Professional Documents
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This document contains material that is ©2023 Rebel Rouser Games, LLC
CONTENT WARNING
VAGABOND is a game that features fantasy violence.
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provided the same experience and character expression of How to Play........................3 The Environment............35
modern fantasy TTRPG systems with a focus on practical play. Guidelines..........................4 Downtime........................36
VAGABOND is also designed to give ARBITERS (our game’s
The Dice.............................5 Running Combat...............37
GM) all the tools required to run the game as seamlessly as Scenes.................................6
possible. As such, VAGABOND is a system that was designed Rounds.............................37
Creating Heroes...................7 Enemies............................37
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to run itself. You can play VAGABOND Solo, Cooperatively,
Hero Creation....................7 Position............................37
or Guided with an ARBITER.
Stats......................................9 Health & Damage........... 38
WHO IS REBEL ROUSER GAMES? Actions..............................39
Rebel Rouser Games was founded as an LLC in 2023 by Attributes & Skills...........10
ENnie-winning game designer and YouTuber, Taron Lineage............................... 13 Conditions........................ 40
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“Indestructoboy” Pounds. The purpose to our founding was Human.............................. 13 Statuses.............................. 41
to create VAGABOND, keep the system legally protected, Dwarf................................ 13 Equipment.........................43
and publish a game with an irrevocable open license where Elf...................................... 13 Armor...............................43
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others can make a living doing the thing I love to do. Dragonkin........................ 14 Weapons..........................43
RRG is a one-man team, but I pride myself on contracting Halfling............................. 14 Alchemical Items.............47
artists and writers for contributions to the mechanics you Harpy................................ 14
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Magic.................................. 51
will find within. Golem............................... 15 Create Your Tome............52
Gremlin............................ 15 Magical Arts.....................52
LAUNCH GAMEPLAN Mimic............................... 15
The release of VAGABOND will take place over the course Essences...........................53
of 2023 and 2024 with two Kickstarters planned; a Classes................................ 16 Curses.................................55
Development Kickstarter, and a Publishing Kickstarter. You Alchemist......................... 16 Statblocks..........................56
can watch livestreams of the system’s development over at Barbarian......................... 18 Reading Statblocks..........56
www.youtube.com/indestructoboy. Bard................................... 19
Fighter.............................. 21
DEVELOPMENT KICKSTARTER Priest.................................22
In Q3 2023, a Development Kickstarter will take place. The Pugilist.............................24
purpose of this Kickstarter is to help subsidize my living Rogue................................25
expenses over the course of the development, and invest Vanguard..........................27
further into the final work. Wizard............................. 28
Anyone who supports the Development Kickstarter at a
certain tier will receive the Development PDFs, which show Past.................................... 30
off completed portions of the system. Those who support Future.................................32
VAGABOND at this tier will receive the complete System Core Talents................................34
PDFs when they are completed (Goal Q3 2023), before the
Publishing Kickstarter.
KEYWORDS THINGS
A Thing as refered to in VAGABOND is either a BEING or
BOLD BLACK SANS SERIF: Out-of-Game subjects, like OBJECT.
the ARBITER, a HERO RECORD, and the game itself,
VAGABOND. BEING
BOLD LIGHT SANS SERIF: In-game Targets and Groups Any thing with sentience is a Being, even if that sentience is
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during mechanical text, as well as highlighting FAVORED, artificially bestowed.
HINDERED, and EXPLODING rolls. HERO/HEROES
Regular Light In-Body: These refer to Statuses, such as being Any BEING controlled by a PLAYER.
Charmed, Bloodied, or Berserked.
ENEMY/ENEMIES
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Shorthand: The terms Accuracy Test, Defense Test, and Skill
Any BEING who is hostile towards the HEROES.
Test all appear abbreviated as AT, DT, and ST respectively.
Additionally, Attribute modifiers are indicated with three BEING TYPE
letters in brackets such as [STR] to indicate using your HERO’S A classification for BEINGS and a quick description of
Strength modifier, rather than your Strength score. their biology, essence, and nature. There are mechanics
of the game that interact with a Being’s Type, detailed in
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How to Play those mechanics. The following BEING Types are used in
VAGABOND:
MATERIALS
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Hero Record: PLAYERS will need to track certain aspects of resemblence or origins to beasts, and often birth myths
the HERO they play on a Record. A copy of the VAGABOND and shape folklore.
HERO RECORD is included in this document. FAE are supernatural forest spirits, hags, and sprites.
Pencil: Unless playing digitally, you will need something to HELLSPAWN are the daemons and devils originating from
write down changes to your HERO during the story. foul planes of darkness.
Polyhedral Dice: A standard set of polyhedral roleplaying HUMANLIKE are humanoid peoples that create civilizations,
dice includes a d4, d6, d8, d10, d12, d20, and d%. cultures, languages, and industry.
A Coin: For determining Initiative, or roll a die and use even JOTUN are giants and giant-kin.
numbers for Heads and odd numbers for Tails. LESHY are ambulatory flora and fungi, such as treants.
Grided Paper/Battlemat: For mapping exploration and OUTERS are eldritch and unknowable creatures originating
combat. from realms unknown.
PRIMORDIALS are elementals, most ancient enough to have
TERMS seen the spark of creation.
ARBITER UNDEAD are those cursed to undeath, including zombies,
Also known as a “game master,” the ARBITER is the person vampires, and skeletons.
at the table adjudicating the rules of VAGABOND for the SERAPH Divine creatures such as unicorns and angels.
PLAYERS, running the ENEMIES, and facilitating the shared SLIMES are all mater of amorphous, ooze creatures.
fiction. The ARBITER is trusted to make these rulings fairly. WYRM includes all manner of dragon and scaly-kind.
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TRDSIC argument.
Best practice is; assume that if you interpret something to
REASONABLE PLAY grant you higher power than what you are aware is intended,
The following guidelines are used when interpreting the that would likely be a TRDSIC may of play.
rules to get the healthiest sense of how the rules of the game
are intended to function as written.
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NO STACKING MODIFIERS VAGABOND follows the tradition of collaborative storytelling
If an effect instance applies a modifier (such as a Ranged through roleplaying games.
weapon ATTACK adding DEX), that modifier can only be NO TAKSIES-BACKSIES
applied once for that instance of the effect. The ARBITER has the task of keeping the story going in a
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However, you add bonuses to Protection if those bonuses reasonable manner and hopefully not disrupt cohession. As
are not coming from a feature of the same name. such, after the ARBITER describes the result of any actions, it
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HIERARCHY OF SPECIFICITY is considered bad form for any PLAYER to argue the outcome
There are “general rules” for how the game is played, and with the ARBITER, no matter how undesirable. This is flexible
“specific rules” that allow these “general rules” to be bent and for every group, but is offered here as a guideline for play.
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broken when applied. Always remember: when a specific rule CLEAR COMMUNICATION OF RISK
contradicts a general rule, the specific rule is to be obeyed. Much of play will take place in the “theater of the mind”
PLAYER CHOICE and some theaters look vastly different than what others
Mechanics granted to or caused by a HERO state either have envisioned. In these situations, it is the ARBITER’S job
directly or indirectly that a choice must be made (such as to try and clearly convey elements of the scene as they have
“Trained with a weapon”). These choices are always made envisioned in their mind. The ARBITER should make it clear
by the PLAYER controlling that HERO. to the PLAYERS that consequences may occur as a result of a
potentially risky plan of action.
PLAYERS WIN TIES For example: choosing to make a risky jump out of the HERO’S
In the event of a tie, the PLAYER wins. jump distance may result in them falling from a great height. A
ROUND DOWN PLAYER may not be aware of the distance of the gap or height of
Unless indicated otherwise, assume any division rounds down. the fall the ARBITER has in mind, so the ARBITER should make
HEROES BEAR THE BURDEN OF PROOF this risk apparent.
The ENEMIES are assumed to hit, dodge offenses, and resist This doesn’t mean the ARBITER needs to describe every single
magic. It is the HEROES that must prove their worth. As detail of the environment to its finest detail, or that a clearly
such, those BEINGS controlled by the ARBITER do not make dangerous ENEMY will attack if provoked. A brief overview of
AT, DT, or ST. the environment of the Scene is absolutely reasonable, and the
PLAYERS’ engagement with the fine details can serve as them
prompting the ARBITER for the fine details.
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HERO, but this comes with its risks, including being potentially as determined by the ARBITER.
unprepared for the dangers that you may face. There may be For example, a Wizard with Logic 16 (+3) that is Trained
times where retreat is your best option, but it’s entirely fair with the Arcana Skill (+2) would have an Arcana Capability
to believe your character knows certain things about various score of 15, and passes any Arcana ST on a roll of 15 or higher
ENEMIES you may face. For example, knowing UNDEAD tend to on the d20.
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be weak to Holy damage, OUTERS tend to be capable of mind-
bending Wyrd attacks on your mind, and PRIMORDIAL BEINGS
OTHER DICE
of Fire likely are immune or absorb Fire damage. During the game, the other dice are used for determining
Damage and Healing rolls.
The Dice DAMAGE
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Dice rolls made to determine damage dealt. Attribute
The dice needed to play VAGABOND can be found at most game modifiers are not added to damage rolls.
stores. The set should come with 4-, 6-, 8-, 10-, 12-, and 20-sided
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dice, as well as a percentile (d%) die that has ‘tens’ values. These HEALING
dice are abbreviated as d4, d6, d8, d10, d12, and d20, respectively. Dice rolls made to determine restored health.
Sometimes the game calls for a d2, which you may flip a coin or d100
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roll a d4 and treat a roll of 1-2 as a 1 and 3-4 as a 2. When a d100 roll is called for, roll d10 and d%. Unlike for its
If you see a number before the indicated die (such as 3d6), it standard roll, a 0 on the d10 for this roll indicates a result of 0.
means you roll multiple dice of that size equal to the indicated
number (in this case, you would roll three six-sided dice). DICE MECHANICS
COMBAT VS ROLEPLAY BONUS & PENALTY
Dice rolls are used differently in combat and roleplay. Combat If a Bonus is applied, add the indicated number to any
rolls are typically AT and DT made to exceed thresholds that applicable dice rolls or other variable described in the effect,
vary. Some ST may occur in specific situations, but these are even if the Bonus is a negative number.
mostly Roleplay rolls. If a Penalty is applied, subtract the indicated number from
Roleplay rolls are typically ST rolls made against a any applicable dice rolls or other variable described in the
Threshold set by the HERO’S capability with the roll. effect, even if the Penalty is a positive number.
THE d20 CRITICALS & FUMBLES
In VAGABOND, there are three types of d20 roll: A Critical is scored on an AT, DT, or ST when a 20 is rolled on
ACCURACY TEST [AT] the d20.
Accuracy Tests [AT] are made against a number indicated in AT: Double the damage dealt, which can’t be reduced by any
the Target’s statblock. The PLAYER rolls a d20 and adds the Protections other than Immunity.
appropriate modifiers to the roll. If the result of the roll after DT: The HERO can make one Attack or Quicken Cast without
modifiers is equal to or higher than the Target’s AT, the HERO requiring an Action.
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Scenes
If the narration is focused on events of the Story unfolding,
a “Scene” is occuring. You will subconsciously feel these
“shifts of narration” in play any time the Story progresses.
