), a die roll added to
explosion of some sort, affecting all targets in that area.
the damage caused by some weapons.
AP: Armour Points, which reduce incoming damage by
ENC: Encumbrance, an abstract measurement of the bulk
the listed amount.
and weight of a given object.
Attribute: A measure of your character’s basic abilities:
Evade: A skill showing how well a character can avoid
Strength, Agility, Constitution, Intellect and Charisma.
impact from spells or physical attacks.
Attribute Bonus: A number based on the Attribute score
Fatigue: (Condition) Given to characters after heavy
itself, starting from 10 and increasing by +1 for every 2
exercise, blood loss or asphyxiation, which prevents skill
points of that Attribute. Characteristics such as Initiative
gains and critical success.
and Luck are derived from the Attribute Bonus, and they’re
Fumble: A roll of the dice which results in 98, 99 or 00. On
also added to all skills as an opposed result bonus.
opposed combat checks, this will bump up the opponent’s
Buff Points: A pool of points you can distribute to your
roll, from a failure to success, or success to critical.
Attributes during character creation, with 1 Buff Point
Fumble Range: The range of chance on a percentage skill
adding 1 to an Attribute.
check to determine if the result is a fumble.
Campaign: A series of connected adventures involving
Game Master: The player who runs the game, controls
the same adventurers.
NPCs, adjudicates the rules, dispenses justice etc.
Character: A fictional avatar controlled by a player who
Heal Rate: (Characteristic), the number of Hit Points
participates in the story told by the Game Master.
regained after rest, usually after 8 hours, sometimes longer.
Characteristic: Things such as Height, Weight, Damage
HP: (Characteristic) Hit Points, the measure of how
Modifier etc.
much physical damage a character can take before
CHA: Charisma (Attribute), a measure of a character’s
unconsciousness and death.
force of personality and charm.
INT: Intellect (Attribute), a measure of your character’s
Condition: Effect imposed upon a character, usually
ability to think, solve problems and learn. It determines their
detrimental in nature.
overall mental capacity, and provides a baseline for their
Combat Round: A short period of 6 seconds, during
Spirit Points
which a character in combat can perform a Combat Action,
a Move Action, a number of Reactions.
Common Skill: Skills that are generally known by all
characters, such as athletics and sneaking.
CON: Constitution (Attribute), a measure of your
character’s healthiness and ability to resist wounds, poisons
and the like.
Critical Range (CR): The range of chance on a
percentage skill check to determine if the result is a critical
success, usually the skill’s level and 2 points below it. e.g.
55-57.

APPENDIX B: GLOSSARY 251


CONTENTS

Initiative Bonus: (Characteristic) A number derived from Reach: A melee weapon ability that allows it to hit targets
a character’s Intellect Attribute Bonus, then added to a d20 at 2 squares from the wielder, but doesn’t apply its base
roll at the start of combat to determine the order of battle. Damage Modifier to targets at 1 square range.
Invulnerability: An effect which results in a character Remedies: This term refers to all herbal formulas that
being completely unaffected by a type of damage. are of positive benefit to a character, usually for healing or
Killed: An effect which ends the character’s life instantly, treating illness or negative conditions.
usually by removing their head. Resistance Skill: One of three skills used to reduce
Long Rest: An eight-hour time to sleep where you regain the impact of damage or mental effects on a character,
all Spirit Points, and Hit Points equal to your Heal Rate, once comprised of Endurance, Evade and Resolve.
per day. Resolve: The mental resilience of a character, allowing
Luck Points: (Characteristic) Points which a player can them to resist the influences of others, both mundane and
spend to avoid disastrous dice rolls or events. mental, and it boosts Spirit Points is it increases.
Magic: Supernatural abilities that allow the manipulation Result Bonus: A number added on to a successful
of the physical world. opposed skill result, to boost the final total of the roll, which
Manoeuvres: Actively applied abilities requiring the can even be above your skill level.
expenditure of Spirit Points. Can modify the result of a Restricted Skill: A professional skill that can only be
combat ability or other mundane effect such as using gained as part of a Profession, usually something that takes
Stealth. a long time to learn, such as magic skills.
Melee: Close-quarters combat with weaponry that Short Rest: A one-hour break where you can regain Hit
delivers its damage through physical impacts. Points and Spirit Points equal to your Heal Rate, once per
Movement Rate: (Characteristic) The distance a day.
character can move in a single combat round and still take Spell: A magical effect created by a spellcaster to
an action. For most characters, this is 6 squares. alter reality in some way. Some spells can do damage to
NPC: Non-Player Character, a character in the game who opponents at melee or range, but spells used in this fashion
is usually controlled by the Game Master. count as neither - it is a magical attack, not a melee or
Opposed Roll: A skill check made by two characters, with ranged attack.
the highest successful roll winning. Spirit Points: Used for the casting of spells or
Overcharge: An effect that restores a character’s Spirit manoeuvres, Spirit Points function as a way to offer limited
Points and increases their maximum Spirit Points above special abilities to a character.
their normal maximum for an hour, before dropping back to STR: Strength (Attribute), a measure of a character’s
the normal maximum. brawn and brute force.
Overheal: An effect that heals a character’s Hit Points, Square: A generic reference to a square on a combat
and even increases their Hit Points above their normal grid. This can be referred to in metres or yards, depending
maximum for an hour, before dropping back to the normal on which system of measurement your campaign is using.
maximum. Talent: Passive ability that grants a character new or
Oversized: Character at least 250cm (8’2”) in height. enhanced capability.
Their arms and hands are larger than average, able to Vulnerability: An effect which results in a character
effectively use two-handed melee weapons in one hand, so taking extra damage from a type of damage.
long as they don’t have the ‘longreach’ property.
Philosophy: A character’s overall belief system, guiding
their actions and decisions.
Professional Skill: An involved and challenging skill
which can only be used if specifically learned, professional
skills cover major aspects of a character’s skill set, involving
combat skills and other complex tasks.
Ranged Attack: A physical attack on an opponent using
a weapon capable of delivering its damage at a distance.
Usually requires ammunition of some sort.
Reaction: A move a character can make in response to
another character’s action, usually defensive in nature.

252 APPENDIX B: GLOSSARY

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