For the purposes of play; any Scene that occurs
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encompasses at least 10 minutes of in-game time.
PROGRESS CLOCKS
VAGABOND makes use of Progress Clocks for dynamic
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elements in exploration and combat. As a general philosophy
to a Progress Clock: bad things happen as a clock advances,
typically completing when a clock is completed.
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SOLO PLAY
The Progress Clock tracks the passage of time and will be
your guide to when you need to rest. Tracking the Progress
Clock and managing your resources is key to the intended
solo play experience.
Interacting with elements of a dungeon, advancing to an
unexplored area, resting, combat, and general travel are all
examples of things that may advance the Progress Clock.
In Solo Play, the clocks represent the moving aspects of the
story. When a character enters a particular room at a certain
progress point, events may change. BBEGs may have made new
minions, opened a certain portal, etc.
Before entering a dungeon, it will indicate what Progress
Clock(s) must be tracked. Some rooms will indicate certain
events taking place while adventuring.
COMBAT
While a round of Combat occurs around 10 seconds of
time, the events immediately leading up to and following a
Combat scenario takes place during the same Scene.
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Heritages. POINT-BUY
The default method for generating Attribute Scores in
CLASS
VAGABOND is a Point-Buy method:
A HERO’S Class grants them Hit Point Max, the size of their
Hit Dice, and grants them Aptitude with certain Armors, • Each Attribute Score begins at 8 and can’t be decreased by
Weapons, Skills, Tools, and DEFENSE rolls. Each level also
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grants new Features and additional Hit Dice. • You have 32 points to spend to increase your Attribute
MULTICLASSING
Scores. All points must be spent during Character Creation.
Classes of VAGABOND are not designed to allow for multiclassing • Each Score has an associated Point-Buy Cost, as shown on
by default. The philosophy here was that additional class and subclass the Point-Buy table. An Attribute Score can’t be increased
options should be able to fulfill these concepts. above 18.
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However, if your table allows for it and you take a level in another
class when you level up, your HERO will use the lowest size of the
two Luck Dice from the classes, and you do not get the increase to
POINT-BUY
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one of your Attribute Scores or an increase to an Aptitude Rank from Attribute Point-Buy Attribute Point-Buy
leveling up. Score Cost Score Cost
9 1 14 7
PAST
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10 2 15 9
This is a summary of what your HERO was doing before
11 3 16 12
adventuring, typically summarizing a profession or way
of life. Your Past grants you some additional Equipment, 12 4 17 15
Wealth, and a Beginning feature. 13 5 18 19
EQUIPMENT
Each HERO begins with starting equipment and wealth.
This wealth can also be used to purchase additional starting
equipment, should you wish. This is determined by your
Class and Past.
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5 Savant Blades, Bludgeons, or Firearms).
6 Master
• Axes • Crossbows
ARMOR • Blades • Finesse*
In VAGABOND, armor does not make you harder to hit, it • Bludgeons • Firearms
• Bows • Makeshift*
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makes you harder to hurt. Wearing armor is not enough to
• Brawling • Polearms
effectively benefit from it, proper training is required. The
more Aptitude Ranks, the more complex Armor Types one There are two special Weapon Types: Finesse Weapons and
can benefit from: Makeshift Weapons:
ARMOR APTITUDE Finesse Weapons: Any Weapon that bears the “Finesse”
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Rank Armor Type property and allows Melee Attacks to be made with it
Trained Light Armor using Dexterity or Strength
Makeshift Weapons: Items being used to make an Attack
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ST
For example, with a Tinkering Skill Score of 13, a Hero
Adept 20g
making a Tinkering ST would roll a d20 and succeed on a
Expert 50g roll of 13 to 20.
Savant 75g
ROLL RHYTHM
Master 100g Unless a game mechanic specifically calls for a Skill Test ST
LUCK
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spent dedicated to an activity associated with the skill.
The HEROES of the story all have a measure of Luck. Every
For example; negotiations with a merchant for a lower
Class gains an amount of Luck, indicated by a die size. At
price on an item isn’t a Bargain ST just because the PLAYER
the end of a Long Rest, every HERO rolls their Luck Die and asked to make one. The ARBITER may be easily persuaded
regains that much Luck. The ARBITER may also award a
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through roleplay or the HERO’S reputation and relationships
PLAYER’S HERO one Luck for great roleplay moments.
to grant this discount without a Bargain ST.
Once per Turn, a HERO can spend one Luck to cause one of However, in Solo Play or if the HERO is Shopping as a
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the following effects: Downtime Activity and a quick summary of their successes
Advantage: FAVOR a d20 roll. is needed; an ST can be made to do so.
Close Call: Reroll a d20 roll you made.
PHYSICAL
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ST
Thievery: Lockpicking, general burglary. LOAD
Tracking: Locating creatures that leave evidence of their Load determines carrying capacity. A BEING’S Load score
presence in an area. A Tracking ST can be made as an is equal to its Strength score and is used to determine
Action if a fleeing ENEMY is Bloodied and leaves evidence encumbrance. After exceeding Load, a BEING is Encumbered.
of their retreat.
Vibe: Sensing true motives and intents of others.
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LOAD MODIFIER BY SIZE
Size Load Score Modifier
LOGIC [LOG]
Diminutive 1/4; Round Up
Prowess through intelligence, knowledge, and ability to
reason. The following Skills are assumed to use Logic [LOG] Tiny 1/2; Round Up
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by default: Small −
Alchemy: Knowledge of chemicals, not their crafting. Medium −
Appraisal: Assessments of material value. Large ×2
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Colossal ×16
Medicine: Education in secular healing.
Nature: Understanding of the natural environment. Negligible (1/10 Load): An Item that needs to be tracked
Tinkering: Handiness with gadgetry. against Load (ex: an arrow would need to be tracked,
but not a grain of sand) but is otherwise of insignificant
PRESENCE [PRS] weight.
Coordination through charisma, wit, and force of personality. CURRENCY LOAD
The following Skills are assumed to use Presence [PRS] by 10 units of currency (such as coins) occupies 1/10 Load.
default:
Light (1 Load): An Item that typically requires one hand to
Artistry: Talent and cultural skill. carry and weighs less than 5 pounds.
Bargain: Financial negotiation. Heavy (3 Load): An Item that typically requires two hands
Deceit: Lying and social subterfuge. to carry and weighs 5 to 20 pounds.
Parley: Diplomatic negotiation. Burdensome (10 Load): An item requiring a typical
Taming: Calming other creatures. Medium-sized Being’s entire efforts to lift. Typically
Threat: Fierce intimidation. weighs greater than 50 lbs. but no more than 100 lbs.
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CLIMB
Movement Type
BEINGS without a Climb Speed scale climbable vertical
as Difficult Terrain. A BEING with a Climb Speed can scale
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climbable vertical surfaces at the indicated Climb Speed, but
not upside down.
Additionally, ATTACKS made while climbing by BEINGS
without a Climb Speed are HINDERED.
GRIP
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A BEING with Grip can Climb upside down at their Climb
Speed.
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DIG
Movement Type
A BEING with a Dig Speed can traverse through loose earth
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at a fast pace.
TUNNEL
A BEING with Tunnel can Dig through materials harder than
dirt, indicated in parentheses, and leaves a tunnel in its path of
the same size as the BEING.
FLY
Movement Type
A BEING with a Fly Speed can soar through the air using the
indicated Speed and remain aloft in the air.
HOVER
Creatures that have a Hover Speed and no Fly Speed can only
stay aloft roughly a foot off solid ground if their Fly Speed is
not impeded.
PHASE
Movement Type
A BEING with a Phase Speed can move through other BEINGS
and OBJECTS, and choose to occupy the same space as them
at the end of their turn.
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Endure DT you make against Poisoned and Prone are
DON’T DIE WONDERING
FAVORED.
Their varied tastes in enrichment frequently drives humans
to travel the world and taste the thrill of adventure. While MATCHLESS
the comfortable life of a home, steady work, and a tight-knit You complete any Crafting Downtime activities in half the time.
community may appeal to many, the deathbed thought of
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never having lived up to one’s full potential is enough to
drive some humans to cast these comforts away.
Elf
Elves are known for their tall height, ethereal beauty, and
HUMAN TRAITS inquisitive passion to witness awe. This passion embodies
Lineage: Human itself in their clothing, language, arts, and cuisine, as elves
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Type: HUMANLIKE seek to make every moment one worth savoring. Of all the
Size: MEDIUM or SMALL Humanlike that inhabit the world, it is likely none other lives
as peacefully and permissively with the fae, fauna, and flora.
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TALENT
You gain a Talent of your choice. TRANSCENDENT HARMONY
KNACK Traditionally, elves have aimed to live harmoniously with
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After deciding on your Class, you increase your Aptitude with the natural forces. They build their structures around the
two Skills or a Skill and a Tool by 1, but no higher than Proficient. environment, rather than through it. Elven societies are
often founded near natural wonders, but they are always
Dwarf conscious of any obstructions or practices their societies
may cause to its natural viewing on the horizon.
Dwarves are built from sterner stuff, with some myths saying For example; if a society of elves settles near a plateau of
dwarves aren’t born, they’re forged. These myths speak of gods emerald where an endless rain dizzled its peak, they would
sculpting the dwarves shortly after the formation of mountains, seek to build cloaked by nearby forests, valleys, or hills. If
granting them wills of iron, tongues of silver, and hearts of gold. a unique aurora appeared over a location during a certain
Despite lacking height, it’s a misnomer to describe a time of year or they venerated a particular constellation,
dwarf as “short.” They’re “stout” folks, and have never been their entire population would instinctually practice earlier
known to envy the height of others. They prefer to utilize lights-out hours without complaint.
their stature as a solid, unsaking foundation.
ELF TRAITS
BUILT DIFFERENT Lineage: Elf
The most famous accounts of dwarven civilizations tell of an Type: HUMANLIKE
industrious people who hail from some of the most extreme Size: Medium
environments manageable by humanlike. If dwarves
DARKVISION
discover some rare ore, they don’t look for a nearby river and
You are not Blinded by natural Dark.
suitable land for farming; they’ll found the town right on the
biggest vein they can find and figure the rest out later.
ASTRONAVIGATION Halfling
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You can’t be lost while Traveling outside if you can see stars The short, plucky, hill-swelling folk of the shire, halflings seem
or other celestial bodies. to have been created specifically to seek out adventure. Halflings
ASTRAL ATTUNEMENT are known to live life to the fullest, rising to any challenge,
You are Trained with the Light Essence. You use either [LOG], taking the big risks, and basking even in their failures.
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[AWR], or [PRS] to Cast it. When you Cast it, you can cause
HALFLING TRAITS
the Light it sheds to be either Sunlight or Moonlight.
Lineage: Halfling
WILD Type: HUMANLIKE
Wild elves hail from societies founded near unusual or Size: Small
massive natural landforms. These may be giant trees within NIMBLE
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the center of a forest, a lake that seems to float above a You gain 5 feet of Speed for the Turn when you take the
ravine, a waterfall that pours upwards, or some other Withdraw Action.
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WILD ELF HERITAGE TRAITS You gain 1 additional Luck when you finish a Long Rest.
Lineage: Wild Elf
DEFT AGILITY
Your Speed increases by 5 feet.
Harpy
Hatched on the highest peaks of the land, harpies are a
NATURAL ATTUNEMENT people with the wings and talons of predatory raptor birds.
You are Trained with a Rite of your choice. You use either On some worlds, harpies are an exclusively female people
[LOG], [AWR], or [PRS] to Cast it. and are the subject of tales of horror. However, various lores
speaks of harpies as either masculine or feminine, and often
Dragonkin claim their ancestry is that of a relative to rocs, or credit their
Resembling humanoid dragons, dragonkin are a decendant creation to hags.
of legendary wyrms. Their scales come in a variety of HARPY TRAITS
brilliant colors, their maws house fanged teeth, and their Lineage: Harpy
fingers resemble the talonlike claws of dragon-kind. Type: CRYPTID
Size: Medium
DRAGONKIN TRAITS
Lineage: Dragonkin HARPY FLIGHT
Type: WYRM You have a Fly Speed equal to your Walk Speed. You can’t use
Size: Medium this Fly Speed while you are holding anything with both of
your hands.
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GOLEM TRAITS
Lineage: Golem
BITE
Type: ARTIFICIAL Once per round, you can make a Melee Weapon AT with your
Size: Medium or Small Bite (1d4 Pierce). You can choose to grapple the Target if you
ARTIFICIAL LIFE hit with this bite if they are the same size as you or smaller.
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You don’t need to eat or drink to benefit from Resting. You MIMIC SHAPECHANGE
also don’t need to breathe. You can use a Quick Action to shapechange, taking on the
CONSTRUCTED BODY appearance of a solid OBJECT that is Medium or smaller
You have Protection: Physical ([VIT]), Toxic (i). that you have previously seen. You must Focus on this
SELF-REPAIR shapechange. Your on-hand inventory and equipment does
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You can use your Quick Action to spend one of your Hit Dice not meld into your OBJECT form. You maintain all your Stats,
and regain Health equal to a roll of that die + [VIT]. Traits, and Features while in this form, but otherwise appear
to be the chosen OBJECT until you lose Focus or blow your
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Gremlin cover.
While in this OBJECT form, your Stealth ST are FAVORED
Isn’t it peculiar how things seem to just decide to fall apart? against BEINGS that are unaware of your true form.
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You come home and find all of your plates smashed on the
floor with no reasonable explanation. You wake up from a nap
to find your boots have been tied together by the laces, despite
no one else having been around. Superstitions have credited
events like these to the acts of gremlins; tiny, goblinoid fae
that are associated with sudden misfortunes and calamity.
GREMLIN TRAITS
Lineage: Gremlin
Type: FAE
Size: Tiny
DARKVISION
You are not Blinded by natural Dark.
DOOM MAGNET
You can use a Quick Action and spend 1 Luck to emanate a 30-
foot aura of disaster for 1 minute. Whenever an ALLY fails an
AT, DT, or ST while within the aura, the next AT, DT, or ST you
make before the start of your Group’s next Turn is FAVORED.
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investigating their causes. The world was to me a secret which I Alchemists begin the story with light armor, a hand
desired to divine. Curiosity, earnest research to learn the hidden crossbow, a dagger, and an Alchemist’s Kit.
laws of nature, gladness akin to rapture, as they were unfolded
to me, are among the earliest sensations I can remember.” ALCHEMIST FEATURES
-Mary Shelley, Frankenstein ALCHEMY
TE Alchemist | 1st Level
Often found cooped-up with their experiments or scavenging
Your practice of alchemical research has trained you in
the wilds for ingredients, the alchemist is a student of the
the implementation and creation of devastating chemical
metaphysical essence of things, and is as curious as they
concoctions of incredible power. See the Alchemical Items
are resourceful. They may be dedicated to the research of
section of the Gear chapter for the effects and items you can
medicinal applications, demolitionists fascinated with the
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create with this feature.
kinetic potential of violent reactions, or researchers of the
hidden weakness of monsters that plague the land. FORMULAE
You know the formula for a number of Alchemical Items
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IN THE WORLD
of your choice equal to [LOG] + your Alchemist Level. The
This section will contain inspiration for how this class fits
cost of any Alchemical Item you chose to learn can be no
into the world and genre.
expensive than that you could craft during Downtime.1
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ICONIC ALCHEMISTS You might find and discover other formulae during your
• Allyn, Octopath Traveler adventures. You could find the formula for a tanglefoot
• The Colorman, Sacré Bleu bag sold by a potion seller in a market, for example, or
• Diablo, Marvel Comics shuffled among the notes of an elder alchemist’s laboratory.
• Dr. Jeckyll, Strange Case of Dr. Jeckyll and Mr. Hyde Alternatively, if you find a Potion or Alchemical Item, you
• Pyromancer Hallyne, A Song of Ice and Fire series can research its components to learn its formula. The process
• Nicolas Flamel, French Alchemist of learning a formula takes 1 hour experimenting with your
• Tessa Cade, Defy the Night series Alchemy Kit and the Alchemical Item, which also destroys the
Alchemical Item in the process. If the Alchemical Item is a Relic,
PLAYING ALCHEMIST
the time required doubles for each Quality Rank of the Relic.
The alchemist is a low defense, high damage and utility
martial blaster. It’s highly recommended that, in combat, CATALYZE
you stay a safe distance away from the enemies to use your You can use a Main Action or Quick Action on your Group’s
alchemical items on them, but as far back as is safe. Turn to make an Alchemy ST to quickly craft an Alchemical
Item, successfully creating it if you pass. You must have your
Quick Action (Set-Up): Catalyze hands free and the required raw materials and container
Main Action: Use (Alchemical Item) in your inventory. The raw materials are consumed by the
Move: Backline process, whether you pass or fail, and any item you create
with this Quick Action loses its potency, going inert, if it isn’t
1
The rules for Crafting during Downtime can be found on p. XX
ST
it takes Fire damage.
for worth 50g or less.
FULMINARE
ALCHEMICAL PRACTICE “I fear no man. But that... thing?
Alchemist | 2nd Level
You adopt an alchemical practice, a methodology for your ... It scares me.”
TE
application of alchemical substances. It grants you features − Heavy, Team Fortress 2
now and at 5th and 8th Levels.
Sometimes dismissed by other alchemists as “mad
METHODICAL EFFICIENCY bombers”, fulminares are specialists of combustion. The
Alchemist | 3rd Level process of creation must have its opposite, and fulminares
You can take the Use Action as a Quick Action. may be seen as those philosophers of destruction.
Y
Further, you can pull or stash two items from your on-
hand inventory with the Use Action, rather than just one. FULMINARE
Alchemist
A
Features
ALCHEMICAL PRACTICES Level
Alchemists dedicate themselves to a Practice that describes 2nd Instruments of Destruction, Phlogiston Theory
their application of alchemy.
PL
METHODICAL EFFICIENCY
APOTHECARY Alchemical Practice: Fulminare | 2nd Level
“I keep notes in my father’s notebooks of what cures the Increase your Aptitude Rank with Potter’s Tools to Proficient.
fevers—the Moonflower—and what doesn’t: everything else.” Further, you learn the formula for thunderstone or a
different Alchemical Item if you already know it.
− Brigid Kemmerer, Defy the Night
Apothecaries are medical practitioners, creating potent PHLOGISTON THEORY
Alchemical Practice: Fulminare | 2nd Level
potions to cure what ails.
The damage rolls you make with Alchemical Items that deal
APOTHECARY Blunt, Fire, or Shock EXPLODE on a roll of 1.
Alchemist
Features
Level
2nd Holistic Medicine, Spagyric Theory
HOLISTIC MEDICINE
Alchemical Practice: Apothecary | 2nd Level
Increase your Aptitude Rank with the Medicine or Nature
Skill by 2.
Further, you learn the formula for health potion or a
different Alchemical Item if you already know it.
ST
Primal warriors that fight with the power of unbridled anger. going Berserk as a Quick Action (whichever comes first). You
Whereas other warriors are trained to maintain composure, can’t use this Quick Action if you have Fatigue or if you have
barbarians embrace losing their cool. used it in the last minute.
Further, you can willingly fail any DT you make against
ICONIC BARBARIANS being Berserked.
• Brock Samson, the Venture Brothers
• Chewbacca, Star Wars
TE While you are Berserked by any means, the following rules
apply:
• Conan, Conan the Barbarian series
• Cú Chulainn, Irish folklore • Your Actions are not limited by the Berserked Status.
• Guts, Berserk • You have Protection: Physical (r).
• Hopper, Stranger Things • Your damage dice with Attacks using Strength EXPLODE
Y
• Kratos, God of War series on a roll of 1.
• Logan Nine Fingers, The First Law Trilogy PREDATOR’S POUNCE
• The Hulk, Marvel Comics
A
FEARSOME
Barbarian Instinct: Berserker’s Fury | 3rd Level
Increase your Aptitude Rank with the Threat Skill by 2. Bard
You make FAVORED Threat ST against BEINGS that are not “Bards were terrible at keeping secrets. They insisted on putting
immune to being Frightened and whose Strength score is
ST
them to music.”
lower than yours.
– Tanya Huff, Sing the Four Quarters
RIP AND TEAR Historians, preserving the story of legends, romances, and
Barbarian Instinct: Berserker’s Fury | 3rd Level
cultural movements in many forms, bards are heralds of
AT you make against Bloodied BEINGS are FAVORED and, if the awe-inspiring beauty of creation. While the painter and
damage you deal reduces an ENEMY to 0 Health, you can make
TE sculptor decorate space, a bard decorates time.
one additional Attack during the turn. Some view the songs of the bards as incantations, due
Further, if you have FAVOR on an AT, you can forgo the to their hold over the emotions of others. While the bard’s
FAVOR to make one additional weapon Attack during that
song itself is not magical, the melodies may harmonize with
Action. notes of the overtones of creation to inspire their audience.
Y
DRACONIC MIGHT ICONIC BARDS
“Truest of dragons. Lend me thy strength… Forefathers, one • Eddie Muntz, Stranger Things
A
and all… Bear witness!” • Edward Chris von Muir, Final Fantasy IV
− Godrick the Grafted, Elden Ring • Jaskier, The Witcher series
• Kvothe, The Kingkiller Chronicles
The pursuit of power that is a common driving force behind
PL
ST
You can make an Artistry ST with a Musical Instrument increase your Aptitude with these Spells by 1 Rank at 5th,
on your Group’s Turn as a Main Action. If you pass, you 8th, and 10th Level.
perform awe-inspiring music to your ALLIES that hear the When you use your Bardic Anthem feature, you can choose
performance and grant them your Inspiration. to Cast a Spell when you grant the Inspiration.
This Inspiration can be used to gain a d2 bonus on an AT or MANA
TE
ST before your Group’s next Turn. They can add this bonus after Your studies have revealed to you the power of Mana, which
the d20 is rolled, but must do so before the ARBITER determines you use to Cast Spells. You have an amount of Mana equal to
the effects of the roll. (your Bard Level).
At 4th Level, this d2 becomes a d4, increasing to a d6 at 7th, You regain spent Mana when you benefit from at least a
and a d8 at 10th. Short Rest where you spend Hit Dice.
Y
PRELUDE CAST ST
Bard | 1st Level
In order to successfully Cast Spells requiring Mana, you must
A
If you aren’t Surprised or Incapacitated, you can use a Quick perform it using your Bardic Anthem feature, allowing you to
Action before the ENEMY’S first Turn to take the Help Action. Cast while granting your ALLIES the benefits of your Bardic
BARD COLLEGE Anthem.
PL
FIGHTER FEATURES
FIGHTING SPIRIT
Fighter
Fighter | 1st Level
Once per Action where you have FAVOR on a weapon AT,
“Alright chums, I’m Back! Let’s do this!” you can forgo making any Attacks this Action with FAVOR to
make two Attacks with that same Action.
– Leeroy Jenkins
SECOND WIND
ICONIC FIGHTERS Fighter | 1st Level
• Beowulf, English mythology If you don’t have any Fatigue, you can use a Quick Action
• Cloud Strife, Final Fantasy VII to spend one of your Hit Dice to gain Temporary Hit Points
ST
• Deadpool, Marvel Comics equal to a roll of the spent Hit Die + [VIT] that last no longer
• Finn the Human, Adventure Time than 1 minute.
• Gilgamesh, Mesopotamian legend
• Gimli, Lord of the Rings series MARTIAL TECHNIQUES
Fighter | 2nd Level
• Jean Tannen, The Gentleman Bastard Sequence
• Rama, Hindu mythology
TE You learn technical combat maneuvers through a study of
the art of war. You gain two Martial Techniques, detailed at
• Sir Lancelot, Arthurian legend
the end of this class.
PLAYING FIGHTER
ADRENALINE SURGE
The fighter is a flexible medium defense striker. In combat, Fighter | 2nd Level
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get within effective distance for your offensive output. If you At the start of your Group’s Turn, you can Hasten yourself
are planning to specialize in Melee Weapons, stay as close until the end of the Turn if you aren’t Incapacitated or have
to the ENEMY as possible and save your Quick Action for any levels of Fatigue.
A
potential Counters. If you are focused on Ranged Weapons, You can do so once per Combat. When you are an 8th Level
reserve your Quick Action to Reload when needed. At 5th Fighter, you can do so twice per Combat, but not on the same
level, your Quick Action will likely be used for Harrying. Round.
PL
MARTIAL TECHNIQUES
DUELIST
Martial Technique
You gain a +1 bonus to damage with a Melee Weapon you
have equipped in only one hand if it is the only Weapon you
have equipped.
HEAVY ARMS
Martial Technique
Priest
“Faith is about what you do. It’s about aspiring to be better and
Damage rolls you make with Weapons that have the Heavy
nobler and kinder than you are. It’s about making sacrifices for
property EXPLODE on a roll of 1.
ST
the good of others–even when there’s not going to be anyone
PARRY telling you what a hero you are.”
Martial Technique
– Jim Butcher, Changes
C
If you make a FAVORED Dodge DT while you have a weapon
hannelers of divine magic, priests are not simply the
that lacks the 2-Hand property equipped, it counts as a
healers of the people. A priest may be a deadly
critical if both of the d20 rolls would pass the check.
TE theurge that blends the arcane and divine, a
PROTECTOR guardian of the rightful passage of souls to the
Martial Technique
afterlife, or even a necromancer in their own right that
If you have a Shield equipped, you can use a Quick Action corrupts sacred resurrections for nefarious purposes.
to grant an ALLY within 5 feet of you FAVOR on a Dodge DT.
Y
ICONIC PRIESTS
SENTINEL • Aerith Gainsborough, Final Fantasy VII
Martial Technique • Dende, Dragon Ball Z
A
When you hit an ENEMY with a Melee Attack on its Group’s • Goldmoon, Dragonlance
Turn, its Speed is reduced to 0 for the rest of the Turn. • John Coffee, The Green Mile
• Katara, Avatar - Legend of the Last Airbender
SHARPSHOOTER
PL
ST
Further, if a BEING you heal with a Miracle regains Health
AWARENESS CASTING that would exceed its Maximum Health, you can instead grant
In order to successfully Cast Miracles requiring Mana, you the excess Health as Temporary Hit Points.
must pass a Cast ST using [AWR]. This ST is equal to 20 minus
([AWR] + your Aptitude with the Essence). You use ([AWR] + LIGHT
your Aptitude with the Essence) for any Melee or Ranged AT
you make with Miracles.
TE “Praise the sun.”
– Solaire of Astora, Dark Souls
SACRED DOMAIN
Priest | 1st Level LIGHT
Choose a subclass that defines your priestly domain. It Priest
Features
Y
grants you features now and at 5th and 9th Levels. Level
1st Zealotry of Flame, Protective Flare
WARD AGAINST EVIL
A
ST
Every day that passes is just a mundanity to a pugilist itching
BRAWLER
for the thrill of the next fight. These bareknuckle brawlers are able Pugilist | 1st Level
to tap into something special in times of desperation, a reserve of Makeshift weapons you use with Strength are considered
determination and confidence known as moxie. Brawling Weapons for you.
The thing that separates the more mystical martial Further, while you have Light Armor or no armor equipped
TE
ascetics from the pugilists comes down to tenacity. Ascetics and you don’t have a Shield equipped, you gain a +2 bonus
are focused on the delivery of a focused blow to incapacitate to Dodge and Endure DT.
aggressors; pugilists will break their fingers and just keep
punching with the bloody stump. FISTICUFFS
Pugilist | 1st Level
ICONIC PUGILISTS
Y
While you are using Brawling Weapons using Strength, the
• Joe/Junk Dog, Megalobox
following rules apply:
• Hellboy, Hellboy
• Little Mac, Punch Out! • You can use a d4 for the damage die of these weapons,
A
ST
FIGHT CLUB – J.R.R. Tolkien, The Hobbit
Pugilist | 3rd Level
Back-alley urchins, gutterborn scum, cunning spies,
Choose a subclass that defines your pugilist archetype. It
shadow-born assassins, the archetypes of the rogue are
grants you features now and at 6th and 9th Levels.
vast and varied. They are often the heroes of stories where
FIGHT CLUBS morality is charcoal grey, in cities run by corrupt brigand
TE cryptocracies, knowing a vast network of contacts, and
BLOODHOUND dealing in illegal goods.
“The world is full of obvious things which nobody by any chance
ICONIC ROGUES
ever observes.”
• Bilbo Baggins, The Lord of the Rings series
– Arthur Conan Doyle, • Dr. Henry Walton “Indiana” Jones, Indiana Jones
Y
The Hound of the Baskervilles • Faye Valentine, Cowboy Bebop
• Lara Croft, Tomb Raider series
BLOODHOUND • Locke Lamora, The Gentlemen Bastard Sequence
A
• Vin, Mistborn
AMBUSHER
Pugilist Fight Club: Bloodhound | 3rd Level PLAYING ROGUE
During the first Round of Combat, your AT against ENEMIES Rogues are low defense, midline harassers that focus on one
who haven’t acted yet are FAVORED. single, deadly shot. They are given features that reinforce
they need to seek out gaining FAVOR on their AT to deal
EVER VIGILANT massive damage with Sneak Attack.
Pugilist Fight Club: Bloodhound | 3rd Level
Main: Attack
Increase your Aptitude Rank with a Skill of your choice from
Quick: Hide (Set-Up); Withdraw (Follow-Up)
either Detection, Investigation, or Vibe by 2.
Move: Midline
Further, you can’t be Surprised while you aren’t
Incapacitated. ROGUE
Level Features
1st Deft Maneuver, Precision Strike
2nd Rogue Gig
3rd Ellusive
ST
BLADE IN THE DARK
Rogue Gig: Assassin | 2nd Level
DEFT MANEUVER
Rogue | 1st Level You double the number of Sneak Attack dice you roll against
When you Withdraw, your Speed increases by 5 feet for the BEINGS that haven’t acted during the Combat yet, or that
Turn. can’t see you.
TE SPY
PRECISION STRIKE
Rogue | 1st Level “You can’t be a real spy and have everybody in the world know
Once per turn, you can deal (xd4, where x = half your Rogue who you are and what your drink is.”
Level) extra damage to a BEING with a weapon AT using – Roger Moore
Dexterity if the AT was FAVORED.
Y
If one of your ALLIES is within 5 feet of the BEING and isn’t SPY
Incapacitated, you don’t need FAVOR on the AT to do this Rogue
Features
Level
A
extra damage.
2nd Espionage, Impostor Among Us
ROGUE GIG
Rogue | 2nd Level
PL
ESPIONAGE
Choose a subclass that defines your rogue archetype. It Rogue Gig: Spy | 2nd Level
grants you features now and at 5th and 8th Levels. Increase your Aptitude with Disguise Tools and Deceit by 1,
ELLUSIVE but no higher than Expert. If you are already an Expert or
Rogue | 3rd Level better with this Tool or Skill, you can choose a different Skill
If you fail a Dodge DT while wearing light or no armor, you or Tool from the Rogue Aptitudes instead.
can use your Quick Action to pass it instead. Further, you can unerringly imitate voices of any
Further, your Dodge DT Aptitude Rank increases by 1 now HUMANLIKE you have heard if you pass a Detection ST after
and again at 6th and 9th Levels. listening to them speak for 1 minute or more.
IMPOSTOR AMONG US
Rogue Gig: Spy | 2nd Level
You do not need to have FAVOR on an AT to deal Sneak Attack
damage if the BEING believes you are its ALLY.
ST
clatters loudly, alerting a group of firenewts to his front. BODY CHECK
He welcomes their attention like an old friend and readies Vanguard | 1st Level
his behemoth towershield, placing it between himself and When you Rush, you can attempt to Shove a BEING with the
the scouts. As the moving bastion is pelted with a volley of same Action. If you Rush on on opposing force’s turn, you
arrows, he feels his shield make contact with something can move up to your remaining Speed for the Round, rather
TE
soft. He turns sharply into one of the cavern walls and slams than half.
it with full force. The sickening crunch of broken bones and
SHIELD BEARER
dripping viscera from under the shield confirms his kill, and Vanguard | 1st Level
he turns his ire towards the remaining scouts. You prioritize protection above all else, specializing in
Vanguards are terrifying sentinels donned in heavy metal defensive combat with shields.
Y
armor and towering shields to devastate their enemies. Dual-Shields. You can benefit from equipping two shields
ICONIC VANGUARDS at the same time. When you do, you can attempt to Shove as
• Groot, Guardians of the Galaxy
A
a Quick Action.
• Havel, Dark Souls series Greatshields. While you are wielding a greatshield, you
• The Juggernaut, X-Men provide half cover to BEINGS of your choice if they are within
• Reinhardt, Overwatch 5 feet of you when they are Targeted.
PL
• Winston, Overwatch
ARMORED TITAN
PLAYING VANGUARD Vanguard | 2nd Level
The vanguard is the highest defense class of VAGABOND, While you have heavy armor and any shield equipped, you
trading off raw damage output for massive control and gain the following benefits:
defense. This class forgoes conventional “damage spikes” for • You have Protection: Physical (d10+x) from heavy armor
“defense spikes,” and grants you the ability to more actively if the Protection die was previously lower. In this case, x =
tank by focusing on defending through the Ready action and half your Vanguard Level, round up.
shoving. • You count as being one size larger (minimum Large) when
Main: Attack to Shove attempting Athletics ST and Endure DT. You also make
Quick: Rush on ENEMY Turn these rolls against BEINGS who are smaller than you with
Move: Frontline FAVOR.
• If you pass the Athletics ST to Shove a BEING that is your
VANGUARD size or smaller, you can push it up to 10 feet away from
Level Features you, or push the target up to 5 feet away from you and
1st Guard, Shield Bearer knock it Prone.
2nd Armored Titan, Rampant Charge
3rd Vanguard Mandate
ST
developers of spells through intellectual pursuit. While
Vanguard | 3rd Level
sorcerers develop their arcane prowess through some sort
If you pass the Athletics ST to Shove a BEING, you can choose
of anomalous gift, a wizard’s is practiced, allowing them a
to reduce its speed to 0 until the end of the current turn,
wider breadth of understanding of magic.
rather than push it or knock it prone.
ICONIC WIZARDS
VANGUARD MANDATES
TE • Harry Dresden, Dresden Files
• Merlyn, Arthurian legend
JUGGERNAUT • Gandalf, Lord of the Rings series
“Sumthin’s drawin’ me somewhere—an’ I’ll march through any • Sparrowhawk (Ged), Earthsea series
thing or any man ta get there!” • Sypha Belnades, Castlevania
Y
– Juggernaut, Thor Vol 2 #17 • Vivi, Final Fantasy IX
While almost more of a compulsion rather than a duty, the • Yoda, Star Wars
juggernaut is a vanguard with a drive for havoc.
A
PLAYING WIZARD
JUGGERNAUT The wizard is a squishy blaster focused on Casting Spells. You
Vanguard should prioritize staying in safety to deal damage with Magic
Features
PL
ST
Wizard | 1st Level Proficient.
You are Proficient with two Spells of your choice, and can SPELL BLASTER
increase your Aptitude Rank with any Spell by 1 each time Wizardly Pursuit: Evoker | 1st Level
you level up as a Wizard. If you spend Mana to increase a Spell’s damage, the damage dice
SPELL MANA EXPLODE up to a number of times equal to your Aptitude Rank
TE
Your arcane research has uncovered the power of Mana, which with the Essence, instead of just once.
you use to Cast Spells. You have an amount of Mana equal to
([LOG] + twice your Wizard Level).
NECROMANCER
You regain spent Mana from this feature when you benefit “One day or another, everyone you care about eventually dies.
from a Long Rest. It’s something we simply can’t accept. It’s a realization that
Y
could drive you insane.”
LOGIC CASTING
In order to successfully Cast Spells requiring Mana, you must – Hange Zoe, Attack on Titan
A
ST
BEGINNING Skill Aptitude: Deceit, Sleight
Choose one of your Skills. When you use Luck on a SKILL Tool Aptitude: a Gaming Set
Test with the chosen Skill, roll d4 and add the number rolled Equipment: Plain clothes and the Gaming Set you gained
to your Test. Aptitude with from this Past.
Wealth: 2d4 × 10g
TE
Past BEGINNING: AGAINST ALL ODDS
Options You can use Luck on a Deceit or Sleight ST you make without
spending a Luck Point. Once you do, you can’t use this
feature again until you finish a long rest.
BLACKSMITH
Y
Past Option
PERFORMER
Skill Aptitude: Artistry, Tinkering Past Option
Tool Aptitude: Smithing Kit Skill Aptitude: Artistry and Lore
A
Equipment: A Smithing Kit, an anvil, 10g worth of raw Tool Aptitude: one Musical Instrument or a Gaming Set
materials. Equipment: A costume, plain clothes, a book of sheet music,
Wealth: 2d4 × 10g and the tool you gained Aptitude with from this Past.
PL
ST
BEGINNING: RICHES IN RAGS
You benefit from Long Resting in Squalor as if you were
maintaining a Comfy lifestyle if you are at least fed, hydrated,
and getting sleep if you require them.
TE
Y
A
PL
Each time you fulfill an aspect of your Destiny, you gain a FATE: BOUND TO SUCCESS
Character Level. Each time you gain a Character Level, you You can use Luck on a Bargain ST you make without spending
gain the following in addition to your Class Features: a Luck Point. Once you do, you can’t use this feature again
Attribute Score Increase: You increase one of your character’s until you finish a long rest.
Attribute Scores by 1, but no higher than 20. DESTINY: PROSPERITY
Aptitude Rank Increases: You also increase an Aptitude • Establish a business hub.
Rank with either a Weapon Type (either Blades, Bludgeons, • Sell an Item worth more than 1,000g at twice its value or
Bows, Brawling, Crossbows, Firearms, or Polearms), a Skill, higher.
or a Tool by one Rank. • Defeat a business competitor.
Defense Rank Increase: Lastly, you increase your Aptitude
Rank with either Dodge, Endurance, or Resolve by one CHOSEN ONE
ST
Rank. Future Option
Every three Character Levels, a HERO gains a Talent. You can use Luck to cause a BEING to become Cursed: Jinxed
FUTURE OPTION NAME for 1 minute while you Focus on this trait.
Future Option DESTINY: CATASTROPHE
FATE The Destinies are listed in order of difficulty. For each
Fates are signs of your Destiny, which may play with Luck or Destiny you fulfill, you gain the corresponsing Boon shown
grant you something that motivates you to adventure. in the table below.
DESTINY • Cause the death of an innocent.
The path to fulfilling your Destiny is detailed in order of • Overthrow a political faction.
difficulty and estimated Story length to complete. • Open a portal to a hostile realm.
SUPREME RULER
Future Option
FATE: NEGOTIATOR
You can use Luck on a Parley ST you make without spending
a Luck Point. Once you do, you can’t use this feature again
until you finish a long rest.
ST
TE
Y
A
PL
TALENT NAME You add twice your [VIT] to your Load score.
Talent Prerequisite
PRIMAL AWAKENING
The benefit of the Talent will be described here. Talents Prerequisite: No Rite Aptitude
tend to be: Choose a Rite. Increase your Aptitude with it to Capable.
• A mechanical enhancement (you can do X Action as a
RESILIENT
Quick Action), or; Prerequisite: 3rd Level
• Overriding a minor restriction Increase your Aptitude Rank with Dodge, Endure, and Resolve
Talents are not: DT by 1. You can take this Talent multiple times.
• Attribute Score Increases, as each HERO gets one of these SHIELD AS WEAPON
at each level. Prerequisite: Trained or Higher with Armor
ST
• Core features of a Class without Prerequisite, as these You can use shields as weapons that deal 1d4 Blunt damage.
would pull class identity away. You add your Armor Aptitude to AT made with shields.
Further, you can still take Quick Actions if you are Surprised.
TANK
ARCANE INITIATE Prerequisite: Armor Aptitude Rank - Master
Prerequisite: No Spell Aptitude
PL
ST
in which they are spending the rest. Lighting conditions affect the vision of any BEINGS in the
While a HERO can subsist on basic needs, choosing to live area that lack special types of vision.
luxuriously does have its benefits. A HERO must rest in an Light: Typically, BEINGS will be able to see normally. Items
area able to provide the Lifestyle to benefit from it, or be able that shed Light will always detail the area the Item
to provide it themselves. illuminates and how long they provide Light.
TE Sunlight: The light shed by a star, which is Light but may
LONG REST EXPENSES
affect other aspects of the game.
Lifestyle Spent Effects
Moonlight: The light shed by a moon, which is Light but
Squalor — No benefits from resting. Increase may affect other aspects of the game.
Fatigue by 1.
Dark: BEINGS in the Dark are Blinded.
Y
Poor 1s No benefits from resting.
Frugal 5s − LINE-OF-SIGHT
“Line-of-sight” is used as an abstract to describe if
Modest 1g Half Hit Dice regained by the Long Rest, 1
A
Fatigue removed by the Long Rest. something is in the ongoing Scene. For the ease of rulings,
anything further than 240 feet from the HEROES or that isn’t
Comfy 2g 2 Fatigue removed by the Long Rest.
in the same space as the ongoing Scene is considered to be
PL
ST
the item would take more than one hour to create, it likely Generally, HEROES can sell anything they own at half its full
requires more extensive gear than what is available to the market value without haggling.
dungeon delving adventurer. However, shopkeepers and customers are likely to be
TOOLS impatient if continually pressed to purchase something at
You must be at least Capable with the Tool required to create a higher cost. If a situation requires, use a Progress Clock to
the item in order to craft it.
TE track any failed ST the ARBITER calls for. If the Clock is filled,
it’s unlikely a sale will be made.
RAW MATERIALS
A BEING attempting to make an item must provide raw
materials appropriate for the item they are creating. The
value of the materials must be worth at least half the value
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of the item they intend to make.
SPECIAL COMPONENTS
A
ST
Anything attempting to establish surprise tests the
applicable Skill against a target’s Awareness score. On a REACH
success, the target is Surprised. Reach refers to the area within the area a Melee ATTACK can
affect a target.
2. DETERMINE ORDER
Initiative is determined by flipping a coin. In Skirmishes
MOVING
TE
with 3 or more Groups, you can determine Initiative by BEINGS can Move at any point during their Group’s Turn, or
rolling dice instead. during an opposing force’s Turn if they take the Rush Action.
They can do so after any of their own or their ALLIES’ Actions,
Heads: HEROES go first. but no further during the round than their Speed.
Tails: ENEMIES go first.
OTHER SPEEDS
Y
3. FIGHT! BEINGS can use any types of Speeds they have, such as Dig,
Combat ends when all opposing forces that are not the Swim, and Fly Speeds. These can be broken up at any point
A
HEROES have been defeated, typically through one of the throughout the Turn.
following means: Once a Speed of any type is used, the distance traveled
is subtracted from the BEINGS other Speeds as well. For
Death: Opposing forces are dead.
example: a BEING with a Walk Speed of 35 feet and a Swim
PL
ST
damage types are given.
A general description of how the BEING’S traits and features
dictate where it is intended to fight during combat. • Acid: Caustic chemical burns.
• Blunt: Crushing weapons and physical pressure.
FRONTLINE • Curse: Malignance that corrupts the soul.
Most effective offensively within Melee reach of an opposing • Decay: Necrosis, rot, and anti-life destruction.
TE
force, and try to end their turn within this same distance. • Fire: Consuming fire, heat.
MIDLINE • Frost: Biting, extreme cold and freezing effects.
Most effective offensively within Melee reach of an opposing • Holy: Divine essence of creation and godly purity.
force, but try to end their turn out of reach of the opposition’s • Light: Radiant, dazzling, and cosmic energy.
Melee offenses; typically by Withdrawing as a Quick Action • Pierce: Thrusting weapons and physical puncturing.
Y
if available to avoid Opportunity Attacks. • Shock: Electricity, lightning.
BACKLINE • Slash: Cutting weapons and physical slicing.
• Sonic: Concussive physical force and sound.
A
WEAKNESS
If a force engaged in Combat chooses to flee, all members of Anything that has Weakness takes one additional roll of the
that force must be out all members of the opposing forces’ effect’s damage die when subjected to this damage type.
line of sight to end the Combat.
PROTECTIONS
Health & Damage Anything that has Protections reduces damage it takes of
the indicated type as shown in parenthesis. For example, if
a BEING with Protection: Flame (3) is subjected to 8 Flame
HEALTH damage, it instead takes 5 Flame damage. Damage reduced
Health is a general measure of anything’s well-being, by Protections can’t be reduced below 0.
indicating whether or not a BEING is alive or dead, and if an
OBJECT is whole or destroyed. Immunity (i): Immunity reduces the indicated damage to 0.
Resistance (r): Resistance reduces the indicated damage by
DYING half, and before the effects of other Protections.
If a BEING’s Health is reduced to 0, it dies. If that BEING is a
HERO or the Leader of an ENEMY Group, it instead becomes MAGICAL
Staggered. When an effect calls for Magical damage, it refers to any
damage dealt by a magical effect like a Spell.
TEMPORARY HIT POINTS
Temporary Hit Points can be gained through certain features PHYSICAL
and Magic. If you take damage while you have Temporary When an effect calls for Physical damage, it refers to Blunt,
Hit Points, it is subtracted from your Temporary Hit Points Pierce, or Slash damage that isn’t Magical.
Refered to within the game as an “Action.” If the ARBITER You use an Item that is not Equipment, interact with an
needs to adjudicate interactions with the game, it likely OBJECT in the environment, or pull an Item from your on-
will require a Main Action. The Main Actions listed here are hand inventory.
available to all BEINGS. QUICK
ATTACK The Quick Actions listed here are available to all BEINGS.
Main
COUNTER
The Attack action is used to attack a Target. Quick
MELEE A BEING Triggers this Quick Action during its turn if it moves
A Melee AT is made using Strength. out of an opposing BEING’S Melee reach.
If making a Melee Attack to Grapple or Shove, this is
HEROES
ST
instead an Athletics ST with a penalty to the d20 roll equal
One Melee AT against the Triggering BEING.
to the Target’s [STR] or [DEX], whichever is highest.
ENEMIES
Shove: If you Shove a BEING, you push it 5 feet away from
One of its Melee Actions against the Triggering BEING.
you, or knock it Prone (your choice).
RANGED FOCUS
TE Quick
A Ranged AT is made using Awareness.
Some effects require continuous concentration or involved
CAST action to persist. If an effect requires the BEING or OBJECT
Main causing it to Focus, it must use this Quick Action during the
You use this Action to Cast Magic. turn or the effect ends immediately. A BEING can’t Focus on
Y
two effects simultaneously and if they use another Quick
DEFEND
Main Action while Focused, the Focus breaks.
A
You make Dodge DT with FAVOR until the start of your QUICKCAST
Group’s next turn if you can see the attacker. Main
You use this Quick Action to Cast Magic by doubling the
HELP
PL
ST
While a BEING that is a HERO or Leader of the ENEMY group
ENCUMBERED
Condition is at 0 Health, they are Staggered and the following rules
Encumbered BEINGS are carrying items above their Load apply:
score, or otherwise hindered in their actions by a great • They are Incapacitated and fall Prone, and must spend and
TE
weight. While a BEING is Encumbered, the following rules roll one of its Hit Die at the start of its Group’s turn. On a
apply: roll of 1 or if it does not have Hit Dice, it dies.
• Their Speed is halved and they can’t Rush or Sprint. • Each time it takes damage, it loses 2 of its Hit Dice.
• They can’t use Fly or Swim Speeds without the assistance SURPRISED
of magic. Condition
Y
• Their AT and Dodge DT are HINDERED, and AT and Dodge While Surprised, the following rules apply:
DT other BEINGS make against them are FAVORED.
• It can’t take any Actions or Move during the first Turn of
A
FATIGUE Combat.
Condition
UNCONSCIOUS
Extreme exhaustion, starvation, and dehydration are the most Condition
common causes of Fatigue. Fatigue is measured in levels from 1
PL
ST
• If they are Focused, the Focus is broken and they can’t CURSED
Focus on another effect. Status
Cursed BEINGS are afflicted with a soul-marking malady.
BLINDED
Status
This Status is used to categorize these maladies (see: Curses).
TE
Any effect that “Blinds” a BEING or that states it “is Blind” DAZED
refers to this Status. While Blinded, the BEING is subjected Status
to the following effects: While a BEING is Dazed, the following rules apply:
• The Blinded BEING can’t see, and automatically fails ST • It can’t take Quick Actions, and it can’t Move unless it uses
requiring sight. its Main Action to do so.
Y
• Its Dodge DT are HINDERED if it has no sense to compensate
DEAFENED
for its lack of sight. Status
• Non-HINDERED AT against the BEING are FAVORED,
A
BURNED
Status DISEASED
Status
Any effect that states a BEING it “is Burned” refers to this
Status. While Burned, the following rules apply: Diseased BEINGS are afflicted with a malady that plagues
their body, the additional effects of which are described by
• The BEING takes damage equal to what is shown in
the Disease. While a BEING is Diseased, the following rules
parenthesis next to the Burned Status at the start of its
apply:
Group’s Turn. The damage type is also indicated next to it.
For example, a BEING that is Burned (1d4 Fire) would take • They make HINDERED Hit Dice rolls.
1d4 Fire damage at the start of its Group’s Turn. FATIGUED
Status
CHARMED
Status If a BEING has at least 1 Fatigue, the following rules apply:
While a BEING is Charmed, the following rules apply: • They suffer a penalty to all d20 rolls equal to their Fatigue
• They believe the charmer is an ALLY. and it can’t take the Rush Action.
FROZEN Going Prone can be done during your move, but you must
Status spend half your Speed to standing up from being Prone.
Ice solidifies around a BEING, preventing it from moving. While a BEING is Prone, the following rules apply:
While a BEING is Frozen, the following rules apply: • Melee AT against it are FAVORED and it makes HINDERED
• They are Slowed and Restrained. Dodge DT and Ranged AT.
• If the ice covers their head, they are Deafened and Silenced.
RESTRAINED
GRAPPLED Status
Status While a BEING is Restrained, the following rules apply:
ST
While a BEING is Grappled, the following rules apply: • Its Speed is 0, and can’t increase from bonuses.
• Its Speed is 0, and can’t increase from bonuses. • AT against it are FAVORED and its AT are HINDERED.
• It can attempt to break the grapple as a Main Action, • Other BEINGS make FAVORED AT Targeting it, and make
breaking the grapple on a passed Athletics or Finesse ST. FAVORED DT against its Melee Attacks.
If the Grappled BEING is an ENEMY, it instead forces the
TE
HERO to pass an Athletics or Finesse ST when it uses this
SILENCED
Status
Action.
Something has rendered the BEING incapable of speech. While
HASTENED a BEING is Silenced, the following rules apply:
Status
• It can’t take the Speak Action.
Y
While a BEING is Hastened, the following rules apply: • It can’t perform the incantations required to Cast.
• Their Speed is doubled.
SLOWED
• They can take two Main Actions during the Round.
A
Status
While a BEING is Incapacitated, the following rules apply: • They do not get a Quick Action. Anything they wish to take
• They can’t take Actions and their Speed is always 0. as a Quick Action must be used with their Main Action.
INVISIBLE
Status
While a BEING is Invisible, the following rules apply:
• It can’t be seen by nonmagical visual perception.
• It makes AT, DT, and ST against BEINGS that can’t see it as
if those BEINGS were Blinded.
• BEINGS that can’t see it make d20 rolls against it as if
Blinded.
PARALYZED
Status
While a BEING is Paralyzed, the following rules apply:
• It is Incapacitated and Mute.
• AT against it are FAVORED.
• It always fails Dodge and Endure DT.
• It always fails Strength and Dexterity AT and ST.
ST
MAKESHIFT WEAPONS
Master Great Shields +3 to Damage
If you make an Attack with an OBJECT that isn’t a conventional
ST
Greatsword 2-Hand, Heavy (13) 50g 10 2d4 Slash
Sword, colossal 2-Hand, Heavy (17) 150g 10 2d6 Slash
Bludgeons
Club, blackjack Finesse 2g 1/10 1d2 Blunt
Club, standard 5s 1 1d4 Blunt
TE
Club, great 2-Hand 10g 3 2d4 Blunt
Hammer, light Light, Thrown (60') 2g 1/10 1d4 Blunt
Hammer, war 15g 1 1d6 Blunt
Hammer, lucerne 20g 3 1d8 Blunt; 1d10 if 2-Hand
Y
Maul 2-Hand, Heavy (13) 50g 3 2d4 Blunt
Hammer, colossal 2-Hand, Heavy (17) 150g 10 2d6 Blunt
A
ST
Pistol, flintlock 1 Loud 15g 1 1d4
Pistol, repeating 6 Loud 50g 1 1d4
Rifle, bolt-action 1 Loud, 2-Hand 35g 3 1d6
Rifle, repeating 6 Loud, 2-Hand 90g 3 1d6
Shotgun, break-action 2
TELoud, 2-Hand 50g 3 1d8
Shotgun, repeating 6 Loud, 2-Hand 140g 3 1d8
Shotgun, sawed-off 2 Loud 85g 3 1d8
Y
AMMUNITION
Weapon Value Load Damage Type
A
Arrows
Single 5c 1/10 Pierce
PL
ST
Candle Potions
Basic 1c 1/10 Gigantism 100g 1
Focusing 75g 1/10 Health 20g 1
Insectbane 1s 1/10 Mana 75g 1
Restful 75g
TE
1/10 Polymorph 100g
Clearbreath 20g 1 Ice skin 5g 1
Darkvision powder 5g 1/10 Shriek paste 5g 1
Defoliator 20g 1 Smelling salts 5s 1/10
Y
Dwarfblind stone 20g 1 Smoke stick 1g 1
Fleetfoot 20g 1 Soap 2c 1/10
Frigit azote 20g 1 Sparkstone 50g 1
A
occuring or must be harvested. However, some acids are A flammable, tar-like fluid that ignites when exposed to
mundane chemical mixtures that may be created in a oxygen. A Target who is hit with this Item is Burned (1d4 Fire)
laboratory and are listed here. until a BEING uses its Main Action to extinguish the flames.
Oils. Oils are nearly always a substance that coats the ALKAHEST
Target. These may allow for weapons to ignite with flame, Alchemical Item
cause the ground to become slick, or cause a Target to take When poured on or within an Alchemical Item, the item is
increased damage of a certain type. Any oil can coat one
ST
reduced back to its raw materials after 1 minute. The alkahest
metal Weapon or up to 5 pieces of metal ammo, which is lost in the process.
remain coated for 1 hour, or until they are coated with
another oil. ANTITOXIN
Alchemical Item
Potions. Potions are alchemical concoctions that cause
magical effects when consumed. A BEING that drinks this liquid gains FAVOR on DT against
TE
Torches. Enhanced versions of torches, with the various being Poisoned for 1 hour.
flammables used in their creation causing wondrous effects. CANDLE, BASIC
Torches typically burn for 1 hour, unless otherwise stated. Alchemical Item | Torch
While burning, the candle sheds light out to 10 feet.
ALCHEMICAL ITEM
Y
DESCRIPTIONS CANDLE, FOCUSING
The alchemical items are listed in alphabetical order. Alchemical Item | Torch
If the Item deals damage, it is used with either the Attack or While burning, the candle sheds light out to 10 feet and fills
A
Use Actions as either a Melee or Ranged Makeshift Weapon. the air within the light with a fresh, crisp odor. The candle is
If the Item’s container is thrown, the container breaks. a great boon to those engaged in strenuous mental activity,
and is often kept in lanterns by magic-users. Those within
PL
ACID, BASIC
Alchemical Item | Acid
its light gain a +1 bonus to ST made to Focus.
A corrosive fluid that eats away at matter. A Target who is hit CANDLE, INSECTBANE
with this Item takes 2d6 Acid. Alchemical Item | Torch
While burning, the candle sheds light out to 10 feet. This
ACID, OXIDIZING AGENT
Alchemical Item | Acid
heavily-scented candle smells pleasant to HUMANLIKE, but
is especially potent in repelling insectoid BEINGS, which are
An acid that rapidly oxidizes nonmagical metal substances.
Frightened while within the light it sheds.
A Target who is hit with this Item takes 2d6 Acid, which
EXPLODE if the Target is made of metal. CANDLE, RESTFUL
If the Target is an unsecured OBJECT that takes damage Alchemical Item | Torch
from the EXPLODING dice, the acid destroys a 1-foot-radius While burning, the candle sheds light out to 10 feet, and
circle of it that is 1-inch deep. fills the air with a relaxing scent. If a BEING within its light
If the Target takes damage from the EXPLODING dice and spends one or more Hit Dice as a part of a Short Rest to regain
is an Item made of metal that isn’t a Relic, the following Health, the healing is doubled.
rules apply:
CLEARBREATH
• Ammunition and Shields are destroyed by this corrosion. Alchemical Item
• Armor has its Protection die reduced by one size each time Gray, smokey vapors that temporarily dull one’s sense of
this occurs. If the armor’s Protection die is a d2 when this smell when inhaled. A BEING that inhales the clearbreath
occurs, it is detroyed instead. gains a bonus to DT made against foul smells for 1 hour. This
DEFOLIATOR A BEING that consumes this potion can spend its Hit Dice to
Alchemical Item regain Health equal to roll of the Hit Dice spent, adding [VIT]
This vile liquid has a muddy brown hue and smells of rotten to each of these rolls. The maximum number of Hit Dice it can
plant life. A Target hit with this Item takes 2d6 Toxic if it is a spend by consuming the contents is equal to the creature’s
LESHY or vegetable matter. If the Target is a point, all natural [VIT] (minimum of 1).
plants within 10 feet of the Target immediately wither and
HOLY WATER
die. The damage is not limited to living plants: wooden Alchemical Item
OBJECTS take double damage from a defoliator.
ST
A Target hit with this Item takes 2d4 Holy if it is a HELLSPAWN
DWARFBLIND STONE or UNDEAD.
Alchemical Item
ICE SKIN
Small stones treated with alchemical substances, giving Alchemical Item
them a faint purple sheen. A Target hit with this Item takes
This dull white cream provides limited protection against
TE
1d6 Light if it has Darkvision and loses its Darkvision for 10
the cold when applied to a creature. Applying the cream
minutes.
takes 1 minute, protecting its wearer against environmental
FLEETFOOT effects of bitter cold for 24 hours.
Alchemical Item | Potion
INSECT REPELLENT-SALVE
This thin blue liquid temporarily loosens the consumer’s
Y
Alchemical Item
muscles and joints. For 1 minute, the consumer’s Walk Speed
A vial of this waterproof salve contains 20 applications of
is increased by 10 feet.
odorless grease. Applying the salve takes 1 minute, and one
A
FRIGID AZOTE application protects its wearer against normal insects for 24
Alchemical Item hours.
A liquid that rapidly freezes when exposed to oxygen. A
INSTANT ROPE
PL
Target who is hit with this Item takes 2d6 Frost and is Alchemical Item
Slowed until the end of its Group’s next Turn.
You can pour the viscous gray liquid from this flask.
GIGANTISM POTION When poured, the liquid forms into a long cord usable as
Alchemical Item | Potion a temporary rope. Upon being exposed to air, the liquid
A BEING that consumes this potion grows by one size (ex: rapidly increases in both volume and viscosity, swelling to
Medium to Large) for 1 hour, and deals an additional die of the diameter of a typical hemp rope, then quickly drying.
damage with AT using Strength. A flask of instant rope forms a 50-foot-long cord and
solidifies at the end of your Group’s next Turn. The rope
GRAVEBANE
Alchemical Item
can be moved during this period without damaging it, but
it cannot support more than 10 pounds of weight without
This thick white liquid evaporates almost instantly upon
breaking. Once completely dry, instant rope can support
contact with air, creating a thin, nearly invisible smoke. The
as much weight as normal hemp rope. After 1 hour, instant
smoke is nearly odorless and has no effect on most creatures.
rope becomes too brittle to support any weight and quickly
Undead, however, are repulsed by the smoke and can only
crumbles into dust.
pass through it with an effort of will.
You open or throw the flask to a point up to 20 feet away, LEVIN SHELL
shattering the flask. In either case, the area in a 10-foot Alchemical Item
radius becomes filled with gravebane. Gravebane ordinarily An unstable mass of electric energy that sparks when
lasts for 1 minute, although strong winds may decrease this exposed to oxygen. A Target hit with this Item and any
duration. BEINGS within 5 feet of the Target take 1d6 Shock. A BEING
ST
Alchemical Item
A clear liquid filled with faintly glowing sparks of light. A OIL, VICIOUS BLEEDER
Target hit with this Item is surrounded by rapidly moving, Alchemical Item | Oil
harmless sparks that follow it until the start of your Group’s A thick blue oil that acts as a powerful anticoagulant.
next Turn. The sparks carry wild energy that disrupts magic, Attacks with the Item deal an additional 1d6 damage to
TE
and it must roll 1d6 to Cast. On a roll of 1-4, the Cast fails. Bloodied BEINGS, and cause them to bleed profusely for 1
hour after being hit. During this time, Tracking ST to find it
OIL, BASIC
Alchemical Item | Oil
are FAVORED.
The oil can coat either a 5-foot-square area or one BEING, PERFUME (VIAL)
which you can do either as Melee or Ranged. Make an AT if Alchemical Item
Y
you Target a BEING to hit it directly. A fragrant commodity typically used by the wealthy.
The coated area or BEING can be ignited if it takes any Fire
SHRIEK PASTE
damage. Doing so causes any BEING or OBJECT that makes
A
Alchemical Item
contact with the flames to take 1d8 Fire, in addition to any
An oily, smelly substance with a slightly purplish color
Fire dealt to ignite the oil.
that is typically stored in opaque containers to prevent
PL
ST
Alchemical Item
This bag is filled with writhing, sticky black tar that bursts
with goo on impact. A Target who is hit with this Item
is Grappled by the goo, causing it to be Restrained while
Grappled this way. This goo has no effect underwater.
TE
The goo becomes brittle and fragile after 1 hour, breaking
and freeing anything Grappled by it.
THUNDERSTONE
Alchemical Item
The stone is known to create an ear-shattering bang, and
Y
can be thrown at a BEING or a point. Anything within 10 feet
of the Target takes is Deafened until the end of its Group’s
next Turn. While Deafened this way, it’s Detect score has a
A
-5 penalty.
TORCH, BEAST-REPELLENT
PL
ST
Magic Essence Characteristic
Aptitude Rank Maximum Mana
The Effects of the Essence when the Target is subjected to it,
Capable 2
unless the Essence is Cast only to deal damage.
Trained 4
Proficient 8 DURATION
Expert 16
TE Casting Augmentation
Magic is Cast instantly and its effects end immediately after
Savant 32 taking place, unless the Caster immediately uses their Quick
Master Unlimited Action to Focus on it after the initial Cast. Doing so requires
the Caster spend Mana equal to half the original Casting
MANA
Mana Cost (minimum 1 Mana) each time they Focus.
Y
Casting Requirement
If a Caster attempts to do more with an Essence other than AUGMENTED CASTING
its described effect or in dealing 1d6 damage of the indicated
Casters can harness a Magical Essence to create customized
A
Casting Augmentation
ACTION Aura: Creates an Aura on the Caster. Anything within the
Casting Requirement
Aura of the Caster's choice becomes the Target of the
All Magic requires the Cast Action to use, which uses the
Essence.
Main Action unless it is Quickcast.
Bolt: Caster launches a bolt of Magic at a Target within 120
During this Action, the Caster must pass a Cast ST as
feet and passed ST higher than Target AT.
described in the Class feature that granted them Magic.
Cone: Create a cone of the chosen size. Those in the cone's
GESTURES AND INCANTATIONS area become the Targets.
Casting Requirement Cubes: Caster Targets an open area and creates one 5-foot-
Casting any Magic requires the Caster be able to perform cube of the chosen effect per Mana spent on this Delivery.
gestures, speak certain incantations, or use physical casting BEINGS and OBJECTS within the cube become Targets of
implements. A holy symbol, arcane trinket, wand, or staff are the Cast, and are affected on passed ST by the Caster.
such implements, but a Caster will have to spend additional Glyph: Caster creates a magical glyph that contains the
Mana to overcome these other burdens. Essence. This does not require Focus, but the Caster can
As such, a BEING can't Cast any Magic if an effect or Status only have one Glyph active at a time.
renders it incapable of speech or movement, unless they Line: Create a straight line that is 5-feet-wide of the chosen
Cast the spell with Subtle Cast. distance. Those in the line's area become the Targets.
Expanding the line's width by 5 feet doubles the cost per 5
feet of expansion.
Remote: Caster chooses a Target that is within line of sight.
ST
natural development and life.
Self —
Sphere +4 +8 +16 +32 Beast Guidance Shock
Fire Grow Ward
Touch —
Frost Morph
EXAMPLE SITUATION
TE
"I would like to create a 15-foot sphere of flames that deals 3d6 Fire MIRACLES
Magical Art List
damage using my Quick Action and Focus on it to keep it active."
Damage: 2 Mana from additional damage (Total Mana 2)
Divine magic cast through prayers, meditation, or other
Delivery: 4 Mana from the sphere's area (Total Mana 6) revalations that channel the essence of deities of creation.
Action: The total of 6 is multiplied by 2 (Total Mana 12) Cast by zealots, they create life and are in alignment with the
Duration: If the Caster focuses on this spell, it will cost 6 Mana next plans of the creators.
Y
turn to Focus
Grow Light Turn
Guidance Resist
QUICKCAST
A
Life Smite
Casting Augmentation
A Caster can Cast Magic as a Quick Action by doubling the SPELLS
Mana Cost of that Casting. If they did not spend Mana on the Magical Art List
PL
Casting, this requires 2 Mana. Arcane magic that is wild and unpredictable in its
characteristics. Cast by mages and found in bizarre locations
SUBTLE CAST throughout the world.
Casting Augmentation
A Caster can cast a spell without somatic gestures or verbal Confuse Hex Morph
incantations. Doing so doubles the total Mana cost of the Fire Levitate Summon
casting. Frost Lock Ward
ST
Damage Type: −
Effect: The Target is Frozen while the Caster is Focused. Any
Effect: This Essence can only be Cast with a Delivery of
freestanding water within 5 feet of the Target also freezes.
Remote to Target a point the Caster can see that isn't
occupied, or with a Delivery that includes an area to create GROW
multiple BEASTS. Mesmerism
TE
The Caster calls forth a 'HD: 1' BEAST of their choice in the Damage Type: Blunt or Toxic
space. The Caster can choose to let the BEAST act on its own, Effect: The Caster causes plants to grow on the Target that
or to command it when they Focus on this Essence. cause it to be Grappled while the Caster is Focused on this
The Caster can call forth BEASTS of higher Hit Dice Cast.
by spending additional Mana on the Cast. For every If the Caster passes the Focus Cast ST by 5 or more, the
Y
1 additional Mana spent to do so, the HD of available Target is also Restrained while Grappled for one Round.
BEASTS increases by 1, or summons multiple BEASTS with
GUIDANCE
a cumulative HD count equal to the Mana spent. Mesmerism
A
This increase lasts until the Caster has made things right
makes HINDERED Dodge DT against Melee and Ranged.
with the Essence.
HEX
BLESS Mesmerism
Transmutation
Damage Type: Curse
Damage Type: Holy
Manifest: The Target becomes Cursed: Jinxed while the
Effect: The Caster can use a vial of powdered silver to
Caster is Focused.
consecrate up to 1 gallon of water to create holy water,
which remains consecrated, even if the Caster drops Focus. HOLD
Transmutation
CONFUSE Damage Type: −
Mesmerism
Effect: The Caster causes the Target to seize-up, causing
Damage Type: Wyrd
them to be Grappled while the Caster is Focused.
Effect: The Target is Confused while the Caster is Focused.
If the Target is an OBJECT, it becomes secured and
CURE effectively locked if it is a door, chest, or other means of
Restoration preventing entry. The Caster must pass a Cast ST any time
Damage Type: − an attempt is made to manipulate the secured OBJECT,
Effect: If the Target is under the effects of a Status that would otherwise their Focus breaks and the effect ends.
end as the result of a passed Endure DT, the Status ends.
ST
LIGHT affects increases by 1.
Transmutation
WARD
Damage Type: Light Protection
Effect: The Target sheds Light out to 30 feet while the Caster Damage Type: −
is Focused. The Caster can also choose to Target: Self Effect: The first time a member of an opposing force attacks
instead to create a mote as the Target.
TE
the Target in Melee, the Caster can make a Cast ST. If
MUTE they pass, the Target takes half damage from any of the
Mesmerism opposing force's attacks this Turn.
Damage Type: Sonic
Y
Effect: The Target must pass a Resolve DT or be Silenced
while the Caster is Focused on this Essence.
RAISE
A
Necromancy
Damage Type: Curse
Effect: The Caster Targets the corpse of a HUMANLIKE or
PL
ST
Curse
• The curse ends if a subsequent effect causes it to become
Lucky. While Cursed this way, the following rules apply:
• Their BEING Type becomes UNDEAD.
LUCKY
Curse • They can't heal from Miracles and have Weakness: Blunt,
Holy.
• Its dice rolls can't be HINDERED.
TE • They gain 1 Fatigue every week that passes without
• Any time it makes a d20 roll, it first rolls a d4. On a result consuming blood, and take 5 damage at the start of
of 1, the d20 roll is FAVORED. their Group's Turn if they are in running water or direct
• The curse ends if a subsequent effect causes it to become Sunlight.
Jinxed.
Y
UNDEATH (VAMPIRE)
PETRIFICATION Curse
Curse
While Cursed this way, the following rules apply:
A
• They do not age and their weight multiplies by 10. • They gain 1 Fatigue every week that passes without
• They are Blinded, Incapacitated, Mute, and Paralyzed. consuming blood, and take 5 damage at the start of
• They can't be Poisoned or Diseased, but suppress any their Group's Turn if they are in running water or direct
poison or disease currently afflicting them when they're Sunlight.
Cursed rather than remove it.
• They have Protection: All except Blunt (r); Poison (i) UNDEATH (ZOMBIE)
Curse
• They have Weakness: Blunt
While Cursed this way, the following rules apply:
• Their BEING Type becomes UNDEAD and can't heal from
Miracles.
• They don't gain Fatigue, can't suffocate, can't be Poisoned,
and have Protection: Toxic (i).
• They are not Incapacitated or Unconcious from being
Staggered.
ST
HEADER
The Header contains the BEING’S Name, Size, and Type. DETECT
This number is subtracted from the d20 rolls of Stealth ST
AT made to Surprise this BEING.
The AT required to hit the BEING, equal to 10 + its Dodge.
MORALE
HD (HIT DICE)
TE
Its Morale score, used to determine when it decides to
All Statblocks assume d8 Hit Dice. A BEING’S Health is possibly surrender or flee.
calculated as follows:
HEALTH = 4 × HD
LOAD
Its Load score, used to determine how much weight it can
Y
If the BEING is Tiny, each HD is instead multiplied by 2. A carry.
BEING’S Max Health can’t be lower than 1.
DEFENSES
A
they have FAVOR on, and avoid Actions they are HINDERED The BEING’S Hit Dice count also increases its Defenses
in doing. and and AT or DT in its Offenses by 1 for every 5 Hit Dice it
The Zone tells an ARBITER or Solo PLAYER how to use this has.
BEING in Combat:
FRONTLINE
Position: Stays in Melee with opposing forces.
Quick Action: Reserves for Counter on the opposing force’s
Turn, unless it can otherwise make an Attack as a Quick
Action.
MIDLINE
Position: It moves into Melee to Attack and possibly moves
out depending on if the Target or this BEING is Bloodied.
If this BEING is Bloodied, it stays away from hostile forces
and uses Ranged.
Quick Action: If the Target is not Bloodied, it Withdraws
to move to safety. If the Target is Bloodied, it remains in
Melee to Counter.
Traits Magic
Nimble: The goblin bandit gains 5 feet of Speed for the rest of the turn The goblin bandit wizard has 5 Mana to Cast the following Essences as
when it takes the Withdraw Action. Spells: Fire (T), Shock (T)
ST
Bugbear
SMALL HUMANLIKE
MEDIUM HUMANLIKE
AT: 13 (Shield) Detect: -1 STR 10 (0)
HD: 5 (20 Health) Morale: 6 AT: 14 (Shield) Detect: -1 STR 14 (+2)
DEX 14 (+2) HD: 6 (24 Health) Morale: 6
Zone: Midline Load: 8 DEX 14 (+2)
Speed: 30 ft. VIT 10 (0) Zone: Frontline Load: 14
Senses: Darkvision
TE
LOG 10 (0) Speed: 30 ft.
Senses: Darkvision
VIT 12 (+1)
LOG 9 (-1)
Protection: Physical (d6; M. Armor)
AWR 8 (-1) Protection: Physical (d4; Light Armor)
AWR 10 (0)
PRS 10 (0)
PRS 9 (-1)
Defenses: Dodge +4 (Shield) | Endure +2 | Resolve +0
Defenses: Dodge +3 | Endure +2 | Resolve +1
Traits
Y
Nimble: The goblin bandit leader gains 5 feet of Speed for the rest of the Traits
turn when it takes the Withdraw Action. Ambusher: If the bugbear deals damage to a BEING that has not acted yet
in the current Combat, that BEING takes an extra 2d4 damage.
Main Actions
Main Actions
A
Each member of the Group can then make one Attack as a Quick Action this
Turn.
ST
Quick Actions d10 Eyebeam
SPECIAL; Shapechange: The mimic takes on the appearance of a solid
OBJECT that is its size or smaller and that it has previously seen. While in 1 Charm [Resolve]: The Target is Charmed by the ogler for 1 hour,
this form, Detect ST to find the mimic are HINDERED. or until the ogler deals damage to it.
2 Death [Dodge]: The Target takes 6d8+16 Decay; the Target dies
OGLER immediately if reduced to 0 Health by this beam.
An ogler’s body is a floating sphere with multiple tentacle-
TE 3 Disintegrate [Dodge]: The Target takes 6d6+16 True damage;
the Target's body is disintegrated to ash if it is reduced to 0
like eyestalks, from which, beams of alien energy fire. The Health by this beam.
creature’s face bears a single large eye and a fanged mouth, 4 Fear [Resolve]: The Target is Frightened for 1 minute. The Target
often drivelling with a maddened froth. They remain aloft attempts this DT again at the end of its Group's Turn, ending the
with an innate telekinetic energy that seems to persist as a Status early if it passes.
Y
function of the being itself, rather than strictly just the mind, 5 Kinesis [Endure]: The Target becomes Restrained until the start of
the ogler's Group's next Turn. If the Target is unsecured and weighs
as animated ogler corpses also use this psionic locomotion. 300 pounds or less, the ogler can also move it Target up to 30 feet
Oglers are greedy, pompous, otherworldly creatures that in any direction.
A
are out-of-touch with reality by their very nature. An ogler’s 6 Paralysis [Endure]: The Target is Paralyzed for 1 minute. The
incredible mind is nearly always driven completely mad by Target attempts this DT again at the end of its Group's Turn,
ending the Status early if it passes.
arrogance and the insatiable desire to rule over all. They are
PL
and trick others into outrageous deals. 9 Sleep [Resolve]: The Target falls Unconscious for 1 minute, or until
something wakes it or it takes damage.
0 Slow [Dodge]: The Target is Slowed for 1 minute. The Target
attempts this DT again at the end of its Group's Turn, ending the
Status early if it passes.
Quick Actions
Eyebeam: The ogler uses one of its Eyebeams at random.
ST
AT: 13 Detect: 0 STR 10 (0)
Main Actions
HD: 4 (16 Health) Morale: 2 DEX 17 (+3) Bite [Melee 5 ft | Dodge DT 13 (AT +3)]: 1d6+1 Pierce and Rust Touch
Zone: Midline Load: 10
Speed: 35 ft., Fly 30 ft. VIT 15 (+2)
Senses: Blindsense LOG 6 (-2)
Weaknesses: Frost
AWR 10 (0)
Protection (i): Fire, Physical, Toxic
Status Immunities: Fatigued, Grappled, Poisoned,
TE
PRS 12 (+1)
Prone, Restrained
Defenses: Dodge +3 | Endure +2 | Resolve +0
Traits
Flame Body: Each time a BEING makes physical contact with the
Y
Elemental, it takes 1d4 Fire damage. If physical contact was made as a
result of occupying the same space, the damage occurs only the first time
this happens on a Turn.
Illuminating: The Elemental sheds Light out to 60 feet.
A
Water Weakness: The Elemental loses 1d4 Health each time moves in
freestanding water.
Main Actions
PL
ST
them to take on a somewhat goblinoid appearance. Taking
their name from the Gobbledygook word for wardog, wargs
are seemingly vicious towards any creatures other than
goblinkind, and even then this seems to be a fair-weather
partnership.
It isn’t uncommon to see wargs taken as the watchdogs of
TE
goblinoid hideouts or used as terrifyingly agile mounts by
bugbear war leaders.
Warg
LARGE CRYPTID DIFFICULTY: 1
Y
AT: 13 Detect: 1 STR 17 (+3)
HD: 7 (28 Health) Morale: 2 DEX 12 (+1)
Zone: Frontline Load: 34
A
PRS 8 (-1)
Defenses: Dodge +2 | Endure +2 | Resolve +2
Main Actions
ATTACK; Bite [Melee 5 ft | Dodge DT 15 (AT +5)]: 2d4+1 Pierce and the
Target is knocked Prone if it is a BEING.